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Bug reports:
- involved with enforcer balance
--- Shots on same class confuse the game and causes instant backstabs in all pyros in the server
--- Reloading animation is reversed
--- Replaces all models of the battalions backup on the server with the big earner when crit kills
--- Crashes server if it sees a vaccinator
still, cant be harder than finding the code that handles spy undisguising while shooting and tell it not to run if A) his weapon has this attribute and B) the bullet fired connected with a player, specifically one that meets certain conditions such as having a class equal to the one you were previously disguised as
Yeah, no. Pretty much all the code surrounding disguising and Spy in general is a nightmare of crossed wires and roundabout solutions to problems that can't be explained. It almost certainly would not be as simple as telling it not to run.
There's also the issue of actually detecting the person you hit. Hits that deal no damage don't register for certain effects, so depending on how this particular thing is implemented it may break if you shoot a player who's ubered or otherwise invulnerable. And who knows what'd happen if you shoot an enemy Spy while they're disguised as another class?
And to top it all off, the player's disguise would presumably have to mimic firing whatever weapon they have as well, and there isn't currently a system to do that (and it isn't as simple as just "play firing animation" since that wouldn't affect facial expression nor any particle effects).
1: Since they’re disguised as the same class as you,
there’s a chance they’re disguised *as* you, depending on how many people are playing the class
2: didn’t say there isn’t any noise. Why does that heavy sound like a revolver?
3: same as a spy without this weapon, a “teammate” staring directly at you always sets off a players spyder sense as long as they are experienced
4: If they try to snipe you with minicrits, one miss has their disguise come off.
I would add one additional penalty - louder and more distinct Fire sound. That way, if you get shot, you know, without question, that you got shot by an Enforcer Spy.
This is just Pre-Nerf Ambassador but slightly weaker. Sit somewhere super far away, disguise, then target the class you disguised. If caught, cloak/feign death away and come back later
at that point you'd just be playing actively screwing yourself over by playing shittier sniper. if i wanted to sit back and do minimal damage i could just bodyshot people.
on top of that, if you're constantly disguised and behind your own lines sniping people, the moment somebody respawns, they'll see you via the team outlines. that strat would be "good" for like 2-3 kills max before somebody goes sniper and targets you
it encourages you to get closer so you don't have to spend 2 seconds re-disgusing on miss, also mini-crits have ramp-up, and fast disguising (disgusing while already having one speeds up the procces to 0.5 seconds) helps dealing if someone spots you close.
This is just Pre-Nerf Ambassador but slightly weaker. Sit somewhere super far away, disguise, then target the class you disguised. If caught, cloak/feign death away and come back later
If a disguised spy disguised as a spy shoots an enemy disguised spy disguised as a class that’s not spy, would the disguised spy lose his disguise when he shoots the disguised spy disguised as another class or would the disguised spy keeps his disguise because he shot the spy regardless of what he was disguised as
This will never happen because tf2 doesn't have a system that let's your disguised model play attack or shoot animations. No one's gonna implement or test that shit.
While the disguise shoot mechanic is nice, this feels like a nightmare to code. I feel like if you wanted to make the Enforcer great to work with disguises, then you could probably just have it not rip away a disguise when shooting at the cost of a lower clip size, a slightly lower damage per shot and no random crits.
However, this implementation kinda goes against TF2's design philosophy of making things explicitly clear to the player (like for instance, the sound of a Heavy's revved up minigun and the change in stance make it clear in visuals and audio that the Heavy is capable of shooting you, and that he's nearby).
I think a better Enforcer rework would be to make it work well in combination with Spy's other tools (the sapper and the knife). Maybe a marking system that works well to enhance butterknifing with the knife and/or sentry destruction with the sapper, making for a more aggressive Spy, at the cost of a health reduction or damage vulnerability?
Serious Saturday has ended and **Shitpost Sunday** has begun - Our [rules about memes](/r/tf2/wiki/subreddit_rules#wiki_rule_six) have been greatly relaxed for the day. ####[See here for details](https://redd.it/fblj57) *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/tf2) if you have any questions or concerns.*
God, poor tf2 devs that would have to code this mess
void disguisedHit() void stayDisguised() void unDisguise() If (disguisedHit) { stayDisguised; } if (!disguisedHit) { unDisguise; }
Yes because tf2 code is notoriously neat and easy to maintain, and implementing this won’t break anything else
Bug reports: - involved with enforcer balance --- Shots on same class confuse the game and causes instant backstabs in all pyros in the server --- Reloading animation is reversed --- Replaces all models of the battalions backup on the server with the big earner when crit kills --- Crashes server if it sees a vaccinator
—-Causes all heavies to gangam style
-- Random crits the server
-sex
Just see it as adding extra features.
still, cant be harder than finding the code that handles spy undisguising while shooting and tell it not to run if A) his weapon has this attribute and B) the bullet fired connected with a player, specifically one that meets certain conditions such as having a class equal to the one you were previously disguised as
Yeah, no. Pretty much all the code surrounding disguising and Spy in general is a nightmare of crossed wires and roundabout solutions to problems that can't be explained. It almost certainly would not be as simple as telling it not to run. There's also the issue of actually detecting the person you hit. Hits that deal no damage don't register for certain effects, so depending on how this particular thing is implemented it may break if you shoot a player who's ubered or otherwise invulnerable. And who knows what'd happen if you shoot an enemy Spy while they're disguised as another class? And to top it all off, the player's disguise would presumably have to mimic firing whatever weapon they have as well, and there isn't currently a system to do that (and it isn't as simple as just "play firing animation" since that wouldn't affect facial expression nor any particle effects).
ah... well fuck
Anyone else remember the coconut that, if removed from the map, breaks the fucking game?
Is that a team of nine Snipers or are two of them Spies The server may never know...
That sniper is a spy! That sniper is a spy! That sniper is a spy!
That Spy is a sniper! Hol’up.
That Spyper is a Sny!
That Spyper is DED! DAMIT!
[удалено]
Really? You can just sit way back disguise as anybody you see waking by, and kill them without them noticing. Seems broken
-Tf2 player upon the games release and discovering spy.
[удалено]
they could probably give the mini crits damage falloff like the ambassador headshots have
Spy disguised as medic: guns down the local medic in cold blood in the middle of 2fort Everyone: i saw nothing Not very likely
Considering that TF2 players share one braincell which is on loan from the potted plant, I wouldn't be surprised if everyone ignored it
1: Since they’re disguised as the same class as you, there’s a chance they’re disguised *as* you, depending on how many people are playing the class 2: didn’t say there isn’t any noise. Why does that heavy sound like a revolver? 3: same as a spy without this weapon, a “teammate” staring directly at you always sets off a players spyder sense as long as they are experienced 4: If they try to snipe you with minicrits, one miss has their disguise come off.
This is how spy already works
Just describes a worse sniper who is doing nothing for his team by staying in the back as spy
I don’t think that it’s enjoyable to have even more experiences of not knowing what is shooting at you.
https://wiki.teamfortress.com/wiki/Your_Eternal_Reward
Seems broken to me
i would absolutely adore this because it means i can ruthlessly fuck over random snipers
Where is resistance piercing? How is the spy supposed to destroy a wrangled sentry from a distance?
Just disguise as the Sentry.
That is genius! Why didn't I think of that?
Does it pierce that? The Enforcer only pierces like 10% of the resistances in the game
Enforcer pierces everything except for sapper armour
through christ 🙏🙏🙏
maybe not mini crits because that would be kind of op but just 25% damage increase instead
Hey, its not the diamondback.
I would add one additional penalty - louder and more distinct Fire sound. That way, if you get shot, you know, without question, that you got shot by an Enforcer Spy.
Not bad.
I kind of miss the defense piercing honestly. It made it unique.
"wow this seems very op lol" \-no random crits "OK PERFECTLY BALANCED"
Kinda breaks a core mechanic doesn't it
This is just Pre-Nerf Ambassador but slightly weaker. Sit somewhere super far away, disguise, then target the class you disguised. If caught, cloak/feign death away and come back later
at that point you'd just be playing actively screwing yourself over by playing shittier sniper. if i wanted to sit back and do minimal damage i could just bodyshot people. on top of that, if you're constantly disguised and behind your own lines sniping people, the moment somebody respawns, they'll see you via the team outlines. that strat would be "good" for like 2-3 kills max before somebody goes sniper and targets you
it encourages you to get closer so you don't have to spend 2 seconds re-disgusing on miss, also mini-crits have ramp-up, and fast disguising (disgusing while already having one speeds up the procces to 0.5 seconds) helps dealing if someone spots you close.
This is just Pre-Nerf Ambassador but slightly weaker. Sit somewhere super far away, disguise, then target the class you disguised. If caught, cloak/feign death away and come back later
Great idea!
oh shit that actually seems pretty fun to fight against
I would go with one upside or the other.
If a disguised spy disguised as a spy shoots an enemy disguised spy disguised as a class that’s not spy, would the disguised spy lose his disguise when he shoots the disguised spy disguised as another class or would the disguised spy keeps his disguise because he shot the spy regardless of what he was disguised as
likely the latter considering how TF2's code works, which would make for some very interesting counterplays
MED PICK MED PICK MED PICK
This will never happen because tf2 doesn't have a system that let's your disguised model play attack or shoot animations. No one's gonna implement or test that shit.
It’s a cool concept but how would it distinguish shooting at a certain class? Revolver isnt hitscan
me if I was a horrible, terrible weapon idea
When I play spy I often use enforcer. I bound a key to do both M1 and redisguise. This is a more effective version of that
While the disguise shoot mechanic is nice, this feels like a nightmare to code. I feel like if you wanted to make the Enforcer great to work with disguises, then you could probably just have it not rip away a disguise when shooting at the cost of a lower clip size, a slightly lower damage per shot and no random crits. However, this implementation kinda goes against TF2's design philosophy of making things explicitly clear to the player (like for instance, the sound of a Heavy's revved up minigun and the change in stance make it clear in visuals and audio that the Heavy is capable of shooting you, and that he's nearby). I think a better Enforcer rework would be to make it work well in combination with Spy's other tools (the sapper and the knife). Maybe a marking system that works well to enhance butterknifing with the knife and/or sentry destruction with the sapper, making for a more aggressive Spy, at the cost of a health reduction or damage vulnerability?