How do you think PS would play if the spy had a pistol?

Started by tigaer, February 05, 2011, 05:35:08 AM

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Spekkio

Quote from: DreadStunLock on February 20, 2011, 06:59:40 PM
I remember I disagreed once with you, but now that you made a whole novel about it I see your point. And I definitely agree with it.

Also will you still be able to really get a "Draw" in PS? Would be nice if Devs could tell us more on the fact that, is the Win and Lose is going to be shown by:

a) For a team to win they need to win both Mercenary and Spy rounds.

b) If a team got more objectives as spy than the other team shouldn't they get somekind of a "Win" condition, or will it be "Doesn't matter how many objectives you got, win is a win, and a lose is a lose(The most boring way)"

c) Winning a spy round give you a better reward? Or they are both equal?
If PS balances the game properly, then that will answer all of your questions... a merc and spy win would be near equally difficult, so they'd both be equally worthwhile.

Judging by the media released thus far, though, the game is likely to swing in the opposite direction, making it too easy for spies. All the things that nerf mercs regarding stealth will equally nerf them fending off aggro.

puuusianka

You guys are overcomplicating IMO. You will know if you owned someone or got owned even without some special system to tell you how "close" you were to win.

Spekkio

I think that they were referring more to official competitions and the like, where an official, standard scoring system is necessary.

DreadStunLock

Especially since we saw the tournament tab :) But by that time I will probably be in University anyway xD

But seriously, I think spies are going to be quite dominant in PS like in PT, why? Bash and grab won't really be avoidable :S And that is what scares me the most :(

Spekkio

Just buff the tazer and that will be fine. Plus you can always jump before being grabbed after an elbow now, so why change it?

I was more referring to nerfing the special visions. That will make it a lot more difficult to see through the chaff/smoke/flash and kill the spies.

DreadStunLock

Well as I hope, the visions for mercenaries will require energy? Actually they could do the same for the laser sight and well maybe leave torchlight as it is, but actually I would like to see a tazer buff if there is going to be implemented. Maybe something like 10-15 yards?

CougarC.A.T.

Quote from: DreadStunLock on February 20, 2011, 09:22:21 PM
Well as I hope, the visions for mercenaries will require energy? Actually they could do the same for the laser sight and well maybe leave torchlight as it is, but actually I would like to see a tazer buff if there is going to be implemented. Maybe something like 10-15 yards?
I actually wouldnt mind that at all

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Spekkio

#142
Quote from: DreadStunLock on February 20, 2011, 09:22:21 PM
Well as I hope, the visions for mercenaries will require energy? Actually they could do the same for the laser sight and well maybe leave torchlight as it is, but actually I would like to see a tazer buff if there is going to be implemented. Maybe something like 10-15 yards?
Requiring energy doesn't fix what's actually wrong with the balance issue. It's like spraying deodorant on a pile of dogshit in your living room. What you really want to do is get rid of the dogshit, not try to hide the odor.

The problem with MT is that it counters almost everything except going slow or staying out of sight. Sounds simple enough, but going slow will leave you vulnerable anytime the merc switches visions (not to mention he can see you anyway, or use the laser to find you). Plus the time limit is not on your side. Staying out of sight is highly dependent on the map, and most maps incorporate some kind of chokepoint where you have to infiltrate past the mercs anyway. PS is on the right track by fading in a spy gradually as he moves quicker, but if he can't move quickly enough while invisible, the vision is still going to be overpowered. Let's face it -- anyone who is good at the game doesn't just stand there with MT on 100% of the time. They are constantly looking around, so if your plan is to slow crawl across an open chokepoint to bypass the merc in MT, you are going to get spotted regardless of whether he can see you in MT or has to switch visions.

Since most good mercs are cycling visions while they don't see you, all an energy meter will do is prevent a merc from using visions during prolonged aggro battles. The spies will simply have to stall long enough where the merc is blind...from there, drop a few flashes and a neck is fairly inevitable.

Cronky

Quote from: DreadStunLock on February 20, 2011, 09:22:21 PM
I would like to see a tazer buff if there is going to be implemented. Maybe something like 10-15 yards?

How many "yards" does it go now!? At 10-15 yards (in my head) it seems like you'd be able to stand at one side of a hallway and hit someone all the way at the other end  :o
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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Spark Mandriller

lol more dread measurements

YARDS IN GAMES AND YARDS IN REAL LIFE ARE TOTALLY DIFFERENT

Farley4Fan

Quote from: CougarC.A.T. on February 20, 2011, 09:41:10 PM
Quote from: DreadStunLock on February 20, 2011, 09:22:21 PM
Well as I hope, the visions for mercenaries will require energy? Actually they could do the same for the laser sight and well maybe leave torchlight as it is, but actually I would like to see a tazer buff if there is going to be implemented. Maybe something like 10-15 yards?
I actually wouldnt mind that at all


hey cougar i just played with you on CT today.  im papa skull

CougarC.A.T.

Quote from: Spekkio on February 21, 2011, 12:45:53 AM
Requiring energy doesn't fix what's actually wrong with the balance issue. It's like spraying deodorant on a pile of dogshit in your living room. What you really want to do is get rid of the dogshit, not try to hide the odor.


hahah, i hear what you're sayin. So if not limiting the visions you would rather just eliminate them and just have mercs with the flashlight and laser? I wouldnt call that unbalanced either. I dont think eliminating the visions would hinder mercs too much concidering the arguement you made for spys.

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VenomousNinja

Quote from: Space Manbow on February 21, 2011, 01:56:37 AM
lol more dread measurements

YARDS IN GAMES AND YARDS IN REAL LIFE ARE TOTALLY DIFFERENT

Err, a yard is a yard. It is a standard unit of a measurement. Yards are the same no matter where they are. What are you on about?

DreadStunLock

Quote from: Cronky on February 21, 2011, 12:49:03 AM
Quote from: DreadStunLock on February 20, 2011, 09:22:21 PM
I would like to see a tazer buff if there is going to be implemented. Maybe something like 10-15 yards?

How many "yards" does it go now!? At 10-15 yards (in my head) it seems like you'd be able to stand at one side of a hallway and hit someone all the way at the other end  :o

Well so far, it's 5 yards in CT, which means you have to be super close to the spy, or as a host you can be just a bit far away to hit him.

Spark Mandriller

Quote from: VenomousNinja on February 21, 2011, 08:48:19 AM
Err, a yard is a yard. It is a standard unit of a measurement. Yards are the same no matter where they are. What are you on about?

Dread thinks they're different.

Quote from: DreadStunLock on February 08, 2011, 07:51:22 PM
Allow spies to remove sticky cameras from 3-4 yards above their shoulders.
Quote from: DreadStunLock on February 09, 2011, 09:20:56 AM
Do you really believe that 1 yard in CT is the same as 1 yard in real life?

Yeah, I dunno wtf he's talking about either.