Dyno Timer
Moderators: Forum moderators, developers
Dyno Timer
I noticed in the demo view options there is a "Dyno Timer" where we are able to see a counter for the dyno to blow right on top of the dyno. Would it be possible to make that an option in the game? just a thought
- KingJackaL
- Posts: 666
- Joined: Thu Jan 08, 2004 3:47 pm
- Location: ChCh, NZ
- Contact:
kingjackal: he wants to know if bani could include the dyno timer for ingame purposes, which i could understand, if you're an engi and just spawned, see a dyno that has 5 seconds left to blow, you can ignore it, and not get killed for no reason.
OTOH, it could dramatically change the outcome of a game, for instance, if an engi on oasis went to defuse the south gun, saw 7 seconds left, knowing thats not enough time, could let it go, and potentially kill an engineer, going to plant north gun, when infact he probably would have been blasted to bits trying to defuse a hopeless dyno.
sure, the above scenario is few and far between, and i can understand the yay and nay sayers on this one. personally, it'd be a nice feature to have for all the players, knowing how long you have to hold the dyno, if the enemy has time to defuse etc.
OTOH, it could dramatically change the outcome of a game, for instance, if an engi on oasis went to defuse the south gun, saw 7 seconds left, knowing thats not enough time, could let it go, and potentially kill an engineer, going to plant north gun, when infact he probably would have been blasted to bits trying to defuse a hopeless dyno.
sure, the above scenario is few and far between, and i can understand the yay and nay sayers on this one. personally, it'd be a nice feature to have for all the players, knowing how long you have to hold the dyno, if the enemy has time to defuse etc.
)) NewdeaL
*sigh*, do you lot never play engi??
FYI, the glow speed of the dynamite is all the timer an experienced engineer needs, we do not need a white marker on top of it stating time, usually i can pin it down to within 5 seconds or so before it blows, simply by paying attention to the glow, and a rough feel of the situation, so a)no need for this, and b)it would change game play for those engi's not willing to utilise the glow.
FYI, the glow speed of the dynamite is all the timer an experienced engineer needs, we do not need a white marker on top of it stating time, usually i can pin it down to within 5 seconds or so before it blows, simply by paying attention to the glow, and a rough feel of the situation, so a)no need for this, and b)it would change game play for those engi's not willing to utilise the glow.
that's the fun about defusing, you are never sure if you will make it or not
and your heart goees wiiiiiiiiiiiiiiiiiiiiiiiiild then
and your heart goees wiiiiiiiiiiiiiiiiiiiiiiiiild then
Day by day : http://w.twwwo.be/
haha "the leagues" would have fits because the "don't change anything" carnaval would have a feild day with this one - The idea imo is kinda neat but the carnaval would probably have a good point on this one - most teams listen and/or watch for the plant and check the clock really quick, +30 to what u see and that's when the dyno goes boom.bani wrote:it would dramatically change gameplay and the leagues would throw fits.
Thing that bugs me is the delay in hearing the message sometimes "they've captured the west..." "we've captured the... " "they've caputired the..." "dynamite planted" (meanwhile the dyno has been sitting there for 15 seconds already but u don't hear it because the flag was being contested)
I'd rather have the onscreen osp/rtcw style big bold printing "DYNAMITE PLANTED" that was introduced because of the bug on sub where teams wouldn't hear a plant.
- Fade2Black
- Posts: 34
- Joined: Sun May 16, 2004 12:01 pm
An alternative suggestion would be for an icon to flash on the command map - so people have to look at the map [G] or [L] to see if something had been planted or not.
Then all people would have to do is to check the command map to see if dynamite had been planted near an objective.
Although I prefer this not to be implemented as I try to rely on airstrike cover to mask the sound of my TNT being planted
All I want ET to bring out in their next patch is trip-wires for TNT.
Go on... pls.....
Then all people would have to do is to check the command map to see if dynamite had been planted near an objective.
Although I prefer this not to be implemented as I try to rely on airstrike cover to mask the sound of my TNT being planted
All I want ET to bring out in their next patch is trip-wires for TNT.
Go on... pls.....
Last edited by Fade2Black on Mon Dec 13, 2004 10:50 am, edited 1 time in total.
It's probably a safe assumption that most league players don't want to rely on checking the command map every 15 seconds to see if dyno has been planted somewhere - Still an interesting suggestion but in the end I still strongly beleive a nice big on screen warning that shows the instant the plant was made would be in order.
- Fade2Black
- Posts: 34
- Joined: Sun May 16, 2004 12:01 pm
Or have a hierarchy in the announcer messages, so the most important ones are said immediately, like dynamite planted. (plus the message on screen)
And cancellation of previous messages with FFE.
Instead of
Aborting , can't see target
Aborting , can't see target
Aborting , can't see target
Aborting , can't see target
Ab..Ab..Ab..Aborting, can't see target
And cancellation of previous messages with FFE.
Instead of
Aborting , can't see target
Aborting , can't see target
Aborting , can't see target
Aborting , can't see target
Ab..Ab..Ab..Aborting, can't see target