Project Stealth

Forums => Public Discussion => Topic started by: FlaTLin3R on February 13, 2008, 06:02:13 PM

Title: coop-moves
Post by: FlaTLin3R on February 13, 2008, 06:02:13 PM
Hi,
What coop-moves have you already planned? I thought of the scct-moves to reach higher objectives. And there was a move in the coop-mode of scct named tome nage. With that move you could throw the mate on a enemy. That moves would be cool. I hope this kind of topic do not already exist.
Title: Re: coop-moves
Post by: frvge on February 13, 2008, 06:18:02 PM
Hey, we're not brainstorming about those at the moment. They'll be given thought in a month or two.
Title: Re: coop-moves
Post by: Westfall on February 14, 2008, 07:21:20 AM
Quote from: FlaTLin3R on February 13, 2008, 06:02:13 PM
Hi,
What coop-moves have you already planned? I thought of the scct-moves to reach higher objectives. And there was a move in the coop-mode of scct named tome nage. With that move you could throw the mate on a enemy. That moves would be cool. I hope this kind of topic do not already exist.

It already did exist somewhere else

but what he said ^
Title: Re: coop-moves
Post by: Farley4Fan on February 14, 2008, 07:29:59 AM
I'm still pondering that move you suggested, the tome nage.  Wondering what that would do for gameplay.  That would possibly help spies get across large gaps.  Like on missile strike if the length of the spy spawn to the ledge with the vents was increased, the spies could possibly throw one another across.  Then maybe activate a bridge or something from the other side.  It could be cool.  But what I'm really thinking about is what this would do for spy + spy vs merc combat.  It may be GREAT for setting up ambushes.  Meaning you set up the move around the corner, maybe set up a snare, wait for the merc to come, and launch your teammate into him knocking the merc down for a few seconds maybe.  It would leave you able to hack for a second or two, and maybe just get into a good position in the room.
Title: Re: coop-moves
Post by: Gawain on February 14, 2008, 05:03:33 PM
it could be quite fun doing this in an open area with both spies using camo (if the camo boost is that strong). it would add another possibility to knock out the merc which could easily be balanced by the ko-time, but i'm not so sure what it would do to the gameplay.
Title: Re: coop-moves
Post by: Westfall on February 14, 2008, 05:54:41 PM
Quote from: Gawain on February 14, 2008, 05:03:33 PM
it could be quite fun doing this in an open area with both spies using camo (if the camo boost is that strong). it would add another possibility to knock out the merc which could easily be balanced by the ko-time, but i'm not so sure what it would do to the gameplay.

LOL...if camo was activated and you launched your mate....it would be like you got hit by nothing, unless Predator was around. Hilarious.
Title: Re: coop-moves
Post by: Cyntrox on February 14, 2008, 05:56:23 PM
Quote from: Westfall-US on February 14, 2008, 05:54:41 PM
Quote from: Gawain on February 14, 2008, 05:03:33 PM
it could be quite fun doing this in an open area with both spies using camo (if the camo boost is that strong). it would add another possibility to knock out the merc which could easily be balanced by the ko-time, but i'm not so sure what it would do to the gameplay.

LOL...if camo was activated and you launched your mate....it would be like you got hit by nothing, unless Predator was around. Hilarious.
Well, the movement would make the camo of the spy being thrown pretty visible...
Title: Re: coop-moves
Post by: Westfall on February 14, 2008, 06:18:10 PM
Shouldn't it uncloak since there is so much movement?
Title: Re: coop-moves
Post by: Cyntrox on February 14, 2008, 06:52:37 PM
In CT it would... But CT is not PS.
Title: Re: coop-moves
Post by: Westfall on February 14, 2008, 06:58:45 PM
der....is the cloak still going to hold tho?
Title: Re: coop-moves
Post by: Succubus Dryad Of The Undying Comet on February 14, 2008, 07:58:16 PM
Quote from: Cyntrox on February 14, 2008, 06:52:37 PM
In CT it would... But CT is not PS.
It's power... IT'S OVER NINE THOUSAAAAAAND!!
Title: Re: coop-moves
Post by: Gawain on February 14, 2008, 08:03:48 PM
well camo should turn off during the acceleration. it would be really omgwtfpwnage if the move's range is that big that you can't see camo that well.
we'll having tons of fun with fixed camo and mt anyways =)
Title: Re: coop-moves
Post by: Succubus Dryad Of The Undying Comet on February 14, 2008, 08:23:06 PM
Yeah... now that i think about it... I like PT's HUD way more...
Sorry, OT.
Title: Re: coop-moves
Post by: Farley4Fan on February 14, 2008, 11:51:30 PM
Lmao!  If you threw one spy across the tunnel in aqua and hit a merc coming from greek!  Just imagine that.  I think it should have a range of about 15 feet or so.  That seems fair.  Hopefully camo won't be THAT obvious at 15 feet.