Chaff Poll

Started by AgentX_003, February 15, 2008, 02:01:07 AM

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Should chaff be allowed  to go through walls ?

Yes
7 (30.4%)
No
16 (69.6%)

Total Members Voted: 21

Voting closed: February 20, 2008, 02:01:07 AM

MR.Mic

If there is a general rule that you can follow for walls that can be chaffed through, then it won't be hard to learn at all.

I would probably go for objects that you can see through in thermal, because they aren't very dense, and it would be easy to know at a glance.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
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Ion.67

Quote from: MR.Mic on February 15, 2008, 05:49:16 PM
I would probably go for objects that you can see through in thermal, because they aren't very dense, and it would be easy to know at a glance.

How many of those objects are going to be included in the game though? There were a few in pt, but very little in CT. The only one I can think of is those board looking walls in hospital. They fit the construction theme, but really, nothing else.

If a few of these walls are in the game, fine. I just don't think it is necessary for chaff to be able to go threw them. Especially since you can see where the mine is coming from if you look on thermal.

Gawain

another idea would be to boost mines, make the proxy trigger radius all deadly and allow laser mines to be placed in all angles. this way you can place them a little more away from corners, entrances etc so that they can't be quick-chaffed.

Ion.67

Quote from: Gawain on February 15, 2008, 07:08:52 PM
another idea would be to boost mines, make the proxy trigger radius all deadly and allow laser mines to be placed in all angles. this way you can place them a little more away from corners, entrances etc so that they can't be quick-chaffed.

Mines are already really strong as it is. It is better to tackle a problem head on, than to make other things adapt to the problem.

Spekkio

Quote from: Gawain on February 15, 2008, 07:08:52 PM
another idea would be to boost mines, make the proxy trigger radius all deadly and allow laser mines to be placed in all angles. this way you can place them a little more away from corners, entrances etc so that they can't be quick-chaffed.
Uh huh. So instead of fixing overpowered chaff, you buff everything else to the point that you have no choice but to take chaff. That's a great solution!

Gawain

well i don't know about you, but at least 50% of the times i die from mines it's because of soundloss or bugmines in textures (or some other bullshit like mines going off despite slow-mode). i'm also pretty sure placing mines to look halfway around the corner won't work in ps which is already a huge mine nerf.

Farley4Fan

Quote from: Ion.67 on February 15, 2008, 05:45:23 PM
Chaff should not work through walls at all. You can easily get through clubhouse without much trouble as it is right now.

Spekkio is right. Adding special walls that chaff can go through would just make it harder for newer players, and easier for vets. There is no reason it should go through any wall at all.

Harder for new players?  You actually are proving ME right lol.  Making ALL walls so that chaff doesn't go through will make it harder for EVERYONE, and MUCH harder for new players.  Don't make it sound like some thin walls will make it bazillion times harder either.

AgentX_003

Quote from: Spekkio on February 15, 2008, 08:17:27 PM
Quote from: Gawain on February 15, 2008, 07:08:52 PM
another idea would be to boost mines, make the proxy trigger radius all deadly and allow laser mines to be placed in all angles. this way you can place them a little more away from corners, entrances etc so that they can't be quick-chaffed.
Uh huh. So instead of fixing overpowered chaff, you buff everything else to the point that you have no choice but to take chaff. That's a great solution!

:-\ great job Nox-Rambo   ???


-Thanks Murdy for da Sig <3  xD

Farley4Fan

Yeah, and lets make smoke grenades toxic and deadly to mercs so they have to take gas mask.  Why buff mines, everyone takes them most of the time (hence my gasmask example) .  Especially with a nerf to chaff, mines will be all but useless depending on the place the user plants them of course.

Test-Subject

Quote from: Gawain on February 15, 2008, 02:13:44 PM
it's really a very difficult balance and gameplay question. imo in ct chaff allows too much free movement.
i have another not so dramatic suggestion:
- proxy mines explodes almost instanly and the deadly radius is the trigger radius
- laser mines explode instantly
- slightely bigger chaff radius, especially vertically; effect on merc only in chaff cloud
- quick-dropped chaff only works through walls in a very short radius around it
- chaff shot with ss works through walls in the full radius
- particles don't go through walls
- the emp effect without particles only works for 3s, the emp effect where particles are for the time it does in ct


That sound's fair... I like the idea execpt for "chaff shot with ss works through walls in the full radius" I understand why but it can't be logic

Westfall

Why not just keep it the same? It isn't realistic and is the only thing that works through walls. It would probably be a lot more difficult to get things done on a map if chaff wasn't so strong. Taking away the aspect that it goes through walls will actually be a big boost for mercs imo.

Farley4Fan

Absolutely.  But if it were up to the map makers then it could be balanced and still have its uses.

Gawain

Quote from: Spekkio on February 15, 2008, 08:17:27 PM
Uh huh. So instead of fixing overpowered chaff, you buff everything else to the point that you have no choice but to take chaff. That's a great solution!
Quote from: AgentX_003 on February 15, 2008, 11:54:30 PM
:-\ great job Nox-Rambo   ???
you guys should reread my posts. it's not that mines will be that strong in ps:
-no soundloss
-no corner overlapping placement (or will it stay? if not it's a huge nerf)
-no bug mines in textures (small nerf for advanced players if there's no sound loss on the server)
-no bugs like mines blowing up in slow mode, when chaffed etc
-other stuff like better camo allowing safer mine removal

spekkio wanted to reduce the trigger radius of proxies and remove the delay of laser mines anyways. i also suggested changes for chaff (test-subject quoted them).

Spekkio

Gawain, your solution is overly complex.

Gawain

Quote from: Spekkio on February 16, 2008, 05:53:53 PM
Gawain, your solution is overly complex.
not really because changing  the mines is necessary anyways. the only thing you need to change about chaff then is lowering the radious of the emp effect that goes trough walls so that it still allows disabling every mine/trap combination but not for aggro players, eg you place a mine not directly next to a door, but 0.3-0.5m away from the corner.