Suggestions for PS from Double Agent

Started by VaNilla, October 22, 2010, 05:33:53 AM

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unskilled

@AgentX_003
And crappzy movenement... it hurts when u want to move as merc  :-X

Spark Mandriller



AgentX_003

Quote from: B-3A Misty Lady on October 23, 2010, 11:17:06 AM
Quote from: AgentX_003 on October 23, 2010, 07:32:52 AM
Back to wall ( which is very crucial if you want to not be seen.

no

Both of you are wrong. Interms of stealthly neck grabs  its vital, unless of course you want to have your arm sticking out around a corner while standing and being seen on such an angle.


-Thanks Murdy for da Sig <3  xD

Spark Mandriller

#19
Who goes walking past corners without checking them? It takes like a second to look left/right and then turn and keep going on your way, and it means you don't get killed.
You've been playing too many noobs.

AgentX_003

Quote from: B-3A Misty Lady on October 23, 2010, 12:59:40 PM
Who goes walking past corners without checking them? It takes like a second to look left/right and then turn and keep going on your way, and it means you don't get killed.
You've been playing too many noobs.

you obviously fail to understand what im talking about because I know YOu aren't one who plays stealth.

Im saying its vital because the fact that in those moments where you do wanna post up on pillar or wall to not be seen.. then its vital to have which doubleagent you didn't have so thus you had to just stand around a corner.. =/.



-Thanks Murdy for da Sig <3  xD

Spark Mandriller

How would you know how I play? I always refused to play with you because I wasn't willing to put up with massive lag.

Except well there was that one time we kept dominating you so you started crying and blaming Gui for all your problems, that was a fun one. I liked that.

DreadStunLock

Quote from: B-3A Misty Lady on October 23, 2010, 01:37:34 PM
How would you know how I play? I always refused to play with you because I wasn't willing to put up with massive lag.

Except well there was that one time we kept dominating you so you started crying and blaming Gui for all your problems, that was a fun one. I liked that.

If you liked that, you should have seen his reaction when we took a random polish guy, oh man the screaming he did to let him play, even Frvge and Lennard had fun with that.

Anyway back on topic =)

Farley4Fan

I hope you guys make the back to wall move more useful than Ubi did. 

VaNilla

I can think of two simple ways to improve the functionality of that.

1. Hug the wall closer (so feet don't stick out etc)
2. The ability to pass through tight spaces

DreadStunLock

Would also be nice to have an extra move to quickly switch to the other side of the wall, maybe without making noise? Think of that move in PT Single Player, I can't remember what it was called :/ But I think in some situations it would be nice. And more reactive.

Tidenburg

Quote from: DreadStunLock on October 24, 2010, 11:56:46 AM
Would also be nice to have an extra move to quickly switch to the other side of the wall, maybe without making noise? Think of that move in PT Single Player, I can't remember what it was called :/ But I think in some situations it would be nice. And more reactive.

Like a SWAT turn across doorways or just to move about corners?

DreadStunLock

Quote from: Tidenburg on October 25, 2010, 09:37:27 PM
Quote from: DreadStunLock on October 24, 2010, 11:56:46 AM
Would also be nice to have an extra move to quickly switch to the other side of the wall, maybe without making noise? Think of that move in PT Single Player, I can't remember what it was called :/ But I think in some situations it would be nice. And more reactive.

Like a SWAT turn across doorways or just to move about corners?

Ehhm I am not sure but yes you will need 1 corner on 1 side and another corner another 10 feet away from it. Something like this |___________|    | = wall    _____ = Distance. And you just flip.

Farley4Fan


Spekkio

I'm late to the show here, but it's good to see people discussing aspects of the game that can be improved beyond coming up with silly gadgets all the time. As I stated in this thread a while back, I think the sound system is something the PS devs can improve upon greatly while keeping the core aspect of PT/CT intact.

However, I disagree with those who would prefer to have a non-directional sound reticle and rely on hardware in order to find spies. That would essentially make 5.1 surround sound mandatory for anyone who wants to play the game and not get their asses kicked, much like EAX is an essential part of SCCT. It's simply poor design, and would alienate a large portion of PC gamers who don't want to or are unable to invest in 5.1 surround sound.

Additionally, B-3A said it best -- a non-directional sound reticle simply won't be that useful, considering most of the time the sound will be too intermittent to determine where it came from. Now, if you think that the sound reticle is OP, that's another discussion, but then get rid of it altogether. The PD itself is a terrible idea, and having a non-directional reticle is as good as no reticle at all.

I think a large part of the learning curve and confusion comes from the fact that the way sound behaves in CT is ill defined. A large part of that comes from the shitty sound engine -- some surfaces can be heard across the map while others can't, and the same surface is heard differently in different maps. Another part of that, though, is that the actions which set off the reticle are never defined in the game manual, and not all the actions are intuitive (taking out the gun with the laser on vs. laser off, for example). That is mostly why I decided to write the noob guide back in the beta days. And yet another problem is that it's an all-or-nothing system -- you either crawl along at a snail's pace and don't set off the reticle, or move quickly and you do. There is no medium, and when the clock is on the merc's side, going that slow all the time so that the merc's can't hear your footsteps in a vent can be a huge detriment.