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EMP for mercs

Started by Spekkio, April 10, 2010, 06:21:09 PM

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I <3 U

i think a gadget that you could drop, not place, would be better. that way if you know a spy is near you can sly drop the gadget on the floor and it would disable his energy in a certain radius.

tigaer

Quote from: I <3 U on April 13, 2010, 02:23:28 PM
i think a gadget that you could drop, not place, would be better. that way if you know a spy is near you can sly drop the gadget on the floor and it would disable his energy in a certain radius.

Why though? So the merc can counter the spies only attack? The mercs job is already easier than a spies. Why make is even easier by countering the spies only act of defense? This would be a great spy gadget, but not for a merc. It's almost like mercs getting the heartbeat sensor instead of the spies. I just do t see the point.

I <3 U

Quote from: tigaer on April 13, 2010, 02:41:25 PM
Quote from: I <3 U on April 13, 2010, 02:23:28 PM
i think a gadget that you could drop, not place, would be better. that way if you know a spy is near you can sly drop the gadget on the floor and it would disable his energy in a certain radius.

Why though? So the merc can counter the spies only attack? The mercs job is already easier than a spies. Why make is even easier by countering the spies only act of defense? This would be a great spy gadget, but not for a merc. It's almost like mercs getting the heartbeat sensor instead of the spies. I just do t see the point.

it's the only way i can think of implementing that wouldn't make it pointless =).

Spekkio

Quote from: ion.67I believe that this would be a better gadget for the spy... just a thought but as a merc I would rather spend time chasing the spy than removing his shooting ability.
Spies already have chaff. The ability would take away the spy's energy bar, which would also affect camo and *crosses fingers* HBS as well.

Taking away thermal vision would also be a huge deal if you were chasing a spy.

tigaer

#34
What about making this a spy weapon loadout? I'll explain.

Loadout A:
Sticky Shocker and ability to fire nades, use attachments like HBS and so on.

Loadout B:
Wi-Fi hacking device, ability to hack mercs and lights aswell. Can only drop nades, cannot use attachments like HBS.

Loadout C:
Jammer Suit, has a circle radius and jams all mines, radars and lights and so on in a certain range of the spy. Spy doesn't show up on EMF, ever. Will still show up on MT if not in jamming range. Can only drop nades, also cannot use attachments like HBS.

A weakness to this would be like the Scrambler perk in MW2. When your radar is jammed as a merc you know a spy is in a certain radius, and your radar gets more static the closer you get to the spy, sort of acting like a PD from DA, and he can guess nade the usual hiding spots. Another weakness would be a merc seeing lights turning off in a certain area, so he'd know where to look.

Imagine a team of spea with Loadouts A and C aggroing the mercs. That'd be intense. It'd also jam your teammates sticky shocker and radar though, so you'd have to keep distance from eachother to be successful.

Since the merc gets 3 choices for a weapon loadout, why not give spies 3 aswell? Just brainstorming. Might be interesting to see how this could evolve.

Farley4Fan

It seems weird that the jammer loadout would let a merc know you are in the area.  Maybe you should just rename that  lol

These loadouts would add an immense amount of change to the gameplay.  Especially the jammer loadout.  I think you should just forget about that one and focus on ideas for the remote hack device. 

I think the way DA did the remote hack was actually well done.  You had to return it to your base after you hack it.  But maybe instead of making the remote hack go so slow you could make it so that the spy had to drop off the data somewhere, like his spawn or a disc drop. 

tigaer

#36
The jammer would either be for spies that want to go full stealth by laying/dropping spy bullets to know where the mercs are at all times to stay out of range. How confusing would it be as a merc to only ever see your radar jammed and never find the spy? How much easier would the match be if you didn't have to worry about proxy mines? To get rid of cameras, you'd have to take a route that will jam it, so most likely walking under it, so this would also limit spies routes if they want to stay undetected with the Jammer Loadout. This gadget could be very nerve wracking for mercs, as it's that way in MW2 and that game isn't even a stealth game. The second use would be for dual aggro spies, one with Loadout A and one with C, as explained above. I think it would be very, very interesting and well worth talking about.

Ion.67

Remote hack = Fail
Jammer = Fail

tigaer


unskilled

Quote from: Ion.67 on April 14, 2010, 02:29:53 PM
Remote hack = Fail
Jammer = Fail

IMO = True and one more TRUE

Farley4Fan

Quote from: tigaer on April 14, 2010, 07:25:55 AM
The jammer would either be for spies that want to go full stealth by laying/dropping spy bullets to know where the mercs are at all times to stay out of range. How confusing would it be as a merc to only ever see your radar jammed and never find the spy? How much easier would the match be if you didn't have to worry about proxy mines? To get rid of cameras, you'd have to take a route that will jam it, so most likely walking under it, so this would also limit spies routes if they want to stay undetected with the Jammer Loadout. This gadget could be very nerve wracking for mercs, as it's that way in MW2 and that game isn't even a stealth game. The second use would be for dual aggro spies, one with Loadout A and one with C, as explained above. I think it would be very, very interesting and well worth talking about.

Well it sounds interesting but when I imagine it I can see it backfiring for spies all the time.  A merc will walk into a room and know a spy is in there if his radar is jammed.  And who really finds spies with their radar anyways?  Other than when a spy is using a disc, the only times a spy shows up on radar is when he is tracked by a spy finder or a laser.  We know how rare those are.  So, it's not going to help a spy stay stealthy, rather, it's going to help mercs find spies.  It's like the lame presence detectors in Double Agent but now the spy chooses to have it.  Seems backwards to me.  How big would you suggest the range of the jammer suit be?

The only possible way it could help spies is for aggro spies.  Obviously if they can't hit mines then they will want it, but they will lose their ss.  So, it seems even and not much help after all.

Maybe this should be rethought.  I suggest if you want to give this jammer suit thing a chance then you start by forgetting about jamming the radar because that's counter intuitive for spies.

tigaer

Go crazy. I posted it so you guys can do your thing and make it a balanced option before even thinking about testing it. That is, if you want.

Personally, I think it needs to jam a mercs radar, or else the spy could potentially be invisible the entire game if he's using spy bullets and a teammate. Atleast when a spy tries full stealth now you can see him on EMF when he's using the HB. Just my opinion.

To everyone that hates the idea, view it with an open mind. Do you really want us to simply clone CT and call it a day? Come on. Anyway, it was just an idea I had floating around in my head, so take it as that.

Farley4Fan

I don't want to clone CT, but if you suggest then you have to explain why it would be useful for spies.  If you are worried about spies not being seen on EMF then just make the suit visible on EMF like normal.  You tried to counter one of the suits strengths but made it useless by doing so.  If a spy starts jamming the radar then a merc will instantly start searching the area.  And it will only be a matter of time before the merc sees or hears something. 

Maybe, since some people are saying snares aren't good enough, you could make alarm snares jam radar when they are in the proximity of a merc.  Maybe the jammer suit would also set off random pings like an alarm snare when in a merc's vicinity.  This would make it almost impossible to differentiate the two.

However, all this seems like a lot of trouble and testing to go through just for this jammer suit.  I don't know if it would be worth it. 

I <3 U

all the ideas on this thread aren't very good.

although i still think the emp thing for spies could work, a gun attachment like in ct coop. whether or not it should take a gadget slot idk, but i can think of a fair few places it would come in handy.

tigaer

#44
Here's an old post by kebab. You guys need to realize things are going to be tested on paper extensively untill it works, NOT ingame. It will only be tested ingame if it works on paper.

Quote from: goodkebab on March 29, 2008, 05:11:54 PM
I think you guys misunderstand the meaning of game design.

false: implement a new idea,  try it out,  and if it doesnt work, toss it and try a new one.
reason:  waste of human resources,  work should not be lossed, otherwise motivation and moral are at risk.


true: write all ideas on paper,  test it on paper, schedule it on paper,  and if it doesnt work on paper, toss it.
reason:  paper is cheap, time is not.


I also think you guys misunderstand testing.


false:   have artists and programmers work several hundred hours for an idea,  and if testing means its no good, start over.

reason:  any project that requires hundreds upon hundreds of man hours requires a discplined use of resources.





true:  artists and programmers work on finalized game design  (see beginning of post)  and testing is done to find glitches, bugs, mistakes,  balance issues.  Testing serves the purpose of trying to break the game under normal stress conditions and to fix where needed.

reason:  testing is NOT a way to design a game.