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Escape Move

Started by Test-Subject, December 20, 2007, 11:15:47 PM

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Farley4Fan

Here is you.
Quote from: Gawain on December 21, 2007, 11:07:11 AM
a lot slower than in da

Here is me.
Quote from: Papa Skull on December 21, 2007, 02:08:56 AM
a lot slower than DA's moves.

They would be useful AND balanced.  Somehow you'd like to argue with me even though we have the same point.

LiVe.To.Di3

Escape moves from Da wouldnt be such a bad thing. I dont think it should be slowed. I actually liked how the spy was fast.

psyichic

Maybe some type of stream lined system for grabbing ledges would be helpful but adding the "escape moves" from DA seems unnecessary. I mean I would love for there to be some sort of auto aim system to help with those moments where you just missed grabbing a ledge by a few inches and subsequently you are shot to death. But adding anything that is significantly faster than the way it currently is would make spies far to hard to catch.

And I Really don't like the idea of adding things that are "cool" just for visual flare. It sounds like we are trying to attract 12 year olds to this game. Good animations are one thing but lets not go over the top and turn Project Stealth into a Olympic free mat competition.

Farley4Fan

They would be helpful for spies, but since they would be slowed down it would just make spies move smoother, not faster.  Instead of the clunky system for jumping up into a ceiling it would be the smooth flip up from DA, except slower.  This would just make it a little easier for spies to escape in certain places and make it smoother for them.  It really wouldn't make it harder on the merc because it's not like once they do the escape move they are gone.  Like if a spy jumped through the window in the cafe on Museum it would still be easy to shoot them while they are doing it or catch up to them.

InvisibleMan999

Quote from: psyichic on December 22, 2007, 08:27:37 PM
I mean I would love for there to be some sort of auto aim system to help with those moments where you just missed grabbing a ledge by a few inches and subsequently you are shot to death.

Yeah I can agree to that. It sounds reasonable.

Test-Subject

Quote from: InvisibleMan999 on December 23, 2007, 04:03:22 PM
Quote from: psyichic on December 22, 2007, 08:27:37 PM
I mean I would love for there to be some sort of auto aim system to help with those moments where you just missed grabbing a ledge by a few inches and subsequently you are shot to death.

Yeah I can agree to that. It sounds reasonable.

Yeah it's nice if you want to grab the lefge but if you don't want to grab it and you grab it that sucks... like for the auto-aim for jumping merc in CT... you try to graba ledge a merc passe under it auto-aim moves you you miss the ledge and don't realy get the merc and usualy die

Gawain

papa, read the other part of my post beginning with "but" ...
i hate people quoting out of context

Quote from: psyichic on December 22, 2007, 08:27:37 PM
I mean I would love for there to be some sort of auto aim system to help with those moments where you just missed grabbing a ledge by a few inches and subsequently you are shot to death.
the only places this would have helped me sometimes is steel staircase to spawn and orph upper disc.

Farley4Fan

Yeah, even with that "but" it is still the same kind of suggestion.

Gawain

Quote from: Gawain on December 21, 2007, 11:07:11 AM
the escape moves could be balanced if they are a lot slower than in da, but they would only make sense when escaping gets way more difficult like it is in scda with no ss.
you want slower escape moves, and i consider them bs if ps comes close to the gameplay we're used to from ct.
vega is right, it's really a waste of time trying to argue with you.

Succubus Dryad Of The Undying Comet

Well, imo escape moves could be used for getting up ceiling quickly (e.g. hold space), because grabbing the ceiling first and then climbing, while being shot at, is lame.

Overstatement

Only noobs climb stuff while being shot at.

I think escape moves were meant to replace sticky shockers (I've never played DA).
In CT, shock + run.
In DA, shock + escape moves.

And therefore, do we really need escape moves in PS? We have the sticky shocker.

frvge

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.

Farley4Fan

Slower escape moves would just be like moves that are used to get to places faster and smoother.  CT has a clunky system for climbing into ceilings and what not, with escape moves it would be much easier.  With slower escape moves it really doesn't matter if a spy has ss or not.  When they are animations that take longer to complete they aren't really going to help you escape that much.  It's just going to help you move more smoothly.

There's a reason the spy was super fuckin fast in DA, to make up for ss.  So he could gain some ground and escape much easier.  With a slower spy, slower escape moves, it shouldn't be bs if you have ss.

InvisibleMan999

Quote from: Papa Skull on December 23, 2007, 10:35:39 PM
There's a reason the spy was super fuckin fast in DA, to make up for ss.  So he could gain some ground and escape much easier.  With a slower spy, slower escape moves, it shouldn't be bs if you have ss.

Nah the spy was faster just to make a faster paced game. If you remember right, the merc was super fast too.

Farley4Fan

Well yes, that is true.  But the faster the merc is made, the faster the spy must be made.  My point is that if escape moves are coupled with ss it wouldn't be unbalanced if the moves are slower than in DA.  It would just make it easier for spies to get places without doing a bunch of button presses.