Gadget Design Theory

Started by Kubanator, April 02, 2009, 01:24:36 AM

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Westfall

Quote from: OConnor on April 24, 2009, 03:10:51 AM
Quote from: FR33M4N on April 24, 2009, 01:12:16 AM
Quote from: OConnor on April 23, 2009, 11:19:42 PM
10 is more than enough.

If you are stupid enough to waste a lot of 'bullets' and get yourself in sticky situations its fair enough you deserve to be stuck in that situation. Youre def not defenseless. you can still use your gun to shoot projectiles and you still have your hand deployed smoke, flashes and chafs.

Makes you think more and be smarter about your choices.

Its just adding something different to the game without drastically changing. I mean chaos theory was great and all but its going to get boring playing chaos theory on 1 new map. which looks like it going to be the case, at least for a good amount of time after the release of PS.

this is rubbish. tazer is the spies only form of defense, the other gadgets (flash, smoke) are to help you evade the merc once he's seen you. giving spies 10 bullets is retarted, i could easily waste like 3-4 of those just trying to  hit the bastard.

HOWEVER, i think this could be used for the merc instead, they spawn with way too many bullets, maybe cutting them down would make them more tactical with their bullets and only fire when necessary, but again its not really that important.


Alright well, to say its rubbish when you particularly cant hit a merc on the first shot just means youre rubbish. Smoke, flash, chaff, and the bullets are both defensive and aggressive weapons. Use your head, im not going to explain why. Of course they help you evade, hence being defensive. get it?

Maybe 10-20 bullets max or 10 in a clip, having extra clips or an ammo spot to refuel can be added. Its just a new variable to add. because all that we're looking at right now... a new map. how long till that gets old? Something different to make the game diverse yet true to the classic play.



Yeah, b/c in a place protected by mercenaries, there would obviously be a spy ammo station...in the vents or something...

The idea is rubbish b/c it puts a limit on the spies, whereas mercenaries have free reign plus refills for bullets. I understand your idea, but it doesn't seem fit for this type of game play, given the FACT that it wasn't broken to begin with. Like frvge said, if it's not broken, why fix it. Nice idea, but I don't see it as a necessary feature for the game, since being spy is hard enough as is. If things end up differently in PS, maybe it could be considered, but even then I 100% doubt tazer will be an issue. Keep in mind the time limit, number of objectives, and limits to both side of secondary weapons. Tazer running out (which would HAVE to have a removable option for mercenary partners) is easily unbalanced and unwarranted for this mod.

VaNilla

On top of that, if a spy cant hit a merc with his tazer first time, the mercs have a chance to easily kill him anyway, so having to reload a tazer isn't really logical in the first place. Also like Frvge said, there really is no need for the change.

OConnor

Quote from: STON3COLDKILLA on April 24, 2009, 05:23:57 PM
On top of that, if a spy cant hit a merc with his tazer first time, the mercs have a chance to easily kill him anyway, so having to reload a tazer isn't really logical in the first place. Also like Frvge said, there really is no need for the change.

you dont have to reload it each time. its a clip of a predetermined amount of bullets.

--and just like there are exploding bombs to use in sabotage just chilling in mercenaries ammo boxes... ya 

if you honestly think about it people. we are going to be playing chaos theory with 1 more map... like just trying to add something different. how long till lakehouse gets old and an imbalance is discovered and exploited... cmon people keep your minds open here.

frvge

The goal was to have around 4 maps at launch. So 1 map is not true. I'm not sure if we'll make the 4-map goal, but we'll try.
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@OConnor's idea: It just doesn't work, it'll limit the spies way too much, and you also didn't consider the cross-continent gaming where you just can't count on perfect shots everytime, sudden lag spike and you'll be swearing in your chair for missing the shot. Also you'll be wasting way too much time to just to shock the merc since you can't afford to make a miss. 3rdly, what about the mines, spy traps etc. which you just can't deactivate without the shocker, you'll be running out of bullets too fast. The shocker is great as it is, and it does leave the spies defenseless enough when they go for the shock unless they do it from somewhere hidden out of sight (but why waste time shocking the merc then?), there's been countless of times where i have been shot in the head just when i was about to shock the merc, and vice versa. It'll limit both the stealth and the aggro playstyle too much, and i don't understand what's the deal with aggroing? You can do both without a problem in CT, and neither really gives you a unfair advantage over the other team. It's all in adapting to your opponents playstyle and countering it.

VaNilla

Quote from: OConnor on April 24, 2009, 06:57:39 PM
Quote from: STON3COLDKILLA on April 24, 2009, 05:23:57 PM
On top of that, if a spy cant hit a merc with his tazer first time, the mercs have a chance to easily kill him anyway, so having to reload a tazer isn't really logical in the first place. Also like Frvge said, there really is no need for the change.

you dont have to reload it each time. its a clip of a predetermined amount of bullets.

I meant like reloading from an ammo box :/.

Gawain

the only thing about the spy tazer that needs to be considered carefully is the "shocking timer".
in ct the shock effect lasted a tiny bit too long (especially for the host).

Snakebit.

#37
Imho the shock time in ct isĀ  fine. Taz / take is only possible due to spy having flash / smoke / chaff OR not so many defenses in place. If you Nerf a bit some spy gadgets or make a bit more defenses the problem will solve itself. You don't see a lot of taz + take on deftech don't you ? Some of the most extreme defenses are in deftech a sector and it shows it works fine. ( I think to many of them )

If you make the taz time shorter tazing anyone would be useless.