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Messages - NoX-Illn

#1
Public Discussion / Re: KO effect
December 15, 2007, 01:49:06 PM
true :/
#2
Public Discussion / Re: KO effect
December 15, 2007, 11:17:47 AM
good thing would be (didnt read all of your posts), if the ko-snap animation gets reduced a lot. maybe also the ko-time for like 1-2 sec. it definitly gives you a fair oppurtunity to flee if another merc is around, and the knocked merc gets up just in time to defend other obj/rooms (maybe not if you got a not too cockeyed mate). and the merc, who caused you to knock him out, has the opputunity to hunt you or awake his mate.

this leads to the "wake up merc teammate, when he got koÃ,´d/sleeped aspect" :S
in my opinion, the wake-animation should take 2-3 sec, cause itÃ,´s hard frustrating if you planted a ambush cam 3 min ago, and finally a merc runs accidental in it. 1 sec later his mate stomps around and wakes him without the least delay.
#3
Public Discussion / Re: footsteps > hbs
December 12, 2007, 07:43:50 PM
in stealth mode ull hear steps lots louder than while running and stomping around of course.
all in all i ment, that the movement of merc should be lots easier to track. in fact, stepsoundgrade, shld be increased pretty much. maybe it turns such strong, that you wonÃ,´t need hbs anyway. but, as i already said, only in stealth mode ur able to track mercÃ,´s movement exactly
#4
Public Discussion / footsteps > hbs
December 12, 2007, 07:30:45 PM
months ago I played "Metal Gear Online". youÃ,´re able to hear footsteps in a radius of 10yd very well without any headphones.
how about replace heartbeatsensor by this radical solution? needless to say, in stealth mode you wonÃ,´t recognise any noise. this will advance the stealth aspect I guess.
at least there must be 3-5 noise grades (stealth mode, simple crouch walk, slow walk standing and so on).