Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Test-Subject

#1
Public Discussion / Re: Just my few cents + Ideas!
January 05, 2009, 04:56:57 PM
I think these would be great additions to the game... I specialy agree on the security neutralisation and I would even expend it to mines
#2
Wow... wtf is that man... it couldn't be further away from the spirit of splinter cell or make less sense... I mean how do you justify ''a flamethrower having the same effect as a tazer''
#3
Public Discussion / Re: Four quick gadgets
May 19, 2008, 05:13:32 PM
what key is assign to what action is useless to discuss since anyone can change it... the important thing to discuss is the possiblility to do so
#4
Yeah... the rocket launcher... the ultimate stealth weapon... yeah it's up there with the flamethrower
#5
Public Discussion / Re: Merc Alarm Boost
March 18, 2008, 12:20:19 AM
I don't think the alarm should lock the objectifs... I would say only the doors, vents, get some light on.
#6
Public Discussion / Re: Merc Alarm Boost
March 17, 2008, 02:05:35 AM
Maybe he could grow wings
#7
I think there is also a other aspect to Healing... there is also the Damage... I think damage from bullets should be increased
#8
I think the only way to heal should be with needles which are limited and take a gadget spot.
Healing should have an action and the ammount of health you get depends on how long you kept the ''action'' on
#9
Public Discussion / Re: Grappling Hook
March 09, 2008, 11:00:43 PM
Quote from: FR33M4N on March 09, 2008, 10:56:53 PM
Maybe we could have a flubber gadget, so the spies can jump super high  ;D.

What a bad Idea
#10
Public Discussion / nades...
March 05, 2008, 01:50:48 AM
 This is something that I think will improve the game even if it changes abit gameplay. I think the spies as for the merc should reload their nades... I would some realism to the game and part of the greatness of the SplinterCell series is the some-how realism...
#11
Public Discussion / Re: Chaff Poll
February 16, 2008, 12:40:15 AM
Quote from: Gawain on February 15, 2008, 02:13:44 PM
it's really a very difficult balance and gameplay question. imo in ct chaff allows too much free movement.
i have another not so dramatic suggestion:
- proxy mines explodes almost instanly and the deadly radius is the trigger radius
- laser mines explode instantly
- slightely bigger chaff radius, especially vertically; effect on merc only in chaff cloud
- quick-dropped chaff only works through walls in a very short radius around it
- chaff shot with ss works through walls in the full radius
- particles don't go through walls
- the emp effect without particles only works for 3s, the emp effect where particles are for the time it does in ct


That sound's fair... I like the idea execpt for "chaff shot with ss works through walls in the full radius" I understand why but it can't be logic
#12
Public Discussion / Re: Chaff Poll
February 15, 2008, 03:14:09 AM
Quote from: Papa Skull on February 15, 2008, 02:11:52 AM
Where is the choice for:  "I don't think it will have that big of an impact on gameplay" ???

Or the, "don't care" choice.

It's not going to have a huge impact on the way the game is played if maps are designed well.

These option would be great if they didn't want any answer...
Yes, no easy simple
#13
Public Discussion / Re: in game security
February 10, 2008, 03:19:07 PM
How about lights coming on and off (like motion or laser triggered or when there is a alarm)... + I think there should be a "auto screen brightness' option with a better control that 3 squares (maybe a 10 step settings with random number with the option "type de number you see" or "I don't see the number")
#14
Public Discussion / Re: A return on DA
February 07, 2008, 03:06:26 PM
Quote from: Papa Skull on February 06, 2008, 04:51:39 AM
That's not strategy.  That's recon and search and destroy.  Strategy is a developed plan to help you succeed in your mission.  If you call picking a nice comfy spot to hack strategy, it's not man.  That takes so little thinking. 

Read my last post carfully... strategy is moving the merc around so ur team8te is clear to hack.... it's coordinating ur strike on a hacking spy so you will cut off his exists.

I feel the tazer reduce the need of strategy since it's like a "undo" botton...
#15
Public Discussion / Re: A return on DA
February 06, 2008, 04:46:04 AM
Quote from: Papa Skull on February 06, 2008, 04:35:28 AM
Quote from: Test-Subject on February 06, 2008, 12:04:50 AM


it's not a nerf... you make it more powerfull (you can see far and clearly but it asks you to stay still a moment

and when you play againts good players in DA... it's all about strategy which gadget you take... where, when do you hack to get the most of it....


Yeah it is a nerf because it requires you to stop moving and it blurs.  There's hardly strategy in DA.  In CT, that's where strategy comes in because of the right amount of gadgets you are allowed to take.  Where you hack is usually in the same spot.  Right next to it.  Otherwise, from far away, it's completely useless because it's not hard to find a spy who is hacking in DA.

If strategie is find the spy when he is hacking Ct is even less strategic... my point is not that Ct or DA requires more strategy then the other... it's that the game is arange in a way that it's hard for both teams.... they players need to think hard because each action has consequence.