Exclusive Light Area's

Post » Tue Jun 15, 2010 4:36 am

That kinda is the point of it, that they get extra routes and extra vantage points to snipe from.

The Light can choose from:

Primary: SMGs
Secondary: Pistols, Revolvers, Machine Pistols, Light Rifles (''Sniper Rifles'')

So, yepp.

Light rifles are a Light primary weapon, not a secondary >.>

If they were a secondary, why would anyone choose a semi-auto handgun over a semi-auto rifle?
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Tue Jun 15, 2010 9:06 am

Because handguns are the much more viable choice to sprayers, who have to switch once they emptied their mag.
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Tue Jun 15, 2010 6:33 am

Indeed, no spot will be secret forever. The most used spots will probably easy accessible. Maybe with a few exceptions here and there.

True but spots tend to change as everyone learns them then older spots become more useful since they can't check everywhere.

Light rifles are a Light primary weapon, not a secondary >.>

If they were a secondary, why would anyone choose a semi-auto handgun over a semi-auto rifle?


That is correct.


Because handguns are the much more viable choice to sprayers, who have to switch once they emptied their mag.


Then they will use the SMG.

I myself will use the rifle and a machine pistol second to have both long and short range capabilities.
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Tue Jun 15, 2010 8:54 am

True but spots tend to change as everyone learns them then older spots become more useful since they can't check everywhere.

This all depends on how many of these supposed spots a map will have.
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Tue Jun 15, 2010 3:10 am

This all depends on how many of these supposed spots a map will have.


Well I am not referring to light only areas exclusives. Good places to: hide, snipe, lay mines, place turrets, camp, etc etc.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Tue Jun 15, 2010 5:57 pm

This all depends on how many of these supposed spots a map will have.

With the game having a heavy parkour element too it, i imagine the amount of exclusive routes/ spots will be nearly infinite. Maybe even spots the Devs never even dreamed of!
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Tue Jun 15, 2010 6:56 am

With the game having a heavy parkour element too it, i imagine the amount of exclusive routes/ spots will be nearly infinite. Maybe even spots the Devs never even dreamed of!

But now you are factoring in unexpected locations. I was referring to spots deliberately planned in map design.
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Tue Jun 15, 2010 3:25 pm

But now you are factoring in unexpected locations. I was referring to spots deliberately planned in map design.

i know, i was just bringing up the thought :P
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Tue Jun 15, 2010 1:42 pm

True but spots tend to change as everyone learns them then older spots become more useful since they can't check everywhere.

With the game having a heavy parkour element too it, i imagine the amount of exclusive routes/ spots will be nearly infinite. Maybe even spots the Devs never even dreamed of!

I'm afraid this is not the case.

At least the first stages of Container City didn't seem that open to me. The maps are still rather tubular with only a few options for different routes.

Then they will use the SMG.

I myself will use the rifle and a machine pistol second to have both long and short range capabilities.

I was theorising the situation in which the SMG-mag is empty and the only viable option is to switch to your handgun.

Anyway, this is not really important as light rifles are a lights main weapon. But for mediums it could be important.
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Tue Jun 15, 2010 1:48 pm

I'm afraid this is not the case.

At least the first stages of Container City didn't seem that open to me. The maps are still rather tubular with only a few options for different routes.




That is only one map I am sure other will have more variety. The ship yard for example.

Addendum:

NA: Honestly, it’s hard. It depends on who you’re playing with and how you’re playing. One of the reasons we did Container City, which incidentally is made by the same guy that made Dust [Counterstrike level of legend- .ed], it’s a bit more linear and leads the players a lot more, so is a good introduction to the game. Whereas the level we showed at E3 this year, Reactor, it’s a very different level with a lot of flanking routes, centralised objectives but requires a lot of team work. It’s hard to pick a favourite as things play out differently every time
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Tue Jun 15, 2010 2:40 am

I think this issue of exclusive routes all boils down to level design. I hope these routes are multiple for each map and give a wide variety of vantage points and flanking options. They should just be fun to manuver in general.
User avatar
Sophh
 
Posts: 3381
Joined: Tue Aug 08, 2006 11:58 pm

Post » Tue Jun 15, 2010 8:57 am

I think this issue of exclusive routes all boils down to level design. I hope these routes are multiple for each map and give a wide variety of vantage points and flanking options. They should just be fun to manuver in general.

Chances are, that not all maps are going to be "ideal" for Lights. Some maps probably will not have many flanking routes, or maybe none at all.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Tue Jun 15, 2010 2:58 am

Chances are, that not all maps are going to be "ideal" for Lights. Some maps probably will not have many flanking routes, or maybe none at all.

That's gonna be like BFBC2 where everyone switches to engineer whenever there are a bunch of tanks on the map.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Tue Jun 15, 2010 1:22 pm

Chances are, that not all maps are going to be "ideal" for Lights. Some maps probably will not have many flanking routes, or maybe none at all.


It seems to me like Container City doesnt have many flanking routes.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Tue Jun 15, 2010 10:30 am

I hope so. Movement is a huge advantage for the lights, and Splash Damage has to allow lights to have this advantage. This is just one great way to do it.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Previous

Return to Othor Games