Megacherv said:
-one big uber ultra sniggity schnip snip schneeep!-
To be fair, I once did it with the minigun at point-blank range, and it still didn't reveal him.
I'll have to try this out the next time I'm down at the parents house with my big lovable beast of a computer. I can't play it on my girlfriends laptop for it would esplodes.
Maybe you stumbled onto something that was secretly nerfed by Valve? Till I suggest trying what I said about turning on that hit detection ding.
It would be weird if they had made it so the smg doesn't reveal spies when just about EVERYTHING else does, but I could kind of see them doing it in hopes that more people will use Jarate or something, but even then that is some majorly flawed thinking on their behalf, because why would any other damage reveal the spy but the SMG doesn't?
What happened exactly? Some one popped up disguised as some one, you knew it was a spy so you started laying into him with the SMG and he didn't die or even be revealed? Or did he die but wasn't revealed? If possible, are you able to record a scenario for demonstrative purposes?
Corpse XxX said:
Outright Villainy said:
Caliostro said:
- The Syringe Gun - Decent on it's own, but no reason to ever use it instead of the Blutsauger.
Uh, what? It's regen is
Godly. If you have team mates who can protect you the syringe gun is way better. Blutsauger is for medics who like to fight or have sucky teammates and are forced to.
Ot: The only change I'd make is a natashca nerf. That weapon is annoying as hell.
I so flocking agree, natasha is the single most annoying piece of weapon probably in gaming history.. The ability to slow people down to a snails pace is way overpowered..
Heavy is my favourite class to play, but i would never use that gun just because i know how piss annoying it is to be killed by it..
damage done by it should be halfed..
As a scout player I agree, Natasha is a real pain in the ass, but I feel if the damage was lowered anymore, the weapon would be extremely useless, all they really need to do is cut back on just how much the weapon slows you down. Either that or allow those who are being shot by it to be able to regain speed by jumping, because right now you're pinned down regardless of what you're doing.
Jumping might not work, because it provokes bunny hopping, and we get enough of that with soldiers trying to blow our legs off. It's kind of like how Valve made it so that way people who have older wounds get healed faster than those who have fresh wounds. They did this so that way players would fall back more when injured where as they originally didn't do this because the amount of time to get fully healed was about the same amount of time it took to respawn.
So they probably wouldn't fix it by having people jump. That too would also make it semi-useless, especially against scouts who are practically always in the air to begin with.
I don't remember when natasha was first introduced, but it reminds me of this one article I read that the writer said it's always better to go overboard than to not have something be strong enough.
It was said in the article that if there was a character that was weak compared to the others (underpowered) that character would still be considered weak even after it was fixed. By going overboard (overpowering the character or item in question) it will quickly get the attention of the players, and they quickly get feedback on how to balance it out in comparison to the other characters or items.
Developers do this from time to time when they create something that they aren't too sure of how strong or weak to make it, so they overpower it and fix it accordingly after they get some feedback.
This is mostly done in beta testing with professionals, but in a constantly updated game like this, I can see why something like the Natasha would get thrown into the mix. Though granted, depending on how long it's been out, it could either mean that Valve intended for the weapon to be like that, or haven't decided on what to change about it yet that would work best.
Also, the Heavy got somewhat of a nerf when the Sandvich got a recharge, so it would probably be a little while yet before they decide to do something about the Natasha considering how everyone screamed for blood when Sandvich got nerfed.
(Even though most of that screaming was by people who wanted Sandvich parties, not by those thinking that the game was broken by the update.)
What were we talking about again?
Oh yeah, if anything, I think the Natasha needs a nerf in terms of how much it slows you down.
IF ANYTHING!!! Have it be like the medics HoT (heal over time for those that don't know MMO lingo). If you're hurt as a medic, your health will regenerate at a faster rate the longer you remain injured.
So for instance, you were recently injured, so you start regenerating at 2hp per tick, after a certain amount of time goes by, that Regen rate will go up to about 6hp per tick.
What I'm getting at is, the longer you're injured, the faster you will heal... This could work for Natasha as well... The longer you remain taking damage by the weapon, the slower you will get.
The speed reduction you get right now in the games current state could be the maximum speed penalty. So if you're taking fire from the weapon, you will start slowing down at a steady rate to that maximum, instead of dropping to that speed the instant you're hit. That right there might fix the problem up just nice!