The thing is, I'm pretty damn good at spy sweeping. I notice when I hit an invisible wall, and I'm constantly checking my back. But the "shadow" effect of being near a cloaked spy just doesn't happen as often as it should. I've been guarding a narrow hallway and had a spy run right next to me to get behind for the backstab, and I never saw any shadows of him being near. That annoys me.
And with how you don't see a spy until like half a second before he stabs you dead -- there are plenty of times where I was checking my back every 3 seconds or something and got backstabbed between that. You can't expect someone to spin in circles the entire time.
As for Pyro vs Medic -- maybe it's just that my X2 3800+ is slightly sluggish, but shotgun does shit damage for me for some reason. I'll place all 6 shots well-aimed into their chest from within 10ft and not a get kill a lot of times. Or just flat-out the shotgun doesn't do enough damage to beat the healing of the blut. It's one of the reasons I also don't always pull out the shotgun against a Pyro -- half the time I'm better off not wasting the swap time and just burning them down.
I love being spy and faking like I'm actually watching the other team. Most people spy-fire-check for a little, then focus on enemies again. If I'm disguised as Sniper, it seems to work really well, being able to stabby stab them when they start moving up.
Same goes for Heavy vs Pyro. Pyro should lose if he rushes headon into the heavy, but if he sneaks up on the heavy, he has a good, fighting chance at winning if he's skilled enough.
This kind of bothers me that this so rarely happens now. I can be using the backburner, get a good second and a half of point blank flames on a heavy, and I know if he turns around I'm fucked. It shouldn't nearly as bad as before with the +50 HP but I'd like to win a little more often.
Why do you still refuse to take advantage of the Axtinguisher? Ambushing a heavy with the Axtinguisher is a guaranteed kill unless he's fully overhealed, in which case you still have an easy 70-80 percent chance of success. It's so effective it's practically unsporting.
Same goes for Heavy vs Pyro. Pyro should lose if he rushes headon into the heavy, but if he sneaks up on the heavy, he has a good, fighting chance at winning if he's skilled enough.
This kind of bothers me that this so rarely happens now. I can be using the backburner, get a good second and a half of point blank flames on a heavy, and I know if he turns around I'm fucked. It shouldn't nearly as bad as before with the +50 HP but I'd like to win a little more often.
Why do you still refuse to take advantage of the Axtinguisher? Ambushing a heavy with the Axtinguisher is a guaranteed kill unless he's fully overhealed, in which case you still have an easy 70-80 percent chance of success. It's so effective it's practically unsporting.
I wouldn't say it's guaranteed. Now if the heavy hasn't spun un and you get the flames started, of course. But I've taken out many pyros that pulled out the ax after lighting me up and took them down if I was already spun up.
You know I was just thinking about how the "original" TF2 concept had strategic map weirdness and a "commander" player and various things (and volumetric pyro fire but that's another story)
But a pre-match planning overlay in the interactive briefing or whatever they called it sure would've helped let engineers know how to best place SGs despite never having played the map before
Sure, but I've played 846 fps with shotguns and none with a flaregun (or sandvich). That is enough for me to have the thing equipped full time in pub play. Plus, I liken it to a fun minigame to see how many people I can get on fire at a time.
The thing is, I'm pretty damn good at spy sweeping. I notice when I hit an invisible wall, and I'm constantly checking my back. But the "shadow" effect of being near a cloaked spy just doesn't happen as often as it should. I've been guarding a narrow hallway and had a spy run right next to me to get behind for the backstab, and I never saw any shadows of him being near. That annoys me.
And with how you don't see a spy until like half a second before he stabs you dead -- there are plenty of times where I was checking my back every 3 seconds or something and got backstabbed between that. You can't expect someone to spin in circles the entire time.
As for Pyro vs Medic -- maybe it's just that my X2 3800+ is slightly sluggish, but shotgun does shit damage for me for some reason. I'll place all 6 shots well-aimed into their chest from within 10ft and not a get kill a lot of times. Or just flat-out the shotgun doesn't do enough damage to beat the healing of the blut. It's one of the reasons I also don't always pull out the shotgun against a Pyro -- half the time I'm better off not wasting the swap time and just burning them down.
Spies have it hard enough. They don't need a wider range to get detected in. And spies can't attack for a full 3 seconds after decloaking, so they really can't stab you from invisibility. That's not saying you're not going to get backstabbed now and again, but really you need to give spies more credit. It's far from EZ-mode.
and I'm sorry to say, but the shotgun does 80-90 damage per shot. If you're not killing someone you've already set on fire with 2-3 shots then it's not the gun's fault. And if you're shooting a medic then don't run in a straight line so their needles, which are projectiles and delayed, won't hit you. Don't chase a medic down whose got his needlegun fixed on you unless you're close enough to do point blank damage, cause you're just giving him his health back. Really, unless you're going through a group of players from behind you should never be running straight forward or back. Strafing is the key to success.
Just got my K.G.B.. Heavy might well be my new second-favorite class (nothing will ever displace the Medic as my ability set of choice), but a lot of that has to do with getting such great medics to back me up. I would not be able to kill six guys and take the point (as happened on Well tonight) without someone warning me when a pyro's coming up behind me. PA Medic Corps!
I've been running the inverse of the de facto standard medic layout (Syringe Gun, Kritzkrieg, Bonesaw), and it's actually working out pretty well for me. I tend to be more aggressive than a Medic ought to be, so at least picking all the offensive options means that when I drop everything and rush someone there's a chance, however slim, of it actually working.
Kupi on
My favorite musical instrument is the air-raid siren.
The decrease in the charge time for the kritz was a really effective strategy. Before you'd have maybe one medic with it some of the time, but now I see it pretty much every round.
Although the Kruber has reduced charge time, situations where it's really effective as a solo medic in 12v12 games are few and far between. When paired with a heavy it's devastating, yet survivability against a zerg of rockets/pipebombs/stickys kinda sucks. I only opt for it in lower population games, or if there are 2-3 other medics with regular medigun.
Fiziks on
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PharezonStruggle is an illusion.Victory is in the Qun.Registered Userregular
I've never actually had a decent Kritz run. Eric totally wasted my Kritz the other day as soldier.
And for some reason we had 3 medics on the team, all with the Kritzkrieg, and I forgot to swap out for the normal medigun every single time I respawned.
Having to choose between weapons for Medic is killer to the team. X.x
I think you're severely underestimating the raw damage a kruber'd person can do. Heavier classes can mop up hallways with ease while the lighter ones can tear up single targets getting close to your invuln medic. It all comes down to whether or not they act like they're getting invuln instead of just shooting normally.
Spies have it hard enough. They don't need a wider range to get detected in. And spies can't attack for a full 3 seconds after decloaking, so they really can't stab you from invisibility. That's not saying you're not going to get backstabbed now and again, but really you need to give spies more credit. It's far from EZ-mode.
and I'm sorry to say, but the shotgun does 80-90 damage per shot. If you're not killing someone you've already set on fire with 2-3 shots then it's not the gun's fault. And if you're shooting a medic then don't run in a straight line so their needles, which are projectiles and delayed, won't hit you. Don't chase a medic down whose got his needlegun fixed on you unless you're close enough to do point blank damage, cause you're just giving him his health back. Really, unless you're going through a group of players from behind you should never be running straight forward or back. Strafing is the key to success.
It doesn't really work that way. It takes 3 seconds to uncloak, but on the enemy player's screen you literally are only visible for about half a second "as the knife is swinging" could you say. I've seen this many many times so you can't tell me thats not how it works. And I play with a sub-50ms ping so it's not lag.
And my point with detecting spies is -- if "brushing shoulders" isn't close enough to detect one, what is?
As far as I know, the "shadow" you're talking about doesn't occur when you're near the enemy spy, it's when you're touching them, AKA when you're brushing shoulders with them, or run straight into their face.
If you run into one, even if you're unable to kill it, you should be yelling "SPY!" so all your teammates to look out for the spy (Hence Team Fortress, again).
The spies who are good enough to dodge through all of you guys are the ones who deserve to get at least one backstab anyway.
Posts
It stopped the update and didn't bother to restart it.
So now I have to start it ALL OVER AGAIN.
WHAT THE FUCK STEAM.
It works fine on iTunes, so I wonder what's wrong.
And with how you don't see a spy until like half a second before he stabs you dead -- there are plenty of times where I was checking my back every 3 seconds or something and got backstabbed between that. You can't expect someone to spin in circles the entire time.
As for Pyro vs Medic -- maybe it's just that my X2 3800+ is slightly sluggish, but shotgun does shit damage for me for some reason. I'll place all 6 shots well-aimed into their chest from within 10ft and not a get kill a lot of times. Or just flat-out the shotgun doesn't do enough damage to beat the healing of the blut. It's one of the reasons I also don't always pull out the shotgun against a Pyro -- half the time I'm better off not wasting the swap time and just burning them down.
Why do you still refuse to take advantage of the Axtinguisher? Ambushing a heavy with the Axtinguisher is a guaranteed kill unless he's fully overhealed, in which case you still have an easy 70-80 percent chance of success. It's so effective it's practically unsporting.
the what?
Maybe he'll be reunited with his wife, Brunch, and his daughter, Breakfast, in the afterlife.
I wouldn't say it's guaranteed. Now if the heavy hasn't spun un and you get the flames started, of course. But I've taken out many pyros that pulled out the ax after lighting me up and took them down if I was already spun up.
Also, rentillius needs some guest pants.
But a pre-match planning overlay in the interactive briefing or whatever they called it sure would've helped let engineers know how to best place SGs despite never having played the map before
I can do it on a good day, but it kinda depends on the map. It's actually pretty easy when you get 2 points per backstab.
get your own starcraft 2 signature at sc2sig.com
Aw
I'm pretty sure the flaregun's main purpose in life is to piss off snipers
Which is a worthy cause but man, I find myself pining for the shotgun when I do equip the damn thing
me too but I think that was just a coinky dink
Yah I've been saying redonkulous for years. But I do now think of you, duld, when I say it now.
Spies have it hard enough. They don't need a wider range to get detected in. And spies can't attack for a full 3 seconds after decloaking, so they really can't stab you from invisibility. That's not saying you're not going to get backstabbed now and again, but really you need to give spies more credit. It's far from EZ-mode.
and I'm sorry to say, but the shotgun does 80-90 damage per shot. If you're not killing someone you've already set on fire with 2-3 shots then it's not the gun's fault. And if you're shooting a medic then don't run in a straight line so their needles, which are projectiles and delayed, won't hit you. Don't chase a medic down whose got his needlegun fixed on you unless you're close enough to do point blank damage, cause you're just giving him his health back. Really, unless you're going through a group of players from behind you should never be running straight forward or back. Strafing is the key to success.
This seems to have gotten lost in the Heavy vs Pyro match of the century posts.
He gets so mad.
Reminds me of Cliffhanger.
I've been running the inverse of the de facto standard medic layout (Syringe Gun, Kritzkrieg, Bonesaw), and it's actually working out pretty well for me. I tend to be more aggressive than a Medic ought to be, so at least picking all the offensive options means that when I drop everything and rush someone there's a chance, however slim, of it actually working.
And for some reason we had 3 medics on the team, all with the Kritzkrieg, and I forgot to swap out for the normal medigun every single time I respawned.
Having to choose between weapons for Medic is killer to the team. X.x
That it was Pharezon.
GG last night/this morning, too, with the all engie tomfoolery. Were you with them or were you on my team? I wish I took some screenshots of that...
It doesn't really work that way. It takes 3 seconds to uncloak, but on the enemy player's screen you literally are only visible for about half a second "as the knife is swinging" could you say. I've seen this many many times so you can't tell me thats not how it works. And I play with a sub-50ms ping so it's not lag.
And my point with detecting spies is -- if "brushing shoulders" isn't close enough to detect one, what is?
If you run into one, even if you're unable to kill it, you should be yelling "SPY!" so all your teammates to look out for the spy (Hence Team Fortress, again).
The spies who are good enough to dodge through all of you guys are the ones who deserve to get at least one backstab anyway.