Project Stealth - Suggestion to Poison Mines.

Started by DreadStunLock, October 21, 2010, 02:34:20 PM

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DreadStunLock

New suggestion, don't know if it has been posted or not, but it would be nice to see fresh comments.

As you all know, poison mines can be consired as a very powerful blocking defense, even if the medkit is around, you will still blow your cover, and not many people always bother turning on Thermal Vision to check for them because they are in a risk of being spotted by Mercenaries EMF vision.

So if there is a tight room where a poison mine blocks the room entrance, and you cannot jump over it, and there are no ventilation access, shouldn't there be a way to bypass it?

One of the suggestions was made by SteveTheCookie once, was it could be if a spy could very swiftly throw his hand through the laser grid, so fast the dart would miss, and of course it should be kind of a long progress, since if think of in real life, the spy would have to stop for a moment and focus, and do a quick slash through the laser, not something you just click and go.

Got few examples just for faster understanding.

Ex_1.









Ex_2.




Comment of what you think can be done?

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frvge

Bank chaff off the doorway to chaff it. Doesn't work if it's too far away. Then again, that's what it is supposed to do: block off entrances.
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DreadStunLock

#2
Quote from: frvge on October 21, 2010, 02:53:42 PM
Bank chaff off the doorway to chaff it. Doesn't work if it's too far away. Then again, that's what it is supposed to do: block off entrances.

Bank has many other entrances, but I guess it could have a point to block off the room that has only 1 entrance, so you would require your teammate to heal you after you get hit by a poison.

Still would be nice to see more suggestions.

@Frvge would you say the "Hand swoosh through the P.Mine laser" Would be UnBaLaNcEd?

frvge

I say it defeats the purpose of the gadget. Unless the time taken to disarm it is > 20 secs and gives a security warning.
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.

DreadStunLock

Quote from: frvge on October 21, 2010, 03:02:01 PM
I say it defeats the purpose of the gadget. Unless the time taken to disarm it is > 20 secs and gives a security warning.

It can always be developed? In my opinion you should be able to see your own mines on your radar, since you are placing them.

NOTE: I do not mean the same for your teammate. Seeing all 6 mines would be really unfair.

DreadStunLock

Blocking off the whole zone and having no other entrances, is definitely a mappers fault, because if there is 1 entrance, and that it. Then spies literally have no chance of winning.

DreadStunLock

If the map is very balanced after the doors and vents, then you have to either taze and run, or take a poison and ask a teammate for assistance. That way the game becomes very hardcore in Teamwork in my opinion.

Farley4Fan

This all comes down to mapping.  If a mapper makes an important area only have one entrance that can easily be blocked by one mine, then the map might suck.  Another entrance that takes a long time would be the best option because poison mines are meant to slow down spies anyways.  Thinking pirate room - the merc can put a poison on the stairs, block the doorway, but you can still take some more time to get in through the vent.

DreadStunLock

Quote from: Limerick on October 21, 2010, 05:19:12 PM
btw aren't poison mines radius detectable, not laser detectable?

I don't understand that.

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DreadStunLock

The only thing I hate about mappers, they can never balance lights properly, every map I see except Clarity Soft, has the worst light balancing in the world, they make the map pitch black dark, and boring to play.

But in any case, some maps tend to have a room without vents and only 1 entrance, and they might have something like 1 additional objective that's easily patrolled, while other rest objectives have tons of entrances via vents and doors.

Farley4Fan

Pitch black maps are awesome, and they are much more fun to play than a broad daylight map like Kinshasa or something from DA haha


DreadStunLock

Quote from: Limerick on October 23, 2010, 12:50:08 AM
what would be the purpose of the torchlight then? and why is NVG in there?

doesnt have to be pitch black everywhere but shadows are generally very dark, right?

Well look at the map aquarius, look at the maps Club House, there are places in Tech Room that are super lit up and has it's own shadow areas, Club house, the hall is lit up, the garden is lit up as well, so many areas have very high lightning placed. Now look at the maps like Rocamadour, State Union, Orphanage, River Mall, it's so over darkened that there is no light areas to make it have more contrast and fluidity.

Anyway back on topic, as Limerick said, yes what is the point of torchlight then? A mercenary should have this feeling of entering a dark room, and having to look with his torchlight into every direction, imagine of a S.W.A.T Team raiding a dark building, you would see them doing same thing, and pumping their hearts with adrenaline, worrying they missed something.