OMG where's the new stuff?

Started by frvge, July 12, 2011, 10:42:52 PM

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LoChang

Quote from: seef. on July 27, 2011, 08:27:55 PM
IMO the knock out system was fine and served a purpose in CT.  It was just as useful and worked just about the same way as gas camming.  From what I remember it was about 10 seconds of actual knockout time with another second or two of them reviving and blurred vision.  You could even hold them for a bit (adding even more time the merc was disabled) while your teammate advanced, took out defense, diffused or took out the other merc.  That time holding the merc and doing your thing, was better then just snapping his neck for some situations.  Giving the spies some tactical advantage, knowing exactly where the merc was going to wake up, no extra equipment, confusion and another chance to setup vs him (cam, decoy, neck or whatever).

Some other situations would include walking a merc over to placed mine, knocking him out and killing him with it as you run off or the baiting of the other merc to nade his knocked out teammate.  Even though the end result is the same as a neck break leaving the merc dead, it still is just fun to kill someone with variety.  On top of that it is just funny to see a merc die to an explosion.  Breaking neck after neck after neck gets stale after a while, need some creativity and planning.

Sure there weren't too many maps or places where you could use it well but it still worked if you knew what you were doing.  Like on mall for instance, if you grab a merc on the 1st floor, knock him out giving you an opening to run  to the 2nd floor past the security and dealing with only one merc.  If you had broken the other mercs neck, by the time you have made it to their spawn you would be dealing with 2 mercs.  Same goes for ohphanage and station and a few others I just can't think of right now.

With all that said, adding time to the knockout just doesn't sound right to me.  You will always have those people just snapping necks no matter what you do to the knockout system.  That's because you will always have players with the mentality of 'HHAHA YOU PWNED! DMDMDM".  If time is added to the knock out making it equal to a neck break, what would be the point of snapping a neck unless you wanted the satisfaction of hearing the 'crack'?  As for myself, I would just knock them out all the time to dry out their nades and defense supply making for an easy win.

Adding 'Someone has gone unconscious' text would be nice though.

This. Please.

Vega

Quote from: frvge on July 27, 2011, 08:00:36 PM
But that'd mean it's just a move for 1 Spy that's probably slower than diving through them?

Technically it's an animation for one spy but can be taken advantage of by the other.  It's slower than diving through the lasers of course, the advantage is that it's useful when a door way with lasers is also under surveillance by a camera, giving double the security measures.  Assuming the camera isn't directly on the door, then the spy could get through it silently and without setting off anything.  I need to paint this so it makes sense, it's hard to explain without elaborating examples (which I can do later just not at this time).

Quote from: seef. on July 27, 2011, 08:27:55 PM
IMO the knock out system was fine and served a purpose in CT.  It was just as useful and worked just about the same way as gas camming.  From what I remember it was about 10 seconds of actual knockout time with another second or two of them reviving and blurred vision.  You could even hold them for a bit (adding even more time the merc was disabled) while your teammate advanced, took out defense, diffused or took out the other merc.  That time holding the merc and doing your thing, was better then just snapping his neck for some situations.  Giving the spies some tactical advantage, knowing exactly where the merc was going to wake up, no extra equipment, confusion and another chance to setup vs him (cam, decoy, neck or whatever).

Some other situations would include walking a merc over to placed mine, knocking him out and killing him with it as you run off or the baiting of the other merc to nade his knocked out teammate.  Even though the end result is the same as a neck break leaving the merc dead, it still is just fun to kill someone with variety.  On top of that it is just funny to see a merc die to an explosion.  Breaking neck after neck after neck gets stale after a while, need some creativity and planning.

Sure there weren't too many maps or places where you could use it well but it still worked if you knew what you were doing.  Like on mall for instance, if you grab a merc on the 1st floor, knock him out giving you an opening to run  to the 2nd floor past the security and dealing with only one merc.  If you had broken the other mercs neck, by the time you have made it to their spawn you would be dealing with 2 mercs.  Same goes for ohphanage and station and a few others I just can't think of right now.

With all that said, adding time to the knockout just doesn't sound right to me.  You will always have those people just snapping necks no matter what you do to the knockout system.  That's because you will always have players with the mentality of 'HHAHA YOU PWNED! DMDMDM".  If time is added to the knock out making it equal to a neck break, what would be the point of snapping a neck unless you wanted the satisfaction of hearing the 'crack'?  As for myself, I would just knock them out all the time to dry out their nades and defense supply making for an easy win.

Adding 'Someone has gone unconscious' text would be nice though.

QFE.  Nice.

Farley4Fan

The game hinges upon choices and options.  Not superficial options like "SUPER FAST ROF OR SUPER SUPER WOWZA FAST ROF??!?", but options like "break neck or KO".  Options that can give you advantages in certain situations. 

God I love SvM.








































Give me Beta.

DreadStunLock

Quote from: Farley4Fan on July 29, 2011, 06:40:59 AM
The game hinges upon choices and options.  Not superficial options like "SUPER FAST ROF OR SUPER SUPER WOWZA FAST ROF??!?", but options like "break neck or KO".  Options that can give you advantages in certain situations. 

God I love SvM.








































Give me Beta.

Just got trolled for a minute, thinking there was an image loading, then I scrolled down, and it's another month delay >x(

How about somehow incorporating a move that was used in Conviction's Deniable Ops? When you are grabbed by the enemy, in this case a mercenary being grabbed, the mercenary can all of a sudden give a huge pull forward to give his teammate a clear shot? Or something alike of that? And also, I think there should be a 2 second wait once you grab the mercenary, to give mercenaries a chance to even save his teammate.

comicsserg

I think there should not be any delay, it must be up to player to decide what to do with the merc

Cronky

#110
I do like dread's struggling idea. I don't know EXACTLY what it'd accomplish for the Merc, but I could see it working on the same timeline as the Charge (as it would be a in-grab charge). It wouldn't give the Merc any chance of getting out of the grab, but if they're being held on to, instead of just instant KO/Neck, then it would give the Merc a chance to disrupt what may be trying to happen (Opening doors, wasting time out of teammates view, ...other things).

I never understood why there wasn't at least a little bit of struggling when it came to a Merc getting grabbed, even if it's just for show. Seems more "Realistic" in terms of the game world (not that the game needs to be based on complete realism). Taking aside that an ELITE MERCENARY has no moves in his brainular to get out of a headlock, it seems like they wouldn't become super obedient at the mere touching of their back (regardless of HOW they're being held).

The delay is a bad idea though. Merc's don't need a handicap just because once the Spy gets a Merc s/he can choose to kill immediately. That's like saying a Spy that gets shot in the head should get a few seconds after they're hit (bleeding out?) so that their teammate can heal them. You know, because it's unfair that the Spies can't insta-kill from across a map like a Merc.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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xFire:Cronkbot | Steam:Cronky

Tidenburg

Quote from: DreadStunlock on July 29, 2011, 02:03:54 PM
Just got trolled for a minute, thinking there was an image loading, then I scrolled down, and it's another month delay >x(

Haha, that reminds me of this comic:



























DreadStunLock

NOT AGAIN! I restarted my goddamn router because of this :(

frvge

He only posted part of an image. How funny.
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 July 30, 2011, 07:49:30 PM
He only posted part of an image. How funny.

No shit sherlock, by the way, is DX11 going to be in PS? Or not enough resources?

frvge

Our mappers don't have DX11 graphics cards to test. So no. Maybe we can have a super awesome looking DX11 map later. Gameplay > graphics.
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 July 30, 2011, 09:21:23 PM
Our mappers don't have DX11 graphics cards to test. So no. Maybe we can have a super awesome looking DX11 map later. Gameplay > graphics.

<Raises hand for DX11 testing>

DreadStunLock

What about Morten? I am sure he had some fancy chipset...might be very wrong.

knooger

I ask what are advantages of DX11?
Feeding MS, Nvidia and AMD pockets?