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Messages - Wandering_Youth

#1
Public Discussion / Re: Bomb Disarming
July 20, 2008, 08:23:24 AM
A little off topic but I wanted to ask a couple of things. I a have question about grenades, but first what kind of grenade launcher are the Mercs in CT: Versus using anways?.

If a hand held throw-able frag grenade explodes and scatters shrapnel then what about the under mounted grenade launcher on a rifle? Is that frag or HE? Is it common to have frag variants for under mounted launchers or is HE the standard?
#2
Public Discussion / Re: Co-op, but with a twist.
July 09, 2008, 03:34:48 AM
Hmm...

A interesting idea. I can just imagine it now.

Spies approaching a facility they have to infiltrate but they have get past the gate area first guarded by Mercs and passive security. At this stage all items/gadgets are usable, but as soon as the Spies get inside the facility everything changes. The Spies must disable the security on one of the gates to get inside but that activates internal security measures. Due to the nature of the facility there is now heavy EM interference within the building that jams or makes some of the Merc/Spy gear unusable. The Mercs weren't inform of this security measure so their gear is not properly shielded from the EM interference/jamming. At this point Spies must make good use of what gear they have left that is not being affected by the jamming and of course their stealth and acrobatic skill, while Mercs must now be on full alert checking corners, ceilings and vents and focusing on their senses of sight and hearing to spot the intruders. Mercs will be relying heavily on their senses, torchlight, close quarter combat training and flares to spot and stop the Spies.

At this point the Spies must try to turn off the cause of the EM interference if they want to use their devices to hack pass the vault/door holding to get a hold of their objective. When the interference has been neutralized they are free fully use their gear again to advance toward the last objective however since the jamming is down, passive security systems are back online so Spies must take extra care when approaching the target. Mercs now can fully utilize the internal security system to track/deter the intruders from trying to get at the last objective.
#3
I like to see no lag while playing this game when it is completed and fair judgement used when things need balancing/fixing for the game.  CT: SvM had things that really pissed me off like being able to see spy outlines through EMF and Mercs being able to shoot/snipe/fire through certain vents/walls when they not suppose to be able to. ::)
#4
Public Discussion / Re: On-Mirror's-Edge
May 11, 2008, 10:59:01 AM
It's been awhile but they finally released a trailer for this game and I thought it was very interesting.

HQ:
http://www.gametrailers.com/player/33585.html

LQ
http://www.gametrailers.com/player/33586.html?type=
#5
Public Discussion / Re: Elbow? I prefer punch
January 18, 2008, 06:30:34 AM
I have to agree a punch doesn't look like it would fit a spy move. It should definitely be a elbow hit but maybe just animated differently. Maybe instead of a elbow slap the spy can do a elbow thrust into the Merc's face or maybe even a elbow thrust to the neck since that can be really lethal.
#6
Public Discussion / Re: Spies face
January 14, 2008, 05:01:41 AM
Better safe then sorry, I say. It's a grey area with copyright so why take take the risk to get sued?
#7
Public Discussion / Re: getting knocked down
January 13, 2008, 12:00:49 AM
Well, let me rephrase that. I meant to say any evasive moves are not needed for a knocked down spy because I doubt it's going to save his butt since the Merc's more than likely standing right next to the downed spy. The only real way for the knocked down Spy to survive is for his partner to go take on the Merc that's about to riddle his gluteus maximus with bullets at point blank range. The only possible scenario I can see this evasive move work is like this...

A spy gets knocked down but before the Merc finishes him off, the spy's partner comes in to save the day. But, the other Merc who's on the other side of map takes aim with his rifle to finish what his buddy couldn't. Now maybe rolling side ways, flip up, speedy evasive maneuver might save the spy from getting sniped.
#8
Public Discussion / Re: getting knocked down
January 12, 2008, 11:22:09 PM
Sounds interesting, but I doubt it's really useful. A spy is pretty much dead if he is knocked down by a Merc unless the Spy's partner comes in to help, which will probably be the only way the knocked down spy will survive so I don't think any fancy moves are really needed for a knocked down spy.
#9
I agree with Spekkio. I don't think PS needs any type of sidearm weapons. They feel out of place in a game like SvM and even with all the potential uses listed above, I think, it's not enough to warrant to put in the game.
#10
My first impression of this idea is that it sounds rather silly. I'm trying to imagine it in my head on how it's going to be like, but it just seems really out of place. Now the backpack seems ok, but that depends on dervs on how many number of items allowed for each gadget/nade. If they give the mercs an adequate amount of gadgets then this idea is scraped, but if the amount allowed for each item is really low then it may work.
#11
Public Discussion / Re: Blood
December 31, 2007, 01:35:08 PM
Uhh, wow. I see you guys get really worked  up about this blood/gore thing quite a bit.  :-\

Anyways, blood is ok but not necessary. IMO, I rather have the game without it. If the game is good and the game play is awsome you don't really pay attention to the gore while you're focused on playing the game especially so if this game is going to have a steep learning curve.  I mean do you really have time to stop and admire the gore while the spy is hackzoring your laptop/nuclear bomb/car?

For a game like PS, I think the most important factor is definitely is the environment for immersion. Besides if the maps going to be really dark like I hear they're going to be, you won't see too much blood in the dark.
#12
Public Discussion / Re: Neck snap
December 28, 2007, 11:32:52 AM
I like to be able to grab and hold onto the Merc because a grabbed Merc means that one part of the map is not guarded. That will give me partner time to hack that specific area although this might be situation depending on the map, but it is still useful. As for taunting a grabbed Merc, a Merc who's had his neck snapped can still hear the spy voice chatting as he falls to the ground. IMO, being grabbed is already a big enough taunt. I mean the Merc is at your mercy and your plaything once you grab them.

As for Mercs being on stairs, maybe some alternative action can be implemented. Maybe if the spy is on top of the stairs and the Merc is below then you can give him a good kick in the back/front to make him fall on his ass. The Merc obviously weighs a lot with their gear so it might stun or knock out the Merc when he falls down the stairs. Now if the Merc is above the spy and the spy is the bottom maybe he can do some sort of powerful frontal kick at the Merc's foot and trip him
#13
Public Discussion / Re: Escape Move
December 28, 2007, 10:24:40 AM
Quote from: Overstatement on December 23, 2007, 09:27:33 PM
Only noobs climb stuff while being shot at.

I think escape moves were meant to replace sticky shockers (I've never played DA).
In CT, shock + run.
In DA, shock + escape moves.

And therefore, do we really need escape moves in PS? We have the sticky shocker.
Hmm, good point. However, I wouldn't mind the escape move for jumping through windows or rails. The reason for that is because in PT and CT is was hard to jump smoothly out of a window or there was that akward jump over the rail animation. The other escape moves are not necessary, imo. Escape moves should really only be used when a merc has spotted you and is giving chase. Jumping into a vent or ceiling area is something you should do when you have not been spotted yet and you know you have time to do the action.

I'm hoping the animation for climbing over a metal fence in PS is better than what was in PT or CT. I got stuck on those things quite a bit on the Station map.
#14
Public Discussion / Re: The Assault Rifle Discussion
December 28, 2007, 10:07:16 AM
Rifle does not need changing other than the fact that burst fire was not useful at all so take that out. The shotgun or uzi needs some modifying so people would actually use them more often because as of now people hardly ever use either of them at all.
#15
Public Discussion / Re: Electronic Glove strikes back
December 09, 2007, 08:11:16 AM
I think it sounds neat, but as for how it would be implemented I don't have any comment. I like the idea of at least having a alternative weapons/tool system besides just the regular SS. I'm assuming the glove is going to be a bit more compact and smaller than the SS so I think it should be only allowed to launch gadgets the size of a alarm snare or spy bullet.