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Escape Move

Started by Test-Subject, December 20, 2007, 11:15:47 PM

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Spekkio

Quote from: InvisibleMan999 on December 23, 2007, 04:03:22 PM
Quote from: psyichic on December 22, 2007, 08:27:37 PM
I mean I would love for there to be some sort of auto aim system to help with those moments where you just missed grabbing a ledge by a few inches and subsequently you are shot to death.

Yeah I can agree to that. It sounds reasonable.
NO!

NO! NO! NO!

Auto-aim is the worst possible thing to ever be in a game. That ledge thing is a problem with collision detection, and it didn't even exist in PT.

InvisibleMan999

Quote from: Spekkio on December 24, 2007, 04:02:29 AM
NO! NO! NO!

Auto-aim is the worst possible thing to ever be in a game. That ledge thing is a problem with collision detection, and it didn't even exist in PT.

Why? We're not talking about auto-aim for the guns, just help getting up on ledges.

I've always found fluid, easy-to-use controls make a game more fun.

Farley4Fan

I agree with Spekkio, no thanks.  You shouldn't need help if collision detection is fixed and working.

Westfall

Quote from: Spekkio on December 24, 2007, 04:02:29 AM
Quote from: InvisibleMan999 on December 23, 2007, 04:03:22 PM
Quote from: psyichic on December 22, 2007, 08:27:37 PM
I mean I would love for there to be some sort of auto aim system to help with those moments where you just missed grabbing a ledge by a few inches and subsequently you are shot to death.

Yeah I can agree to that. It sounds reasonable.
NO!

NO! NO! NO!

Auto-aim is the worst possible thing to ever be in a game. That ledge thing is a problem with collision detection, and it didn't even exist in PT.

+1

Gawain

the spies already have way more vertical agility than the mercs, i don't think they need a boost.
climbing in the ceiling with a merc nearby is stupid suicide.
i must admit tough that the escape moves looked kinda cool, but i'm confident that the animator of ps is capable of creating smooth and balanced ones, too.

goodkebab

i really dont get why the grabbing ledges was nerfed in Ct...in pt you never missed a grab. 

AgentX_003

Quote from: goodkebab on December 24, 2007, 04:02:29 PM
i really dont get why the grabbing ledges was nerfed in Ct...in pt you never missed a grab. 

or a split jump for that matter.


-Thanks Murdy for da Sig <3  xD

Test-Subject

Quote from: AgentX_003 on December 24, 2007, 04:37:22 PM
Quote from: goodkebab on December 24, 2007, 04:02:29 PM
i really dont get why the grabbing ledges was nerfed in Ct...in pt you never missed a grab. 

or a split jump for that matter.

I don't think they nerfed split jump in Ct... I think the switch the way of doing it without warning anyone... in PT if I remenber well u had to "double" or "triple" jump to do the split jump... in Ct you need to double jump then "look" where ur foot should go for the split jump then it's going to do it... since I've been doing that I never missed split jump like in PT

Spekkio

Quote from: goodkebab on December 24, 2007, 04:02:29 PM
i really dont get why the grabbing ledges was nerfed in Ct...in pt you never missed a grab. 
Exactly. This has nothing to do with auto-aim. Suggesting that you put auto-aim in the game to fix a problem that has nothing to do with it is not fixing the problem.

The width of ledge that your spy can effectively grab just has to widen back to where it was in PT, and that's all. If you're too retarded to correctly jump up to a ledge, then you die.

And yes, split jumps have the same problem. However, seeing as this is a new engine and a new game, I don't think either will be an issue.

Wandering_Youth

Quote from: Overstatement on December 23, 2007, 09:27:33 PM
Only noobs climb stuff while being shot at.

I think escape moves were meant to replace sticky shockers (I've never played DA).
In CT, shock + run.
In DA, shock + escape moves.

And therefore, do we really need escape moves in PS? We have the sticky shocker.
Hmm, good point. However, I wouldn't mind the escape move for jumping through windows or rails. The reason for that is because in PT and CT is was hard to jump smoothly out of a window or there was that akward jump over the rail animation. The other escape moves are not necessary, imo. Escape moves should really only be used when a merc has spotted you and is giving chase. Jumping into a vent or ceiling area is something you should do when you have not been spotted yet and you know you have time to do the action.

I'm hoping the animation for climbing over a metal fence in PS is better than what was in PT or CT. I got stuck on those things quite a bit on the Station map.

Westfall

Quote from: Wandering_Youth on December 28, 2007, 10:24:40 AM
Quote from: Overstatement on December 23, 2007, 09:27:33 PM
Only noobs climb stuff while being shot at.

I think escape moves were meant to replace sticky shockers (I've never played DA).
In CT, shock + run.
In DA, shock + escape moves.

And therefore, do we really need escape moves in PS? We have the sticky shocker.
Hmm, good point. However, I wouldn't mind the escape move for jumping through windows or rails. The reason for that is because in PT and CT is was hard to jump smoothly out of a window or there was that akward jump over the rail animation. The other escape moves are not necessary, imo. Escape moves should really only be used when a merc has spotted you and is giving chase. Jumping into a vent or ceiling area is something you should do when you have not been spotted yet and you know you have time to do the action.

I'm hoping the animation for climbing over a metal fence in PS is better than what was in PT or CT. I got stuck on those things quite a bit on the Station map.

So, if a merc comes in a room and spots you, what do you do? Options vary. I wish I could dive through that glass window and create a diversion.Granted its simple, but useful and stealthy related. I want to get in this ceiling really quick while there is a merc nearby (dark room). Might get spotted on MT. Or you can get caught and take the rape. If he doesn't see you, then you already have an advantage, given it doesn't ping in the mercs visor. The escape moves would be effective if they were silent. It really just acts as a macro or combination to do a different move.

I wouldn't be mad if it wasn't in PS, but I wouldn't be mad if it was. I thought they were useful in DA, granted the facts.

Fences do suck. Thats suicide. I'm sure they will be adjusted.

Hybrid Circle

I say we should make decisions like these after the maps have been finished, beta tested, and feedback has been received. Our maps will help to mold what kind of gameplay elements that PS deserves.

I for one Appreciated the quick getaways in DA mainly because there was no stealth aspect to the game compared to CT. So take for example, your in BLACKWING (my favorite map) You hack the green terminal a bit, the merc comes running in and his 'Proximity Detector' starts going crazy, so it's not like you have a decent place to hide because a good merc is gonna know your close and check the usual spots. So it was always best to quickly manuever  through the ceiling.

So I think the Proximity Detector helped to birth the quick escapes as well.

Farley4Fan

THe main reason proximity sensor was introduced is so you could find a hacking spy, because really he could be anywhere really. 

Escape moves could be really awesome if put in the right places.  For example, putting holes in the ceilings near objectives so you could quickly go from hacking to hidden, but still vulnerable.  Of if you put an objective in a high tower with windows all around it, you could just dive through a window.  And possibly get hut badly from the fall, but you escaped.  If the merc was shooting you before you did the escape move then you would probably die from the fall.

You could do things like that to balance them.  I would really like to see them in the game, it just makes manouvering as spies a lot easier.

Gawain

vents etc right next to objectives is poor map design.

the thing that scda did better was rewarding patroulling. if you found a spy, he couldn't simply SS and run away. in ct there are a lot of situations where you don't exactly know where the spies are so you camp in a central spot because patroulling is not worth the risk.

Farley4Fan

Well, it depends where that vent leads to, or ceiling.  Like I said, if you put escape moves to where they are risky sometimes to pull off - like putting a window that leads to a long fall.  If you had full health and you did the escape move you would survive, but if you were wounded, you'd die.