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KO effect

Started by neth, December 14, 2007, 12:31:29 AM

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neth

I made a new topic, so discussion is not disturbed.

How about this:

When spy knocks down merc, when he gets up his visor is broken (not all ofc but you can see a few cracks on it).
It would not obstruct the sight (like chaff e.x.) but sometimes (not very often) it would make visions and flashlight randomly turn off, so he had to turn them on again. Nice add, not abusive, not overpowered but bit frustrating.

What do you guys think ?

Gawain

tell me one good reason for adding this fancy "feature" (besides that it's fancy).

Succubus Dryad Of The Undying Comet

It would be cool to have the merc look at the little scratches on the visor, for example under smoke grenades effect, instead of getting the shitty effect of ct, you could make the merc look directly at the visor, like when you look at your own nose kind of thing.
Everything other would get motion blurred to death, so you wouldn't see much if you were going to move your mouse alot. This would boost smokes a little bit, but it wouldn't be op since grabs and ko's won't be glitchy.

Vega

No.  It's a feature that is essentially worthless and the "randomness" is not a theme that you want to add to a game like SvM.

neth

#4
Quote from: Vega on December 14, 2007, 12:53:42 AM
No.  It's a feature that is essentially worthless and the "randomness" is not a theme that you want to add to a game like SvM.

hmm, youre right about the randomness. And what if it obstructed the vision a bit ? Is it a good idea to buff the KO this way or is the shorter animation enough ?
Or perhaps its good to add this some day just as a graphical effect. It would be an element of humiliation.

Gawain

ko-ing the merc isn't that weak, there are many occasions where it is quite strong:
-on sector maps like orph, warehouse if you certainly get one objective or have just hacked one
-next to bomb places  where the bomb blows up the merc anyways
-when the merc is low on eq, especially on mask, becoming more likely towards the end of the game

Farley4Fan

Yeah Gawain, that is why I think you should shorten the time the merc is knocked out to about 5-8 seconds and shorten the knockout animation a lot. 

Gawain

the grab knockout time shouldn't be shorter than the sticky cam ko time as you take much more risk going for a grab.

Farley4Fan

What would be more risky is trying to crack his neck ( which would take a longer amount of time ) with another merc around or a grenade at your feet.

And randomness happens all the time in this game.  It isn't all set piece gameplay.

Gawain

the risk i' was referring to lies in trying to get a neck as the merc could charge/berserk/taze/... you.
the animation time just adds additional risk when the other merc is close which is a good thing.

Farley4Fan

Additional risk?  Why would you need additional risk if the merc can already kill you easily?  Since he can charge/berserk/taze ( and don't forget shoot you ) like you said.  If you get a grab you should be rewarded.  If you get a grab with two mercs you should be given atleast a slight chance at escaping. 

If you grab a merc and another merc comes around a corner you should still be given a chance at escaping no matter how abysmal it is.  With the current animations you don't have a chance with even a decent merc. 

Even if you do knock him out he still comes back in 5-8 seconds.  How far are you going to get in 5 seconds?  Probably not too far.  Especially if you have another merc pounding bullets in your stomach.  But you do have a chance at gaining some ground between him.

Gawain

omg all the stuff you're saying screams "i'm a n00b" to me. i'm really sick of explaining my points over and over again because you suck at reading comprehension and ingame experience.

Westfall

Quote from: Gawain on December 15, 2007, 12:23:13 AM
omg all the stuff you're saying screams "i'm a n00b" to me. i'm really sick of explaining my points over and over again because you suck at reading comprehension and ingame experience.

Dude, what Papa is saying exactly what we've both been saying this entire time. None of what he is putting there screams "i'm a n00b" to me. Rather, he is stating good adjustments that should be made because they are RIGHT. Animation of a spy KO-ing a merc should be shortened to let the spy move on. Letting go of a merc (even still KO-ing him) should still be an option. In this case, merc has half life and you are going to choke him to death instead of knocking him out. Make the KO faster or make the neck snap faster. Oh yea, thats what has been said for a while that you've been trying to bash so forcefully.

Your idea is unbalanced. Shorter KO time puts things into balance. Merc need to be stunned from slamming into a wall. He just ran into a fuckin wall. Don't know about you, but thats not a feel good experience. So he is stunned *grab*. Well, don't be the moron that ran into the wall and you won't look like the fool. Spy snapping a neck and then getting raped by nearby merc, because he (the spy) felt like busting a load in his pants right at the snap of the neck, is pure shit. Both the KO and neck snap animations in CT were too long. That shit should be in a manual with the word "FACT" next to it.

NoX-Illn

good thing would be (didnt read all of your posts), if the ko-snap animation gets reduced a lot. maybe also the ko-time for like 1-2 sec. it definitly gives you a fair oppurtunity to flee if another merc is around, and the knocked merc gets up just in time to defend other obj/rooms (maybe not if you got a not too cockeyed mate). and the merc, who caused you to knock him out, has the opputunity to hunt you or awake his mate.

this leads to the "wake up merc teammate, when he got koÃ,´d/sleeped aspect" :S
in my opinion, the wake-animation should take 2-3 sec, cause itÃ,´s hard frustrating if you planted a ambush cam 3 min ago, and finally a merc runs accidental in it. 1 sec later his mate stomps around and wakes him without the least delay.

frvge

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