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Mines again.

Started by Blank Man, June 06, 2008, 08:23:48 AM

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Westfall

@ Blankman: That poison mine where you drop from spy spawn to go to crane room can be countered....either with your mate or a chaff.

Blank Man

Quote from: Westfall on June 08, 2008, 06:51:27 PM
@ Blankman: That poison mine where you drop from spy spawn to go to crane room can be countered....either with your mate or a chaff.

You obviously don't know what I'm talking about. Chaff wouldn't reach, though mates could heal you, and I said that they could, but thanks for trying.

Farley4Fan

Who cares about that 1 example from CHAOS THEORY!?  Come on now, think about completely blocking off a doorway with ease.  That right there should convince you this idea is bad.

Blank Man

Quote from: Papa Skull on June 09, 2008, 12:38:14 AM
Who cares about that 1 example from CHAOS THEORY!?  Come on now, think about completely blocking off a doorway with ease.  That right there should convince you this idea is bad.

You can press up against one side of the door way to squeez by. Kind of taking Agent's idea with wider vents and applying to doors. And again, people have partners.

Farley4Fan

You can't always press up on a wall and go through a door.  A lone spy can be completely blocked from getting through a doorway with this idea.  Does any dev want to confirm if the merc reticule will flash red if a spy gets poisoned?  If so, then even having a partner with you won't be that effective because it will give away your position.

Hyrage

#50
Quote from: Rambo on June 08, 2008, 12:26:13 PM
Quote from: Hyrage on June 08, 2008, 12:38:55 AM
Quote from: Rambo on June 07, 2008, 11:08:48 PM
ur right that his counter points aren't that strong, but here is a very good one for you: svm is a game that requires/should require planning and carefullness, and placing mines should always take some time and some risk when a spy is around.
should we take out the guns shooting too fast?  :-\
??? oO
Quote from: Hyrage on June 08, 2008, 12:38:55 AM
The spies should be able to blow up mines. The actual balance element in CT is:

  • Aiming accurately a mine takes skills & time.
it's only hard sometimes because of the bad mouse implementation and around-the-corner mine placement. once again, you show us your console background where aiming takes significantly more time - I'm sorry for you if you are that bad with a controller. I mentionned skills = aiming & time = the time you need to do the action. Stop acting like a fool when you definately have nothing to say please, you only shows up how annoying your PC Fanboy side is.
  • The laser dot appears close from the mine so it already requires timing and intelligence to be able to blow up a merc with it.
how about disabling the laser dot? anyways, most of the times you shoot at a mine it's because you play aggro and happen to see it, not because you blow the merc up with it... - For sure we would disable the laser dot. Even if you hide your laser, you need it to shoot the mine properly so it will appear one day or another.
  • The merc can attract spies into the mines they place or cover their mines with their own body.
nobody is talking about removing these possibilities, you could still place mines in hidden spots (oh and the 2nd use is totally noobish) - Did I talked about removing anything? my bad, for the 2nd one you are definately too good for me bro, why aren't you doing this game?
  • I'm definately against what Goodkebab said about "mines have to be placed in <easy to see> spots", because if it was the case it would mean taking out the surpise elements of the mercs & mines would be far too easy to blow up against the mercs or being disabled.
mines should both be placable in obvious and less obvious spots. atm mines do a pretty bad job in stopping aggro because of chaff going through walls and because of the ability to blow them up with the ss. i can't see anything bad about mines that you can easily see but not blow up with a simple ss shot, how about just not running into them? giving people the additional choice of placing mines on the floor and in open areas is a good thing for the gameplay (and throwing mines isn't). - based on CT, when you place your mine, there is a limit for the laser so, it would make no sense to place the mines on the ground, unfortunately. Placing mines in easy to see location is a waste of time if the spy can just blow it up so there must be plenty of tricky spots to place them. For the chaff through walls... it's up to UE3

http://img241.imageshack.us/img241/1015/achievement3zo3.jpg[/img]

"Video Games are art, but we don't play art, we play games."

Westfall

Quote from: Blank Man on June 09, 2008, 12:22:57 AM
Quote from: Westfall on June 08, 2008, 06:51:27 PM
@ Blankman: That poison mine where you drop from spy spawn to go to crane room can be countered....either with your mate or a chaff.

You obviously don't know what I'm talking about. Chaff wouldn't reach, though mates could heal you, and I said that they could, but thanks for trying.

Must be talking about the drop from the objective.

All in all, your idea was not up to par. Thanks for trying, or reading other threads.

goodkebab

for the poison mine in main hall....


use cam to look before you jump.


Nothing is really wrong with that mine,  what was overlooked by the developers is they dont let you grab the vent to return where you came from.

Gawain

yeah, just use a sticky cam. sticky cams are totally underrated for mine recon...

@hyrage: i won't even answer to your bullshit. either you are totally braindead or you didn't even take the time to read my post properly.

Farley4Fan

That's why I thought network cams would be a great gadget to have.  For multiple recon at the same time.  But whatever, that's a diff subject.

Anyone else want a lock?  Or can someone see something good to discuss here?

InvisibleMan999

I don't generally like using stickies for recon, as it lets the merc know you're there, because stickies make a good amount of noise.

Farley4Fan

Good point for discussion.  Should stickies make a lot of noise?  I think they should only be audible from about 10 feet away.  Deployment and movement noises I mean.  This would encourage using them for recon as well as aggro.  Maybe to cut down a bit on the aggro quick cams there should be a SLIGHT delay from firing the sticky and actually being able to shoot gas.

I <3 U

Quote from: Papa Skull on June 10, 2008, 10:38:28 PM
Good point for discussion.  Should stickies make a lot of noise?  I think they should only be audible from about 10 feet away.  Deployment and movement noises I mean.  This would encourage using them for recon as well as aggro.  Maybe to cut down a bit on the aggro quick cams there should be a SLIGHT delay from firing the sticky and actually being able to shoot gas.

On some levels they are way more audible than others. I think it depends on what you're stickying (eg in a vent should be heard clearly cos of echo. Wall should be slightly muted, while soft stuff like the ceiling in cafe inside, even slight more muted. Just an idea.

@ papa: not sure if you said this. but what about a fixed cam which can be fired at walls, ceilings, floors maybe slightly bigger than a spy bullet than can only be used to look through.

Tidenburg

If you could choose in the same way you choose mines that would be nice.

InvisibleMan999

Quote from: Papa Skull on June 10, 2008, 10:38:28 PM
Good point for discussion.  Should stickies make a lot of noise?  I think they should only be audible from about 10 feet away.  Deployment and movement noises I mean.  This would encourage using them for recon as well as aggro.  Maybe to cut down a bit on the aggro quick cams there should be a SLIGHT delay from firing the sticky and actually being able to shoot gas.

Yes, they should make noise. Otherwise the ambush cam becomes pretty much unstoppable. The noise at least gives you a brief warning that the spy might be setting something up somewhere.