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- Disable the currently equipped weapon, not the primary - Just seems more logical.
- Different Tells - I think a HUD icon would be a little too obvious for an advanced player, as the spy would be right next to them.
My alternative might also be to have weapons jump some number of degrees with every shot while the Backfire is active on them. It has a nice "Oh ♥♥♥♥" moment for the target, and it can safely be applied by a disguised spy back behind the front lines for great effect later. It would make Spy a potential counter for Solly & Demo especially, what with their penchant for self-demolition, which would be nice because they don't interact as much as they could, IMHO.Also, this wouldn't necessarily require an explicit tell beforehand, as players could just test this by firing their weapons.
Whether or not the disguise caveat is necessary with this is open for discussion I think, as spie are quite fragile and could still be killed with some skill, depending on the strength of the inaccuracy.
I think a valid question for both our options is also whether or not there is a visible attachment to the enemies. Why I sap, I'm killed by others who saw the sappers more often than the engie himself.
+ When Placed on a Buliding, Building will jam
When Jammed: Dispensers will not despense provisions.
Sentry guns will not fire but will still track enemy players.
Teleporters will teleport backwards. (enterances will become exits)
+ Enginers are not alerted to the sapper.
+ to remove the sapper the enginer must pick up building and put it down again.
- 100% Damage Penalty.
- Sapper Has a cooldown time of 20 seconds.
- Only two Sappers can be out on the battlefield at one time.
- When Enginers place the sapped Building again. It instantly goes a level up from it previous level. (Hence the name, The BackFire.)
Hate to see engies going round saying: Spy's sapping mah heavy!