OMG where's the new stuff?

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

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Cronky

Pre-warning before this escalates further. You two stop being annoying. :)
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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DreadStunLock

#61
Quote from: AgentX_003 on July 19, 2011, 10:30:49 PM
Quote from: DreadStunlock on July 19, 2011, 10:01:42 PM
Quote from: AgentX_003 on July 19, 2011, 09:57:23 PM
Quote from: DreadStunlock on July 19, 2011, 01:04:32 PM
Quote from: AgentX_003 on July 19, 2011, 09:22:01 AM
Quote from: Meister_Neo on July 19, 2011, 12:10:11 AM
Quote from: Justus on July 18, 2011, 07:25:02 PM
We have already decided to start things off game play wise by removing the ability for the Merc to jump at all. You will still be able to climb up onto things that are low enough, but it's a context sensitive command. This will remove bunny hopping, jumping and spinning after a missed berserk and makes the Merc seem more weighed down by his equipment and not so athletic.

Well... in CT jumping was used by many people as a "charge-extender", to get through things faster, for example smoke, to not use up all of the gasmask, while going through a line of smoke clouds.

So i ask: Will there be something like the sprint of SCDA? Or will you at least make the range of the charge longer?

well this all sounds nice from a concept point of view , but what happens when a merc is being tossed around like a ping pong ball being
elbowed back and forth  ? I think the jump is essential, what the Merc is just supposed to let they spy grab ur neck o_o ?. I mean aggro spies are inevitable despite that this project is around stealth ;P

If you are being showed around back and forth, then you really need to find a better teammate.

I am not talking about me  >:( , Im talking in general.

I am not talking about you either, I am talking in general ::)

your full of it, You can't wait to bring me to a boiling point . I have said nothing at all these past 2 months. I dunno how you manage
to derail threads but good job ya did it again, Some times I wish you would stop posting all together, Even the official dev team have questioned your skills interms of this game.

Anyway before this troll responded, my point was aggro spies are invitable and If jumping and turning is taken out then its basically a free kill
for the spies.

******, chill the fuck out, I don't care about you boilling whatever you want to boil, to me, jumping and turning is not a free kill, cause I have a teammate who can snipe the 2 spies on me, or shoot a grenade and get a triple kill.

Cronky

I'd rather see a balancing of a Merc with no jump, rather than what we all have with CT Mercs right now. Again, it seems like the jump in CT is only "Useful" because of unintentional bonuses it has versus certain situations. Jump turning to avoid getting your neck broken, while highly practical, seems like it could be replaced by any number of alternatives that do much the same thing without the need for a jump button.

Maybe something like... when you get hit by a spy, instead of going in a straight line backwards, you could steer yourself a little bit. Gives the randomness of a jump turn, while not needing to jump. How much you could influence your direction would have to be played around with. You should still lose mobility when being elbowed, but veering off course a little bit seems like an acceptable solution to me.

Maybe elbow chaining is a Co-Op move. If you hit the Merc 3 times then they get knocked out.

I would not doubt there are better options than what I just said, but just because CT did it one way and it "Worked" doesn't mean PS has to do it exactly the same.

Plus the idea that's been brought up of having the elbow key and the grab key being separate in PS makes me think more people are just going to be jamming on the grab key rather than elbowing all together. Who cares about a "Chance" of grabbing them, when you can just mash a key that ONLY grabs them.

...I'm going to stop before I type more.

(Agent, don't respond to Dread's latest post with more drama. Argue his point all you want, but that's it.)
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

Zedblade

#63
Quote from: AgentX_003 on July 19, 2011, 09:22:01 AM
Quote from: Meister_Neo on July 19, 2011, 12:10:11 AM
Quote from: Justus on July 18, 2011, 07:25:02 PM
We have already decided to start things off game play wise by removing the ability for the Merc to jump at all. You will still be able to climb up onto things that are low enough, but it's a context sensitive command. This will remove bunny hopping, jumping and spinning after a missed berserk and makes the Merc seem more weighed down by his equipment and not so athletic.

Well... in CT jumping was used by many people as a "charge-extender", to get through things faster, for example smoke, to not use up all of the gasmask, while going through a line of smoke clouds.

So i ask: Will there be something like the sprint of SCDA? Or will you at least make the range of the charge longer?

well this all sounds nice from a concept point of view , but what happens when a merc is being tossed around like a ping pong ball being
elbowed back and forth  ? I think the jump is essential, what the Merc is just supposed to let they spy grab ur neck o_o ?. I mean aggro spies are inevitable despite that this project is around stealth ;P

First of all. Stop taking our proposed game play ideas and jamming them into CT's game play. We aren't changing things in an already established game, we are building from the ground up with these design choices in mind. So a 2 on 1 in PS won't be the same as a 2 on 1 in CT.

2 on 1 or not, you still have berserk, charge, throwing down a nade and a fucking gun. Use it. 2 on 1 is just 2 people working together while the other 2 aren't. Your getting double teamed, it's supposed to be difficult.

Removing jumping solves tons of issues. Jumping and spinning after a charge, rail camping, bunny hopping and the chances a Merc can get out of a level without jumping is close to 0. Also, the command to climb up something will be the same as climbing onto ladders. No more automatic bullshit from CT where if u get close to a ladder, it will tractor you in whether you want to or not. So no jumping stays unless a real reason during testing says otherwise. Not because you can only survived being double teamed by jumping and spinning.

And as far as I know, the jumping and turning was an exploit anyway. You can't turn that fast on the original xbox version. And I know from trying that if I crank up my mouse sensitivity, I can jump and spin in the air like 2 times as merc. MT in hi-resolutions is also an exploit. If you oppose no jumping because you need jumping as an exploit to get out of being double teamed, then you should oppose changing MT so you can't exploit it to see spies in the dark.




VaNilla

#64
Why not just change the functionality of the jump button so that when you can climb objects when you're standing next to them (if possible to reach)? You see that all the time in modern games, in fact it looks like Zedblade was saying something like that in his post before mine, but since I'm not sure I thought I'd throw it out there :P

Cronky

I removed off topic posts on this page since they were starting to take over! Carry on with the discussion. :P
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

puuusianka

I've been thinking about enhancing the use of stick to wall thing... What annoyed me in CT was that the block collision of spy wasn't changing when you were sticking to the wall, since you couldnt get into smaller cracks in the walls. while you should be able to. My typical doors were 256x128but I wondered about makin small ways between the buildings so taht you have to stick to the wall and go thru 64 width but in CT it wasn't possible. Another thing that I thought about is the use of very narrow objects to move around. On my rocamadour map you could have jumped on the zip line and walk up it. That was very unrealistic. but you could do the same on any place. Someone mentioned the rails which shouldn't be for merc to stand on. Agree! You should do taht basically for anything taht is smaller then 32 units. How does that match with stick to the wall thing? You have in films that sometimes people get out of the window in a very tall building and walk along the wall, that is usually a very small path something around 16 units in editor, I'd say, Which is exactly the width of a rail! Why not make stick to the wall thing an ability to walk on such small paths(objects, w/e else narrow).

MulleDK19

Quote from: Meister_Neo on July 19, 2011, 03:20:06 PMA merc that is "touching" a wall with his back cannot be hit by a spy. I mean it doesn't make sense if a merc gets pushed into a solid wall, although he is leaning on it already...


Actually... If the merc is up against a wall, a punch from the spy would most likely knock him out in a single blow.


Just like a gun. eg. a hunting rifle.


If you fire it while standing free of obstacles, the weapon will recoil and the force will wear off. However, if you stand up against a tree, the rifle will literally pulverize your shoulder, because the force can't "get away".

If my heart ever heals, I will make sure it'll never break again.

Farley4Fan

QuoteYou can't turn that fast on the original xbox version

Yeah you can.  It's not QUITE as fast as moving the mouse around, but there is a quick turn move in the game and it's not a glitch.  It's a bit like the quick turn on L4D for xbox.  You tap a button, your character turns 90 degrees almost instantly.

It may be part of the game but it doesn't mean it can't be fixed or altered a bit.

Here's an idea.  How about if the merc jumps and gets elbowed while in mid-air, he gets knocked out.  Kind of like a crouching merc.  That way the merc can still jump around, extend the charge for getting out of smoke clouds etc, and do his quick turn thang - but the spy can be rewarded for hitting a jumping merc.

VaNilla

Release some more screenshots from Asylum, it's been a while since we last saw some progress 8)

zglina

Quote from: STON3COLDKILLA on July 25, 2011, 05:29:45 AM
Release some more screenshots from Asylum, it's been a while since we last saw some progress 8)
agree

DreadStunLock

Something tells me there wasn't much done, I think B1nary went on a holiday or something.

Farley4Fan

Holiday?  What do I pay you people for anyway?

NeoSuperior

Will it later on be possible, to "close the eyes" as merc?

With following Effects:


1. The merc sees nothing (screen is black, including hud)

2. The merc starts to "get used to darkness", while his eyes are closed (e.g. he is in a well lightened room and behind that is a dark room. So he closes his eyes in the bright room, so that is eyes are "prepared" for the dark room... all of that assuming, that the merc is not relying on Flashlight).

3. While the Merc's eyes are closed, he is immune against the visual effect of a flashbang, however not against the sonic effect.
If there are any orthographic/grammatical errors in this post, you can keep them and, if you want, hang them over your bed ;)

"As an online discussion grows longer, the probability of a comparison involving Nazis or Hitler approaches one."
- Mike Godwin

DreadStunLock

I like the idea, but will it be worth it? As well as the mercenary has got a hi-tech helmet, and I am sure that they thought of bright to dark switching. Also, how would that work if you were in a dark room, you enter a bright room with EMF and switch it off?