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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I <3 U

Quote from: FugitiveSF on March 22, 2008, 11:38:54 PM
Quote from: BurningDeath on March 18, 2008, 11:11:01 AM
woah .. I like that grey nightvision soooo much better!
Maybe but green is more realistic and splinter cell'ish.

Actually i think White NV is more commonly used in RL, as its easier to see with IMO.

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

i don't care what's more common in rl, the white nv just looks way better. pt style ftw.

Succubus Dryad Of The Undying Comet

Quote from: Rambo on March 24, 2008, 02:02:42 PM
i don't care what's more common in rl, the white nv just looks way better. pt style ftw.
QFE
Also, the NV blur is superb to CT's lack of it.

Spekkio

QuoteYou seem to forget that there are two mercs on the map with you, which can very well keep you from just running to the next medikit. You take a few shots and you don't make it there alive!
Are you following the thread? That is exactly the point -- poisons work like spy traps. They get tripped and the merc has to come shoot the spy. At least spy traps tell you where the spy is.

Now, tell me, when you're not host and your partner isn't host, how do you even know that the spy hit the poison in the first place?

I <3 U

Quote from: Spekkio on March 24, 2008, 02:57:30 PM
QuoteYou seem to forget that there are two mercs on the map with you, which can very well keep you from just running to the next medikit. You take a few shots and you don't make it there alive!
Are you following the thread? That is exactly the point -- poisons work like spy traps. They get tripped and the merc has to come shoot the spy. At least spy traps tell you where the spy is.

Now, tell me, when you're not host and your partner isn't host, how do you even know that the spy hit the poison in the first place?

How does being host or not have anything to do with this? o0


Gawain


BurningDeath

#83
Quote from: Spekkio on March 24, 2008, 02:57:30 PM
Are you following the thread? That is exactly the point -- poisons work like spy traps. They get tripped and the merc has to come shoot the spy. At least spy traps tell you where the spy is.

Now, tell me, when you're not host and your partner isn't host, how do you even know that the spy hit the poison in the first place?
Ah well .. I'm sorry, I haven't really been following the discussion and was just throwing that in. But I'm of the opinion that poisons should stay in. We'll get new maps in PS, so there'll be no 9000 healing methods, add to that a limited amount of spies healing each other and poison-mines get quite useful. ;)


Quote from: Rambo on March 24, 2008, 01:58:47 PM
bd, spekkio knows ct way better than you, so stfu.
*smiles*

Who are you that you think you need to defend Spek anyways? If I was him, i would dissociate from you as far as I could.  And who are you to speak up like that? You better remember the games we had yesterday - I won't go into detail because I don't want this to get ugly.

Kubanator

Quote from: Spekkio on March 24, 2008, 02:57:30 PM
QuoteYou seem to forget that there are two mercs on the map with you, which can very well keep you from just running to the next medikit. You take a few shots and you don't make it there alive!
Are you following the thread? That is exactly the point -- poisons work like spy traps. They get tripped and the merc has to come shoot the spy. At least spy traps tell you where the spy is.

Now, tell me, when you're not host and your partner isn't host, how do you even know that the spy hit the poison in the first place?

When a poison dart is fired, the merc who planted it's aimer turns red for a second.

I <3 U

Quote from: BurningDeath on March 24, 2008, 03:55:45 PM
Quote from: Spekkio on March 24, 2008, 02:57:30 PM
Are you following the thread? That is exactly the point -- poisons work like spy traps. They get tripped and the merc has to come shoot the spy. At least spy traps tell you where the spy is.

Now, tell me, when you're not host and your partner isn't host, how do you even know that the spy hit the poison in the first place?
Ah well .. I'm sorry, I haven't really been following the discussion and was just throwing that in. But I'm of the opinion that poisons should stay in. We'll get new maps in PS, so there'll be no 9000 healing methods, add to that a limited amount of spies healing each other and poison-mines get quite useful. ;)



Quote from: Rambo on March 24, 2008, 01:58:47 PM
bd, spekkio knows ct way better than you, so stfu.
*smiles*

Who are you that you think you need to defend Spek anyways? If I was him, i would dissociate from you as far as I could.  And who are you to speak up like that? You better remember the games we had yesterday - I won't go into detail because I don't want this to get ugly.

Haha, i was lolling for most of those games...

I <3 U

Quote from: Kubanator on March 24, 2008, 06:29:35 PM
Quote from: Spekkio on March 24, 2008, 02:57:30 PM
QuoteYou seem to forget that there are two mercs on the map with you, which can very well keep you from just running to the next medikit. You take a few shots and you don't make it there alive!
Are you following the thread? That is exactly the point -- poisons work like spy traps. They get tripped and the merc has to come shoot the spy. At least spy traps tell you where the spy is.

Now, tell me, when you're not host and your partner isn't host, how do you even know that the spy hit the poison in the first place?

When a poison dart is fired, the merc who planted it's aimer turns red for a second.

No it doesnt (not that ive noticed in my many years of playing). But it should, that'd solve all problems:)

Farley4Fan

Quote from: Rambo on March 24, 2008, 02:02:42 PM
i don't care what's more common in rl, the white nv just looks way better. pt style ftw.

That's funny because if I remember correctly, you liked the red-blue style of thermal vision because it was used more commonly in real life.   ;)

But I do agree, white looks better.

Spekkio

My host comment has the following significance:

-Only the host hears the poison mine get tripped. Clients never hear it.
-The red reticle thing is only when a poison KILLS a spy, not when he trips it.

Without hearing a poison mine, there is no way for you to know a spy tripped it unless you saw him do it, in which case you probably would've killed him without help from the mine anyway. Therefore, you have no way of knowing that you should be seeking and shooting at a spy as he makes his bee line to the healthpack(s).

No wonder you guys think poisons are useful -- you don't even know the mechanics of the game.

InvisibleMan999

Quote from: Spekkio on March 24, 2008, 08:59:04 PM

Without hearing a poison mine, there is no way for you to know a spy tripped it unless you saw him do it, in which case you probably would've killed him without help from the mine anyway. Therefore, you have no way of knowing that you should be seeking and shooting at a spy as he makes his bee line to the healthpack(s).


Well consider that the spy is running towards the medpack. That's making a lot of noise and likely forces him to abandon his hacking attempt, and through sound, signals his position to the merc. So I've made the spy abandon a hacking attempt and give away his position by running. Honestly, I'm okay with this happening. it slows the spy down, and makes him have to reinfiltrate the map all over again.

That's still pretty useful.

There are a few levels where this isn't true, like clubhouse, but that's just because the clubhouse medkits are placed in awful locations. Medkits should never be right next to an objective. Move the medkits to the wall near the electrical system hack and the problem is fixed.