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PostPosted: Wed Jun 23, 2010 3:26 pm 
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Marksman
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SnaKeS3K wrote:
wow the realism you imagine is way to extreme/slow imo. it'd take out most of the "skill" and wouldnt be as competitive anymore (slow turtle-fight instead).
besides some stuff simply isnt possible with this engine anyway.
tension and tactics are still existing, it all depends on how serious you play the game (and with whom)


Skill and competitiveness? That's not the issue here (Mario Bros. requires skill; hitting the broad side of a barn with snowballs can be a competition --if two people agree to compete).

The issue is the type and style of game play and attracting a community that is dedicated to playing CQB for a long while.

And no, it would not be slow.


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 Post subject: Leaning towards tactical realism...
PostPosted: Wed Jun 23, 2010 3:36 pm 
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Marksman
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coroner wrote:
There will not be any grenade launcher attachment...


coroner,

Have you read and/or given any consideration to some of the things I have recommended in regards to taking CQB into the tactical/realism realm?

I say this in the nicest way, but I'd rather not keep posting (and not also annoy the group here) if my suggestions seem too out of line for what you're planning.


Added: Or any consideration for extensive server side options so that admins can run the it as close to tactial/realsim game as possible?

Thanks.


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PostPosted: Wed Jun 23, 2010 3:50 pm 
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Master
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OMFG HE DOUBLE POSTED !! BAN HIM !!

The fact you can customize some abilities sounds good but on another side it might increase the skill gap between players (exemple : guys who already have problems to aim properly shooting a guy with fast health recovery ... rofl i see it from here : "wtf hax !").

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 Post subject:
PostPosted: Wed Jun 23, 2010 5:41 pm 
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coroner wrote:
There will not be any grenade launcher attachment. In addition, a player is limited to only one grenade (either concussion, stun or smoke), and you need to spent a design point for it.


how about customize your nade inventory, there are like 3 nades:
1.grenade
2.stun
3.smoke

how about if you can customize those 3, like choosing 2 nades and one stun or 1 nade and two smokes... ect. ect.

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 Post subject:
PostPosted: Wed Jun 23, 2010 5:53 pm 
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Master
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nade inventory wont be customizable like that, u can only choose either 1 frag, 1 flash or 1 smoke. (at least thats what coroner said)
imo flash should have smoke too, like it is right now, a single smoke is not that useful.
frag-nades wont be combined with any other, as it'd be kind of an overload and would cause nadespam,... (in .48 recon class had 2 frag nades and there was always a lot of nadespam) i guess this is the reason why it wont be changed in cqb either.

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 Post subject:
PostPosted: Wed Jun 23, 2010 6:08 pm 
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Master
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nyc_paramedic wrote:
SnaKeS3K wrote:
wow the realism you imagine is way to extreme/slow imo. it'd take out most of the "skill" and wouldnt be as competitive anymore (slow turtle-fight instead).
besides some stuff simply isnt possible with this engine anyway.
tension and tactics are still existing, it all depends on how serious you play the game (and with whom)


Skill and competitiveness? That's not the issue here (Mario Bros. requires skill; hitting the broad side of a barn with snowballs can be a competition --if two people agree to compete).

The issue is the type and style of game play and attracting a community that is dedicated to playing CQB for a long while.

And no, it would not be slow.


Yes omg it would be to slow omg ADHD+ravenshield=suicide
Gameplay was way too slow i mean i can jog sideways and backward but these stepped side and backwards like pussies if i want move slow i tap walkbutton and climb animations were too slow/carefull too i hated those turtles in that game i undestand somewhat people who speed hack xD
Ravenshield was ok on consoles but some pcs have slowmotion problems with old unreal engine. I liked reload animations tho ;P and i think tce guys move with right speed since they dont have iron armor on them old true combat had something like max 30 kilos and only if you take every crap with you and those tce guys are not that armored and wont have secondary just sidearm

Whole rainbow six before vegas could learn some from true combat but i dont think that we have to take that slow tactic to TC series but well what others think ?

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 Post subject:
PostPosted: Wed Jun 23, 2010 6:13 pm 
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Pwnzer
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SnaKeS3K wrote:
nade inventory wont be customizable like that, u can only choose either 1 frag, 1 flash or 1 smoke. (at least thats what coroner said)
imo flash should have smoke too, like it is right now, a single smoke is not that useful.
frag-nades wont be combined with any other, as it'd be kind of an overload and would cause nadespam,... (in .48 recon class had 2 frag nades and there was always a lot of nadespam) i guess this is the reason why it wont be changed in cqb either.


i dont think it will spam, if they keep throwing nades then let them throw nades, its realistic to me, it doesnt damage the game play if they spam with nades,

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 Post subject:
PostPosted: Wed Jun 23, 2010 6:18 pm 
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Master
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]Wo0[ wrote:
OMFG HE DOUBLE POSTED !! BAN HIM !!

The fact you can customize some abilities sounds good but on another side it might increase the skill gap between players (exemple : guys who already have problems to aim properly shooting a guy with fast health recovery ... rofl i see it from here : "wtf hax !").


OMG I HAVE ALWAYS WANTED TO SAY THIS
:ban: :moon:

Ok seriously good point



But i have suggestion:
Thing that anoys me greatly in many game is that if you throw a granade behind thin wood wall bellow window you dont take any efect on other side so how about small stun and hear impared efect ? Is it possible ?

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 Post subject:
PostPosted: Wed Jun 23, 2010 6:19 pm 
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ofc its realistic, you can throw as many nades in rl as u want (if u have them). but i do think it has an impact on the gameplay. take BC for example, a full server with 32 players each having 2 frag nades (or flash)... there are known choke points on each map and it will be raining nades on these spots^^
same goes for obj/wars, more nades will definately affect the gameplay as tactics change as well. nades have always been a good/popular way to get rid of enemies early and easy (if u know when and where to throw them).
more nades are fun, but arent necessarily better for the game. well thats just my opinion and experience, tho i think coroner tends to go in a similar direction with his idea(only he knows for sure ;) ).

Quote:
Thing that anoys me greatly in many game is that if you throw a granade behind thin wood wall bellow window you dont take any efect on other side so how about small stun and hear impared efect ? Is it possible ?

should be possible yes, but the few bugs we have atm would need to be fixed first imo. nades cant penetrate windows (breaks it and bounces off instead) and the explosion sometimes also kills through (thick) walls (mappers gotta fix this i guess).
we already have some kind of effect on the hearing, tho it can be improved imo.

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 Post subject:
PostPosted: Wed Jun 23, 2010 6:36 pm 
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what i forgot to mention is that shooting bullets can be as spammy as throwing nades,

so it doesnt matter,

EDIT:
SnaKeS3K wrote:
ofc its realistic, you can throw as many nades in rl as u want (if u have them). but i do think it has an impact on the gameplay.


actually it can influence the gameplay, i dont wanna explain it but i'll keep simple, for example if you choose 2 smoke nades and one nade or 2 stun and 1 nade,
each of them will have a different tactic, figure it out for yourself,

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 Post subject:
PostPosted: Wed Jun 23, 2010 7:22 pm 
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I do also request that nades should be kept to a minimum, mostly like it is now.

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 Post subject:
PostPosted: Wed Jun 23, 2010 7:50 pm 
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SnaKeS3K wrote:
take BC for example, a full server with 32 players each having 2 frag nades (or flash)... there are known choke points on each map and it will be raining nades on these spots^^
I say, remove the chokepoints alltogether. Put the focus on the objectives themselves rather than two narrow corridors just before them.


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 Post subject:
PostPosted: Wed Jun 23, 2010 8:03 pm 
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yes that should be tried during the design of the map(layout), but its basically impossible to create a decent map without spots/routes which'll be favored by a lot of players and thus giving the chance to get easy nadekills(the more nades you have teh easier it'll be, assumed you know how to thorw them properly^^)

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 Post subject:
PostPosted: Wed Jun 23, 2010 10:16 pm 
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Expert
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I think that being naded through a wall is because the wall is too thin in units. Thats why some walls get and others dont. ( Ceilings and floors as well ) My opinion on nades is as coroner sees it. 1 choice per class. Not having 2 as a recon and 1 as a assault and 1 as a sniper. 1 nade per class will put teams to make an effort at teamwork and how nades should be chosen. Also as a suggestion i'd like to see a tech kit being available to all classes not just recon. Having the tech kit will eliminate the need for a nade or even introducing the tech kit as a perk instead of removing nades from the holder like we have right now.


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 Post subject:
PostPosted: Wed Jun 23, 2010 10:46 pm 
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@Coroner:

Will jumping be limited in CQB? One current problem in TC:E, is bullets not registering while target is lean-jumping towards you. So many times I have had the jump on an enemy, firing half a clip into them as they jump, only to have them land and kill me. Most times, the attacker does almost no damage. Seems like it might be a hitbox problem, which might be fixed with your new system.


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