spies v mercs. 2v2 is the normal. But can be done 3 on 1 or 1v2 or 1v1.but 2 v 2 will be the norm.
Respawns - can be used if the hosts leaves them on. Default settings are for 6 spawns, 3 per each member.
SPY Weapons - flash bangs, smoke grenedes, spy bullets, electric shock bullets, sticky cameras with gas, chafe grenedes and snare which can be used to set off alarms.
Mercs weapons - proximity/laser mines, spy trap, flare, taser, frags, phosphorous gas(which makes the spy glow somewhat green and the spies footsteps would be green as well allowing the merc to follow them).
the mercs have 3 views, regular, magnetic and movement. magnetics will see magnetic fields given off by objects, If the spy is using his weapon then he will glow or if he is using thermal or night vision he will glow as well. The motion sensor really works on sound. So if your running giving off a load sound then it will pick you up, but if your moving slow then you'll still have some cover.
Mercs do have a laser sight on there weapon but is short range, really short.
Spies as well have a laser sight which is very powerful. In spy view you can see the entire laser line going towards wherever you are aiming. But in the mercs view, he'd only be able to see the laser dot not any line.
If the spy does come behind a merc and grab him, he has 3 options. Knock him out for about 8-10 seconds. Break his kneck with a great sound effect allowing the merc to spawn in whatever time delay the host has set which is standard to 10 seconds. Or you just use him as a shield to get you through security doors, but the merc will become deceased in a matter or 7-9 seconds. Also the best part when you have the merc in a choke hold, you can go to town with your taunts. When you have him there he'll hear everything you have to tell him!!
Spies can use a spy bullet unknowingly to the merc and shoot 1 at him. Doing so will alow the spies to hear in on the conversation of the mercs. this also lights up the merc on the radar so you an track him if he is close for about 30 seconds.
Mercs can use a spy trap, which is a wall mounted unit and when a spy walks past it a small un-noticeable dart will hit the spy and vice versa the mercs can listen in on the spies as well. Not sure if the spy trap tracked the spy on radar eitehr, but if it does running will be only option since for 30 seconds he'' be looking for you, but you do not know your being tracked, since you don't know that you were hit with the spy trap!!
This game has more options then you know of, this is only a few of the things to look foward to.
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