View Full Version : Knife Idea
lapaz
2004-02-12, 02:39 PM
i think they should make it to where you can steal the enemys knifes (like how you can steal guns) :groovy:
What do you think?
i know they do the same damage but so do the the beamer,mag-scatter, and the repeater but you can steal them
plz only post about the idea and not in the day!!!!!
and plz dont SPAM
Black
2004-02-12, 02:40 PM
i think they should make it to where you can steal the enemys knifes (like how you can steal guns) :groovy:
What do you think?
they all do the same damage why bother.
JakeLogan
2004-02-12, 02:41 PM
I think back in the day in beta you actually could.
Black
2004-02-12, 02:46 PM
I think back in the day in beta you actually could.
not in open beta cause i dont remember doin that
Augustus
2004-02-12, 02:52 PM
In beta you could loot knives but couldn't use them.
JakeLogan
2004-02-12, 02:56 PM
Yeah it was some kind of a bug if I remember correctly. I remember walking up to some corpses (back then they were these coffin like thingy :rofl: ) and seeing a knife sitting there you could pick it up and everything not sure if you could use them though.
Black
2004-02-12, 02:58 PM
i know they do the same damage but so do the the beamer,mag-scatter, and the repeater but you can steal them
WRONG again......
BunBun
2004-02-12, 02:59 PM
on a shot-per-shot basis, I don't think the beamer/repeater/magscatter do the same damage. The magscatter is much more powerful up close, but the beamer and repeater have a much longer range.
Picking up knives would be interesting, but it might be just one more thing to get you killed wihle looting a backpack, lol.
Black
2004-02-12, 03:00 PM
your sig is gonna ass raped bunbun
lapaz
2004-02-12, 03:16 PM
on a shot-per-shot basis, I don't think the beamer/repeater/magscatter do the same damage. The magscatter is much more powerful up close, but the beamer and repeater have a much longer range.
Picking up knives would be interesting, but it might be just one more thing to get you killed wihle looting a backpack, lol.
no you are wrong the beamer/repeater/magscatter are all at the same range you can take this link if you dont belive me
http://planetside.station.sony.com/howto/weapons.jsp (http://)
the only real differents is that the beamer refire rate is slower than the magscatter and repeater
Madcow
2004-02-12, 03:34 PM
no you are wrong the beamer/repeater/magscatter are all at the same range you can take this link if you dont belive me
http://planetside.station.sony.com/howto/weapons.jsp (http://)
the only real differents is that the beamer refire rate is slower than the magscatter and repeater
No, that's not true. Anybody that has used the weapons is aware of the difference in how many shots it takes to kill somebody. The pistols are absolutely not equal damage, TTK is different as well. Sorry, you've been misled.
Kikinchikin
2004-02-12, 03:37 PM
no you're wrong. Mag scatter i think 3 shots a Rexo at point blank. try 3 shotting a rexo at point blank with a repeater or a beamer. wont happen.
Edit: this is directed to lapaz
Queensidecastle
2004-02-12, 04:05 PM
Looting a knife would be cool if you could then use 2 at once :D
..and for reference it takes 14 bullets and about 5 seconds to kill a Rexo at point blank with a Repeater. If they are one of the typical exploiters that binds a health kit to jump or if they have second wind, your a dead man. Hell your a dead man if you try that to someone that isnt AFK anyways
lapaz
2004-02-12, 04:16 PM
enough of the guns what about the idea that is the only thing this is really about
BadAsh
2004-02-12, 04:20 PM
Well if you ignore Lapaz�s inaccurate pistol analysis and focus on his knife idea it�s not actually that bad. I like this idea simply for the coolness effect it would have as well as a minor practical effect it would have. True, all knives do equal damage but each empire knife has a distinctive sound when in secondary �energized� mode. Nothing alerts the enemy like the sound of an energized enemy knife in the area. If a cloaker could loot an enemy knife and then use it against them it might afford a split second of extra stabbing time because the enemy would hear a �friendly� knife energize and might think it just a teammate messing around.
Currently, if you energize your knife every enemy nearby knows you are near. Having the ability to loot knives would take away this certainty.
To implement this I�d make the interface plain and simple. When you loot a body an inventory window pops open to display the remaining items in that back pack. I�d just add a knife icon in that windows toolbar for swapping your knife out with the enemies. Just color the knife icon to indicate what empire�s knife is currently in the pack. In this way only 1 knife per corpse could be looted and it would not take up inventory. The knife is a non-inventory item and I�d like to see that stay the same.
If not then maybe make it a small inventory item that is stored in a special knife holster. You can move it to your inventory if you want but nothing else fits in the knife holster. You could then purchase these at terminals, drop them on the ground, and store them in your locker. This would require a bit more coding I think but would be a more complete way of making this change.
Then of course if you can have them in your inventory then perhaps the idea of throwing knives could be implemented so that now looting and throwing knives would be possible. Now that would be useful and fun :)
Queensidecastle
2004-02-12, 04:24 PM
I think if you get an enemy knife you should then be able to spend 1 cert point on Dual Wield :D
lapaz
2004-02-12, 04:27 PM
i like the idea of the knife holster but not throwing!!!
Madcow
2004-02-12, 04:36 PM
The only time I can see this being truly useful is for the TR. The NC and VS knives actually blend into the background nicely if there is a decent amount of fire going on, or if there are a number of vehicles in the area. The TR knife is the Beamer of knives, announcing your presence before you have opportunity to truly use it.
TheRagingGerbil
2004-02-12, 04:37 PM
There was a brief period during exclusive beta where I had a locker full of enemy knives and also REK ammo. It was the strangest thing, the knife took a 1 x 1 inventroy slot, but you couldn't equip it. Same with the REK ammo, a 1 x 1 slot with no numerical value assigned to it, just the text.
I think the point of the energized mode is to give away your location and intention. Looted knives would circumvent that.
Black
2004-02-12, 08:35 PM
I think the point of the energized mode is to give away your location and intention. Looted knives would circumvent that.
true.
scarpas
2004-02-12, 09:35 PM
:evil: :evil: :evil: i slap u lapaz :doh: for your bad ideas... BAD LAPAZ sry, just actually try out your "thoeries" before saying them... :evil: :evil: :evil:
Fenrys
2004-02-13, 12:19 AM
I would LOVE to be able to use an nme knife.
As a VS Infiltrator, I take advantage of every opportunity to use the nmes pistol against them because less people will do a DL sweep upon hearing a distinctivly friendly-sounding gun.
Since the rexo buff, I only cary a pistol if I'm expecting to meet nme infils, and either boomer or meleeB stab everyone else. I think people might be a little slower to react to the sound of their own empires' knife on power mode.
BadAsh
2004-02-13, 12:49 AM
I think the point of the energized mode is to give away your location and intention. Looted knives would circumvent that.
Um, well that rule only applies to the knife... I can loot all other empire weapons and have this audio advantage... Jack, MCG, Lasher, Cycler, Gauss, Pulsar, Scatter Pistol, Repeater, Beamer, Phoenix, Striker, and Lancer...
Why does the knife need to be the only empire weapon with an audio "nerf" ?
Because, imo, that's part of how the energized mode is balanced. Aural cues, while important, are a lot less important with other weapons.
Dharkbayne
2004-02-13, 01:55 AM
The infils need something going for 'em, lootable knives would be nice.
BadAsh
2004-02-13, 03:13 AM
Because, imo, that's part of how the energized mode is balanced. Aural cues, while important, are a lot less important with other weapons.
I'd agree about your balance idea if knife kills were not such a small part of the game. I think I've gotten about 30 or so knife kills out of over 6,000 kills and that whole time have only been knifed about 10 times total. Also, it's not like a looted knife would be silent, it would just have a different sound...
What I wanna see in game play...
Setting: the cliffs surrounding a zerged enemy base camp:
A NC sniper and his trusty sidekick are lookin for some kills...
"Whowwannn!!" *sound of magnetic attack activation*
Peeking through his sniper scope our hero does not know he is in danger.
Billy Joe Bob- "Dang it Jim Buck! I thought I dun tole you not to go a messin around with that fancy powered knife of yours! There's enemy a'foot in these parts, now turn dat thing off and keep quiet!
Jim Buck *no reply*
Billy Joe Bob senses something is amiss and the hairs on the back of his neck stand up on end...
Billy Joe Bob- "Jim Buck? Jim *stab* *stab* Buuuu..."
Hehe
You guys are right. I'm thinking in the past and there really is nothing wrong with this.
My only reservation is that there could be a lot of tricky coding to do and it would be easier to improve infils in other, more substansive ways if the devs really wanted to.
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