I think it would be cool if they added an ability for the operative to get a single shot dart gun that would shoot tranqs or other imapairng darts. Naturally they would slow enemy movement but would also impair vision, making it blurry etc… The gun could be used say once every 2-4 minutes or so. What do you all think?
Idea for new operative ability
probably would would be better as an underslung attachment that goes on all weapons
To me it makes more sense as an operative or medic ability. I doubt it would get much use as an underslung attachment.
I dont see why this would be better then just shooting the enemy.
If you hit say a planter or defuser and they are unable to do their job for a couple seconds. The same would be if they drop dead and have to be revived. Kinda hard to see the benefit.
Hand…it has to fit in with the story. So, think…it has to be available for both resistance and security. Security my have the resources for such a thing, but I HIGHLY doubt that the resistance would know how to synthesize it, or even gather the materials required to synthesize it. I doubt they even knew what to do with the “vaccine” (it wasn’t even complete yet) that they defended in Container City. They are simply too dumb, or just don’t have enough resources to come up with that type of weaponry.
Maybe they could make a new map where the resistance has to steal a freight of the weapons. It would be a pretty cool mission and the weapon/attachment idea sounds interesting.
The operative should have a shadow op ability. The ability to cloak themselves for a short time the cool down rate would be the same as the medics self resurrection ability. The operative should be able to transfer this ability to a teammate for an example transfer this to a engineer and they can set up a turret.
Another ability is to be able set up trip wires like the engineer planting mines this would come in handy if an operative is hacking or defending an objective.
Then final one would be a diguise buff/transfer to a teamate.
This might be over the top but I like the game and I’m just trying to help.
Theres always a way to get it working storywise, but i cant see a proper use for the gameplay.
Maybe this could work as operative skill while is disguise. We dont have 1hit killing backstabs so maybe we can poison all the guys badly?
I saw some matches today with 3 gotlungs grouping up and dishing out the pain. Maybe if they could be poisoned for 5-8 seconds… Or even longer because we already got a flashbang for that. Maybe with decreasing effect over about 15seconds?
They would lose all the nametags, their crosshair and get a greenish fading screen. Like from the flashbang but with better sight but longer effect. Nothing facing to programm.
The resistance weapons are aquired so they would get it the same way. And by your logic how does a molitov coctail fit the security? It really doesn’t but resistance and security share it anyhow.
Operative don’t have 1 hit backstab kill, but it is still easy to get behind the enemy and gun-butt him down and empty a SMG clip in his face before he realizes it. So here is your backstab.
Cloaking is redundant with disguise IMO, and cloaking on radar is handled outside of the Op class (silent running, silencers etc), which is to me a bit unfair for the op class, but well.
I don’t know, maybe boost the CP Firewall ability ? it seems to be almost nobody uses it or take it. Maybe make it so it damages a bit the enemy who tries to capture it, as well as making it longer. This way, it can be an effective defense when combined with a mine, in order to finish off the “too much in a hurry” enemy. These damaging firewalls (damage done using I don’t know, electrical feedback) could not be enough to take out a full life enemy, and could be disabled with EMP nade…
Or give him some kind of gas grenade that unbuffs enemies or impair their movement (vision impairing is already handled by soldiers’s flashbang, and it is enough thank you very much).
But I think this should go as a package with new abilities for other classes as well, as operatives are quite ok imo here, except some rather unused abilities like frewalling.
Also, The op like all classes can have any weapons his body type authorizes, so you always have the combat way to help your team too.
[QUOTE=Stormchild;353992]Operative don’t have 1 hit backstab kill, but it is still easy to get behind the enemy and gun-butt him down and empty a SMG clip in his face before he realizes it. So here is your backstab.
[/QUOTE]
Killing one single guy… Thats not even close to a backstab. In WQ we were challenging us in most backstabs. I think we ended up with 17 in one life.
Backstab excels at running after a spawnwave and knife every single guy. Theres no way to do the same with a gun.
Or busting a chokepoint… The example I mentioned earlier with the heavies couple heavies. In terminal the upper entrance hallway: You would just run behind them and knife them in one swift rush. OK that would be a little too sexy… So back to the idea with the poison.
You could poison every one of these guys making them combat ineffective for a little while.
To repeat it again:)
They would lose all the nametags, their crosshair and get a greenish fading screen. Like from the flashbang but with better sight but longer effect. Nothing facing to programm.
I have a better idea.
Summon Players
The operative uses his 1337 communications equipment to summon extra players. 3 players immediately connect to the server you’re playing on. They stay until the end of the match. Cooldown: 20 seconds.