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Messages - FlamingGimp

#1
Public Discussion / Re: Electronic Glove strikes back
December 09, 2007, 07:19:11 AM
Not far from the original gameplay?  It allows the spy to rest in different locations while hacking which completely disrupts a mercs ability to stop a terminal in line-of-sight from being hacked. 

Using pirate room layout as an example:  If a merc enters from the bridge from greek and spy is hacking under the bridge just out of range for the merc he could try to guess where he is by firing a nade against the wall, but if he has no nades he can't stop him for at least another 3-4 seconds.

I also think that a plantable explosive device granted to the spy is a terrible idea.  Now let's pretend here and say you found a way to make it balanced, there's still the problem that a merc has no defense against an explosive he knows is around the corner.  Spies have chaff and they can run in/out to set it off but a merc is completely helpless.  And inserting some sort of a disabling device for a merc would be a waste of a slot when it only works in rare situations for a device that can't exist more than twice at once on a map.

I think it adds another layer of complexity to the game that really doesn't need to be there, and feels forced and unnecessary.
#2
Public Discussion / Re: using merc as a shield
December 09, 2007, 07:00:43 AM
You guys sound like you're trying to make the spy invincible when he decides to snap a neck.  Part of the gamble with holding onto a merc is that you're easy bait.  If the other merc can't snipe you in time he can always launch a nade and kill you both. 

This goes along with the comment I saw wanting to remove the "cool-down" animation after you snap the neck.  It's another opportunity for the other merc to get a kill if you weren't properly covered/hidden.  Against a team of good mercs you'll get fucked if you aren't properly prepared for each situation, and implementing these changes just increase a spies ability to rely on only himself, which goes against the nature of this game.
#3
Quote from: Spekkio on December 08, 2007, 07:34:23 PMYou could also add a line on the sound meter that, when crossed, sets off the reticle (kind of like when crossing the line in SP made the NPCs detect you). Makes it much less arbitrary and takes guesswork out of whether or not you made noise.

That guesswork should not be removed.  The opportunities for clever mercs to surprise ambush spies was largely based on an inability for all but the most aware spies to know whether or not they've just made noise, and I think that was a great part of CT.  I'm a huge advocate of all the tiny, micro-esque, actions in CT that determined whether you made the slightest of noises, and I don't really want to see that removed.

Fix EAX and I don't think movement speed/surface noise would be so much of a problem.  You could slow walk, walk normally, or roll depending on the speed you wished to go, and the noise level escalated accordingly. 
I fail to see why the spies need to be more aware.  Granted I don't browse this forum to often, so I'm unaware if the mercs have been equally adjusted, but I also remember there being talk about adding visor color to the back of the mercs helmet as well.
#4
Haha, what an awesome topic.

"Spy rail-camper! Cheater!"
#5
Public Discussion / Re: Merc Poll
June 23, 2007, 01:36:08 AM
Quote from: reason3d on June 23, 2007, 01:22:06 AM
gimp im lettin people know about this mod but it aint looking good , you got a bunch of "ego" ridden fools including yourself and the whole team knows who i mean , amongst that the content is being made without much thought into who the fans will be ... turning away from a whole genre of people just to spite me aint your best move .

and for the record ,you are a flamer .

That post contained more "ego" [sic] than any other I've seen on these forums.  This project was started to give CT fans the game that ubi should have delievered, or a natural successor to it.  We/they know exactly who the target fans are: us.  And wow (!), cooincidence (?), the content is being created with us in mind.

That's really tremendously fantastic that you'd tell everyone you know about this mod, but we aren't trying to curtail to everyone's desires.  If a game is created that is up to the expectations of those who've stuck with CT through all these broken years, then it'll be deemed a success, not depending upon you and how many of your friends enjoy it.
#6
Public Discussion / Re: Merc Poll
June 23, 2007, 12:50:51 AM
Wow you guys are completely thickheaded.
#7
Public Discussion / Re: Merc Poll
June 22, 2007, 11:42:26 PM
I don't know about you guys, but when I fall from high distances I just have to nod my head as I land and I'm A-OK.
#8
Public Discussion / Re: In-game ads
June 22, 2007, 11:40:10 PM
I have no problem with them as long as they're cool like Subway "X-tremely good" sandwiches, and ads for Ralph Nader.
#9
Quote from: InvisibleMan999 on June 04, 2007, 10:20:01 PM
The major concern should be stealth. If aggro is allowed at all, then full aggro is going to be a possible strategy. There's just no way you can have a little aggro, but not have full aggro work. I mean, I'd like that in a game, but I don't think it's conceptually possible to do that, so full aggro by default is going to be a viable strategy unless we remove all aggro (whcih would probably be bad for the game).

On the other hand, I think we should work to make full stealth viable on as many maps as we can. Some maps, like warehouse or deftech, just aren't oging to have full stealth as a viable option due to map design. On the other hand, full stealth can't be so good that mercs never find you, because that would be a pretty boring merc game.
Still, if you're that much better than the mercs at sneaking, I think it should be an interesting humiliation victory to be able to win without ever being seen by a merc.

Be careful dictating where you want the game to go based upon your own preferences.  Just because you're bad at/to lazy to defend against a certain tactic doesn't mean it's unfair or unbalanced.  This comes up a lot in the form of aggro/camping (which I find a ridiculous accusation).

If you're able to win a round without ever being seen by a merc then you're playing against some shitty merc teams.  Merc patrol routes/positions should be spaced appropriate to allow timely access to all objectives on the map before they've been hacked.  If that's not the case, then simply put you're doing a terrible job.  Stealth works especially well against all the "No contact for 3+ minutes is really boring" players as they get bored/antsy and move out of position.

EAX hearing a spy drawing a gun without laser doesn't bother me.  There are however a certain few players who can hear everything within a very general vicinity; most notably crouch-walk footsteps.  That is one of the more irritating things I've encountered in this game.
#10
Public Discussion / Re: Merc Poll
June 15, 2007, 01:12:24 AM
MI3 mercs look emo and sad.  No thanks.
#11
Public Discussion / Re: Ammo for Spies?
December 09, 2006, 11:00:12 PM
Quote from: DaybreakI got to thinking, that aggro behavior would be greatly reduced if the shots by the spies were actually limited. So essentially giving spies shocker ammo.

The first reason that comes to mind is: Lag.  This would give the host and those living close to them a huge advantage.  I think we all know what it's like to try and taze a strafing merc on a high ping server.  You could mention trying to adjust the amount of shots based up ping or something but you're just adding too many variables.

Quote from: VegaNow, you must go somewhere safe and do this new charging ability (at the click of a button) and you'll have another 24-30 shots of auto-charge.

I also totally disagree with that idea because then you're forcing the spies to play a certain way.  I haven't checked enough of these threads to pick up on how much you guys are trying to change/nerf/alter the gameplay but something such as SS changes seem pretty drastic.  Not to mention that will also be a big pain in the ass for people with higher pings.

When the feature set for spies in DA was originally released people complained that it was removing a spy's ability to aggro, and I think that you're trying to accomplish the same thing here (albeit to a lesser degree).  I'm going to disagree with any fundamental nerfing of a certain gameplay tactic.

I realize that people had a hard time with aggro, some thought it was cheap, but it was part of what comprised CT's character as a game.  If you're going to drop the "shotgun isn't cheap, you just have to learn to adjust" line, I say the same thing about aggro.  The aggro abilities for spies were fine the way they were.  Purely aggro spies didn't stand much of a chance against skilled mercs that were able to adjust to that play style.

Which makes me wonder if some people want 'balance' for the game, or if they're just trying to make it easier to play.  Being a "hardcore" player in the CT community, I'm attached to the things that made CT what it was, made I'm alone on this, but I'm going to have a hard time agreeing with most fundamental changes to parts/all of the gameplay, especially those that simplify any aspect of the game.
#12
Public Discussion / Re: Real-Time hacking in versus
December 09, 2006, 10:44:08 PM
Since people have made plenty of arguments as to why the principle is a bad idea, I'll just comment and say that if CT had a system in place like that, I would find the game less enjoyable.  I've been playing CT for a long ass time, and a player shouldn't have to focus on anything other than their surroundings while they're hacking. 

When you're up against good mercs you need to be able to place your full attention on your surroundings; whether that be audio, or visual it doesn't matter.  With a minigame, part, or all, of that attention would be distracted by the minigame, and that's just a bad idea.  This game is about getting to the terminals, not what you do once you've gotten there. 

One final point for that is a spy's reaction time.  Take club house garden terminals as an example, a common place merc "tactic" is to go for a quick headshot as they round the corner.  Would you be able to notice and leave the minigame during that split second window before you get sniped in the head?
#13
Presentation Forum / Re: Look what i found on the net!
December 09, 2006, 10:33:01 PM
I wasn't actually criticizing it, I like the art direction on it, it was intended as more of a 'this is what I notice, is this what you intended?' type of question.
#14
Presentation Forum / Re: Look what i found on the net!
December 09, 2006, 09:26:41 PM
Along with psyichic's comments, the knee pads seem a little off to me, might be considering the level of tech in the rest of his suit.

Besides that the antenna on his helmet makes him look buggish, don't know if that was intentional.  Otherwise, good work man.
#15
Public Discussion / Re: Announcer or not?
December 09, 2006, 09:15:27 PM
Mic knows where I'm coming from with this.

I think the UT announcers are fantastic (lllllllast second save!), and suggest the implementation of a voice similar to the old school UT announcer. 

With someone who could deliver the lines solidly, and some editing afterwards, I don't think it'd be that hard to create a kickass voice.

Another consideration is, also like UT, a variety of voices.  Choices like female, sexy, male, etc, which will give the player a choice of what he wants to hear.

I'm also partial to named objectives (Pirates, Tea Room, etc), as not only did it make identification simple and understandable, but it helped to create a universal set of names for different rooms.  I know I'm not to keen on saying "Go to ALPHA!".  Considering it'll be the same names for each map, that's not intuitive at all.  Give everything a unique name.  Someone recording voices isn't going to have that much work to do, and I think that recording unique names would be worth it.