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Messages - Asshole

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Nobody is going to like this, but regarding point 7. It always made a lot of sense to me for camnet to be eliminated and for the regular cams to serve as camnet, in the sense that mercs can see through them, but can only see whatever the camera is moving over as it moves side to side automatically. The advantage would be that, maps have a lot of these cameras in really good positions, the disadvantage would be the lack of remote control and their ability to be disabled.

The fact that mercs have both "camnet" and another camnet which is not really camnet and is just some kind of toy camera nobody gives a shit about just doesnt make sense to me. Its just my opinion though. Of coarse there would be balancing to be done. Either that, or get rid of all those dumb cameras and make them all into user controlled camnet (pretty difficult for spy unless you make them capable of being disabled by shocking or hacking them)

That would be cool actually. Implement very well positioned camnet cams, (remotely controlled and everything) but implement some sort of hacking or disabling method for spies. Perhaps even some kind of coop hack, where one spy disables while the other walks by. etc.
 I like that last idea! what do you think. Im glad I typed this stuff out because I came up with something!

Presentation Forum / Re: Gameplay-ish footage
« on: December 16, 2012, 09:39:39 AM »
looks cool

General / Off-Topic / Re: Anyone Looking for a Copy of Battlefield 3 PC?
« on: December 05, 2012, 05:56:15 AM »
Would you trade the key for a key of another game?

Empty bottle of vodka and broken shoes are best what i can offer

Sorry, the lowest I can go is a copy of Battletoads. (look up on Youtube the video of Rick from Pawn Stars owning some 4chan-esque pranksters on the phone)

General / Off-Topic / Re: SC Black List "confirms spy vs merc"?
« on: December 03, 2012, 09:04:27 PM »
Yeah, I kinda hope they get it right too... I kind of need some stealth action already!!! xD, but IDK, I just have a bad feeling about it because I think Ubi SC developers are always very desperate to change things in the game, rather than to fix the bugs...

But, I also hope PS had some sort of impact on Ubi (remote possibility?) so that they realized that there is some sort of voice that needs to be heard or something.

That is not to say that I think that would be the end of PS or its purpose, because I agree with the point that it would probably have support for a longer time, and would probably develop over time to become the best game of its type that it can possibly be, not only due to bug fixing, but also gameplay tweaks etc.

Presentation Forum / Re: Community Map: stage 2: overall themes
« on: December 03, 2012, 03:53:40 AM »
Ah. That rings a few bells ;)

I'm glad you found it useful, you can probably download that game fairly easily since its only like 600mb to further check out the map, it is very cool. I really like how the deep jungle flora create a ceiling that cover the  outside light. So for example, rather than making a night time map with many light sources such as bulbs and stuff. One can create a map that is a day-time map, but in a setting such as this, where the sunlight is covered a lot in most areas of the map and the sun light only comes in through small openings between tree branches and stuff like that...

General / Off-Topic / SC Black List "confirms spy vs merc"?
« on: December 02, 2012, 01:40:45 AM »
Ok so here, I want people to give their thoughts on (choose any that you like):

A) How will Ubi fuck up spy vs mercs this time around? (e.g. spy elbows in CT, no elbow in DA, now no jumping in BL? xD )

B) Which of the Spy vs merc do you suspect ubi will "Bring back" the DA one? the CT one? or just the name!?

C) What are your criteria in order to decide whether you would buy this game or not?

D) What will happen to this project?

Public Discussion / Merc frag launcher question
« on: December 02, 2012, 01:32:45 AM »
Can you please make the frags project at the speed and range seen in CT and not the speed and range DA (slower speed lower range)? I want to ask this because I think it can impact gameplay somewhat strongly. What are the PS team's thoughts on this particular topic?

Presentation Forum / Re: Community Map: stage 2: overall themes
« on: November 29, 2012, 12:54:04 PM »
There is a Rainbow Six Rogue Spear map called 747, which I used to like a lot when I was young. I also used to play a map in a Rogue Spear Expansion called "Covert Ops" which was about a small-airplane crash-site/emergency-landing in a jungle, you had to cross a rope bridge over a canyon with a waterfall and it had lots of camoflauge spots. it was really cool, and there were small caves  around too. Ill see if I can upload screen shots.
I guess what I am trying to imply is that "Airport" may have some room for some creativeness in the sense that it could also lead to a map in a sub-urban setting, and not just a city's airport. It could also be like a drug-lord's personal jet landing strip next to his mansion in Colombia or Brazil etc.

I found a really good video of this map! (LOL at min 1:06!)

Like very small tasks that don't have to steep of a learning curve and that may help in getting game out. Small tasks that may have to be done more than once or that can serve to solve a larger problem? And I don't mean stuff like "Give us a like on Steam or give us a like on IndieDB, or applaud next to your monitor at home". Something that actually helps develop a certain small aspect of the game.

General / Off-Topic / Re: I want to play SCCT
« on: November 23, 2012, 11:47:44 AM »
I'm finally in a position where I can buy this game for the PC, but I'm not too sure if anyone plays it or not.
There's still people that play this game... at least 30/40 players i guess.

I reinstalled, I have been playing lately. I am one of the hipsters of SCCT, I have been playing it since it came out. You guys know me, but I am under a smurf name now both here and there.  So yeah you should play again!

Public Discussion / Re: Backpack Hud idea incorporation of gasmask.
« on: November 23, 2012, 11:42:13 AM »
A new Merc HUD will make it a lot easier to see the remaining amount of gasmask of yourself. There are currently no plans on showing your partner's info. Could maybe be another gadget that probides extra info?

Nah, either make it standard or add the function to an existing gadget, but making that a gadget on its own doesn't seem like it would be a gadget that anybody would waste a slot on carrying.

Public Discussion / Re: Backpack Hud idea incorporation of gasmask.
« on: November 22, 2012, 10:43:16 PM »
Taking advantage over your partner? How do you see that happening? I think pros can see that a noob is potentially in problems and come to help.

I was assuming a pro+pro vs noob+noob scenario, given that "pros" almost always play with their teammates and almost never play with people they don't know.

No, I see this as, pros' reaction time to help each other will increase dramatically or they will be able to strategically swap their roles as defenders of certain areas of the map according to their relative levels of remaining gas mask; whereas a noob duo, will probably never even understand how that information is useful. Maybe if theres like a training level or a users manual that explains stuff in the game, it would fix that (small) issue.

Public Discussion / Re: Many ideas in one post
« on: November 22, 2012, 10:31:33 PM »
I would really like to be able to throw three nades at my feet as a spy, not just two. And the Camnet and gas mask button would be great. Maybe my examples were not too good, I forgot about the  "give" function, which would interfere with "coop" if same button is used. But I'm sure better examples will come up as I play the game again. I have been having trouble lately though. Once I am in the server list/creation area, the "search", "refresh", "create", "join" buttons are not highlighted/clickable. Then when it randomly becomes clickable and I select "create server" I get stuck in the  "joining" screen.... WTF ><

Public Discussion / Many ideas in one post
« on: November 22, 2012, 10:00:25 AM »
So I reinstalled SCCT and I am once again playing after many many years. I noticed the control scheme is very primitive! There are many inconsistencies in the ways in which buttons work for the player in the game.

Buttons cannot be shared across merc and spy (in some functions). Please set up the game so that fewer buttons can be used for the same or analogous tasks across characters. Also allow for more than one key binding to a specific action. One for the keyboard and one for the mouse if desired for example (more customization). Also, If camnet is incorporated, it would be nice to have a button for going directly into it by pressing it, not to have to select it and go into it. Same for gas mask. Push a button and "bam" it's on. Not like "select first, then enable"... This would be analogous to the sticky cam button. You don't have to select it then press "v" to view through an already deployed cam; once deployed, you just press a button and go into it. Also allow for the same button to be pressed in order to disable the function (like with the visions). For example, pressing the "gas mask button" again will disable it. Also allow for ''v'' to exit spy cam, not just go into it (as it is in scct).  Also, Allow for three "Quick actions". That is, to be able to "throw to the feet" three different things (instead of just two, like in scct), by push of a button. So for example if I have flash, smoke and chaff, and sticky cam, I could now throw the three nade types to the feet if desired.

Also, the merc has the ability to choose an array of weapons (rifle, smg or shotgun), well maybe the spy could too, in a way, have a choice. Maybe the option of either carrying a shocker gun or not carrying it. The benefit of not carrying it perhaps being of having the ability to run a bit faster or more camo suit energy, trade off being, having to deploy stuff by throwing it (or placing it by hand).  Perhaps the spy with out the shocker gun can get a remote hacking device like the one we see in SCDA, but give it limitations like for example. Must hack in direct line of sight with the objective, there is a limited range and rate of hack is slowed down.

If nobody likes that fine. I don't care, the control customization is a must though. Having less complex controls that allow for more actions with less buttons will decrease the learning curve of the game by a lot and make it much more accessible without making it less complex "or commercial". One important example: Coop moves and hacking terminals are never located close enough to each other to the point were using the same button would cause any unwanted outcomes; therefore, just call the "shift" button "interact with environment" rather than "use", now every time the environment presents a situation where the spy (or merc can do something with it), just make the same button do it. No more need for a "coop" button. That is just one example, there are like ten things that can be improved in the same way. I will post once I remember. Also, the back pack is kind of dumb, I mean If you have it, it is ok for it to take up a slot, but why does the merc have to even have to select it in his HUD and  "use" it to re-stock his other items. I mean, if he has the damn backpack, he should just have more of each item and that's it! (You can still cap the number of deployed mines to three and all). The backpack doesn't even need to be equipped in SCCT in order to share the items with your partner, they just approach you and take them by pressing a button; then why do you have to equip the damn thing to get them yourself if they are on you already?!?!?!?! No fucking sense!!!! Just traces of a poorly thought-out control scheme by Ubi... Too many functional inconsistencies!!! It is not practical...

Say what you think...

Public Discussion / Re: Backpack Hud idea incorporation of gasmask.
« on: November 22, 2012, 08:19:07 AM »
This idea will help the pros by A LOT and will fuck over nubs by A LOT. Only hardcore gamers would take advantage of this so it would create a disparity.

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