Friday, August 8, 2008

Team Fortress 2 unlocks: Spy



1- Main Weapon: Dartgun – slows down the enemy movement. An “overdose” will put him to sleep (or kill). Funny effect: the voice of the victim is slowed down as well (though I don’t think this would be easy to implement).
• Pros: tactical weapon. Could be used to avoid chasing enemies.
• Cons: not as powerful as the revolver.

2- Secondary Weapon: Disrupter Sap – instead of destroying a sentry gun, this sap makes it go crazy, shooting members of both teams. The Engineer may still try to repair and fix it, but he can’t detonate it by the Destroy Menu. Until fixed, the sentry is “neutral” and can be destroyed by both teams.
• Pros: mass confusion in the defense line.
• Cons: affect only sentries. The sap could take longer to make effect (still could be taken off by the Engineer). Does not disable the sentry (can target on Spy’s allies or the Spy himself).

3- Melee Weapon: “Tropical Disease” Syringe – inspired by the Medic melee weapon in TF and TFC.
• Pros: slowly kills the victim, unless healed by a Medic. As additional, the victim affected by the disease could spread it to allied players with body contact.
• Cons: no instant kill. The Spy is very vulnerable after attacking.

4- Hand Grenade: Hallucinogenous grenade (the same as previous TF installments but with updated effects. This should be very fun.)

Although I have my own suggestions for the Spy, there is a great fake announcement for this class in the Web. Check it out. If Valve just made it, the Spy would be a much better class to play with.

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