Team Fortress 2

Team Fortress 2

The Tethered Sapper
content 8 Nov, 2014 @ 6:04pm
Stats?
The Pros
+When a sapper is placed, (for 5 seconds) cloaking will be .6 second for all watches
+All Sentries will not detect you for 3 seconds when you undisguise or place a sapper.
+15% sapper damage

The Cons
-When disguised, placing a sapper will instantly remove your disguise.


Any opinions or ideas?

(EDIT-changed the stats a bit)



Last edited by content; 22 Dec, 2014 @ 5:01pm
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Showing 1-15 of 31 comments
Vitro 10 Nov, 2014 @ 5:06am 
Pros: Sapps Buildings in a 5 meter radius

Cons: Sapper have to recharge for 7 Seconds
instant destroyable

This will teach sentry-nest engis a lesson!
delordthomaz 11 Nov, 2014 @ 2:48am 
Originally posted by »TCC« Green Guy:
Pros: Sapps Buildings in a 5 meter radius

Cons: Sapper have to recharge for 7 Seconds
instant destroyable

This will teach sentry-nest engis a lesson!

but... i like making sentry-nests :(
Deathmark 11 Nov, 2014 @ 5:40am 


Originally posted by »TCC« Green Guy:
Pros: Sapps Buildings in a 5 meter radius

Cons: Sapper have to recharge for 7 Seconds
instant destroyable

This will teach sentry-nest engis a lesson!

The Cons maybe : The spy have to wait 7 second to recharge after placing the sapper
76561198151345243 11 Nov, 2014 @ 9:31am 
Pros:
The rate of destruction of turrets: + 33%
Cons:
Destroy in one hit
The rate of destruction dispenser: -25%
The rate of destruction of teleport: -25%
uwu 11 Nov, 2014 @ 9:48am 
maby this
when building destroyd will move on to the nearest building in a 20 meter radius
only one sapper availible (you can only zap one building in the same moment if that makes sense)
will do you minor damige when it is broken
zap speed will lower wifh 5% every time it zapped a building tuil the speed is 10% of the original

name viruszapper
D 11 Nov, 2014 @ 11:20pm 
Pros:

+20% sapper range
+10% sap speed up to 50% for each spy standing within 10m of sapped object
+20% hp

Cons:

All team spies cannot cloak while being within 10m of sapped object
-10% sap speed
n00b3rt 12 Nov, 2014 @ 5:49pm 
I like the designer's idea of sapping everything around it in exchange for a slower damage rate and easier time removing it. If the range is big enough, it would help against sentry nests so long as the Spy stays alive to keep sapping so his team can take them out. If he dies, it's easy enough to undo his damage. If the range isn't big enough though, it's just a weaker sapper.
looper 12 Nov, 2014 @ 6:29pm 
Just a question:
If it effects all of te buildings in a 5 meter radius, does that mean one hit to one building would take off all the sappers?
n00b3rt 12 Nov, 2014 @ 6:42pm 
Originally posted by lukehan2001:
Just a question:
If it effects all of te buildings in a 5 meter radius, does that mean one hit to one building would take off all the sappers?
I'd assume so. If not, it might be too strong?
Vitro 13 Nov, 2014 @ 9:09am 
New Ideas for possible stats:

Name: Inclosed Infector

Pros:
Near buildings get "infected" after 2 seconds
Instead that every building get a new sapper, it just gets damaged with the one placed
Sapper power gets with every infected building stronger and more Health (like 20% more powerful than the normal sapper and needs 3 to 4 hits instead of 2)

Cons:
At begining 1 hit Destroyable
-30% sapper rate at begining
Have to recharge (like sandman ball) in 5 Seconds (To prevent spamming)
looper 13 Nov, 2014 @ 4:14pm 
Originally posted by n00b3rt:
Originally posted by lukehan2001:
Just a question:
If it effects all of te buildings in a 5 meter radius, does that mean one hit to one building would take off all the sappers?
I'd assume so. If not, it might be too strong?

Well you have to consider this:
If you sap one end of a telaporter, it saps the other sides too. And if you sap one side, then on the other side, the sapper will also effect any buildings in a 5 meter radius.
SLASHY 13 Nov, 2014 @ 6:00pm 
Pro: After placing sapper the sentry will fire on the other team but only has half of its former health and cannot be repaired by freindly engineers

Con's: -30 sapper health
-Your sapper being destroyed will give you -10 resistance to all damage types until you eaither die or you go back to a spawn cabinet
looper 13 Nov, 2014 @ 6:47pm 
Originally posted by The painful ubersaw:
Pro: After placing sapper the sentry will fire on the other team but only has half of its former health and cannot be repaired by freindly engineers

Con's: -30 sapper health
-Your sapper being destroyed will give you -10 resistance to all damage types until you eaither die or you go back to a spawn cabinet

Kinda op. I think it should be 1/4 damage. and 1/2 health
_tazp0 16 Nov, 2014 @ 4:04am 
You actually have stats suggestion in description of this file, and they are balanced I think.
Argy8 16 Nov, 2014 @ 9:53am 
pros+
+When a sapper is placed, (for 5 seconds) cloaking will be 1 second for all watches
+All Sentries will not detect you for 3 seconds when you undisguise or place a sapper.
+effects all of the buildings in a 5 meter radius
cons-
-Destroy in one hit
-The rate of destruction dispenser: -25%
-The rate of destruction of teleport: -25%

i think this is a good idea for a balanced wep
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