Spy-Bait
Replaces teleporter entrance....
It's a dispenser....or so it seems.....
When a spy saps it the FAKE dispenser explodes in 1.3 seconds....
Killing the spy if he does not run away.
Costs 80 metal
Can build 3 at the same time
Health 50
The wall.
Replaces teleporter exit
A really strong wall.
Tall aswell! Scouts have to double jump to get over it.
Costs 120 metal
Health 200
The Buff Box
Replaces dispenser
Teammates go close and there guns get buffed to 90% chance of frits for 6 seconds
10 second recharge
Health 40
Lil Snipe
Replaces sentry
Is a sentry with a Sniper rifle for the gun
Shoots at long distances
Cannot shoot close range
Accuaracy -30
Crits 10% chance
Upgrades increase accuraccy by 10%
Level 3 has a One time spy prevention system
Sorta like a razorback for sappers
Recharge time between shots 5 seconds
Cannot get headshots
Health 110
(level 2 120)
(level 3 140)
What do you think?
Spy-bait:
Impractical. Has no strategic advantages.
The wall:
Really hard to balance because maps vary so much.
Wait, what do you do with only either entrance or exit!?
The Buff Box:
Overpowered.
Lil snipe:
Why would it have less accuracy? Why would a sentry have a crit rate?
Spy prevention? Just no, building destroying is just what sappers were made for. That would be as dumb as spy detection items.
These ideas are either:
1) Not balanced
2) Not promoting teamwork / class interactions
3) Not fun to use
dispenser have aleready been said. also spies will simply try to avoid sapping dispensers.
look at that dispenser alone i must sap it
...are they really that unbalanced?
Wall makes no sense. Imagine it on a map like 2Fort, it's impossible to go through.
Buff box idea makes sense, it's fairly decent.
Lil snipe is useless. Engineers tend to use sentries for close range defense, so you'd have to piggyback a snipe engy with a general engy.
Spy bait would get annoying and spies would catch on, fast.
Enemies will fear my frits
[QUOTE=StarWarsMan;20105589]Wall makes no sense. Imagine it on a map like 2Fort, it's impossible to go through.[/QUOTE]
Well, on 2Fort, Engineers can finally fulfill a true turtle. Board up the sewer entrance, front doors and sniper decks with walls and BAM! Instant defense. Better yet, barricade the intel room with walls. No one will ever get through! :buddy:
This is pretty lame. We all know engineers are getting robots which will kick turbo ass.
[QUOTE=StarWarsMan;20105589][B]it's impossible to go through.[/B][/QUOTE]
[B]WRONG[/B]
It can be destroyed like everything else.
[QUOTE=NateDude;20102366]Spy-Bait
Replaces teleporter entrance....
It's a dispenser....or so it seems.....
When a spy saps it the FAKE dispenser explodes in 1.3 seconds....
Killing the spy if he does not run away.
Costs 80 metal
Can build 3 at the same time
Health 50
The wall.
Replaces teleporter exit
A really strong wall.
Tall aswell! Scouts have to double jump to get over it.
Costs 120 metal
Health 200
[/QUOTE]
Assuming you won't find both of these items at the same time equiping one of them would be rather pointless.
[QUOTE=NateDude;20102366]
The wall.
What do you think?[/QUOTE]
:regd09:
They don't have enough weaknesses. The spy bait shouldn't kill the spy, it would make more sense if he damaged it or if it gives you an idea of his location.
Possibly removing his disguise.
The wall/Spy-bait should be an either or option. For instance, you cannot have a wall if you have a spy-bait and vise versa.
[editline]12:05AM[/editline]
My final opinion on the wall is that it should play music.
[img]http://www.fototube.pl/pictures/pinkfloeyd__the_wall.jpg[/img]
[QUOTE=Teh_Medic;20108632]
[img]http://www.fototube.pl/pictures/pinkfloeyd__the_wall.jpg[/img][/QUOTE]
[b]Bring on the wall![/b]
[img]http://www.realitywanted.com/images/upload/HITW_105_RED_0020.jpg[/img]
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