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camo

Started by Gawain, November 04, 2007, 02:35:14 PM

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Gawain

what about camo more like in tf2?
-totally invisible (except for emf)
-activation and deactivation delay during which you can't attack/use eq
-invisible to mt in crouch speed (OR way longer timer for camo)
-timer a little bit smaller
-slower regeneration of power
-no sound
if it is visible, it should work more like in bf2142:
-blurred appearance (no sharp outline), thus invisible in front of little contrast lightning
-gets more blurry while in motion
-maybe no energy consumption at all, but a static noise

-shorten emf range (70-80% of what it's now should work out fine for the average ct map size)
edit: alternative: keep emf radius, but after switching to emf it takes some seconds to power up thus reaching full range after ~3s. with this change, spies get a chance to react/it avoids switching visions all the time.

i think this boost is not over the top, because with camo as a viable gadget everyone will watch out for it using laser and emf. besides, mt would need no change. in fact, with camo as a permanent gadget mt could work like in pt (instant detection), which i think would be great as it fits better into the combat vision concept if you suspect being attacked generally (+normal post render, of course).
discuss  ;D

Tidenburg

omg spies in tf2 suck. They turned of team killing so you can check if someone's an imposter just by smacking them across the face with a wrench. Engineers FTW!

/off-topic.

Gui Brazil

I liked the camo in Crysis, which is quite similar to the one in CT.

Gawain

Quote from: Gui Brazil on November 04, 2007, 02:47:36 PM
I liked the camo in Crysis, which is quite similar to the one in CT.
i only played the single player demo, so i have no idea how it looks like for other players. can you make screenshots with different distances/backgrounds/lightning/speed?

Overstatement

What's wrong with CT camo?

B1nArY_001

A simple shader that simulates refraction is all that is needed. You're not supposed to see it, or it's supposed to be hard to see it. Start adding things to the appearance and it becomes even more visible. Not a good idea to pretty it up if we want it to be functional.

Gawain

Quote from: Overstatement on November 04, 2007, 02:58:14 PM
What's wrong with CT camo?
way too easy to see in mid/close range, eax activation noise bs, no influence on mt, emf whores.
atm the only real use is to help you hiding around corners for grabbing necks (if your enemy doesn't use eax or was in a loud fight), which is just stupid as it's supposed to be a stealth gadget that works best for mid-long range: to cross the fov of the merc/camnet undetected or hide from the patroulling merc if there is no obstacle.

Quote from: B1nArY_001 on November 04, 2007, 03:18:31 PM
A simple shader that simulates refraction is all that is needed. You're not supposed to see it, or it's supposed to be hard to see it. Start adding things to the appearance and it becomes even more visible. Not a good idea to pretty it up if we want it to be functional.
the problem with this is that the outlines are too easy to see this way.

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
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B1nArY_001

#8
Quote from: Gawain on November 04, 2007, 03:20:02 PMthe problem with this is that the outlines are too easy to see this way.

This has no bearing on PS camo. CT is an older engine and uses less complex shaders. I played with the distortion shaders in Roboblitz and it produces far superior results to older version of the engine.

CT had no FSAA which will also make a difference in how easy it is to spot the outline of camo. Force a 16x pass of FSAA manually through your videocard config and check out camo. It becomes considerably less visible. Visible yes, but less.

Gui Brazil

#9
Quote from: Gawain on November 04, 2007, 02:53:10 PM
Quote from: Gui Brazil on November 04, 2007, 02:47:36 PM
I liked the camo in Crysis, which is quite similar to the one in CT.
i only played the single player demo, so i have no idea how it looks like for other players. can you make screenshots with different distances/backgrounds/lightning/speed?

I was referring myself to the camo from the single player demo and I agree with Binary here, the visual look of it shouldn't differ so much fom CT's one. We might change what it does (not getting caught on mt, no sound on activation or w/e) but i don't think we should go all nuts on the appearance of it.

Spekkio

It's obvious that camo is supposed to be used at longer ranges, given the fact that it has an activation noise and that you are not 100% invisible.

The only thing that needs to be fixed is being able to hear it almost anywhere on the map.

InvisibleMan999

I say:
-No activation sound (you could only hear it with EAX before anyway, which was bullshit)
-Total invisibility while not moving
-Partial invisibility while moving, with visibility becoming more obvious the faster you move.

Xan

I think reducing the noise produced is the only thing that certainly needs doing. How effective camo is will have a massive effect on gameplay, so i feel the only way to decide a lot of these idea's is to play test them. That stage is still a long way off from what i can see.

Gawain

Quote from: Spekkio on November 04, 2007, 04:33:07 PM
It's obvious that camo is supposed to be used at longer ranges, given the fact that it has an activation noise and that you are not 100% invisible.
The only thing that needs to be fixed is being able to hear it almost anywhere on the map.
camo is way too easy to see in medium distance.
example: steel squat, merc on balcony of living room, spy with activated camo in the middle of the yard. imo one shouldn't be able to see him...
the only map camo has some use is factory (and polar perhaps).

emf whoring is considered far worse than mt whoring by good players. emf ghosting (at least without zoom) is terrible for the gameplay, and so is it's range. you should need to use the laser for detection purposes in medium-long distance, and you should need to sieve the ceiling with bullets if you suspect a spy on it.
on the other hand, emf should be able too detect electronic devices like sticky cams behind objects and walls way better (more transparent objects plz).

Farley4Fan

My favorite camo is from halo 3 ( no I'm not just a fanboy ).  You are pretty much invisible, but when you start to perform actions or shoot your camo starts to fade and you become more visible.  I think when you are moving while crouching you should still be relatively hidden, but as visible as CT camo is.  When you aren't moving you are pretty much invisible.  When you are running, you camo starts to fade and you become more visible.  Of course it would still use a battery...