![]() It's the first shot being too powerful over too long distances being the biggest problem though, not the too fast recovery - just make it deal less damage over long distance This really makes me think as I often use knowledge of ammo pack placements to track down dead ringers, why are people complaining about this proposed by valve nerf if it essentially will make spies harder to find? If you get in one good hit early, it's often very easy to finish it without taking any further risks from a safer range. Really get down how much damage you can do from certain ranges. Your aim needs to be just as good as a sniper mains should be. Scouts that can't rely on doing damage with the scattergun get into all sorts of bad habits, like closing the distance quickly for easy meat shots, as soon as they see the first reload animation. This also should go without saying, but your aim is so fucking important. If your attack patterns are always the same, it doesn't matter if you have the higher ground, because there will be a rocket waiting for you to show up. This counts for all of TF2, but is especially true for dm. The most important one: Don't be predictable. If you're going to use the pistol to annoy them from a safer range, try to avoid carrying it around empty, not having a good backup in tight situations is really really bad. Always know how many shots they have left in their mag. The biggest liability of soldiers is the mag size, so a shotgun is really important to consider. This is a no brainer, but there are a shit ton of people that pay no attention to this. The first step should always be to identify what gear the soldier is carrying, if he has a shotgun, you should be prepared for that. May be they did the best bet.Įverything the other dudes said, but some additional hints. I dunno how these could work out in a real game, I'm really convoluted about Razorback's mechanics. >told them to not kill Sandcleaver combo totally, but slowdown the draw time on Cleaver and allow moonshots to stun only instead. >Razorback increases melee damage but overheal decays faster and has a slower healrate, doesn't replenish after a while >DDS to get a slight crit resistance added, no health addition and only saves your ass from Amby/Dback crits without overheal >Amby gets a slightly longer recovery time but still perfectly accurate at long distances. >Diamondback to be nerfed with first shot inaccuracy but recovery time untouched ![]() >Spycicle blocks cloakmeter to get replenished when melted away and recovering >DR to get a cloak duration cut down to 5.5s and slower recharge, still can replenish cloak so it's easier to track down Lectured and rant about their current balance plans. Just something that makes him more than a pick class/tech breaker.Ĥ10KB, 500圆80px I sent another mail to Volve. Spy should be more of a support class than he currently is, but making him such would require new items.Ĭouple of good ones i've heard are a pickup mechanic where you can grab ammo packs/health kits and drop them off for your teammates, or a temporary sentry stun that you can throw. I want the DR to be useful, but at the same time, I don't want people to use it as a cruch for running and gunning/getting a single pick, feigning death, recharging ad nauseum. It's something that needs to be worked on. It'd be better than him eating up every ammo pack while taking potshots and spamming dr shields. I'm fine with a watch that feigns death, but it's too easy to track him down in it's current form since the relocation aspect of feigning death sucks ass and always has. I'd be happier if they buffed the DR by making it so you CAN pick up ammo packs, but they replenish half of the current amount and spy gets a much faster speed boost. It's annoying because he's able to pop his dead ringer nonstop if he picks up ammo kits which are scattered in abundance in large amounts. Scripting: /1VmngMfJ | /H3WfKLaBįBTF (Brazil): /forum/ Sites: scrap.tf | | backpack.tf | bazaar.tf Preview Loadout: | /sharedfiles/filedetails/158547475 tf2g/- Team Fortress 2 General Anonymous 03:28:02 Post No.
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