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Повідомити про проблему з перекладом
The trick I found with them is to switch to the gloves right from spawn until roughly 70% of the way to the front lines. Regular walk the rest of the way and you'll have recovered your original health by the time you're fighting again, and you'll have reached the front lines faster than without it. Only useful on longer maps and not too useful with a teleporter, but the TP might break (happens a lot on Bigrock with engi bots breaking the teleporters or making them dangerous)
It's also good to bail out of a situation if you still have a good ammount of health and don't need to run more than a couple of seconds. (although I believe the fists of steel will do that job better)
(As a PS, i've played a lot of advanced and expert matches with not-so-great team mates and most of those sapper uses are probably not worthwile on good teams, BUT on those teams where some stuff is lacking like resistances, medic's shield, etc etc they can be good. Basically, sapper radius 2 and 3 can make the spy more of a crowd controller if needed.)
I hope I didn't flood here too much! This guide is overall very good and I'm definetelly recommending it to friends if they are new to MvM
[2/2]
[1/2]
Most of my nitpicks have been voiced by Toki, but I do have one of two things that I think it's worth commenting:
1. Natasha can be good against waves with giant scouts if your team doesn't have anything to stop them, or isn't "reliable" (I've seen teams where the scout misses the milk, or the pyro gets distracted, etc). It is situational, but not as useless as the other two weapons listed there. I would advice not using it when there's more of other giants besides scout (say a wave with 4 giant heavy's and 2 giant scouts).
5. I've found good success with the GL + Tide Turner + Claidheam Mor for trimping to safety or regularly just being able to turn around as needed. Better suited for more experienced players, as you have less resistance and health.
6. If you have to buy the Projectile Deflection for heavy, do both. I've found poor success in utilising one point. Also aim a little towards their left shoulder, as their rockets/pills come out from their right.
1. Teach players how to read incoming robot waves
2. Scouts can collect Red Cash to heal themselves, which can be handy.
3.The spy is likely the class with the least amount of money you need to commit to, so the sapper radius could still be worth if you're really that spare on cash.
(1/2, hit the 1000-char limit)