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On hit: applies Jarate, Mad Milk, bleeding or fire for 10 seconds
-83% clip size
-20% damage penalty
+Almost Silent shot sound.
+Player Killed does not make sound.
+100% accuracy on 1 second cool down
-33% smaller clip size
-10% damage penalty
-15 less health
TAKE ANY OF THESE IF YOU LIKE THEM AND THE ONES THAT YOU DON'T LIKE IGNORE. YOUR OPINION MATTERS. SEND FEEDBACK TO ME AND HELP OUT THIS DEVELOPER. THANK YOU!
+250% damage bonus
+100% accuracy
-80% clip size
-100% secondary ammo on wearer (spy's revolvers are categorized as a secondary)
-500% slower reload speed
-Disables Sapper
1 shot before requiring to reload. allmost complete 100% accuracy. Otherwise the weapon has standard stats to that of the default revolver. It does however have bullet types, which can be changed to alter the effect of the dammage, similar to how the medic's vaccinator functions.
As for the bullets, not counting the two team colored ones, or the uncolored one, there are 4 types of bullets
White: Light Standard- faster reload due to less recoil, less dammage, weapon makes less sound when fired
Black: Heavy Standard- slower reload due to more recoil, higher dammage, weapon makes louder sound when fired
Orange: Flamable- no dammage, successfull hit makes target take 15% more initial dammage to flame based weapons, and afterburn lasts 2 seconds longer. similar to jarate, this orange bullet doesnt last long, however, no visible effect occurs if a successful hit happens. the enemy player will say a new voiceline however, where they either smell the gas or gag in repulse from the bullet. multiple hits makes the effect last longer.
Yellow: Jarate- no dammage, applies jarate. multiple hits make the effect last longer.
Each bullet makes a different tone of sound when fired, allowing enemy players to distinguish which one a spy is firing
The spy plays a special animation (in 3rd person) when bullet types are being switched, but just plays the regular reload animation in first person, albeit with a different bullet color. This will also help enemy players tell when the spy is changing his gameplay strategy
Also there were 2 bullet colors that u didnt describe
How about :
Red: Applies bleeding ,little dmg, more succesfull shots makes effect last longer.
Blue:Applies watered effect (like being in water), does half of normal damage/ 3 out of 4 full damage also next shoots multiplies effect lasted longer also doing minicrit damage if enemy is in water or was being shoted by blue bullet (Also Pyros with Neon Anihilators can team up with spy and Exterminate enemy)
Its my idea of course can be change.
+ On hit enemy cannot switch weapons for five seconds
+ 20% faster reload speed
- 90% clip size
- 20% damage penalty
Blue/Red: Default bullet. Does 50% more damage than a standard Revolver bullet.
White: Milker Bullet. Does 75% less damage than a standard Revolver bullet, but applies Mad Milk to the target for four seconds. Timer resets if hit with another White bullet.
Yellow: Jarate Bullet. Does 75% less damage than a standard Revolver bullet, but applies Jarate to the target for four seconds. Timer resets if hit with another Yellow bullet.
Orange: Napalm Bullet. Does 75% less damage than a standard Revolver bullet, but sets the target on fire for two seconds. Timer resets if hit with another Orange bullet.
Black: Stopper bullet. Deals as much damage as a standard Revolver bullet, but applies knockback to the target proportional to the damage they take, sending them flying in the opposite direction of the shot. This bullet is noticeably louder than the rest.
No matter the bullet, only one may be fired before you have to reload, and you must reload to change bullet types (click the special button to rotate through what the next bullet loaded will be - going Blue/Red, White, Yellow, Orange, Black). You can also hit reload prematurely to switch bullet types without firing the one currently chambered.
This would be a way for Spy to play ranged support without having to risk their life in the middle of combat - with the downside of Spy having a much worse gun in a direct firefight.
the same button used to change vaccinator type, the special key.
also i did mention the other two colors
the team colored (red & blue) & the uncolored blank one that isnt beside the others, but beside the gun in the picture provided
i didnt count them since the uncolored had no distinction, and the team colors might confuse other players. that, and too many effects may make the weapon, again, too confusing for players
"Much worse in a direct firefight"? Dude, the first bullet you listed deals more dammage than how much the pre-nerf Enforcer did, which was spies strongest non-knife weapon.
& the Napalm one you described would deal more overall dammage than an Ambassador headshot.
Alright, then lets do some editing.
Blue/Red: Bog-standard revolver bullet. Team colored.
Orange: Does no damage on impact, but instead sets the target on fire for two seconds. Has absolutely no effect on Pyros or underwater enemies.
it should improve your movement speed when cloaked but like also decrease you cloak, so move faster but decrease faster
like, a one bullet firing rate with slow reload but great damage
+50% more secondary ammo
-10% less damage
-15% less accurate
-83% less ammo in clip