Back in time to get the facts. Pt .Phosphorus Etc.. Merc/Spy

Started by AgentX_003, March 18, 2008, 02:24:28 AM

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Gawain

no they don't because good players usually don't run into them and if they do they get to med kits or their mate in time.

BurningDeath

Quote from: Rambo on March 19, 2008, 09:17:47 PM
no they don't because good players usually don't run into them and if they do they get to med kits or their mate in time.
oh come on ..
1.) No game should ever be designed with only hard-core players in mind.
2.) It's not true, from my point of view, that poisons are useless.
3.) U R PRO, we know.


Farley4Fan

Quote from: Rambo on March 19, 2008, 08:22:54 PM
why give them a boost if they aren't good for the gameplay? in most places, you can simply jump over them, in the few places you can't, they are op (especially if they get a boost).

In the few places you can't jump over them you can just chaff them.  They are quite good tools against aggro players if you use them wisely.

Gawain

Quote from: Papa Skull on March 19, 2008, 11:58:14 PM
In the few places you can't jump over them you can just chaff them.  They are quite good tools against aggro players if you use them wisely.
try chaffing the poison mines at storage (orph). poison against aggro players? roflcopter XD

Farley4Fan

Hold on, think about it.  Poison mines stringing through the middle of a room near objectives that you are guarding help a lot.  Ever try putting poison mines that go across pirates?  Then when the aggro spies come to attack they aren't expecting it and get hit.  A poisoned spy is going to panic and attempt to run away or find his partner.  It's pretty easy to kill a poisoned spy because of the rapid decrease in his health.

There are a FEW instances where chaff doesn't work, and even then, there are usually other places from which you can enter the room anyways. 

InvisibleMan999

Making poison good vs aggro takes a single change. A 2 second animation to heal your partner.

Then poison becomes a threat to aggro players.

AgentX_003

Quote from: InvisibleMan999 on March 20, 2008, 03:53:42 AM
Making poison good vs aggro takes a single change. A 2 second animation to heal your partner.

Then poison becomes a threat to aggro players.

k how did this get off topic to some garbage about poison mines =/.


-Thanks Murdy for da Sig <3  xD

Gawain

lol aggro players run around with thermal all the time, no way they wouldn't see the poison mine. dunno which noobs u played with this crap tactic (ok it's aqua that explains a lot) XD

BurningDeath

Quote from: Rambo on March 20, 2008, 12:00:35 AM
Quote from: Papa Skull on March 19, 2008, 11:58:14 PM
In the few places you can't jump over them you can just chaff them.  They are quite good tools against aggro players if you use them wisely.
try chaffing the poison mines at storage (orph). poison against aggro players? roflcopter XD
What's so difficult about getting around that mine?

Gawain

spekkio can you jump in here? i'm tired of explaining basic stuff.

Quotetazing a merc = 2.7 seconds
is it the exact same in ct?
on a sidenote: it's fucking annoying that the host taze effect lasts 1s longer grrrr -.-

kronf

I think poisons are fine as it is. I found them very useful in ct. Careful spies might not die directly from poisons a lot, but most of the time it makes them waste time and gives away their position. Which is enough to make it a useful item.

Gawain

it's the job of spytraps to make them give away their position, not the job of poison mines...

kronf

So? What if I use proxy mines to slow down spies, but not to kill them? Its not the job of miens to slow down. Is it wrong? Whats your point?

BurningDeath

Quote from: Rambo on March 20, 2008, 01:59:08 PM
spekkio can you jump in here? i'm tired of explaining basic stuff.
You better explain yourself some basic stuff if you don't even know how to out-smart a poison mine. I wonder how you manage to play against enemies that move and think (mercs) if you cant handle a static mine.