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The Tazer: A Revolver Unlock that might actually be useful
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The Tazer: A Revolver Unlock that might actually be useful

#  May 16, 2009 at 10:46 PM
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I just wanted to throw out an idea for a Revolver unlock that I've been thinking about. Any feedback would be appreciated.


The Tazer:

1) One shot per reload, reload time is about the same as the FaN. Weapon is not hitscan, but travels more like a Medic's syringe gun shot. Does no actual damage to players. There is no total stun, just short movement and aiming sensitivity reductions.

Effect on enemy: Their turning sensitivity is drastically lowered, making the player unable to quickly turn around. In addition, their movement speed is significantly reduced for a VERY short amount of time, something like 1.5 seconds. This gives you a very brief window of opportunity to catch up to and stab an elusive target, such as a Medic or Scout, but including classes like Soldier where catching up still takes too much time.


Example: So for instance, you hit a Medic with it, he will be unable to instantly turn around. In addition, if you are able to get close enough within the 1.5 second movement reduction, you can quickly switch to your knife and stab him.

If someone has already come up with something just like this, then I apologize for thinking alike.
#  May 16, 2009 at 11:26 PM
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Numenor 85325
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Sounds about as fun to be hit with as the sandman.

It's taking away too much control again, something Valve said they'd never do.

We have to put up with Natasha, the airblast and the sandman. If Valve never took away control from a player again, I would be much, much happier.
#  May 16, 2009 at 11:43 PM
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teamchuckles 78952
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It's basically the tranq gun from TFC that the Spy had, which was pretty useless except to grief pubs.

Besides, if the reduced sensitivity was actually a problem, I would just make a script that changed my sensitivity to match my normal one when tranqued and then return when the tranq is over. I'd also never replace my magnum for a tranq/tazer.
#  May 17, 2009 at 1:28 AM
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NULLNAME 79381
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Quote:
Originally Posted by teamchuckles
Besides, if the reduced sensitivity was actually a problem, I would just make a script that changed my sensitivity to match my normal one when tranqued and then return when the tranq is over. I'd also never replace my magnum for a tranq/tazer.
QFT
#  May 17, 2009 at 3:01 AM
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Quote:
Originally Posted by teamchuckles
It's basically the tranq gun from TFC that the Spy had, which was pretty useless except to grief pubs.

Besides, if the reduced sensitivity was actually a problem, I would just make a script that changed my sensitivity to match my normal one when tranqued and then return when the tranq is over. I'd also never replace my magnum for a tranq/tazer.
It would cap your sensitivity. Meaning that no matter what sensitivity you use you could not turn around quickly. And I fail to see how this would be at all useless.
#  May 17, 2009 at 12:46 PM
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WarningSDE 85254
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Then it would be useful, though just as annoying as the Sandman
#  May 17, 2009 at 1:21 PM
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Fanlaen 82669
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Doesnt make sense capping sensitivity, some players use ridiculously low sensitivity. The tazer would have the cap be higher then what they use.

Or you could always increase DPI, increase windows mouse speed, lower tf2 sensitivity so it doesnt affect you :>

and if it reduced your sensitivity in half then you just
Bind "G" sensitivity = 6.00
Bing "F" sensitivity = 3.00
just double your sens when you get stunned and set it back afterwards ;\

Id rather they give a spy a pistol that does weak damage/more accurate then revolver but that makes 0 sound and no visual effect, there would be no indication where youre getting hit from basically.
#  May 17, 2009 at 2:01 PM
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I'd actually invert it, instead of making it low sensitivity, it makes it ridiculously high.  The electricity moving through their bodies doesn't impede their movements, but it does impede their muscle control. 

Also: would using the taser in water result in a crit?
#  May 17, 2009 at 2:05 PM
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Quote:
Originally Posted by JustAConspiracy
I'd actually invert it
Wait! Stop right there. This is a much better idea. Inverted controls.

Still probably work(around)able.
#  May 17, 2009 at 2:09 PM
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WreakHavoc 79371
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Quote:
Originally Posted by JustAConspiracy
I'd actually invert it, instead of making it low sensitivity, it makes it ridiculously high.  The electricity moving through their bodies doesn't impede their movements, but it does impede their muscle control. 

Also: would using the taser in water result in a crit?

making a high sens would allow the player to turn around and around very quickly, revealing the spy and not allowing for a backstab that isnt total luck. i dont think this is a good idea, the less control a player has, the less fun they are having, dying or not. like valve said:

"players had to feel like they could have avoided dying if they'd done something different"

this tazer contraption would totally contradict this statement. if you randomly get hit from a spy you didnt see and you get stabbed cause you couldnt turn around, you could not have done anything different.
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