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Author Topic: Fixing spy  (Read 26299 times)
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Yeah so now I have an idea


« Reply #300 on: December 05, 2010, 02:59:00 pm »

teams are usually only six people strong

maps are tiny

therefore it's much much easier to spot disguses if you know how to use the scoreboard (since it also shows the classes too)
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[im
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« Reply #301 on: December 05, 2010, 02:59:59 pm »

Part of the reason we want diguises is so that there can be more mind games. Instead of a heavy and medic, it's a spy and combat medic. Instead of 3 - 4 rocketmen, there's some spies in that group too.
But WHY. Any decent spy can mindgame just fine by firing a couple revolver shots off then hiding or returning to base, if people are terrible at spy that's not our job to fix. We should be balancing by what the class NEEDS, not by how bad our player base is.
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« Reply #302 on: December 05, 2010, 03:08:51 pm »

Just because we have one way to use mind games, doesn't mean that should be the only way.
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aptanananananator
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« Reply #303 on: December 05, 2010, 03:14:51 pm »

It also doesn't mean we should add some unnecessary feature that may only confuse. A much better buff would be this:
I'd really just like a slightly faster stab along with the revolver buff.
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« Reply #304 on: December 05, 2010, 03:16:01 pm »

Confuse -> Mindgames = the point.
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Yeah so now I have an idea


« Reply #305 on: December 05, 2010, 03:17:39 pm »

in my opinion, it's a benifit to keep things simple though
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[im
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« Reply #306 on: December 05, 2010, 03:19:29 pm »

Part of the reason we want diguises is so that there can be more mind games. Instead of a heavy and medic, it's a spy and combat medic. Instead of 3 - 4 rocketmen, there's some spies in that group too.
But WHY. Any decent spy can mindgame just fine by firing a couple revolver shots off then hiding or returning to base, if people are terrible at spy that's not our job to fix. We should be balancing by what the class NEEDS, not by how bad our player base is.
I agree with Aptanor, though nobody will really care.
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« Reply #307 on: December 05, 2010, 04:41:12 pm »

Wouldn't icons and text on top of the spy that pretty much double his height look silly too?

Also how does q/c in gg2 not look really stupid? Drolling


I'd rather have the left two rather than the right two.
I'll admit the right two look pretty retarded, but the left two would take up way too much space. Incorporating it into the class sprite would take up a lot less space. Maybe have the class symbol on his suit?


Nobody remember the Tarzan's and JaxOf7's disguise sprites?

I did small changes, I think that would be perfect  c1
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Lloyd
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« Reply #308 on: December 05, 2010, 05:09:20 pm »

If stab speed is increased then the airstab hitbox shouldn't need to be so ridiculously huge anymore to compensate
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« Reply #309 on: December 05, 2010, 05:17:52 pm »

Erm, the stab hitbox is the same for all stabs.
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trog
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« Reply #310 on: December 05, 2010, 05:33:30 pm »

but stab speed increase means relearning it O:
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« Reply #311 on: December 05, 2010, 05:57:32 pm »

but stab speed increase means relearning it O:

 z4
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« Reply #312 on: December 05, 2010, 08:46:14 pm »

Even though disguising as your own team works in TF2, it's really only because you have limited cloak plus the ability to disguise as the opposing team.

I mean, you guys have a point there with the mind games, but honestly, when I see three rocketmen approaching me, I don't shit my pants and change classes. I'll change my own approach and try getting some damage in regardless, but maybe that's just me.
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« Reply #313 on: December 05, 2010, 09:34:51 pm »

Erm, the stab hitbox is the same for all stabs.
I mean the hitbox shouldn't extend so far out anymore
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« Reply #314 on: December 05, 2010, 10:11:37 pm »

Hmm... how about reducing the cooldown time after the actual stab? Might give people more of a chance to deal with any enemies going after them after a stab
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