Rifle - Torchlight, Pistol - Laser sight and many more

Started by DreadStunLock, May 16, 2011, 05:24:44 PM

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DreadStunLock

While I got it in my brain.


Handgun: A basic mercenary will probably always have a knife and a handgun, so why not make a gun with 6 or 12 bullets per clip, and make the handgun have a torchlight or a laser sight? And same thing for the rifle but obviously with more bullets, with a sniper if chosen and with laser sight or a torchlight depending what you guys choose, so there is a reason to swap between them.

Torchlight: Also, turning on a torchlight should not be a 0.1 second thing, when you turn it on I think there should be an animation where a mercenary reaches out to the end of the barrel and does a little twist on the torchlight and it comes on with a fade effect?

Same for the laser, it should have a somesort of a button on a gun where the mercenary uses his left hand to click on it or whatever?

Visions: I hope you guys going to make the head bob a lot more between switching the visions so you actually lose the sight of the front view for a second or 2. Or make it in the customization screen, you can either get the head bob and you are still able to aim or whatever with less sight, or make the mercenary use his left hand to change the vision at the cost of a much bigger spread or completely not allow him to shoot for the duration?

Wut u think hmmm?

LoChang

I don't think the merc needs more guns. But as for your other ideas: they represent something more than totally shallow thinking, good job!

AgentX_003

Quote from: LoChang on May 16, 2011, 06:22:11 PM
I don't think the merc needs more guns. But as for your other ideas: they represent something more than totally shallow thinking, good job!
:)


-Thanks Murdy for da Sig <3  xD

LennardF1989

#3
Torchlight is attached to the mercs helmet, not his gun ;) It's part of his standard equipment, so an equiping animations is not needed.

Also head bobbing seems unfitting in this case, as it's integrated into his helmet. I can imagine pressing a button though, for flashlight too.

I wouldn't mind extra guns if it adds something for the player. In CT you could reload quite fast, so why would you need a pistol? It's not like CoD4 where you have to switch to pistol if you're out of ammo.

DreadStunLock

LoChang@: I don't need you to tell me that.

AgentX_003@: Frvge already mentioned about less than 4 character long posts.

Lennard@: The point of the handgun is just so you can have a bit of a diversity, from more accurate handgun if you run out of ammo, or if you run out of the clip and the spy is about to die, you wouldn't want to be stuck on reload, so you can equip your gun and finish him off.

(Think of the tense moments where you have 10 seconds till the bomb explodes, 12 seconds into the game, you won't find the bomb in time but you can kill the spy to finish the match)

Farley4Fan

Speaking of that last point dread, I think that if a spy has planted a bomb but then loses the last life of the match - the match should continue.  After all, the merc's objective is to protect the facility.  The spy sacrificing his life to destroy the facility/complete the mission shouldn't mean game over.  If the merc kills the spy but fails to stop the bomb, he should lose.

Thinking predator here. 
http://www.youtube.com/watch?v=WofqmWpXJZ8

Spies already have the fishnets.

DreadStunLock

I think it's just for the sake of the game balance, + I think the clients will get quite annoyed if they see that your rule is applied, but shooting the bomb is not.


Uuuuh, speaking of which, can you guys make a somekind of a mode for that where you have to approach the bomb? And if you shoot it destroys? Likewise you can make it a lot harder for the spies, like the laser trips can actually damage you severely? Or something along the lines of that?


NeoSuperior

Quote from: DreadStunLock on May 16, 2011, 08:08:15 PMLikewise you can make it a lot harder for the spies, like the laser trips can actually damage you severely? Or something along the lines of that?

if you trigger the laser alert an auto-cannon activated, that shoots at the spy until he is out of its view... or dead... can also be used against mercs that stand between the canon and the spy...
If there are any orthographic/grammatical errors in this post, you can keep them and, if you want, hang them over your bed ;)

"As an online discussion grows longer, the probability of a comparison involving Nazis or Hitler approaches one."
- Mike Godwin

DreadStunLock


NeoSuperior

Never played Deus Ex...

but with this method, the spies will learn to rly CHECK the passive defenses (in that case they become active of course) rather than accidently triggering them. Well blocking the obj. is a serious problem too but if the defenses are a bit more selfactive then it would make the game more fun... of course i am speaking of a "special game mode" and not the standard here!
If there are any orthographic/grammatical errors in this post, you can keep them and, if you want, hang them over your bed ;)

"As an online discussion grows longer, the probability of a comparison involving Nazis or Hitler approaches one."
- Mike Godwin

knooger

Quote from: DreadStunLock on May 16, 2011, 05:24:44 PM
While I got it in my brain.


Handgun: A basic mercenary will probably always have a knife and a handgun, so why not make a gun with 6 or 12 bullets per clip, and make the handgun have a torchlight or a laser sight? And same thing for the rifle but obviously with more bullets, with a sniper if chosen and with laser sight or a torchlight depending what you guys choose, so there is a reason to swap between them.

Torchlight: Also, turning on a torchlight should not be a 0.1 second thing, when you turn it on I think there should be an animation where a mercenary reaches out to the end of the barrel and does a little twist on the torchlight and it comes on with a fade effect?

Same for the laser, it should have a somesort of a button on a gun where the mercenary uses his left hand to click on it or whatever?

Visions: I hope you guys going to make the head bob a lot more between switching the visions so you actually lose the sight of the front view for a second or 2. Or make it in the customization screen, you can either get the head bob and you are still able to aim or whatever with less sight, or make the mercenary use his left hand to change the vision at the cost of a much bigger spread or completely not allow him to shoot for the duration?

Wut u think hmmm?

Handgun - IMO no.

Torchlight - button is near your finger ( same is going for lasers ) if you look on anti-terrorist units they have button for torchlight/laser right near finger.

Visions - Why not some little delay (1-2s) while vision is getting '' ready '' to work ? like loading or better heating?

DreadStunLock

Quote from: KnoogeR on May 16, 2011, 08:38:19 PM
Quote from: DreadStunLock on May 16, 2011, 05:24:44 PM
While I got it in my brain.


Handgun: A basic mercenary will probably always have a knife and a handgun, so why not make a gun with 6 or 12 bullets per clip, and make the handgun have a torchlight or a laser sight? And same thing for the rifle but obviously with more bullets, with a sniper if chosen and with laser sight or a torchlight depending what you guys choose, so there is a reason to swap between them.

Torchlight: Also, turning on a torchlight should not be a 0.1 second thing, when you turn it on I think there should be an animation where a mercenary reaches out to the end of the barrel and does a little twist on the torchlight and it comes on with a fade effect?

Same for the laser, it should have a somesort of a button on a gun where the mercenary uses his left hand to click on it or whatever?

Visions: I hope you guys going to make the head bob a lot more between switching the visions so you actually lose the sight of the front view for a second or 2. Or make it in the customization screen, you can either get the head bob and you are still able to aim or whatever with less sight, or make the mercenary use his left hand to change the vision at the cost of a much bigger spread or completely not allow him to shoot for the duration?

Wut u think hmmm?

Handgun - IMO no.

"Handgun - IMO no."

That doesn't tell me anything, state why and clearly.

Wh1tE_Dw4rF

Handgun is a silly idea. If you run out of rifle ammo in your current clip and you get upset about that, you need to learn to aim.

Also, they could just increase the rifle bullets by 7/12 per clip if you're just going use the handgun right after you ran out of rifle bullets.

The torchlight idea is pretty silly too. Mercs wear near state of the art weaponry. Do you really think they would cut back on cheap flash lights so they can buy more liquor?

Let's not talk about your vision idea because that is the cherry on the cake of "pointless annoyances".

What is next, fixing shoelaces with 1 hand for 10 seconds or with 2 hands for 5 seconds?

Pointless...

knooger

Handgun could be merc's tazer it should have then low accuracy and 5m radius + it should take that 2-5 seconds to take it and unlock. ( u cannot use rifle while using that tazer )  :D

Everything is testable, but really about handgun we had a topic before and... just read it.

LoChang

Quote from: DreadStunLock on May 16, 2011, 07:55:37 PM
LoChang@: I don't need you to tell me that.

Sorry, I was just congratulating you on taking time to actually for somewhat reasonably thought up ideas instead of the normal trolling you do.

I'll keep my compliments to myself then.