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S.M. Vs S.M.

Started by Farley4Fan, January 16, 2008, 07:29:22 AM

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Farley4Fan

I've got an idea.  How about there are 2 mercs per team and 2 spies per team.  But each spy and merc have their own unique gadgets and perks.  Like 1 merc on one team has anti-shock armor if he chooses to take it.  The thing is that only 1 merc can take this special gadget.  The other thing is that if he takes this then he can't take gasmask.  So he can't be shocked but he is vulnerable to smoke grenades.  Maybe you should make the armor pretty noticeable, meaning that you can tell the difference between regular armor and shock resistant armor.  That way you don't have a spy trying to shock a merc that can't be shocked.

This way one merc is vulnerable to smoke grenades but he can't be shocked.  The other merc on the same team can be shocked every 6 seconds or so, but he has gas mask so smokes shouldn't be a problem for him.

Again, no restrictions should be placed as to where players can go on the map based on their character.  That's lame. 

No one has anything to add on to my spy combat suggestion?

Succubus Dryad Of The Undying Comet

...How about making spies fall down for 2-3 seconds after an elbow (and loses 1/2 health), so the one that hits first wins the duel and has a chance to escape.

Farley4Fan

I think it should be an elbow, then the spy is stunned, then while stunned the spy has to time a counter attack.  If the counter isn't performed then the spy has a chance a takedown, then the spy has another chance to counter.  If that counter isn't performed then the spy breaks the spy on the ground's neck.  If counters are performed then they go  back to elbows.  3 elbows and they are either knocked out for 10 seconds or they are killed.  If you knock them out with the three elbows you can break their neck while they are on the ground, or you can leave the spy to wake up in 10 seconds.  That could buy you some time and they don't spawn with new gadgets.