:d:d:d:d…
cool the smilies don’t work
that quote wasn’t the only reason, lol
and that spongebob-pic is awesome haha
im not stuck in the past, i am open for new games. and specially for PC-only. cause i cant see this slow games wich were developed for consoles and moved to pc! (i think xt feels like a console-game on pc, slow movement etc)
and the fact that extraction is developed for pc only made me though that extraction will become an awesome “old school fps” (wich was a quote as well ^^)
nvm… i dont belive that the game will change that heavy that i would say i like it or even recomend it to my buddys. this turrets, this “new super cool features” (that shield thing…) … it just reminds me on brink. (i can’t say if this is a good or a bad thing)
Lol even Brink was better because it at least had nades. This game is utterly boring without them.
[QUOTE=aowblacky;480090]that quote wasn’t the only reason, lol
and that spongebob-pic is awesome haha
im not stuck in the past, i am open for new games. and specially for PC-only. cause i cant see this slow games wich were developed for consoles and moved to pc! (i think xt feels like a console-game on pc, slow movement etc)
and the fact that extraction is developed for pc only made me though that extraction will become an awesome “old school fps” (wich was a quote as well ^^)
nvm… i dont belive that the game will change that heavy that i would say i like it or even recomend it to my buddys. this turrets, this “new super cool features” (that shield thing…) … it just reminds me on brink. (i can’t say if this is a good or a bad thing)[/QUOTE]
Unless they really find a way to focus the action and make it messier and more massive, I doubt XT will be a great title. It’s a good game right now, it’s PC only which I like, but the action is pretty limited in my opinion. Maybe this could be done ?
give two landmines to proxy (ohhh yeah)
give one grenade per class and make it fun :
- medic : ever seen the kolto grenades in star wars ? Grenades that heal when they explode on team mates.
- engineer : small grenade, just enough to start your mines with a delay and boost a bit the damage.
- soldier : already has grenades
- recon : a grenade that inflicts damage and temporarily jams the communications / radar (would be cool to get jitter and jamming on in-game voice)
- field op : not really necessary when you see the damage output he already has.
shorter respawn times for both teams (but keep the proportions).
less bounciness on nader’s grenade launcher.
no reload impairments (just takes longer to reload if you run, no alteration of running speed).
clearer front lines in the maps : I don’t like to get surrounded each time … but leave room for back-doors and bold attempts.
shorter delay on airstrikes.
longer distance to walk for carriable objectives.
more shortcuts involving trick jumping.
bigger explosion effects (flames, the biiiiiiiiiiiiiip in your ears, etc.)
add audio impairments.
running speed depending on the class (recon should be way faster).
more side objectives with more impact on the main objective to reduce the “linear” feel of the maps.
Just some ideas … some I already said in other posts, but it never hurts to put them back I guess. Plus Ashog will love the part on grenades I’m sure of it 
EDIT : I’m not sure about how SD intends to experiment in the future, but from what I’ve learned when I worked in the 3D business : sometimes you have to put all the sliders to maximum values against what you might think would do good and see what it does. A bit random but hey, many great ideas were born like that.
Some of rayzer’s ideas are a must! And some of them are easy to make. Different nades for all(exept those who have a nade-analog) respawn times lower. Skill-oriented sideways
[QUOTE=RasteRayzeR;480129]
I like the idea of class specific “special nades”! I think it would be an excellent addition. And be a very cool way to add more definition to mercs!
Soldier; flat damage/stuns/flashes/etc.
Recon; temp mechanical disables/obj progress interruption/temp ability lock.
Engineer; caltrop style with a minor slow?
FOPS; N/A
Medic; temp prevents healing for enemies, but heals friendlies in radius.
[QUOTE=INF3RN0;480137]I like the idea of class specific “special nades”! I think it would be an excellent addition. And be a very cool way to add more definition to mercs!
Soldier; flat damage/stuns/flashes/etc.
Recon; temp mechanical disables/obj progress interruption/temp ability lock.
Engineer; caltrop style with a minor slow?
FOPS; N/A
Medic; temp prevents healing for enemies, but heals friendlies in radius.[/QUOTE]
seriously though. all of that. maybe fops without strikes can have a counter airstrike shield or some sort of ammo drain
I’ve been pushing these ideas for quite a lot time, never really got a feedback on it from SD. Maybe they could confirm they have seen these ?
The different nades for all are the best way to keep grenade in XT. I hope they will consider it, because it’s a win for us (we get grenades back), and for them (more character-oriented abilities).
The rest is just some ideas on how to get a more challenging and fast-paced action with more stuff blowing everywhere.
That’s the art of gameplay designing, but in most map there are spots that could really get funnier if it gets a bit of the intensity of team death match. I’m not saying we should cut 5 seconds off each respawn time, but we should get something faster in a general way.
[QUOTE=INF3RN0;480137]I like the idea of class specific “special nades”! I think it would be an excellent addition. And be a very cool way to add more definition to mercs!
Soldier; flat damage/stuns/flashes/etc.
Recon; temp mechanical disables/obj progress interruption/temp ability lock.
Engineer; caltrop style with a minor slow?
FOPS; N/A
Medic; temp prevents healing for enemies, but heals friendlies in radius.[/QUOTE]
I really like the proposition you make here about the medic grenades : prevent health regen on enemies, increase it on allies in the blast radius. A clean and efficient way to give a clear advantage and remain in the back (anti-rambo, more focused on revives, strategic use). It seems that these “class specific nades” could indeed be a great addition to the game.
EDIT : should we make a thread in the general section of the forum about these class specific nades ?
The class specific grenades are a good idea and deserve their own thread but please think of them as character specific grenades.
For example, we don’t want all healing characters to all have the same tools/weapons since that takes away from the uniqueness of the characters and removes some of the weight behind choosing who to play.
[QUOTE=Smooth;480153]The class specific grenades are a good idea and deserve their own thread but please think of them as character specific grenades.
For example, we don’t want all healing characters to all have the same tools/weapons since that takes away from the uniqueness of the characters and removes some of the weight behind choosing who to play.[/QUOTE]
OK, thanks for the support ! I’ll create that new threads so we can all start to brainstorm on it.
Char-oriented nades thread is a good idea. We should try to combine all the good ideas of nades.
I’ve created the thread : http://forums.warchest.com/showthread.php/38326-Character-oriented-grenades