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Author Topic: Fixing spy  (Read 26314 times)
[BBY] Anonymous[GGI]
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« Reply #540 on: December 21, 2010, 09:31:58 pm »

OUR COMMUNITY IS BETTER THAN (shudders) GG2 FORUMS  ROBLOX.
« Last Edit: December 21, 2010, 09:32:13 pm by [H@M-'x29'] Anonymous » Logged



nealshireman
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« Reply #541 on: December 21, 2010, 10:23:56 pm »

OUR COMMUNITY IS BETTER THAN (shudders) GG2 FORUMS  ROBLOX.
No matter what we do to spy, the community is gonna find something to whine about.
That's true of nearly everything. No point in holding back.

At least our community is a little better than the (shudder) STEAM FORUMS.

and the dosgames.com forums
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♫Sani Sani Disco♫
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« Reply #542 on: December 21, 2010, 10:49:39 pm »

No blood droplets, hp scanner, revolver buff maybe, extended flickering maybe. These are pretty much the most logical suggestions I see gameplay-wise that I can remember seeing. I'm getting old.
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Phantom Brave
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« Reply #543 on: December 22, 2010, 03:12:49 am »

I don't believe the revolver can take a buff.
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BLADE MASTER EEE (EXCITING VERSION)
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« Reply #544 on: December 22, 2010, 03:27:20 am »

The damage buff is only increased by a small amount. What's the concern here? You can't make a post like that and not elaborate.
« Last Edit: December 22, 2010, 03:35:08 am by Mannerly Osprey Poacher » Logged

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« Reply #545 on: December 22, 2010, 03:34:51 am »

I feel like any careable change would be excessive. Its balance is fragile.
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BLADE MASTER EEE (EXCITING VERSION)
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« Reply #546 on: December 22, 2010, 03:45:33 am »

One of the most difficult aspects of infiltrating is judging when an enemy is viable for attack, as your weapons, while very capable, are not nearly as strong as those of most enemies, who can and will end your life very quickly. Being able to see how much health they have left (within a limited range, I assume) and being able to kill relatively quickly is extremely important. If you linger, you'll be found out, and end up a pile of gibs.
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Orpheon
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« Reply #547 on: December 22, 2010, 07:03:58 am »

One of the most difficult aspects of infiltrating is judging when an enemy is viable for attack, as your weapons, while very capable, are not nearly as strong as those of most enemies, who can and will end your life very quickly. Being able to see how much health they have left (within a limited range, I assume) and being able to kill relatively quickly is extremely important. If you linger, you'll be found out, and end up a pile of gibs.
This is enough for the spy. Revolver dmg buff to 28 and hp scanner would be my proposal. Not much else is needed.
« Last Edit: December 22, 2010, 07:07:33 am by Orpheon » Logged

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[BBY] Anonymous[GGI]
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« Reply #548 on: December 22, 2010, 07:51:27 am »

I agree with Orpheon.  c1
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trog
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« Reply #549 on: December 22, 2010, 09:11:49 am »

The new spy works something like this (as far as fixing stabbing along is concerned):

However, the "origin" of the collision line is no longer in the center of the spy, but near the neck and head instead.
Wait, you mean no more stabbing people on boxes? I'd rather have unstabbable sentries...

That just broke tons of cool stabs z8
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trog
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« Reply #550 on: December 22, 2010, 09:14:32 am »

No blood droplets, hp scanner, revolver buff maybe, extended flickering maybe. These are pretty much the most logical suggestions I see gameplay-wise that I can remember seeing. I'm getting old.
I think that'd be enough for 2.3, and if spy is still pretty useless we'll need to start thinking about sappers and a DR.

Also maybe shortening the time after the stab actually attacks. That way it shortens the stab without people having to relearn it.
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[BBY] Anonymous[GGI]
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« Reply #551 on: December 22, 2010, 09:16:23 am »

I don't see how sappers could be useful.  Drolling
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♫Sani Sani Disco♫
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« Reply #552 on: December 22, 2010, 09:21:35 am »

Bah, Feature Request threads always bring out the worst in me. I gave my two cents, spend it well.
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Quote from: mop
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I don't like it.  Nah
Oh, well, you might as well pack up and stop now, because he doesn't like it
Asdf64: "ultros turned me on" - sani 2013
trog
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« Reply #553 on: December 22, 2010, 09:24:05 am »

I don't see how sappers could be useful.  Drolling
Then open your eyes...? How can instantly disabling sentries not be useful? The problem with the current way of dealing with sentries (stabbing them) is that it takes so long and you're just asking for a rocket to the face. With a sapper you could quickly disable the sentry without getting blown up.
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♫Sani Sani Disco♫
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« Reply #554 on: December 22, 2010, 09:37:58 am »

With the knife, you have a chance of killing the sentry and the engie.
The stabs are close enough to instantaneous, so you don't have to worry about getting killed as long as you get the job done.
And the sapper doesn't quite work that way in this game. Sentries build fast, most engies realise this and spam like motherfuckers until their metal is 50 so they can rebuild anyway, all the sapper would do is put a tiny amount of extra strain on the game when it has to decide whether to stab the engie or sap the sentry when they're both on top of each other when you could just stab and get it over with.

I need to take out my stupid detector every once in a while.
« Last Edit: December 22, 2010, 09:39:07 am by /Sani » Logged

Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  Nah
Oh, well, you might as well pack up and stop now, because he doesn't like it
Asdf64: "ultros turned me on" - sani 2013
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