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Author Topic: Multistab (Balance) [FINISHED]  (Read 4263 times)
Phantom Brave
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« Reply #90 on: January 30, 2012, 01:12:09 am »

there are no other tauntkills in gg2 and cloaking is already an exceptional thing, having a tauntkill that takes you out of cloak is clunky and unintuitive
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« Reply #91 on: January 30, 2012, 01:33:18 am »

Maybe a 'hold' system then? click to stab, hold to sweep?
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« Reply #92 on: January 30, 2012, 02:47:27 am »

unintuitive
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« Reply #93 on: January 30, 2012, 02:58:35 am »

unintuitive

I don't see why. We seem to be fine with exceptional cases with other classes, such as the pyro flaregun requiring clicking M1 and M2 at the same time.
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« Reply #94 on: January 30, 2012, 03:00:14 am »

The fencing taunt wasn't even supposed to be a taunt kill. Fuck valve for ruining my favorite party taunt.
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« Reply #95 on: January 30, 2012, 03:16:17 am »

Now back to the original thread topic

Having an instakill attack with an AoE attribute is a horrible idea. It doesn't matter how long the taunt lasts, people have shown that they can time stabs correctly and essentially destroy a team on their own. If we make it so we can't initiate tauntkills in the air, they'll find a way around that to create a more deadly version of air stabbing. You know, like they did before airstabbing was a thing. Moderate damage on multiple targets, not a problem. Instakill on multiple targets, I don't see how you people can't possibly see that becoming an issue.
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« Reply #96 on: January 30, 2012, 09:25:28 am »

*facepalm* Sani, we've been talking about the damage variant. Or, at least I have.
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« Reply #97 on: January 30, 2012, 09:27:36 am »

Oh, also if a hold selection is unintuitive, make it so that if you press m2 in the first few frames of the stab, it switches to the sweep.
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« Reply #98 on: January 30, 2012, 09:45:03 am »

simple
make the stab mask count how many people it kills

There's the corner case where certain intended targets get by scott-free because they were the last ones spawned and the other 2-3 players get killed instead.

A way to ensure that order-of-spawning has absolutely 0 influence on this is to give the stab a decent amount of damage, depending on how many people killed in a single stab we think is reasonable, and then divide the damage based on how many targets it connects with (provided that they aren't obstructed by a wall of some sort).

If there's just a bunch of people and you're taking a dive, it'd deal a decent chunk of damage to all of them instead of running the possibility of killing the ones you didn't give a damn about. Yes, it reduces the amount of kills you get, but it takes away that reliance on spawn order.
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« Reply #99 on: January 30, 2012, 01:20:48 pm »

simple
make the stab mask count how many people it kills

There's the corner case where certain intended targets get by scott-free because they were the last ones spawned and the other 2-3 players get killed instead.

A way to ensure that order-of-spawning has absolutely 0 influence on this is to give the stab a decent amount of damage, depending on how many people killed in a single stab we think is reasonable, and then divide the damage based on how many targets it connects with (provided that they aren't obstructed by a wall of some sort).

If there's just a bunch of people and you're taking a dive, it'd deal a decent chunk of damage to all of them instead of running the possibility of killing the ones you didn't give a damn about. Yes, it reduces the amount of kills you get, but it takes away that reliance on spawn order.
I like this.
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« Reply #100 on: January 30, 2012, 02:09:32 pm »

simple
make the stab mask count how many people it kills

There's the corner case where certain intended targets get by scott-free because they were the last ones spawned and the other 2-3 players get killed instead.
I know this, and I don't have a problem with it. There's no way for the spy to be able to always kill only the targets he wanted to when he goes to stab them, and we want them to actually kill people (distributing stab damage across people is a bad idea), so we might as well go with the people who've been alive the longest and so are most likely to be the most obnoxious/detrimental to the spy's team.
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« Reply #101 on: January 30, 2012, 09:43:36 pm »

Oh, also if a hold selection is unintuitive, make it so that if you press m2 in the first few frames of the stab, it switches to the sweep.
I feal we need to completely throw out the idea of a "tuant kill" it will just make the Spy more complicated and in general mess things up.
simple
make the stab mask count how many people it kills
There's the corner case where certain intended targets get by scott-free because they were the last ones spawned and the other 2-3 players get killed instead.
While the Spy's knife is supposed to be a surgical strike to the enemies vital players if the Spy can always hit the Medic it will screw the whole thing up. To actually get something done with the knife you should have t be skilled with it, not just jump off a ledge randomly stabing into the rush and hit the most important players every ttime.
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« Reply #102 on: January 30, 2012, 10:30:26 pm »

Well, the multistab/sweep is (supposedly) higher risk for a slightly higher reward. Initiating it forces you to sit still for longer and be visible for a little longer (at least in the current idea, afaik) to deal a spread amount of damage rather than kill. In reality, the spy will likely die after completing this, due to the team knowing there's a spy behind them.
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Phantom Brave
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« Reply #103 on: January 30, 2012, 11:30:37 pm »

stop talking about a separate sweep attack it is not going to happen (╯‵Д′)╯彡┻━┻)゚Д゚)彡☆
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« Reply #104 on: January 30, 2012, 11:43:01 pm »

Why. Not. You never gave a decent reason for having it be a seperate attack other than a simple 'unintuitive'.
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