Thursday, February 21, 2013

XCOM Spy

In this new segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Spy. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

Spies are cloak-and-dagger units. Armed with decoys and tons of cloaking technology, these units are invaluable for high-risk infiltrations.

Squaddie Rank Ability: Hologram
Creates a holographic projection of a randomized ally which can be controlled remotely. Lasts 2 turns unless destroyed. Spies using this ability are considered invisible unless out of cover or flanked.
 
Corporal Rank Ability 1: Silent Killer
Spies don't alert enemies while dashing


Corporal Rank Ability 2: Sneak Attack
Attacking with the pistol doesn't break cloak



Sergeant Rank Ability 1: Observational Intel
Grants three additional tiles of vision.

Sergeant Rank Ability 2: Field Recon
Grants +5% critical chance when attacking enemies that have been autopsied
Grants +5% critical chance when attacking enemies that have been interrogated 

Lieutenant Ability 1: Sabotage Arms
Close range ability disables the victim's primary weapon for three turns.

Lieutenant Ability 2: Dummy Fire
Holograms can suppress targets, although their attacks do no damage
 
Captain Rank Ability 1: Cloak and Dagger
Allows the Spy to carry 2 extra invisibility charges while wearing Ghost Armor

Captain Rank Ability 2: Dead Ringer
Cloaks the spy upon receiving reaction fire.
 
Major Rank Ability:  Hard Light
Holograms have a 50% chance to reflect incoming damage

Colonel Rank Ability 1: Sneaky Bastard
Confers +20 defense

Colonel Rank Ability 2: Smug Bastard
Confers +10 Will per enemy killed

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