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Topics - Test-Subject

#1
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...
#2
Public Discussion / A return on DA
February 05, 2008, 01:19:07 AM
Not long ago, I went back on DA and played a bit... to be honest I don't hate the game as some do... and I think it's worth some time... Like most I agree that removing the gadgets and the presence sensor killed the game but there are still stuff that are good change/new thing/improvement. This post is to discuss these changes to the SvsM game.

The key word here is discuss...

here are some good things I like and think they are wort been added or implemented in Ps (some are just part of something in Da since all isn't good) :

1- The night-vision with its "retina accommodation" when you look at a light with ur night-vision it's blinds you a bit for a short time (even if you remove it)

2- Heat-vision with the high speed "color drag"

3- Flashbang... smoke start by blinding the night-vision then heat-vision.... + the power and blind time is perfect

4- Flashlight you can focus it!!!!!

5- The smoke grenade stop a charge on it's track (only good change about the smoke)

6- Long charge with possibility of turning +++

7- No tazer... finally the spy has to run away from merc not just fight them like in a FPS (if not to remove the tazer put the sticky-shocker as a gadget or with a limited clip) when a spy see a merc it shouldn't be like I don't give a shit *taze*... it should be F*** I need to run.

8- Hacking light and window... it should be in PS (maybe even some objective hacking but I'm not so fan of it)

9- ESPACE MOVE.... cool + nice + fun + useful

10- Mercs berserk has a smaller hit radius and doesn't hit a spy jumping (come on it's just doesn't make any sense on hit a spy jumping on you)

11- Spy and Merc speed they are fast... game paste should be fast

12- Merc movement... turning, moving side ways slows him down

13- EMF vision has to "load up" before been useful but has a great range when loaded up... that so great

14-Sniper rifle (in snipe mode) has the perfect fire rate and no "breathing" (but it's should have recoil)

15- the jump-grab edge system is great, as is the way you move ur spy around

That's what I got up to now

I think SvsM should be more about strategy then pure "I play too much" skills

#3
Public Discussion / Escape Move
December 20, 2007, 11:15:47 PM
I guess anyone that played DA knows what I mean...

I think it would be a good add-on to the game if we added the move and maybe create some new
#4
Public Discussion / making the merc less passif /more fun
December 09, 2007, 11:47:05 PM
I don't think anyone can denie that the majority prefer playing spy then merc. I don't hate being merc but I find it realy passif... once you've put ur mines ur basicly waiting for the spies.

So this threat is for a brainstorming on what we could add too give merc abit more control (not power)

My Ideas :

1. Give to the Merc a objectifs (other then kill all the spies) something that makes sense with there "job" like secure the passage of X... where the merc(one or the 2) can carry or push or drive something that the spies would need to destroy or extract or hack.

- For exemple, "Mission Bank" spies need to complete any number of objectifs to get to the vault than containes a micro-chip that they need to extract but at this point the mercs objectifs changes from only defend the micro-chip to defend or Secure the micro chip and was to protect the road(that he choose see idea #2) of a "bank employe"(that the speed is lower then a mercs) up to a bunker or something.

2. Give the mercs of the passifs defences on the map... the map makers would put by exemple 5 cam in the map the merc can choose before the game starts 3 of the 5 that are actif, what laser are actif, what doors are close... etc

-In link with idea 1 : merc choose before the games start the road that the employe would take if it ever get to this point, but in game can only choose is the employe moves or stops

3. this is more a thing for both teams... give them a map with the wall(maybe also the vents and other stuff like laser) this would just make learning quicker... I'm not saying the radar but a map than you can access during the games and see where is ur team8, objectifs etc
#5
Join Us / map maker
November 18, 2007, 03:38:17 PM
I would be happy to make maps for SP.

I've got alot of experience with half-life 2 map editor, a bit less in Ct map editor(but from one to the other it's basicly 1-2h of learning after that same result). I've been around since Pt and I know what makes maps fun and balanced.

I amaze about how much work some ppl put in PS and I want to help out