The Assault Rifle Discussion

Started by Farley4Fan, December 24, 2007, 10:05:43 PM

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MFCISFUNNY

hmm im not even sure lol i just dont think they have any electrical stuff in it...they probably have like filters in it that have like little bags in them which makes for limited oxygen. ya know like the kinds they have on airplanes? i dunno really. all chaff grenades do right now is make the FOV a little bit worse than it already is by putting white bow tie looking objects in your face.

frvge

For wide maps with open areas, flash is the best (factory). For maps with smaller corridors, smoke is the best (like Aquarius' Greek-room, although Pirates is better with flash).

Just like the large halls of clubhouse are better with flash, but the small entrances could be better with smoke.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

-flash doesn't work reliably
-smoke drains mask thus smoke>flash because of sticky cams
the best combination to cover is smoke+flash or even triple nades.
i prefer flash for maps like factory, but smoke is still equally useful there.

my view on gadget balance is:
-reduce sticky cam amount to 3
-remove smoke nades' ability to knock out a merc
-make flash work reliably (when it fully blinds you it's quite effective but this happens to me about 1/10 of the time; going into zoom shouldn't help, too)

Farley4Fan

Quote from: Gawain on January 05, 2008, 02:56:52 PM
-flash doesn't work reliably
Depends where/how/when you use it.  But yeah, it should be a little more reliable than it currently is.

my view on gadget balance is:
-reduce sticky cam amount to 3
-remove smoke nades' ability to knock out a merc
-make flash work reliably (when it fully blinds you it's quite effective but this happens to me about 1/10 of the time; going into zoom shouldn't help, too)
Completely agree.


Cyntrox

Gas masks work by filtering the air that is being inhaled. There's no adding of additional

InvisibleMan999

Quote from: Gawain on January 05, 2008, 02:56:52 PM
-flash doesn't work reliably
-smoke drains mask thus smoke>flash because of sticky cams
That's my thinking exactly.

And generally while I'd like to have flash, I don't really have the gadget slot to spare for all 3 nades, and I  need chaff.

Quote
my view on gadget balance is:
-reduce sticky cam amount to 3
-remove smoke nades' ability to knock out a merc
-make flash work reliably (when it fully blinds you it's quite effective but this happens to me about 1/10 of the time; going into zoom shouldn't help, too)

These sound like some good balancing suggestions.

And here's a question for the flash experts? What exactly modifies the flash duration anyway?

frvge

There's an ini-setting. I believe I set it higher, for training. But I don't know if it really affects it.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

that's the main problem with ct: nothing is reliable. if you take snares and the opponents don't use eax you wasted a slot. if you take flash and the other one isn't blinded/kicked out of zoom you wasted a gadget slot and are likely to die/not get an objective because of this. if they took uzi, you're even more screwed. with some bug fixes (will be totally different bugs anyways) and a little balance work this will play like a totally different game.

Spekkio

Quote from: Gawain on January 05, 2008, 02:56:52 PM
-flash doesn't work reliably
-smoke drains mask thus smoke>flash because of sticky cams
the best combination to cover is smoke+flash or even triple nades.
i prefer flash for maps like factory, but smoke is still equally useful there.

my view on gadget balance is:
-reduce sticky cam amount to 3
-remove smoke nades' ability to knock out a merc
-make flash work reliably (when it fully blinds you it's quite effective but this happens to me about 1/10 of the time; going into zoom shouldn't help, too)

-Smoke doesn't work reliably, either. Mercs have mask, which completele neutralize its effect.
-If you drop flashbangs, the mercs either are either going to wear their mask for no reason, or they won't put on the mask and you can quick-cam them more easily.
-You will almost always run out of lives before the merc runs out of mask.

As far as the balance changes: I'd like to see the smoke slowdown effect cut somewhat. It's at the point where there's no way in hell you're getting through a smoke cloud without getting KO'd if you don't have mask, and that's just overboard.

@Westfall: See above, and my original post. Yes, smoke will stop a merc from chasing you if he chooses not to put on mask. However, there are two problems aside from the mask: a sniping merc doesn't need to chase you, and emf/mt see right through the smoke.

Westfall

Yea. MT is overpowering...even EMF in this case. Smoke wouldn't scatter the visual quality of MT or EMF?

neth

You can always try to charge out of smoke in crytical situations

Gawain

@spekkio, what about removing smoke's ability to knock out mercs? i think the slow down effect is a good tactical tool, but atm you have to use mask to get through more than one smoke nade or in a place like the doors to jakuzzi, no matter if it's important to be fast.
your point with flash causing people to waste mask time because of quickcam risk is a good one.
but with 3 cams instead of 5 the spies would think twice before trying this.

frvge

I think that if smoke only slows-down, 3 cams and less 'energy' in the gasmask, it'd be worth trying out.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Kubanator

Technically, these gas masks don't filter air at all. Or less they would have an infinite supply of air. Istead they have a container which hold a supply of oxygen. Just like a SCUBA gas tank, therefore there would be no electronics to disable.

Chaff grenade should disable

Grenades because the rely on electrical systems to release pressurized air to launch them.
Mine, due to the fact that the triggering mechanism is electronic.
All visions, because of the circuitry within them.
Tracking devices, because the magnets would disable the transmittion mechanism.
Reloading, due to it being electronic.
Sticky cameras, due to the circuitry.
Shocking gun, due to the circuitry used to control the pressurized air.
Camnet, because of the curcuitry involved in transmittion of data.

Also about Motion tracking, gameplay wise, it's unfair that mercanaries can activate an ability that forces all spies in the room to move slowly or be caught.

Farley4Fan

Quote from: Kubanator on January 07, 2008, 04:52:09 AM


Chaff grenade should disable

Grenades because the rely on electrical systems to release pressurized air to launch them.




YAY!  That's something I suggested in one of my threads...