Some ideas for the Spy update...

morgs

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I had a couple of ideas last night for a Spy update, and what unlocks he would get, and here's some things I think would be cool ideas:

Flame proof suit:
Makes the spy invulnerable to fire, but slows him down somewhat.

Hologram decoy
Creates a hologram (bot) of the spy in his current disguise to run around the map and act as a decoy to the real spy. Lasts about 30 seconds and is very vulnerable to damage (would probably replace the sapper).

Timed explosive
Would replace the knife. Allows the Spy to plant a timed explosive on any surface and set it to detonate in either 10/20/30 seconds. The spy would have a very limited supply of these. This is to make the spy more of a saboteur than an assassin.

That's all I can come up with for now, feel free to post your own ideas and improvements to mine.
 
I didn't really like any of those ideas. Keep thinking of more, though. Some of the employees of Valve make a living off of them.
 
The Taser
Now that the stun system has been implemented, the likelihood for this weapon to appear has increased. Replacing the knife, the Taser will not remove disguise when used. It however does minimal damage and sends the opponent into the stunned state for a few seconds, and a few more if it was a backstun.

The Discharger
This device which replaces the Sapper no longer damages enemy buildings. Instead, it disables them until the device is removed. As a return, enemy Engineers won't have any idea it's happening!

The Pain Director
In an attempt to make the Spy more of a, well, Spy, perhaps the most original of these ideas replaces the Revolver. The Pain Director no longer removes a disguise, however it does only do as much damage as a pistol at the same firing rate of a Revolver. On top of this, an enemy hit by the weapon will recieve information on their damage indicator leading them to believe they are under fire from the exact opposite direction from which you shot them. (you know the little red thingys which tell you when you're taking damage, well the enemy recieves false information if the Pain Director is used)
 
I had a couple of ideas last night for a Spy update, and what unlocks he would get, and here's some things I think would be cool ideas:

Flame proof suit:
Makes the spy invulnerable to fire, but slows him down somewhat.

Hologram decoy
Creates a hologram (bot) of the spy in his current disguise to run around the map and act as a decoy to the real spy. Lasts about 30 seconds and is very vulnerable to damage (would probably replace the sapper).

Timed explosive
Would replace the knife. Allows the Spy to plant a timed explosive on any surface and set it to detonate in either 10/20/30 seconds. The spy would have a very limited supply of these. This is to make the spy more of a saboteur than an assassin.

That's all I can come up with for now, feel free to post your own ideas and improvements to mine.

Flame proof suit - would never happen since the only way the pyro could kill the spy is the axe

Hologram decoy - The spy can't afford to be more vulnerable and if the enemy team tries to kill the decoy and nothing happend they surely would understand.

Timed explosive - The knife would be far more controled and better.
 
Flame proof suit - would never happen since the only way the pyro could kill the spy is the axe
Maybe you haven't played Team Fortress 2 in a while, but pyros actually have a shotgun.

My favorite suggestion is still the water pistol. If disguised, it appears as though the spy is firing the weapon.
 
Maybe you haven't played Team Fortress 2 in a while, but pyros actually have a shotgun.

My favorite suggestion is still the water pistol. If disguised, it appears as though the spy is firing the weapon.

They do?
Oh yes, but all the cool kids have it replace with a flare gun.
 
Yeah that water pistol thing sounds cool, would blow the whole spy check strategy out of the water.
 
Tranquilliser gun - replaces revolver and when fired decreases the speed of an enemy to catch them up for a back stab.

What a good idea!? Who can guess where I got that one from!?
 
Tranquilliser gun - replaces revolver and when fired decreases the speed of an enemy to catch them up for a back stab.

What a good idea!? Who can guess where I got that one from!?


But wouldn't they know whats coming if they are slowed down.
Maybe something that will speed the spy up, like an adrenaline boost.
 
Long Range Ears: Be able to plant a listening device(s) that can hear enemy movement and voice chatter. IE: You plant some of these "ears" in a CP room and it can be optional for your team to listen in to see if there are enemies in the room. Or it could work like this: you plant them in an area and any enemies in like a 10m radius you can hear their character's voices as well as voice chatter.

Or.....have it to where you can enter the enemy spawn but all weapons are disabled and you plant the bug in the spawn that would let you hear all of the voice chatter in the map.

Possible replacement for the sapper.
 
Long Range Ears: Be able to plant a listening device(s) that can hear enemy movement and voice chatter. IE: You plant some of these "ears" in a CP room and it can be optional for your team to listen in to see if there are enemies in the room. Or it could work like this: you plant them in an area and any enemies in like a 10m radius you can hear their character's voices as well as voice chatter.

Or.....have it to where you can enter the enemy spawn but all weapons are disabled and you plant the bug in the spawn that would let you hear all of the voice chatter in the map.

Possible replacement for the sapper.

I rarely find a game where people actually talk. Plus isn't it just easier to clock go in see how many are in the room then report back than planting a bug and trying to work out if it was a Soldier or Pyro that just walked in.
 
The Pain Director
In an attempt to make the Spy more of a, well, Spy, perhaps the most original of these ideas replaces the Revolver. The Pain Director no longer removes a disguise, however it does only do as much damage as a pistol at the same firing rate of a Revolver. On top of this, an enemy hit by the weapon will recieve information on their damage indicator leading them to believe they are under fire from the exact opposite direction from which you shot them. (you know the little red thingys which tell you when you're taking damage, well the enemy recieves false information if the Pain Director is used)
I've seen this idea before and I like it. But not losing the disguise is a bit much.
 
*sigh* Valve have let the cat out of the bag it seems, opened Pandora's box.


Now the scout has a ****ing debuff weapon every little troll who cant play their class properly wants one.


The reason your finding the spy difficult is because he's not meant to be easy, I mean jesus christ, its bad enough the scout has now become a dedicated greif engine with his bat and knock-back, we don't need a hundred billion spies ganking like ****ing rogues around every corner.



I swear to god if the spy must have an update (which I don't think he does) and they don't do it exactly perfectly right so as not to make him more powerful, TF2 might as well be dead.
 
Piano wire: Replaces knife, can be used while cloaked but only from behind, usage causes spy to become visible with no disguise. Enemy is incaped for 5 seconds as they are choked to death, spy is vulnerable to all weapon fire and if spy is killed before 5 second mark, enemy has to take a breather (stun) for a time dependant on choke duration.

Land mine or trip wire: Replaces sapper, invisible to enemy team unless weapons fired around it then becomes translucent (similar to spy cloak). Can damage both teams but is visible to friendly team and can be set off my friendly and enemy weapon fire or either team setting it off with proximity.

Dart gun: Replaces hand gun, fires poison tipped dart which poisons and slows enemy, if no medical intervention, enemy dies as well makes enemy vulnerable to backstabs with the slow down. Can only hold one dart in gun and slow to reload. Very little damage able to be done to buildings with it.
 
Piano wire is 100% worse than the knife.

Dart gun needs another disadvantage, spies don't shoot buildings.
 
Obviously L4D influenced the piano wire, I was thinking as it's main advantage was to hunt down stragglers or lone attackers/defenders. It would add another strategy to the spy, granted this would not work well in small maps and 1 spy with this would not do well in any map with it but neither does a lone medic with the kritz.

1 shot and slow reload is a major disadvantage. Low velocity or arched flight path is the only other disadvantage I can think of at the moment.
 
Pocket nuke: Wipes out the entire ****ing server, you win.

Pocket super ebola: Wipes out entire enemy team five times over, you win.

Pocket Rocket: You stand there whacking off, you are invulnerable and all damage done to you is added to your health, when you stop whacking your damage reduction against you is 99%, and your damage output is 200%, it lasts for as long as you manage to stay alive.











Also, you can guess I think the spy is fine as is, not everyone (especially ganking cloaked classes) needs to be rambo.
 
Piano wire is 100% worse than the knife.

Dart gun needs another disadvantage, spies don't shoot buildings.

What are you talking about? Spies shoot buildings all the time. A lot of spies revolver buildings at least as often as they revolver enemies.
 
Really? Not on the servers I play on. The insanely annoying spies there never do that. They rarely need to use the revolver.
 
I will take my revolver to a sapped sentry now and again if I haven't been able to take out the engy. That period during which you're sapping and trying to avoid the engy's flailing wrench is a perilous one, during which your disguise is often useless. Anything to bring the sg down quicker in those circumstances is good, I figure.

Obviously it's suicide if the engy is about to remove the sapper, so you have to shoot the sg when he's after you instead. It can turn what would otherwise be an abysmal, failed sapping run into a decent success. Caveat: I'm not a particularly great spy.
 
Okay, let me rephrase the Pain Director.

In an attempt to make the Spy more of a, well, Spy, perhaps the most original of these ideas replaces the Revolver. An enemy hit by this weapon will recieve information on their damage indicator leading them to believe they are under fire from the exact opposite direction from which you shot them. (you know the little red thingys which tell you when you're taking damage, well the enemy recieves false information if the Pain Director is used). It does however only do as much damage as a pistol at the same firing rate of a Revolver, and still removes a disguise. Good for fleeing if the enemy hasn't noticed you yet.
 
Piano wire: Replaces knife, can be used while cloaked
No. The Spy should not be allowed to attack in any way while cloaked.

Laser pointer
Replaces the revolver. Comes as a built-in attachment to the watch. An enemy who is painted with the laser has a high chance of shots fired at him becoming critcal. Does reveal the Spy's disguise. Doesn't have ammo but drains the watch (cloak) battery.

Tracking device
Planted the same way as a sapper. Can be planted on enemies and buildings. Lets allies (and the Spy himself) see an outline of enemies through walls (like L4D) at a short range. The tracker lasts one minute or until the enemy dies and respawns.

Switchblade
The Switchblade must charge up to stab. Even if you miss, you need to recharge the knife before you can stab again. To charge it you just need to have it held out. When you attack with the switchblade you don't lose your disguise, it just flickers off for two seconds and instantly returns without a smoke cloud or anything.
 
How about a "quantum suit" device that when you use it, for around 5 seconds, the other team can actually go through you (that is, you don't block the other team so for a while it is harder for them to recognize you as a spy).

It could replace the revolver, becoming more of a close-combat spy. And the drawback would be that it removes 50% of the invisibility bar.

Or make it last longuer (and add some sort of cooldown) and remove invisibility completely. So it becomes harder to go behind enemy lines, but the reward can be bigger.
 
spies don't shoot buildings.

You'd be suprised :naughty:

No. The Spy should not be allowed to attack in any way while cloaked.

Laser pointer
Replaces the revolver. Comes as a built-in attachment to the watch. An enemy who is painted with the laser has a high chance of shots fired at him becoming critcal. Does reveal the Spy's disguise. Doesn't have ammo but drains the watch (cloak) battery.

Tracking device
Planted the same way as a sapper. Can be planted on enemies and buildings. Lets allies (and the Spy himself) see an outline of enemies through walls (like L4D) at a short range. The tracker lasts one minute or until the enemy dies and respawns.

Switchblade
The Switchblade to charge up to stab. Even if you miss, you need to recharge the knife before you can stab again. To charge it you just need to have it held out. When you attack with the switchblade you don't lose your disguise, it just flickers off for two seconds and instantly returns without a smoke cloud or anything.

I like these ideas, the thing about Spies is that while they are technically a support class, that's only because somebody had to be. Mainly the Spy is meant to work alone, killing key targets and taking out sentries usually without a care for teammates, as long as it makes his job easier. That obviously doesn't work well with people who actually want to work with teammates so these might help to switch it up a bit.
 
While I don't have any specific suggestions regarding the spy, the biggest problem I have with this class is how there is no skill involved on discovering spies by other players. No matter how great of a spy you are, all anyone on the other team has to do is randomly spam their weapon on everyone else to spy check. This involves no skill and is the biggest let down of TF2. While the spy has to be smart and watch his back, everyone else just spams their weapon. If Valve does a spy update, all they need to do is fix this mechanic. I don't care if they give us new weapons. It is by far my favorite class but it is so frustrating to be play it sometimes. Specially against pyros.
 
Pocket nuke: Wipes out the entire ****ing server, you win.

Pocket super ebola: Wipes out entire enemy team five times over, you win.

Pocket Rocket: You stand there whacking off, you are invulnerable and all damage done to you is added to your health, when you stop whacking your damage reduction against you is 99%, and your damage output is 200%, it lasts for as long as you manage to stay alive.











Also, you can guess I think the spy is fine as is, not everyone (especially ganking cloaked classes) needs to be rambo.

The unlocks aren't for making the classes more powerful.
 
*sigh* Valve have let the cat out of the bag it seems, opened Pandora's box.

Now the scout has a ****ing debuff weapon every little troll who cant play their class properly wants one.

The reason your finding the spy difficult is because he's not meant to be easy, I mean jesus christ, its bad enough the scout has now become a dedicated greif engine with his bat and knock-back, we don't need a hundred billion spies ganking like ****ing rogues around every corner.

I swear to god if the spy must have an update (which I don't think he does) and they don't do it exactly perfectly right so as not to make him more powerful, TF2 might as well be dead.

haha, I was just thinking the same thing.

The spy is fine for what its meant to do, the only way they could give the spy new gear without unbalancing it is if they make it more of a team work class, riomhaire's idea work great in doing this.
 
While I don't have any specific suggestions regarding the spy, the biggest problem I have with this class is how there is no skill involved on discovering spies by other players. No matter how great of a spy you are, all anyone on the other team has to do is randomly spam their weapon on everyone else to spy check. This involves no skill and is the biggest let down of TF2. While the spy has to be smart and watch his back, everyone else just spams their weapon. If Valve does a spy update, all they need to do is fix this mechanic. I don't care if they give us new weapons. It is by far my favorite class but it is so frustrating to be play it sometimes. Specially against pyros.

A lot of the time, that's what pyros are for, spy checking. They're by far the most effective class for doing this.
 
Which is why all decent spies kill the pyros first.
 
Sillier idea:

Paint Bomb
Plant it like a sapper on enemies. After five seconds the paint bomb goes off and paints the unit in the Spy's team colour. The paint muddles up the enemy's HUD and causes sentry gun from their team to think they are enemies (doesn't cause friendly fire though). Removed by jumping in water or lasts a fifteen seconds.
 
Which is why all decent spies kill the pyros first.

It's usually pretty avoid them. You might get unlucky every once in a while and find one that just sits near sentrys flaming randomly, but usually a little problem solving/patience will still get you through.
 
A lot of the time, that's what pyros are for, spy checking. They're by far the most effective class for doing this.

I understand what you're saying and agree with you. However, I feel like it should take a little more skill from the pyros than just holding the left click button down.
 
Holding left click as a pyro is a free kill on snipers, engineers, medics, scouts and spies (most of the time). The point of fighting a pyro is exactly that; avoiding him. But it's true that the spy is the only of those classes that would benefit to getting close to the pyro. All of the others want to stay away.
 
Holding left click as a pyro is a free kill on snipers, engineers, medics, scouts and spies (most of the time). The point of fighting a pyro is exactly that; avoiding him. But it's true that the spy is the only of those classes that would benefit to getting close to the pyro. All of the others want to stay away.

My argument is regarding discovering cloaked/disguised spies more so than killing them. Holding left click on every approaching team mate just to spy check feels cheap to me. And I'm not arguing the fact that as a spy, your best bet is to avoid pyros. This is true. :)
 
I've had a few spies that were able to kill me, though it only happens because of face plants or they are shooting me with their revolver while I'm fighting others.
 
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