Would it be more fair if camo could be heard?

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Comments

  • mordim3rmordim3r Join Date: 2012-12-03 Member: 174036Members
    I have one idea about camo and marines counter.

    What do you think about:
    1. rifle add-on with motion or heat sensor like in aliens movies (120* angle wide with beep sound when sth detected)
    or
    2. motion or heat sensor like in aliens movies (120* angle wide with beep sound when sth detected) as a utility tool replacing axe or welder

    ?
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=2038337:date=Dec 1 2012, 08:38 AM:name=sharnrock)--><div class='quotetop'>QUOTE (sharnrock @ Dec 1 2012, 08:38 AM) <a href="index.php?act=findpost&pid=2038337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A lot of people think camo is a little OP at the moment. Do you think it would be more fair if you could hear, maybe not at full volume, the pitter patter of skulk feet? I mean, you still can't see them at all as they move, but it just seems like such a huge advantage if the first time you notice a skulk is when your knee is gone.<!--QuoteEnd--></div><!--QuoteEEnd-->

    should fill out an application
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    If people want to add more soft counters for marines to be able to deal with Camo by themselves on the field, that's fine with me... Just remove the hard counters that the comm has in exchange. You can't have it both ways.
  • nailertnnailertn Join Date: 2012-11-18 Member: 172301Members
    <!--quoteo(post=2039153:date=Dec 3 2012, 03:55 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Dec 3 2012, 03:55 AM) <a href="index.php?act=findpost&pid=2039153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2) If camo is not 100% invisible then people tweak their graphics option to see cloaked units.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Partial transparency can be achieved either by reducing skulk texture opacity or by keeping skulk textures completely transparent but distorting the background more and more based on speed. What graphic settings can be tweaked to combat the second method?
  • MartinetMartinet Join Date: 2012-05-01 Member: 151385Members
    I'd also like to know the answer to that one.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited December 2012
    <!--quoteo(post=2039174:date=Dec 3 2012, 07:08 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Dec 3 2012, 07:08 AM) <a href="index.php?act=findpost&pid=2039174"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not true. It is very easy to just retreat and wait around the next corner, to either engage, or force them again to pay 3 res. For what? A 0 res skulk.

    No, cara / regen or celerity does not make such a difference for the skulk, that you make it up to be. Cara and Cele only help you, to close the distance to the marine you engage. Camo does this much more reliable. Your first bite is nearly always free. And if a scan happens while you are to far away to engage, you can nearly always escape. Most marines have problems to hit an alien that is not moving at them. You are arguing like you haven't played against or with camo skulks since the last two patches.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Or it could have been for 4 hours yesterday.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Your first bite is nearly always free.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Then the commanders you play with are nearly always bad. There's really nothing else I have to hear. You're playing with bad commanders, and therefore, camo is overpowered. I'm not disputing that fact. I'm disputing that camo is no longer overpowered when commanders are not bad.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2039393:date=Dec 3 2012, 03:41 PM:name=nailertn)--><div class='quotetop'>QUOTE (nailertn @ Dec 3 2012, 03:41 PM) <a href="index.php?act=findpost&pid=2039393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Partial transparency can be achieved either by reducing skulk texture opacity or by keeping skulk textures completely transparent but distorting the background more and more based on speed. What graphic settings can be tweaked to combat the second method?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Gamma. Makes contrasts in distortions more visible.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2039296:date=Dec 3 2012, 12:49 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Dec 3 2012, 12:49 PM) <a href="index.php?act=findpost&pid=2039296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If people want to add more soft counters for marines to be able to deal with Camo by themselves on the field, that's fine with me... Just remove the hard counters that the comm has in exchange. You can't have it both ways.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like my hard counters :(

    But this would probably make the game a lot more fun in pubs.
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    edited December 2012
    I really like the rifle (or builder? (E) scanner-add-on idea, it adds some control back to the player. (solves the pub-problem)

    You could make it something nano-like which runs out of energy (or p-res?) real quick but still allows you to scan a room just before you enter? Aliens could possibly show up 50% transparent when the scan-add-on is used.
  • nailertnnailertn Join Date: 2012-11-18 Member: 172301Members
    <!--quoteo(post=2039460:date=Dec 3 2012, 03:06 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 3 2012, 03:06 PM) <a href="index.php?act=findpost&pid=2039460"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gamma. Makes contrasts in distortions more visible.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well I played around with the gamma setting in Starcraft 2 and haven't managed to do anything that made invisible units any easier to notice. (Pretty sure if there was a better way than mouse scrolling pros would be using it since day 1 anyway.) Nor do I see a logical reason why it should: distortion displaces pixels, it shouldn't have anything to do with luminosity values. If it does the implementation is bad but that doesn't invalidate the idea itself. (Well bad as in bad for our purpose, in the movie Predator for example they highlighted edges for visual appeal.) People who value visibility over immersion already do change their gamma setting to gain an advantage but that is a different problem. If it's worth considering something you have no control over a problem at all.
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