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Messages - Nitro

#1
This is a really bad idea, and it will ruin the gameplay all in all.
I am sure you are fed up with mercs killing themselves for new EQ or spies getting a new aggrowave on you after you have killed them.

What this will lead to:
- You will get more aggro spies (kill the merc a few times and he cant nade the hacksites. An All in solution)
- For those spies who actually play it stealthy they will now not get rewarded for their KOs/clever play and when they get killed the game will become start getting near to impossible.
- Maps will have to be designed in a whole different way. (how will a spy team mange to take out a map situation like cafe on museum without gear?)
- Mercs will get even harder punished when aggro spies have abit of luck with monster aggro. (and with no Uzi, what is left to do? )
- basically you loose the wide deep gameplay the game offers. (back to CS when you die to much you do not get the cash to buy guns)

If any you should have this "loosing gadgets" rule solely for the merc suicides. But then again, a mistake at the wrong place is costing mercs enough already.


Really starting to get abit worried when i see all the suggestions made here. :/
#2
Public Discussion / Re: freeze it, baby
April 23, 2008, 11:12:59 PM
Good idea for any other roundbased game.

For this game i do no think its a good thing, since there is not rounds only two sides each map. A break in the middle of the 12ish min a side takes to complete will only put you off.

If people cant stay the full 12 mins before lobby and all agree its better to just go lobby and restart the game. (if its in the end and one side will loose alot on it, then hell put the phont or whatever on mute)

Its 10-15 minutes, the phone can wait or you can let your partner down..
#3
Join Us / Re: Promotional Videos?
December 04, 2007, 07:59:00 PM
Ehrm..

WMP will only allow you to put the clips togheter, maybe add some shitty standard effects and there you go.

Sure you can past togheter alot of clips you have frapped and it looks decent but you will never get me to belive that you are able to make a masterpiece without proper tools for it.

Oh well, promotional videos are a good idea but what i think people would want to see is plain classic ingame footage. (as a preview)
#4
Public Discussion / Re: Big surprise on the 22th!
November 22, 2007, 02:29:58 AM
Good job man..

This makes following the progress easy for us who do not have time to read trough the entire forum every day:)

Super..
#5
Public Discussion / Re: balancing of sticky cams
October 29, 2007, 07:28:21 PM
Westfall-US, do you really believe that you know it all just because you are able to handle a sniper?

I know several GREAT CT players who only use UZI, they picked uzi as the first weapon and sticked with it, or some of them even cant snipe. Its that easy..

"Having only rifle over all 3 weapons will make the noobs have to stay with rifle, in which case they will LEARN how to snipe better instead of just picking up the uzi and not learn a thing. I'm making a rationalized judgment."  Rationalized ? Its plain stupidity.. So Mr. Texas redneck ranger, you will learn everything if you just hit yourself enough times in the head with it.. Well this is computergames, we would like to have fun here..
#6
Public Discussion / Re: balancing of sticky cams
October 29, 2007, 06:39:56 PM
To be honest i see alot of good points from both sides, but essentially what you are discussing is the laggissues created by the UZI in Chaos Theory.

When it comes to the whole "PROS USING RIFLE" statement.. Come on guys, now thats just wrong.. There are a whole load of "PROS" which use the UZI, and why would they do this if its such a "noob" weapon?

Since my memory is kinda short term i wont mention names but i sure as hell know that ive played most of those involved in this discussion while they carried a UZI. (several times for some of you)
Why did you do this? Due to the fact that you had a bad night and needed some easy killing? Because you thought the other team was going completely aggro? Because you wanted to create a bad gameplay with lots of lag and noobish tendency's ?

No point blaming the UZI as a choice for those who lack skills, its rather determined out of what playstyle you have and also what you feel like.

The discussion right now should rather be, IS it possible to make a working UZI in PS ? Can we nerf the UZI or such? Is it possible to substitute the UZI with something else, so that we can keep the choices open even for those who as you put it "lack skills"

By the way, those damn flashgrenades hurt my eyes can we remove those aswell ?
#7
Public Discussion / Re: balancing of sticky cams
October 28, 2007, 09:34:22 PM
KRONF you are missing the point...

The forum we are having this discussion on is trying to make a mod, with the best from 2 games we all know..

If we where to say that they will use the same sucky codes, and engine as ubi have then i would partially agree with you, but still i would not ask anyone to remove the UZI nor ask anyone to not pick the UZI in the old game. (its a part of the game, its like removing the burstshots from the rifle just becouse it "does not require the same skill as using snipermode) before you start to flame me *yes that statement was well over the top*

I am not in anyway calling myself a PRO nor that i can completly avoid the UZI for a whole game, but i do know that if i encounter a man with uzi ill rather taze run, not go aggro at him.
You just have to see the situations as they come, at some points you will have to encounter them but how you choose to react or proceed is entirely up to you. 

So to sum it, I agree with the UZI lagissues IN CHAOS THEORY they are kinda ruining some of the gameplay but as stated, this is a new "game" and who is to say it cant work here?

Would you still hate the uzi so much if it had been a proper netcode?
#8
Public Discussion / Re: balancing of sticky cams
October 28, 2007, 07:56:24 PM
Quote from: Gawain on October 28, 2007, 02:11:44 PM
if you want advantage in close range, use tazer.
and no, it's not a clone of ct, it's rather taking the best of pt and ct.

Taking the best from CT and PT you say?

Well i do not know how people see that game, but the really good thing with these games are the options you have.

Meaning if you are a aggroteam all the way you will have to prepare yourself on meeting UZI/shotty combos and vice versa.

People who arent fully capable of doing the whole "sniper" thing should also have an option when you get flash,smoke chaff combos against you.

I hate getting gunned down by a UZI or a shotty but i still KNOW that if i keep my distance they will bot bother me at all.
Offcourse i see alot of you who think you can do the same style no matter what, just aggro the hell out of anything. (resulting in death, and serious amounts of whining about the uzi being a noobweapon.

I would vote stick with all weapons to keep the game balanced/deep. Narrowing down the options in a MOD will kinda ruin the whole concept.
#9
Public Discussion / Re: What about a scoring system?
October 18, 2007, 10:38:50 PM
To make it clear, im not talking about a stattracker.. I am merely talking about points to help determine ties aswell as making the game easier to set up as competitive.

If you where to even consider setting up points its very important to keep the point focus on the correct matters.


Stattracker would show that I almost never bring gasmask on some maps and that would leave all my little plans useless.
Stattracker would show that a person is only using Uzi etc which will create alot arguing in lobby.

So, Stats/rank i am against
Points in order to give comebacks a chance and widen the possibilities i could support if used correctly.
#10
Public Discussion / Re: What about a scoring system?
October 18, 2007, 09:57:00 PM
To be honest i have to say he is touching something that could be useful.

For tournaments, and other "Elimination" systems this could prove useful to get a winner without having to play 4 ties if two equal teams had a good night.

Not saying that i like the whole points for grabs and such but scoring "points" by doing objectives and maybe  set higher risk objectives to a higher score.

Like Station:
If you bomb carpark you will get a bigger amount of points compared to the checkpoint altough its a very risky move since sector two will become HELL/nearly impossible for you.

So grab a big score if you think the game will be a tie anyways or chance on doing the smaller score to complete sector two.

Im just tossing ideas..

What i think CT was missing is a chance of making the game really competitive.
Things like:
- One slot for a observer/referee
- Possible to save replays

Are things i think would increase the chances of making it a competitive game, which i think will result in a bigger community.

#11
Public Discussion / Re: balancing of sticky cams
October 17, 2007, 08:20:06 AM
Quote from: Papa Skull on October 17, 2007, 03:09:04 AM
Example:  Warehouse - You NEED to bring cams on this map.  No matter what.  You NEED to neutralize mercs, best way to do that is with a sticky cam.

If you design maps in such a manner that you don't NEED to neutralize mercs before you can do anything, then you shouldn't have a problem and cams wouldn't be brought that much.  Cams aren't over powered, true they have a lot of uses, but they can be detected/destroyed/countered/avoided by mercs anyways.

Cams are one of the things that makes the game so incredible deep, giving it a "original" approach.

If you set higher delay on them you will ruin it for those who likes to use the cam as a agressive tool. (offcourse we all hate the really agressive slap cammers but its still a way to play the game)

I do not think the cams are overpowered at all, its the perfect gadget to counter dual backpack mercenaries spamming nades. 

This is comming from somone of actually choose to not take mask a whole lot of the games, and i have no bigger problem with it.. If you put yourself in a good posistion with proper deffense and somewhat use of your brain that is.

And yes as allways in sc games: Adjust to the opponents..
Makes me laugh when you see spies trying to aggro shotgunmercs with mask/uzi mercs with mask and then starting to whine if they fail due to the gun beeing to powerful. (which it is if you are trying to poke his eye out with the tazer, but keep range and he are useless)
#12
Presentation Forum / Re: Tick tack: Count-down complete
October 15, 2007, 04:44:58 PM
Awsome work Mason..

Youre effort is highly appreciated.. (You made this, i made a square on the same timeperiod.. but im getting there slowly:)
#13
Public Discussion / Re: communications...
August 16, 2007, 08:38:26 PM
I really do not understand why this would be needed, the game have open mics at all times right?

Might be useful for some of those who do not dare or have a microphone but a part of the game is that it should be teamplay and having mics give a advantage.

Promoting non microphone usage might not be the way to go.
#14
Public Discussion / Re: Game mechanics
August 09, 2007, 09:55:22 PM
Not really saying that glitching is a PRO playstyle i just used it to state that experience brings knowledge.

If you know the map, the game the mechanics you also know a few advantages, it does not mean that you are pro but that you have an edge.

Newbies have their name because they are new to the game, the do not know every corner and all the stuff they eventually will learn. If they are good mannerd people will probably show it to them early so they also know about it.

Yeah you can teach your 12 year old cousin in a second, so can everyone else but its still something that sticks "deeper" into the game. (so you have to play or be nice/know people to learn it)

You are referring completely to the game UBI made and the things the did intend or not, as i have understood it this is project is all about taking out the bad things and putting in the things we liked, not making a bluecopy of what UBI once made.

These glitches are not a must for me at all, but i thought tiny stuff like that made the game somewhat deeper.



#15
Public Discussion / Re: Revenge.
August 09, 2007, 07:35:31 AM
Might be wrong place to post this but i have been doing some WC3 latley and there the community have made a Global banlist.

It works kinda simple:
It detects ingame players, it query their database to show where they are from and ping.
You can create your own bans and notes on the different players but it wont go global until a "approved global host" have put his ban down. This means that a player have to get several bans from regular banlists then get reported into one of the global banners.

In a way its the same like your ranking system but you can keep it cleaner since i have a feeling alot of winners will be blacklisted. (how many smurfnames do the old good veterans have in CT? :)

http://www.wc3banlist.de/

Just a thought...