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So here's an idea to start the disscusion:
+Chews through sentry ammo quickly (rockets and bullets)
+Chews up metal from dispensers quickly
+Chews up teleporters making them take longer until repaired (after taking off the sapper)
-Destroys buildings slower
~Still takes two hits to remove
~Still disables sentries
The idea here is to decapitate an engineer's ability to build and repair, if played correctly the engineer can find himself without metal to repair his buildings, and his sentry without ammo to shoot or defend. The reason it destroys more slowly is because it takes away the sentries ammunition, the dispenser's metal, and the teleporters ability to teleport as quickly (until repaired) basically disabling them for another hit; the hit that allows the engineer to fill his sentry with ammo, or fix his teleporters back to full par. It would allow to the engineer to save his sentry, or the spy to sap and wait for the engineer to shoot or stab him. There are more ways to have a play style with these stats, but these are the ones that I had thought of at the time. Thank you for reading and please consider.
Also if these are the stats that are choosen (which is unlikely), please don't make it chew throught the ammo and metal TOO quickly or TOO slowly.
Pros:
50% Damage Bonus (Deals more damage to a building)
50% Building Effincency (While being sapped the building's functions slow down, the Sentry Shoots slower, the Dispenser dispenses health, ammo, and metal more slowly, and the teleporter's cooldown time is doubled)
Cons:
Cannot Disable Buildings
Only able to attach a maximum of three sappers (You will be able to attach another one if it is destroyed or the it destroys a building)
Overall the weapon would rush engineers as being too late can cost them their building, and the building will lost it's efficency while being sapped. However in order to prevent imminent spam destructions of multiple engineer buildings there is a limit (3) to how many you can place, making players think twice about which buildings to sap first. Also the building would not be disabled.
First, the concept of this sapper doing more damage isn't an original idea, but perhaps you were hoping to get feedback on what people thought of the idea. In such a case I will simply start by saying that adding damage to the sapper is not too great of an idea. The most prominent reason for saying this is the Red-Tape Recorder (pre-patch), the Read Tape Recorder, a sapper, was able to almost instantly turn lvl.3 sentries into lvl.1 sentries in a matter of a couple of seconds. The same problem would occur with having a sapper that did more damage; the engineer's buildings would get destroyed so quickly that even if he is close by he won't be able to save his creations. much in the case of the Red Tape Recorder, where even if an engineer is baby sitting his sentry he will not be able to prevent it turning into a lvl.1. Well then, you may ask, "Why not simply nerf the damage?" the answer to that is there is already a sapper with nerfed damage; it is called the default sapper. The default sapper is perfectly balanced where the engineer will not almost instantly get the back-side of the hand, and neither will the spy. Basically, the idea you posted is the one that I was hoping to avoid in this discussion. HOWEVER, now that you (hopefully) realize what is wrong with that concept, you may be able to think of more original ideas that we can refine here in this discussion. Thank you for reading, and if you have any questions, please ask.
The sentries accuracy would be way off, as in scattergun range
I'm not sure how the dispencer would react, but I think the teleports would still work, however teleporting players would take damage upon using them and the tele would have the same "Grinding" Effect on thei health as well as the effects.
However it does the damage like fire damage (I.E. From 125 to 100 to 75 Etc.)
You know, cuz it's a grinder?
Nothing fancy? What if every weapon should only have slight variations in damage and accuracy? like in BF4? Or perhaps CoD? The major urgency for original ideas is because if we only slightly variate weapons like in today's modern shooters, then we will have only a very few weapons to select from. However, TF2's weapons, involving original ideas and concept based off of original ideas and concepts in the game provide a enormous quantity in weapon possibilities. Wepons such as the Daimondback, the Rescue Ranger, the Soda Popper, the Le'Trange, and so on. Saying that it needs to be nothing fancy isn't somewhere we should put our minds, think of something original, please desist in posting things like, "more damage, and no disabling", for I have already explained what is wrong with increased damage, and not disabling the sentry would cause the sapper to be useless in any scenario where the engineer is near his sentry, which is extremely often. Not meaning to insult anyone, but rather to hopefully increase the quantity of original ideas, but your posting the same ideas does not help further the cause of addding these stats into the game, just as well, creating an idea without critically thinking about it causes the idea to be overpowered, such as increased damage on sappers, or a needless hinderance to a weapon to attempt to balance it, such as no longer disabling sentries, or no random critical hits. Just remember to think critically about what you're going to post before posting it. Thank you for reading.
Pros:
Slows down the sentries reload (if it's a lvl 3 sentry) and makes the sentry reactions slower
chews up metal from dispensers quickly
Slows down a tele and will damage players
Will damage the builds slowly
Cons:
Won't disable builds i.e sentry
Causes loud grinding noise
Will damage you if you are too close or standing on it
-20 movement speed while carrying
These are my ideas you don't have to use them and I am open to criticizations
Have you ever heard of TF2 Tightrope? It's a TF2 community with a forum that created a server mod called "Project Beta" that tries to balance weapons and make them unique while also testing a few new weapons. TF2 Tightrope is populated by people who actually understand both Team Fortress 2 and game design in general, so you'd probably find a lot more success trying to introduce new, unique, balanced ideas there than you would on the Workshop or SPUF. I mean, no one on TF2 Tightrope has ever seriously suggested, say, that the Scout get a Desert Eagle or the Sniper an AK-47.
I am looking this up right now.