Instead of carrying around a sapper how about replacing it with a variety of placeable explosives?
For the broad class of spy bombs I'd say base the damage off of a demo sticky bomb, with no random crits but an auto crit against anything the bomb is placed on. This means the bomb will kill most classes if placed on a person. It also means it will kill level 1 and 2 sentries and reduce a level 3 sentry to less than half health. Should also crit vs the spy that placed it.
To disarm the bombs requires hits from any melee weapon, or any weapon that specifically says it destroys bombs/explosives like demo weapons.
When deployed it should have a construction silhouette like engie buildings showing where it will deploy, and it should be valid just about anywhere.
Bombs can be placed while disguised, but not while invis. Triggered bombs can't be triggered while invis. Bombs as a class of weapons are place one and recharge, with a metal pick up to shorten the recharge time. Bombs recharge will not start until the placed bomb is detonated, even with metal pickups or locker.
I can think of 2 different fuse mechanisms to make 2 separate weapons.
First the Time Bomb: Takes 1.5 seconds to deploy during which the spy makes a beeping noise similar to the counter strike bomb placement noise. Bomb makes a ticking noise like an old fashioned clock until it detonates 5 seconds after being placed. Advantage is it doesn't break disguise and isn't destroyed with spy death.
Second C-4: Takes 1 seconds to deploy during which the spy makes a beeping noise. Once placed the bomb makes a small beeping noise every 0.5 seconds. Placing the bomb does not break disguise. Bomb is replaced with a detonator. Bomb takes 2 seconds after placement to arm, and then the detonator can be activated. Activating the detonator breaks disguise. Detonator can only be activated in situations other weapons could be used (not while invis or stunned). Advantage is it can be triggered when desired and faster than the time bomb, but breaks disguise.
The initial placement times could be adjusted up or down. Instant placement seems a bit too good. Same for detonating the bombs. As for how much damage to get rid of the bombs, I'd say maybe 100 damage to even out the swing speed of various classes.
Sapper Replacement Suggestion: Bombs
For the broad class of spy bombs I'd say base the damage off of a demo sticky bomb, with no random crits but an auto crit against anything the bomb is placed on. This means the bomb will kill most classes if placed on a person. It also means it will kill level 1 and 2 sentries and reduce a level 3 sentry to less than half health. Should also crit vs the spy that placed it.
To disarm the bombs requires hits from any melee weapon, or any weapon that specifically says it destroys bombs/explosives like demo weapons.
When deployed it should have a construction silhouette like engie buildings showing where it will deploy, and it should be valid just about anywhere.
Bombs can be placed while disguised, but not while invis. Triggered bombs can't be triggered while invis. Bombs as a class of weapons are place one and recharge, with a metal pick up to shorten the recharge time. Bombs recharge will not start until the placed bomb is detonated, even with metal pickups or locker.
I can think of 2 different fuse mechanisms to make 2 separate weapons.
First the Time Bomb: Takes 1.5 seconds to deploy during which the spy makes a beeping noise similar to the counter strike bomb placement noise. Bomb makes a ticking noise like an old fashioned clock until it detonates 5 seconds after being placed. Advantage is it doesn't break disguise and isn't destroyed with spy death.
Second C-4: Takes 1 seconds to deploy during which the spy makes a beeping noise. Once placed the bomb makes a small beeping noise every 0.5 seconds. Placing the bomb does not break disguise. Bomb is replaced with a detonator. Bomb takes 2 seconds after placement to arm, and then the detonator can be activated. Activating the detonator breaks disguise. Detonator can only be activated in situations other weapons could be used (not while invis or stunned). Advantage is it can be triggered when desired and faster than the time bomb, but breaks disguise.
The initial placement times could be adjusted up or down. Instant placement seems a bit too good. Same for detonating the bombs. As for how much damage to get rid of the bombs, I'd say maybe 100 damage to even out the swing speed of various classes.
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