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The fix list

Started by Spekkio, April 21, 2007, 04:57:21 AM

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Gawain

maybe some security can fix that. garden is easy to access, easy to get to cover/change floors, AND has this ridiculous medkit 3 meters away from the objective. imo the distance should be more like museum...

Spekkio


Lurch

camnet in clubhouse owns. as long as you've got the time, there's no single way the spies will get past it from the spawn undetected. even if they try to use camo on the pipe to reach main hall.

Overstatement

Quote from: goodkebab on April 27, 2007, 10:56:16 AM
What do you guys think of introducing the night vision goggles from single player into the multiplayer?  -being able to see the cone of vision of the security cameras and possibly detection radius of proxies(to overcome lag mines and sound issues).  I personally think thats a cool idea AND favors stealth players.

Won't this reveal proxy mines that would otherwise be hidden?

frvge

I'd say only cameras.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

me2

lol @camnet: it doesnt help u much if the spy is already in da house :P

Spekkio

If he's already in, then he can't quickly change floors can he?

Gawain

he gets out in 1 sec...

btw, another thing to fix: the snare should make camo-like noises, too.

Overstatement

Quote
-If you can't fix the EAX stuff, have snares occassionally make camo activation noises

He said that already.

goodkebab

it was just a suggestion about revealing proxies.   Not like you cannot see all the other gadgets on thermal....and they still get plenty of spies.

Gawain

i think the idea is quite cool, and together with slightely changed mines it could balance out well. cam cones should be np. generally i'd love to see more security like in the corridors on factory ;)

InvisibleMan999

#86
Quote from: goodkebab on April 27, 2007, 10:56:16 AM

What do you guys think of introducing the night vision goggles from single player into the multiplayer?  -being able to see the cone of vision of the security cameras and possibly detection radius of proxies(to overcome lag mines and sound issues).  I personally think thats a cool idea AND favors stealth players.

Yeah, sounds like a good idea to me.

I also think we should make some way for a spy to detect if a merc is in MT vision. I mean seeing the visor color isn't enough because the merc can still detect you with his back to you. I was thinking maybe having him emit a night vision visible light or maybe just give off some kind of buzzing noise. Really anything to help clue in the spy that he's got to worry about MT.

Quote
maybe some security can fix that. garden is easy to access, easy to get to cover/change floors, AND has this ridiculous medkit 3 meters away from the objective. imo the distance should be more like museum...

Why not just give a small timer for the medkit, much like hacking a door, before it works. That way you've got to stand there for a second or two to heal yourself, so you can't aggro heal at all.

As far as deftech goes, I don't even know if that map is remotely salvageable. As people have said, it's possible to totally seal off building C's back door with a poison mine. If you ask me, probably the best thing we can do is just dump that map entirely.

Really even without any security at all, I think it would be a pro-merc map. There are just too many tight corridors and the map is small and merc-accessible. Those tight corridors actually helped in PT, because mercs didn't have gas masks, but with the addition of the gas mask, they don't work at all.

frvge

A 1-2 sec timer would be ok. Would make it 3 sec with the starting animation.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Spekkio

I really don't think the medkit needs a timer on it, and even if it did 3 seconds is way too long.

I'm not a fan of NV detecting the blast radius of proxies, simply because there are times where the spy hears the beep and has to slow down anyway even if the mine isn't there. This is a good thing.

InvisibleMan999

#89
Quote from: Spekkio on April 29, 2007, 04:50:09 PM

I'm not a fan of NV detecting the blast radius of proxies, simply because there are times where the spy hears the beep and has to slow down anyway even if the mine isn't there. This is a good thing.

Well I'd hope proxy sound was fixed so that it was a constant regardless of what you did. CT had a very weird sound mechanic, whereby mines could sometimes be silent due to camera or mine positioning or what not. The only factor for hearing a mine should be your distance from the mine and that's it. Hopefully the new engine fixes that problem.

As far as medkit timers, I'm not sure if we need them, though it would be kind of nice for clubhouse to prevent that sort of fast healing aggro stuff. As a side effect, it'd also improve poison mines a bit, because ti would take some time to actually heal the poison, and I know you wanted to improve poison mines anyway. 

It wouldn't be bad to add the timer and see how they go, simply because they'd probably be relatively easy to code in and easy to remove if it didn't work. You'd just take a basic door hacking animation + hacking timer and put it as a prerequisite for the healing effect. Really, anything that's simple to code is worth a try, because we don't lose anything much if it doesn't work.