I was just thinking and I wanted ya'lls opinion on this. I thought of a spy unlock. I imagine a weapon that looks like a sapper and work kinda like a sapper but instead of destroying its target, it transforms it into your sentry, or your dispenser or whatever it is. It would give a spy a new advantage, and a new reason for engies to fear spies but it would also not overpower them by still having the time limit of a sapper and being able to destroy the sapper-like device before it transforms your sentry, or dispenser or whatever. What do you guys think?
My Idea of a Spy Unlock
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Re: My Idea of a Spy Unlock
that is a good idea!
Maybe if the spy sapped a teleporter, then it could swap the functionality of it so that it'd be usefull. Like when a Blue Spy saps a Red Teleporter; both teleporters become blue and the entrance becomes the exit and the exit become the entrance.
Take dustbowl for example, a red engineer deploys a teleporter entrance near the second control point and the exit behind the hut of the first control point (you know the place, under a rail road track and hidden from blu's sights at spawn). A blu spy saps the teleporter exit here, and it becomes a blu entrance, and the teleporter at the other end becomes a blu exit.
This allows the spy's ability to be usefull. Plus it won't be overpowered because the enemy have the chance of destroying the converted teleporter exit since it will most likely be near their base.Comment
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Re: My Idea of a Spy Unlock
if the engineer wont make it back to unsap his sentry he could just get out his remote control and destroy it before the spy converts it.Originally posted by iQu'eIt would be annoying like hell if you have a sentry deep in your base, a spy saps it and you don't make it in time, only to have it kill the entire team lol
Nice idea but it needs some tweaking.Comment
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Re: My Idea of a Spy Unlock
Exactly, they wouldn't be converted- but blown up by their own team. It's really a win win situation for the spy unless the engineer can whack the sapper off.Originally posted by MicsterWouldn't any smart Engy blow the Sentry everytime? If that were the case, 80% of sapped sentries wouldn't be converted at all.Comment
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Re: My Idea of a Spy Unlock
A better spy unlock, imo, would be a different sapper that doesn't slowly destroy the sentry, what it would do is empty its ammo/rockets so that the engineer would have to hit it, meanwhile your team can rush in and destroy it, and for dispensers it would empty its healing power so that the engineer would have to hit it to make it useable again, and for teleporters... I don't know for that one yet.Comment
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Re: My Idea of a Spy Unlock
Yeah, thats why I put it up on here because I knew there would be some problems and thats why I wanted suggestions because in the end I want to submit the idea to valve to see if maybe they can add it into a future spy unlockOriginally posted by iQu'eNice idea but it needs some tweaking.Comment
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Re: My Idea of a Spy Unlock
Negative. You can't blow up sapped stuff. I've tried before.
Sorry, I don't like this idea. EVERYBODY would use it. Possibly make it take 1.5-2x longer than normal sapping.Comment
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Re: My Idea of a Spy Unlock
This ability is present in Fortress Forever, and it's a very, very useful tool. Allow me to explain how theirs works.
Sentry:
1.) A spy runs up to a sentry gun. A spy cannot sap unless the engineer near the sentry is dead, so backstabbery is necessary if enemies are around (delete this for TF2).
2.) The sapper takes approximately 5-6 seconds to deploy from the spy to the sentry gun, and the engineer gets no notification that the sentry is being sapped (unless you see some random player looking at your sentry for an extended period of time and you recognize visually what they're doing and shoot at them to disrupt their activities and push them away from the sentry).
3.) Once deployed, the enemy team has no knowledge that the sentry has been sapped except for the fact that the engineer can no longer detonate the sentry. From this point, the Spy can trigger the sabotaged sentry to begin shooting at the enemy team for about 20 seconds before it explodes or is destroyed by weapons fire from the other team. Until then, it continues to act like a normal sentry gun for the other team.
Now, I like the timer and then the sentry explodes (or earlier if it runs out of ammunition). Plus the deploy timer on the sap would give the teammates a better opportunity for the all important spy check. It's not like now where a sap is instantaneous.
For Dispensers, here's how it works.
1.) Same sapping procedure as above.
2.) Once sapped, the dispenser can no longer be deconstructed.
3.) Dispenser can be remotely detonated like a bomb by the spy upon triggering. In all likelyhood this would kill the engineer (due to usual build strategies etc), possibly a teammate, and possibly a sentry nearby, although unlikely.
My idea for the dispenser sap would be to have it instakill anyone who is actively being healed by the dispenser. It's a great way to take out those frustrating heavies and pyros who go back to dispensers to heal. From there, the splash needs to be moderate, but most classes minus scout probably should survive, but with moderate injury.
I like the above teleporter idea about converting it to your team's teleporter.Comment
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Re: My Idea of a Spy Unlock
interesting.Originally posted by Webs961This ability is present in Fortress Forever, and it's a very, very useful tool. Allow me to explain how theirs works.
Sentry:
1.) A spy runs up to a sentry gun. A spy cannot sap unless the engineer near the sentry is dead, so backstabbery is necessary if enemies are around (delete this for TF2).
2.) The sapper takes approximately 5-6 seconds to deploy from the spy to the sentry gun, and the engineer gets no notification that the sentry is being sapped (unless you see some random player looking at your sentry for an extended period of time and you recognize visually what they're doing and shoot at them to disrupt their activities and push them away from the sentry).
3.) Once deployed, the enemy team has no knowledge that the sentry has been sapped except for the fact that the engineer can no longer detonate the sentry. From this point, the Spy can trigger the sabotaged sentry to begin shooting at the enemy team for about 20 seconds before it explodes or is destroyed by weapons fire from the other team. Until then, it continues to act like a normal sentry gun for the other team.
Now, I like the timer and then the sentry explodes (or earlier if it runs out of ammunition). Plus the deploy timer on the sap would give the teammates a better opportunity for the all important spy check. It's not like now where a sap is instantaneous.
For Dispensers, here's how it works.
1.) Same sapping procedure as above.
2.) Once sapped, the dispenser can no longer be deconstructed.
3.) Dispenser can be remotely detonated like a bomb by the spy upon triggering. In all likelyhood this would kill the engineer (due to usual build strategies etc), possibly a teammate, and possibly a sentry nearby, although unlikely.
My idea for the dispenser sap would be to have it instakill anyone who is actively being healed by the dispenser. It's a great way to take out those frustrating heavies and pyros who go back to dispensers to heal. From there, the splash needs to be moderate, but most classes minus scout probably should survive, but with moderate injury.
I like the above teleporter idea about converting it to your team's teleporter.Comment
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