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Ammo for Spies?

Started by Daybreak, November 20, 2006, 11:01:28 PM

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Frelli

oO, people w/o voices  :o

Tinweasele

actually, if any of you played nwn1 perhaps quick voice commands wouldnt be so bad.  A bindable key to flash messages.

enemy spotted *flashes your location on minimap*
need help * flashes your location*
cover object blah *flashes blah*
Some people say "think outside the box"
I say "fuck them, i want a sphere"

Overstatement

Quote from: MacBryce on November 21, 2006, 12:36:02 PM
The beauty of it is that this wouldn't bother a very skilled aggro team that much. It adds to the game instead of taking away from it.
When you put it that way, it does seem like a very elegant solution.

scope2005

#18
Quote from: Vega on November 21, 2006, 04:16:16 PM
I agree with you, Mac, on what we should do about aggro.  I don't want to limit the game and how it already is by making aggro harder to do.  I don't think aggro is that bad and in order to limit it I feel that it is not about limiting the spies gadgets but to increase the abilities of the merc.  For instance, changing the tazer around would surely scare off aggro spies by making it more effective (not PT style however, I heard that tazer was too good from all of you guys).  I like tripple nading and don't want to limit it.  Remember....without the aggro abilities, on some maps spies can be really screwed.  Think about aquarius, that map isn't that easy to stealth if you have two good mercs.

Lol it's funny when you talk about beefing up the tazer, it makes me shudder with fear as I think about the SCPT tazer... It shot out like a good 8-10 feet and autolocked, so any spy caught facing a merc within that range was as good as dead, you just couldnt get away even if you turned corners... no skill was required whatsoever. On the other hand the spies could aggro like pure bitches.. The tactic was basically just shock a merc and jump him from the nearest piece of knee height furniture. So the balance of that game was pretty fucked IMO as you had to aggro to win, and that was against the whole principle of stealthy spies vs armored mercs.

SCCT was a much better game balance wise definately. Nerfing the tazer was the best thing they ever did, The SCCT bullcharge was much better, and much more balanced. It was avoidable and the tradeoff was if the merc was careless, his neck could be the price. I dont think there should EVER be a ranged weapon no matter how short that incapacitates a spy in one shot (apart from a well placed headshot).

What you could do is borrow something similar to that from a stealth mod from HL2 called Hidden: Source, which has something called an Fn303 which is a less than lethal projectile launcher (think of a paint ball gun on steroids), which fires balls filled with a toxic chemical called serun-oxide to disorientate with a nice blurry effect, slow down, and evetually incapacitate a subject if enough shots hit.

Im not suggesting putting this weapon into the game, but borrow the principle and perhaps change the role of the tazer from an instant-incapicitating stun, to a weapon which slows down a spy slightly and disorientates him so the merc can close him down easier.

It may be totally Imba in this setting, and as stated before we are all just brainstorming ideas here.. direct port of the game mechanics first, then mess about with it ;)

MacBryce

I don't know how it would turn out, Scope, but that idea sounds awesome.

I would suggest on doing that with the regular gun instead of a new weapon. If you get hit as a spy, you get a little bit blurred. If you get hit a lot, you get blurred a lot. Even if they manage to aggro you, I'd love to see those spies scrambling towards each others like drunken sailors, constantly missing their partner, in an attempt to heal him/her.

goodkebab

shotty stops aggro


uzi does a pretty good job as well...and makes up for high ping servers

MacBryce

#21
That's right, Kebab, I remember you let me experience that for myself.

If the mercs were able to pick up a different gun at spawn, aggro would probably be limited. Get aggro'd? Pick up a shotty and get even. That would be fun too for the mercs. I can already imagine the conversation between them, but it would be hell for spies. Playing against a shotgun player is annoying. Every encounter you're bound to leave almost, if not entirely, dead.

goodkebab

#22
actually....i like the idea of merc being able to change weapon at the ammo crates because you dont always know what kind of people you are playing against.

The-Chicken6

#23
yeah ur right... and maybe we can take also some other weapens. But i hate the Shotgun... i agree u need some skilz to be good whit it but when u are, the spies don't have a chance... and if ur good whit rifle u sure do have a chance

goodkebab

thing is, spies get used to rifle and exploit the weaknesses of rifle...and then whine when mercs change tactics.  Shotty is not cheap...it just forces players to adjust....and that makes the differance between good players and bad ones.

a3c0i3d

ok im asking this for Nitro, he realy wants the Uzi in this game. Because he sucks with the sniper rifle. Can you pls put it in, or else he is gonna whine all the time, and when he starts whining...sigh...

goodkebab

lol...we know how much Nitro uses uzi

a3c0i3d

yeah, he truly is a "uzi noob". But i put up with him because of his trully beautifull voice. Great ass also.

USAHOLIO

I think that all the guns should remain but the shotty should just be nerfed a little because in the hands of a host it is deadly from very long range.

p.s.

Quote from: a3c0i3d on November 22, 2006, 02:11:14 PM
yeah, he truly is a "uzi noob". But i put up with him because of his trully beautifull voice. Great ass also.

lolerskates u sound like my buddy when he talks about me :-*

MacBryce

#29
Well, we're cloning the game so the three weapons will be in it. Then again, we're making them from scratch so it's the purpose of the gun that will outweig the actual SCCT materialization of it.

And Kebab is absolutely right. The only reason people complain about shotty and uzi is because they aren't willing to adjust to them. Of course, it's a little hard to adjust when you can't change gadgets in-game but it's likely that that would get changed in our clone.