Spy/sniper limits?
[quote="BigBiker05";p="207825"]
And for the 80% of players who don't play warpath... I think class limits need to change too. Sometimes on TV7 we'll get 4 or 5 scouts who think they're good at scout but really aren't just make the team get steam rolled.
Also, 1 spy isn't the best. I love to team up with another spy when I play. (or just use him as bait)
Also, isn't there still 3 engy limit? This should be changed. Seems less people play engie now anyways and I've ran into circumstances where the team's composition would require more engies.
[/quote]
this
And for the 80% of players who don't play warpath... I think class limits need to change too. Sometimes on TV7 we'll get 4 or 5 scouts who think they're good at scout but really aren't just make the team get steam rolled.
Also, 1 spy isn't the best. I love to team up with another spy when I play. (or just use him as bait)
Also, isn't there still 3 engy limit? This should be changed. Seems less people play engie now anyways and I've ran into circumstances where the team's composition would require more engies.
[/quote]
this
- Boss Llama
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[quote="Clay Pigeon";p="207788"]
Also, I just want to see an entire team of spies to see how it plays out.[/quote]
I actually was part of a team where we did that to the others, by surprise, to see what would happen. It was on offense for Dustbowl map 2, we all cloaked in spawn, and charged out after waiting about 5 seconds. We capped the first point effortlessly while the other team stood around wondering wtf was going on. Then they realized it, and we all died horribly without capping point 2
Also, I just want to see an entire team of spies to see how it plays out.[/quote]
I actually was part of a team where we did that to the others, by surprise, to see what would happen. It was on offense for Dustbowl map 2, we all cloaked in spawn, and charged out after waiting about 5 seconds. We capped the first point effortlessly while the other team stood around wondering wtf was going on. Then they realized it, and we all died horribly without capping point 2

-Boss Llama
[quote="Alizée Fan";p="207879"]
[quote="Clay Pigeon";p="207788"]
Also, I just want to see an entire team of spies to see how it plays out.[/quote]
I actually was part of a team where we did that to the others, by surprise, to see what would happen. It was on offense for Dustbowl map 2, we all cloaked in spawn, and charged out after waiting about 5 seconds. We capped the first point effortlessly while the other team stood around wondering wtf was going on. Then they realized it, and we all died horribly without capping point 2
[/quote]
lol.
you should have had a few men on CP2
[quote="Clay Pigeon";p="207788"]
Also, I just want to see an entire team of spies to see how it plays out.[/quote]
I actually was part of a team where we did that to the others, by surprise, to see what would happen. It was on offense for Dustbowl map 2, we all cloaked in spawn, and charged out after waiting about 5 seconds. We capped the first point effortlessly while the other team stood around wondering wtf was going on. Then they realized it, and we all died horribly without capping point 2

[/quote]
lol.
you should have had a few men on CP2
Re: Spy/sniper limits?
[quote="Ra^Groz";p="207790"] Since the teleport update. It makes it pretty difficult to sap entrances if the engineer and team isn't retarded. I love the fact you can stop the sap since I play engineer mostly. But I hate it when I play spy. Its the most annoying thing. And the revolver sucks at destroying lvl3 entrances. Someone usually pops out of spawn before you can destroy it.[/quote] Quick hint: Sap and shoot. Works best with the revolver. Even if the engy is close to his teleporter he wont be able to knock off the sapper in time to save the side you are shooting. The ambassador gives him a chance but not much of one. One of my favorite things to do is to sap and shoot an exit in-front of an engy so he has to sit there helpless as his entrance dies. I usually accept any death that comes with it because it's just so worth it and funny.
I fully support a 2sniper/2spy/2engy limit system. Or if you could, combine the sniper/spy limits into one overall limit for both classes.
I fully support a 2sniper/2spy/2engy limit system. Or if you could, combine the sniper/spy limits into one overall limit for both classes.
[img]http://img706.imageshack.us/img706/9884/twosnaps004.gif[/img]
[quote="Clay Pigeon";p="207788"]
2-3 snipers (up to 4 on tv1) and 12 spies (up to 16 on tv1) sounds fine to me.
Really spies are great for controlling camping demo pests and bunched up people and camping snipers.
Also, I just want to see an entire team of spies to see how it plays out.
[/quote]
http://www.youtube.com/watch?v=QQsxHI7I2ac
2-3 snipers (up to 4 on tv1) and 12 spies (up to 16 on tv1) sounds fine to me.
Really spies are great for controlling camping demo pests and bunched up people and camping snipers.
Also, I just want to see an entire team of spies to see how it plays out.
[/quote]
http://www.youtube.com/watch?v=QQsxHI7I2ac
Re: Spy/sniper limits?
It isn't an issue of spies or snipers being particularly good, it's an issue of people picking them over a class that is needed, especially on offense. Having more than 1-2 spies on offense...poor decision. Same with snipers. I don't have a problem with people who play them well, but I am getting tired of seeing a sniper in the top 3 and then two others in the bottom after playing a few rounds.
P.S. The class for getting kills on Warpath is Demo, hands down. If you get a Kritz, even better.
P.S. The class for getting kills on Warpath is Demo, hands down. If you get a Kritz, even better.

I will find you...and I will kill you
Pain in the @&^% TF'er since 2000.
Pain in the @&^% TF'er since 2000.
Re: Spy/sniper limits?
I don't mind the 2 slot limit for snipers because if they are full, I'll just go to one of the other most important needed classes. A well rounded player is better than one who is good at one class only.
Now the spy limit, I think that needs to be limited a bit. I believe it was Sunday, there was 3 spies, one was rambling on who, where and what the other team were doing while doing nothing and guess what, the whole team got steam rolled. Having more than 3 spies is just a pain in the ass for the limited 2 slot engineer class and annoying. Yes, spies are suppose to be annoying but 3 or more, its just overkill.
**P.S. Arrows CheckM8 in the head and kills Limpy.. muhhaaaa**
Now the spy limit, I think that needs to be limited a bit. I believe it was Sunday, there was 3 spies, one was rambling on who, where and what the other team were doing while doing nothing and guess what, the whole team got steam rolled. Having more than 3 spies is just a pain in the ass for the limited 2 slot engineer class and annoying. Yes, spies are suppose to be annoying but 3 or more, its just overkill.
**P.S. Arrows CheckM8 in the head and kills Limpy.. muhhaaaa**
- Limpy
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Re: Spy/sniper limits?
[quote="Etrigan";p="208451"]**P.S. Arrows CheckM8 in the head and kills Limpy.. muhhaaaa**[/quote]
Can't imagine this ever happening!
I agree with the spies being a pain, especially when the feign dead and half the team goes after them, a preferred strategy on many pubs. However, somehow the relationship between engineers and pyros seems to be very weak. Spychecking pyros are very effective at reducing the number of spies on a map, it is a dirty and spammy job. It takes great precise physical skill to shoot me in the head (i complain but kudos snipers), but it takes as strategic thinking and awarenes to spycheck. It is often said that pyro does not take skill, but this does not account for the great difference they make.
In short, there needs to be some latitude to allow teams to adjust to situations, by instituting too many restrictions, teams become generic and strategies boring.
Can't imagine this ever happening!
I agree with the spies being a pain, especially when the feign dead and half the team goes after them, a preferred strategy on many pubs. However, somehow the relationship between engineers and pyros seems to be very weak. Spychecking pyros are very effective at reducing the number of spies on a map, it is a dirty and spammy job. It takes great precise physical skill to shoot me in the head (i complain but kudos snipers), but it takes as strategic thinking and awarenes to spycheck. It is often said that pyro does not take skill, but this does not account for the great difference they make.
In short, there needs to be some latitude to allow teams to adjust to situations, by instituting too many restrictions, teams become generic and strategies boring.
[img]http://capitaltechmd.com/files/medich2o.jpg[/img]
Re: Spy/sniper limits?
Increase Engineer limit to 3-4. Sniper limit to 2-3. Spy limit to 2-3. Heavy limit to 2-3. We all have a good time! 

Re: Spy/sniper limits?
It takes great precise physical "I'm here shoot me" skill to shoot you in the head. Too easy too easy.Limpy wrote:It takes great precise physical skill to shoot me in the head (i complain but kudos snipers)
Pyro is too easy to spycheck, just hold your fire button and run around. I'm kidding. You just have to know who looks out of place then just burn their bodies to bits. Awareness is key but what also defeats a fail pyro is laziness. Call me to spycheck and none will try to get past me that's of course if I'm not dead and waiting to respawn :-p
- Clay Pigeon
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An engy limit of 2 on stalematey maps sounds good. 3 for the other maps also sounds good.*
*The above post applies only to 24 man servers.
*The above post applies only to 24 man servers.
"No dictator, no invader can hold an imprisoned population by force of arms forever. There is no greater power in the universe than the need for freedom. Against that power tyrants and dictators cannot stand." - The prophet G'Kar
[quote="Limpy";p="208500"]
[quote="Etrigan";p="208451"]**P.S. Arrows CheckM8 in the head and kills Limpy.. muhhaaaa**[/quote]
Can't imagine this ever happening!
I agree with the spies being a pain, especially when the feign dead and half the team goes after them, a preferred strategy on many pubs. However, somehow the relationship between engineers and pyros seems to be very weak. Spychecking pyros are very effective at reducing the number of spies on a map, it is a dirty and spammy job. It takes great precise physical skill to shoot me in the head (i complain but kudos snipers), but it takes as strategic thinking and awarenes to spycheck. It is often said that pyro does not take skill, but this does not account for the great difference they make.
In short, there needs to be some latitude to allow teams to adjust to situations, by instituting too many restrictions, teams become generic and strategies boring.
[/quote]
Thats why I switched to spy lately
[quote="Etrigan";p="208451"]**P.S. Arrows CheckM8 in the head and kills Limpy.. muhhaaaa**[/quote]
Can't imagine this ever happening!
I agree with the spies being a pain, especially when the feign dead and half the team goes after them, a preferred strategy on many pubs. However, somehow the relationship between engineers and pyros seems to be very weak. Spychecking pyros are very effective at reducing the number of spies on a map, it is a dirty and spammy job. It takes great precise physical skill to shoot me in the head (i complain but kudos snipers), but it takes as strategic thinking and awarenes to spycheck. It is often said that pyro does not take skill, but this does not account for the great difference they make.
In short, there needs to be some latitude to allow teams to adjust to situations, by instituting too many restrictions, teams become generic and strategies boring.
[/quote]
Thats why I switched to spy lately
Re: Spy/sniper limits?
We should limit the medics to make room for offensive classes.
Limit the engineers and demomen so you can't turtle and are forced to move forward.
Limit the number of scouts so you're forced to have some defense.
Limit the number of pyros so you're forced to have ranged classes when you're not ambushing.
Limit the number of heavies so your team isn't sniper fodder.
Limit the number of soldiers so they don't completely destroy the demos
Force the perfect team.
It's all or nothing, imo.
Limit the engineers and demomen so you can't turtle and are forced to move forward.
Limit the number of scouts so you're forced to have some defense.
Limit the number of pyros so you're forced to have ranged classes when you're not ambushing.
Limit the number of heavies so your team isn't sniper fodder.
Limit the number of soldiers so they don't completely destroy the demos

Force the perfect team.
It's all or nothing, imo.
He's a decent shot. He's got some skill, but he's in too much of a hurry.
He's throwing away bullets like they were candy. He doesn't know how to take his time.
Aim careful, and look the devil in the eye.
[url=http://stats.theville.org/hlstats.php?mode=playerinfo&player=96018][img]http://stats.theville.org/sig.php?player_id=96018&background=random[/img][/url]
He's throwing away bullets like they were candy. He doesn't know how to take his time.
Aim careful, and look the devil in the eye.
[url=http://stats.theville.org/hlstats.php?mode=playerinfo&player=96018][img]http://stats.theville.org/sig.php?player_id=96018&background=random[/img][/url]
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