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Author Topic: Fixing spy  (Read 26334 times)
♫Ozoh
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« Reply #90 on: November 05, 2010, 02:18:40 pm »

Uh
What about the failspies ? Won't those buffs make Spy even more popular ?

I think the main reason why the spy is such a popular choice for newbies is that you can't been seen when cloaked.

And you can stay cloaked.

Forever. z8 Without helping out combat or anything.

Here's a radical proposition: why not have a cloak meter for ordinary cloaking? Was there a problem with having one before?
If there's no infinite cloack, people will start failspying more.
You know, there's much more possibilities to get damaged in 2d shooter than in 3d shooter.
And there are less escaping ways if someone sees you.
I am in with the 2-sec-invincibility.
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Agh
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« Reply #91 on: November 05, 2010, 03:00:48 pm »

Here's a radical proposition: why not have a cloak meter for ordinary cloaking? Was there a problem with having one before?
Because most maps have almost no places for safe uncloaking.
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Clairefox
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« Reply #92 on: November 05, 2010, 04:18:49 pm »

If you're going to shoot down the dead ringer idea, please do the following things

1. give valid reasons why
2. suggest other ideas to help out the class become more useful

don't just NO IT WONT WORK I DONT LIKE SPIES ANYWAYS DONT BUFF THEM PLZ
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Lemonade
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« Reply #93 on: November 05, 2010, 04:29:38 pm »

↑ and same applies if you support the idea to add more to the list of advantages and at the same time keep suggesting more interesting twists in case the DR is a fail.
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Dusty
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« Reply #94 on: November 05, 2010, 05:23:26 pm »

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no safe spots for uncloaking
That is part of the most stupid argument ever. 'oh, well the maps don't support this, let's not do it'  You do realize that people can start redo-ing maps as soon as that's implemented right?
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RebelINS
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« Reply #95 on: November 05, 2010, 05:28:29 pm »

all maps won't have safe places to uncloak because everything is visible barring passive invisibility. the only time you can safely uncloak is if you make sure you're in front of no one.

therefore, what agh said is true. it's relatively easy for spies to uncloak in tf2 because it is 3d, there are metal pickups to restore meter, and there are generally more flanks in the map designs (an offshoot of 3d really).
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Agh
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« Reply #96 on: November 05, 2010, 09:23:57 pm »

What about the suggestion to let the spies see the enemies' health?
I think it's a great idea because, it will make spy more skill- and less luck-dependent. Also it's based on tf2 and easy to implement.
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Alfred
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« Reply #97 on: November 05, 2010, 09:48:04 pm »

Yeah, I liked that. Added it to my mod a while back too.
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« Reply #98 on: November 06, 2010, 01:40:00 am »

I remember the original discussion about that. I don't really like the idea because it would give spies so many near-risk-free situations to abuse. Invisibility already allows them two free shots before the enemy can even react, do they really need a tool that will let them make "safe" ambushes? Having to spycheck all the way across the map is already somewhat centralising.

Here's a crazy idea though: How about if a spy dies without firing a single shot or earning a single point on one life, the player is forced to play a different class for the rest of the match?
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Buraito Supāku
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« Reply #99 on: November 06, 2010, 02:57:01 am »

I remember the original discussion about that. I don't really like the idea because it would give spies so many near-risk-free situations to abuse. Invisibility already allows them two free shots before the enemy can even react, do they really need a tool that will let them make "safe" ambushes? Having to spycheck all the way across the map is already somewhat centralising.

Here's a crazy idea though: How about if a spy dies without firing a single shot or earning a single point on one life, the player is forced to play a different class for the rest of the match?
Nah. That's a bad idea.
what if two snipers shoot you as soon as you leave the spawn? You'll probably ragequit.
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Clairefox
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« Reply #100 on: November 06, 2010, 03:18:40 am »

Here's a crazy idea though: How about if a spy dies without firing a single shot or earning a single point on one life, the player is forced to play a different class for the rest of the match?

I love you Lloyd.
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Lemonade
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« Reply #101 on: November 06, 2010, 05:31:29 am »

I would love to see a server popping out the message "You have been kicked from the server.
Reason : Chose Spy while your team already had 2 and no Medic." to a failspy.

*herm*

Actually, hiding could work with, errr, say, map entities that, when touched, hide a part of your character, and some revealing it again. You could cover a crate with the former and around it with the latter, and then spies could hide behind it. :0
</shitty idea>
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♫Ozoh
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« Reply #102 on: November 06, 2010, 06:10:45 am »

Actually, hiding could work with, errr, say, map entities that, when touched, hide a part of your character, and some revealing it again. You could cover a crate with the former and around it with the latter, and then spies could hide behind it. :0
</shitty idea>
No that'd be great idea, you should post it to GB section.
When you jump on a crate, then press 's' , the magic key, you will go behind the crate, and when you jump, you'll get
back up. (Spy only, and you can't shoot when you're behind.)
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« Reply #103 on: November 06, 2010, 08:49:55 am »

There is such thing as a "fail every class", so if you're going to add an inhibitive change to one class, you add it to all classes. You guys are so fixated on fixing failspies it's ridiculous. If the bad player isnt sucking it up with spy, they're going to suck it up with one of the other nine classes. You can't change game mechanics to suddenly make bad players not as bad, unless it's a direct change to infinite cloak.
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Blazephlozard
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« Reply #104 on: November 06, 2010, 09:05:59 am »

at least make some kind of limit, maybe one minute of cloak? that's more than enough time to make it across any map.
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