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Messages - psyichic

#1
Public Discussion / Re: Hacking Panel Alternatives?
July 29, 2010, 11:50:10 PM
I think what he is talking about though is creating more map interactivity then creating something that directly affects the team.

I personally think it's a really neat idea and it definitely would add some depth to maps as far as I can tell. Of course only the devs can determine if it is possible or not. Perhaps they can just re-use the animations and re-skin some of the models of the objectives to work?
#2
Public Discussion / Re: Grab from the ledge.
July 25, 2010, 01:56:09 PM
My thoughts on missile strike are directed at all the sectors. In the first sector on top of the bunkers that would turn the merc's observation point there into basically a death trap. Second sector above the drop boxes it wouldn't be as common but getting "box" grabbed from one of the upper levels.

The idea of fatal vs. non fatal volumes was just a suggestion on a way to differentiate between a ledge grab being fatal or non fatal. I have no real opinion on whether it should produce damage or not depending upon height. I say just make it easier for mappers to balance it the way they need to balance it. We have alot of great mappers around here. I say if we give them the options everything will take care of itself since they understand how to balance maps pretty damn well.
#3
Public Discussion / Re: Grab from the ledge.
July 24, 2010, 02:08:17 AM
Wow this is a first post for me after a REALLY long hiatus. (School eats time up really well)

Perhaps it would be possible for the devs to create a way for certain ledges to produce a fatal fall and some to produce a non-fatal fall. Maybe it could be volume based so you place a "fatal volume" on certain ledges and a "non-fatal volume" on others.

In any case it seems though like adding straight up box pulls might change the balance of the game far too much. It would almost make any single ledge a spy's weapon and may limit map developers when they try to produce maps.

Think about how that would change the balance of the game I mean a level like Missile Silo would get ridiculous.
#4
Is it possible to make the overlay simply a rendering of a second camera? Instead of actually trying to stream video you could just have a second camera rendering your teammates view. Of course that would still imply rendering a second screen but perhaps you could do something GRAW esque where the small overlay screen is a significantly lower quality video feel that is essentially post-processed down to the point where it looks cool but doesn't require alot of rendering power?

And I mean give the player the option to resize it and turn it on/off with one simple button. Ofcourse you could say that balance could be problematic but im personally guessing that if both sides have it and it merely helps improve other less experienced player's teamwork skills then it can't be too bad. In theory a very good team will be descriptive enough when chatting to one another to reach the point of not even needing that video feed but for other people who aren't really sure how to describe where the spy went in great map detail they can atleast show their partner.
#5
Public Discussion / Re: clarity soft
April 13, 2008, 05:04:15 PM
Rambo from what I know the act of "porting" your thinking of will not work between CT and PS. They are built on different engines now so I don't think that is even possible. You would need to redesign it from scratch.
#6
Public Discussion / Re: MERGER INFORMATION
April 01, 2008, 01:46:19 AM
I ended up seeing the rocket launchers first so I knew it was an April's fools day thing but that was pretty damn good.
#7
Just out of curiosity but is there any chance the glove could take on the model of a modified SS so as to prevent the awkwardness of launching things from the glove?
#8
Public Discussion / Re: Diversified Mines
February 26, 2008, 04:54:50 PM
being able to place mines on the floor would make it possible for mercs to entirely block off every single ladder in the map they can access. And the ability to adjust the angle of the laser would just prove too powerful. They would make it possible to create criss-cross patterns that no spy could viably bypass. Leave mines the way they are.
#9
Public Discussion / Re: Diversified Mines
February 20, 2008, 04:37:29 PM
Also thrown mines would make it impossible for spies to remove them if they were stuck to a ceiling short of shooting them off and raising attention. I say keep it the way it is.
#10
Public Discussion / Re: Purple thermal or Normal thermal
February 20, 2008, 04:32:20 PM
Make the default the purple scheme (Looks absolutely awesome IMO). but let people have the option of using the older color scheme as well. When it comes down to something like this why not let people choose? Show off project stealth using the purple thermal default and if people like the old way let em switch. Its hard to piss people off by giving them options.
#11
Public Discussion / Re: Melee Combat Animations
January 28, 2008, 02:34:36 PM
People noted though that the problem with those animations is that it is difficult to properly sync both characters.
#12
Public Discussion / Re: JUMPING & NECK
January 28, 2008, 03:40:30 AM
Quote from: AgentX_003 on January 27, 2008, 09:35:30 PM

your totally wrong, DA was good concept, clientside or not the bullets hit, and if they added more maps plus the gadgets it would have been a hit

Well aside from the PD, new MT, gadgets, maps, lack of intelligent overall game depth, infinite ammo, infinite ability for mercs to take falls, removal of the sticky shocker, and removal of the elbow it was a good concept. Although that doesn't leave much else inside the game.
#13
Public Discussion / Re: An idea for "escape moves"
January 28, 2008, 03:35:29 AM
Its a nice idea except that it would only work with specific railings. I would aim for something more like a Kong or a Kash just so that the animation can be used in the case of all the bars.
#14
Public Discussion / Re: Melee Combat Animations
January 28, 2008, 03:32:24 AM
A knee to someone's side would double them over not to mention the only way to ensure a good deal of damage from a knee would be to hold your target while you attack  otherwise it lacks the speed the truly do any significant damage. And a headbutt to the side of the head is extremely awkward if you are trying to reach your head over the opponent's should to hit his head. Both are really mainly used when an opponent's movement is restricted (When they are either on the ground or in a grapple). Otherwise the moves look foolish and diminish in effectiveness. It is best to stay with strikes from the arms when standing. Animation wise they would be easiest since they don't need any special stances on the targets part for them to not look foolish. And the moves need atleast some amount of range. Neither a headbutt or a knee have much range at all. You need to be flush against a target for them to practically work without holding the person. I say stick with arm and leg strikes from a standing position they give speedy animation and a good range.
#15
Public Discussion / Re: Melee Combat Animations
January 27, 2008, 03:45:35 PM
The only real problem I have with some of those are the knee and headbutt(The standing ones). From my own martial arts experience to make those effective to any great degree you need to have a hold on your target in some way or be EXTREMELY close. One other thing is that a couple of these seem to require specific targets like the elbow to the abdomen. These animations can't honestly require a target like that since they could be done from a variety of angles. I say keep the moves aim at the head in general since that would look like it would keep a persistent knock-back. Otherwise your gonna have animations where knees are thrown to the ribcage and that would look like a blow that would double someone over sintead of push them back.

But the list is great those are just my personal qualms with it. But of course animation wise the team may not feel like adding in that many animations due to the sheer amount of work I am sure it will take.