A new Merc Vision... A new spy weapon?

Started by Digital-Maniac, October 19, 2008, 08:48:13 PM

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Gawain

that's another example of bad ideas: inventing not only a pointless gadget, but also a gadget for the other side that does nothing but counter the former one XD

Westfall

Quote from: Rambo on October 23, 2008, 01:06:01 PM
that's another example of bad ideas: inventing not only a pointless gadget, but also a gadget for the other side that does nothing but counter the former one XD

So, by your logic...chaff being able to counter mines/traps is a bad idea...does that mean EMF is a bad idea b/c it can see cams/bullets/snares?

Gawain

uhm... no?
neither of those is pointless and neither of those does nothing but counter one single gadget.

VaNilla

Half agreed with Rambo, making a gadget just for the purpose of countering one single merc vision doesn't sound good to me... however if you make it a vision for the mercs and the spies can avoid it if they play in a certain way then who knows. I don't really understand what you mean though Lennard, at the moment it doesn't sound too good for the game.

ShadowX

Hello, t'was i who came up with another idea for a vision.

Gadget/Vison with a sound detecting sensor that then visualizes the sounds direction and how loud it is as pulses on the mercs screen as a new vision, and would work at about 20 meter radius in about 180 degrees in the front, because if it was 360 degrees it would most likely be too powerful. It'd be more accurate than sound detector itself showing the almost exact position. The pulsing rate would be like 2-3 seconds and would show the position the sound came from at the exact time. But spies could escape during the time which it " loads " for another detection. Also it should pick up louder noises too, especially explosions so you'd have to consider putting it on during a firefight.

Cons would be that you can't be sure what always made the sound. Like the sound detector, it always picks up spies movement but not mercs. So maybe this would pick up also mercs movements and other louder noises (loud ventilation fans) etc. But also give a pinpoint location every few seconds.
So if you know there's a spy present, you can eliminate some of the pulses and then it'd help you locate the spy. But the range should be kept short.

Also this should obscure your vision almost completely, that it would be hard to navigate so you can't run around with it waiting for a pulse. You could say follow a spy for 2 pulses to know the general direction he is heading and then resort to the stock SD and other methods to find the spy. The pulse should be some vibration/distortion - or something else - on the screen which is easy to see.

Spy could get a high-tech gadget that would silence any footstep and other sounds you make for a short duration until the battery has to recharge, much like camo - 4-5 seconds perhaps - so you can use it to run past mercs using the SD Vision. Also would help just generally sneaking around if you got to move rapidly to another location near a merc. But using it lights you up in EMF, and it gives nothing of value if the merc sees you or is using other visions and your in his line of sight, But it also fools the stock SD. Also you don't even have to use the gadget, just go slowly when a merc is using the vision and avoid his line of sight.

Any numbers are absolutely changeable, just giving something to visualize the idea.

monterto

Quote from: ShadowX on October 23, 2008, 07:29:20 PM
Hello, t'was i who came up with another idea for a vision.

Gadget/Vison with a sound detecting sensor that then visualizes the sounds direction and how loud it is as pulses on the mercs screen as a new vision, and would work at about 20 meter radius in about 180 degrees in the front, because if it was 360 degrees it would most likely be too powerful. It'd be more accurate than sound detector itself showing the almost exact position. The pulsing rate would be like 2-3 seconds and would show the position the sound came from at the exact time. But spies could escape during the time which it " loads " for another detection. Also it should pick up louder noises too, especially explosions so you'd have to consider putting it on during a firefight.

Cons would be that you can't be sure what always made the sound. Like the sound detector, it always picks up spies movement but not mercs. So maybe this would pick up also mercs movements and other louder noises (loud ventilation fans) etc. But also give a pinpoint location every few seconds.
So if you know there's a spy present, you can eliminate some of the pulses and then it'd help you locate the spy. But the range should be kept short.

Also this should obscure your vision almost completely, that it would be hard to navigate so you can't run around with it waiting for a pulse. You could say follow a spy for 2 pulses to know the general direction he is heading and then resort to the stock SD and other methods to find the spy. The pulse should be some vibration/distortion - or something else - on the screen which is easy to see.

Spy could get a high-tech gadget that would silence any footstep and other sounds you make for a short duration until the battery has to recharge, much like camo - 4-5 seconds perhaps - so you can use it to run past mercs using the SD Vision. Also would help just generally sneaking around if you got to move rapidly to another location near a merc. But using it lights you up in EMF, and it gives nothing of value if the merc sees you or is using other visions and your in his line of sight, But it also fools the stock SD. Also you don't even have to use the gadget, just go slowly when a merc is using the vision and avoid his line of sight.

Any numbers are absolutely changeable, just giving something to visualize the idea.

All this really needs to balance it is to have the merc stand still for a few seconds before the vision kicked in (like SCDA EMF) and during use. no need for "silent feet" gadgets spies can already move pretty quickly+quietly
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Westfall

Quote from: Rambo on October 23, 2008, 04:29:56 PM
uhm... no?
neither of those is pointless and neither of those does nothing but counter one single gadget.

you're right...they counter more than 1 single gadget, which by YOUR logic and YOUR statement is a "bad idea"

@ ShadowX: I feel that the mercs sound reticule does enough visually and audibly to render this new vision as useless. If it's for spies, well the hb sensor/spy bullets seems to show a target just fine.

Gawain

stfu westfall. if some gadget counters several quite common gadgets it's rather balanced (than a gadget only countering a single one) because there is no gadget-guessing game.

VaNilla

I don't understand what's wrong with a bit of 'guessing' myself, makes things a little less predictable don't you think.

Westfall

Quote from: Rambo on October 24, 2008, 09:57:00 AM
stfu westfall. if some gadget counters several quite common gadgets it's rather balanced (than a gadget only countering a single one) because there is no gadget-guessing game.

Sorry dude, but if you reread what you're typing, you don't make much sense.

Spekkio

Quote from: STON3COLDKILLA on October 24, 2008, 04:33:18 PM
I don't understand what's wrong with a bit of 'guessing' myself, makes things a little less predictable don't you think.
No. Let's use the example of the gas mask, which counters both smoke and cams, and is the only example of a gadget hard counter in SvM atm (all other hard-counter type mechanics are integrated into the teams' innate abilities).

Cams are so powerful that the mask isn't really an option anymore if you want any chance of winning against a good team because everyone will take cams. Not taking cams takes away one of the few ways the spies can take out the mercs, and the most safe and reliable one at that.

Now let's say that cams were nerfed to the point where they weren't such a given, and the mercs don the gasmask. The spies can make that piece of equipment useless by not taking smoke and cams. That "guessing game" mechanic of which gadgets to take is stupid. All gadgets should always be useful to some extent no matter what the other team decides to take.

I saw someone throw the example of Chaff out there: Chaff counters mines and traps, but they also disable passive defenses that are almost always in the map. They also prevent a merc from reloading and disable specialty visions, which the merc always has available. So even if the mercs decide not to take spy traps and mines, chaff grenades would still prove useful.

Vega

As usual, Spekkio says it all.  Fap fap fap spekkio fap fap fap.