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PostPosted: 22 Feb 2009, 15:17 
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Just making spy health bar showing 100% health for enemy team would make life much easier. And imho if you change weapon as a spy ( primary secondary etc ) enemies should see your disguised character do the same - you change for example to sapper while disguised as pyro, so enemy would see pyro changing to shotgun etc.


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PostPosted: 22 Feb 2009, 15:28 
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Or why not make it the way, that if u disguise u have 100% health, u can switch weapons, u can shoot fake ammo and players of the enemy team can run through you. :|


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PostPosted: 22 Feb 2009, 15:55 
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Imo bumping into enemies must stay ;)


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PostPosted: 22 Feb 2009, 16:48 
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1. turn around every few seconds
2. ????
3. dead spy

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PostPosted: 22 Feb 2009, 19:44 
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[SpA]SonnY BlacK wrote:
Or why not make it the way, that if u disguise u have 100% health, u can switch weapons, u can shoot fake ammo and players of the enemy team can run through you. :|
Letting them run through enemies would be silly ;)

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PostPosted: 22 Feb 2009, 19:52 
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[SpA]Minimoose! wrote:
[SpA]SonnY BlacK wrote:
Or why not make it the way, that if u disguise u have 100% health, u can switch weapons, u can shoot fake ammo and players of the enemy team can run through you. :|
Letting them run through enemies would be silly ;)
orly? :mrgreen:
I liked the idea of shooting fake ammo, But everything that followed would make it impossible to spot a spy, but bumping into one or hitting him randomly.
Otherwise they would look like everyone else, with full health and able to switch weapons.
:18


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PostPosted: 22 Feb 2009, 20:10 
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Youre right both those changes would make spy to hard to detect, but one ( health or weapon change ) would be nice addition.


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PostPosted: 22 Feb 2009, 22:45 
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Health + Shooting fake ammo would be good.

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PostPosted: 22 Feb 2009, 23:56 
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The shooting ammo would make the spy less aproachable from a newb's perspective :?

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PostPosted: 23 Feb 2009, 08:13 
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[SpA]NabNab wrote:
The shooting ammo would make the spy less aproachable from a newb's perspective :?
I don't think so, unless they didn't know how to shoot the fake ammo, then they would be owned. After a few minutes of playing they would be fine, just shoot it near your teammates and all is good.

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PostPosted: 23 Feb 2009, 11:07 
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[SpA]NabNab wrote:
The shooting ammo would make the spy less aproachable from a newb's perspective :?
Ehm, since when was the spy a newbie friendly class?

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PostPosted: 23 Feb 2009, 11:24 
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[SpA]Crovax20 wrote:
[SpA]NabNab wrote:
The shooting ammo would make the spy less aproachable from a newb's perspective :?
Ehm, since when was the spy a newbie friendly class?
Well, you seem to do okay as a spy :18

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PostPosted: 23 Feb 2009, 11:31 
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[SpA]Spikespiegel wrote:
[SpA]Crovax20 wrote:

Ehm, since when was the spy a newbie friendly class?
Well, you seem to do okay as a spy :18
*rofl* :lol:

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PostPosted: 23 Feb 2009, 16:43 
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tbh the whole game is a newbie friendly game :mrgreen: (compared to CoD Series, CS and so on)

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PostPosted: 23 Feb 2009, 17:07 
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tbh most shooters are newbie friendly

Just pointing out that TF2 was designed with a skill progression for playing. Most people start out with heavy/medic/soldier for a reason.

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PostPosted: 23 Feb 2009, 17:30 
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[SpA]Crovax20 wrote:
medic
:cry: :cry: :cry:

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PostPosted: 23 Feb 2009, 18:07 
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[SpA]Blackhawk wrote:
[SpA]Crovax20 wrote:
medic
:cry: :cry: :cry:
:cry:

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PostPosted: 23 Feb 2009, 18:14 
[SpA]Migu wrote:
[SpA]Blackhawk wrote:
:cry: :cry: :cry:
:cry:
noobs :lol:


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PostPosted: 23 Feb 2009, 18:15 
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These are the time now, to make shooters more casual. TF2 is casual and yet rewarding for more skilled players. And its less frustrating, cause you dont die from random headshots done with spray and pray :mrgreen:


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PostPosted: 23 Feb 2009, 18:30 
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Bartg wrote:
And its less frustrating, cause you dont die from random headshots done with spray and pray :mrgreen:
Unless, ofcourse, that Frosty is playing too!

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PostPosted: 23 Feb 2009, 18:47 
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[SpA]Crovax20 wrote:
tbh most shooters are newbie friendly

Just pointing out that TF2 was designed with a skill progression for playing. Most people start out with heavy/medic/soldier for a reason.
To be honest it isn't skill which helps with spy, its knowledge of the maps, skill comes into play when you try and develop your skills with each class, such as never missing a scout with the spy revovler, or double airshotting as soldier. To be *ok* (maybe 1 kpd although thats not good tbh) with soldier you only need a very limited knowledge of the map, especially if you have decent medics on your team.

With spies it's more like knowing the hiding/retreating places on each map, which is a completely different style of play to the classes you listed (although heavy can be used very effectively as an ambush character).

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PostPosted: 24 Feb 2009, 10:15 
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[SpA]Minimoose! wrote:
[SpA]Crovax20 wrote:
tbh most shooters are newbie friendly

Just pointing out that TF2 was designed with a skill progression for playing. Most people start out with heavy/medic/soldier for a reason.
To be honest it isn't skill which helps with spy, its knowledge of the maps, skill comes into play when you try and develop your skills with each class, such as never missing a scout with the spy revovler, or double airshotting as soldier. To be *ok* (maybe 1 kpd although thats not good tbh) with soldier you only need a very limited knowledge of the map, especially if you have decent medics on your team.

With spies it's more like knowing the hiding/retreating places on each map, which is a completely different style of play to the classes you listed (although heavy can be used very effectively as an ambush character).
I wrote something about this post. But then I decided I rather leave him thinking the spy just requires map knowledge! Skill does not equal hitting 100% of the time, although it can be called skill. Skill can encompass more.

Skill:

capacity to do something well; technique, ability. Skills are usually acquired or learned, as opposed to abilities, which are often thought of as innate.

So in effect just knowing the map is already skill. Other than that knowing when to make your move, anticipating enemy movement (even more important for the spy then soldier) are other skills that are needed for the class.

Oh and the hiding spots? Come on everyone and their dog who played tf2 for over 50 hours knows them on each map and will check nooks and crannies if the spy dissappears (hey also a skill!)

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PostPosted: 24 Feb 2009, 19:21 
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[SpA]Crovax20 wrote:
[SpA]Minimoose! wrote:

To be honest it isn't skill which helps with spy, its knowledge of the maps, skill comes into play when you try and develop your skills with each class, such as never missing a scout with the spy revovler, or double airshotting as soldier. To be *ok* (maybe 1 kpd although thats not good tbh) with soldier you only need a very limited knowledge of the map, especially if you have decent medics on your team.

With spies it's more like knowing the hiding/retreating places on each map, which is a completely different style of play to the classes you listed (although heavy can be used very effectively as an ambush character).
I wrote something about this post. But then I decided I rather leave him thinking the spy just requires map knowledge! Skill does not equal hitting 100% of the time, although it can be called skill. Skill can encompass more.

Skill:

capacity to do something well; technique, ability. Skills are usually acquired or learned, as opposed to abilities, which are often thought of as innate.

So in effect just knowing the map is already skill. Other than that knowing when to make your move, anticipating enemy movement (even more important for the spy then soldier) are other skills that are needed for the class.

Oh and the hiding spots? Come on everyone and their dog who played tf2 for over 50 hours knows them on each map and will check nooks and crannies if the spy dissappears (hey also a skill!)
Anticipating enemy movement is needed on every class, especially on soldier, predicting is one of the main skills (movement through the air and general movement of the team), same with scout and demo. Acquired or learned is the same on any class. Its just the spy focuses on the general movement where-as the soldier has to predict the movement of the enemies as projectiles :D

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PostPosted: 24 Feb 2009, 19:37 
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[SpA]Minimoose! wrote:
[SpA]Crovax20 wrote:

I wrote something about this post. But then I decided I rather leave him thinking the spy just requires map knowledge! Skill does not equal hitting 100% of the time, although it can be called skill. Skill can encompass more.

Skill:

capacity to do something well; technique, ability. Skills are usually acquired or learned, as opposed to abilities, which are often thought of as innate.

So in effect just knowing the map is already skill. Other than that knowing when to make your move, anticipating enemy movement (even more important for the spy then soldier) are other skills that are needed for the class.

Oh and the hiding spots? Come on everyone and their dog who played tf2 for over 50 hours knows them on each map and will check nooks and crannies if the spy dissappears (hey also a skill!)
Anticipating enemy movement is needed on every class, especially on soldier, predicting is one of the main skills (movement through the air and general movement of the team), same with scout and demo. Acquired or learned is the same on any class. Its just the spy focuses on the general movement where-as the soldier has to predict the movement of the enemies as projectiles :D
Wait, I never stab people while they are dodging incoming fire from my team? Wish I had splash damage kthnxbye

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PostPosted: 24 Feb 2009, 19:38 
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Stop whining, please!

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PostPosted: 24 Feb 2009, 19:41 
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[SpA]Spikespiegel wrote:
Stop whining, please!
If you got nothing to say, just gtfo.

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PostPosted: 24 Feb 2009, 19:55 
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[SpA]Crovax20 wrote:
[SpA]Minimoose! wrote:

Anticipating enemy movement is needed on every class, especially on soldier, predicting is one of the main skills (movement through the air and general movement of the team), same with scout and demo. Acquired or learned is the same on any class. Its just the spy focuses on the general movement where-as the soldier has to predict the movement of the enemies as projectiles :D
Wait, I never stab people while they are dodging incoming fire from my team? Wish I had splash damage kthnxbye
To be an effective soldier you don't want to rely on splash damage since it does significantly less damage than direct hits, also you can't use splash damage on people flying through the air unless they are unlucky enough to be by a wall while doing it. Also how would you implement splash damage on a spy? Thats like saying on an rpg that you want swords to have splash damage because its unfair that magic spells have it -.- What I'm saying is that you have to adjust your playing style to the assets your character has, rather than constantly whine about the assets he doesn't have.

You never stab people when they are dodging incoming fire from your team? what?

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PostPosted: 24 Feb 2009, 20:29 
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ugh, do I really have to reply to this.

First you talk about skill, and now you talk about something completely different. Sarcasm doesn't ring a bell either.

but fine, spy requires no skill and soldiers requires skill. Next topic please.

Anyhow, this topic has hardly anything to do with the original post anymore. I think my original post is just about a right opinion about the current state of the spy class. I am out of this thread, since its gone down to pointless discussions that don't really have much to do with the OP.

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PostPosted: 24 Feb 2009, 21:08 
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[SpA]Crovax20 wrote:
spy requires no skill
So true :lol:

danger sarcasm

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