which goon placed the countdown?

This issue has bothered me since I started playing and would have made a big difference if I knew the answer.

So let's say I'm facing two pyros, and there are two flamethrowers activated, one ready to go off and one with 3 rounds remaining. I can take either one of them down with my next move, but if the flamethrower goes off, I'm dead. Is there any way to know who placed the tile that's about to activate so I can kill him and get rid of it?
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Comments

  • Is there any way to know who placed the tile that's about to activate so I can kill him and get rid of it?
    Short answer: No.

    Longer answer: Nope.

    I don't think you'd find much disagreement here about how helpful a separate label where there are two of a goon type present would be.
  • tinnykitty those tinnykitty goons....... icon_mad.gif
  • over_clocked
    over_clocked Posts: 3,961
    If you have a stunner on your team, a slightly less crippled way to tell goons apart would be stunning one of them when countdowns haven't reached 1 yet. Whichever CD doesn't tick after that, you know your suspect now.
    Some goons only place one CD at a time, and in order that they are shown, like Snipers, which makes them easy to deal with.
  • locked wrote:
    If you have a stunner on your team, a slightly less crippled way to tell goons apart would be stunning one of them when countdowns haven't reached 1 yet. Whichever CD doesn't tick after that, you know your suspect now.
    Thank you for that, that's what I had in mind, but it can only be done, under circumstances, aka stunner with enough AP to stun, and not for 1 turn left.
    locked wrote:
    Some goons only place one CD at a time, and in order that they are shown, like Snipers, which makes them easy to deal with.
    Snipers are not so much the problem, because their damage may be "oh God, please don't let it go off", but it it's only one at a time, so the case is to eliminate it anyway, and not care about who placed it..
  • Nemesis wrote:
    This issue has bothered me since I started playing and would have made a big difference if I knew the answer.

    So let's say I'm facing two pyros, and there are two flamethrowers activated, one ready to go off and one with 3 rounds remaining. I can take either one of them down with my next move, but if the flamethrower goes off, I'm dead. Is there any way to know who placed the tile that's about to activate so I can kill him and get rid of it?

    I have noticed that it's usually the one on the back, it's happened to me before that I go and kill the 1st guy and the one on the back is the one with the tile
  • Eddiemon
    Eddiemon Posts: 1,470 Chairperson of the Boards
    Maybe. If they are not exactly the same level then their tiles will do different damage and you can match the countdown tile to the ability description.

    Otherwise, guess
  • Nemesis wrote:
    This issue has bothered me since I started playing and would have made a big difference if I knew the answer.

    So let's say I'm facing two pyros, and there are two flamethrowers activated, one ready to go off and one with 3 rounds remaining. I can take either one of them down with my next move, but if the flamethrower goes off, I'm dead. Is there any way to know who placed the tile that's about to activate so I can kill him and get rid of it?

    I have noticed that it's usually the one on the back, it's happened to me before that I go and kill the 1st guy and the one on the back is the one with the tile

    That may happen sometimes, but not always. It mostly seems that the one I guess is my man, is always wrong......!
  • Eddiemon wrote:
    Maybe. If they are not exactly the same level then their tiles will do different damage and you can match the countdown tile to the ability description.

    Otherwise, guess

    That's a good one, hadn't thought of that.., thanks!
  • Nemesis wrote:
    tinnykitty those tinnykitty goons....... icon_mad.gif

    I say tinnykitty those tinnykitty devs -- they had time for all irrelevant work like slanted tabs and animating HP but indicating counter ownership we asked hundred times over since day one is still sitting. Sure some excel sheet guy calculated it would drop the health pack use by some amount so it's red light. icon_evil.gif
  • pasa_ wrote:
    Nemesis wrote:
    tinnykitty those tinnykitty goons....... icon_mad.gif

    I say tinnykitty those tinnykitty devs -- they had time for all irrelevant work like slanted tabs and animating HP but indicating counter ownership we asked hundred times over since day one is still sitting. Sure some excel sheet guy calculated it would drop the health pack use by some amount so it's red light. icon_evil.gif

    Good God do you ever do anything but whine all day?
  • Cousin Simpson
    Cousin Simpson Posts: 1,086 Chairperson of the Boards
    Easy rule of thumb: It's always the goon that you don't choose, so kill that one instead.
  • Bacon Pants
    Bacon Pants Posts: 1,012
    It really a grinds my gears when I stun the wrong bad guy and then get sniped or some other countdown tile hits me. I like to believe that the stunned bad guy is giving me the good ole Nelson Muntz laugh.
  • Easy rule of thumb: It's always the goon that you don't choose, so kill that one instead.

    But even then, it will deffinately be the other one...........
  • Wonko33
    Wonko33 Posts: 985 Critical Contributor
    pasa_ wrote:
    Nemesis wrote:
    tinnykitty those tinnykitty goons....... icon_mad.gif

    I say tinnykitty those tinnykitty devs -- they had time for all irrelevant work like slanted tabs and animating HP but indicating counter ownership we asked hundred times over since day one is still sitting. Sure some excel sheet guy calculated it would drop the health pack use by some amount so it's red light. icon_evil.gif

    You are an intense fellow - take a deep breath, your valid points would come across better if we weren't imagining you foaming at the mouth while typing them. just saying.
  • mouser
    mouser Posts: 529 Critical Contributor
    Sometimes the goons have slightly different levels. E.g. 121 and 120.

    If that's the case then you can tell which goon created the tile by checking the damage in the tile and character ability descriptions.
  • jozier wrote:
    pasa_ wrote:
    Nemesis wrote:
    tinnykitty those tinnykitty goons....... icon_mad.gif

    I say tinnykitty those tinnykitty devs -- they had time for all irrelevant work like slanted tabs and animating HP but indicating counter ownership we asked hundred times over since day one is still sitting. Sure some excel sheet guy calculated it would drop the health pack use by some amount so it's red light. icon_evil.gif

    Good God do you ever do anything but whine all day?

    To be fair he has a point, it's a much requested feature and I'm yet to see a single dev response to it. A simple "yes it's coming" or " it's not coming" would be enough.
  • Easy rule of thumb: It's always the goon that you don't choose, so kill that one instead.
    Your thumb get chop off when you come across a team of 3 pyro.
  • Cousin Simpson
    Cousin Simpson Posts: 1,086 Chairperson of the Boards
    Justdangit wrote:
    Easy rule of thumb: It's always the goon that you don't choose, so kill that one instead.
    Your thumb get chop off when you come across a team of 3 pyro.

    In that case, we'll need Monty Hall to come in and give us the choice of changing our decision or keeping it.
  • fedlex20
    fedlex20 Posts: 303 Mover and Shaker
    I think usually is the one with more health.

    But i think is fair we dont know who put it there. That would make it way too easy, c'mon.
    This is needs to be challenging, right?
  • Verno5x
    Verno5x Posts: 36
    pasa_ wrote:
    Nemesis wrote:
    tinnykitty those tinnykitty goons....... icon_mad.gif

    I say tinnykitty those tinnykitty devs -- they had time for all irrelevant work like slanted tabs and animating HP but indicating counter ownership we asked hundred times over since day one is still sitting. Sure some excel sheet guy calculated it would drop the health pack use by some amount so it's red light. icon_evil.gif

    You don't actually think that the same people who do the design work for the game are the ones who program the systems, right? A game studio (in general) is composed of designers, developers, product managers/producers, and QA at a very basic level. They also likely have 2+ smaller teams of these people if they use the Agile project management method, which a lot do. The bulk of the work for the "slanted tabs" and "animated HP" would have been done by a designer(s) with a much smaller amount of work from a developer to plug in the new graphics and animations. This allows the designers to make visual improvements while developers can focus their work on improving other systems in the game.