#The Blacklisted
27 messages · Page 1 of 1 (latest)
You still have a gun, and all downgrades can be reverted and surpassed by killing the specific classes
yeah goodluck killing anyone with 100 HP, the speed of a Demoman, and meh damage
if you want to shoot people with your gun and actually achieve anything the scout class is down the hall to the left
you will have more health, more mobility, not deal shit damage and not require you to specifically target classes in the enemy team to be useful (assuming they have at least one of each class which isn't always the case)
Ok, you can now backstab light classes, the cloak drain rate is removed, and I integrated the disguise limitator, so there is a detriment to somebody who has already killed all 9
extremely overcomplicated and unnecessarily punishing
neat art thought
limits your movement, pick potential, health pool, and disguise plans for inconsistent and mediocre effects that are mostly barely noticable
oh that's awful
okay okay. i do like it conceptually and the art is nice
but this sucks balls to use
firstly: i dont like weapons depending on the enemy or your team having a class for it to work properly
even if the class is "common"
theoretically besides class wars or memes you'll never go without one class in a lobby and especially in classic when the class distribution is more even generally, however that still means that you can miss out on honestly essential boons
next, some of this are well, more useful than others
far more useful
explosive backstabs, increased cloak, and the max health are standouts
the rest of these honestly suck
bleeding? really?, 15% more damage on headshot is barely anything, and spy just is to get back to the base spy
i also think that snowball weapons that have no way to lose the snowball (good example is the Eyelander) just suck to fight against and become boring if you're skilled enough
thirdly god those downsides would suck really badly
90% speed is so slow when your only way of doing your class's core gimmick is in melee range, especially to regain that you have to stab a scout which is going to rarely present an opportunity to happen without trickstabs
that combined with 100 health and light-class damage backstabs would make it really REALLY hard to play around
yes you still have a gun, but you also get one shot by a lot of things and dont have the movement speed to dodge or play around the health, and to regain this you have to get two backstabs off of a heavy or find a damaged heavy who isnt healing somehow
It reminds me of that 'bounty' spy weapon discussion in #tf2classified awhile back. I think the major issues I have with this is that it seems needlessly complicated stat-wise and both the downsides and upsides are always in effect.
It's like a the diamondback or kunai or any 'snowball' weapon where you start off worse but for doing normal spy activities you become stronger until you're effectively too hard to kill in 1v1s. Obviously, not as dramatically strong as those weapons and you do start with really bad stats, but the same concept is still there where you farm off bad players to then become notoriously hard to kill by good players like a it's a game of feeding frenzy
I do think the general idea of spies going after certain targets with buffs on them for the chance to get a greater reward for himself is a good idea. It's thematically appropriate and changes how you approach and prioritize targets. But if everyone has this 'bounty' on them at once, then spy doesn't have to prioritize targets and he's just playing normal spy with a snowball effect