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remove spy until it is better
#3
I made a big long-winded post on how to make spy better and then deleted it because it really boils down to this:
Multi-use implanters are shit, just as rev flashers were shit. It's akin to replacing micheal bay with m night shyamalan.
The coders/whoever introduced it clearly didn't understand the problem. The problem is the ability to CHOOSE teams. When players choose teams, they choose:
A) Good players. This in itself pretty meta, but it's one of those things that honestly can't be avoided unless you are going to the effort of implanting the same dude round after round when you pick traitor, which then is just shitty.
B) Players with high rank. Why bother implant a staff assistant when there's the captain there who will give all access ID's to your crew.
Now it's just a race to who can get the better team. It's like when you are a kid playing basketball at who can pick the better player first to be on their team. And that ain't cool.

A fix for this would be remove the multi-use implanter entirely, do away with the pda traitor toys and dagger, and instead make the team of 4-5 pre-selected, only you don't know who is on your team, you have to make the effort of finding them (and potentially getting backstabbed) in the process, through codewording. A surplus crate can be deployed as a verb, and that's all the toys you need.
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