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2nd Alarm Snare Mode?

Started by Ion.67, February 05, 2008, 12:41:11 AM

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Ion.67

Quote from: Gawain on February 06, 2008, 11:32:26 PM
i still think that remote activation is a bad idea...

Thanks for saying that. Why not give a reason instead of just pointing out your opinion. Your opinion means nothing without backing.

Gawain

well, tell me why it's a good idea in the first place? snares don't and won't work for deluding the merc, they are are meant to provide sound cover so that you can move more quickly and use hbs when the merc is close etc
with snares doing sound instantly after firing them you have to be careful placing them, and especially placing them near you isn't a no-brainer decision. just lower the shooting/placement sound, make the noises a little bit more realistic and slightely increase the timer. if that doesn't work out for gadget balance with all the other obvious fixes, think again on adding a remote control.

Ion.67

If it is meant for running around, why do we need to change it at all? You don't need to have a low sound when shooting, cause you can run away. You don't need more realistic sounds, because the merc apparently already believes them. I don't really know what you mean about the HBS.

Westfall

Quote from: Gawain on February 07, 2008, 12:39:16 AM
well, tell me why it's a good idea in the first place? snares don't and won't work for deluding the merc, they are are meant to provide sound cover so that you can move more quickly and use hbs when the merc is close etc
with snares doing sound instantly after firing them you have to be careful placing them, and especially placing them near you isn't a no-brainer decision. just lower the shooting/placement sound, make the noises a little bit more realistic and slightely increase the timer. if that doesn't work out for gadget balance with all the other obvious fixes, think again on adding a remote control.

we already talked about why it was a good idea. It would be a fixed and adjusted gadget with more than one use, as opposed to the kind of waste it is currently.

AgentX_003

Quote from: Westfall-US on February 07, 2008, 06:46:46 AM
Quote from: Gawain on February 07, 2008, 12:39:16 AM
well, tell me why it's a good idea in the first place? snares don't and won't work for deluding the merc, they are are meant to provide sound cover so that you can move more quickly and use hbs when the merc is close etc
with snares doing sound instantly after firing them you have to be careful placing them, and especially placing them near you isn't a no-brainer decision. just lower the shooting/placement sound, make the noises a little bit more realistic and slightely increase the timer. if that doesn't work out for gadget balance with all the other obvious fixes, think again on adding a remote control.

we already talked about why it was a good idea. It would be a fixed and adjusted gadget with more than one use, as opposed to the kind of waste it is currently.

I totally disagree  scince im an avid snare user and i know how to make them work  properly, i can't tell you how many times i've gotten decent mercs necks  with them trying to shoot them out , just you people are foolish and think they are some noise maker =/ .. and put them all of them all over the place =/.


-Thanks Murdy for da Sig <3  xD

Westfall

Quote from: AgentX_003 on February 07, 2008, 07:27:49 AM
Quote from: Westfall-US on February 07, 2008, 06:46:46 AM
Quote from: Gawain on February 07, 2008, 12:39:16 AM
well, tell me why it's a good idea in the first place? snares don't and won't work for deluding the merc, they are are meant to provide sound cover so that you can move more quickly and use hbs when the merc is close etc
with snares doing sound instantly after firing them you have to be careful placing them, and especially placing them near you isn't a no-brainer decision. just lower the shooting/placement sound, make the noises a little bit more realistic and slightely increase the timer. if that doesn't work out for gadget balance with all the other obvious fixes, think again on adding a remote control.

we already talked about why it was a good idea. It would be a fixed and adjusted gadget with more than one use, as opposed to the kind of waste it is currently.

I totally disagree  scince im an avid snare user and i know how to make them work  properly, i can't tell you how many times i've gotten decent mercs necks  with them trying to shoot them out , just you people are foolish and think they are some noise maker =/ .. and put them all of them all over the place =/.

Never really saw your purpose with them.

Farley4Fan

A skilled merc would usually be able to quickly disable a snare with EMF coupled with a sniper rifle.  If he doesn't have a rifle then the merc should be smart enought not to try and spend an hour shooting the snare with their backs turned.

Snares will be useful imo if they have more realistic sounds that spies would make, and if they make minimal sound when deployed.  POSSIBLY, you could make it where shooting a snare pings the merc's reticule, but the sound is decreased greatly so they can't tell if a snare is launched.  BUT, they would still see it get detected on their reticule.

Gawain

with almost no shooting sound you could actually use them for some delusions. imagine a merc chasing you, you run around a corner, quickly shoot a snare in a direction many spies would go and hide/take another route/...

i suggest the following changes for snares:
-really gentle shooting/placing sound (pt or less volume)
-a little less frequent noises
-higher percentage of likely noises like pulling out hbs without laser, activating camo (=new noise), crouch-diving,...
-changing volume of noises so that you can't make out the distance
-boosting duration by 50%

i really do think that these would work out quite well. it's not that snares are that weak, it's rather that stickies and smokes are way op in a certain svm game.

Spekkio

I doubt the usefulness of a 2nd alarm snare mode myself, but I'm still waiting for someone to explain what the purpose of it would be before I think about it any more.

Westfall

Quote from: Spekkio on February 07, 2008, 07:32:56 PM
I doubt the usefulness of a 2nd alarm snare mode myself, but I'm still waiting for someone to explain what the purpose of it would be before I think about it any more.

Well, it was explained throughout the thread. You can place it on a merc, trigger it if you want, which in turn makes the reticule go off in all directions. Place it near a security device and activate it, drawing mercs attention away from specific areas. You should be able to turn the device off so it doesn't last forever. It would actually make snares more useful. Right now, and even with the fixes, the snares aren't really that tricky. In fact, the snares are probably the worst gadget in the game for any type of diversion. Its not hard to tell when a snare is up and present, even if it was shot silently. If you can't tell, then you deserve to get your neck snapped. With the remote trigger, there is a sense of deception that isn't present now with the normal snares or with the would-be fixed snares. I agree with the fixes Gaiwan, but the snares really aren't thats much of a diversion. They omit a sound that pings the reticule....takes an Einstein to figure out that there is a snare around....nt.

Gawain

i played versus teams decent at using snares and i must say that they they aren't that underpowered if you know the right spots to place them. it's just that sound cover isn't as important as recon tools, tools to get away or to even knock out the merc so only good teams will make use of snares with a 4 slot system. things would look different with nerfed stickies and smoke, a boosted camo and maybe even a 5 slot system...

Spekkio

#56
Quote from: Gawain on February 07, 2008, 08:27:10 PM
i played versus teams decent at using snares and i must say that they they aren't that underpowered if you know the right spots to place them. it's just that sound cover isn't as important as recon tools, tools to get away or to even knock out the merc so only good teams will make use of snares with a 4 slot system. things would look different with nerfed stickies and smoke, a boosted camo and maybe even a 5 slot system...
QFT.

I find the biggest limitation to taking snares is the fact that I only have four slots, and...
-Chaff for omfg spam around so I can mindlessly run around and ignore mines > snares
-Smoke/flash for getting away from mercs > snares
-HB sensor or bullets for knowing where mercs are > snares
-Cams to KO mercs > snares

Again, Westfall, the point of snares isn't to trick the merc into thinking it's actually a spy, but to set off the reticle constantly so that you can run around without the merc knowing that the noise is coming from you.

EDIT: Also, I would NOT like to see "less frequent noises." That would actually weaken snares.

Kurbutti

There's no need to make active snares at all if you can stick them to mercs. Being able to orchestrate snares as you wish sounds a bit overpowering. So as a result we'd get two entirely different functions: Snares on mercs for sound cover, and remote activation for diversions. Sounds pretty interesting, but I'm not so sure about the spy being able to turn it on/off as he pleases.

Gawain

NO to snares on mercs pinging in every direction. maybe a yes if they only ping in the direction they are positioned on the merc.

Ion.67

The whole point of this is to make the snare a stealth gadget, not a running around gadget. That is why remote activation would be a good idea. You shoot it, then trigger it when you feel the need. Example:

You are playing clubhouse. You shoot a snare out by 1st floor garden. You then find a way into jacuzzi without alerting the merc to your presence. You use your heartbeat sensor, and the merc is in steam, making it a short run. You trigger the snare, and wait until the merc is far enough away to start hacking. You complete your hack, and gtfo.

I think that would be a good use for it. I think it also fits perfectly with the spy theme, as it is not lethal, but used as a deceptive device to complete your objective without any fatalities.