Project Stealth

Forums => Public Discussion => Topic started by: AgentX_003 on August 02, 2010, 01:24:43 PM

Title: Gasmask Functionality
Post by: AgentX_003 on August 02, 2010, 01:24:43 PM
Ok well folks its your neighborhood AgentX  back once again with another idea.

Well folks what I have found is that the problem that currently exists is that you need to flip to ur gas mask then press right click .. i dunno about the xbox but on the PC thats what you had to do.

Now if you could just make it in Project stealth that you can just flip to with ur wheel mouse that it would toggle , I think that would be a great feature.

Discuss.
Title: Re: Gasmask Functionality
Post by: ShadowX on August 02, 2010, 04:49:10 PM
It would not, you would lose on the reflex time if you had to wait until the exact moment and THEN switch to the mask rather than already applying it and then just enabling it at the correct time. You won't be losing any of the valuable power on the mask although you are wearing it.

It is not a problem, it's a feature, and if you're getting cammed because you were one sixth of a second too late on your gas mask because you had to choose the gadget first, it's your own damn fault for not being prepared and you deserve to sleep.
Title: Re: Gasmask Functionality
Post by: CurdyMilk on August 02, 2010, 05:58:10 PM
Quote from: ShadowX on August 02, 2010, 04:49:10 PM
It would not, you would lose on the reflex time if you had to wait until the exact moment and THEN switch to the mask rather than already applying it and then just enabling it at the correct time. You won't be losing any of the valuable power on the mask although you are wearing it.

It is not a problem, it's a feature, and if you're getting cammed because you were one sixth of a second too late on your gas mask because you had to choose the gadget first, it's your own damn fault for not being prepared and you deserve to sleep.
Haha
Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 02, 2010, 07:19:58 PM
As well as, I would not want to waste even 0.5 seconds of Gas Mask when I want to flip it just to go through Fire extinguisher fumes...

Best way just buy a mouse and make a macro.
Title: Re: Gasmask Functionality
Post by: CurdyMilk on August 02, 2010, 08:47:19 PM
One thing that was even more annoying is when a spy is trying to taze a merc.  You could only taze a merc one time within a specific duration (which makes sense), but you would never know exactly when you were able to taze him again.  Many people lost lives because they would try to taze a merc but then he would just charge and knock the spy down because the previous taze had not expired.  If there is a way to know when you are able to taze again, it would be more convenient.  On the other hand, the uncertainty factor adds some suspense.  So I don't know what is the right thing to do.
Title: Re: Gasmask Functionality
Post by: frvge on August 02, 2010, 09:08:59 PM
Some sparks can be added.
Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 02, 2010, 09:33:44 PM
Or they can make a some sort of Hardcore option, where you get much less info.
Title: Re: Gasmask Functionality
Post by: Farley4Fan on August 02, 2010, 10:02:57 PM
what kind of info are you talking about?
Title: Re: Gasmask Functionality
Post by: unskilled on August 02, 2010, 10:15:27 PM
Quote from: AgentX_003 on August 02, 2010, 01:24:43 PM
Ok well folks its your neighborhood AgentX  back once again with another idea.

Well folks what I have found is that the problem that currently exists is that you need to flip to ur gas mask then press right click .. i dunno about the xbox but on the PC thats what you had to do.

Now if you could just make it in Project stealth that you can just flip to with ur wheel mouse that it would toggle , I think that would be a great feature.

Discuss.

It's possible to make in SCCT but whatever.
Title: Re: Gasmask Functionality
Post by: AgentX_003 on August 02, 2010, 10:48:24 PM
Quote from: ShadowX on August 02, 2010, 04:49:10 PM
It would not, you would lose on the reflex time if you had to wait until the exact moment and THEN switch to the mask rather than already applying it and then just enabling it at the correct time. You won't be losing any of the valuable power on the mask although you are wearing it.

It is not a problem, it's a feature, and if you're getting cammed because you were one sixth of a second too late on your gas mask because you had to choose the gadget first, it's your own damn fault for not being prepared and you deserve to sleep.

I Never had a problem with it , just im vouching for those who thought it should work by just flipping it and using right away with the wheel mouse.
Title: Re: Gasmask Functionality
Post by: VaNilla on August 02, 2010, 11:21:42 PM
Quote from: ShadowX on August 02, 2010, 04:49:10 PM
It would not, you would lose on the reflex time if you had to wait until the exact moment and THEN switch to the mask rather than already applying it and then just enabling it at the correct time. You won't be losing any of the valuable power on the mask although you are wearing it.

It is not a problem, it's a feature, and if you're getting cammed because you were one sixth of a second too late on your gas mask because you had to choose the gadget first, it's your own damn fault for not being prepared and you deserve to sleep.

That is ridiculous. You lose reflex time by having to use two keys as opposed to one.

Quote from: DreadStunLock on August 02, 2010, 07:19:58 PM
Best way just buy a mouse and make a macro.

A macro should never be the solution to a problem, a macro is a workaround. I think the real issue here is that the gas mask is not as easily accessible as it should be. It would be much better to simply assign the gasmask to a hotkey (such as the button G) so that you can toggle it on and off without having it selected. This would also allow the mercenary to use other gadgets whilst having the gas mask equipped, such as frag grenades. Please don't say that this is a balance issue, because it really isn't, it just simplifies the process of re-equipping the gas mask for a brief second to shoot a frag grenade. Honestly, I don't see why the gas mask should even be classified as a gadget, it's effectively a mandatory selection. It would just be so refreshing to have a slot released for gadgets such as the spy trap and phosphorus grenades, it would really allow the mercenary to be creative in their style of play.
Title: Re: Gasmask Functionality
Post by: MulleDK19 on August 03, 2010, 01:30:33 AM
How about an animation, to make the merc actually put it on physically, and get rid of the anti adhesive-cam gas.
Title: Re: Gasmask Functionality
Post by: monterto on August 03, 2010, 07:33:34 AM
Quote from: MulleDK19 on August 03, 2010, 01:30:33 AM
How about an animation, to make the merc actually put it on physically, and get rid of the anti adhesive-cam gas.

Hm... gameplay always hinged pretty heavily on the cam. I feel that it was a band-aid mechanic though and can be greatly improved.
Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 03, 2010, 09:54:49 AM
Quote from: STON3COLDKILLA on August 02, 2010, 11:21:42 PM
Quote from: ShadowX on August 02, 2010, 04:49:10 PM
It would not, you would lose on the reflex time if you had to wait until the exact moment and THEN switch to the mask rather than already applying it and then just enabling it at the correct time. You won't be losing any of the valuable power on the mask although you are wearing it.

It is not a problem, it's a feature, and if you're getting cammed because you were one sixth of a second too late on your gas mask because you had to choose the gadget first, it's your own damn fault for not being prepared and you deserve to sleep.

That is ridiculous. You lose reflex time by having to use two keys as opposed to one.

Quote from: DreadStunLock on August 02, 2010, 07:19:58 PM
Best way just buy a mouse and make a macro.

A macro should never be the solution to a problem, a macro is a workaround. I think the real issue here is that the gas mask is not as easily accessible as it should be. It would be much better to simply assign the gasmask to a hotkey (such as the button G) so that you can toggle it on and off without having it selected. This would also allow the mercenary to use other gadgets whilst having the gas mask equipped, such as frag grenades. Please don't say that this is a balance issue, because it really isn't, it just simplifies the process of re-equipping the gas mask for a brief second to shoot a frag grenade. Honestly, I don't see why the gas mask should even be classified as a gadget, it's effectively a mandatory selection. It would just be so refreshing to have a slot released for gadgets such as the spy trap and phosphorus grenades, it would really allow the mercenary to be creative in their style of play.

I keybinded mine on Mousebutton 5 (Which are additional buttons on a gaming mouse you can buy for few 10-20$/Ã,£. And it does magic.

[/quote]
How about an animation, to make the merc actually put it on physically, and get rid of the anti adhesive-cam gas.
[/quote]

He wants the Gas Mask to be removed or the Sticky Cam? I don't quite get it :S
Title: Re: Gasmask Functionality
Post by: VaNilla on August 03, 2010, 08:24:17 PM
A macro works, but why should we be forced to use a macro for something that should be standard? That's what I'm saying. Also MulleDK19, not quite sure what your suggesting :P
Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 03, 2010, 10:22:24 PM
What Mulle just wrote is killing me because I really want to know what he meant ><
Title: Re: Gasmask Functionality
Post by: ShadowX on August 03, 2010, 10:34:52 PM
Caffeine trip late at night ain't the best time to start forum posting.

Guess I wasn't being exactly clear with what I was trying to say, forgot to add the whole balance concept there. Yes the reflex time stays the same if you instantly get the gas mask running when choosing it and if you already have it equiped and then activate it at the right time, don't know what I was thinking there.

I already find the gas mask a bit too overpowered considering how little you actually lose of the power charge when you have to use it. A skilled user can activate it at the time it takes to press a single button, when you're right at the edge of a smoke, charge thro it and swap to another gadget to deactivate it, this takes just over a second, cam gas's can be bypassed even faster. I haven't had a game in a long time where I actually ran out of power on my mask because it's almost impossible unless getting completely bombarded with smoke nades all game.

Adding an animation, that won't take long, but makes it require a bit more effort and tactical thinking when using it would be great. Now there was an idea of giving gas mask as a universal gadget - because it's pretty much a necessity - that you would always get and that would free up a slot for another gadget. I feel like I support the idea itself, but not with the current gas mask, it's simply too overpowered.

My thoughts about the gas mask, brought to you late at night or evening, with no caffeine.
Title: Re: Gasmask Functionality
Post by: VaNilla on August 03, 2010, 11:54:01 PM
I still personally believe what I suggested just before would work best, however I do agree that the lifetime of the gasmask is a little too long though, but that's just balancing really.
Title: Re: Gasmask Functionality
Post by: MulleDK19 on August 04, 2010, 03:18:04 AM
Quote from: STON3COLDKILLA on August 03, 2010, 08:24:17 PMAlso MulleDK19, not quite sure what your suggesting :P
Quote from: DreadStunLock on August 03, 2010, 10:22:24 PMWhat Mulle just wrote is killing me because I really want to know what he meant ><

An animation for putting on the gasmask. As in, it'll take a second or two to put on, thereby eliminating the possibility to just switch to gasmask whenever you suspect there's gonna be a gas cloud.
Title: Re: Gasmask Functionality
Post by: VaNilla on August 04, 2010, 04:45:04 AM
Is that not the point, to use it when you think there will be gas? I don't think there's really an issue with a no delay activation.
Title: Re: Gasmask Functionality
Post by: monterto on August 04, 2010, 05:18:50 AM
just throwing this out there to add a flip side to mulles idea. what about inf gas mask that only works for short durations with a cooldown
Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 04, 2010, 11:14:31 AM
In my honest opinion I think the real problem is that when you shoot the Sticky Cam you have to wait till it reaches the damn wall, I think that sucks, you can get headshotted while doing so :/ what if making it instant land?
Title: Re: Gasmask Functionality
Post by: frvge on August 04, 2010, 11:17:14 AM
No.
Title: Re: Gasmask Functionality
Post by: tigaer on August 04, 2010, 11:34:47 AM
No.
Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 04, 2010, 11:37:56 AM
My first fail :(
Title: Re: Gasmask Functionality
Post by: frvge on August 04, 2010, 12:28:14 PM
Yes.
Title: Re: Gasmask Functionality
Post by: CurdyMilk on August 04, 2010, 05:48:43 PM
Quote from: DreadStunLock on August 04, 2010, 11:14:31 AM
In my honest opinion I think the real problem is that when you shoot the Sticky Cam you have to wait till it reaches the damn wall, I think that sucks, you can get headshotted while doing so :/ what if making it instant land?
Yes, it is annoying, but changing it to instant would make the game too unrealistic.  Some things need to be unrealistic for gameplay to work, but this probably isn't one of them.  ;)
Title: Re: Gasmask Functionality
Post by: Farley4Fan on August 04, 2010, 10:08:11 PM
Quote from: DreadStunLock on August 04, 2010, 11:37:56 AM
My first fail :(

I'm gonna be honest, it's not your first.   :-X  But you have good intentions so we'll cut you a break on this one (except for Agent who is, well, Agent)...  I have had plenty of fails, believe me.

Adding a delay to the gas mask would only make stickies even more powerful.  Probably not the best way to go.  I know we've all gotten used to stickies being one of the main hinges of gameplay but perhaps it's time to nerf them just a tiny bit? Not make them stronger?

Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 04, 2010, 11:52:02 PM
Maybe it's not the powder should be deluted, but the loudness of the camer should be bigger? Hmm?
Title: Re: Gasmask Functionality
Post by: monterto on August 05, 2010, 12:13:35 AM
WAIT! Hold up! Are you saying that the sticky cam shoots sleeping powder?
Title: Re: Gasmask Functionality
Post by: frvge on August 05, 2010, 12:19:40 AM
The Sticky Cam shoots gas.

We are probably going to increase the time between hitting the wall and being able to shoot the gas a little. The cams are meant as a strategic device for traps, not for hit-and-run tactics like slap+quick cam.

Another option would be to leave the cam as-is, and make another cam that is more like a 'spy' network. So a sidegrade (like in TF2). This would be ok for both stealth and aggro gameplay styles. This would mean more work in coding, modeling, animating, effects, balancing and testing tho...
Title: Re: Gasmask Functionality
Post by: MulleDK19 on August 10, 2010, 01:19:53 PM
Quote from: frvge on August 05, 2010, 12:19:40 AM
The Sticky Cam shoots gas.

*cough*adhesive cam*cough*
Title: Re: Gasmask Functionality
Post by: frvge on August 10, 2010, 01:20:49 PM
Correct, but I was using the terminology of the OT. In PS, we call it the Adhesive Cam. It's adhesive :p
Title: Re: Gasmask Functionality
Post by: DreadStunLock on August 10, 2010, 01:24:03 PM
Maybe you could also silence them a bit? Cause it's really easy to hear them even in 30 feet...