This helps the spy be a little more supportive by providing the team with ammo. On other buildings the sapper does nothing and is removed normally. Sapper is removed by overloading the ammo, and restocking the sentry faster than the ammo is removed. Depleted ammo is given to the spy or dropped near him (if not under a disguise or cloaked) Running low on ammo? Why not steal from someone else?ĭepletes amunition from a sentry when attached. No audio or visual cues are given when you are hit with this weaponĪn alternative to the revolver thatgives up long range damage in order to help the spy be able to decloak safely and perform a backstab on an enemy without them hearing them coming. This weapon can be fired while cloaked, but this reveals the spy for 0.5 sec. I think this would be a very usefull weapon to spies who can reliably pull off a stab, and if you miss a stab the instant switch speed will help you get a quick revolver shot off afterwards.Īfter being critically hit, tge target will not be able to hear any noises made by spiesįiring this weapon does not reveal the spy. With a lot of blood on itĤ sec recharge or ammo pickup to replenish Along with spy checking you will also have to keep an eye on your sentry gun to make sure it isn’t being sectretly sapped Instead of degrading buildings, I think we could have a sapper that feels more like a hidden spy. Uppon sapping a building, the sentry will apear fully functional to the enemy team (apart from the fact that the projectiles aren’t damaging anyone) All of these names are pretty bad.īefore making new things, shouldn’t we fix the old ones? These are just for fun, and I think they would make for an interesting change in gameplay.
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