new anti aggro move for mercs

Started by goodkebab, October 17, 2007, 01:45:06 PM

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Gawain

pt phosphorous nades would be sufficient if the smoke is toxic while staying in it. remember that it highlithens you on emf, you glow green in the dark and leave footsteps, so with appropriate timers it could replace spy traps or camnet in some situations.
heck, we could additionally keep flares that last way longer and give more light + blow up ph. smoke (and ignite traces on floor/walls).

neth

I just cant wait for situations when mercs will spam flares unabling spies to go through...

Spekkio

Yea cuz losing 1/10 of your health as you dive through an area is really crippling.

B1nArY_001

I like fire  ;D Besides, if the spy is on fire, you wouldn't need emf to see him even in a dark or smoky room. Burn bitch!

SITHDUKE

Phospherous grenades were pretty funny on Warehouse shooting them at the catwalk opening so spies couldn't go through without being bait. Though fun and undeinably useful the standard merc loadout like Tazer, frags, mines and traps were better. Most of the gadgets aren't really that bad they are just overshadowed by better ones.

Gawain

Quote from: neth on October 20, 2007, 11:02:30 PM
I just cant wait for situations when mercs will spam flares unabling spies to go through...
well, you only got say 5 of them and they won't stay as long as spy traps or mines XD
besides, you shouldn't loose much health diving through them.

Quote from: B1nArY_001 on October 20, 2007, 11:16:25 PM
I like fire  ;D Besides, if the spy is on fire, you wouldn't need emf to see him even in a dark or smoky room. Burn bitch!
you can see the phosphour remains glowing green in the dark. never played pt?

Kurbutti

We should give the mercs barrels of radioactive goo, that they can overturn with charge. It sticks to spies feet and does moderate DOT depending on for how long he stood in the puddle. Spies would get rubber boots  as an extra gadget to counter this threat.

psyichic

Uhmmmm....No? Sorry but adding random gadgets for every single idea as a counter is just annoying.

Farley4Fan

I say we just bring back phospho nades and add a slot.

Gawain

Quote from: Papa Skull on October 22, 2007, 06:34:12 PM
I say we just bring back phospho nades and add a slot.
that's what me and spekkio are talking about for some days...

InvisibleMan999

I'm honestly not a big fan of the phosphor/incendiary idea, mainly because they'll still be pretty weak. About the only use for them might be if they could prevent hacking from the constant damage (like getting shot stops a hack). Then you could use them to protect an objective (though might be too powerful then).

Otherwise, they're weaker than a frag really.

Maybe instead of doing damage, they could slow the spy down or something, like a merc smoke grenade. lighting up the area and slowing the spy down might prove to be a big enough reason to use em.

frvge

Original idea, but in what way would it differ from the 'net-trap' mine? Maybe because the net-trap would immobalize the Spy and this not.
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Gawain

i'm no fan of immobalized spies.

why do you think the phosphorous nades we suggested are too weak?
normal loadout: frags, mask, mines, camnet/backpack/spy traps
ph. nades would have to compete with camnet/bp/traps with camnet heavily reliant on map design and bp on teammate's choice. now imagine a magic 5th slot and a buffed tazer, and there you have good balance (maybe pt rifle with scope as a gadget, too).

InvisibleMan999

#73
Quote from: Gawain on October 22, 2007, 09:27:57 PM
why do you think the phosphorous nades we suggested are too weak?
normal loadout: frags, mask, mines, camnet/backpack/spy traps
ph. nades would have to compete with camnet/bp/traps with camnet heavily reliant on map design and bp on teammate's choice. now imagine a magic 5th slot and a buffed tazer, and there you have good balance (maybe pt rifle with scope as a gadget, too).

Well, the first and primary thing you compare incendiary grenades to is frags.

If a spy is in the radius of a frag, he pretty much dies. So as far as instantaneous effect, you can't get any better. Therefore, the main advantage of the phosphor grenade is the lingering radius. So that has to be really could, because if you took frags instead, the spy would be dead.

Really, a minor radius damage just isn't all that great. If you as the merc know where the spy is, he's not going to be standing still anyway. So the fact that you're forcing him to run away doesn't actually mean anything. Lingering damage over time just doens't work with spies because by default, a detected spy is going to be mobile.

In what circumstance would it be better to have the incendiary grenades than frags? If the answer is "never", then the gadget is too weak. It's really that simple.

For a lingering effect, about the only good effect I can think of is a slowdown to the spy, that way you can actually set up phosphors at choke points to rpevent a spy from escaping. I'm thinking you'd also want phosphors to be insta-nades by default. As soon as they strike a surface, they explode, because you'd want to deploy them fast.

The other option is lingering damage that prevents the spy from hacking, mkaing the incendiary grenade the ultimate objective defender. This is problematic though, because it can take the excitement out of that late game last second hack if a merc just spams incendiaries at the objective. So I wouldn't be too enthusiastic about that one.

B1nArY_001

#74
Quote from: Gawain on October 21, 2007, 02:39:00 AM
Quote from: B1nArY_001 on October 20, 2007, 11:16:25 PM
I like fire  ;D Besides, if the spy is on fire, you wouldn't need emf to see him even in a dark or smoky room. Burn bitch!
you can see the phosphour remains glowing green in the dark. never played pt?

I've played since day one of the Splintercell franchise.

The only reason I suggest fire is due to the fact that it would achieve the same effect as the phosphorus but it's much more entertaining and cool looking to see someone on fire than just covered in toxic slime. Teenage Mutant Ninja Spies anyone?