lundi 14 septembre 2015

Spy Rework

Hello, most of us who have played spy know that it has several problems that make the class less effective at what it does, so I'm going to be posting ways I feel that could make these problems less of an issue and rebalance some existing items.


Quote:

General cloak changes: When you engage cloak any overheal or medigun effects are immediately hidden, they do not merely stop occurring but the existing particles are removed. This also applies to the "Medic" bubble and the "voice chat" bubble.


Stock Watch Changes: Stock watch contains a sound-dampener which prevents people from hearing your footsteps; airblast 'hits,' grapple reel, or cries of pain when activated. It also has a slightly less loud decloak noise compared to that of the Cloak and Dagger. It also blocks damage indicators (both visual and sound) from critical hits, minicrits, stunning, scared, double-donking, etc. when engaged. Finally, when you decloak while disguised you will show a team-colored fade of the opposing team, instead of your own.


Sapper Changes: When a building is sapped by a spy, the spy's allies can see the building is sapped in a "Medic Bubble" fashion. This helps with coordination. Similarly, Engineers and pyros with the homewrecker will see the building sapped "medic bubble" when an allies building gets sapped. In addition engineers will see a "repair" icon over damaged buildings or entrances/exits.


Disguise Changes: When disguised as a class that no one on the opposing team is not playing, it will instead take the loadout of the player that was randomly selected as the disguise as if they were that class.

You can now mimick certain actions now at will. Holding Mouse 2 will cause you to use the contextual ability of the current classes disguise (such as a heavy's Minigun wind-up, a pyro's airblast, a melee weapon swing, or a sniper's aiming). Pressing the "Reload" key when holding a weapon out plays it's reload animation (if it has one) even if your revolver is full on ammo.

When you disguise as someone you automatically assume the weapon they current have held out as well as any killstreak effects they have as of the time you disguise. If you disguise as a spy not currently disguised you will not possess that "disguise" mask till you disguise again. If you "switch" to the PDA as an engineer and press reload, you will cycle through the phases of PDA (Holding out, preparing to deploy a building, and hauling an existing building).

You no longer always pick up health packs when disguised, only when you are injured or your disguise is injured.

Your disguise takes "Damage" whenever an ally's attack would otherwise damage you when not cloaked as if you were on the other team (to a minimum of 1 HP). This will provoke an auto-call as well to medics.

While disguised you no longer cry "fire" when ignited, or leave bleed particles while bleeding and you are perfectly silent as far as the enemy team is concerned. This also applies to Milk, Jarate, etc.

Pressing "Medic" causes your disguise to appear partially damaged (anywhere from 90% to 50% if you were previously at above 90% hit points with your disguise.

You can now initiate taunts while disguised, appearing as the taunt for enemy team members while making a standard spy taunt appearance for generic taunts that lasts as long as the taunt would last or you move (meaning you can cancel fake taunts if you move). You can also engage in buddy taunts in the same way, but they will appear as the class you are disguised as but play the correct spy animation.


Silent Killer Weapons: Weapons with the silent killer property do not possess a stab sound when a backstab is successful. They also prevent enemy players from seeing your current kill-streak bonus unless you killed them when you got it (but your team will still see yours) and defenses caused when you stab someone on an obective. Finally, silent killer weapons suppress any cosmetics the person is wearing, as well as items as the Bombinomicon to prevent them from mistakenly rendering.


Deadringer Changes: Items that track kills or healing will "fool" the player temporarily. This means that the head meter, kill meter, etc. will go up until the spy disguises after which it loses that fake kill from the meter. Furthermore, being killed while deadringer will cause "fake" effects to manifest such as fake HP gain from the power jack, a fake medikit (complete with fake HP gain and sound) from the candy cane, etc. In addition, the fake ammo kits dropped on death create the distinct "click" sound you get when picking up a dropped ammo kit.


Autobalance Changes: A spy that has just successfully sapped (or destroyed) a building with a sapper is immune to autobalance until their next respawn. This is to help mitigate the spoiler effect of successfully sapping the enemy's sentry nest so you can punish and getting autobalanced onto the losing team after you just made a decisive move. This also applies a 15 second protection whenever you successfully backstab someone as well, as spies typically do not escape after they've backstabbed 1-2 people in a herd of enemy players.


Cloak and Dagger Changes: Damage protection/jarate removal speed increase no longer applies to the cloak and dagger.
So what do you all think about these changes and how they'd benefit the spy?
Spy Rework

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