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nades...

Started by Test-Subject, March 05, 2008, 01:50:48 AM

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Farley4Fan

Agreed.  Triple nades weren't that op in CT anyways, if the triple nading in PS works like CT I don't think we'll have a problem.

Guggle


Gawain

Quote from: InvisibleMan999 on March 05, 2008, 05:18:30 PM
So long as you let people activate the gas mask while they're shocked, I don't see a problem with triple nading.
this would make mask even more a hard counter to smoke which is a bad thing. just make the slow-down effect of smoke a little weaker, remove the ko ability and make flash more reliable.

LennardF1989

How about smoke grenades (no KO), and nerve gas grenades (KO), only thing different with a smoke grenade is is that it's more or less translucent, which means the player can look through it, while a smoke grenade will make a thick curtain of smoke.

Spekkio

Removing the KO possibility from smoke is interesting, but smoke also causes you to move very slowly and be unable to jump. You're basically grab bait without a mask.

I wouldn't be a fan of splitting the grenade into two, since I don't think that smoke is overpowered with the mask. I think the better solution is to either weaken the effects of smoke without mask or give the mercs a gasmask as an inherent equipment item.

Xris

Quote from: LennardF1989 on March 06, 2008, 04:05:05 PM
How about smoke grenades (no KO), and nerve gas grenades (KO), only thing different with a nerve gas grenade is is that it's more or less translucent, which means the player can look through it, while a smoke grenade will make a thick curtain of smoke.

my change is in bold and i tihnk thats what u mean

Gawain

NO to a new type of nade, especially to this one.
the only thing we gotta do is find the right balance for smoke (and stickies) and mask (which is kinda hard for hard-counters). my suggestions are:
-reduce amount of stickies to 3
-remove ko ability from smoke nades
-reduce the slow down effect of smoke nades by 20-40%

LennardF1989

#22
It's best to be as different from the real Versus as possible, so I don't see anything wrong in a new type of grenade. It seems most of you guys want to get rid of the KO effec anyway, but in some situations it can come in handy, so thats where Nervegas will come in play.

@FusionSlayer, yea, that's what I meant.

BurningDeath

Quote from: Gawain on March 07, 2008, 02:33:52 PM
-remove ko ability from smoke nades
-reduce the slow down effect of smoke nades by 20-40%
That would make smokes way too weak, imo. You can charge through it quite fast right now, making that faster and remove the KO-effect .. mhh .. nah.

Spekkio

#24
Quote from: LennardF1989 on March 07, 2008, 03:36:50 PM
It's best to be as different from the real Versus as possible, so I don't see anything wrong in a new type of grenade. It seems most of you guys want to get rid of the KO effec anyway, but in some situations it can come in handy, so thats where Nervegas will come in play.

@FusionSlayer, yea, that's what I meant.
I don't know where you're getting this from. I wouldn't care either way because I can count on one hand the amount of times a competent merc has been KO'ed from a smoke cloud. If the spy notices that you don't have mask, he's just going to grab you while you can't jump, move, or charge in the cloud.

I am not a fan of "splitting" any of the current equipment items. It's just useless addition of gadgets at that point, and I can't think of any way it would add to the game.

The mask is pretty much an essential equipment item because it hard counters two spy gadgets that are extremely strong in the absence of the mask -- smoke slows you to a crawl, and cams disable you for 15 seconds. So either give the mercs the mask as an inherent item (makes the most sense), or do something about the fact that these two gadgets need a hard counter to begin with, which ultimately would eliminate the need for mask entirely, and thus take out features of the game that could otherwise be useful.


Farley4Fan

I agree with spekkio.

Gawain

lennard, no offence, but learn the game before making stupid suggestions.

Quote from: BurningDeath on March 07, 2008, 03:51:20 PM
Quote from: Gawain on March 07, 2008, 02:33:52 PM
-remove ko ability from smoke nades
-reduce the slow down effect of smoke nades by 20-40%
That would make smokes way too weak, imo. You can charge through it quite fast right now, making that faster and remove the KO-effect .. mhh .. nah.
removing the ko ability isn't a real nerf to smoke if the merc has mask, but essential so that the merc can rather play without mask or with his mask empty.
i'm still for making mask a permanent gadget as it's a hard counter. for instance, give merc 4 (or 3) slots + permanent mask and the spy 4 slots + permanent stickies and voila, finding the right balance becomes way easier.

Vega

Quote from: LennardF1989 on March 07, 2008, 03:36:50 PM
It's best to be as different from the real Versus as possible, so I don't see anything wrong in a new type of grenade. It seems most of you guys want to get rid of the KO effec anyway, but in some situations it can come in handy, so thats where Nervegas will come in play.

Wait, when was this game trying to be as different as possible from Versus?  I thought that the goal of the team was to make it as close as possible?  Adding non-essential variations in the game (smoke and nervegas) seems pointless just for the sake of being different from the real Versus.  Spekkio summed it up nicely, I don't feel like reiterating his points. 

Succubus Dryad Of The Undying Comet

Leaving Versus =/= Leaving S.A.M. gameplay.

Westfall

Quote from: Vega on March 07, 2008, 06:46:23 PM
Quote from: LennardF1989 on March 07, 2008, 03:36:50 PM
It's best to be as different from the real Versus as possible, so I don't see anything wrong in a new type of grenade. It seems most of you guys want to get rid of the KO effec anyway, but in some situations it can come in handy, so thats where Nervegas will come in play.

Wait, when was this game trying to be as different as possible from Versus?  I thought that the goal of the team was to make it as close as possible?  Adding non-essential variations in the game (smoke and nervegas) seems pointless just for the sake of being different from the real Versus.  Spekkio summed it up nicely, I don't feel like reiterating his points. 

It can't be as close as possible Vega or it will end up breaking copyright. This is a new game with the idea of SvM. I don't care if you add new nades to it. Variation is nice.