Team Fortress 2

Team Fortress 2

Informer[OLD]
 This topic has been pinned, so it's probably important
Astute  [developer] 16 May, 2013 @ 1:15pm
"Informer" Stats
Welcome to the discussion page for the Spy revolver-replacement, the "Informer". Here I will go into greater detail about the stats I came up with for this weapon. Feel free to cheer/jeer this, or add your own ideas to the pile.


Informer

Level 17 Dartgun

On Hit: Marks the target for death
On Hit: Targets are highlighted for you and your teammates
-83% clip size
-25% damage


This is a more conservative Spy revolver, focusing more on providing information and administering long range debuffs to assist your teammates. The mark for death gives the weapon a slight punch, allowing the Spy to use it as a holdout weapon, but the clip size hurts his chances of fending off attackers. It's a tradeoff of damage versus utility. The tagging effect lets the Spy tag targets for his teammates, allowing him to provide more acute information about enemy positions and movements.


On Hit: Marks the target for death
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The weapon needs some manner of providing damage. A single shot, and then reload, is simply too weak by itself. Rather than make this a weapon to be desired for its damage output, why not give the Spy something similar to the Sydney Sleeper? A weapon that functions as more of a ranged support, promoting a more conservative, assisting-Spy play style.


On Hit: Targets are highlighted for you and your teammates
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This weapon would allow you to tag up to three targets for your teammates. This is Spy independent, meaning four spies could tag twelve enemies. This effect also extends to enemy buildings as well. As for how this effect would look, it could either use the Bomb Cart highlight effect(the see through walls outline in team color), or use floating icons similar to the medic symbol(only they don't highlight on the edge of the screen, only when they are in focus).

Once a target is tagged, the effect will wear off after 15-20 seconds, adjusted for balance. The effect could not be stacked, or reapplied until the timer expires. This will prevent spies from repeatebly tagging the same target over and over.


-83% clip size
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It's a CO2-based early 1900's style dart gun. I took some liberties with the design, but it still uses a single dart loading mechanism. As such, the clip size has been tweaked to reflect this. It also makes it a good debuff, promoting patience and aim, rather than blind fire. -83% of 6 rounds would be 1 round.


-25% damage
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The -25% damage is totally negotiable. I added that on because I felt the weapon needed to be more for utility rather than combat. However, testing would be necessary to see if this was too steep a nerf, or if the reload time alone would be enough of a hindrance.
Last edited by Astute; 17 May, 2013 @ 6:04pm
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Showing 1-15 of 352 comments
76561198091052153 16 May, 2013 @ 4:10pm 
i think the reload time should be +50 reload speed
The Pyro 16 May, 2013 @ 10:38pm 
How did you get it to work in the video?
Astute  [developer] 16 May, 2013 @ 10:39pm 
That's more smoke and mirrors. I simply replaced the revolver assets for the demo video.
Meme Fortress 2 (Banned) 17 May, 2013 @ 12:41am 
on kill: turns victim to ice
Zeem 17 May, 2013 @ 1:20am 
These seem really nice. Although the sound could be not as loud as that of conventional revolvers, to make the wepon more sneaky.
Last edited by Zeem; 17 May, 2013 @ 1:21am
elmerenges 17 May, 2013 @ 3:52am 
perfect weapon :D
ducky 17 May, 2013 @ 4:44am 
I think it could be cool if it functioned kind of like a darts of poison, making the enemy either bleed on hit or be slowed down. Maybe even adding some kind of distortion or blur to their view.
This may not be what you're going for with this weapon, but I think it's something that could definitely be added to the game.
𝔽aɳɱaℝ 17 May, 2013 @ 4:52am 
Marking for death but having only a 25% damage reduction is ridiculous. That means any shot fired after the first one is a crit and wil be increased by 3, which means 225% damage per shot. That is insane. Also, marking someone for death with the Fan Ó War is hard because it does no damage and you have to get up close, this gun has none of these hardships. So this most definately needs a nerf. Way less damage, slow reloading speed and maybe not even a hitscan weapon but shooting actual darts, like the Medic. These changes MIGHT make it a weapon Valve would add.

I LOVE the concept btw, so I'd really like to see a gun like this added to the game. But you'll really need to think about the stats a bit more...
Antomeister 17 May, 2013 @ 4:56am 
-100% damage
Marks the target for death for 8 sec
100% chance to slow enemy for 5 seconds

Point for this is a backstab helper, and to help your team focus on targets
emel 17 May, 2013 @ 5:22am 
+Upon headshot, target is stunned for 1.5 seconds?
+20% faster reloading time
-66% damage
Last edited by emel; 17 May, 2013 @ 5:22am
Sharky 17 May, 2013 @ 5:47am 
Originally posted by FanmaR:
Marking for death but having only a 25% damage reduction is ridiculous. That means any shot fired after the first one is a crit and wil be increased by 3, which means 225% damage per shot. That is insane. Also, marking someone for death with the Fan Ó War is hard because it does no damage and you have to get up close, this gun has none of these hardships. So this most definately needs a nerf. Way less damage, slow reloading speed and maybe not even a hitscan weapon but shooting actual darts, like the Medic. These changes MIGHT make it a weapon Valve would add.

I LOVE the concept btw, so I'd really like to see a gun like this added to the game. But you'll really need to think about the stats a bit more...

Actually, marking for death only does mini-crits. The damage penalty actually effects the actual guns damage too. On a crit, it would do way less than 120 damage, which is stock revolver crit damage. It seems a bit fair considering that it would only have one shot and you are required to be able to aim. I agree with a slower reloading time however. Make it so that it punishes you for not being able to aim instead of just lowering the damage to no abandon.
𝔽aɳɱaℝ 17 May, 2013 @ 6:42am 
Originally posted by ;828939163794074393:
Actually, marking for death only does mini-crits. The damage penalty actually effects the actual guns damage too. On a crit, it would do way less than 120 damage, which is stock revolver crit damage. It seems a bit fair considering that it would only have one shot and you are required to be able to aim. I agree with a slower reloading time however. Make it so that it punishes you for not being able to aim instead of just lowering the damage to no abandon.
Oh yeah jeez sorry, I keep forgetting that for some reason. It's been a long time since I've used the Fan, and then only in MvM. Thank you for correcting me there. :)

Then I guess the damage is indeed ok, but I really like the idea of shooting darts like the medic. Only a bit faster and no arc, or something like that. Giving the Spy a non-hitscan weapon might be very interesting, and gives people who like the Ambassador a new challenge as well. Valve likes adding items that add new challenges to the game without really changing it, so I'm thinking about things like that.
Last edited by 𝔽aɳɱaℝ; 17 May, 2013 @ 6:43am
Thorn 17 May, 2013 @ 8:07am 
keeep the origanal stats but maybe alot there to be only -45% clip size?
Skeletogne 17 May, 2013 @ 8:31am 
Plain and simple stats:
+20% firing speed
-33% clip size = 4 clips
James 17 May, 2013 @ 8:42am 
Maybe instead of the glow, the mark should be like the MvM robo-engi's teleporters. only, probably a bit smaller, but you get the idea.
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