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View Full Version : An idea! (about covop lvl 4)


Jahuu
1st September 2003, 13:19
I think it has been agreed before that:

1.Covop lvl 4 (assasin) is completely useless.
2.Sniper damage gets strange when people have lvl 3 battle sense and 5 medics on their team.

So merging these two problems and making an answer:

Covert op lvl 4 should give the following bonuses:

-Sniper damage on torso +10 (goes to 60) and to head +50 (goes to 150)


This way covert ops become more usefull even in long (more than 3 map) campaigns.

Narkar
1st September 2003, 15:13
I dont think they will patch the game

Jahuu
1st September 2003, 15:28
I dont think they will patch the game

I know this but I post these messages here because Bani and Shrub are both here and I can always check if the idea is good or not from you.

Narkar
1st September 2003, 15:40
Then i'd like it too. This 1 vs 2 stabs really doesnt matter. If their team has no medics/battlesense or they are damaged you can kill them easy with 1 stab also (1 stab does 102 damage without assassin)

So i'd like something more useful also. Maybe the abilty to finally get a NORMAL covert name, not the buggy one that lets you identify coverts from 142 kilometres away even without lvl 4 field ops (i explained about this in my thread)

Jahuu
1st September 2003, 16:04
I thought of one other idea myself but it was beaten down:

Give a lvl 4 covop dual language (can see both team chats.) --- No important info on team chat anyway!

Another ideas for lvl 4 covop (not yet discussed):

1.Free spawn. (You can spawn at enemy spawn and you get auto disguise, with your own name)
2.Better sabotage. (faster recovery of ActionBar)
3.More clips.
4.Better heat control on Sten.

_NeT_WalBanger
1st September 2003, 16:41
I thought of one other idea myself but it was beaten down:

Give a lvl 4 covop dual language (can see both team chats.) --- No important info on team chat anyway!

Another ideas for lvl 4 covop (not yet discussed):

1.Free spawn. (You can spawn at enemy spawn and you get auto disguise, with your own name)
2.Better sabotage. (faster recovery of ActionBar)
3.More clips.
4.Better heat control on Sten.

Na going to far now.............. Agree with the earlier posts but Free spawn, auto disguise, more clips are going to far............

Better sabotage is already in place.......
Heat control... maybe a good idea.........

But i would like to get Rid of lvl 4 Field op skill (spot enemy in disguise)...............

Wraith2k3
1st September 2003, 17:27
But that then brings the new question, of what lvl 4 field ops will get. How about, lvl 4 field ops can reveal nearby enemies on the command map (like the covert ops can).

Jahuu
1st September 2003, 17:32
For it(fop lvl4) you could get:

1.Full clips from a box.
2.Ability to give extra ammo to teammates.
3.Gain smoke granade.

Warskull
1st September 2003, 18:05
Lvl 3 field ops is already an incredible bonus, but the spotting enemies for teammates would make sense. FOs are susposed to be like battlefield commanders of some sort.

The improved sniping would significantly help covert ops and allow them to include sniping in their box of tools. As it is now you can countersnipe better than the garand or k43 with an SMG easily. So you basically have one shot to down a target before bullets come your way. With a 1 shot kill headshot you would have the opportunity to run around behind enemy lines, set up and snipe a few key people, then run and get the objectives. With sniping being deadly once more cov ops have the real opportunity to send the enemy team into disarray searching for them and trying to avoid them.

twiFight
1st September 2003, 18:06
For it(fop lvl4) you could get:

1.Full clips from a box.
2.Ability to give extra ammo to teammates.
3.Gain smoke granade.
4. Get a free 3-month subscription to The Great Outback magazine.

Come on! that is all completely useless!

Jahuu
1st September 2003, 18:43
Well I would highlight the:

3.Gain a smoke granade.

That is hardly useless.

Or is it?

Lt. Jones
1st September 2003, 18:51
A level 4 field ops can spot enemy soldiers - "disguised enemy" appears as the playername when they have one in their crosshairs.

Here's a suggestion:
A level4 covert should be able to keep an enemy uniform when firing in front of an enemy.
Then a level4 field ops could see a disguised enemy as not having a stolen uniform or having some type of icon above their head that makes them really stand out.

senator
1st September 2003, 22:23
I don't like the idea of a weapon suddenly getting stronger just because the player reaches Lv4, no other class has this (even a FieldOps doesn't get stronger Arty/air support, just more) but I do agree that Lv4 CovOps is not that usefull.

My proposal for a new Lv4 would be: CovOps collects the gun of his victim together with the uniform, this gun would be a special weapon bank (7) and can be carried, so that the enemy sees a weapon matching the class, but can NOT be used! If the CovOps needs to defend himself he has to switch to one of his own weapons first.

(and this would also encourage players to do their job by infiltrating the enemy instead of getting a better sniper gun and taking the rest of the game off to snipe from some remote spot.)

SCDS_reyalP
1st September 2003, 22:43
I think the level4 covops should be given a large trout, with which they can slap people upside the head.
:moo:

Majin
1st September 2003, 22:51
If they would make it so the name didnt lag, at ANY TIME (thats just messed up, anyone can spot you instantly at any range with that lagged name), and change L4 to what senator said, coverts would be munch improved while still not being any better than any other class.

I was playing covert ops for the last 5 hours, on a 15 max lifes server. I was getting 20-25 kills against fairly good people, getting 2+ headhots per kill, and about 34 percent accuracy with my sten. I could kill fine, but when it came to disguising myself, I couldn't do ANYTHING, as they all saw right through my disquise.

Having the weapon change thing would be nice, but it wouldnt get past the way everyone can instantly spot you as of now, the simple lag on name pop up.

_NeT_WalBanger
2nd September 2003, 00:20
Well i want 2 kill 2 birds with 1 stone...............



Level 4 Covert skill makes Level 4 Field ops Useless :D
as in Fieldops DONT see enemy in Desguise

decoy
2nd September 2003, 08:03
.. or lvl4 covop lets you see the names of your enemies. Very helpful to actually kill the important people. Now you might as well end up killing a newbie, just to alert Mr SMG hero about your position.

SwordOfDamocles
2nd September 2003, 12:56
I think that lvl 4 Cov ops should gain Senator's suggestion of the new weaponbank.

It really is a ridicularity how easy it is to spot a Covert, even a really good one, who is doing their best to be inconspicuous. Any half decent player can realise their prescence immediately or at least suspect it.

It seems silly to me that a supposedly maxed out lvl 4 Cov can be spotted just by looking at his gun, looking for either:


(i) Name Lag

or

(ii) Pistol/s out (I find this really obvious)

My Suggestion: Get rid of the name lag AND Senator's suggestion of lvl 4 Cov having the ability to pick up his despatched's weapon for show purposes only.


Do disagree on one controversial point however: I think that headshots should ALWAYS kill an enemy instantly. (Goes to play a game of RTCW).

Ragnar_40k
2nd September 2003, 13:07
I suggested earlier in another thread that Cov Ops level 4 can pick up any weapon. But they cannot not use any heavy weapon (like the Panzerfaust) or use the alternate fire mode (e.g. rifle grenades). They can only wear it to improve their disguise. Additionally they are restricted to one ammo clip for none Cov Ops weapons.

SwordOfDamocles
2nd September 2003, 15:40
Great....so who's gonna make this new mod?

Can anyone suggest it to Bani (he made ET Pro right? And that is the best mod so far!)?

SittingDuck
2nd September 2003, 15:50
Best way for a cov ops to be disguised is when they pick up the clothes of a med, to pull out their pistol and press the Alt Weapon. This takes the silencer off and makes them look like a medic out of ammo...

In either case, yeah Lvl 4 is pretty useless....unless you're fighting for the "Best Covert Ops" rank at the end of the round....

Ragnar_40k
2nd September 2003, 16:51
Best way for a cov ops to be disguised is when they pick up the clothes of a med, to pull out their pistol and press the Alt Weapon. This takes the silencer off and makes them look like a medic out of ammo...
But don't be to good, because you can't take off the silencers from your Akimbo pistols. ;-)

_NeT_WalBanger
2nd September 2003, 17:26
Well i think we all agree then

1) Get rid of level 4 FIELD OP ability to spot coverts
2) Make a covert weapon look like the person he stole cloths from i.e picks an engineer cloths he gets an thopson or the rifle (BUT it still fires acts etc like a sten) or if he kills a solider he gets the SMG (but again still acts like the origanal weopon he choose)

Ragnar_40k
2nd September 2003, 18:36
1) Get rid of level 4 FIELD OP ability to spot coverts
Mmmh, I would just adjust level 4 Field Ops a little bit: From far away Field Ops just see the name, like it is w/o level 4.
From a short disctance (were you usually see no name at all) Field Ops see the "Disguised Enemy" text. Additionally the Cov Ops is shown on the radar/command map for other players.
Field Ops can reveal disguised Cov Ops with their binocs, with the result that the spotted Cov Ops loses his disguise (this should work similar to mine spotting).

senator
2nd September 2003, 19:03
Nono, not the Binocs, to complicated, how about at Lv4 he still sees the usual name tag but if he leaves this crosshair for a few (2-3) secs on the suspected CovOps it will change to disguised enemy ? This way CovOps can't be spotted with a blink of the eye but FieldOps have still the power to reveal them.

senator
2nd September 2003, 19:08
Well i think we all agree then
2) Make a covert weapon look like the person he stole cloths from i.e picks an engineer cloths he gets an thopson or the rifle (BUT it still fires acts etc like a sten) or if he kills a solider he gets the SMG (but again still acts like the origanal weopon he choose)

Nono, he should get the weapons but he shouldn't be able to fire them, the plus of a better disguise should come at the minus of a greater vulnerability because he first has to change to one of his own weapons to fire (let's just assume that all weapons he picks up are out of ammo ;) )

Otherwise they would have virtually unlimited ammo because they could fire almost every weapon they find... *me don't like that*

twiFight
2nd September 2003, 19:38
seems like you want the covert ops to be God?

* disguise
* one shot one kill weapon
* fire every weapon they find
* not able to be recognized by field ops anymore


why not give them unlimited health and ammo since you wanna **** up the whole class anyway. for ****s sake play some other class once and find out that being a covert op is easy enough as it is..

skinner
2nd September 2003, 20:24
seems like you want the covert ops to be God?

* disguise
* one shot one kill weapon
* fire every weapon they find
* not able to be recognized by field ops anymore


why not give them unlimited health and ammo since you wanna **** up the whole class anyway. for ****s sake play some other class once and find out that being a covert op is easy enough as it is..

i think they were suggesting that one of those be done, ****wit

SwordOfDamocles
2nd September 2003, 20:43
Of course it is for only one of the above abilities (D'oh!)

The whole concept of the covert ops is that he can diguise himself...

That is why I believe lvl 4 Cov ops should be able to disguise themselves perfectly.....

NOT that you make them more able in every sense...only the 'Covert' sense

However I Still believe that one headshot kills would not unbalance the game in addition.

senator
2nd September 2003, 22:05
seems like you want the covert ops to be God?

* disguise
* one shot one kill weapon
* fire every weapon they find
* not able to be recognized by field ops anymore


why not give them unlimited health and ammo since you wanna **** up the whole class anyway. for ****s sake play some other class once and find out that being a covert op is easy enough as it is..

No way! Just a little improvement

disguise: would get better but they would still be detectable by: Lv4 FieldOps, strange behaviour, missing icon on the command map, as soon as the actually want to do the damage (kill somebody or stachel something) they have to change to a CovOps typical weapon, Hey! That player has my name-tag... strange ;).

One shot one kill: I DON'T want this to be implemented, I thing the sniper rife and all other weapons in the game are perfectly balanced as they are now.

fire every weapon they find: NOP! They should be able to carry them so that the enemy sees a weapon that matches the class (PF for soldier, rifle for Eng.) but they should definitely NOT be able to fire these class-alien weapons!

not able to be recognized by field ops anymore: Nop, I clearly said that the 'disguised enemy' should pop up, but not immediately but after a little delay, similar to a medic who sees the health information of his teammates after a short delay. After this the name tag will be replaced by disguised enemy as the CovOps was detected.

Fusen
2nd September 2003, 22:07
I too would favour the 1 shot = kill even though im an eng I do sometimes play cov to sniper and have a damn good shot so would help team alot gettign the enemy lines down quicker

senator
2nd September 2003, 22:16
I too would favour the 1 shot = kill even though im an eng I do sometimes play cov to sniper and have a damn good shot so would help team alot gettign the enemy lines down quicker

We went through this already a few times (go read some oldwer posts ;) ) why would you want to solely improve the sniper gun's damage ? If your only argument is 'to get one shot kills' why shouldn't we than just increase the damage of _every_ weapon to get headshot=kill damage ??
Would this improve gameplay in any way ??
The sniper rifle already does a lot more damage than the SMG, further increasing it's deadliness would do what to gameplay ? Yes, more snipers lying on the hill. And Do we want a camper game ? For me, the answer is no.

Vink
2nd September 2003, 22:19
I agree with Jahuu, it does sound like a reasonable level up for achieving level 4 cov ops which is not very hard anyway. There is a slight problem with implementing this. It would mean that they could use it in close quarters like a railgun or the likes. But I can't see it been too big of a problem.
I also made a suggestion a long time ago about this level up aswell. I think i'll risk repeating it
-silent footsteps-
It kinda goes along with what the class should be able to do & I would find this to be a good advantage against players who actually listen to the game(myself included). There are some problems that would have to be sorted out with this though eg it could be used to identify cov ops in disguise.

Jahuu
Heres the link for Bani's forum, I think you should post here if you would like to see this implemented at all

http://bani.anime.net/banimod/forums/

twiFight
2nd September 2003, 22:46
Well sorry for my previous post, it was more or less misinterpreted.

Anyway thusfar I totally agree with senator

Lt. Jones
3rd September 2003, 00:08
It kind of defeats the purpose of going up to level 4 covert ops if you are still going to immediately take off your disguise just by firing one shot or using the knife once near an enemy. Coverts are easy enough to spot as it is by their weapon and the name lag.

twiFight
3rd September 2003, 00:54
Well I just played a game of Fuel Dump as Field Ops. Got up to level 4 signals pretty fast and pretty much owned the server, but in total (had level 4 signals for 12 minutes) spotted an disguised enemy ONCE.

So I don't know what the **** you babies are crying about but there is no reason to take away enemy recognition for field ops.

Jahuu
3rd September 2003, 12:56
Thanks for the link vink.

Fusen
3rd September 2003, 17:06
oh never thought of clsoe quater combat 1 shot = kill would be a abit stupid but the whole reason for logn range one shot kills as itsa annoying trying to help your team by taking out people when snipering them and having to have them run back inview if you want to kill them... although saying that lol I dont think there are enough good reasons for this to be a bonus in the game so ignore what I'm saying haha =P

_NeT_WalBanger
3rd September 2003, 18:34
Well i think we all agree then
2) Make a covert weapon look like the person he stole cloths from i.e picks an engineer cloths he gets an thopson or the rifle (BUT it still fires acts etc like a sten) or if he kills a solider he gets the SMG (but again still acts like the origanal weopon he choose)

Nono, he should get the weapons but he shouldn't be able to fire them, the plus of a better disguise should come at the minus of a greater vulnerability because he first has to change to one of his own weapons to fire (let's just assume that all weapons he picks up are out of ammo ;) )

Otherwise they would have virtually unlimited ammo because they could fire almost every weapon they find... *me don't like that*

Sorry MY BAD I think i worded it wrong...... I dont mean he can fire the Weapon he picked up.................... I mean for example:-

Covert starts with a sten, kills a Medic with a smg and steals a cloths and has this results:-

Covert player:-
As usual, i.e pic of sten on screen, fires his sten over heats, silenced etc

To other players:-
He looks like the medic he stole cloths off AND his gun LOOKS like an SMG but sounds like the sten................. and will remain disguised if hes not looked at when firing as usual.

Conclusion
he dosnt actualy get the SMG/k43 etc it just LOOKS like it






Now for the Covert 1 shot 1 kill idea:-
If you are only worried about the 1 shot killing someone at close range make it so that its ONLY i shot 1 kill if its SCOPED (this represents him taking his time and Aiming for the eye, where as unscoped he cant aim like that so not as much damage is done)

greekdish
4th September 2003, 01:49
Gee, in that case.....why dont we make the Cov Ops totally invisible, with armor inpenetrable to everything except 50 cal, unlimited ammo, etc. Sheesh...Cov Ops already are armed with the ability to blow defenses an engineer cant until after planting dyno and waiting 30 seconds. Can already disguise himself with at least one second advantage to shoot someone in the head before getting recognized, and the ability to walk through enemy doors (like in FuelDump) that engineers cant, and you are all whining about more advantages?? How about GET SOME SKILL!!. :banana: :blah: :drink:

Ubiquitous
4th September 2003, 03:28
The covert op should get poison needles that do 25 damage per second, and instantly gib (no revive). It could be counteracted by a medic health pack.