Back in time to get the facts. Pt .Phosphorus Etc.. Merc/Spy

Started by AgentX_003, March 18, 2008, 02:24:28 AM

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InvisibleMan999

Quote from: Rambo on March 20, 2008, 01:18:23 PM
lol aggro players run around with thermal all the time, no way they wouldn't see the poison mine. dunno which noobs u played with this crap tactic (ok it's aqua that explains a lot) XD

Well the poison mine is support in this case. Imagine your merc standing at the end of a corridor with a poison mine up. So the spies have trouble doing a rush against him without tripping the mine.

This is actually a bit more common in some place like greek (I've never really used them in pirates much). Lay down a poison at the entrance to greek. If a spy wants to rush you, he sets off the mine.

Right now, that doesn't mean much because spies can heal each other. But slow down the healing animation and now it becomes a big deal.

Xris

Quote from: Rambo on March 20, 2008, 02:10:18 PM
it's the job of spytraps to make them give away their position, not the job of poison mines...

Yes but if you go to a spy on a spy trap u can shoot him and he may not die, if u hear a running spy that has been poisoned a couple shots will kill him.  Spy traps are more for tracking, poisons are more to screw with the spy (i.e. make him run to med kit, and get blow up by proxy on the way or at it.)

Gawain

if you use thermal right, there's no way you will run into a poison mine by accident. if you really wanna make it work this way, you gotta remove the laser in thermal.

InvisibleMan999

Quote from: Rambo on March 20, 2008, 08:31:06 PM
if you use thermal right, there's no way you will run into a poison mine by accident. if you really wanna make it work this way, you gotta remove the laser in thermal.

Right. But the idea against aggro is to slow him down, or make his movements more predictable. An aggro spy is no threat if he can't get close to the merc, and poison mines if strategically placed could make that more difficult (again with the 1-2 second partner heal animation).

BurningDeath

Rambo - don't you forget that there is no player that does not make any mistakes. You cannot always do the right thing. Everyone will eventually run into a well placed poison mine.

Farley4Fan

I don't think I need to explain anything now, everyone else has explained the use of poison mines against aggro quite well.

Gawain

Quote from: Papa Skull on March 20, 2008, 10:56:40 PM
I don't think I need to explain anything now, everyone else has explained the use of poison mines against aggro quite well.
so why do you post this statement? oO

i still think that poison mines function-overlap with spytraps against stealth and have almost no use against aggro unless in some rare places on some maps.

Succubus Dryad Of The Undying Comet

Poison -> puts the solo-spy in a position where he MUST give away his position or he dies. Teamed spies would just heal eachother.
Spytrap -> automatically shows the spy, even when he's teamed (for just a second, but it does).

seefoo.

Quote from: Westfall-US on March 19, 2008, 09:02:20 PM
...but they do a great deal of fucking up/damage/death to a spy and his team. Don't smoke before you post.

i smoke before i do anything!  then again i am oblivious to what is goin' on around me =p

....sorta like this thread!  :D

Westfall

Quote from: seefoo. on March 21, 2008, 03:03:14 AM
Quote from: Westfall-US on March 19, 2008, 09:02:20 PM
...but they do a great deal of fucking up/damage/death to a spy and his team. Don't smoke before you post.

i smoke before i do anything!  then again i am oblivious to what is goin' on around me =p

....sorta like this thread!  :D

I'm a hypocrite for even saying it ;)

Farley4Fan

Quote from: Rambo on March 21, 2008, 01:10:16 AM
Quote from: Papa Skull on March 20, 2008, 10:56:40 PM
I don't think I need to explain anything now, everyone else has explained the use of poison mines against aggro quite well.
so why do you post this statement? oO

i still think that poison mines function-overlap with spytraps against stealth and have almost no use against aggro unless in some rare places on some maps.

Did you purposely ignore the posts?  It's not a rare spot only thing, you just don't know where to use them.  They work well against aggro players, period.

Gawain

papa, you're that low skilled that you're really in no position to tell me that i don't know where to use poison mines effectively. if you can jump over them, they work only against really uncareful players or if you combine them with a proxy. this leaves only some few unexpected spots or placment behind door frames/windows/vents.


Spekkio

Quote from: Westfall-US on March 19, 2008, 09:02:20 PM
Quote from: Rambo on March 19, 2008, 02:06:33 PM
blatant suggestion: remove poison mines from the game. they hardly killed any1 in ct and were used 50% as spytrap replacement.

This is probably the worst thought out idea that has been posted on these forums. They hardly killed any1.....are you serious. Maybe you have a hard time placing them, but they do a great deal of fucking up/damage/death to a spy and his team. Don't smoke before you post.
I agree with Rambo here -- poison mines are mostly useless. The only time that they are effective is when you are host and can hear them set off. The only time they are a nuisance to deal with is when the merc is host and can hear them set off. Otherwise it's like "oh poison" then you get healed by one of the 9,000 different methods available to you.

In other words, poisons almost never kill by themselves. They need a merc to come to shoot up the spy after it's tripped because you can ALWAYS reach a healthbox in time. This is the same function as spy traps -- tags spy, but the merc has to do the killing.

BurningDeath

@Ramob: By your definition, laser-mines would be useless too .. o_O