possible issues with spy cloaking?

Joined
Feb 23, 2009
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i'm not certain this is the place for this thread, but i figure if it isn't, someone will let me know, haha :D on warpath lately, i've been playing spy frequently, and noticed i can read the names of players on the opposing team when i'm disguised. this doesn't present a problem, unless the person whose name i'm seeing happens to be a cloaked spy. a number of times, i was able to alert my team to a spy's presence because, although he/she was cloaked, my cross-hairs happened upon them while they ran past, and i saw their name pop up. somehow, this doesn't seem particularly fair to cloaked spies :( other classes are unable to spot this, it seems, but spy vs. spy it may present a problem. perhaps this is by design, and is meant to give spies an edge over each other different classes do not possess. again, i'm not sure who this issue should be addressed to, or if anyone else even considers it an issue, but i thought i'd bring it up for discussion, and see what you folks think.
 
With the Scout update, spies can not see the names of enemy players. No one is quite sure but the general consensus is that it helps spies target specific players.

So, this is not a bug or problem.
 
with the scout update, spies can not see the names of enemy players. No one is quite sure but the general consensus is that it helps spies target specific players.

So, this is not a bug or problem.

This message makes no sense!
 
This is all that was in the march 5th update:
Gameplay changes

* Added a duck timer that prevents duck spamming while running around on-ground
* In-air, players are only allowed to duck once before they touch ground again
* Fixed several bounding box issues with jumping, falling, and rocket jump air-walking. Bounding box should be much more accurate there now
* Increased backstab check so that Spies can side-stab again
* When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key


TF2 Fixes

* Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing
* Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher
* Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%
* Restored sawmill_logs.mdl file, fixing some user maps that used it
* Fixed some localization issues with Scout achievement strings
* Removed the "Final" phrasing in the map loading screen


Engine fixes

* Fixed a server crash on startup under Linux
* Fixed a buffer overflow issue related to network string tables
* Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes


CP_Junction

* Fixed an exploit where engineers could build a teleporter exit in an invalid area
* Fixed a few bad overlay assignments and other minor issues
 
easier for spies to tell where cloaked spies are just point your crosshair over a dispenser :)
 
Not too much of a nerf for spies, just helps with attacking and stuff.

I think it should stay.
 
it helps now that it is here, so might as well keep it better than nothing!
 
That seems terrible for spies. An entire team can be alerted to a spy's presence when the spy should be invisible, especially if it's through no conspicuous fault of his own.

I like that they can see enemy names, they just shouldn't be allowed to see cloaked spies, that's all.
 
ah, i was wondering if maybe this was changed on purpose (and it apparently was); perhaps i should follow the details of updates more closely than i do. i don't mind being able to see the names of players on the other team when i'm disguised, and upon reflection i have mixed feelings about seeing spy names when they're cloaked. i suppose it makes sense that spies are able to detect each other. the backstab update certainly makes up for any problems caused by this, i think.
 

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