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Thread: Lethal Injections for Spy?

  1. Registered TeamPlayer Watsyurdeal?'s Avatar
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    #1

    Lethal Injections for Spy?

    Check this thread out


    The Lethal Injection

    "Silent... but deadly!"

    Abbreviated Properties:
    Level 007 Lethal Injection
    Covertly implants enemies with remotely activated poison capsules without breaking disguise.
    5 second capsule priming delay.


    Properties:
    Primary fire implants a capsule of poison into an enemy with a quiet pneumatic hiss that is only audible to the implanting Spy.
    An implanted player receives no indication that he's been injected; there is no sound, damage or directional damage indicator. Those observing the Spy however, will note him performing a highly conspicuous injection animation with the team coloured Lethal Injection.
    The Spy may only inject enemies from the rear. If attacking an enemy outside of the back arc, he will simply jab them with the injector penknife, dealing damage equivalent to a knife stab.
    A successful injection, or injection that misses will not remove the Spy's disguise though he will still perform the conspicuous injection animation that prominently features his team coloured penknife. Normal attacks with the Lethal Injection will result in the loss of the Spy's disguise however.
    The Spy can activate implanted poison capsules remotely by using the Taunt input while the Lethal Injection is out. This begins an interruptable, 1.5 second animation. At the end of this, all implanted enemies will then instantly drop dead at the stylish press of a button as the capsules deliver their lethal payload, even if Ubered or under the effects of Bonk! (the Spy cannot however inject players that are already Ubered or Bonk!ed). Remember, impenetrable force fields don't protect you from deadly toxins already implanted beneath your skin.
    The poison capsules upon activation instantly deal 6 times the victim's current HP in damage as per the backstab. This damage is unaffected by any modifiers such as Uber or Bonk! status.
    Using +reload while your crosshairs are centered on an implanted target with the Lethal Injection out will instantly activate implanted capsules for that target only, leaving the other implanted enemies alive (this works similarly to the Scottish Resistance trigger mechanism).
    The Spy can activate poison capsules during any non-Lethal Injection Taunt by hitting the Taunt input again for maximum style points (though this is not necessary).
    If possible, players who die to the Spy via Lethal Injection are shown a screenshot/short replay of time they were injected from their third person perspective instead of, or in addition to the normal kill cam, as well as the time that elapsed since they were injected.
    An injected player can be subsequently injected by different enemy Spies; if one of the Spies that injected that player dies, the other implanted capsules will still be active.
    Poison capsules require 5 seconds after injection to prime. During this time, no poison capsules may be activated by any means. A progress bar will show the time left until a capsule fully primes upon injection.
    Poison capsules fall inert and useless if the Spy who implanted them is killed; they cannot be triggered, and vanish. Furthermore, the player who killed the Spy is awarded a half point for each teammate that Spy implanted, and a full point for each implanted Medic teammate with an Uber ready.
    The Spy gains a counter on his HUD that keeps track of the number of implanted enemies.
    Team coloured outlines of enemy players with a fully primed implant are visible through walls and other obstacles, allowing the Spy and his teammates to keep track of his soon-to-be-victims. Spies can choose whether to reveal injected enemies to their teammates, and players can toggle whether they see injected enemies in this way via Advanced Multiplayer Options.
    Enemies implanted with a poison capsule will have a translucent skull and crossbones icon above their head visible to you, and those on your team (does not display on disguised/cloaked enemy spies), allowing for easy identification of the doomed. These enemies also feature a similar, smaller icon beside their name on the scoreboard (again visible only to your teammates). This icon is only displayed when the enemy is directly visible, as outlines of concealed enemies are sufficient to inform players of injection status.
    There is no "cure" for the injection other than actually dying, which will remove it, or killing the enemy Spy responsible for it. The capsule will remain active on a player even when he changes classes in respawn.
    The Dead Ringer suffers a short (3 second) cooldown before it can be used after a successful injection.
    Otherwise identical to the knife.
    The Lethal Injection can implant Spies with the Dead Ringer active. However, implanted Spies with the Dead Ringer can survive the Lethal Injection's poison if it's in use at the time of the poison's activation.
    The Spy gets a maximum priority assist on implanted enemies killed by teammates.

    I've already left my thoughts on it here and I'm being honest and blunt as well. This thing would be OP, no doubt in my mind. And would likely be banned due to the fact that it can be used while disguised, no indication for the injected player, and you could kill the whole team in the blink of an eye.

    Thoughts?

  2. Registered TeamPlayer flame's Avatar
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    PSN ID: flame862 Steam ID: flame862 flame's Originid: flame862
    #2

    Re: Lethal Injections for Spy?

    would be tricky, but injecting a whole team and then killing them ftw would be epic.
    [SsT] Sigs and Avatars-sstflame-png

  3. Registered TeamPlayer Watsyurdeal?'s Avatar
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    #3

    Re: Lethal Injections for Spy?

    It would, but damn this needs some play testing. I can only imagine how annoying this could be, like the Sandman on crack.

  4. Registered TeamPlayer Bane's Avatar
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    #4

    Re: Lethal Injections for Spy?

    Bleh, I already have problems knowing there's a spy behind me as a heavy.....

  5. Registered TeamPlayer sickwookie's Avatar
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    #5

    Re: Lethal Injections for Spy?

    Quote Originally Posted by Bane View Post
    Bleh, I already have problems knowing there's a spy behind me as a heavy.....
    Get better headphones. You should be able to hear him de-cloak anywhere nearby, then it is just a game of one of these things is not like the others.

  6. Registered TeamPlayer Whiskey_dod's Avatar
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    #6

    Re: Lethal Injections for Spy?

    DO WANT NAO!

  7. Registered TeamPlayer Imisnew2's Avatar
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    #7

    Re: Lethal Injections for Spy?

    Prolly the only thing I disagree with is the taunt time is so short... but again... would require play testing!
    Oh, and you shouldn't be able to see your victims through walls... highlight them only if you can see them...

    Sounds like a really solid Idea.

  8. Registered TeamPlayer Ruukil's Avatar
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    #8

    Re: Lethal Injections for Spy?

    If it's a one at a time use it might not be too bad. Spies are still too easy to catch.

  9. Registered TeamPlayer LuckyDucky's Avatar
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    #9

    Re: Lethal Injections for Spy?

    Once again, too complicated to actually be placed ingame. Hasn't anyone noticed that EVERY item in TF2 can be summarized without extra explanation in about a small paragraph? If your item has an essay long description, you're doing it wrong. Note how every community made item implemented into TF2 today have very simple effects. Just like all of Valve's items, they are only slightly tweaked from the original Vanilla weapon.

    To be blunt, it's interesting and imaginative but absolutely pointless and cannot be worked into the game one way or the other.

    Food for thought: why is every community idea i read about these days have the same exact problem? The same exact one; adding to many features to an item and making it complex... surely somebody must have pointed this out at least 30 thousand times by now, TF2 is about simplicity, get the word out people.
    Last edited by LuckyDucky; 05-30-10 at 11:32 AM.
    "Murder and marriage aren't too much unlike each other, one ends your life, and the other is a crime"

  10. Registered TeamPlayer Mr.Expendable's Avatar
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    #10

    Re: Lethal Injections for Spy?

    Awesome idea, but like Ducky said above, waayyy to complex! O.o
    Take off all the extra stuff and just make it just a kill like the demo pulls off stickies. Maybe the whole "track the players" thing can be a separate item that replaces the sapper? Thus changing the game of the spy. Like some sort of goggles or whatever.
    But this combined with the DR or even the C&D would be crazy easy to use :P

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