Team Fortress 2

Team Fortress 2

The Nightwatch
i just felt this deserved its own discussion :)
i like this, but my changes would be

(+) right click to turn on and off flash light.

(+) when enemy is hit by the light their run speed and (PART OF) their turn speed gets slower over time (based on amount of time spent in the light) Example: after 10 seconds of continually being in the flashlight's light beam, the slowest a scout would go would be soldier level (drastic I know, but what are the odds of you sneaking up on a scout and keeping him in your line of fire for 10 seconds without noticing he is going slower?), for heavy's they would go down to about brass beast level (this is why only the engineer should have this weapon and not an all class or scout weapon)
NOTE: weapon switch and fire rate of enemy under the effects of light are not effected.

instead of while deployed, i would say
(+) while weapon is away; footsteps and actions (jumps, lands, etc.) volume has been reduced greatly, voice commands and lines only show up in chat. Example: errecting a dispenser would (instead of being said out loud) become in chat as ERRECTING A DISPENSER. so everyone on both sides can know about it if they are paying attention to the chat. sentry beeps and deploying sound (minus the voice lines); hammer hits; and weapon fire from pistol are all their usual volume and sounds (though possibly slightly lower than their regular noise volume).

(?) light effects only last up to 10 secconds after light is off of target. Example: the scout has been hit with engineers light for only 1 second, but the effects last for 10 seconds. if scout had been hit by the light for 10 seconds it would still only have a 10 second penalty.

(-) when weapon is out, your noises progressivly become louder (kinda like the spy watch) until it reaches 2X as loud as normal including walking. NOTE: this means you want to sneak up on your enemy first, then quickly switch to your weapon and activate the light. Only YOU are the judge of how much a risk your willing to take to lower your apponents speed vs how much noise you make before they catch on to you.

(-) possible con idea: weapon can only fire when light's batery is at least half full. any lower than that and it will make the machina noise and be unable to fire.

(-) light only lasts 10 seconds before a recharge is needed it has a passive recharge of from 0% charge to 100% charge of 20 seconds. In other words, for every second you use it, it takes 2 to recharge.

(-) maybe increase the damage dealt penalty to -13% for that shot gun and leave the rest alone? with possibly a larger clip size to balance, maybe 4 or 5 shots? but less amo over all.

(-) no random crits

(-) kritzkreige Uber does not work on this gun. but will still work on pistols.
NOTE: buff banner will still work, and the effects of jarate on apponents will be as usual.

(?) you could press a letter (Example: R) to manually recharge by doing an animation for 15 seconds. (not the full twenty, but you are leaving your self voulnerable just so you can reduce your 5 second cool down time.




the question i have is, how much area thould the light cover both length, width, and volume?
width: 1 heavy? 3 soldierside by side? 2 Heavy side by side?
length : pyro flame thrower length? longer? (preferably not shorter)
volume: engineer height? demo height? soldier height? heavy height?

i could be over thinking, but these things would give a way in which engineer could support with attacking the enemy.Iif he gets behind the enemy team and they dont notice him he could shine the light and lower their move speed if he charges at them, theyll now he has the light and target him.
PS. i know its weird, but its kinda like turning his primary into a tool as well lol. but at least you couldnt sneak up with crits or the widom maker.