• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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Hey, it's me your brother.
I do agree with most of your points (however I do think the spawn wall hacks are overall a good thing for new players but maybe they should be reduced from 10 seconds to more like 4-5 seconds). I've also wondered about giving Spy a damage reduction while disguised, maybe not the 20% while invisible but maybe 10%? I don't know maybe that wouldn't really help much since 10% isn't much.
Welcome to the prestigious club of ineffectual classes that receive unjustified nerfs. Enjoy your stay--you'll be here for a loooooong time.
The spawn wall hacks shouldn't work on disguised Spies at all. It penalizes them for doing their job and staying hidden. Otherwise, I'm fine with them as they are. Being able to see where your teammates are is good for any player, regardless of skill level.
I thought that map itself was broken, other problems are, since it is a map, the game assumes you're in a server and you'll see the pause menu instead of the main menu, with buttons like resume game, which does nothing, in addition to load times, which will be the time for your game to load + the time to connect to a server, but if you have a fst enough PC or you don't care, I recommend using this map instead https://www.youtube.com/watch?v=pBEtOdm7pSk
I posted a video a few weeks ago that showcased this very thing.
I feel like removing wall hacks from disguised spies still puts them in a disadvantage since if they are doing their thing close to enemy spawn they will stand out because unlike other players around they won't have the outline.
They're far more disadvantaged by being revealed as they decloak or in hiding spaces behind walls. Plus, I'm like 90% sure that teammates in your line of sight don't even get the outline. I've certainly never noticed it. Even if they do, that's a Spy standing out in the open, which is already categorically worse than a Spy being hidden from sight entirely. Spawn outlines as they currently work penalize Spies for playing the class as it's meant to be played, and this fringe downside (if it even exists- again like 90% sure that teammates in your line of sight don't get the outline) is far outweighed by the ones introduced by having the outlines.
Another thing for spy that would be nice is if switching weapons actually switched between the disguise targets weapons. Currently there's a button to switch to the target's active weapon, but I'm pretty sure it doesn't work properly because it alway seems to switch to melee for me.
It switches in relevance to your currently equipped weapon, I think. If you have your revolver out, your disguise shows the disguise target's primary weapon. Sapper, secondary. Etc. I don't play spy enough so don't quote me on that but that's how it works.
I mean I've done this with that specific map a few months ago (post-JI) and I seem to recall it being okay aside from what I mentioned earlier, though in reality, yes, the command can be used with any map. I've tinkered around with several maps including the cabin map, but usually I take the convenience of shorter game startup over a flashy menu background. It's not a huge deal but it does liven the menu up on the sparse occasion that I do use it. Also with the JI menu redesign, the pause menu becomes sort of a moot point as you can still use all of the functions that the main menu has, though obviously you won't get the music.
@Laffle This is how it works, but don't feel bad about misunderstanding. It's a bit of an obtuse mechanic. Additionally, you will encounter issues attempting to switch weapons in some scenarios. The most common of which is when a Soldier is equipped with, say, The Gunboats (a wearable that he himself cannot switch to), but this applies across all other wearable weapons in the game, which may account for this issue, especially if you're trying to disguise as Demo/Soldier.
It doesn't work if the player you're disguised as has a passive weapon like the gunboats.
Yeah I...I literally said that. In the post you're quoting. The only difference is I called them "wearables".
hugs.tf will be back for another year, spanning the weekend of April 21st and 22nd! https://youtu.be/G0qc_mV2pnY
Gambling is fun if you do it with money you can spare and with the new Cases, gambling specifically in TF2 got more enjoyable and interesting. Instead of the outcomes being either shit or unusual, it can now be shit, not that shitty, pretty ok, good or amazing thanks to stranges, grades and wears alongside of randomized rare patterns that look good. Especially when unboxing war paints you dont instantly throw everything into the bin but you actually take a look if the war paint turned out nice on some weapons to see if the pattern matches and the like. Obviously there is a fair share of people that get addicted and stop viewing gambling as a fun side-by thing and start using money they *cant* spare - this goes for all sorts of gambling outside of stupid hats with gifs on them, which is when you gotta stop, really TL:DR: New Case changes made unboxing more fun, I unbox more, I have fun The house always wins in any gambling system, but since I liked Jungle Inferno despite it's issues, I was fine with that - and if the comp update this year will actually be good and not a steaming turd of trash, I can see myself going balls deep again - not 200€ balls deep, but balls deep
Not sure why you're speaking of "buff" when it's all bug fixing What do you suggest happens when you disguise as a unused class? Disguises can't emulate weapon attributes. I think it's well intended that way. I'm not sure about hitboxes constantly changing around, I'm wondering if the engine can even do that.
Gambling is just like any other hobby - it's fun in moderation. The world isn't going to end if you drop $20 on a chance to get some cool hats with spinning fire or a weapon that glows blue. Also, the team outline thing should just be removed outright. There's literally no reason for it to exist. The game was very clearly not designed around it as a feature, it breaks graphics (ever notice how with certain HUDs, lighting just doesn't work properly when the outlines are active?), completely ruins Spy as a class, and doesn't give any benefit short of free information in a game where you get information from experience and skill. It's not necessary and harms more than it helps.
nah it's true, just tried it on a listen server and I wasn't able to switch to it on pyro, soldier, heavy, or engineer engineer though if you initially disguise with your primary out I believe you get the shotgun, but once you switch off of it you can't go back
Apparently I am doing this. I didn't realize it was a command. I thought it was just poor implementation of the "see your allies when you spawn" code or that Valve thought that disguises should mimic allies 1:1 even in this case. I used to run a High Frames config and never took the time to fully revert all those settings. What do I need to put in my autoexec to take away my ability to see who enemy spies are disguised as and what paths they're taking at the start of a match?
I say why I used the word "buff" at the end of the post you're quoting. Disguising as an unused class? Randomized cosmetics. I've seen it be done with bots, so why can't it be done for this scenario? If not randomized cosmetics, then the cosmetics the player you disguise as use for the class. (Ie you disguise as an enemy player with a Scout disguise, but that player is playing Soldier at the moment- item server fetches their Scout loadout and assigns it to your disguise. This also ensures that he will recognize you if you're running around.) If it effects speed, it should be carried over. The effects of the DIsciplinary Action still work- getting whipped by an enemy while disguised still gives you a speed boost, even if it damages you as well. Why shouldn't Spy be able to pull out GRU on Heavy and run at GRU speed, which is still lower than his base? Why shouldn't Spy be able to convincingly pull off a minimum-speed Baby Face? To be fair, I don't know if the hitbox thing is possible either, but if it is it needs to be implemented. As it is I don't think it's fair for players to have to visualize an invisible Spy hitbox instead of what they're actually shooting at onscreen. Want to headshot a disguised Spy? Well buddy, hope you know where his actual head hitbox is, because it isn't aligned at all with the head you're seeing!
every single time I've tried to complete Downtown, my team gets to wave 2, fails, and completely ragequits it's uncanny how it keeps happening on the exact same wave
Instead of randomized cosmetics, I'd suggest simply disguising as the player last seen as said class. Randomized cosmetics just seem kinda jarring to me and the latter is likely easier to implement.
Would it be possible that when you disguise as an unused class, instead of just appearing as a default loadout for that class the game will actually randomly pick a loadout of that class from one of the enemy team members even if they're not playing that class? If so, that could be a possibility...
doubt it. the game precaches models only for real spawning people
They're updating the Negev in CSGO to be like a minigun, move slower while firing, but they're having it in a public beta. Dota 2 gets frequent updates, CSGO gets Source engine upgrades and public betas, TF2 gets neither.
why not pick your own loadout for that class?
How about disguises pulling the loadouts from the player?
I think the current disguising system is fine. The flaws are because of the evolving player skillset more than anything. You can only do so much with AI/basic yes or no problem-solving.
to be fair most spies use disguises wrong beeline into target keeps looking slightly down doesn't walk backwards / eratic movement doesn't use weapon switches
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