He didn't play lots of Agent. I have over a hundred hours on her. Let's dance.
Base Changes
Agent now has access to two Gadget slots. The first slot is used for Sappers and the second is used for the Spy Camera, and certain new unlocks.
Can now see enemy health outside of Competitive mode.
Primary Changes
All Revolvers now have the same ramp-up as the Lever Shotguns, dealing 75 damage point-blank.
This is really dumb, but I thought it'd be neat if you had a proper 52-card deck. You still have plenty of shots and will be eating up ammo as Agent anyway, so this shouldn't be too bad.
Sinister Suit
Throws cards in bursts of 2
Every second card deals bleed damage for 6 seconds.
No spread
+75% reserve ammo
+66% clip size
-45% damage penalty
"Draw, Spades."
Item Set: Reality Bender
Sinister Suit
Afterimage
Wraith
Aces High
Enables additional voice responses
Throws cards in bursts of 2
Every second card deals bleed damage for 6 seconds.
No spread
Does not require ammo
+66% clip size
-45% damage penalty
Changes:
Now has limited, albeit very high reserve ammo
Works more closely to the TF2 version to make it a bit less punishing. Doesn't inherit the Revolver ramp-up bonus, though. You get a bit more leniency with headshots in exchange for less GENERAL leniency. You get a bit more chance to use your headshots, but you gotta use 'em.
Ambassador
Crits on Headshot
Headshots are subject to damage falloff
-50% clip size
-25% rampup penalty
-20% reload speed
Crits on Headshot
Requires your clip to be full
-15% damage penalty
20% slower reload time
25% more falloff
Changes:
Full clip no longer required.
Headshots are now subject to damage dropoff, Jungle Inferno style.
Falloff penatly replaced with clip size
Readded headshot delay, any Headshots made between headshot delay do minicrits.
Given the SIlenced PIstol does around the same amount of damage at full rampup as the stock revolver, I think this is a nominal change, unless you're fighting a Mechanic Nest or something.
The accuracy change is mostly because of how silenced weapons work in most games, to make it feel a bit more like one. Plus, yknow, might make it a bit more viable at being a revolver that screws over nests, which is funny.
Silenced Pistol
Silent Killer: Kills do not show up in the killfeed
Your gunshots do not reveal your position
+25% faster firing speed
Dramatically reduced accuracy loss on repeated firing
No damage ramp up
"Why do you keep calling it a revolver?"
Your gunshots do not reveal your position
+66% clip size bonus
+66% max secondary ammo on wearer
+25% faster firing speed
-30% damage penalty
Changes:
Silent Killer: Kills do not show up in the killfeed
Doesn't lose nearly as much accuracy on repeated fire
Removed ammo bonuses
Damage penalty replaced with no rampup
L'Esecutore
(Formerly the Block-17)
On hit: bleed for nine seconds. oooh
-100% damage penalty
-85% clipsize
20% slower firing speed
+100 psychological damage against marksman mains
"Somehow, they'd STILL find a reason to ban this from tournament formats."
Changes:
Buffed the weapon, unquestionably. No doubt here.
Visual: no more UGLY austrian pistol.. now uses chad american .38 caliber rvolverr...
JUST KIDDING....
Slight fix to give this weapon some more viability. The damage ramp-up bonus makes this weapon's niche kind of sad, since a revolver can two-shot a Medic anyway, so I gave it a bit of love to compete with the Revolver more.
Block-17
Deals mini-crits while disguised
Attacks pierce damage resistance
effects and bonuses, including sapped sentries
-33% clip size
No damage resistance while disguised.
50% more falloff
Deals mini-crits while disguised
Attacks pierce damage resistance
effects and bonuses
Deals full damage vs sentries disabled by
your sapper
20% slower firing speed
20% damage vulnerability while
disguised
(Unlisted: Minicrits while disguised have damage falloff)
Changes:
Replaced "20% vulnerability while disguised" with "No damage resistances while disguised"
Fires at full speed
Reduced clip size
Added 50% more falloff
Unlisted: Disguised minicrits no longer have damage dropoff.
The heck kind of a name is "Cloak Revolver".
This also falls in line with the L'etranger and its very hard to pronounce name.
Lo Straniero
(Formerly the Cloak Revolver)
Changes:
Renamed, that's about it.
PDA (Now Gadget) Changes
Weapons in the PDA category have now been split into 2 seperate Gadget slot. For reference, Gadget 1 includes all of her Sappers (Sapper, Stray Reflex, Slow Burn) and Gadget 2 uses her "highlighting" items (Spy Camera, Radius Scanner).
The Slow burn at the moment doesn't really... do much? It's central gimmick is team co-ordination, which it doesn't really do since it's hard to tell your team you've sapped a building. This rework fixes that by having the sapper auto-ESP any sapped buildings and more leans into the role of giving your team an opening by making the sapper disable buildings for far longer while not being deadly at all.
Slow Burn
Sapped buildings are highlighted and take 50% more damage from all sources
Unsapped buildings remain disabled for 3 seconds
+25% Sapper health
Sapper does not do damage
+45% Building vulnerability while being applied
Building gets enabled 50% slower when unsapped
-50% Sapper health
-25% Sapper damage
Changes:
Replaced "20% vulnerability while disguised" with "No damage resistances while disguised"
Further Reduced Firing Speed
Added 50% more falloff
Unlisted: Disguised minicrits no longer have damage dropoff.
Some buffs to make this a bit stronger. Now replaces the Disguise Kit as an unlock, in case you're in a scenario where manual disguises simply aren't useful (such as a lack of Mechanics, or if youre using a knife that nerfs them like the YER or Wraith.)
Radius Scanner
On full charge: Instantly detect all enemies in a large radius for 8 seconds. Highlights are only visible to user
Must recharge between uses
(Unlisted: Now replaces the Disguise Kit instead of the Sapper)
On meter refill: Activate to "flash detect" nearby enemies
Effect lasts 8 seconds
Item must recharge before use
Detections are only visible for the user
Changes:
Undocumented: Default charge rate reduced from 25 seconds to 20 seconds. Now starts fully charged, still cannot be recharged via resupply locker
No longer has to specify that it isn't a Sapper. Also highlights any "belongings" of the enemy (Buildings, Stickybombs, and Marksman lasers.)
Shutterstuck
(Formerly the Spy Camera)
A camera used for spying on the enemy
Take a photo of the enemy to mark them and any of their things for 10 seconds
Marked enemy deaths will grant Assist
Press [Reload] while active to use Assist for 5 seconds of mini-crits
Can only Mark two enemies at a time
The finest advancement in Aperture Science.
A camera used for spying on the enemy
Take a photo of the enemy to mark them.
Marked enemies are seen through walls. Lasts 10 seconds
Marked enemy deaths will grant an Assist charge
Press [Reload] while active to use an Assist charge for 5 seconds of mini-crits
Can only mark 2 targets at a time.
Cannot sap buildings
Changes:
Take a photo of the enemy marks their things through walls now. (For instance, a Mechanic's buildings, an Annihilator's sticky trap, a Marksman's laser.)
Disguise Kit Changes
Disguise Kit Changes
Taking damage with disguise equipped no longer causes pain grunt or visual loss of health to your disguised player. Debuff effects such as fire and liquids are also hidden.
Disguises now show unusual effects.
You can now switch your Disguise’s weapons by hitting “Inspect” to cycle.
Damage resistances apply when disguising as teammates.
Items such as the Crossbows and Fire Extinguisher used by the enemy will interact with you as if you were an enemy while disguised as one
Scoping with the Spy Camera will now mimic Sniper Rifle scoping and Minigun spinning when disguised as the relevant class and holding their primary
Hold SHIFT (re-bindable) while disguised as a class that moves slower than yourself to move at normal running speed
Fixed a bug where Fittanium particle effects weren't hidden while disguised.
Melee attacks cause you to flinch and disorients your camera briefly
Spy Camera ESP still displays while disguised
Is now an item slot, that can be exchanged for other items
Now has a unique model, inspired by retro gaming consoles (Gameboy for reference)
These are all QOL and bugfixes anyway.
Disguises are hilariously weak in TC2, which is strange given they are already somewhat subpar in TF2. These changes should make them a LOT more usable by Agents without rendering them completely obseleted by even a singular bullet.
Melee Changes
Knife Changes (Applies to all Knives)
Minicrit backstabs now have a new viewmodel animation where Agent moves her knife off to the side rather than upwards.
Minicrit backstabs do a flat 50% of the enemy’s base health now.
Minicrit backstabs now increase weapon switchspeed by 50% for 5 seconds
Minicrit backstabs are, in my opinion, a necessary evil.
Though their implementation is to be frank, quite odd. And incredibly unpredictable. Like how is an average Agent player supposed to be able to tell whether or not an animation is playing at .75x speed?
This is a rework that was in GOOSE, although it was largely my idea (as I was the Agent Main between us) so I have left it largely unchanged.
SUFFER
In all seriousness, the Icicle was always a very boring weapon that served to mitigate a weakness in the most uninspired way possible, in return for an equally uninspired downside. This change should make it... A lot more interesting, to say the least.
Subzero Stabber
(Formerly the Icicle)
Alt-fire to melt the weapon, rendering it unusable for 10 seconds but providing 5 seconds of immunity to debuff effects and fire
On miss: The icicle slips out of your hands, idiot
-50% slower firing speed
+50% fire damage resistance on wearer
On Kill: Turns victim into ice
-20 max health on wearer
Changes:
Entirely overhauled to have the Spycicle's alt-fire concept
This weapon always weirdly competed with the Kunai as the EPIC CHAINSTAB KNIFE!! Which I don't really like, so this should hopefully make it a bit less punishing but also not as chainstabby.
Swift Stiletto
When weapon is active:
+30% cloak on kill
Gain a speed boost on kill
50% slower firing speed
30% slower cloak & decloak
When weapon is active:
+30% cloak on kill
Gain a speed boost on kill
-25 max health on wearer
Changes:
Replaced the health penalty with a slower firing speed and slower decloak
The Wraith is a mostly fine, albeit rather "mid" weapon. It got nerfed quite hard post-release and this aims to make up for it by adding some new utility and increasing how many spells you can cast.
Wraith
Pressing [Reload] casts your selected spell
Gain 1 spell for every kill, assist, or building destruction/assist
On backstab: Gain 2 Spells
Maximum of 4 held Spells
Disguising requires and consumes full cloak meter
Cloak regenerates 5% slower for each held spell
Holding [Reload] changes spell.
Respite: Heal a teammate for 75 health and remove all debuffs. Costs 1 Spell
Haste: Give yourself and all teammates close to you a speed boost for 3 seconds. Costs 2 Spells
Curse: Mark an enemy for death for 6 seconds. Costs 3 Spells
"Trickstab?... I don't know that spell."
Item Set: Reality Bender
Sinister Suit
Afterimage
Wraith
Aces High
Enables additional voice responses
Pressing [Reload] uses a spell on designated team member at the cost of Magic
On Kill: Gain 25% Magic
Disguising requires and consumes full cloak meter
This weapon holsters 25% slower
Holding [Reload] changes spell.
Respite: Heal a teammate for 75 health and remove all debuffs. Takes 25% Magic.
Haste: Give yourself and all teammates close to you a speed boost for 3 seconds. Takes 50% Magic.
Changes:
Backstabs give 2 Spells
Added a new spell
Removed holster speed penalty
Cloak regenerates slower for held spells
Stats now clarify that assists grant Spells
Magic has been reworded to use a charge-based system instead of a meter for clarity
Watch Changes
Watch Changes (Applies to all Cloak Watches)
Cloak now makes you fully invisible
Can now begin a reload while Cloaked
Footstep and reload sounds are silenced while cloaked
The lack of this downside on the TC2 version of the C&D baffles me. The TC2 version of the item just kind of feels like it dips too close into Direct Upgrade territory due to how minimal its downsides are.
These downsides have been done to make the Cloak and Dagger do what I think it was supposed to do: Be a watch that encourages much more pre-meditated play.
Silent Observer
(Formerly the Cloak and Dagger)
Cloak Type: Motion Sensitive
Cloak drain rate based on movement
speed
+100% cloak regen rate
Quieter cloak and decloak
No cloak meter from ammo packs
Cannot reload while cloaked
Footsteps are audible
While cloaked: 20% damage vulnerability
Cloak Type: Motion Sensitive
Cloak drain rate based on movement
speed
+100% cloak regen rate
No cloak meter from ammo boxes
when invisible
-35% cloak meter from ammo boxes
Changes:
Cloaking sounds are quieter
No cloak meter from ammo, even while invisible
Certain previously made buffs to Watches do not apply
I have always thought the Ringer to have, quite frankly, terrible design. I never liked the cheesy tank-y brute force playstyle that it encouraged, so I've toned down the damage resistance and required you to deal damage to recharge it.
The goal here is to combo with your Primary, obviously, as a pseudo-Gun-Agent watch, keeping the other watches for the more traditional Agent playstyles.
Total Recall
(Formerly the Dead Ringer)
Cloak type: Feign Death
While active, you cannot fire your weapon. Taking a hit will trigger your cloak instantly and fake your death.
Recharge the cloak meter by doing damage. 300 damage required to fill. Backstabs refill 50%.
Initial hit has a 70% damage resistance
You have a speed boost while cloaked
+50% cloak duration
Decloaking immediately empties Cloak meter
External sources cannot provide additional Cloak
Can only be activated with full Cloak
Leave a fake corpse when taking damage
and temporarily gain invisibility and damage
resistance. Gain a speed boost when below 25% health
Cloak Type: Feign Death
+34% cloak regen rate
+40% cloak duration
60% damage resistance when cloaked
Absorbs 70% of the damage on activation
-50% cloak meter when Feign Death is
activated
Cannot get cloak from ammo boxes and dispensers
Changes:
Cloak duration increased
Faked Death is more convincing
Unlisted: No longer has a delay before being pulled up
Charges with damage
Dispensers and the Cloak Revolver do not provide Cloak