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"Cannot be overhealed"
R.I.P kunai.
Still, best leave to enforcer the way it is.
*Spy fires 3 shots, reloads, fires 3 more shots, reloads,...*
This just brings us back to the issue with the original Enforcer. People play Spy like a gunner, firing off shots and strafing around the map. You just need to reload after the third shot, which there is conveniently an option to do automatically.
Judging by the old stats the whole premise of the enforcer was to give spy a little more stopping power; instead of cloaking and retreating you would be able to deal more effectively with a more dangerous threat a la fight not flight. It was sort of like the opposite of l'etranger and it filled a niche, whereas now it's a case of getting off one surprise shot at slightly more damage before your gun is objectively worse than the stock one. The ambassador and the diamondback already cover the surprise shot, since you can panic snipers and other enemies with a sudden 102 damage shot they couldn't see coming. Perhaps they ought to revise the original statline in such a way as to allow the spy to deal with single dangerous targets more effectively whilst penalising them for being too aggressive:
1. Keep the damage bonus, to let you kill tough classes more quickly.
2. Keep the slow firing speed. This will give an enemy more time to react to you killing them and gives someone like a stock revolver spy the edge in terms of firing speed. You can kill them in one or two shots; they can kill you faster with a few more.
3. Modify the increased cloak time stat. The whole premise of the gun is fight over flight, so make the spy slightly less effective at fleeing. If the increased time to cloak is an issue with something like the dead ringer, which cloaks you instantly, add a penalty to the amount of time you can stay cloaked, i.e. the opposite to l'etranger.
4. Alternatively add a move speed penalty when it's equipped. Tie it into the increased staying power option: if the spy is confident that he wants to shoot someone, he has to get it right or he can't retreat as quickly and has more chance of being apprehended.
5. Naturally, no random critical hits.
Yes.
20% More damage against buildings.
20% Slower firing speed.
So that if a revolver would need more shots to finish of someone, the enforcer could do that for less?
-10% if full hp, but can go up to +20% when low hp (don't know how much).
Deals 25% More Damage to Buildings
-50 Clip Size
or
Per Kill Buffs Up The Firing Speed By 5% with a max limit of 35%
Per Kill Increase Clip Size By 1 with a max limit of 12
+20% Damage
-50 Clip Size
-20% Firing Speed
This is just perfect. It's balanced, has a purpose, and is different than the stock. Someone should forward this to Valve.