I agree completely with Squipe. I can completely see the Pen Injector idea coming into play. Some great ideas in here.
-RedHawk
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Posted 05 March 2009 - 08:47 PM
As a pretty decent spy, I think some of these would over-power the already strong class. I also think their should be more stealth moves available so here is my idea. You have this injector thing the replaces the knife. With the injector, you get to inject up to 5 enemies with a bug. Then with a right click, everyone you injected is poisoned and will only live for about 7-10 seconds. Drawbacks? If the spy get's too far form any injected target, the bug goes away.(So the spy can't be back at base while five guys died)If the spy is kill during/before the bugs are active, the bugs stop acting.Why use it?Quick fire, so you can infect a group of people (while disguised) and then run and hide.More stealth involve, no hiding forever and getting one kill.Your targets won't know they are bugged until you activate the poison.I think this is still balanced because the five people the spy are poisoning will immediately go after the now running spy, and if you don't hide well, they live. (Don't know if the spy should be able to cloak during the poison period.) After this a successful attack, the team will be very spy paranoid for a while so two attacks will to hard to pull in a row. So what do you think? I think some minor tweaks would help.
-reply by themarcuslovPosted 27 March 2009 - 12:33 AM
How about instead of the pen, that injects poison, a jar that contains a deadly virus or toxic chemicals, that chokes anyone within a set distance. The area would become all green with the toxic fumes and dissapates after say, 10-15 seconds.
Drop the jar, and run for your life, because the jar dropping would make a sound like breaking glass, giving them warning to look for the perpetrator before they die. The medics needle gun could deliver the anti-virus. ???
what do you think. Feel free to take/modify my idea
-reply by caps lock
Posted 05 April 2009 - 02:13 AM
New sapper: Hacker Sapper
Disadvantage: Only disables (doesn't do damage), but stays on indefinitely until engy hits w/ wrench or SG is destroyed. This will encourage more "good" Spies who kill the enemy engineer and finish off the SG themselves. Also more teamwork is encouraged since the sapper won't destroy the SG by itself.
Advantage: If the spy gets enough kills/assists/destruction points, the Spy gets a "hacker" sapper which will TAKE OVER AN ENEMY SG so it shoots the enemy instead. This can turn the tide in a battle even faster than an uber-charge. Half a team can get wiped out before they know what's happening. The SG remains hacked until destroyed, or an enemy engy finds a way to wrench the SG (such as if the SG is right around a corner). The spy can get killed by his "own" SG similar to an engy, but there's no friendly fire so his team doesn't have to worry about crossfire. This powerful effect must have its limitations:
Other implications to consider: Should an enemy Spy be able to sap the hacked SG (2 sappers at once)? If a normal sapper is on a SG, can the new disable-only/Hacker Sapper also be placed and vise-versa? If so, a Hacker Sapper should remove/disable a normal sapper upon activating. The Spy's teammate Engy will be able to repair the Spy's hacked SG and restock the ammo as usual, without knocking off the hacker sapper.
Other interesting ramifications:
A Spy can wait for an Engy to level up his SG then hack-sap after the Engy goes to get more metal. The Engy thinks it's a normal sapper and quickly runs back to wrench it, only to get blow to bits by his own gun. Hilarious
New knife: Electro Knife
Disadvantage: 25% slower cooldown time between strikes (actual strike speed is unchanged).
Advantage: Each backstab or slash increases cloak meter (hack meter is filled for kills regardless of knife). The blade draws electrical energy from the enemy's body to charge the wristwatch. Each backstab increases cloak meter by 25%, slashes only 10%. Perhaps if the cloak meter is already filled, the knife would then power up the hack meter faster. Spies will always want a fast backstab, so this would maintain that need while providing other benefits. Perhaps the Electro Knife would be required to power up the Hacker Sapper (more "logical").
As for the revolver, I like Krits' silencer idea, although I think 100% crit chance from behind would be too powerful since most classes would die in a couple hits.
-reply by The Dude (Robert Weekes)
Posted 19 April 2009 - 04:46 PM
I like your canceler idea. But what if it was like a jammer instead, where u have to point it at what you wanna jam. And it would have like a cool down and charge up like the cloak(but no metal pick ups). Maybe a laser can indicate the enemy where you are. I say this becuase ever alternate weapon has to have a disadvantage, with the sapper u have to go right up to it(chances of dieing high) but it sticks and destroys the building unless an engie removes it. With your idea even tho it just freezes, it would seem to be cheap because 20 seconds is a long time to destroy something. With a jammer a spy has to be exposed to jam it and that would be its disadvantage.
-reply by frank
Posted 28 April 2009 - 06:03 PM
Posted 22 June 2009 - 03:26 AM
So, I have these very simple suggestions.
EMP Device : A wide range sapper. Used by spies internationally, and bought online by the TF2 Spy.
Usage : This is far more powerful than a sapper. When set, the device emits an EMP shockwave with an area of effect about 10 fts, disrupting almost every single electric device in the area. It cannot be removed, will kill buildings very fast, but it takes some time to set ( 1.5 seconds ), and people will know you are a spy. Also, there is limited ammunition, you only have 2 of these per lives.
Super Spy Watch : Another spy watch, often employed by James Bond, now sold to the TF2 Spy.
Usage : A very dangerous watch - 0.5 seconds of cloak time, and 0.5 seconds of uncloak. Effect time is 4 seconds, and you move at 80% speed. In this time, you are invulnerable to every damage caused, can use every weapon in your arsenal during that time ( in risk of being exposed immediately, of everything you have, disguise included, even placing a sentry ). That way, it's possible to counter trigger happy pyros, and making spy an effective class to play. The downsides? Really large sound when exposed, uncloaked, and cloaked. ( A tad bigger than Dead Ringer uncloak )
Or just simply a throwable or slidable sapper.
Posted 19 November 2009 - 06:38 AM
id like to do away with the backstab animation (knife lift up, slash down) because it is laggy and glitchy.
As a replacement for the Electro Sapper, what about a gas bomb thing that the spy can drop without losing his disguise. It does no damage, but causes everyone in the vicinity of the gas bomb goes colour blind, so that they are slower to see where the spy is when he decloaks when he attacks (at the moment spies get killed within seconds of backstabbing because blue and red are wildly contrasting colours, and spies are spotted and killed very quickly). This also apply to the sentry guns - they cannot sense the difference between blue and red, and so do not attack for the period before the colour-blind effect wears off (10 seconds?), also giving a chance for the spy to retreat and for his team to do some damage to the sentries. The colour-blind effect cannot be removed from players or sentries for the duration of the effect.
Let me know what you think.
-reply by wahmelon
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