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"Spy at spawn!" *sigh*

#  Apr 19, 2009 at 3:08 PM
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Tekar 87539
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I think Valve should consider allowing teleporter entrances to be built inside the spawn room. It's just so anoying to have one spy camp around your spawn and sapping every teleporter entrance there. It's not really a tactic and it doesn't do any good to go chasing after him.

What do you think? Am I whining or are you sick of walking to combat as well?
#  Apr 19, 2009 at 3:12 PM
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Peperoros 83190
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It is a tactic, cutting off enemy transport, slowing down the enemies fast advance.

But yes, its really annoying. Especially if you are a lone engineer, risking to get all of your stuff sapped as you build a new tele entrance.

Simply "hide" your tele entrance, so that only your team sees it when they walk out of spawn, and anyone that is walking towards spawn, cant see it at first. It works on most maps. If you are more than 2 engies you can also have one tele go back near spawn, so you can build them up faster.
#  Apr 19, 2009 at 3:55 PM
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Chro 77370
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Teleporters should be allowed in spawn and move when the spawn changes, right now engineer is useless on push maps because of the 30 second setup time for a level 3 tele.  By the time its upgraded you've already lost or taken mid.  Not only that but when you destroy a level 3 tele to move it up it downgrades for some reason,  a level 3 teleporter should never downgrade unless both of the teleporters are destroyed.

Engineer needs alot of work to make him more useful, including removing the sapper which is valves biggest mistake in TF2 so far.
#  Apr 19, 2009 at 4:11 PM
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WarningSDE 85254
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Quote:
Originally Posted by Chro
Teleporters should be allowed in spawn and move when the spawn changes

A level 3 teleporter should never downgrade unless both of the teleporters are destroyed.
I agree with both of these points, especially the second
#  Apr 19, 2009 at 4:35 PM
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Quote:
Originally Posted by WarningSDE
Quote:
Originally Posted by Chro
Teleporters should be allowed in spawn and move when the spawn changes

A level 3 teleporter should never downgrade unless both of the teleporters are destroyed.
I agree with both of these points, especially the second
I think if an engineer voluntarily destroys his tele it shouldn't drop. If a spy saps it then it should drop by a single level.

As for putting teleporters in spawn, I don't think that they should move with it.  If an engineer places an enterance in spawn AND it moves with the spawn, you might as well just put the spawn exit wherever teh sentry goes up.
#  Apr 19, 2009 at 4:42 PM
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Chro 77370
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King Engie
 
Yea, thats the point.  The engineer has to waste his 30 seconds of doing absolutely nothing to setup the tele, then another 20(10) seconds when he sets up the other one.  I think its perfectly legit to have the tele move with the spawn.  It gives a very clear advantage when running an engineer in 6s.  Right now engineer is a joke on linear maps, all they do is help you not lose.  This needs to be changed.
#  Apr 19, 2009 at 5:39 PM
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Well then chro would you support a 10 second buff to the speed it takes to build a teleporter, as oppossed to either of your aforementioned ideas?
#  Apr 19, 2009 at 5:51 PM
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Chro 77370
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King Engie
 
All buildings should build in half the time it does now, with no option to wrench it to make it go faster.  Upgrading should be twice as fast as well with a reduction in the initial build cost.  Just make the sentry weaker.  The problem with engineer is that you need so much time to setup and for what?  To not lose, thats it.  All of the buildings should be disposable, aside from the teleporter entrance.

Valves largest mistake in this game is still not being looked at properly, the spy/engineer relationship.  There should be no sapper, but a tranq gun that makes the reload rate of weapons increase by 50% and prolongs the switching of weapons by 50%.  Then you'll be forced to change the engineer overall.  People think the 9-class system was made like rock paper scissors, the truth is they just made each role in combat into a class and then let the natural counters of each class come out.  When you start getting over 60/40 of one class killing another things need to be tweaked.  When valve created an entire weapon to counter another class it broke this idea.  To this day that sapper is what is making spy not a competitively accepted class (a useless weapon slot when you have 3 weapons) and what is holding back engineer at the same time because its an 'accepted' counter.
#  Apr 19, 2009 at 6:00 PM
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berk 80244
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Chro, can you expand on this?  What does "make the reload rate of weapons increase by 50% and prolong the switching of weapons by 50%?"  Do you mean that reloading and weapon switching should take longer if an enemy gets nailed by a spy's tranq dart?  Also, isn't the point of the sapper to promote team play with the spy sapping prior to friendlies entering into a battle?  As you know, it only takes 2 whacks of a wrench to dislodge the sapper, so it is really easy for an engineer to beat a spy heads up without a fight to distract his efforts. 

Your strategic points are typically compelling, so I'd love to hear a more complete explanation.  And yes, I primarily play spy and haven't noticed the sapper to be a broken part of the class.  Thanks! 
#  Apr 19, 2009 at 6:05 PM
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GManNickG 80805
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King SpySquigMember
 
berk, you don't need a spy to sap a building first to destroy it. Not to mention in comp play you see Engineer on like 1 map.

So now you have this entire weapon slot wasted on a non-existent class. Hell even if he exists I'd rather be able to affect all the players, not just the ones playing a certain class.

tl;dr: I'd rather be able to hurt 8/9 classes than 1/9
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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
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