Spy "drunk" bullets

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gotenks
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Spy "drunk" bullets

Post by gotenks »

bad idea... everyone goes spy and just shoots everyone, atleast spys should be immune to the effect... needs lots of work i think
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Imbroglio
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Post by Imbroglio »

nope, this def needs a lot of work, like maybe make them less accurate or something, or don't make the dizziness so strong, or for so long, its hard when everyone and their brother is a spy and if you get hit by cross-fire you still go dizzy, i think somethin needs a tweakin
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gotenks
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Post by gotenks »

i think the bullets should do a gradually increasing effect... eg first bullet moves you a little off target, second is a little more effect, third is a bit more, each bullet increases as the gold points do per gold bar (similar formula) by the time you get 10 bullets in you your spinning around
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Post by =FF=im2good4u »

yeah :o
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OrgyBanana
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Post by OrgyBanana »

But no one can withstand 10 bullets, that, and who knows where you'd be shot.

And could Medic Packs heal this spinning affect?
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gotenks
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Post by gotenks »

they do currently(i think) and i know noone could withstand ten bullets, except a medic... also i think spys should be impervious to this effect, like they were to concussion nades
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OrgyBanana
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Post by OrgyBanana »

But, if a MEDIC could withstand ten shots, But after each shot, He'd re-heal, completely making HIM immune to that spinning effect as well..
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gotenks
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Post by gotenks »

i think only med packs should beable to heal the bullets effect
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OrgyBanana
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Post by OrgyBanana »

That would mean just hitting a number on your keyboard, and then clicking; and tada.

You should make it something like this: *Or just ignore this, since it's probably even more stupid*

The shot makes no health damage, but makes your vision spin for about 5 seconds. Each bullet shot AFTER the spinning is over, and the person is still alive, causes 3 more seconds of spinning after each shot. And after a few shots, it starts to hurt.

So like this:


1st Shot: 5 Seconds - No Damage
2nd Shot: 8 Seconds - No Damage
3rd Shot: 11 Seconds - No Damage
4th Shot: 14 Seconds - Damage According to location of shot.
5th Shot: 17 Seconds - Damage According to location of shot.


And so on...
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SHVDKTY (ID)
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Post by SHVDKTY (ID) »

How about making them more like Tranq darts. More like what a spy WOULD use. one shot and you playdead for 5 secs....if the spy can get there and stab you to death then he has done his job...if not your back up and on your way. This would make it more fair since one shot with the dizy bullets and you can't fight back (if youre not a med). So a spy has like 10 tranq darts and can go into a room shoot his 10 with a sten or something(silent)....knock out 4 or 5 guys and if he is fast enough he kills them all, if not he gets killed. Now thats a spy that is realistic.
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bani
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Post by bani »

and 1 shot into the obj carrier... game over
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=FF=im2good4u
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Post by =FF=im2good4u »

well my oppinion the spy is overpowered now dahm its to ez lol i think atleast take away the spy's smg again :roll:
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SHVDKTY (ID)
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Post by SHVDKTY (ID) »

bani wrote:and 1 shot into the obj carrier... game over
Not much different than now....one drunk bullet into the obj carrier and hes too dizzy to do anything for a few secs, pleanty of time to kill him.
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Post by =FF=im2good4u »

:idea: use pantserfauft 1 shot and the obj carrier and his back is gone :lol:
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Post by alexjones8194 »

bani maybe tranq darts that have no effect or normal effect on docs carrier?
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