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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Cronky

The knife sounds like a Passive Gadget (which I like). One in which takes up a slot, but you don't actually USE (at least not like most gadgets/SS gun get used).

I could see it being pretty unique. When you grab a Merc you no longer have the Neck Break option. Instead you do knifey things. When you go up to a hack panel you have a new option.

Perhaps some instances that were done by hack panels or buttons in CT would be exclusive to those that brought the knife. Nothing imbalanced, but say (I'll use this example again) instead of a button to drop the box in the Pirate Room of Aquarius. You'd cut it down.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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DreadStunLock

Quote from: Wh1tE_Dw4rF on February 05, 2011, 10:17:44 PM
From the design philosophy the spies aren't brought into action to harm the mercs. They are there to avoid them. If you give spies a lethal gadget, to clarify, a direct lethal gadget, the whole design philosophy is thrown out of the window and a new way of winning a round opens up. (Think of hacking a terminal to give away your position then hide somewhere along the path the merc would come and pop lead in the back of his head and continue hacking).

I think everyone would enjoy having the OCP made a standard spy gadget. Reduce the range so you have the SS for mid to long range and the OCP as a (fast) CQC tool. The OCP would work the same on the merc's headgear as it would on a defensive trap. As long as you're aiming at the merc the vision would interfere similiar than that of using a SS but he wont be stunned. This would make a nice tactic to take out a merc if you're working together rather than running both around the merc trying your luck at who gets his neck first.

Cooperative spy teams will love being able to take their pace and get by defensive traps using the OCP rather than chaff'ing their way trough them.

It should work on many, maybe even most electronic devices found around the map as long as you channel the OCP on it. (Lights, cameras, lasers etc.)

Remember that it's all balanced around the fact the spy has to aim at the object at all times and can only move that fast while doing so. He probably also lights up as a 4th of july bonfire on the mercs EM vision.

See the way he talks about philosophy and how the spies should avoid the mercenaries? Avoid lethal actions? Being spotted?

People always bash about how annoying funny punch is and crap, and that they had a neck when a mercenary charged the wall and they failed, avoid it, that's your job.

Anyway, Cronky, what I meant about the clip thing was:

Basically you have a tazer meter for tazing, and clips on the side, you can have like a clip icon or whatever.

When you shoot with it, the tazer does not refil until it reaches 0 and the spy will automatically replace the clip, but the tazer still has to refil, so it doesn't give you an instant full meter(Unless it would be a good idea to try both ways) After he loses all the clips, it just becomes a standard tazer again, refils on it's own but of course. And crap I can't find my other post why the tazer needed the clip like what was it's buff so I failed on that and I will try to find it ><

Wh1tE_Dw4rF

Some lethal actions are OK as long as they are such discouraged that you can't overuse them or abuse it that it goes against the design philosophy.

Just because spies should be hidden at all times doesn't mean they can't go out of their way to get their objectives done. From your view the game should end the moment a merc spots a spy, how lame would that be?

Remember that if you only have a certain way of playing with no room whatsoever to change your way of playing (fast teamwork, pushing playstyle, complete ghost ninja) the game will feel very monotone and you will have certain tactics per map that will make or break the round.

It's still a game and therefore it should be enjoyable for both teams. Forcing one team to play a certain ghost turtle game won't help improving that.

The suggestions are definitely not impossible to overcome as a merc. With a few tweaks on their end not hard at all.

Farley4Fan

Lethal actions shouldn't be discouraged in deathmatch White Dwarf.  Even your sig agrees

Spekkio

If you fixed EAX, the OCP would also be fairly useless.

Wh1tE_Dw4rF

Quote from: Farley4Fan on February 06, 2011, 02:34:24 AM
Lethal actions shouldn't be discouraged in deathmatch White Dwarf.  Even your sig agrees

Deathmatch? Who plays that anyway? My concerns are for story.

Farley4Fan

Well the kind of knife I was suggesting was for deathmatch.  There was a thread on here not too long ago that discussed ways to balance deathmatch and make it a decent game mode.  A knife that spies can attack with could help that. I see what you mean about "discouraging" that in story mode though.

Obviously story is priority one, but who says that implementing something that could help deathmatch is off limits?

DreadStunLock

Quote from: Spekkio on February 06, 2011, 03:41:01 AM
If you fixed EAX, the OCP would also be fairly useless.

PS won't have EAX.


To be honest it would be weird if spies had a knife on Deathmatch because they would leap out of the shadows and gut the mercenary... While mercenaries can't see in the shadows, unless there is something that makes it fair.


DreadStunLock

Unless you have a flashlight pointing everywhere including out of your ass, this won't work, as well as the spy needs to get close to a mercenary to gut him, and even now in DM, a spy can easily bash a mercenary.

NeoSuperior

then the mercs gun must do more damage... like if it hits 3 times on hand you die, 2 times body 1 time head,
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DreadStunLock

Won't really help you, a spy cannot be detected if he doesn't make any noise, and since in PS the spies will be able to do that without sneaking, that 100% You Lose for the mercenaries.

Wh1tE_Dw4rF

Quote from: DreadStunLock on February 06, 2011, 05:43:34 PM
Won't really help you, a spy cannot be detected if he doesn't make any noise, and since in PS the spies will be able to do that without sneaking, that 100% You Lose for the mercenaries.

In what way does a spy not make a noise without sneaking?

DreadStunLock

I wouldn't mind that PS would have a Face-off mode like conviction did, but of course a bit more stable and balance, and without a gun.

DreadStunLock

Maybe this is just my opinion, and I am not trying to offend Goodkebab for making the models the way they are now and I am sure a lot of people like it the way they are now, but something, just something there is in the Spy suit that says 1337, that Mercenary one doesn't, the thing is I find the mercenaries shoulder pads very.....1990---ish...


Anyway back to the topic:

Still not really sure why I can't see a reason for this to work, it's almost as if the silenced pistol is useless :/