Author Topic: Spiders: Needing a larger flyswatter  (Read 2130 times)

Dragnix

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Spiders: Needing a larger flyswatter
« on: November 28, 2011, 09:43:41 am »
    Spiders are one of the more deadly rolls in the RTD arsenal. An entity which is able to breathe fire and overwhelm players very quickly if left unattended. However, there are ways of effectively using a spider and not, and defending against a spider.

Rolling a spider for your team tips:

  • Medics can heal the spider, and they have a slight increase to ubercharge when healing the spider. This makes a medic a good buddy for a spider, especially if threats try to take down the medic. As a medic, healing friendly spiders is a priority, the longer they stay alive, the longer you'll stay alive.
  • Spiders are an engineers best friend. Keeping a spider near your sentry will quickly overwhelm anyone attacking your sentry, or at least cause a lot of damage to them.
  • Spiders have audio cues that will call out enemy spies that are disgused. Listen to the spider effectively, and you'll know if a spy is about to stab you/sap your stuff.
  • Spiders can be called back by typing the command "call". They will be summoned to your location at that point. As a spy/scout, this is a very good way of getting a spider into enemy territory, or right next to a sentry. Scouts have bonk they can use, spies have their invis watch.
  • Snipers may want to pick up spiders, if they have the chance. Spiders act as a form of a razorback: spies will have to be cautious when backstabbing you, for immediately the spider will let go with flames. Sure, they pull their dead ringer, but it makes them at least think twice before letting loose.
  • Spiders can spawn more spiders, and a pack of spiders can break even a tough defense, or lock down an area.
  • Spiders have an interesting health mechanic. If a spiders low on health, you can give it some, by picking it up. Note: it'll take your health, but considering you can respawn, it may be worth the health that you're giving up. And on the opposite end, if you are low on health: picking up a full health spider, he'll give you some.

Facing a spider on the enemy team
  • The one problem that the spider has is his pathfinding. Again, when he turns, he'll turn in a clockwise/counterclockwise manor, looking for the shortest path to it's destination. This actually works in your favor, and especially as a pyro. The thing is that if you are standing right on top of a spider: he'll have problems hitting you. A spider can be killed effectively if while standing on top of the spider, meleeing it over and over again, and running in the direction opposite of which the spider is turning. He'll be trying to turn and turn to face you, and you can keep whacking it. This is best done by a pyro, as any flame damage he takes will be less noticable.
  • Lure spiders away from hostile areas. Spiders are good for area denial, but they will follow after someone if they are in it's effective sight. If you see a spider in a hazardous area, like a sentry nest, you're gonna want to draw it away from it. Let it chase you: and get it to where you can kill it effectively.
  • If you see a medic/spider team: you're job is to take out the medic first. Just like a heavy medic pair: hitting the spider over and over again won't make much difference if the medic is making up for that damage. This seems simple, but not a lot of people pay attention to it.
  • Multiple spiders in conjuction is asking for trouble. It takes coordination to take out a nest of spiders if the spiders are being closely watched: as a good player will call back the spiders if they are in trouble, or take you out while you try to take out spiders. It may even take an uber. But the team will have to come together to take out a pack of 3 spiders. They are that deadly. 
  • Sentries won't attack spiders right away, but that's where a wrangler comes in. Wrangle enemy spiders. One of the more effective ways of getting rid of them
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« Last Edit: November 28, 2011, 09:46:55 am by Dragnix »


             

Avenger

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Re: Spiders: Needing a larger flyswatter
« Reply #1 on: November 28, 2011, 12:45:35 pm »
So basically, Spiders are OP except against pyros and wrangler engies. (And minigun heavies, but you didn't mention them, and it wastes a potential resource)
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Rhia

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Re: Spiders: Needing a larger flyswatter
« Reply #2 on: November 28, 2011, 01:25:25 pm »

 
coughcough... we need this.
 
My thoughts on spiders: It's very important to listen to the spiders when they call out for a spy.
Healing a spider: It's a bit tricky, you have to.. not click essentially- if you see your beam going into the spider, don't click again or it will stop healing.
Calling your spider back to you - This can be done every 30 seconds (for minions in general)
Spiders will follow you if you are on their team and you are friendly. If you have crouch invisibility you can crouch and your spiders will stop following you (if you and your spiders are protecting an area but if you dont want the spiders to give off your position)

Dragnix

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Re: Spiders: Needing a larger flyswatter
« Reply #3 on: November 28, 2011, 01:36:47 pm »
Spiders are difficult to face, yes, but everyone can take them down.

For example, a spider will tend to attack a sentry/dispenser when it's around it. Getting behind it and meleeing to death isn't that uncommon.

In the end, it's about what the spider is focused on: and how you can exploit what it's focused on to kill it.


             

Gibus-Toting Irishman

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Re: Spiders: Needing a larger flyswatter
« Reply #4 on: November 28, 2011, 09:58:44 pm »
Quote
Spiders are difficult to face, yes, but everyone can take them down.

Not Huntsman/Jarate snipers.

Anyway, there should probably be something in your guide that says "Fire and other things don't work on them".
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Rhia

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Re: Spiders: Needing a larger flyswatter
« Reply #5 on: December 04, 2011, 03:56:41 pm »
Another technique: Carrying a spider around on your back and having the Scary Taunt trinket equipped is highly effective.
Because you cant do anything while doing the taunt, you are still able to drop the spider and the spider will follow a target as normal.

Mayor McCheese

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Re: Spiders: Needing a larger flyswatter
« Reply #6 on: December 16, 2011, 03:31:51 pm »
Spiders are difficult to face, yes, but everyone can take them down.

For example, a spider will tend to attack a sentry/dispenser when it's around it. Getting behind it and meleeing to death isn't that uncommon.

In the end, it's about what the spider is focused on: and how you can exploit what it's focused on to kill it.

i really dont agree, i feel spiders are fairly balanced, until they start multiplying... from rolling,  one spider rolls another spider... both those spiders can potentally roll another spider.   perhaps shrink the model down.. and make minispiders, that are rolled from the spider, mini spiders should not be able to roll,  (unless theres a manor in which, only the primary spider can roll... ie  you drop your spider, it rolls another spider,  that newly spawned spider cannot roll, only the initial spider can actually roll)..... and this is just basic statstics... since the odds of getting that third spider effectively double since theres 2 spiders rolling instead of one.  or when they fall though the floor and still conitune to attack players
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