OMG where's the new stuff?

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

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DreadStunLock

Quote from: Farley4Fan on July 18, 2011, 10:21:32 PM
There are plenty of games where you can't jump dread.  It's just going to make the spy/merc styles contrast that much more and hopefully improve the gameplay.  We shall see.

Hey, so far I am all up for it :)

NeoSuperior

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?
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

AgentX_003

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


-Thanks Murdy for da Sig <3  xD

Cronky

The more I think about the lack of a jump for Mercs, the more I like it. Mainly because it sounds like it solves a couple problems that are only there because you can jump (such as rail camping). As long as the context sensitive things are useful and keep the mobility of the Merc what it was, then I see nothing wrong with it on a basic level. The cons I've seen so far seem to amount to unintentional bonuses that came from jumping, rather than things that were put in specifically to do what is stated (charge extender, blocking elbow chains(?))

I can't figure out more to say without sounding stupid(er) and showing how little I remember about small things like jumping in CT.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky

AgentX_003

it would be nice if there was 1.5-2.3 second delay for jumping because its  nice to jump over and on- Qlemont

very thin railings just need to happen to thort off rail camping mercs  just like they did in double agent. 


-Thanks Murdy for da Sig <3  xD

DreadStunLock

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.

NeoSuperior

got an idea:

A 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... this would also be a solution for the "100%-sure-unblockable-coop-push-2nd-spy-grab-move".

Also if a merc is "touching" a wall it would be nice if he couldnt use beserk... because otherwise he would just slam his gun into the wall.
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

Quote from: Meister_Neo on July 19, 2011, 03:20:06 PM
got an idea:

A 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... this would also be a solution for the "100%-sure-unblockable-coop-push-2nd-spy-grab-move".

Also if a merc is "touching" a wall it would be nice if he couldnt use beserk... because otherwise he would just slam his gun into the wall.

I for once would like to see somekind of a anti-move for those who are in the corners or against the wall. Like a spy charge where he can bash the mercenaries head against the wall or something. It's annoying when people get in a corner.

NeoSuperior

#53
Quote from: DreadStunlock on July 19, 2011, 04:42:58 PMI for once would like to see somekind of a anti-move for those who are in the corners or against the wall. Like a spy charge where he can bash the mercenaries head against the wall or something. It's annoying when people get in a corner.

Are you talking about Story or DM here?


For DM i would agree.


However not for story. The Merc is supposed to ALWAYS have the upper hand in fights, so that the spies are forced to go on, instead of teaming up on 1 merc to kill him. If this will be a game where aggro spies always have an advantage when they attack 1 merc, and even are able to kill him in most cases, then this game should be called "project sam fisher"  -.- 

Things like this are the cause of players becoming "only-spy-noobs".

The mercs are the ones that are supposed to kill, not the spies.
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

Quote from: Meister_Neo on July 19, 2011, 06:52:51 PM
Quote from: DreadStunlock on July 19, 2011, 04:42:58 PMI for once would like to see somekind of a anti-move for those who are in the corners or against the wall. Like a spy charge where he can bash the mercenaries head against the wall or something. It's annoying when people get in a corner.

Are you talking about Story or DM here?


For DM i would agree.


However not for story. The Merc is supposed to ALWAYS have the upper hand in fights, so that the spies are forced to go on, instead of teaming up on 1 merc to kill him. If this will be a game where aggro spies always have an advantage when they attack 1 merc, and even are able to kill him in most cases, then this game should be called "project sam fisher"  -.- 

Things like this are the cause of players becoming "only-spy-noobs".

The mercs are the ones that are supposed to kill, not the spies.

Dude, you do realise this is 2v2 based game not 2v1? Your teammate is by your side for a reason.

NeoSuperior

Will your teammate come to help in tea room in club house? I don't think so... because if he does and 1 spy slips away then they get 1 obj. for free... unless you play camp tactic from the start
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

Actually he does, absolutely. There is only 2 spies agaisnt 2 mercenaries, one for each.

If the mercenary sees his teammate being attacked and he doesn't kill atleast one of the spies, well I am sorry then your teammate is shit.

AgentX_003

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.


-Thanks Murdy for da Sig <3  xD

DreadStunLock

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 ::)

AgentX_003

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.


-Thanks Murdy for da Sig <3  xD