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[BETA ON] - Team Fortress 2: Now with Playability

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Posts

  • ScreamlineScreamline Registered User regular
    edited September 2007
    All that playtime and I only managed a pair of decent screenshots. Oh well.

    I don't think it's supposed to bend that way...
    owspy-1.jpg

    How can you stay mad at a face like that?
    happyheavy.jpg

    Screamline on
  • SudsSuds Registered User regular
    edited September 2007
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.

    Suds on
    camo_sig2.png
  • PanickdPanickd Registered User regular
    edited September 2007
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.

    I totally agree. But it's a team game. Not a "look I'm a spy so I can rule you all!" game. There should be a price to pay for sapping. And as it is now, it's basically free. I have no problem with a spy rolling in to sap a sentry so that a scout can take intelligence or so his buddies can cap a point. But you shouldn't be able to sap, sap, sap, sap, sap, sap, sap with no consequences. It's an aggressive move and since every other aggressive move blows your cover why doesn't sapping?

    Panickd on
    Truth is beautiful, without a doubt; but so are lies.
  • nlawalkernlawalker Registered User regular
    edited September 2007
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.
    Agreed. Spy is the counter to Engineer - he should kick the Engineer's ass if he knows what he's doing.

    I think that one of the main reasons you can sap without revealing is that you could essentially do it in TFC - one of the best uses of the spy was to take out enemy sentries. Since you could throw grenades without revealing, the Sapper is essentially the refined tool for this tactic.

    On the right map and in the right situation, I have found that a Spy disguised as a Sniper will never be questioned. All you have to to is stand in the right place and strafe back and forth a bit pretending that you are aiming. Getting into position can usually be accomplished with careful cloaking. If the enemy is defending a cap point that's up against a wall, you will likely only be standing around with other snipers, who are too busy aiming to notice you at all. If someone else on your team can snipe an engineer or draw him out, you can sap his turret without anyone even noticing.

    nlawalker on
  • FightTestFightTest Registered User regular
    edited September 2007
    ..

    How can people complain about sapping? Have you ever tried to sap anything with an engineer around? All you do is get shot to shit and then your sapper destroyed.

    Sapping is fucking worthless unless the engineer is AWOL from his shit which happens pretty much never.

    SGs clusters are already a giant fucking hassle to get rid of, sappers are mediocre already.

    FightTest on
    MOBA DOTA.
  • shelakshelak Registered User regular
    edited September 2007
    Panickd wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.

    I totally agree. But it's a team game. Not a "look I'm a spy so I can rule you all!" game. There should be a price to pay for sapping. And as it is now, it's basically free. I have no problem with a spy rolling in to sap a sentry so that a scout can take intelligence or so his buddies can cap a point. But you shouldn't be able to sap, sap, sap, sap, sap, sap, sap with no consequences. It's an aggressive move and since every other aggressive move blows your cover why doesn't sapping?


    You cant forget that the spy is the main counter for SG's, any chances made to the sapper would also have to be reflected on the SG itself or the number of counters it has.

    shelak on
  • DroolDrool Science! AustinRegistered User regular
    edited September 2007
    Panickd wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.

    I totally agree. But it's a team game. Not a "look I'm a spy so I can rule you all!" game. There should be a price to pay for sapping. And as it is now, it's basically free. I have no problem with a spy rolling in to sap a sentry so that a scout can take intelligence or so his buddies can cap a point. But you shouldn't be able to sap, sap, sap, sap, sap, sap, sap with no consequences. It's an aggressive move and since every other aggressive move blows your cover why doesn't sapping?

    The only reason you say this is because you play an engineer. Try playing a Spy for awhile and see how well you actually "rule" everyone. It's a good class, but Spies have their limits. Mainly anyone who is suspicious of them.

    Drool on
  • InquisitorInquisitor Registered User regular
    edited September 2007
    FightTest wrote: »
    ..

    How can people complain about sapping? Have you ever tried to sap anything with an engineer around? All you do is get shot to shit and then your sapper destroyed.

    Sapping is fucking worthless unless the engineer is AWOL from his shit which happens pretty much never.

    SGs clusters are already a giant fucking hassle to get rid of, sappers are mediocre already.

    Wrong, wrong wrong! Sappers are awesome.

    Remember, this is a team game. Turrets don't shoot while they are sapped. If you can keep an engineer busy doing nothing by unsapping his turret over and over, his turret isn't shooting, and your team can move up unmolested by said turret.

    For clarity, I am saying that the spy and sapper are fine as is.

    Inquisitor on
  • ZekZek Registered User regular
    edited September 2007
    Panickd wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.

    I totally agree. But it's a team game. Not a "look I'm a spy so I can rule you all!" game. There should be a price to pay for sapping. And as it is now, it's basically free. I have no problem with a spy rolling in to sap a sentry so that a scout can take intelligence or so his buddies can cap a point. But you shouldn't be able to sap, sap, sap, sap, sap, sap, sap with no consequences. It's an aggressive move and since every other aggressive move blows your cover why doesn't sapping?

    The price to pay for sapping is that one fucking hit from a wrench will cold-cock the Spy.

    Zek on
  • agoajagoaj Top Tier One FearRegistered User regular
    edited September 2007
    The best time to sap is when you have backup from a soldier or heavy, or even to let a scout pass through.

    agoaj on
    ujav5b9gwj1s.png
  • SithDrummerSithDrummer Registered User regular
    edited September 2007
    shelak wrote: »
    kaleedity wrote: »
    That last rush with Cango on 2Fort during Sudden Death was amazing.

    Medic + demoman = surprisingly good?

    demo is basically a slightly modified soldier
    Yeah, with sticky rockets that you can detonate. Oh, and a main impact-explosion gun that is quite harder to aim.

    The aim is a bit off to the right in all the 'slow projectile' weapons. Demoman, Soldier, Medic.

    So just aim with that in mind and you can hit anyone.

    The Demoman main weapon shots dont bounce alot but they roll huge distances.
    Just bounce them in front of you to make them roll. Makes them easier to aim, undodgeable and travel farther.
    Its a sure kill on anyone that meets you in a hallway/close range.
    I know, I'm just sarcastically shooting down the idea that the "demo is basically a slightly modified soldier". The two don't play all that alike at all.

    SithDrummer on
  • MeizMeiz Registered User regular
    edited September 2007
    The learning curve while playing a spy is steep yet when you start gaining experience from mistakes, you become a force to be reckoned with.

    Meiz on
  • shelakshelak Registered User regular
    edited September 2007
    nlawalker wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.
    Agreed. Spy is the counter to Engineer - he should kick the Engineer's ass if he knows what he's doing.

    I think that one of the main reasons you can sap without revealing is that you could essentially do it in TFC - one of the best uses of the spy was to take out enemy sentries. Since you could throw grenades without revealing, the Sapper is essentially the refined tool for this tactic.

    On the right map and in the right situation, I have found that a Spy disguised as a Sniper will never be questioned. All you have to to is stand in the right place and strafe back and forth a bit pretending that you are aiming. Getting into position can usually be accomplished with careful cloaking. If the enemy is defending a cap point that's up against a wall, you will likely only be standing around with other snipers, who are too busy aiming to notice you at all. If someone else on your team can snipe an engineer or draw him out, you can sap his turret without anyone even noticing.

    A sniper trying to aim with a rifle from the hip ? :P

    Anyway, i think over time more players will see the power of the Demoman versus turrets and spy sapping will be less needed.

    shelak on
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    edited September 2007
    Re: rocket-jumping - it also helps to crouch when you jump. That gives you a pretty substantial boost in distance.

    Houk the Namebringer on
  • shelakshelak Registered User regular
    edited September 2007
    Houk wrote: »
    Re: rocket-jumping - it also helps to crouch when you jump. That gives you a pretty substantial boost in distance.

    How so ? crouch mid-air or crouch before you jump-shoot ?

    shelak on
  • durandal4532durandal4532 Registered User regular
    edited September 2007
    Demo-man + medic is a hell of an anti-turrent offense.

    If any demo-man did something besides tell me to heal the heavy, that is.

    durandal4532 on
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  • nlawalkernlawalker Registered User regular
    edited September 2007
    shelak wrote: »
    A sniper trying to aim with a rifle from the hip ? :P

    Anyway, i think over time more players will see the power of the Demoman versus turrets and spy sapping will be less needed.
    Yeah, that is a bit of a giveaway, but other snipers are too busy actually aiming any anyone passing by will simply think you're just getting a look at the situation.

    I've never liked the Demoman, just as a matter of personal preference. Out of all of the classes he's the one that I feel like I can't enter into direct combat with anyone if I had to because his weapons are too clunky. In a way, he's too "specialized" for me. He can put up a good defense, but you have to be able to see your stickies to use them well (except in specialized circumstances like rigging a cap point), but the Engy can put up a good defense too and he has the flexibility to leave his turret if he wants. It's left open to sapping but at least it still does something.

    nlawalker on
  • ScreamlineScreamline Registered User regular
    edited September 2007
    shelak wrote: »
    nlawalker wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.
    Agreed. Spy is the counter to Engineer - he should kick the Engineer's ass if he knows what he's doing.

    I think that one of the main reasons you can sap without revealing is that you could essentially do it in TFC - one of the best uses of the spy was to take out enemy sentries. Since you could throw grenades without revealing, the Sapper is essentially the refined tool for this tactic.

    On the right map and in the right situation, I have found that a Spy disguised as a Sniper will never be questioned. All you have to to is stand in the right place and strafe back and forth a bit pretending that you are aiming. Getting into position can usually be accomplished with careful cloaking. If the enemy is defending a cap point that's up against a wall, you will likely only be standing around with other snipers, who are too busy aiming to notice you at all. If someone else on your team can snipe an engineer or draw him out, you can sap his turret without anyone even noticing.

    A sniper trying to aim with a rifle from the hip ? :P

    Anyway, i think over time more players will see the power of the Demoman versus turrets and spy sapping will be less needed.

    No one suspects the heavy spy in the matches I play. I have no idea why...

    Screamline on
  • PeewiPeewi Registered User regular
    edited September 2007
    Demo-man + medic is a hell of an anti-turrent offense.

    If any demo-man did something besides tell me to heal the heavy, that is.

    Sorry, but what the hell is a turrent?

    Peewi on
  • DiscoZombieDiscoZombie Registered User regular
    edited September 2007
    I think demo and soldier ARE pretty similar. demo is better for getting at things that aren't in a straight line of sight and clearing a room, but soldier is better at brute forcing an entry. when it comes to general explosives spam though, they both get the job done about the same.

    I've seen some people be clever with the sticky bombs though. I was a medic healing a heavy. I had us ubercharged. I watched as a demo put up stickies all around our feet. before I could think to run, the charge fizzled out, he detonated the stickies, and gibs ensued.

    DiscoZombie on
  • WrenWren ninja_bird Registered User regular
    edited September 2007
    are people still saying turrent? thats worse than rouge instead of rogue

    Wren on
    tf2sig.jpg
    TF2 - Wren BF3: Wren-fu
  • grambogrambo Registered User regular
    edited September 2007
    I have been playing the spy 90% of the time, one of my sapping techniques is to get on the opposite side of the sentry/building than the engineer and sap, and then start madly circle straffing around and around as the engineer usually tries to club you with the wrench while also removing the sapper. Or, if they pull out the shotgun, you are hopefully moving fast enough to avoid getting shot. All the while, you keep replacing the sapper forcing the engineer to deal with it. If the building blows up, cloak time.

    The most entertaining moment in TF2 so far for me has been at the "C" cap point on gravelpit where 3 enemy engineers had built sentries along the walkway looking at the cap point tower, along with dispensers (6 buildings total). I came in as an enemy engineer and started going nuts with the sapper, right infront of the 3 engineers. They all started trying to remove them, but couldn't figure out which of the 4 of us was a spy, so I managed to blow up all 6 buildings (probably took about 10 sappers on each). The scoreboard was just a constant string of sappers removed/exploding. I wish I took a demo, it was so frantic.

    Another funny thing (probably mentioned somewhere in these 80 pages) is the 3-handed spy bug. As a spy, cloak and then reload your revolver. One left hand is holding up a watch while another left hand comes out to reload (has this been fixed in one of the patches)?

    grambo on
    grambo..png
  • steeefsteeef Registered User regular
    edited September 2007
    Zek wrote: »
    Panickd wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.

    I totally agree. But it's a team game. Not a "look I'm a spy so I can rule you all!" game. There should be a price to pay for sapping. And as it is now, it's basically free. I have no problem with a spy rolling in to sap a sentry so that a scout can take intelligence or so his buddies can cap a point. But you shouldn't be able to sap, sap, sap, sap, sap, sap, sap with no consequences. It's an aggressive move and since every other aggressive move blows your cover why doesn't sapping?

    The price to pay for sapping is that one fucking hit from a wrench will cold-cock the Spy.
    Yeah, a concerned Engineer won't let anyone near his shit. He's usually got enough time to take out the sapper and then the spy. If you try to take out the engineer, the sentry notices you instantly and you're dead anyway. I've had this happen to me more times than I can count, and usually discourages me from being a spy unless my team is in desperate need of one.

    steeef on
    steeef.png
  • FodderFodder Registered User regular
    edited September 2007
    Screamline wrote: »
    shelak wrote: »
    nlawalker wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.
    Agreed. Spy is the counter to Engineer - he should kick the Engineer's ass if he knows what he's doing.

    I think that one of the main reasons you can sap without revealing is that you could essentially do it in TFC - one of the best uses of the spy was to take out enemy sentries. Since you could throw grenades without revealing, the Sapper is essentially the refined tool for this tactic.

    On the right map and in the right situation, I have found that a Spy disguised as a Sniper will never be questioned. All you have to to is stand in the right place and strafe back and forth a bit pretending that you are aiming. Getting into position can usually be accomplished with careful cloaking. If the enemy is defending a cap point that's up against a wall, you will likely only be standing around with other snipers, who are too busy aiming to notice you at all. If someone else on your team can snipe an engineer or draw him out, you can sap his turret without anyone even noticing.

    A sniper trying to aim with a rifle from the hip ? :P

    Anyway, i think over time more players will see the power of the Demoman versus turrets and spy sapping will be less needed.

    No one suspects the heavy spy in the matches I play. I have no idea why...
    That seems odd to me. On the one hand, the heavy will almost always be carrying his minigun around and not shooting it, but he doesn't really have a good reason to go backwards, and the real heavy is almost always being followed around by groupies hoping to bask in the glory of his muzzle flash.

    Fodder on
    steam_sig.png
  • AcidCatAcidCat Registered User regular
    edited September 2007
    j0hnz3r wrote: »
    I wish I didn't like the Pyro so much since he's not as good as some of the other classes, but fuck if I don't like setting shit on fire. It also helps that I can't aim for SHIT and getting close enough to spray and pray with a giant gout of fire on 2-5 hapless victims is enough to make my night.


    ...*cue Beavis* heh heh, FIRE!, heh heh heh....

    Pyro can be a frustrating class to play ... but when you get that right opportunity it is oh so worth it. Definitely requires some patience until that opportunity presents itself ... and I've found it's hard to resist chasing people with the flamethrower as they kill you .. have to remember that it's best to back off and hide again.

    AcidCat on
  • DiscoZombieDiscoZombie Registered User regular
    edited September 2007
    Peewi wrote: »
    Demo-man + medic is a hell of an anti-turrent offense.

    If any demo-man did something besides tell me to heal the heavy, that is.

    Sorry, but what the hell is a turrent?

    a torrent of turrets?

    DiscoZombie on
  • shelakshelak Registered User regular
    edited September 2007
    I think demo and soldier ARE pretty similar. demo is better for getting at things that aren't in a straight line of sight and clearing a room, but soldier is better at brute forcing an entry. when it comes to general explosives spam though, they both get the job done about the same.

    I've seen some people be clever with the sticky bombs though. I was a medic healing a heavy. I had us ubercharged. I watched as a demo put up stickies all around our feet. before I could think to run, the charge fizzled out, he detonated the stickies, and gibs ensued.

    Yeap and alot of times you can bounce your shots from realy odd places and kills those nasty hiden SG's.

    I just need recall to do it ingame and not after :P

    "*d'oh* i could have bounced them off that wall and killed the SG + engy + all the stuff he had there "
    Fodder wrote: »
    Screamline wrote: »
    shelak wrote: »
    nlawalker wrote: »
    Suds wrote: »
    I like the sentry sapping the way it is. Sometimes the only way to get rid of an entrenched sentry is with a spy.
    Agreed. Spy is the counter to Engineer - he should kick the Engineer's ass if he knows what he's doing.

    I think that one of the main reasons you can sap without revealing is that you could essentially do it in TFC - one of the best uses of the spy was to take out enemy sentries. Since you could throw grenades without revealing, the Sapper is essentially the refined tool for this tactic.

    On the right map and in the right situation, I have found that a Spy disguised as a Sniper will never be questioned. All you have to to is stand in the right place and strafe back and forth a bit pretending that you are aiming. Getting into position can usually be accomplished with careful cloaking. If the enemy is defending a cap point that's up against a wall, you will likely only be standing around with other snipers, who are too busy aiming to notice you at all. If someone else on your team can snipe an engineer or draw him out, you can sap his turret without anyone even noticing.
    That seems odd to me. On the one hand, the heavy will almost always be carrying his minigun around and not shooting it, but he doesn't really have a good reason to go backwards, and the real heavy is almost always being followed around by groupies hoping to bask in the glory of his muzzle flash.

    A sniper trying to aim with a rifle from the hip ? :P

    Anyway, i think over time more players will see the power of the Demoman versus turrets and spy sapping will be less needed.

    No one suspects the heavy spy in the matches I play. I have no idea why...

    Or that strangely slow scout looking at the engys stuff

    shelak on
  • tyrannustyrannus i am not fat Registered User regular
    edited September 2007
    AcidCat wrote: »
    j0hnz3r wrote: »
    I wish I didn't like the Pyro so much since he's not as good as some of the other classes, but fuck if I don't like setting shit on fire. It also helps that I can't aim for SHIT and getting close enough to spray and pray with a giant gout of fire on 2-5 hapless victims is enough to make my night.


    ...*cue Beavis* heh heh, FIRE!, heh heh heh....

    Pyro can be a frustrating class to play ... but when you get that right opportunity it is oh so worth it. Definitely requires some patience until that opportunity presents itself ... and I've found it's hard to resist chasing people with the flamethrower as they kill you .. have to remember that it's best to back off and hide again.

    IE a scout can do more damage than you do in close combat if your target decides to run away. Pyro needs some more love.

    tyrannus on
  • durandal4532durandal4532 Registered User regular
    edited September 2007
    Peewi wrote: »
    Demo-man + medic is a hell of an anti-turret offense.

    If any demo-man did something besides tell me to heal the heavy, that is.

    Sorry, but what the hell is a turrent?

    a torrent of turrets?

    god damn it i hate you all

    Edit: Also, there was a spy that kept trying to get to my sentry gun in one CTF match, but kept picking insane disguises.

    I'm behind the stairs in a dead end. Why would a Heavy, a Sniper, a Soldier, a Scout, or a goddamn Medic be back here?

    Every minute or so it was just "No! Try again."

    durandal4532 on
    Take a moment to donate what you can to Critical Resistance and Black Lives Matter.
  • thorgotthorgot there is special providence in the fall of a sparrowRegistered User regular
    edited September 2007
    My tourette's hard to get rid of.

    thorgot on
    campionthorgotsig.jpg
  • grambogrambo Registered User regular
    edited September 2007
    Screamline wrote: »
    No one suspects the heavy spy in the matches I play. I have no idea why...

    I think it's because you run slower, so spies rarely disguise as the heavy. It's easy to get enemy medics on you as well, but they get suspicious as to why you aren't shooting your gun.

    Another fun one is disguising as an enemy spy (assuming there is one on their team). The enemy just assumes you haven't disguised yet, and they aren't as suspcious about cloak/uncloak behind enemy lines.

    Also disguising as a medic is fun because you can get behind people easier (but you have to kill them fast since they get suspicious of no healing).

    grambo on
    grambo..png
  • nlawalkernlawalker Registered User regular
    edited September 2007
    AcidCat wrote: »
    Pyro can be a frustrating class to play ... but when you get that right opportunity it is oh so worth it. Definitely requires some patience until that opportunity presents itself ... and I've found it's hard to resist chasing people with the flamethrower as they kill you .. have to remember that it's best to back off and hide again.
    I like the pyro too, but I think he suffers from the same problem as he did in TFC - it's too damn hard to get people to ignite. Given that the Pyro really can't do much else, he should be the master of short-but-not-melee-range combat. Even if they nerfed him a bit by reducing fire damage or reducing the amount of time you remain on fire, I think it should be easier to make a quick sweep with the flamethrower and ignite a bunch of people.

    nlawalker on
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    edited September 2007
    shelak wrote: »
    Houk wrote: »
    Re: rocket-jumping - it also helps to crouch when you jump. That gives you a pretty substantial boost in distance.

    How so ? crouch mid-air or crouch before you jump-shoot ?
    Mid-air. My best results have come from a quick 1-2-3 of jump-crouch-shoot. It's all within a second of each other, but not at the same time. I think you want to be at the very edge of a blast for maximum thrust, which is why crouching gives more oomph. I could be wrong on the physics, but jump-crouch definitely gives more distance.

    Houk the Namebringer on
  • shelakshelak Registered User regular
    edited September 2007
    Rentilius wrote: »
    AcidCat wrote: »
    j0hnz3r wrote: »
    I wish I didn't like the Pyro so much since he's not as good as some of the other classes, but fuck if I don't like setting shit on fire. It also helps that I can't aim for SHIT and getting close enough to spray and pray with a giant gout of fire on 2-5 hapless victims is enough to make my night.


    ...*cue Beavis* heh heh, FIRE!, heh heh heh....

    Pyro can be a frustrating class to play ... but when you get that right opportunity it is oh so worth it. Definitely requires some patience until that opportunity presents itself ... and I've found it's hard to resist chasing people with the flamethrower as they kill you .. have to remember that it's best to back off and hide again.

    IE a scout can do more damage than you do in close combat if your target decides to run away. Pyro needs some more love.


    God, i got one of those double-jumping-over-you-non-stop scouts the other day. I had to run away before getting motion sickness while trying to kill him.
    Houk wrote: »
    shelak wrote: »
    Houk wrote: »
    Re: rocket-jumping - it also helps to crouch when you jump. That gives you a pretty substantial boost in distance.

    How so ? crouch mid-air or crouch before you jump-shoot ?
    Mid-air. My best results have come from a quick 1-2-3 of jump-crouch-shoot. It's all within a second of each other, but not at the same time. I think you want to be at the very edge of a blast for maximum thrust, which is why crouching gives more oomph. I could be wrong on the physics, but jump-crouch definitely gives more distance.

    Hmm, i have to try that. The main problem for me was that i was trying to rocket jump too close to my target, so i would hit the wall before rearching maximum height. Now i can Rocket jump to 2Fort battlements as well as B cp in Gravel Pit without any issues

    shelak on
  • evilthecatevilthecat Registered User regular
    edited September 2007
    been playing spy for a while now and in regards to a few posts here:

    sapping is fine and dandy the way it is. if the engineer runs around his stuff whacking away with his wrench, chances are you're going to get bonked. If you're trying to take out 3 guns, 3 dispensers and other stuff chances are 2 will repair stuff you're sapping while the third while shoot you in the face.
    If there's a defensive demoman nearby, lollers, forget it.

    in regards to disguises:

    I find using classes that are "action-orientated" a bad choice. medic, heavyweapons, scout fall in this category. nothing screams "SPY" like a medic not healing anyone. my preferred classes to mimic are ones that no one else really cares about or understands. Snipers, pyros and soldiers are classes that I have the most success with. Disguising as an engineer or spy is possible but very situational. I can't agree with screaming "medic" as that prompts everyone in the near vicinity to start shooting.
    And, I thought FF would be a bonus to being a spy ... BOY was i wrong.

    evilthecat on
    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
  • XenoXeno Registered User regular
    edited September 2007
    Question: As a spy, if you disguise as a scout, do you move as fast as the scout? Also, if you disguise as a heavy, do you move as slow as one?

    Xeno on
  • nlawalkernlawalker Registered User regular
    edited September 2007
    Xeno wrote: »
    Question: As a spy, if you disguise as a scout, do you move as fast as the scout? Also, if you disguise as a heavy, do you move as slow as one?
    I believe that you will move the same speed as classes slower than the Spy, but you can't move faster than the Spy's undisguised speed (if you disguise as a Scout, you'll move as fast as a Spy. If you go Heavy, you'll move as fast as a Heavy).

    nlawalker on
  • shelakshelak Registered User regular
    edited September 2007
    Xeno wrote: »
    Question: As a spy, if you disguise as a scout, do you move as fast as the scout? Also, if you disguise as a heavy, do you move as slow as one?

    You can only slow down. So if you disguise as a scout, you will be slower then a scout, but as a heavy you will have the same speed he has.

    shelak on
  • kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited September 2007
    Xeno wrote: »
    Question: As a spy, if you disguise as a scout, do you move as fast as the scout? Also, if you disguise as a heavy, do you move as slow as one?

    disguise as the slower classes and you move slower

    disguise as the faster classes and you gain no speed

    yes, spies disguised as scouts can be easy to pick out.

    slooow

    and the hwguy disguise is great against hw-heavy teams. Just get to a point in their base or on their side where you're in one of the lanes from their spawn, and their team will love you till you backstab the other heavies.

    kaleedity on
  • EchoEcho ski-bap ba-dapModerator mod
    edited September 2007
    Scouts double-jumping all over the place and you as a heavy getting a nice mid-air shot that sends him into orbit. <3

    Echo on
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