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Nahlásit problém s překladem
Scout: Strafe and shoot at enemies.
Soldier: Run forward and shoot.
Pyro: W+M1.
Demoman: Run forward and shoot (if on defending team and no enemies around then place stickybombs.
Heavy: Walk forward and shoot.
Engineer: Hit nearby buildings with wrench. If no buildings nearby then it just is obvious.
Medic: Look as if healing teamates
Sniper: Scope and miss every shot
Spy: Runs away.
What i think
the player. if disguised, the spy-bot will change disguise to a medic to make it look like a team.
has a 30 sec use cooldown. when you die, the spy-bot dies
For this to be placed down, the player should have to crouch just as any normal melee weapon is not in range to the ground unless the player is crouched (the demoknight's swords are the exceptions) and they must hit "MOUSE1" to place. The spy would appear immediately after placing and disguise (just as a spy would disguise) as soon as the player disguises. If the player is already disguised, the hologram should immediately begin to disguise as well.
Just as Merchant suggested, the bot should have 40 HP and draw damage for teammates. However, the bot will not move but will be able to switch weapons just as the player does and reload just as the player does. After destroyed, there should be 10 or 15 second wait until the next hologram can be placed.
Just as Dark Lord "satin" said, I think the placement should be treated like an engineers building. After the player selects the hologram, and click "MOUSE1" he should be able to rotate it by pressing "MOUSE2". There should be an arrow pointing towards where the spy where be facing. The default placement should be that the hologram will face the player when placed. Like I said before, "MOUSE2" will serve a different function after the hologram is placed.
When destroyed, the kill feed should read: (Player on opposing team) (kill icon here) holo-spy (you). Just as the icon for destroying an enemy building. Small amounts of metal (in equal amounts to the smallest ammo box) should be able to be collected from the destroyed Holo-spy device.
As for bumping, the Holo-spy should be able to be bumped and take any form of damage. For friendlies, the device will just appear to be the way you see it (just a hologram with a floating image of the spy. Kinda like death marker in MVM.) But to enemies it will look just as you look. Finally, when the player dies, the Holo-spy should die as well but the player who killed the spy does not receive credit for destroying the Holo-spy. This way, there is a slight penalty for dying as well and in this form the Holo-spy functions completely different from an engineer's building after the player dies.
All in all, this item holds a ton of potential and those are some improvements I and hopefully other TF2 players would like to see made in the creation of this item.
Good luck.
Holographic image
Can sap buildings
Cons
destoyed with 2 shots (to the holograph or the actual device)
-10% sap speed
1 second cooldown before it can be placed again
This would make it a very interesting and fun sapper. i also like that it is a sapper because there are not that many sappers to choose from ( red-tape recorder and stock + reskins of stock). This sapper would sort of troll the other team so it should be easily destoyed and have a cooldown of probably 1-1.5 seconds (to prevent sap spamming and the other team not understanding how it works).
probably more of an 8 sec cooldown
Creates a hologram of you that lasts for 8 seconds a new hologram cannot be placed until the previous one is gone (hologram can be targeted by sentries making it lock onto a non-existant target)
Holograms can be placed while invisible
Replaces sapper
I would think once placed on the ground the device iteself should become invisible otherwise the hologram is pretty much worthless
I don't know how destroying the Holo Spy would work in terms of the enemy team destroying the device.
With these stats this would make a whole new play style for spies. The Holo Spy could be used for traps or distracting sentries.
You should be able to set what the hologram will do. Stand in place, patrol the range, "fire" at will, taunt, and one of two "class actions":
-Scout: Swings his melee while running in a figure 8 or double jump like a mad man.
-Soldier: Rocket Jump or 21-gun salute patrol
-Pyro: W+M1 and retreat or messes with his fire ax
-Engineer: Dispenser Maintanence or Teleporter Maintanece.
-Heavy: Hoovy mode or Revving up
-Demoman: Sticky Trap or Sticky Jump (Don't use a shield with these.)
-Medic: Fully Charged or trying to find a cloaked spy
-Sniper: Scoped in or Not even trying
-Spy: Cloaked Ambush or poorly disguised
Also, have friendly holograms have a pulse running through them, like the lines on old TV's.