2nd Alarm Snare Mode?

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

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Spekkio

#60
QuoteThe whole point of this is to make the snare a stealth gadget, not a running around gadget
But it is a stealth gadget. Why do you think "stealth" has to be synonymous with "slow?"

I agree that shocking mercs and running around while they chase you until you win is stupid gameplay. But shooting a snare so that you can run from A to B without a merc being on your tail rather than crouching through that route is not stupid.

Ion.67

#61
Quote from: Spekkio on February 08, 2008, 01:55:42 AM
But shooting a snare so that you can run from A to B without a merc being on your tail rather than crouching through that route is not stupid.

While that may be a viable tactic, I don't think that was the original design, nor should it be. In my opinion, I think it should be used to give the mercs false impressions, while slipping past their post. By running around, I meant aggro.

I think stealth should be a faster type of stealth, but not running like crazy, shocking the mercs, and just necking. I think you should run, but only when you are behind the scenes, and staying out of possible danger. I mean, why have a heart beat sensor if you are just running around?

With this new mode, it could be used more as a stealth gadget, for avoiding possible confrontations.

Spekkio

QuoteWhile that may be a viable tactic, I don't think that was the original design, nor should it be.
Funny claim. What gives you that idea? You couldn't even jump and land without setting off the reticle in PT. Based on that, I would say that your idea of what the original design of snares was is off.

Also, you're hardly ever going to give false impressions to a smart merc. It doesn't take that much time to assess whether or not a spy is actually around.

Ion.67

Quote from: Spekkio on February 08, 2008, 02:45:03 AM
Also, you're hardly ever going to give false impressions to a smart merc. It doesn't take that much time to assess whether or not a spy is actually around.

I think that should change. I am not sure how, but a merc shouldn't be able to just sit and wait for a spy to stumble by.

Why do I think the original idea wasn't to let spys run around? Well, if it was just for that, why make audible sounds? A merc isn't going to be listening to them anyways, so why make them? The reticle is all that matters in that case.

Xris

Quote from: Ion.67 on February 08, 2008, 12:21:38 AM
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.

Yes kinda like how in single player the cams could whistle lol

Gawain

it's not that easy to find stealth players now, and without nv-uba-mt, eax superhearing and with a better camo it will even be way harder.
another reason why snares aren't that much used is the existance of crouch-dive-crouch-dive-... which allows really fast silent movement.

Farley4Fan

Can we assume that crouch dive crouch dive will be out of the game as well as crouch roll crouch?  Those are some pretty cheap moves that shouldn't be allowed.

frvge

I don't see a reason why. I generally don't use them and mastering it takes time.
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

maybe the forced crouching phase between two dives should be a little bit longer.

Spekkio

#69
QuoteI think that should change. I am not sure how,
Congratulations on thinking something should be a certain way based on your gut instinct and prejudices. When you figure out how and why, then make a post. Otherwise, accept the fact that you're spewing nonsense right now.

QuoteWell, if it was just for that, why make audible sounds? A merc isn't going to be listening to them anyways, so why make them? The reticle is all that matters in that case.
You're either not listening or not thinking.

I clearly said that it's quite apparent to me that snares exist to cover movement so the mercs can't pinpoint the spy's location immediately. When spies move around, they make noises other than pinging the reticle. Thus, it makes sense that snares also make these noises so that the mercs don't know whether they came from a spy or the snare.

Papa: There is absolutely nothing wrong with the fast dive. Yea, you can't do it on the Xbox. So what?

Westfall

Quote from: Spekkio on February 08, 2008, 08:38:58 PM
QuoteI think that should change. I am not sure how,
Congratulations on thinking something should be a certain way based on your gut instinct and prejudices. When you figure out how and why, then make a post. Otherwise, accept the fact that you're spewing nonsense right now.

QuoteWell, if it was just for that, why make audible sounds? A merc isn't going to be listening to them anyways, so why make them? The reticle is all that matters in that case.
You're either not listening or not thinking.

I clearly said that it's quite apparent to me that snares exist to cover movement so the mercs can't pinpoint the spy's location immediately. When spies move around, they make noises other than pinging the reticle. Thus, it makes sense that snares also make these noises so that the mercs don't know whether they came from a spy or the snare.

Papa: There is absolutely nothing wrong with the fast dive. Yea, you can't do it on the Xbox. So what?

So in some aspects you want the snares not even to set off the ping.

BurningDeath

Quote from: Westfall-US on February 08, 2008, 09:15:48 PM
So in some aspects you want the snares not even to set off the ping.
It would be logical to have the 'loud' sounds like running, shooting the ss, pulling out the gun, etc .. ping the reticle and the 'silent' ones like crouching, sliding down a ledge, silently pulling out the gun. etc .. not.

Westfall

Quote from: BurningDeath on February 08, 2008, 09:20:39 PM
Quote from: Westfall-US on February 08, 2008, 09:15:48 PM
So in some aspects you want the snares not even to set off the ping.
It would be logical to have the 'loud' sounds like running, shooting the ss, pulling out the gun ping the reticle and the 'silent' ones like crouching, sliding down a ledge, silently pulling out the gun. etc .. not.

So we've gone from remote activated snares, which was a problem because differing between regular snares and remote snares was difficult, to different frequency snares.

Different frequency snares is a great idea. I still don't want to toss out the remote snare idea because it can work well in a stealthy situation. Running around and using snares to bury your footsteps is garbage gameplay. In fact, that is what SvM has turned into. Running, tazzing, chaff/smoke, running, running, possible cam, chaff through mine, running, hack a little, taz, smoke/chaff, run, run run run run. Its boring. With remote snares, it does act in a more stealth manner. Not because its slower, but because it has better diversion tactics.

Spekkio

QuoteSo in some aspects you want the snares not even to set off the ping.
I never said that. I was explaining why it makes sense that snares both set off the reticle AND make audible noises that the spies would make.

I would actually want snares to be "smarter" in PS; ie, if you shoot it in a vent, it should only make vent walking noises and not creeking wood noises.

QuoteIt would be logical to have the 'loud' sounds like running, shooting the ss, pulling out the gun, etc .. ping the reticle and the 'silent' ones like crouching, sliding down a ledge, silently pulling out the gun. etc .. not.
This wouldn't be logical at all. You can't hear these noises unless you're relatively close to the snare. As a spy, you would have no idea whether or not your movement is covered.

Ion.67

So you want snares to just cover up your running sounds?

I still don't see why you think the remote snare is a bad idea. You haven't given me a good reason as far as I can remember, only that it is good for running.