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Thread: Go prone in SCB | Forums

  1. #11
    Senior Member SolidSage's Avatar
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    Quote Originally Posted by The_5_Freedoms View Post
    What? Are you kidding?

    Next time you do that hum the "Mission Impossible" theme. Or get it on Ringtone and play it every time you crawl through a vent.
    No I'm for realz. It was alright the first couple of times but after that it was just first person slow camera control. And the view was boring.
    The theme music might make it bearable one more time.


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  2. #12
    Senior Member MerriIl's Avatar
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    Is Sam going to be able to Plank?

    On a serious note: I think Sam's low profile crouch will suffice where a prone position would in most scenarios.
    Last edited by MerriIl; 08-19-2012 at 01:34 AM.
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  3. #13
    Its a Tom Clancy game so its not farfetched to one day see it implemented. Don't see much gameplay use though and it would make the game seem more like MGS
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  4. #14
    Senior Member michaelanjello's Avatar
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    Going prine, i dont think its really necessary. vents, i believe should be. But only as an alternate route, or maybe an occassional one that you have to use.
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  5. #15
    Quote Originally Posted by JaRuTo View Post
    As mentioned earlier. Prone should be added to the Splinter Cell: Blacklist so that Fisher may have more to blend in with the surroundings in the dark, or lying in the tall grass because crouching is more risk of detection than lying down.
    You said it! There were many times in previous splinter cell games I wanted to drop down to fully conceal myself in the environment and get my gun ready and steady to engage the enemy.

    Imagine yourself being detected in the middle of an open area, what would you want to do? I know I'd want to drop and return fire. At least that's how you do it in real life.
    Last edited by RE-EMpro1; 08-19-2012 at 08:23 AM.
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  6. #16
    Senior Member JaRuTo's Avatar
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    This is why only crouch is not enough. I know that lying on stomach impatient people may not like because they don't like it to stay in place for a few minutes, but in reality, instead of just crouch, lay on the ground that the chance of finding you was very small. but it is a natural behavior spy when guards are alerted and they begin intensive search area.
    Last edited by JaRuTo; 08-19-2012 at 09:27 AM.
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    Ubisoft... please add in a true variable speed system with an integrated sound system and if you have the time...other abilities, gadgets, and things from the first SC games such as split jump, etc.
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  7. #17
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    +1 for Prone

    I am actually confused on why it was not implemented in previous games.
    Especially in 360 version of DA during the Kinshasa mission.
    Variable speed gives more control over your walk/sneak which in turn gives your animations a personal touch and increases re-playability. It is also tied directly into the AI sound system.
    Analogue controllers where created to give you more control over your character and the Developers have a responsibility to use it.
    For me it's a no buy without it.
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  8. #18
    vents were a lot of fun. Alot of times they provided an alternate route and you could feel the tension as you crawled through a vent on a ceiling over a room of unsuspecting guards. Cargo ship anyone?
    Today a young man on acid realized all matter is merely energy condensed to a slow vibration. We are all one conciousness experiencing itself subjectively. There is no such thing as death, life is but a dream, and we are the imagination of ourselves. -Bill Hicks
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  9. #19
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    Quote Originally Posted by SolidSage View Post
    Crawling through vents on our stomach in first person view was always one of THE most boring game play elements to me. I just didn't find the 'fun' factor in it. It felt more like a 'stall' factor, stretch the game a bit kind of thing.
    And this everyone is the problem and why we ended up with the crap called Conviction.

    If you don't like crawling through vents and moving slowly than go play an FPS. Splinter Cell is a STEALTH series and the focus should be on moving slowly and avoiding contact.


    The way Splinter Cell was created and what it should aspire to be.
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