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Let us speculate what the possible two upgraded guns will be
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Let us speculate what the possible two upgraded guns will be

#  Sep 30, 2008 at 7:48 AM
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Vince2501 83779
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To quote BnetTheAwesome

"Spy is getting 2 pistols more than likely for his update. Pistols may have effects on whatever sapper you have too."

Assuming this guy knows his shit (and there's a very good chance that he might), this is amazing news.

I'm going to assume that the first Alt Gun will be a Tranq Gun. I mean, it's so obvious at this point, how could it not be a Tranq?

The Second Gun I think will act like an EMP device. I'm guessing that the weapon will fire a projectile either at a building or in the general vicinity of buildings, and then you take out your sapper to activate it... But you may have to be in a certain range. I'm thinking this will either:

A: Disable all buildings in vicinity for however long you have your sapper out or simply disable them for about 10-30 seconds.

B: Deal direct or insta-kill damage to a building.

Either way, the weapon would come in handy to sentry nests and the annoying Engies that crit-wrench anything that comes near their beloved machines.
#  Sep 30, 2008 at 8:26 AM
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Drake Matter 87141
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Tell me exactly what this "tranq" gun would do? Would it tranquilize people? In that case, why not let the scout's bat give you a concussion when it hits you. I was already bummed when Valve decided that they would alter player speed, but totally making them inactive? That's just plain wrong.

As for the EMP device, how would you stop them from shooting the stuff and then hiding in a corner? It would totally overpower the spy. As it is now, the spy has a tough time taking out multiple sentries, but that's there for a reason. We don't want to give characters abilities that will fix their weaknesses because that defeats the point. We want to make their strengths more specialized, so that players change their play style to the specific weapon they have at that moment.

If we were to give the spy these weapons, he would have to take a nerf for it, because as it is these are WAY too OP.
#  Sep 30, 2008 at 11:21 AM
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Okay Negative Nancy, I'll just copy and paste:

The Tranq Gun would work like the Flare Gun, in that you have to reload after every shot. It does not drop disguise. But it never crits, and does low damage (around 10-20 tops). But has the benefit of slowing down the enemy by about 30-50% for about 5 seconds, and may have a drug effect... I know Valve has spoken against any kind of vision blurring, but one of the zombies that you can play as in Left 4 Dead has a vomit attack that blurs vision temporarily, so I think there's a decent chance for it. The Tranq Gun would primarily be used to escape from enemies and perhaps screw up pushes by the enemy.

For the EMP, remember it's just an idea. The big thing is that the Spy would be almost totally defenseless. He could not do anything about Spy Checkers or even retreat really. But I'm thinking you would probably have to be fairly close for it to work, and the vicinity is a bit limited. Take Goldrush stage 2; Engies love to build 1-2 sentries in that little corner at the last cap point. I'm thinking the EMP gun could take out everything in that little corner. So think of it like this: The Spy loses his offensive ability, must be fairly close to the enemy, and can only take out a small clustered group of Sentries from a bit of a distance.

The Tranq Gun is for the individual Spy that likes to go Ninja and live to see another day. The EMP would be for a Team Spy helping his team, and possibly getting himself killed in the process. The Revolver would be the overall balanced weapon.
#  Sep 30, 2008 at 11:37 AM
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Fed-Up 78733
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Tazer!

1 shot, ammo reserve of.. 5? something low atleast. Long reload time.

Low range, momentarily stuns people that get hit (2 sec?), works as a sapper when used on buildings, but doesn't drain hitpoints, and wears out after the same amount of time that people get stunned.

#  Sep 30, 2008 at 11:42 AM
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Drake Matter 87141
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I see how you would think that the Tranq gun would be like the flare gun, but there would be a huge difference. Imagine running towards the enemy as a heavy or a soldier, and suddenly, from the other side of the field, you're hit by a tranq. Your vision goes blurry and you are given a slowdown. Both of these effects would spell certain death to whomever they hit in a battle, while the flare gun was a minor inconvienience. If this were to be used, and the spy was also given the ability to EMP sentry nests, we would see a major decline in the amount of engies, as well as Heavies, Soldiers, and Snipers for obvious reasons.

Anyways, I'm just trying to work on logic here.

P.S.: The Revolver is OP!
#  Sep 30, 2008 at 12:14 PM
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I don't think so. I can see where you're coming from though. The Spy would not be able to kill you from afar. Which he can do now (I've done it quite a few times at being a pseudo-sniper) very easily. How about this; he has 5-6 shots, and the reload time is slightly longer then the Flare Gun. I don't think vision blurring would happen (but there's a chance) but I do think slow down would occur. Again, the weapon's main usage will be to escape from persistent Medics/Scouts/and Pyros.
#  Sep 30, 2008 at 12:28 PM
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Drake Matter 87141
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That's exactly why he has a cloak. If you're a good spy a cloak and revolver is all you need. All that these weapons would encourage is a more offensive try of spy. This is not NECESSARILY a bad thing, but you know how much everyone hates battle-medics...
#  Sep 30, 2008 at 12:34 PM
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im2cool4u 83771
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He had the tranq in TFC. It'd be the same, just no vision blurring I assume.
#  Sep 30, 2008 at 1:38 PM
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Quote:
Originally Posted by Drake Matter
That's exactly why he has a cloak. If you're a good spy a cloak and revolver is all you need. All that these weapons would encourage is a more offensive try of spy. This is not NECESSARILY a bad thing, but you know how much everyone hates battle-medics...
True, but you can check behind your target all you want, but there's still a high chance that a Medic/Pyro/Scout suddenly appear and will chase you down and they get you unless you got some luck on your side. It also makes a nice back up should you mess up a back stab and need to retreat.
#  Sep 30, 2008 at 6:33 PM
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Quote:
Originally Posted by Drake Matter
That's exactly why he has a cloak. If you're a good spy a cloak and revolver is all you need. All that these weapons would encourage is a more offensive try of spy. This is not NECESSARILY a bad thing, but you know how much everyone hates battle-medics...
A revolver can't do crap in a firefight against a good player unless you take them by suprise.

It's inaccurate as hell, slow fire rate, and misses much more often than you'd think. If you lose the element of surprise, you're very likely to die as a Spy.
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