CLIKKY
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- Dec 18, 2007
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As there seems to be tonnes of good ideas out there for improving spys i thought it would be fun to have a thread just for them. So here is a of some of mine and some i have found. Feel more than free to add more ideas.
My ideas:
plunger gloves: can be used to scale walls and maybe then drop behind an unsuspecting enemy
Poison vial:
you can use this to contaminate water so that when enemys go under it they take damage and the water is alot more blurry. Can also be thrown into people so they get a blurred vision and sway alot making enemy less accurate for a short time. Also can be used to contaminate a medics heal beam, when apllied to the beam it slowly makes the ubercharge go down instead of up. when medic stops healing and the beam gets sucked back inside, medic takes damage (all but dirrectly throwing it into someone doesnt break disguise).
Time bomb: an obvious bomb that delays for 1 minute before doing big damage to anyone near it. can be used while disguised, but is obvious when you are setting it up.
From riomhaire
Spy - Deadly Neurotoxin
Replaces sapper. Acts similar to a sapper but can only be placed on dispensers and teleporter exits. When the dispenser/teleporter is used by an enemy it will emit a deadly neurotoxin, damaging and poisoning enemies, but not immediatly killing them provided they aren't on low health.
Spy - Drainer
Replaces sapper. Acts similar to a sapper but can only be placed on dispensers and sentries. Drains the ammunition of sentry guns and causes dispenser replenishment of health and ammunition to slow down (but not stop).
Spy - Smoke Bomb
Replaces sapper. Can only carry very few at once (one perhaps). Causes a large cloud of smoke to hamper enemy vision, of course, it hampers allied vision too.
From Blaise
I'd like to see the spy with the weapon he was originally meant to have, the silenced pistol, it could pack a larger clip, a bit less powerful, and obviously slienced.
From Flyingdebris
Spy. Blank firing gun, lets you shoot noncorpreal rounds while diguised, but your revolver cannot defend you anymore. makes a little bang flag pop out of your gun when you shoot. 2nd ALT "You can borrow my watch." Allows you to give a teammate a one time use 10 second invisibility that behaves just like the spy's except they cannot control it, but temporarily depletes your own cloak meter, replaces the sapper. Any kills made 10 seconds after invisibility fades off a teammate count as assist points for the spy. This ability does not work on other spies.
From Operational
Spy replacement for Sapper (or maybe the Revolver)
Heart Stopper: allows the Spy to fake their own death
Spy replacement for Sapper
Silent Saboteur: a Sapper which is harder to spot, destroy and doesn't alert the Engineer to it's presents. But it doesn't destroy the buildings just prevents them from working.
Spy replacement for the Cloak Watch (yeah I know not a weapon)
Resistance Watch: the Spy's cloak is replaced with an armor of sorts, the Spy takes less damage and can't be set on fire. But like the cloak he can't attack while it is on and has visual displays and time delays when turning it off or on.
From dekstar
Spy: Decoy that replaces invisiblity. It deploys a hologram of a random enemy (and displays random animations and taunts, with sounds from a crappy speaker it holds) where it is thrown that fools turrets into attacking it. The holograms probably wouldn't fool a real player unless they really weren't focussing. This temporarily stops the turrets attacking anyone else, giving (in my opinion) the spy an actual team-based weapon, instead of encouraging them to go off on their own).
The decoy can be destroyed by an enemy by shooting at the disk (shooting the projected hologram won't work), and it does have a limited battery life, but long enough for a careless engineer to lose the turrets.
Also if the decoy is well placed between two turrets, then they will shoot each other through the hologram and destroy themselves.
Alternatively, the hologram could be replaced by one of those coat rack stands, with a mask like the spy wears hung over it, and a tape player round it's neck that plays random taunts from the random class it chooses. Coat Racks have a limited health instead of battery life, but since they're not living (and turrets can kill heavies in seconds), health is quite high and probability of missing is too since they're so thin.
I think the coat rack idea would fit into the universe more (since it's quite comical and farfetched) but would be harder to implement.
From Hamsocks
Hack-Box
Class: Spy
Rather than destroying a sentry, the hack-box causes that sentry to fire on it's own team. This type of device has a slightly longer setup time than the sapper. Sentry gun can be returned to normal by an engineer wrenching it before the hack-box takes effect or by another spy's hack-box. Once hacked, a sentry can also take damage from friendly fire, so a team can simply destroy it's own guns.
There would be a lot of bugs and exploits to work out with that one, but I like the concept of the spy turning a team's own buildings against it. An engineer would still have the option of self-destructing it and it would explode if said engineer switched classes.
From mr.fua
Spy: slightly longer invisibility (1.5 times or so), but no sapper. (Player-killing focused spy)
and thats all i could be bothered fitting in.
My ideas:
plunger gloves: can be used to scale walls and maybe then drop behind an unsuspecting enemy
Poison vial:
you can use this to contaminate water so that when enemys go under it they take damage and the water is alot more blurry. Can also be thrown into people so they get a blurred vision and sway alot making enemy less accurate for a short time. Also can be used to contaminate a medics heal beam, when apllied to the beam it slowly makes the ubercharge go down instead of up. when medic stops healing and the beam gets sucked back inside, medic takes damage (all but dirrectly throwing it into someone doesnt break disguise).
Time bomb: an obvious bomb that delays for 1 minute before doing big damage to anyone near it. can be used while disguised, but is obvious when you are setting it up.
From riomhaire
Spy - Deadly Neurotoxin
Replaces sapper. Acts similar to a sapper but can only be placed on dispensers and teleporter exits. When the dispenser/teleporter is used by an enemy it will emit a deadly neurotoxin, damaging and poisoning enemies, but not immediatly killing them provided they aren't on low health.
Spy - Drainer
Replaces sapper. Acts similar to a sapper but can only be placed on dispensers and sentries. Drains the ammunition of sentry guns and causes dispenser replenishment of health and ammunition to slow down (but not stop).
Spy - Smoke Bomb
Replaces sapper. Can only carry very few at once (one perhaps). Causes a large cloud of smoke to hamper enemy vision, of course, it hampers allied vision too.
From Blaise
I'd like to see the spy with the weapon he was originally meant to have, the silenced pistol, it could pack a larger clip, a bit less powerful, and obviously slienced.
From Flyingdebris
Spy. Blank firing gun, lets you shoot noncorpreal rounds while diguised, but your revolver cannot defend you anymore. makes a little bang flag pop out of your gun when you shoot. 2nd ALT "You can borrow my watch." Allows you to give a teammate a one time use 10 second invisibility that behaves just like the spy's except they cannot control it, but temporarily depletes your own cloak meter, replaces the sapper. Any kills made 10 seconds after invisibility fades off a teammate count as assist points for the spy. This ability does not work on other spies.
From Operational
Spy replacement for Sapper (or maybe the Revolver)
Heart Stopper: allows the Spy to fake their own death
Spy replacement for Sapper
Silent Saboteur: a Sapper which is harder to spot, destroy and doesn't alert the Engineer to it's presents. But it doesn't destroy the buildings just prevents them from working.
Spy replacement for the Cloak Watch (yeah I know not a weapon)
Resistance Watch: the Spy's cloak is replaced with an armor of sorts, the Spy takes less damage and can't be set on fire. But like the cloak he can't attack while it is on and has visual displays and time delays when turning it off or on.
From dekstar
Spy: Decoy that replaces invisiblity. It deploys a hologram of a random enemy (and displays random animations and taunts, with sounds from a crappy speaker it holds) where it is thrown that fools turrets into attacking it. The holograms probably wouldn't fool a real player unless they really weren't focussing. This temporarily stops the turrets attacking anyone else, giving (in my opinion) the spy an actual team-based weapon, instead of encouraging them to go off on their own).
The decoy can be destroyed by an enemy by shooting at the disk (shooting the projected hologram won't work), and it does have a limited battery life, but long enough for a careless engineer to lose the turrets.
Also if the decoy is well placed between two turrets, then they will shoot each other through the hologram and destroy themselves.
Alternatively, the hologram could be replaced by one of those coat rack stands, with a mask like the spy wears hung over it, and a tape player round it's neck that plays random taunts from the random class it chooses. Coat Racks have a limited health instead of battery life, but since they're not living (and turrets can kill heavies in seconds), health is quite high and probability of missing is too since they're so thin.
I think the coat rack idea would fit into the universe more (since it's quite comical and farfetched) but would be harder to implement.
From Hamsocks
Hack-Box
Class: Spy
Rather than destroying a sentry, the hack-box causes that sentry to fire on it's own team. This type of device has a slightly longer setup time than the sapper. Sentry gun can be returned to normal by an engineer wrenching it before the hack-box takes effect or by another spy's hack-box. Once hacked, a sentry can also take damage from friendly fire, so a team can simply destroy it's own guns.
There would be a lot of bugs and exploits to work out with that one, but I like the concept of the spy turning a team's own buildings against it. An engineer would still have the option of self-destructing it and it would explode if said engineer switched classes.
From mr.fua
Spy: slightly longer invisibility (1.5 times or so), but no sapper. (Player-killing focused spy)
and thats all i could be bothered fitting in.