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Messages - Lurch

#1
Quote from: neth on June 09, 2009, 04:06:00 PM
I haven't noticed any stupid gadget suggestion.

Maybe not in this thread.
#2
This whole idea was sarcastic, right?





Right??





guys....?
#3
You guys obviously haven't seen my uber weight system & flexible inventory suggestion. Following the same line of thought as spekkio's sound system idea, it turns even more light switches into volume knobs, as far as gameplay options are concerned.
#4
Public Discussion / Re: Switching Firing Shoulders
July 01, 2008, 01:00:00 AM
The only real use for switching shoulders is the ability of shooting mines and spy traps from both sides without touching the laser. In CT I can shoot virtually any poisonmine or trap which is behind a corner to the left, albeit it takes some time and the risk of accidentally triggering the mine is always present. For the other side, you're gonna have to use your mate or chaff for help. I don't think that it is drastically unbalanced to be able to do this from either side.
#5
Public Discussion / Re: Switching Firing Shoulders
June 23, 2008, 12:02:05 AM
How about, oh I don't know, possibly shooting poison mines/spy traps that are located behind a corner to the right? How come nobody mentioned that?
#6
Quote from: Spekkio on March 16, 2008, 03:40:07 PM
Um, the collision model for a grenade is much larger than that of a bullet, so it's easier to score a hit. Also, you don't need to hit the spy in the head for it to work. Finally, you can miss and have it still explode in the direction the spy is running, so you have a chance to catch him in it.
Well, I agree with you that it is definately easier to hit a spy with a nade up close instead of scoring a headshot, but the further you go, the more you'll have to "lead" the "relatively slow" nade (compared to a bullet) to actually hit the spy, as well as adjust the trajectory itself by lifting the crosshair (although that's the easy part to do on the spot). Keep in mind that spies would most likely anticipate mercs trying to slownade their ass and act accordingly if this gadget would be implemented.
#7
Quote from: Papa Skull on March 16, 2008, 12:32:05 AM
Umm, an insta hit will get you killed though.  If you can't run faster than mercs you can't get away very easily, even with a ss and nades.  You can't gain ground between you and the merc other than the point of which you shock/nade him.  The phosphorous nades SHOULD be on a timer because otherwise you instantly take away the spies biggest advantage, and that's lame and annoying for spies.  Overpowered.
If you can reliably hit a dodging spy dead on with a grenade, might as well use your twitch skills for snap headshots with the rifle.
#8
Public Discussion / Re: alternative name to Co-op
February 04, 2008, 03:54:28 PM
"L33t SWAT move mk II"?
#9
Public Discussion / Re: Purple thermal or Normal thermal
February 04, 2008, 02:55:24 PM
Screw purple.
#10
Quote from: InvisibleMan999 on December 13, 2007, 05:27:22 PM
Standing should be faster than crouching and just as quiet, just more visible. Except for maybe the fastest run and fast crouch.
Agreed.
#11
I think there should be 6 different speeds, 3 for croutched movement and 3 for standing as well. When the spy would move while standing (creep, walk or run), he'd have the advantage of moving faster while not making more noise, however he'd suffer from improved visibility.

I also think that the different speeds should make all other movements faster or slower. No more pressing and holding E when you're using hbs silently, no more frustrations with climbing animations if the merc's got MT on or there's a proxy next to the top of the ladder (everyone want's to nerf mines, right?).
#12
Public Discussion / Re: ideas that you may agree with ?
November 27, 2007, 04:33:43 PM
Quote from: Gawain on November 27, 2007, 02:34:43 PM
if settings can be changed by the host, a server with changed/changeable settings should be highlighted in the server browser.
#13
Public Discussion / Re: Requesting ban
November 20, 2007, 05:42:21 PM
I wonder who voted "no"...
#14
Public Discussion / Re: New mine - remote bomb
November 18, 2007, 01:44:01 PM
Then maybe give it a bigger blast radius than a normal proxy and no detonation delay. It could be a real bugger for spies in a map like museum. Instead of spies triggering all the proxies unharmed, the merc could just blow the mine to the spy's face right when he comes to the kill zone. The mine would also work well with camnet. It takes skill but that's the point after all.
#15
Public Discussion / New mine - remote bomb
November 18, 2007, 11:52:48 AM
This idea was ripped off from a previous thread where no one paid any attention to it. I gave it some thought and ran into the conclusion that this could replace the poison mine or even be a fourth mine type.

Compared to a proxy mine, it has the advantage of being silent and not giving out any light (the only way to spot it in a dark environment is thermal vision), which forces the spies to pay even more attention. On the other hand, the merc has to set it off manually and deal with a 1 sec detonation delay in order to kill a spy. I was thinking about the same damage/kill zone that the proxy has in CT. In addition the merc would have to be in signal range for the the mine to be functional and the mine would let off a beep (a silent one) every time the merc went in or out of the range. The mine is removable/shootable just like any other mine.