Is it easy to do? Would it give the spy away from just blindly shooting? If not, I would loooove the idea of a hit marker.
You mean like a sound effect? I don't get the point.
sure, like an indicator and sound, idk. There's no point to it, games just have them now. They make the shooting more satisfying for the shooter. I'm sure it's not that hard to do.
Well, if you hit a Merc as Spy, he'll get shocked, which means het gets particles and does some weird animation. Unless he is in his invulnerability state, of course.
And not knowing if you hit the Spy as Merc means the Spy can take more risks in theory.
It's annoying as hell trying to compensate for lag if you can't tell if you're hitting or not. There needs to be an indicator if we're playing online. It won't give anyone away who wasn't gonna get caught, anyway, if spies are up close you could just see them with your torch, and if they're far away then the odds of random shots hitting them are ridiculously low. How many times did the hit marker in CT give you away? Right.
It should be bullets only, though, you shouldn't be told if one of your nades shot into the middle of nowhere/a mine on the other side of the map has hit someone.
If you have ever played CoD, when you get bad case of flashbang, you shoot randomly (or just hide). And when your blinded like that, a couple hit markers have never been enough information to give a position away. Except grenades, like spark mentioned.
Having a COD/BF3 style hit-marker could only improve the game as far as I'm concerned. Sound effects would get annoying though in my opinion.
Sound effect is used in most quake-like games. It would be nice to have some kind of marker that says u shot somebody. But like Spark Mandriller said - Bullets only.
Some soft sound effect might be nice but player should be able to choose if he wants to have it or not. :)
Quote from: KnoogeR on March 31, 2012, 10:17:06 PM
Sound effect is used in most quake-like games. It would be nice to have some kind of marker that says u shot somebody. But like Spark Mandriller said - Bullets only.
Some soft sound effect might be nice but player should be able to choose if he wants to have it or not. :)
This :)
Cronky just posted a link to an old thread that talked about this. There were some interesting ideas about blood effects. Also someone brought up a sound effect ala CoD.
Thread Farley mentioned me mentioning. (http://community.projectstealthgame.com/forums/index.php?topic=2273.0)
Quote from: Spark Mandriller on March 31, 2012, 10:44:50 AM
It should be bullets only, though, you shouldn't be told if one of your nades shot into the middle of nowhere/a mine on the other side of the map has hit someone.
On thing that might be nice is a visible thing to tell you how many mines are active though. It doesn't need to tell you WHERE the mines are, or which ones have blown up, but I seem to remember taking the time to try and set mines down to see if I was still at my limit. If I was then it'd say I couldn't set any more down. If I wasn't then one must have been disarmed or blown up.
Too much information for the Merc? I wouldn't think so, since again how I'm thinking of it doesn't tell you what one of your mines got deactivated, just that one did and you can set down a new one.
IMO that's part of the gameplay mechanics. You have to patrol.
Quote from: frvge on April 17, 2012, 07:31:56 PM
IMO that's part of the gameplay mechanics. You have to patrol.
I have to disagree. You could check that in CT by going to a wall and holding right mouse and then you could put a poison and see if you still have 1 or more slots available or not, or see that none is left by seeing that "remove 1st mine" is grayed out.
Also in CT, if a mine detonated far away, so you couldn't hear it, you could see the hit marker... but if it didn't do damage it wouldn't appear. Doesn't really make sense.
EDIT: You could also just use green/red colors to indicate if there are 3 mines (red) or less/no mines (green) placed. You could even add a time delay of... let's say 20 seconds, if it was silently removed, before the backgroundcolor of the mine in the inventory becomes green again.
Yeah, patrolling is a part of the Merc gameplay. This much wouldn't change, as again it wouldn't tell you which mines have been blown up or deactivated. It would only give you an indicator of whether you could place another mine down without having to actually try to put one.
It doesn't have to be obvious by any means. You wouldn't need something blinking in your face going "2/3 MINES PLACED". Maybe something more subtle like Meister is getting at. Perhaps have it only when the mines are equipped. Something on the mines themselves, or the portion of the visible (to yourself) Merc that would indicate whether your limit has been reached or not.
Kinda like how some games tell you how much ammo you have left by showing it with the gun in some way.
Ahhh. You are talking about the crosshair...
If u know it, in CT when u hit a spy (obliviously as a merc), the crosshair becomes red.
Quote from: Cronky on April 17, 2012, 07:21:16 PM
Thread Farley mentioned me mentioning. (http://community.projectstealthgame.com/forums/index.php?topic=2273.0)
Man, what happened to the days when we all hated each other?
I musta grown up or something, damn. Never thought that'd happen.
I remember when I would make ridiculously long posts that usually lost it's point by the second sentence...
...I still do that. :D