Team Fortress 2

Team Fortress 2

Sap Zapper
DR. JOEBRONIMAN (Banned) 22 Jan, 2015 @ 1:01pm
Stats!
+Removes sappers on 3 hits, 4 on other friendly buildings.
+10% more damage on enemy scouts.
-15% less damage on this weapon, all other weapons do 10% less.
-Your sentries do 10% less damage and have 10% explosive vulnerability.
(EDIT: Replaced "30% less damage" to 15% and lowered the amount of hits to remove sappers)
Last edited by DR. JOEBRONIMAN; 26 Jan, 2015 @ 1:17pm
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Showing 1-15 of 20 comments
BigSlooppa 22 Jan, 2015 @ 7:00pm 
Why more damage on scouts?
WHAT DO YOU HAVE AGAINST SCOUTS?!
Shiro-Luna 22 Jan, 2015 @ 11:31pm 
I would think what would be better is this.

+Alt-Fire: Fire special projectiles that removes sappers from a distance that costs 30 metal
+On kill: Buildings gain 35% damage resistance for 10 seconds
-15% Damage penalty
-Must recharge for 5 seconds when battery is depleted
-No metal from dispensers while active
DR. JOEBRONIMAN (Banned) 23 Jan, 2015 @ 2:41pm 
Originally posted by Spiffy:
Why more damage on scouts?
WHAT DO YOU HAVE AGAINST SCOUTS?!

i have nothing against them, just filler XD
Brocolee 23 Jan, 2015 @ 3:38pm 
i agree with what nana is saying since there is no possible way to remove sappers other than hitting them currently this would be a great idea, but maybe the 35% damage resistance shouldnt be 10 sec as that would be quite op i would say 5sec, others are great
Originally posted by ♥Nana Is Asleep♥:
I would think what would be better is this.

+Alt-Fire: Fire special projectiles that removes sappers from a distance that costs 30 metal
+On kill: Buildings gain 35% damage resistance for 10 seconds
-15% Damage penalty
-Must recharge for 5 seconds when battery is depleted
-No metal from dispensers while active
Roonger 23 Jan, 2015 @ 3:43pm 
+removes sappers
uses metal as ammo-
no metal from dispensers
+10 ammo regained on sapper kill
Roonger 23 Jan, 2015 @ 3:47pm 
it would be better with a little damage penalty because the pistol only does about 15 damage
and it take about 100 damage to remove a sapper so it would take about 2 clips


Originally posted by Deprived:
i agree with what nana is saying since there is no possible way to remove sappers other than hitting them currently this would be a great idea, but maybe the 35% damage resistance shouldnt be 10 sec as that would be quite op i would say 5sec, others are great
Originally posted by ♥Nana Is Asleep♥:
I would think what would be better is this.

+Alt-Fire: Fire special projectiles that removes sappers from a distance that costs 30 metal
+On kill: Buildings gain 35% damage resistance for 10 seconds
-15% Damage penalty
-Must recharge for 5 seconds when battery is depleted
-No metal from dispensers while active
+10% damage
-15 health
+On kill you get mini-crits for 8 seconds and every time you hit someone you get 10-35 health
+On kill your buildings can get doubled damage, and they can destroy uber when someone is ubered
-you don't get and ammo from dispencers while weapon is out of ammo
+you get 45 more ammo from dispencers weapons dropped and ammo packs while actice and while weapon has full ammo
+Left click to make it shoot a powered shot witch sets people on fire, jarate and mad milk
-5 seconds to charge, -20% speed while charging
+weapon can do 20 damage to sappers

*woops made it too OP XD *
Shiro-Luna 24 Jan, 2015 @ 7:44am 
Originally posted by Deprived:
i agree with what nana is saying since there is no possible way to remove sappers other than hitting them currently this would be a great idea, but maybe the 35% damage resistance shouldnt be 10 sec as that would be quite op i would say 5sec, others are great
Originally posted by ♥Nana Is Asleep♥:
I would think what would be better is this.

+Alt-Fire: Fire special projectiles that removes sappers from a distance that costs 30 metal
+On kill: Buildings gain 35% damage resistance for 10 seconds
-15% Damage penalty
-Must recharge for 5 seconds when battery is depleted
-No metal from dispensers while active

I agree that the damage resistance should be 5 seconds, but other than that, this weapon would be very useful and give Engineers an advantage over Spies if Valve added it.
bairy 24 Jan, 2015 @ 7:52am 
+Alt-Fire: Fire special projectiles that removes sappers from a distance that costs 15 metal on 2 hits
+On kill: Buildings gain 25% damage resistance for 10 seconds
-15% Damage penalty
-Must recharge for 5 seconds when battery is depleted
-No metal from dispensers while active
Shiro-Luna 24 Jan, 2015 @ 7:53am 
Originally posted by Spades:
+Alt-Fire: Fire special projectiles that removes sappers from a distance that costs 15 metal on 2 hits
+On kill: Buildings gain 25% damage resistance for 10 seconds
-15% Damage penalty
-Must recharge for 5 seconds when battery is depleted
-No metal from dispensers while active

Essentially copied my stat suggestions and changed 2 things...
k.o kirbe 24 Jan, 2015 @ 7:55am 
Originally posted by G2_V0RTEX SCRAP2UNUSUAL:
+Removes sappers on 4 hits, 6 on other friendly buildings.
+10% more damage on enemy scouts.
-30% less damage on this weapon, all other weapons do 10% less.
-Your sentries do 10% less damage and have 10% explosive vulnerability.

I think a electric effect but I think you got that covered. sentries shouldn't be effected with stats.crits for any building destroyed.
so

+crits for buildings destroyed not with sapper
+5 sapper kills= no reload for 8 seconds
+destroys projectiles
-no random crits
-less damage on spies when active
Tchélvis Podre 25 Jan, 2015 @ 4:25pm 
Originally posted by ♥Nana♥:
I would think what would be better is this.

+Alt-Fire: Fire special projectiles that removes sappers from a distance that costs 30 metal
+On kill: Buildings gain 35% damage resistance for 10 seconds
-15% Damage penalty
-Must recharge for 5 seconds when battery is depleted
-No metal from dispensers while active
that stats seens good :balloonicorn:
Vale 25 Jan, 2015 @ 11:22pm 
umg how did you do that balloonicorn emoji!
????
General Snuggles 26 Jan, 2015 @ 8:12am 
Here's my idea:

Pros:

Deals realatively low damage to Sappers (if an Engie uses this weapon alone to remove a Sapper, it will be removed in 3 hits)
Shots penetrate enemies
+15 Max HP on wielder

Cons:

-80% Max Ammo (40 reserve ammo instead of 200)
-66% Clip Size (4 shots per clip instead of 12)
-25% Slower Reload Speed
DR. JOEBRONIMAN (Banned) 26 Jan, 2015 @ 1:16pm 
Originally posted by General Snuggles:
Here's my idea:

Pros:

Deals realatively low damage to Sappers (if an Engie uses this weapon alone to remove a Sapper, it will be removed in 3 hits)
Shots penetrate enemies
+15 Max HP on wielder

Cons:

-80% Max Ammo (40 reserve ammo instead of 200)
-66% Clip Size (4 shots per clip instead of 12)
-25% Slower Reload Speed

lol, that actually kinda works
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