New update info

TheZaw

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Aug 22, 2008
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All upgrades for teles/dispensirs take 200 metal each level!

  • Teles can be upgraded from either the entrance or exit, upgrade will be applied to both.
  • Recharge is hella fast at level 3, mabye 2-5 seconds at most.
  • Dispensers metal output increases by 10 each level (60 at most)
  • A level 3 dispenser can heal as fast or faster than a medic.
  • Dispensers now have an effect on spies cloak (Recharges VERY fast)
  • Dispensers have a new model for each level :D
  • Teles recharge is halved each level (2.5 seconds at level 3) Thanks to kascade.
  • Level 3 buildings are the same health as a level 3 sentry.

ALL Ammo recharges some cloak for spy!
  • Ammo recharge=Cloak recharge (100%, 41%, 50%)
  • Dropped weapons=50%
  • Engy buildings if picked up all peices is about 25-75%
  • You can pick up ammo through the cloak (so no need to decloak to recharge)

YOU CAN SHOOT STICKIES AND BLOW THEM UP =D. Demo was semi-nerfed.

That's all for now, have fun and respond back if im missing something/i have wrong info.
 
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Demo Stickies are now destroyable by bullet and needle weapons, the bits they leave behind are worth metal, ammo, and thus cloak. Level 3 dispensers and teleporters have the same health as a level 3 sentry, and thus take as long to sap one.
Each level of teleporter halves the recharge time, level 1 (10 seconds), level 2 (5 seconds), level 3 (2.5 seconds).

And it makes spying way too easy, less rewarding for those who like to stealth. Now anyone can pick up a knife and go cloak, stab (grab fallen weapon for ammo), cloak, rinse, repeat. Takes the whole requirement of being clever and smashes it into the ground. Breaking it into little bits which you can pick up and make into more cloak.
 
The updates make engy teams that much more deadly, but then again spies are now that much more dastardly. Being able to cloak run up to an enemy dispenser fill up, and move on.

A bug in the update with the new over heal visual feature is annoying. Spies will show their true team color when over healed while disguised.
 
I bet that cloak recharge gets nerfed. I always supported faster recharge with dispensors and in spawn, but with the ammo boxes as well, now you can stay invisible for extensive periods of time.
 
The updates make engy teams that much more deadly, but then again spies are now that much more dastardly. Being able to cloak run up to an enemy dispenser fill up, and move on.

I wouldn't do that as a spy. The enemy dispensor has a glowing stream that gives invisible spies away. Good engies use them as spy detectors.
 
Kascade, while that is partly true, this should make the good spies even better. You could run from B stairs to K stairs fully cloaked!

Think about it. You know those awesome eight stab chains you get but then die because you ran out of cloak to get there and you were stabbed into itty bitty pieces by the pissed off Medic with the ubersaw?

Never again! (Stupid Dave. ;-; )
 
I dont agree Kascade...it makes spy eseier true and you COULD do that but thats is truely only effective hunting lone players...which in certain places are very rare...sometimes i'll stab someone and the person in front of them will instantly turn around makeing the fact that if i have cloak or not im dead.

the spy still has to be clever still has to plan...cloak does'nt make you pass through things, remember? :D

and also people will start looking for disapeering ammopacks...think of that too
 
Takes the whole requirement of being clever and smashes it into the ground. Breaking it into little bits which you can pick up and make into more cloak.

Dumb spies will remain dumb spies. I, for instance, stink at spying. I tried it out post-update. Even being able to recharge, I still stink. I guarantee that spy will remain the least popular class because of the difficulty inherent to exploiting player psychology.

My hope is that we, the still-crappy spies, will now start focusing on where the piles of dead metal are -- by engineer nests -- by sapping instead of cavorting around behind enemy lines going on 5-second backstabbing sprees that don't serve much of a valuable team role. With demos slightly nerfed, the engineer's defensive dominance from this bump will need a better counter-class: spy!
 
I too absolutely suck at being a spy. That said, I think the update buffs the spy class too much. Being able to travel across entire maps fully cloaked seems, to me, a bit much.

Between the hand cannon the spy carries and the instakill knife, playing engineer seems almost pointless. But maybe that's Valve's intent. I think, according to Valve stats, engineer is the most played class and spy is the second least played class.

What's the least played class? Scout.

Fun Valve stats: http://steampowered.com/status/tf2/tf2_stats.php

This might just be me being crabby after chasing spies up and down Warpath last night.
 
Thank god for the demo nerf!

I love the class and I play quite a bit of it, but there are some really ridiculous scenarios with demo. Demos who spam opposing battlements from 100% safety previously had to have their stickies compression blasted off your battlements. Sometimes you could shoot them off or sticky them off, but most of the time the little lip at the edge of the battlements contained them.

I'm glad we finally have a viable way to deal with this lame tactic.
 
We just need the dispensers to ubercharge now. :) Heavy/Dispenser combo is now more brutal than ever. Should make maps like Dustbowl more interesting when trying to guard final CP's
 
I dont agree Kascade...it makes spy eseier true and you COULD do that but thats is truely only effective hunting lone players...which in certain places are very rare...sometimes i'll stab someone and the person in front of them will instantly turn around makeing the fact that if i have cloak or not im dead.

the spy still has to be clever still has to plan...cloak does'nt make you pass through things, remember? :D

and also people will start looking for disapeering ammopacks...think of that too

Cloak doesn't make you a ghost, but it used to be rewarding to make it to the enemy spawn. There is still room for being clever, but the new Instant Recharge from ammo just makes being clever with your cloak time pretty redundant. Most of my deaths came from running out of cloak when it was limited.

Now I just don't feel pressured anymore, none of those "Ok, a scouts coming to get me and I only have 1 second of cloak. Showtime." Its more like "Oh well I had 1 second of cloak, but now I have 5 because this ammo/rocketlauncher/part of a dispenser happens to be right there. Instead of a really tricky cloak evasion to make the scout look the wrong way for just long enough, now I can just vanish and have a very high chance of escaping.
I basically have two health bars, HP and Cloak, and no matter what I pick up one of them goes up.

Part of the thrill of the spy for me was the thrill of the hunt, and not knowing who was the hunter. Limited resources just made it that much more.
 

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