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bad luck  bad  cloak  dangers  dispenser  engineers  finally  harder  luck  playing  run  running  spies  spy  team  top dispenser  update 
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Preview: Comments on: TF2 Updates Including Buff To Spy Cloak!

Comments on: TF2 Updates Including Buff To Spy Cloak!





Last Build Date: Sat, 16 Jul 2016 14:50:11 +0000

 



By: mik1306

Mon, 19 Jan 2009 11:48:24 +0000

on thing iv noticed (playing engi) is that spie like to sit on top of a dispenser and wait for a gd time to run and do some dmg, my advice dont bother, the healing beam from the dispenser going into nothing on top of the dispenser, i run up and wrench it. Otherwise this update makes spies alot harder to fight, i used to try and coner them and wait for cloak to run out, thats harder now. however when an ammo pack misteriously vanishesn it tecds to alamr folk so watch out whenever u take one



By: NIKO

Fri, 12 Dec 2008 18:06:39 +0000

NIKO rages at this update.



By: slowpoek

Fri, 12 Dec 2008 09:17:55 +0000

How advantageous it is to the spy seems to be dependent on the map's layout and structure, including its own item placement. As a defensive spy on Goldrush I could finally actually sap the engineer's entrance teleporters. I still had to be extra careful of waves of enemy attackers down narrow alley ways and getting my cloak flickered whenever a moth fluttered by to fart on me; your prediction seems already correct about people being more vigilant about spy checking. But unlike how Spy was previously, if I pulled the smarter tactic of my options in any hostile situation, I now seem to usually survive -- Bad Luck(tm) didn't "veto" good decision making as much as it did before this update. Also, being able to have a better chance at running ALL the way back on such a long run to sap a teleporter entrance seems the natural balance to the upgrades the Engineers got; lv 3, 3-second-refresh teleporters for the attacking team, without a countermeasure like a more travel-capable Spy, would definitely be unbalancing. Gravel Pit's awkward layout is still as tricky and challenging as ever for Spy, as it should be, and 2fort doesn't seem any easier or harder to play Spy on effectively (maybe the fact nobody was playing Sniper the entire match had something to do with not being repeatedly killed). I notice engineers are already employing a tactic of building dispensers right next to map-spawned ammo -- he is not only preventing Spies from running around undetected, but claiming that resource for his team. Engineers are putting themselves in less safe places and, as a class, they're finally growing some balls (maybe). Long story short, I didn't feel overpowered in the slightest; old dangers are gone but new and different dangers from changed gameplay dynamics are in place -- they're just less dependent on blind, random, stupid Bad Luck this time.



By: RDU Ghost

Fri, 12 Dec 2008 09:05:40 +0000

it was fun playing with you tonight jening, hope to see you for the 500 hour party!