Team Fortress 2

Team Fortress 2

Timely Demise
Too Unbalacned
I actually thought some thing like this almost the exact samething before but it was something like this

Only 1 sapper (it recharges)
No Damage
50% Less sapper health
And not this much damage
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Showing 1-10 of 10 comments
Green 12 Feb, 2016 @ 9:35am 
too unbalanced? official stats haven't even been released yet...
Larry Long Dong 12 Feb, 2016 @ 11:04am 
pff yeah i have seen it on karma i always forgot its he suggests them
0 Hitreg EOMM 12 Feb, 2016 @ 11:17am 
Damage should be around 120, enough to put 125hp classes to critical condition and to soften the 150-300hp classes. This would make the spy the support class more than a damage class. Then you can finish them off with your revolver. This support will either flush out nests or have them retreat.

It should be 100 damage but with a higher blast radius would be great. Notice how the Ambassador does a little over 102 damage on headshots. Its alot of damage but not too much as I would call it a balanced weapon.

I do like the idea of a recharge time. Maybe damage is based on recharge level. If an engineer destroys the sapper it recharges after 2 seconds but if you plant it prematurely you lose out on its max damage to players.

So at full recharge = 120 dmg
At 1/2 recharge = 80 damage
at 1/4 recharge = 60 dmg
Last edited by 0 Hitreg EOMM; 12 Feb, 2016 @ 11:25am
Pokeking 28 Feb, 2016 @ 7:21pm 
If this was to be balanced for valve, it would be more like an extra powerful stickybomb with a built in detonation timer that the spy can deploy with a recharge and detonation time of 12-18 secs. Buildings function as if unsapped while attached (RR can repair a sentry normally with Timely Demise attached), but the "sapper" would suddenly self destruct dealing a bunch of damage in a large area after its timer expired (spy can't detonate it prematurely what-so-ever and it is possible for a wrangled sentry to survive), and would only be detectable by a soft ticking sound, or if you look at where it was placed, and can only be destoryed safely by a wrench, short circut, and homewrecker/reskins, but it can be unsafely destroyed like a sticky bomb (bullets, melee or certain sticky bomb launchers) or if the attached building is picked up, thus causing an explosion that has blast size and strength based on how long it had been there (has a small and weak blast if found very early). Placeable on a building with no alert for anyone (engi doesn't say the sapping voice line and HUD shows buildings in their current state minus the sapper alert nor does a copy get attached to the other end of a tele) or as a heavily arced throwable that will stick to the enviorment. Would deal 250 damage with a 50% bigger blast than stock grenades and rockets if never dealt with or as small as a teleporter sized blast dealing 25 or 50 damage if detonated within a second or so of deployment. Can cause self damage if the spy is too close to the blast.
Broken Sky 12 Mar, 2016 @ 4:08am 
Yeah this does seem like it would be hard to balance for. I would say that one way to make it easier to balance for would be to give more sapper - removing melees to non-engineer classes, rather than just to pyro. A Crowbar or similar perhaps? (slower melee speed, can remove regular sappers in 2 hits?).
Pokeking 12 Mar, 2016 @ 3:19pm 
Originally posted by Broken Sky:
Yeah this does seem like it would be hard to balance for. I would say that one way to make it easier to balance for would be to give more sapper - removing melees to non-engineer classes, rather than just to pyro. A Crowbar or similar perhaps? (slower melee speed, can remove regular sappers in 2 hits?).

Indeed, but I recently viewed it's demonstration on youtube and it seems balanced enough except that I think it should not disable the sentry, but that would probably unbalance it.
Last edited by Pokeking; 12 Mar, 2016 @ 3:19pm
ita funny cause the OP has only 300 hours in TF2
hoodrowwilson 14 Jan, 2021 @ 7:48pm 
Originally posted by Larry Long Dong:
I actually thought some thing like this almost the exact samething before but it was something like this

Only 1 sapper (it recharges)
No Damage
50% Less sapper health
And not this much damage
i think it should have the normal sapper stats and no damage and just have it explode but there are only 3 uses and the cool down is 5 sec for 1 (15 seconds for 3 builds
)
hoodrowwilson 14 Jan, 2021 @ 7:49pm 
Originally posted by Jasesaster:
ita funny cause the OP has only 300 hours in TF2
hours kinda don't matter
Larry Long Dong 14 Jan, 2021 @ 9:37pm 
Originally posted by Jasesaster:
ita funny cause the OP has only 300 hours in TF2

lmao didn't see this one back when it was posted, what a dumbass. I could have an hour in the game and still would be able to call it unbalanced you. I guess you just want to feel good about your thousands of hours into the game so i should just let you run wild.
Last edited by Larry Long Dong; 14 Jan, 2021 @ 9:55pm
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