EMF and Motion Tracking vision.

Started by Packerton, May 07, 2011, 07:42:01 AM

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Packerton

In all my time playing PT and CT I always thought it was sort of wrong that you could still see spies using those vision modes if they were not moving/not using anything that would cause them to come up on EMF, was wondering is that being changed?

AgentX_003

#1
Quote from: Packerton on May 07, 2011, 07:42:01 AM
In all my time playing PT and CT I always thought it was sort of wrong that you could still see spies using those vision modes if they were not moving/not using anything that would cause them to come up on EMF, was wondering is that being changed?

yes , I dunno if you did notice it or not, but thats what exactly MR.MIC is talking about on the emf video
when he is talking about the barrier being paper thin.


-Thanks Murdy for da Sig <3  xD

LennardF1989

You will be completely invisible if not doing anything. This can be used against you, however, if you stand in front of a large electric element which makes your "ghost" show up. You can counter this by equipping your gun, which acts as a chameleon effect.

frvge

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.

Packerton

Thanks, just wanted to clarify I have watched all the vid so far but I guess I never noticed that part, hey Agent ill be on Sunday we should play.

AgentX_003

Quote from: Packerton on May 07, 2011, 10:51:40 PM
Thanks, just wanted to clarify I have watched all the vid so far but I guess I never noticed that part, hey Agent ill be on Sunday we should play.

just add me to xfire.. if im correct it is packerton :P is your username for it.


-Thanks Murdy for da Sig <3  xD

Farley4Fan

How will spies know what is generating electricity?  Do they have EMF?  Or will they just have to know the spots by playing as merc/using EMF and learn them that way?

B1nArY_001

Spies have thermal. Where you have electricity you have heat. Even a battery that is producing it via a chemical reaction gives off heat when power is drawn from it.

Farley4Fan

I didn't think you guys would think of it like that  :D

A lot of thought is going into PS obviously, it's just unfortunate you guys lack the manpower to get your vision into fruition quicker.

Sounds like a cool way to become invisible.  I would love to manipulate the environment to trick mercs.  Remember that thread we had way back where we talked about activating things on the map that would produce moving objects to affect the motion tracking?  Have you guys given that some thought or is that just, yet again, up to the mappers?

B1nArY_001

#9
At the moment none of the maps have much of anything that would logically affect tracking. There have been map concepts discussed that would or could have movement outside that of the players to conceivably affect tracking. That is not to say something like this is being implemented right now but the possibility for this certainly exists.

I could certainly see a map that was a factory or something similar where machines with moving parts could be activated by a spy to limit the use of tracking in a particular area that was dark enough to force the Merc to rely on EM or Torch being a nice dynamic to the gameplay. This would provide the spy with a chance to move more quickly than usual through an area provided he didn't use his suit and could avoid the Merc's light. Or it could provide a nice number of possible diversions depending on the map layout.

CT and PT touched a little bit on dynamic environments with things like cans placed in areas where they could be used as both a lure by a clever Spy or a trap for a careless Spy. The generators in Factory are another nice example, get careless and miss your target hitting a generator instead, you expose yourself. These along with boxes you could drop onto mercs were all very simple dynamics. Some things that provide more complex resources to the advanced level of players would be great.

The best tools aren't really gimmicks that can kill or disable the other team but instead the ones that make them second guess or hesitate buying the Spy his most valuable asset - time. Or in the case of the Merc, wasting the Spy's time.