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Considering the new Medic weapons, what would you want from the Spy?
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Considering the new Medic weapons, what would you want from the Spy?

#  Feb 28, 2008 at 2:01 PM
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Renegade26 78969
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Im generally interested in the Spy players would like as their options from their weapons as unlocks: if youve no idea what Im on about, the medic is getting two new unlockable options, one being a new healgun that is a superoverhealer with no uber, and the other unlock a new kind of needlegun and bonesaw.

The point is to give players more options, make the game more interesting and in depth for the players who play a lot, whilst keeping the average player with equally strong weapons, and aspirations to unlock the new ones. Some players will keep to the ubercharger, some will change it for the overhealer, and some medics may choose a different offensive power style.

What I would like to see from Spy unlocks would be this:

A revolver that doesnt ever randomly crit, but crits people 100% if you shoot them in the back, where the crit shot would do less than that of a normal revolver (~80-100), so that those times when you're behind an enemy and arent going to catch up for your knife, you can shoot them for a close kill, and finish with some body shots, or take a shot or two in the back and retreat, allowing teammates the kill, or coming back later. Why would I want this? So that I wouldnt need to rely on my knife for instakills at melee range, I could try and take out players in a similar way (getting behind and attacking from there), with more risk, but more reward (I can make the kill still, but Im further away). However the revolver would be weaker for those times when you pop off some shots as a medic chases you with a needlegun for killing his heavy, or other such times when you can shoot people.

Remember, if you are going to make a suggestion, it might as well make sense balance-wise. The weapons need to be equally strong, and give advantages to certain types of play, rather than making the weapons stronger than the originals.

Edit: 02/5/08 (the second of May for the Americans)

Ive gone through the 25+ pages and tried to pick out some of the better ideas, but before that Id like to tell you that vision and movement impairing is not going to happen.

Hellblazer:
"There will NEVER be any more "conc nades" or tranq guns. Valve established early on that they do not want the control of the character taken away from the player."

"Silenced Pistol instead of Magnum. Doesn't reveal disguise but does less damage."

Spoo!:
"best thing i can think of is
prox mines, they replace the sapper.

spy holds 4 max, they are hand thrown with a decent cooldown (2-4 seconds) time after each is thrown.  The spy can only have 4 deployed in the field at one time.

Like the sapper, they can be used while disguised without dropping the disguise.

They explode only when enemies make direct contact, they cannot be detonated.  They take 5 seconds after thrown to become live, so they are not very useful in open conflict.  They do about 100 damage, requiring 2 next each other to kill any class but the heavy (needing 3).  The splash is very limited, meaning that only one person will take damage, unless people are on top of each other.  They can be blown up by enemy fire by members of the opposing team only.

To the opposing team they look exactly like friendly noncrit demoman stickies.  To the firendly team they look different is some way, to let your team know where they are.

They have no effect on buildings."

Doc Brown"
"What about fake medkits/poison vials?"

a-scale:
"I've got another one. I believe it's perfectly in line with the character of TF2.

A kick me sign. That's right, a piece of paper that you can put on an enemy's back that says "shoot me", which makes that soldier look like a hostile player, and turns friendly fire on for that soldier for a limited time. Want to confuse the hell out of a rush? Put the "shoot me" sign on the back of t
#  Feb 28, 2008 at 2:14 PM
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MediumSized 81748
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Know what would be a really wild gamechanger for Spy?  Give him a new sapper device that doesn't disable or destroy an enemy sentry, but instead rewires it to his own team's color.

It would, of course, need to be heavily balanced -- it would take a long time to apply and/or to take full effect, giving the Engi a lot more time to wrench it off and putting the Spy in even greater danger.  I can't see it working on enemy teleporters, either, since "converting" just the entrance or exit would leave the whole thing in limbo.
#  Feb 28, 2008 at 2:23 PM
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Chro 77370
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Give spy a sapper thats not detectable at all and only stops the gun from firing.
#  Feb 28, 2008 at 2:31 PM
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Dro0g 81612
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How about a spy device that lets you listen to the other teams' chat. even though you would just hear people calling eachother homos the whole time.
#  Feb 28, 2008 at 2:58 PM
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-DaRkNesS 82783
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I was thinking a butterfly knife that actually scored a backstab when you stab at someones back, but did not have the ability to facestab.

Seriously though, an undetectable sapper that does no damage but disables buildings sounds pretty interesting.
#  Feb 28, 2008 at 3:02 PM
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Jer 83175
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Quote:
Originally Posted by Chro
Give spy a sapper thats not detectable at all and only stops the gun from firing.


How would you balance that out? while it sounds good for all the sucky engineers out there I.E. me, I would like to know how you could balance it.
#  Feb 28, 2008 at 3:15 PM
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If I had the choice to choose a cloak time meter that was half the size, but charged twice as fast I would probably take it.
#  Feb 28, 2008 at 3:32 PM
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sishgupta 79293
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Quote:
Originally Posted by Jer
Quote:
Originally Posted by Chro
Give spy a sapper thats not detectable at all and only stops the gun from firing.


How would you balance that out? while it sounds good for all the sucky engineers out there I.E. me, I would like to know how you could balance it.
Well I think not detectable at all can only go so far.
Obviously an engie is going to notice if his sentry isn't shooting at the enemy.

I think chros idea is interesting. A silent sapper, so that the engies alarm doesn't go off.
#  Feb 28, 2008 at 3:42 PM
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sintax 82645
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Quote:
Originally Posted by -DaRkNesS
I was thinking a butterfly knife that actually scored a backstab when you stab at someones back, but did not have the ability to facestab.

Seriously though, an undetectable sapper that does no damage but disables buildings sounds pretty interesting.

LOL!
I think they already added that to the game... I saw it in the relase notes for the latest update. Unfortunately the achievements are not yet in place, so we cant get the 'miss 20 perfect backstabs in a row' one that is required to unlock it.
#  Feb 28, 2008 at 4:06 PM
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Actually the converting sapper sounds like a pretty cool idea. Perhaps you would lose your disguise once you apply it and it would have to take a long time to actually work, at least twice as long
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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
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Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
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Knife Maniac: {TF2F} Dartagnan - (109 knifings)
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Sentrygun Master: Numenor - (142 kills with sentrygun)
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Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
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Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST