Please add the following from my thread :). ta.
I have put together a compilation of ideas i have seen on the forum, excluding obvious bug glitches.:
1)Improved operatives:
Disguised as medic
When you disguise as a medic, you should be able to inject poison, they see their health buff, but it actually injects them with poison. the posion will take away 60hp(1/2 of a lights and 1/3 of a heavy) and will take its time effecting the soldier but with disorientation . you will also be able to throw lethal revive syringes and poisonous Lazarus grenades .
As a disguised Soldier
As a disguised soldier, you should give them ammo, they see ammo, but as soon as your far enough away or a certain period of time has gone, their Guns Jamm up( too big bullets) this only takes a few seconds to repairAn engineer can fix this for them or they can wait in a corner for a few seconds.
As a Disguised Engineer
And as a disguised engineer you can weaken their guns .but it wears off after time and if a engineer buffs their gun, it negetes it and adds what the engineer would normally buff them for.In simple, you weaken their guns but an engineer can fix and buff simultaneously
As a disguised Operative
Disguised operative : tricky: when the person your disguised as sees oyou. you dont look like them .So you look like another person to them(more importantly, not anyone that is neerby_ but theyre teamates will see double so be carefull
General aditions
also you should be able to shoot blanks to trick the enemy, these do no damage to ur team. if u shoot an enemy however, you lose your disguse and do damage.
These tactics are amazing in the heat of battle but given time are resolvable. Also adding a HE charge as an operative just adds a fake one which does not blow up
2)more incentives to play as heavy/light
“Heavy- Immune to knockdowns
Light - Akimbo weapons (primary and secondary out at the same time, cannot ironsight, may fire primary with left click or secondary with right click)”
Thanks to:MonoxideAtwork
3)more SMART based maps.
There are hardly any heavily SMART based maps. most have some sort of SMART in it, but not loads, this would also tie in to #2 with more incentive to play as light
4)Symmetrical maps
There should be symmetrical maps.For example, a key in the center of the map and both teams need to use it to do something
Security:put in safe, escort safe carrier(theres other stuff in safe) to end point
Resistance: open prisoner, Escort prisoner to end point
Thanks to: i forgot his name