On July 06 2011 07:08 Torte de Lini wrote: I hate all the new weapons to be honest. The spy's gun is pretty good and the heavy minigun is decent, but everything else is just silly and for fun.
Are you talking about the Enforcer and Tomislav? I think they're both pretty much the best for that slot atm. The Enforcer hits so fucking hard at pointblank, and the Tomislav + GRUs make Heavies actually mobile.
BTW, what you guys think about the Quick-Fix medigun? Personally I love it, but some people hate it. Although no overheal sucks, being able to keep like 4 people up by yourself is pretty awesome.
I think I don't like the Tomislav because I named my Minigun: Mariah Carey lolol. The no-sound fast Rev. is awesome, the less bullet rounds is something I'm not fond of. It just basically asks you to get closer of the opponent, no?
with GRUs + the fast rev up time, it isn't hard to get close to people. although you are now bringing down teams by yourself, i think the mobility makes up for it. It makes playing a Heavy fun and you aren't completely fucked if you get caught off guard.
As for the Quick-Fix. Does it work if the demo is charging? Otherwise, I see no point to it. You're healing people who are slower than you: heavy, demo, Solider, Pyro (pyro is about the same speed I believe). So the equal speed thing is pointless.
i wouldn't look at the speed increase. I would still use the weapon if it didn't have that aspect.
The increased healing speed and faster ubercharge is really good. You can keep so many teammates by yourself at full health and the ubercharge is basically invincibility because you outheal everything that isn't a literal one shot. I guess it is one of those things you have to try to see how good it is.
Yeah, I think I need to try the Quick-Fix more, I look stupid talking right now.
I'm still iffy about the Tomislav, everyone says it is powerful though.
On July 06 2011 07:08 Torte de Lini wrote: I hate all the new weapons to be honest. The spy's gun is pretty good and the heavy minigun is decent, but everything else is just silly and for fun.
Are you talking about the Enforcer and Tomislav? I think they're both pretty much the best for that slot atm. The Enforcer hits so fucking hard at pointblank, and the Tomislav + GRUs make Heavies actually mobile.
BTW, what you guys think about the Quick-Fix medigun? Personally I love it, but some people hate it. Although no overheal sucks, being able to keep like 4 people up by yourself is pretty awesome.
I think I don't like the Tomislav because I named my Minigun: Mariah Carey lolol. The no-sound fast Rev. is awesome, the less bullet rounds is something I'm not fond of. It just basically asks you to get closer of the opponent, no?
with GRUs + the fast rev up time, it isn't hard to get close to people. although you are now bringing down teams by yourself, i think the mobility makes up for it. It makes playing a Heavy fun and you aren't completely fucked if you get caught off guard.
As for the Quick-Fix. Does it work if the demo is charging? Otherwise, I see no point to it. You're healing people who are slower than you: heavy, demo, Solider, Pyro (pyro is about the same speed I believe). So the equal speed thing is pointless.
i wouldn't look at the speed increase. I would still use the weapon if it didn't have that aspect.
The increased healing speed and faster ubercharge is really good. You can keep so many teammates by yourself at full health and the ubercharge is basically invincibility because you outheal everything that isn't a literal one shot. I guess it is one of those things you have to try to see how good it is.
Yeah, I think I need to try the Quick-Fix more, I look stupid talking right now.
I'm still iffy about the Tomislav, everyone says it is powerful though.
Well, when you do try the Quick-Fix, still use the normal medigun during set-up since the Quick-Fix doesn't benefit from that. Just edit loadout right after your first death. Also, don't use the Quick-Fix if the two teams are having a really long standoff of not fighting. As the game and fights get more active, the better the Quick-Fix is.
And I would wait until you get the move speed increasing gloves to try the Tomislav. It just feels so much more natural when you have both of them.
I feel comfortable with all of the classes right now and feel like I can be reasonably helpful to my team with whatever I play, except the Spy. After watching several videos that offer tips on playing the Spy, I've definitely improved a lot, but I still feel like I'm missing something big.
Today I had my best game with the Spy I've had so far, but I was still barely going above one for one on K:D and definitely not being able to take out all the priority targets that I should be going for. I'm sure a lot of it is just practice, but I feel like I've got the basics down and can blend in when I'm disguising and can manage my cloak just fine, but actually when it comes to going for the backstab/sap/whatever, all too often something just goes horribly wrong, lol. My disguise doesn't come back on or the backstab doesn't register, or the cloak doesnt seem to trigger, despite the meter being full.
The basics that I've learnt so far: - Disguise as an ally when with your team and switch for the enemy team. - Keep an eye on the respawns and know who should be coming from the base. - Don't get greedy with backstabs and if one fails, stealth out and move on/try again if it's safe. - Use "b" to trigger the last disguise used.
I'm sure there is some really simple thing (or things) that I'm missing but as I've no idea what it might be, I'm not even sure exactly what to ask for here. So, if anyone knows of anything that they feel newbie spies often overlook or get wrong, then please let me know.
On July 08 2011 14:32 Torte de Lini wrote: As for the Quick-Fix. Does it work if the demo is charging? Otherwise, I see no point to it. You're healing people who are slower than you: heavy, demo, Solider, Pyro (pyro is about the same speed I believe). So the equal speed thing is pointless.
Medic is 107% speed (up to 117% with Overdose). Scout is 133%. Pyro/Engi/Sniper/Spy are 100% and the others slower... so basically just Scout or a Soldier using the new whip are faster.
I haven't had a chance to try the Quick Fix yet but I'm not really a fan so far from watching others use it. Even with the uber + heavy you have to be careful against a sentry. Pretty much walk around the corner firing. I tried jumping around the corner to a sentry that was 10 feet away (as a heavy while quick fix uber'd) in a ctf game so I wasn't shooting it immediately and got killed (only thing shooting at us in the vicinity), though I did get it low. Obviously it was a single case and I could've gone about it better, but the margin for error is a lot tighter than I'd like, since sentry breaking so you can push is one of the main uses of ubers.
And due to the way healing speed works in relationship to how long ago someone was damaged (heal them slowly if they were recently damaged, faster as more time passes up to the damage occurring 10 seconds ago or longer) trying to keep up multiple people that are taking fire is kinda counter-productive. It's up to those people to back off for a bit if they're that wounded. You can't heal stupid (efficiently).
The beefier classes benefit more from overhealing. The more agile classes can get gibbed really quickly even while being healed, especially if they aren't overhealed. I'm betting the uber charge rate gets cut in half when they're full health, just like it does when people are fully overhealed for the other two. Not being able to randomly overheal people + healing their main HP up to full faster (aka, reaching the half uber charge rate faster) seems to partially counteract the 25% faster uber charge. Just doesn't make sense to me when you'd wanna use it over medi/kritz yet.
On the other hand, I just got an Overdose drop, which was at the top of my wishlist (Medic is most played so far with 109 hours recorded on Steam) so it'll be interesting to see if the faster speed is noticeable as the 10% damage penalty is neglible, especially as I usually use the ubersaw for spy checking. Backpedaling is 90% of forward speed, so at 30% uber (easily obtained) and higher I should theoretically be able to backpedal faster than a pyro can run at me and just be a bit more squirrely all around.
Edit: Just saw this on the Wiki about the speed bonus: This bonus only applies when the Overdose is being held at the time.
On July 08 2011 16:47 jtype wrote: I feel comfortable with all of the classes right now and feel like I can be reasonably helpful to my team with whatever I play, except the Spy. After watching several videos that offer tips on playing the Spy, I've definitely improved a lot, but I still feel like I'm missing something big.
Today I had my best game with the Spy I've had so far, but I was still barely going above one for one on K:D and definitely not being able to take out all the priority targets that I should be going for. I'm sure a lot of it is just practice, but I feel like I've got the basics down and can blend in when I'm disguising and can manage my cloak just fine, but actually when it comes to going for the backstab/sap/whatever, all too often something just goes horribly wrong, lol. My disguise doesn't come back on or the backstab doesn't register, or the cloak doesnt seem to trigger, despite the meter being full.
The basics that I've learnt so far: - Disguise as an ally when with your team and switch for the enemy team. - Keep an eye on the respawns and know who should be coming from the base. - Don't get greedy with backstabs and if one fails, stealth out and move on/try again if it's safe. - Use "b" to trigger the last disguise used.
I'm sure there is some really simple thing (or things) that I'm missing but as I've no idea what it might be, I'm not even sure exactly what to ask for here. So, if anyone knows of anything that they feel newbie spies often overlook or get wrong, then please let me know.
Something to keep in mind is to behave very similar to a class that you are disguised as, and never disguise as a scout (you run slow) or a medic (you dont heal >_>) unless you really know what you're doing.
One thing I noticed when i play spy is that a VERY good idea is to never ever look directly at an enemy for prolonged periods of time. Keep your back to them, and the chance they will suspect you is much lower.
Another thing is, if you play a dead ringer make sure you disguise as your own ally then die, so enemies wont suspect a spy. The saharen spy set is amazing, your uncloak sound is almost unhearable (And it is unhearable for the dead ringer, which is HUUUGE)
I think I linked it before, but this is the link to one of the best spies making educational videos. Uses the default watch, which is clearly the manliest way of playing: http://www.youtube.com/user/tf2gentleman
Sample, this is from our teams highlander games, in the ETF2L highlander challenge
I prefer the normal watch than the dead ringer. I only run dead ringer because of the new gun's delay. I hate not being able to cloak whenever I want D:
What is the best Rocket Launcher? I have Direct Hit and Black box, sadly no Liberty Launcher. I guess Direct Hit really rewards good aim and Black Box is good when you have no medic? Should I craft my Black box into a Liberty launcher?
I am playing Pyro mostly and let me tell You a thing: It is dumb that when I am 1on1 with a Soldier or Demo in a small choke and I grill them for 5 seconds then they manage to kill me and not die in the process. I also observed a trend that team with more Demos and Soldiers wins, but good Spies and Heavy+Medic combos can break this. As for Pyro, I crafted my Achievement Backburner into a Degreaser. I am running with Degreaser, Detonator and Axtinguisher and it is amazing. I played Scout for a bit, but he isn't that good cart pusher, he is somewhat good for capturing points though.. Still, I didn't get Bonk, only Mad Milk so things I have trouble with (Sentries, really good defensive positions) are too much for me. With Bonk I should be more useful, because I will be immune for a bit.
On July 10 2011 04:04 FinnGamer wrote: What is the best Rocket Launcher? I have Direct Hit and Black box, sadly no Liberty Launcher. I guess Direct Hit really rewards good aim and Black Box is good when you have no medic? Should I craft my Black box into a Liberty launcher?
the best launcher is the first rocket launcher!
but it's just your own preference direct hit - if you're good at aiming, good vs sentries black box - good efficiency in general, -1 rocket hurts against sentries liberty launcher - improved version of direct hit imo, -1 rocket also hurt your ability to destroy sentries But seriously, i laugh when i see soldiers with direct hit that can't aim.
Yeah, the pyro has been relegated to support as other classes got their items. Pyros when they first got their update were absolutely freaking ridiculous since the old damage scaleup as you go closer to the person was sill around, you got 25 extra hp for using the backburner, and there weren't a bazillion ways to put out fire that weren't water or a medic. You'd run into dumb situations where like 60% of each team was pyro because no one wanted to deal with the burn damage of suiciding pyros.
At this point, they're probably one of the weaker classes all around. Soldiers are always going to own you unless you use your compression blast very wisely/effectively, that's just the way it is. I almost felt like they should have reduced the cooldown of compression blast since the soldier got the direct hit since you have to sacrifice ammo to use it. It'd just make breaking sentries more difficult though, I think.
Also bonk sucks and doesn't really help against sentries too much. At best it helps you distract the sentry's fire while a demoman/soldier blows it up. Although in my experience, you tend to die before he finishes, because bonk doesn't last very long at all.
On July 10 2011 04:04 FinnGamer wrote: What is the best Rocket Launcher? I have Direct Hit and Black box, sadly no Liberty Launcher. I guess Direct Hit really rewards good aim and Black Box is good when you have no medic? Should I craft my Black box into a Liberty launcher?
Default launcher.
Direct hit is for when you can't predict well. The almost hitscan rockets mean you should hit pretty much every airshot. It can't be used for area denial, and is less reliable when taking on scouts.
On July 10 2011 04:10 Kurumi wrote: I am playing Pyro mostly and let me tell You a thing: It is dumb that when I am 1on1 with a Soldier or Demo in a small choke and I grill them for 5 seconds then they manage to kill me and not die in the process. I also observed a trend that team with more Demos and Soldiers wins, but good Spies and Heavy+Medic combos can break this. As for Pyro, I crafted my Achievement Backburner into a Degreaser. I am running with Degreaser, Detonator and Axtinguisher and it is amazing. I played Scout for a bit, but he isn't that good cart pusher, he is somewhat good for capturing points though.. Still, I didn't get Bonk, only Mad Milk so things I have trouble with (Sentries, really good defensive positions) are too much for me. With Bonk I should be more useful, because I will be immune for a bit.
Scouts in highlander teams mainly push the cart forward, while the rest of the team moves forward. Pubs aren't that organized though for that to really work.
You shouldn't run up to Demo/Solly as pyro, only if you can sneak up and get a quick axtinguish combo. Keep a bit of distance, set them on fire, focus on airblasting their projectiles, and when blast them in the air, hit them with the shotgun (or flaregun, but shotgun way more manly)