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Author Topic: Fixing spy  (Read 26308 times)
Agh
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« Reply #120 on: November 06, 2010, 07:27:16 pm »

Theres a big difference between spending 30 seconds running around the map, getting behind the enemy, getting into the right position and on the other hand spending 30 seconds waiting for the cloak to recharge, while being of little use and very vulnerable.

Making the recharge this slow is out of question, because it would make the spy literally useless for half its time.
« Last Edit: November 06, 2010, 07:29:28 pm by [GA]Agh » Logged
zhengman777
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« Reply #121 on: November 06, 2010, 07:45:39 pm »

Theres a big difference between spending 30 seconds running around the map, getting behind the enemy, getting into the right position and on the other hand spending 30 seconds waiting for the cloak to recharge, while being of little use and very vulnerable.

Making the recharge this slow is out of question, because it would make the spy literally useless for half its time.

Say you spend the entire 45 seconds running around the map as a cloaked spy. You reach the opponent's base in 30 seconds (very much possible, as most dropped-intel rescues can be reached within the 30 seconds the intel timer allots). You'd still have 15 seconds to plan your path to the intel. Grab it. Run.

Say you're playing more aggressively. You wouldn't need all 45 seconds to find an opponent. Uncloak and shoot, or attempt a backstab. When playing aggressively, you wouldn't constantly be cloaked, thereby saving the energy for the short bursts needed to escape or reposition yourself.

Both scenarios should get people to play the spy more cleverly.

I totally understand what you're saying, though. This is still all very situational. I'd like to think that the sapper/buffs will make it easier to get into a more favorable position within 45 seconds, but there are some unforseeable instances where even a skilled spy gets put at a large disadvantage. Would you agree to doubling the regen rate? That'd mean a 15-second regen.

I don't know. Argh. We could spend all day arguing perfectly valid points. I'd say that it's at least worth a shot. We can quickly remove the feature if it doesn't do anything to improve the game.
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Rommel
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« Reply #122 on: November 06, 2010, 08:00:37 pm »

Limiting cloak does not make a person perform more cleverly or make them better at spy
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Starky
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« Reply #123 on: November 06, 2010, 08:02:05 pm »

We can quickly remove the feature if it doesn't do anything to improve the game.
Or you could test it as a mod or in a beta.
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♫Sani Sani Disco♫
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« Reply #124 on: November 06, 2010, 08:03:13 pm »

Limiting cloak does not make a person perform more cleverly or make them better at spy
It makes them conserve their cloak for when they need it, as opposed to running around with little to no risk at all.
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« Reply #125 on: November 06, 2010, 08:13:35 pm »

So this went from fixing the spy to stopping failspies?
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♫Sani Sani Disco♫
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« Reply #126 on: November 06, 2010, 08:19:54 pm »

Pretty much yeah
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« Reply #127 on: November 06, 2010, 08:26:28 pm »

hm i think it strayed off the original intent of this topic then.

I mean there's always going to be fail (class) in game.
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CandleJack
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« Reply #128 on: November 06, 2010, 08:27:51 pm »

hm i think it strayed off the original intent of this topic then.

I mean there's always going to be fail (class) in game.
It's technically on topic because the methods to fix the spy will make it more popular so they have to nerf it a little I suppose
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« Reply #129 on: November 06, 2010, 08:29:52 pm »

The sapper?

Maybe it might make it a bit popular but what the sapper will do is what you can do now basically.

I think it seems to be a big nerf for a small buff of a sapper.
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♫Sani Sani Disco♫
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« Reply #130 on: November 06, 2010, 08:33:23 pm »

Unless you could like, throw the sappers or something, it would be more like a nerf. With the backstab, you have a slim chance of taking out the Engie, too. With the Sapper, you're fucked when the engie notices your presence.

Just throwing that out there.

That was toward people who think it's a buff btw
« Last Edit: November 06, 2010, 08:34:29 pm by [GA][GU]Sani » Logged

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« Reply #131 on: November 06, 2010, 08:39:22 pm »

Were not the ideas to make the sapper placeable while cloaked too?
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zhengman777
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« Reply #132 on: November 06, 2010, 08:51:52 pm »

Limiting cloak does not make a person perform more cleverly or make them better at spy
It makes them conserve their cloak for when they need it, as opposed to running around with little to no risk at all.
This. People don't seem to be understanding this.

Unless you could like, throw the sappers or something, it would be more like a nerf. With the backstab, you have a slim chance of taking out the Engie, too. With the Sapper, you're fucked when the engie notices your presence.
First of all, I thought we were agreeing that the backstab would supersede the sapper if the engie is in the sentry's hitbox.

Second, the sapper allows the spy to effectively render a sentry useless without the engie noticing and riddling the spy with shotgun rounds. Not only does this extend a spy's life, but when the spy's team comes around and - surprise! - the sentry isn't working, the engineer will be quickly overtaken. A definite buff.

Were not the ideas to make the sapper placeable while cloaked too?
Er, yeah. Another idea would be to give the spy several frames of visibility when placing a sapper (like an automatic cloak/decloak, similar to the backstab animation), so that a campingie would have to check on his sentry pretty frequently if he wants to spot a spy sappin' his sentry.
« Last Edit: November 06, 2010, 08:52:06 pm by zhengman777 » Logged
Rommel
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« Reply #133 on: November 06, 2010, 09:08:53 pm »

Not like an engineer would notice autogun hp dropping or anything
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Clairefox
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« Reply #134 on: November 06, 2010, 09:16:30 pm »

Not like an engineer would notice autogun hp dropping or anything

idk, i never notice the engineer screaming SPY SAPPIN MAH SENTRY in tf2 personally
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