Progress for arming and defusing


(Bangtastic) #21

Never played the game, but this is genius!


(Hundopercent) #22

This would be nice along with the throwing dyno. It’s a lot more dynamic and teams can get creative on plants. Like on Waterloo I would like to plant on top of the site. If I take the risk to get it planted up there I should be rewarded.


(tokamak) #23

Dude. It’s only the pinnacle of strategic shooting. And it still has servers going.


(BomBaKlaK) #24

needed ! new mechanic is not really effective,

  • Stuck during plant …
  • you can’t react quick …
  • dynamite can’t be armed by another player
  • Tricks plant not possible
  • and the use of the C4 everywhere as a weapon in the inventory is needed to !

(Rex) #25

[QUOTE=BomBaKlaK;433527]- Stuck during plant …

  • you can’t react quick …

  • Tricks plant not possible
    [/QUOTE]

That’s the next point. I dislike animations where the player is stuck and can’t react to the situation or abort certain actions like plant and disarm.

Trickplants are funny indeed, but they also require a suitable objective design.


(scre4m.) #26

0[QUOTE=Rex;433530]That’s the next point. I dislike animations where the player is stuck and can’t react to the situation or abort certain actions like plant and disarm.

Trickplants are funny indeed, but they also require a suitable objective design.[/QUOTE]

I must agree on animations. When I stop disarming, the animation should stop and I should pull out my weapon and be able to shoot or at least jump away if possible.
Trickplants are not really needed in this game. I liked them in QW, but a disarm was possible in ET:QW even when enemies where nearby when you deployed tactical shields or block the view on the disarmer with a vehicle.
DB does not have those and trickplants might get too powerful.


(j4b) #27

[QUOTE=Rex;433147]I would like to see arming and defusing progress for the C4. So if one of your mates arms or defuses 30%, another one has just to do the missing 70%.

Here is the reason why no arming and defusing progress is really annoying:

:cool:
Yesterday we were playing Waterloo and Anti tried to arm two times, but always got shot before finishing it.

In my opinion it accommodates beginners as someone else can help you to get the job done.(Ain’t I noob friendly this time? :D) It also encourages teamwork more, as your team gets rewarded if more players help. And furthermore it would be finally allowed to die during the arming/defusing as you could come back a second time and get it done. Playing retakes or attacks will become easier as you might sometimes get a second chance.

This could also lead to very epic moments, as such as the 4 or 5 man defuse on Braundorf in the last second. When all spawned as engi and made it together!
(Maybe one of the ET guys could post the video here, because I couldn’t find it.)[/QUOTE] This ended in a mapcrash not only on braundorf :wink:


(.Chris.) #28

At first I didn’t like how you had to stick the HE charge directly onto the objective in ET:QW (you could still plant anywhere on it) but over time I think it’s just better overall than the ET method where you could abuse certain objectives, remember how you could plant a dyno on someone’s head then have him move away and it would drop into the trigger area without alerting the other team a plant has been made? Or plant around the corner of some other objectives without exposing yourself, having to plant onto the objective meant you were always exposed whilst doing so, you couldn’t abuse the system to plant safely, you needed your team to watch your back.

Trick planting should only be a trick as far as if you take your time you can find nice spot that is harder to find or reach, this was still possible with the ET:QW method. I hated how Wolf09 and Brink forced you into planting at pre-designated spots on the objective, if there was a plant armed you always knew where it was without looking, not great and also removed to possibility of multiple plants.