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RightBehindYou
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« Reply #45 on: November 04, 2010, 10:31:38 am » |
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Lemonade
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« Reply #46 on: November 04, 2010, 11:26:18 am » |
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fund FAUCeT
fix'd Actually disguises could work with passively invisible blood and no corpse et caetera.
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i already have a pet that follows me around 24/7 it's called  you may have seen it
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Alfred
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« Reply #47 on: November 04, 2010, 11:39:51 am » |
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No. I've added disguises before and while they're certainly useful, they detract from the gameplay as a whole. Constantly spychecking your own team = not fun.
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my name is taimat i eat a lot of chips break a lot of games suck a lot of dicks [05:36] <@Vindicator> wow [05:36] <@Vindicator> bawls taste amazing
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RebelINS
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« Reply #48 on: November 04, 2010, 12:15:35 pm » |
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agree with taimat. disguises aren't fun at all in a 2d game. if you can't not walk through them, it just becomes a spycheck fest.
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Exploding Pancakes
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« Reply #49 on: November 04, 2010, 01:10:45 pm » |
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How about only having Quotes invisistab when the spy stabs someone behind you? If you're facing the spy, you'll see him stab anyway so it'd be cool with a little animation
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Clairefox
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« Reply #50 on: November 04, 2010, 01:34:49 pm » |
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totally fund the sapper, also funding the S key to deploy sappers.
it shouldn't come without some drawbacks though. for example, for every sapper destroyed, the engie who destroyed it is awarded with an instant 10 metal (hypothetically) especially if the engie's destruction method is accompanied by a progress bar to destroy the sapper.
engie and spy are both slightly inferior to other classes, don't gimp one because of buffing another.
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RebelINS
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« Reply #51 on: November 04, 2010, 01:38:36 pm » |
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engie isn't really getting gimped because of sappers because he already had a big advantage over spy in the first place. edit: s key can double as repair sentry if there's no sapper on it. +8 hp/sec at a rate of 5 metal/sec. This means it costs 65 metal to fully repair it, which is not recommended because you can just destroy it, take the 50 metal and rebuild it. The point would be to repair slightly injured sentries without scrapping the whole thing. holding the s key while near a sentry will force you into a wrench hitting animation, in which there's a bit of recovery and startup time on it. this is so you can't repair and shoot at the same time. 
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« Last Edit: November 04, 2010, 01:51:13 pm by RebelINS »
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Chicken Soup
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« Reply #52 on: November 04, 2010, 01:43:11 pm » |
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As of now, the engy doesn't need a buff.
I like the idea of extra metal, but how about the sapper leaving debris, like the sentry. So each sapper drops 10 or whatever. So if your sentry goes down, there's 60 metal up for grabs.
I like the 'S' Sentry, and the idea of the constructor just standing there to get rid of it. As long as there's that timer after he shoots, it should be fine.
The disguises seem like a mess, and would make too many people play spy and troll.
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Clairefox
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« Reply #53 on: November 04, 2010, 02:14:44 pm » |
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fund the sentry repair. however, if the repair animation immobilizes you, it will have very few applications due to destroying and rebuilding being more practical in repairing. run by the sentry, whack it a few times, continue on your way and conserve ~30 metal rather than rebuilding it. maybe if you're in a fortified area and you're warding off something firing at your autogun it would have better application So each sapper drops 10 or whatever. So if your sentry goes down, there's 60 metal up for grabs. I like this idea, the Engie only getting bonus metal to grab if the sentry was actually destroyed with a sapper attached to it.
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Alfred
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« Reply #54 on: November 04, 2010, 02:47:55 pm » |
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I had wrench working like any other gun - Instead of muzzle flash, he whacked downwards. I imagined sapper working the same way - You press S and if collision with sentry > create sapper
Sapper = metal is easy, just have it only collide with wrench and create a couple of metal bits on destroy event.
I'll whack together a mock version after I finish mourning for my headphones
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my name is taimat i eat a lot of chips break a lot of games suck a lot of dicks [05:36] <@Vindicator> wow [05:36] <@Vindicator> bawls taste amazing
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RebelINS
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« Reply #55 on: November 04, 2010, 03:03:49 pm » |
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I'll whack together a mock version after I finish mourning for my headphones
i see what you did there. i think repairing may see more use if the sentry build thing gets fixed. right now its current hp is the same as its build time, making it a pretty good meatshield. if these things are separated, there may be more incentive to repair existing sentries rather than scrapping and rebuilding a new one (that doubles as a meatshield).
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Clairefox
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« Reply #56 on: November 04, 2010, 03:05:29 pm » |
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one of the really cool things about the repair would be the ability to heal others' sentries, that is probably the most useful thing i see coming from this ability edit: sorry.. i'm getting really off topic, this topic was about spy-- not engie. i just really love engie as a class. 
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« Last Edit: November 04, 2010, 03:06:03 pm by Sunbreeze Sakura »
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RebelINS
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« Reply #57 on: November 04, 2010, 03:10:35 pm » |
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dead ringer could be implemented with middle click (or some other key, maybe not s because it is too close to the movement keys) while cloaked. dead body flops over, and no blood when you get hit for like ~5 seconds. kill log would say you were killed by the last person to deal damage to you. if no one has damaged you, it shows it as a suicide. obviously, good players who are perceptive will know when people are abusing this and continue to spy check by check their mid-air bullets (they will still collide). I'm not sure about checking the scoreboard to double check; you could make it so the point is added for the "fake kill", but subtracted once that spy actually dies or switches or whatever (unless you kill him for real, then you just -1 +1).
any thoughts on this idea. i think it adds some depth and trickery to the class. as an addendum, maybe jumps become soundless during the ~5 seconds, and there will be an internal cooldown on it to prevent constantly spamming it.
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Clairefox
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« Reply #58 on: November 04, 2010, 03:38:25 pm » |
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dead ringer could be implemented with middle click (or some other key, maybe not s because it is too close to the movement keys) while cloaked. dead body flops over, and no blood when you get hit for like ~5 seconds. kill log would say you were killed by the last person to deal damage to you. if no one has damaged you, it shows it as a suicide. obviously, good players who are perceptive will know when people are abusing this and continue to spy check by check their mid-air bullets (they will still collide). I'm not sure about checking the scoreboard to double check; you could make it so the point is added for the "fake kill", but subtracted once that spy actually dies or switches or whatever (unless you kill him for real, then you just -1 +1).
any thoughts on this idea. i think it adds some depth and trickery to the class. as an addendum, maybe jumps become soundless during the ~5 seconds, and there will be an internal cooldown on it to prevent constantly spamming it. my thoughts: hold the middle click to activate dead ringer, release to resume normal cloak. if you're hit while holding M3, you take 50% (10% in TF2, but TF2 also has way higher damages, 10% means you'd take ONE damage to cloak from a Shotgun/Minigun/Needle shot) damage of the attack that triggers the feign death. no just randomly feigning deaths. to add to this, it could be so there is a minimum damage needing to be taken to feign death (25 minimum so Spy revo shots can trigger it maybe? with exceptions like being hit by an autogun automatically triggering it, or being set aflame, overweight's minigun, needles?) it would kind of suck to have feigning triggered by a random Runner spammer bullet or a rocket's splash. GG2 is far spammier than TF2. a balance to this: a cloak meter, with the same design as Q/C's current ammo bar, that drains rapidly and recharges slowly. the bar would only drain after you've been hit that procs a dead ringer feign death. more meter/feign cloak notes/suggestions: -You cannot cloak for ~3-5 seconds after coming out of a feigned death cloak -No gibs, no temporary visibility when hit in a feign cloak, like Rebel stated earlier -Cannot Feign unless the cloak bar is full -Cloak bar drains slowly (same speed as recharge) while holding M3 edit: the cloak bar would be implimented for dead ringer ONLY, it would not drain while being cloaked normally.
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« Last Edit: November 04, 2010, 03:41:46 pm by Sunbreeze Sakura »
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Alfred
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« Reply #59 on: November 04, 2010, 03:41:24 pm » |
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Well, it's in the OP so you can guess how I feel about it.
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my name is taimat i eat a lot of chips break a lot of games suck a lot of dicks [05:36] <@Vindicator> wow [05:36] <@Vindicator> bawls taste amazing
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