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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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nice one bro :)
Snipers don't really need anything to upgrade them, they seem fine as they are, although they may need help depending on what the other classes get as alternative weapons... maybe as a different melee weapon, he can use his hat James Bond Oddjob style ;)

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Thu Oct 16, 2008 1:05 pm 
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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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sniper rifle shots not as powerful but smg more powerful :P

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Thu Oct 16, 2008 1:19 pm 
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Wouldn't really work for obvious reasons.

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Thu Oct 16, 2008 2:34 pm 
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The next update won't be for a while.

And yeah, you can't have tradeoffs with other weapons, lol. Then again, that's probably as serious as your VAC ban suggestion.

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Thu Oct 16, 2008 3:38 pm 
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Hmmm....

Maybe a larger shot radius, but a far weaker bullet (so you dont have to take as much time with each shot) or something? The SMG could be changed for something more sniper like... Or maybe he could have a health replenish item aswell? I see very few snipers USE the SMG, most of the time the machette is a better choice...

And for the spy, i prefer the poisoning idea to the gorrotting... It makes more sense.

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Thu Oct 16, 2008 4:56 pm 
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All I want is running speed of a medic and 15-20 seconds of cloak rather than 10.

Still, those would probably be too much. :P

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Fri Oct 17, 2008 7:52 am 
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Met your not allowed any upgrades, theres too many "SPY IS OVERPOWERED ZOMG BAN HIM" posts ;)

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Fri Oct 17, 2008 1:10 pm 
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Metritutus wrote:
All I want is running speed of a medic and 15-20 seconds of cloak rather than 10.

Still, those would probably be too much. :P


no its not, so long as spy as 12 health and no disguise ability ;p

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Fri Oct 17, 2008 1:16 pm 
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It would be understandable as Spy is the hardest and most underpowered class of all to play as. People who post such things about it being overpowered have obviosuly not tried to play Spy that much and not relaised how difficult the job really is. Either that or they are just stupid and get stabbed easily :P

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Fri Oct 17, 2008 4:45 pm 
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Spy isnt that hard to play well....

Its only hard on servers where people actually realise spies are being around... Me and Metty went on one server so i could play Spy, and I was top of the list on our team by miles (even better than Met). It's only hard when you're playing decent people. And there are far more noobs than decent people out there...

and OHKO's are overpowered in all games tbh....

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Fri Oct 17, 2008 4:58 pm 
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I find spies have a hard time on the servers I play, everyone knows to spy check. Random servers are full of noobs who deserve to get stabbed if they don't spycheck.

And it's not overpowered, it's just as overpowered as any crit melee (only 2 class can survive that, a soldier and a heavy, and the soldier is only just), headshots, the ubercharge (OMG, I CANT HURT YOU!), crit rockets (see crit melee), the kritzkrieg (OMG, everyone is teh deadzorz!) etc etc

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Fri Oct 17, 2008 5:18 pm 
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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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who cares, u respawn anyway :P

+ the more powerful a spies upgrades, the more people will spycheck, making it harder to play, etc etc.

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Fri Oct 17, 2008 5:20 pm 
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They need to be sidegrades, not upgrades, so it shouldn't make the spy any more dangerous.

As for increased cloak time, I'm pretty sure it's designed so that it's enough for the official maps, atleast.

And increased running speed would be a big problem, completely breaks the spy vs pyro/engineer mechanics.

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Fri Oct 17, 2008 5:26 pm 
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Skillers wrote:
They need to be sidegrades, not upgrades, so it shouldn't make the spy any more dangerous.

As for increased cloak time, I'm pretty sure it's designed so that it's enough for the official maps, atleast.

And increased running speed would be a big problem, completely breaks the spy vs pyro/engineer mechanics.


Most of the time, if a pyro flames a spy, increased running speed would be useless, as the spy would die regardless. It would be more of a thing for chasing down people to backstab, rather than having to cut corners all the time.


And yea Dave, that was an epic time. I was like O_O

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Fri Oct 17, 2008 6:46 pm 
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If Spies could run as fast as Medics, that would help them chase down their foes to backstab them and the increased speed will not help them get away from Pyros- same as Medics, once on fire you are dead regardless of where you try to run, the increased speed just isn't enough to get you out of the Pyro's flamethrower range before you get killed as the flamethrower does maximum damage to everything in its range. If you do somehow manage to get away from the flamethrower, the Pyro still has a shotgun which will kill you or a flare gun to increase the burning time. Typically by the time you are out of range, you are on 20hp and still burning by which time in 5 seconds you are dead anyway. And even if you try to cloak you will still be on fire and dead before you can reach health (always happens to Medics and will do so to Spies).

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Sat Oct 18, 2008 11:47 am 
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"the flamethrower does maximum damage to everything in its range" That's wrong, they readded fallback soon after the update. Not as much as before, but there is some.

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Sat Oct 18, 2008 1:20 pm 
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Skillers wrote:
"the flamethrower does maximum damage to everything in its range" That's wrong, they readded fallback soon after the update. Not as much as before, but there is some.

readded?
Either way it is still enough to kill anything in range before they can get out of range and even if the Spy gets a health pack, no doubt the Pyro will still be on the Spy's tail and imediately set the Spy on fire afain to keep him on fire until the Spy inevitably dies. The speed will only let the Spy be able to stab easier, not improve his ability to escape from Pyros.

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Sat Oct 18, 2008 3:48 pm 
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They removed flamethrower falloff in6 the pyro pack, then6 added it b5ack a coupkle of weeks later, just to less exten6t than6 it was b5efore.

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Sat Oct 18, 2008 4:00 pm 
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You seriously need to fix that keyboard of yours Skillers :/
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Mon Oct 20, 2008 8:37 pm 
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I did fix it (well, except for the feckin f key keeps failing [wow, it typed that all fine, well, up until the fine]).

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Mon Oct 20, 2008 9:13 pm 
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Pyro is only 99% certain death to lower health classes such as spies at close range, however I'm not particularly keen on increasing the spy's health.

They might want to reduce or eliminate footstep sounds with muffled shoes that make him run completely silent but at the speed a demoman. I actually think that would suck, but it's a possible one.

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Tue Oct 21, 2008 10:51 am 
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I didnt think you could hear him anyway when he was cloaked?

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Tue Oct 21, 2008 11:55 am 
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The footstep sounds don't make a lot of difference, unlike CSS, the rest o the game is too loud for them to be really useful.

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Tue Oct 21, 2008 2:23 pm 
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I know you can hear like the *ppppffffft* when he cloaks/decloaks, but thats usually it when you have people talking, taunts, rockets, flames and sentries going off all around you lol.

I want the Soldier ones <3

Maybe some sort of super shovel... Can dig holes or something xD

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Tue Oct 21, 2008 2:42 pm 
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Soldier ones will be one of the last, I think, because it's one o the most popular and well balanced classes already.

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