1. #81
    Dome500's Avatar Senior Member
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    Originally Posted by Gunnut19 Go to original post
    Sure, why not?
    In terms of strength its hardly possible, even if Sam were 25 years old.
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  2. #82
    Hidedanielejima's Avatar Junior Member
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  3. #83
    Brandingoo's Avatar Member
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    Originally Posted by Hidedanielejima Go to original post

    That trailer was amazing. Some gripes though...the guns on the spies aren't my main issue, I'm sure that's customizable.
    There was a lot of contextual ledge interactions and no sign of free jump... I just really don't like that. If it's contextual only, I'm going to be one sad individual. The gameplay is going to feel too restricted and I really doubt a lot of people are going to like it that way.
    There was an implication of frontal takedowns and no matter what happens, whatever Mercs might be able to do to counteract that, I still feel like that's really...just wrong.
    There was also zipline takedowns from a more anticipative position, before the spy is directly above the merc. The animation began right after he let go of the zipline that indicates some button prompt :0 oh no.
    The rest was great though, I especially like how they upped the player capacity one notch like last time, only this time making up for some 2 spy squad coordination (:
    Can't wait!
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  4. #84
    Dome500's Avatar Senior Member
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    Originally Posted by Nubsauce328 Go to original post
    That trailer was amazing. Some gripes though...the guns on the spies aren't my main issue, I'm sure that's customizable.
    There was a lot of contextual ledge interactions and no sign of free jump... I just really don't like that. If it's contextual only, I'm going to be one sad individual. The gameplay is going to feel too restricted and I really doubt a lot of people are going to like it that way.
    There was an implication of frontal takedowns and no matter what happens, whatever Mercs might be able to do to counteract that, I still feel like that's really...just wrong.
    There was also zipline takedowns from a more anticipative position, before the spy is directly above the merc. The animation began right after he let go of the zipline that indicates some button prompt :0 oh no.
    The rest was great though, I especially like how they upped the player capacity one notch like last time, only this time making up for some 2 spy squad coordination (:
    Can't wait!
    How do you want to make it otherwise? Just jump on a merc and land 5 meters away from him and still knocking him out ? Free jumping in a firefight to get an advantage ?

    I don´t like the increased lethality of the Spies either, but I think that's easily countered by the fact that Mercs are havily armored, armed and might be able to counter-attack.

    As to the contextual ledge interactions, it just fits better with mocap and stuff, making the things look more realistic.
    Sure, we give away the freedom of failing in jumping (because of bad timing), but lets be honest, a trained Spy wouldn't miss his target when dropping on him from above.

    A possibility for the Merc to "dodge" the jump if he sees it coming would be nice though, as well as the above mentioned counter-attack if the Spy attacks from the front.
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  5. #85
    ExcellerLT's Avatar Senior Member
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    Originally Posted by Dome500 Go to original post
    How do you want to make it otherwise? Just jump on a merc and land 5 meters away from him and still knocking him out ? Free jumping in a firefight to get an advantage ?

    I don´t like the increased lethality of the Spies either, but I think that's easily countered by the fact that Mercs are havily armored, armed and might be able to counter-attack.

    As to the contextual ledge interactions, it just fits better with mocap and stuff, making the things look more realistic.
    Sure, we give away the freedom of failing in jumping (because of bad timing), but lets be honest, a trained Spy wouldn't miss his target when dropping on him from above.

    A possibility for the Merc to "dodge" the jump if he sees it coming would be nice though, as well as the above mentioned counter-attack if the Spy attacks from the front.
    Also i would like to point it out that Clancy games suppose to be realistic, well we cant say that Clancy games of this and previous year are super realistic but they might be coming back to form.
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  6. #86
    Brandingoo's Avatar Member
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    Originally Posted by Dome500 Go to original post
    How do you want to make it otherwise? Just jump on a merc and land 5 meters away from him and still knocking him out ? Free jumping in a firefight to get an advantage ?

    I don´t like the increased lethality of the Spies either, but I think that's easily countered by the fact that Mercs are havily armored, armed and might be able to counter-attack.

    As to the contextual ledge interactions, it just fits better with mocap and stuff, making the things look more realistic.
    Sure, we give away the freedom of failing in jumping (because of bad timing), but lets be honest, a trained Spy wouldn't miss his target when dropping on him from above.

    A possibility for the Merc to "dodge" the jump if he sees it coming would be nice though, as well as the above mentioned counter-attack if the Spy attacks from the front.
    "Just jump on a merc and land 5 meters away from him and still knocking him out?"
    What?
    "Free jumping in a firefight to get an advantage ?"
    No, you would die in the air. That's a childish tactic; people don't do that.

    Death from above is my main concern here.
    "but lets be honest, a trained Spy wouldn't miss his target when dropping on him from above."
    Realism, right? The trained Spy will never miss his target because suddenly a sprinting Merc will freeze up to let someone kick his face. Regardless if a Spy gets his target or not, the Spy is going to have to gauge timing and position in order to jump on someone. Button prompts labelled, "Death From Above" do not require timing and loosely require proper positioning. Some kid can now mash a button and hope for the best. Like, it just doesn't matter how you compensate for it, it's never going to feel natural. This is why free fall and jump is necessary.
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  7. #87
    New Spies vs. Mercs ComDev gameplay footage!

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  8. #88
    Brandingoo's Avatar Member
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    Originally Posted by Hobbilis Go to original post
    New Spies vs. Mercs ComDev gameplay footage!


    I'm excited to see how the compromise of new and old plays out (: the clear and best compromise would be some really heavy duty customization, but you know that's not always something devs focus on and they want to mold a standard experience that they want to give to the players.Still mad about DFA prompts though :/ don't argue with me.
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  9. #89
    I'm excited to see how the compromise of new and old plays out (: the clear and best compromise would be some really heavy duty customization, but you know that's not always something devs focus on and they want to mold a standard experience that they want to give to the players.Still mad about DFA prompts though :/ don't argue with me.
    I am actually worried more about the statemend that mr.Galibot said, that you can read in full here: http://www.digitalspy.co.uk/gaming/n...d-in-full.html

    Where he said:
    While Galipot was silent on post-release support or a beta, he added that bringing back classic Spies Vs Mercs maps would "definitely be a good idea".
    Why didn't he address these questions? Does it mean they will drop the support from day-one? Very discouraging info.
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  10. #90
    LuckyBide's Avatar Senior Member
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    SvM gameplay and interview at the same time:

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