Team Fortress 2

Team Fortress 2

Explodo-Sapper
Lemon Soda 5 Feb, 2015 @ 12:59pm
Unfair idea?
The idea of the sapper exploding when removed seems unfair. either the engie dies, and the sentry takes some damage, or he lets his level 3 stuff die. It seems unfair. Also because other team members wouldn't be able to stop it, and if a pyro with a powerjack comes along, its no longer the engies choice. :/
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Showing 1-15 of 34 comments
Drywall Deluxe 5 Feb, 2015 @ 3:10pm 
I think maybe when the building is destroyed by the sapper the building explodes, and deals splash damage, but the sapper is easier to remove. That would probably make it better, right?
Last edited by Drywall Deluxe; 5 Feb, 2015 @ 3:10pm
how about the splash damage only affects buildings and the spy can only put a limited amount of sappers on a single building so he doesnt spam and kill the engi or the sentry easily with the splash damage other than that the sapper is easier to remove and the damage is decreased by 10 percent
Last edited by ArmoredDelek Flashbanged; 5 Feb, 2015 @ 8:06pm
Omnialiases 8 Feb, 2015 @ 12:49am 
+Explodes in 7 seconds dealing splash damage to near by enemies & equipment equal to base damage of a sticky.
+Depletes dispencers & sentrys ammo reserves faster & slower teleports.
+Buildings being sapped do not alert the engies they engie must inspect their gear very closely.
-Does not disable &/or deal damage overtime to sentrys, teleports or dispencers.
-Takes one swing to knock off.
Last edited by Omnialiases; 26 Apr, 2015 @ 12:04pm
Void Noodle 26 Apr, 2015 @ 12:03am 
aactually, it says 50 percent of its health if left alone. so if the engi is by his lvl 3 gear and nobody is coming, then he can just kill the spy and wait. no harm done! if its used when a heavy is around the corner, you cant really blame the spy for playing like that.
Faeroar 17 Jun, 2015 @ 10:47pm 
What if the sapper did no damage to the building had the kritzkrieg-esque effect on it and broke after 3 seconds, doing nothing.
Also it doesn't stop the sentry it just slows it.
But, If the engi breaks it, it FU**ING EXPLODES AND DOES SIXFU**MILLION DAMAGE TO THE WHOLE FU**ING MAP.
Or just like 75 splash with +50% radius of the rocket launcher.
2.0 7 Jul, 2015 @ 9:23pm 
As much as I hate these ♥♥♥♥♥♥♥ stats threads on every item, I must add that the idea of simply disabling/slowing the sentry for a short while and fizzling away with the option to take it off and suffer explosive damage is quite good.
smes 25 Aug, 2015 @ 4:18am 
Idea!:steamhappy:

What if the Sapper was timed, and when the timer runs out, the building that was sapped is instantly destroyed. The idea is that it doesn't degrade the sentry over time, so is less effective the less health the building has. (It explodes in less time than it takes to destroy a level 3 building with a Sapper) hopefully you understand that, I'm bad at forming sentences lol. It'd be effective against annoying engis that build at spawn:steamfacepalm:
Last edited by smes; 25 Aug, 2015 @ 4:19am
Obi-ron 10 Sep, 2015 @ 6:39pm 
fair nuff for the spys from having to constantly place a sapper
Umik 3 Oct, 2015 @ 4:01pm 
Originally posted by Space Ranger Xurath:
The idea of the sapper exploding when removed seems unfair. either the engie dies, and the sentry takes some damage, or he lets his level 3 stuff die. It seems unfair. Also because other team members wouldn't be able to stop it, and if a pyro with a powerjack comes along, its no longer the engies choice. :/

didnt he say the sapper only does 50% of a building's health this means that it'll probably pop off once half of the sentrie's health is depleted.
chaoxuchen 3 Oct, 2015 @ 8:13pm 
what if there's a charge bar, like the buff banner or the mediguns then when it's full the sapper will explode and isn't as easy to remove same removal as the default vinilla one, and then before it's charged maybe make the sapper be easy to move, oooo actually you could do this, increase sapper power by collecting the metal gained from backstabbing or collected metal from buildings, and then it'll be a fair wep rite? a slow gain for a explosion that if you push with your team is a garentied sentry nest destroyed! :D (me spellz no perfact jqiweulkjhsdfkjhdn)
Sterling 9 Oct, 2015 @ 8:04pm 
I had thought of something somewhat similar to this.
=Sapper destroys buildings instantly after a timer, does not deal damage over time
+Engineers are not alerted to buildings being sapped
-Sapped buildings are not disabled.
It had been an idea Ive had for a while, but never had the modeling skills to make it and put it into the workshop. I wanted the model to be a timebomb (with the Expiration Date death clock as the timer, just for attention to detail) and with straps to attach it to the buildings, but no cables. It was intended to be used to catch less attentive engis off guard. Would be great for taking out teleporters and dispensers. Would also be a great counter to mini sentries.
Rick 10 Jan, 2016 @ 7:35am 
GUYS! THE REAL STATS!

Functions on a timer of 10-15 seconds.
+ Destroys building when time's up.
+ Won't alert engieneer.

- Makes a tick tock sound.
- Doesn't stop building from functioning normally.
- Takes 1 hit to remove.
Internal Affairs 10 Jan, 2016 @ 10:35am 
Originally posted by Rick:
GUYS! THE REAL STATS!

Functions on a timer of 10-15 seconds.
+ Destroys building when time's up.
+ Won't alert engieneer.

- Makes a tick tock sound.
- Doesn't stop building from functioning normally.
- Takes 1 hit to remove.


Originally posted by Space Ranger Xurath:
Originally posted by BE The Golden Gentleman:
I had thought of something somewhat similar to this.
=Sapper destroys buildings instantly after a timer, does not deal damage over time
+Engineers are not alerted to buildings being sapped
-Sapped buildings are not disabled.
It had been an idea Ive had for a while, but never had the modeling skills to make it and put it into the workshop. I wanted the model to be a timebomb (with the Expiration Date death clock as the timer, just for attention to detail) and with straps to attach it to the buildings, but no cables. It was intended to be used to catch less attentive engis off guard. Would be great for taking out teleporters and dispensers. Would also be a great counter to mini sentries.
I think that's actually pretty solid, as long as the engie would have some sort of notification other than the sapper, like some sort of ticking sound, or maybe a custom ticking or number counting particle effect?
All this sounds good but, it flat out says 'Explodo-Sapper', making it easy for people who read the sapper's name on the sentry/dispenser. They won't break it then.
Unless they just swing.
Pengnut 10 Jan, 2016 @ 10:44pm 
Originally posted by Space Ranger Xurath:
The idea of the sapper exploding when removed seems unfair. either the engie dies, and the sentry takes some damage, or he lets his level 3 stuff die. It seems unfair. Also because other team members wouldn't be able to stop it, and if a pyro with a powerjack comes along, its no longer the engies choice. :/
Definitly overpowered, unless there was a way to cancel it out, like when it's set on fire, it breaks and doesn't explode
Originally posted by Zombie_chicz:
Originally posted by Rick:
GUYS! THE REAL STATS!

Functions on a timer of 10-15 seconds.
+ Destroys building when time's up.
+ Won't alert engieneer.

- Makes a tick tock sound.
- Doesn't stop building from functioning normally.
- Takes 1 hit to remove.


Originally posted by Space Ranger Xurath:
I think that's actually pretty solid, as long as the engie would have some sort of notification other than the sapper, like some sort of ticking sound, or maybe a custom ticking or number counting particle effect?
All this sounds good but, it flat out says 'Explodo-Sapper', making it easy for people who read the sapper's name on the sentry/dispenser. They won't break it then.
Unless they just swing.
The ticking sound alerts the engineer and any other nearby teamates, but since the ticking sound fades, engineers too far away might be unaware of the situation. It makes sapping much more sneaky but also very situational since all the engineer needs to do in order to completely counter the explodo-sapper is to stay within ticking noise range. The sentry doesn´t stop when sapped by the explodo-sapper meaning that spies can´t stabb engineers while they are near their sentry without getting killed. I find these stats to be completly balanced and they also add something extra to the spy which I haven´t seen before, it would be extra nice when combined with the cloak and dagger, as you can wait the engineer out and pick the right opportunity to sapp, without even having the engineer know it.
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