Voted for sneaking, because this is supposed to be about sneaking and i want to do some artwork with the sneaking spy-pics - running ones are kinda odd.
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Show posts MenuQuote from: FR33M4N on June 07, 2008, 12:34:21 AMToo many cooks spoil the broth.Quote from: goodkebab on June 06, 2008, 08:22:01 AMQuote from: AgentX_003 on June 06, 2008, 04:08:38 AM
no offense , is it just me , or have i just seen anybody thats applied been turned down in a heart beat =/.
Because Theo is onboard as our sound guy, and we only have space for 1.
The more the merrier right? A helping hand is always nice..
Quote from: Papa Skull on June 06, 2008, 11:37:34 PMyeah but it wouldnt look too good.
It doesn't matter how big it is. It's useful. It could be the 128x128x128 and it would still be a useful spot for a spy.
Quote from: Rambo on May 27, 2008, 08:44:24 PMyou don't even have to be standing, you can aswell pull it off from the crouched position. I love to get stealth Split-jump-kills. Happens rarely, but is hilarious!
afaik you don't have to be running to do a splitjump, changing position to "standing" is sufficient (maybe the xbox controls are gay in that matter).
the only place the split jump worked well for me against good players is museum cafe corridor with some smoke spam.
Quote from: Rambo on May 26, 2008, 09:24:52 PMyep, that's right!
i just weng ingame to test it and you're right, you just have to stay next to the wall in about a 90Ã,° angle to it. i tried 20 quick splitjumps and did 19 of it, so i began wondering why i couldn't do that as a newb. what i found out is that i sub-consciously was hammering on the jump button like crazy while performing the move. when i tried to do it with only 3 button-hits, it failed over 50% of the time. so i don't think standing in the right angle is the problem, but the jump-button timing and lack of explanation in a tutorial.
Quote from: Rambo on May 26, 2008, 08:32:28 PM1.) Split jump works better if you (the spy) look in 90Ã,° from the wall.
@westfall: the only thing bad about splitjump controls is that most people don't know that they simply have to look at the wall to make it work. making that "hitbox" a little bit bigger and explaining this mechanic in the tutorial should take care of this problem.
Quote from: frvge on May 26, 2008, 02:39:13 AM/pwnt Rambo.
Actually, there won't be a way to snipe the objective from the Dock. Our map design doesnt differ much in actual changes in geometry, but the changes to the gameplay will be considerable.
Quote from: Zedblade on May 26, 2008, 07:49:31 AMkeke - gonna add it.
If anyone posts PS wallpapers, make sure you say what you made. IE, made wallpaper out of blah balh. I'm sure some uneducated people on the SC forums might think you ddid the actual spies/mercs.
Quote from: Rambo on May 25, 2008, 08:12:20 PMdude its not about rewarding spies that are standing still with camo, its about making camo more dynamic. You can decide, either have it drain quicklier but get to your target faster, or have it drain slowlier and reach your target later/wait for the merc for a longer time.
there are plenty of simpler and better ways to boost camo:
-fixing eax-superhearing, emf ghosting and mt godliness
-making camo less visible
-make energy drain slower (but not depending on the speed)
what you either do with energy drawing based on speed is either punishing people that move with camo or reward people that don't move with it. i'm of the opinion that in the map design we know from ct there is enough cover everywhere that can be reached with camo in time before there is no energy left. there is also a simple counter to a moving spy with camo: motion tracking vision. so i can't see any reason besides people's lack of timing skills to change camo in that crysis-style way.
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