11-06-2009, 09:50 PM | #61 | |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
Quote:
|
|
|
11-06-2009, 10:05 PM | #62 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
|
I've done a few pickups, but none with Elwood :/
__________________
|
|
11-06-2009, 11:03 PM | #63 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Spy, in competitive play, is very map dependent. One map it gets played on is siege.
__________________
#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 11-06-2009 at 11:03 PM. |
|
11-06-2009, 11:18 PM | #64 | |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
|
Quote:
Since they get TOTAL invisibility now, there's no skill involved with trying to root them out if you didn't spot them beforehand. You simply have to spam the shit out of the entire area systematically and hope you get lucky. And that's only if you think a spy is there. He may not be there. Attacking something that you can't see that may or may not be there isn't fun, it's annoying. It doesn't inspire paranoia and fear as some would like to romanticize, it just makes me want give up and go focus on an enemy I can fight without a whole annoying process to find them first. And to anyone who thinks spies aren't a problem, I'll be happy to play a game of hunted with you where I'm a spy. |
|
|
11-07-2009, 08:53 AM | #65 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
Protip:
Good spies lose to average pyros.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
11-07-2009, 08:11 PM | #66 |
D&A Member
Join Date: May 2009
Location: Ruining #pickups
Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
|
People who think spies are useless in competitive play have never played against Drakonal.
Seriously, he's crazy good. I don't even know how he manages to get frontstabs almost every time, or how he sneaks past the front line to begin with. |
|
11-07-2009, 09:00 PM | #67 |
Join Date: Sep 2008
Gametype: Capture the Flag Posts Rated Helpful 2 Times
|
Im confident that cooler, smarter, decisions will prevail when it comes to the spy,and the changes that are coming for that class, of course we shoudnt want it nerfed for those who truly enjoy playing it, but maybe some changes to the tranq and the effects it may have, and possibly some changes to the knife attack damage.
Has anyone ever thought about giving spies a defensive posture by allowing them to see other spies when cloaked, or maybe thats not practical, but I would like to see the NG given the ability to destroy his own sabbed build, which I think is only fair, the spy has already successfully completed his goal of turning the sg against the opposing team, the NG should be able to counter by attacking the build and destroying it before it completely devastates nearby defenses. |
|
11-07-2009, 09:23 PM | #68 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
|
Figure it this way.... the sabotage would bypass the control circuits for the key'd self destruct.
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
|
|
11-07-2009, 11:20 PM | #69 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
|
|
11-07-2009, 11:20 PM | #70 | |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
|
Quote:
I've been playing hours a day in pubs for the past three weeks or so, and I've been owned by a spy, sure, but after that spy owned me, I played vigilantly from there on (in that game) and the spy never got past me unless I was distracted by something more pertinent, was dead, or they took a really long backway. If you have graphics on high, and you don't fall asleep at the keyboard, you'd have to be blind to not see a spy. I see spies even when I'm fighting other players. You have to know how and where to position. Besides, spies like Elwood, Drakonal, Snaple, etc., they don't stealth into bases, they come in disguised, and often times undisguised, and just fuck your shit up. They don't fuck around, because they realize that the way to cap flags is not to waste time, but to die as many times as possible, achieving the maximum amount of progress per death as possible. Your problem is you're judging the game based on pub play, and while pub play is a large part of the game, it's hardly an accurate indicator of balance. Naturally a spy while wreak havoc on ff_hunted... when you have 10+ people to blend in with, the bodyguards have a tough task of guarding the civilian. Here's the shocker, when you play ff_hunted, your goal is to free the civilian, if the assassins are half-way decent, they'll kill the hunted more than he will escape. That's just how it is, it's SUPPOSED to be more challenging for the bodyguards/hunted. I've pulled spies out of complete invisibility in the path, just by using smarts. I was playinf ff_aardvark last night, and I saw a spy approaching in the yard, but I had to move up closer to try and find him. He stopped moving, so I just fired randomly into the yard with my railgun, and pulled him out.
__________________
|
|
|
11-07-2009, 11:22 PM | #71 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
|
Yes, but great spies like Drakonal and Elwood don't waste their time stealthing around a base, they bhop in, possibly grenade jump around, etc.
__________________
|
|
11-07-2009, 11:44 PM | #72 | ||
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
|
Quote:
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
||
|
11-13-2009, 05:08 AM | #73 | |
Join Date: Nov 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
|
Quote:
|
|
|
11-13-2009, 05:21 AM | #74 |
Join Date: Nov 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
|
on second thought, it'd be easier just to add a detonate sabotaged bind for the engi, but perhaps it could be on a 1-2 second timer so the gun has time to shoot a couple people
|
|
11-13-2009, 06:46 AM | #75 |
D&A Member
Join Date: Dec 2007
Posts Rated Helpful 0 Times
|
Honestly, how would a sentry gun become sabotaged if the Engineer keeps it in his line of sight? Engineer is to supposed stay behind and watch the flag. The point of sabotage is to severely punish those engineers who AWOL to the front line to spam EMP's.
If you plan to play offense engineer, just forgo building a gun! There is no shame in doing that. Ask a teammate to take over defense duty. ________ Vapir No2 Last edited by battery; 03-31-2011 at 12:14 PM. |
|
11-13-2009, 01:44 PM | #76 | |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
Quote:
The idea is that once you discover your gun is sabotaged, BEFORE it goes off and starts shooting people, it should count as an enemy so you can damage it. At the moment, you're stuck with a gun you can't do anything with and will eventually own a teammate. |
|
|
11-14-2009, 04:08 AM | #77 | |
Join Date: Nov 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
|
Quote:
|
|
|
11-14-2009, 05:07 AM | #78 | |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
Quote:
I'd like to see the gun take damage from friendly fire when the sabotage has been deployed. The engineer is then faced with a decision whether to destroy the gun or hunt the spy. That's what I meant, in detail, sorry for the confusion. |
|
|
11-14-2009, 06:23 AM | #79 | ||
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
|
Quote:
I like to bring up hunted because the difference there is so obvious. Of course assassins have the advantage. That's the way it was in TFC and it was a challenge. That's the point, I like a challenge, not a foregon conclusion. What I'm complaining about is that a good spy on hunted now is basically like a "win" button. If I'm the spy on hunted, I'd be willing to lay money that I'll win at least 9/10. And I mean ME win, acting as a one-man army regardless of the opposition or teammates on my side. It's that easy. But of course you sometimes have normal games because if the spy is incompetent, he won't make a difference. So what's happened here is that compared to TFC, the team that already had the advantage was given even more of an advantage by having a spy, then in 2.1 given an incredible advantage by the upgrades. In pub play, defense was eroded further in some situations, league play wasn't affected much, and in hunted, balance has been fucked with one competent player. I think it's worth considering all the game modes when talking about balance changes. Quote:
"Since they get TOTAL invisibility now, there's no skill involved with trying to root them out if you didn't spot them beforehand." Last edited by chilledsanity; 11-14-2009 at 06:29 AM. |
||
|
11-14-2009, 12:16 PM | #80 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
|
Total invisibility is only when the spy isn't moving(yes, I know you know that). That pretty much takes that player out of the game for as long as they stand still. That's part of the reason clans don't play like that. In pubs, the difference is almost unnoticable, because it's usually pure chaos.
Even a good spy shouldn't be able to dominate on Hunted, IF the D players are doing their job.... which means LOOKING for anyone/anything that can hurt the Hunted. Hunted is a fun map to play, but you can't expect balanced play on that map in a pub environment. The variable is the skill level of the players.
__________________
Quote:
Friend me on Facebook Follow me on Twitter |
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|