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Thread: Blacklist Spy Vs. Merc | Forums

  1. #221
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    let there be splitscreen! that is the only thing i hate about double agent. that there is no splitscreen
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  2. #222
    Senior Member KevinPDZ0916's Avatar
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    I do not think there will be split screen play. PT, CT, and DA did not have it. The co-op will surely have split screen.
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  3. #223
    Member CovertOwl's Avatar
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    I had a "nightmare" last night where a video was released of SvM gameplay. It was 4v4 and the Mercs were played in 3rd person. I was so mad lol



    Michael Ironside is Sam Fisher!
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  4. #224
    Member Om4zd's Avatar
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    Hahaha lmao

    Some people I know who are new to Splinter Cell think it's stupid to have the Spies in 3rd person and the Mercs in 1st person in the first place.
    Splinter Cell FOREVER

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  5. #225
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    Quote Originally Posted by CovertOwl View Post
    I had a "nightmare" last night where a video was released of SvM gameplay. It was 4v4 and the Mercs were played in 3rd person. I was so mad lol
    LOL

    Quote Originally Posted by Om4zd View Post
    Hahaha lmao
    Some people I know who are new to Splinter Cell think it's stupid to have the Spies in 3rd person and the Mercs in 1st person in the first place.
    LMAO,people say stupid things.
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  6. #226
    Member CovertOwl's Avatar
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    Quote Originally Posted by Om4zd View Post
    Hahaha lmao

    Some people I know who are new to Splinter Cell think it's stupid to have the Spies in 3rd person and the Mercs in 1st person in the first place.
    This is what made the game so unique and awesome!



    Michael Ironside is Sam Fisher!
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  7. #227
    The best aspect of the original SvM of Pandora Tomorrow and Chaos Theory was lost with the sole addition of the proximity detector in Double Agent. That tool took away that intense moment when you duck behind a pillar just as the merc came to check on the area and you remained out of sight until the danger passed. That is what I loved about SvM.
    The key things I would like to see back in this SvM are:
    --Sound Detector - Mercs (forced spies to play smart)
    --Less spastic spies - I liked being quick but DA just felt like you should be running constantly flipping like ninjas. Slow the spies down, this will also lead to more intense situations
    --Maps like Krauser Labs - I loved a lot of the original maps, but I like maps that feel like you're breaking into something.
    --Take away Merc jumping - You all might disagree with this but this would solve so many annoying problems. Mercs don't need to jump. This would prevent two annoying things: bunny hopping (looks stupid), and mercs camping on rails or whatnot.
    --Tweak gameplay - The trickiest thing of them all. Find that balance that makes the spy player want to complete objectives rather than dance around with mercs going for necks. Don't get me wrong, i love the neck breaking, but grenade spamming the merc right out of the gate feels like something is missing.
    --2v2
    --better matchmaking (can't see how good your team is before the game starts)
    --no proximity detector
    --bring the mines and spy traps back

    I'm sure there is more, but I'm very excited about what is coming. I just hope that its more in touch with the roots of the series rather than M&E and LKP.
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  8. #228
    Senior Member xRaDRoacHx's Avatar
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    I wish to KO the mercs instead of kill them some times, like in CT.
    Hack a terminal;
    Stop and hide when you hear some1;
    Sneak back to the merc;
    KO punch:
    Finish your work;
    GTFO before the merc wakes up again.
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  9. #229
    Quote Originally Posted by Mr Epimetheus View Post
    The best aspect of the original SvM of Pandora Tomorrow and Chaos Theory was lost with the sole addition of the proximity detector in Double Agent. That tool took away that intense moment when you duck behind a pillar just as the merc came to check on the area and you remained out of sight until the danger passed. That is what I loved about SvM.
    The key things I would like to see back in this SvM are:
    --Sound Detector - Mercs (forced spies to play smart)
    --Less spastic spies - I liked being quick but DA just felt like you should be running constantly flipping like ninjas. Slow the spies down, this will also lead to more intense situations
    --Maps like Krauser Labs - I loved a lot of the original maps, but I like maps that feel like you're breaking into something.
    --Take away Merc jumping - You all might disagree with this but this would solve so many annoying problems. Mercs don't need to jump. This would prevent two annoying things: bunny hopping (looks stupid), and mercs camping on rails or whatnot.
    --Tweak gameplay - The trickiest thing of them all. Find that balance that makes the spy player want to complete objectives rather than dance around with mercs going for necks. Don't get me wrong, i love the neck breaking, but grenade spamming the merc right out of the gate feels like something is missing.
    --2v2
    --better matchmaking (can't see how good your team is before the game starts)
    --no proximity detector
    --bring the mines and spy traps back

    I'm sure there is more, but I'm very excited about what is coming. I just hope that its more in touch with the roots of the series rather than M&E and LKP.
    I see one problem with you wanting to take out jumping ,it is essential , You need to to be able to jump and turn so that you don't get bounced around like a ping pong ball when being double teamed by two spies , an alternative to rail camping is make the railings thinner so you can't balance on them as well. gg.
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  10. #230
    Quote Originally Posted by ReConNinJa.CF View Post
    I see one problem with you wanting to take out jumping ,it is essential , You need to to be able to jump and turn so that you don't get bounced around like a ping pong ball when being double teamed by two spies , an alternative to rail camping is make the railings thinner so you can't balance on them as well. gg.
    LOL. Agree on the ping-pong comment. Chaos Theory tried to counter that with the 360 degree spin, but using that against anyone good was just an invitation for the rear naked choke. As far as rail camping or rail jumping to glitch to inaccessible areas as a Merc (in DA particularly) is an area that needs focus; whether it be thinner rail objects or no jumping for mercs.

    Bottomline, I want to see a polished SvM that feels more like the original but am open to some change. And to whoever posted it earlier, Vertigo Plaza was the bomb.
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