Started by frvge, July 12, 2011, 10:42:52 PM
Quote from: savior2006SCDA has more bugs than a rain forest.
QuoteTreat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.
Quote from: Wh1tE_Dw4rF on July 13, 2011, 02:26:59 AMI spy back to wall should be able, when near a doorway, to reach out his leg in an attempt to trip an advancing merc.
Quote from: Tidenburg on July 13, 2011, 12:40:58 PMMake grenades stumble spies if they're in the blast radius.
Quote from: Wh1tE_Dw4rF on July 14, 2011, 03:14:15 AMYour last idea seems familiar, oh wait.
Quote from: Vega on July 14, 2011, 06:07:15 AMQuote from: Wh1tE_Dw4rF on July 14, 2011, 03:14:15 AMYour last idea seems familiar, oh wait.I didn't even read the replies before I posted that but yeah I see we have similar ideas. After reading I had a vision and felt yours would be best represented as this...Totally tactical. The merc is incapacitated. The spy has a disable move. AND it double serves as a humiliation move!
Quote from: Vega on July 14, 2011, 02:10:27 AMYou guys most likely saw this a long time ago but I'll post anyways for a plug:Allows spies to disable cameras without giving a notification of "security failure." Only works when cameras are constructed on the map to allow spies to reach them, obviously.Allows spies to disable lasers silently without giving the "security failure" message. Would be useful when maps have the lasers + camera combo, which is when cameras are located right outside of lasers, causing a spy who simply rolls through lasers to be detected. An example of this is found in Factory map for Chaos Theory, the room next to digger (it's been too long to remember...transformer room?).Both above examples have the inherent coop disadvantage, which is making two spies be in the same place at the same time; limiting the spies potential to navigate the level separately and efficiently. This is a disadvantage that is capitalized by competent merc players.I've also drawn one more for fun with my SICK painting skills:It doesn't have too much tactical value but it gives the spy a disabling move (with limitations) other than knocking a merc out with a grab + elbow combo or jumping on them. A merc could have a similar counter move if so desired, but how to determine who strikes who first is up for debate. Just some food for thought.
Quote from: DreadStunlock on July 13, 2011, 03:07:23 AMQuote from: Wh1tE_Dw4rF on July 13, 2011, 02:26:59 AMI spy back to wall should be able, when near a doorway, to reach out his leg in an attempt to trip an advancing merc.+9001!
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