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#1
@Snakebit.
And still you have yet to tell us these reasons and situations of yours.

On topic, Ive always been the aggro spy for my team so my partner can finish his job, and holding onto the merc for a bit and killing him is the way I usually go. The only situation I can see KOing the merc being more effective, is if the area he's been KO'd in is further from the next objective than the spawn point.

So my vote goes to KILL.
#2
Public Discussion / Re: Project Stealth switches to UDK
January 09, 2010, 10:31:28 PM
This is one of the few games I've seen for the UE3 that doesn't look like Gears of War, thank god.
Props to the artists and modelers.
#3
Public Discussion / Re: Merc Aiming Sensitivity
January 09, 2010, 10:11:19 PM
@ frvge

Understandable, just throwing an idea out there, if more people want a static c-h its chill with me.
#4
@ Ambiguous Rocket-
This is about camera and animation, not turning speed. There is a thread already up about that topic.


And about the drifting/floating Crosshair, yeah, I completely agree with it not helping with anything. I was stating that the way the flashlight moved about made it feel like you were frantically searching.

I still stand by my other statements though, I really think that camera movement is important to the feel of playing a merc.
#5
Too many companies nowadays don't put anything into involving the camera with 1st person interaction with the players and environment.  The camera should reinforce the animations of the avatar's movements and interactions to give a more immersive experience to the player.  Even subtle changes in the camera make a world of difference. Without this, animations look too static no matter how well animated.

SCCT's mercs and the Metroid Prime games are solid examples of using strong animation and believable camera motions to imitate the movement of the whole body, and not just the viewpoint.

SCCT console version had another little feature I believe helped with the experience, the floating chrosshair. I liked this a lot, it gave more of a feeling that you were searching for something, shining your flashlight all over the screen.

This is what I have always loved about playing as a Merc in the PT/CT days, you felt like an unstoppable force. The gun you were lugging looked and felt immensely heavy while you are carrying or firing it, and tackling an opponent to the ground was never so satisfying as the jerk of the camera let you know you make contact (hopefully with him!).
#6
Public Discussion / Re: Merc Aiming Sensitivity
January 09, 2010, 02:27:39 PM
About the whole turning speed subject, what about a custom limiter that gives both the twitch shooter and the spy a chance to use their skills.

In the console version of CT, the merc had a limited turning speed, but had a floating crosshair that could traverse a large portion of the screen. Using something similar to this could work, have the crosshair move around the screen at however quickly it needs to, but have the acceleration dampened once the screen starts to pan, this allows for twitch-headshots when presented on-screen, but turning around to check your back still requires a fraction of time, (but still a bit quicker than the consoles, I agree that was a bit slow).