Have you noticed this with the new update

GreenTea

Rookie
Joined
Sep 8, 2008
Messages
59
bascially anyone who's ever played with me will know that i love spies, cos burning them is pretty fun. And rather easy sometimes.

anyways. with the new update there's the whole overhealed thing as little +'s around people.

well here's the important bit:

I've been seeing invisible spies with these +'s around them. Might be an error, might just be that all these spys were noobs and not fully cloaked. But just to warn anyone~
 
GreenTea, I've noticed it. I think others have too and are using it as another means of spy detection. We'll see if Valve keeps it or not through the next update.
 
I think it lingers around a spy after he's been around a dispenser or been healed by a medic. Don't know if it's a bug or intentional.
 
Yea, and if you heal a spy the overheal effect is in their teams color. Makes spies really easy to detect.
 
I think it lingers around a spy after he's been around a dispenser or been healed by a medic. Don't know if it's a bug or intentional.

Only being overhealed, dispensers wont overheal you so no worries from there.

So medics are your new enemies, on either team. I hear words of a fix for this coming out. I was wondering why this update seemed to have a lot of cookie-cutter type implements (Lets apply sentry numbers to dispensers/teleporters, lets apply ammo recharge numbers to spy cloak) instead of the feeling that a lot of thought went into this, but I recently saw the blog say after they described the changes to spy/engie/demo "While that's in testing."

I think this patch was a test run, probably going to be tweaked down the line. Would explain a lot of the weirdness.
 
I do hope they fix this; not only can medics now grief spies on their teams quite easily, but some less-skilled medics that heal and follow spies (happens every once in a while, some will heal anybody as long as they protect them) now doom them. The overhealing takes too long to falloff so you're sitting there as a dead weight for some 30 seconds until you're clear to go. I hope this isn't their balancing now that spies don't have to wait for their cloak to recharge.
 
If that's the case (spies having hearts around theme) it shouldn't take too long from Valve to fix it.. And I sure hope so!!
 
Dear god don't fix it, makes it easier for me (triggerhappy soldier) to practise some aiming on those poor frenchmen.
 
Spies are indeed really easy to kill now with a pyro. I already had my 1st conversation with a spy saying : "You cheat! How do you know i was a there? ".
 
Think about it this way, with the new ammo cloak it makes it easier for a spy to regen. The overheal does give away the position of the spy, but a good spy would now just try to dodge medics all together. Plus if we medics overheal our own spies, it screws them over too.
 
It will be fixed. It's simply too large of a game breaker for spies that get over-healed. the rest of the changes make a good engy turtle that much harder to break. The demo stiky's being able to be shot, and then break, yeah I love that.
 
Last edited:
I haven't noticed invisible spies with the +++'s. I HAVE noticed that enemy spies will have incorrectly colored +++'s while disguised. I noticed this at least 3 or 4 times on 2fort tonight.
 
I was having a hard time yesterday on Black Mesa. Not because of getting overhealed. Because of Engineers building them in impossible to sap spots. :(

LOL worthy story: Soldier disguise, in front of sentry nest, convince medic to give me Kritz, turn around, two crit revolvers to medic, taunt.

:D
 
Back
Top