Team Fortress 2

Team Fortress 2

Stargazer's Scrambler
cron 20 Apr, 2014 @ 5:35am
stats?
who thinks we need a new sapper with new stats?:spycon:
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Showing 1-15 of 455 comments
+players who hit the building being sapped will be shocked for 2seconds (like the razorback)
-50%sapper health (comes off in 1hit)
-30%sapper damage
-needs a 1second recharge before it can be used again
brappuccino 20 Apr, 2014 @ 8:02am 
The Sapper drains the building health and stores it in your sapper, then you can throw your sapper like a sandvich to get healed and heal friends.

+Sapper drains building health

-20% sapper damage
-10% sapping rate

Recharge Rate: 7 seconds
content 20 Apr, 2014 @ 11:48am 
The Pros

+25% sapper health (takes 1 more hit to remove it compared to the stock sapper)

+25% sapping damage

+15% walkspeed (only if the sapper is equipped in hand)

The Cons
Spy cannot sap if he is invisible and the Spy cannot sap anything if the Spy is disguised as anyone.

+1 second of Sapping placement rate

-15 total health on Spy

With these stats, the item becomes of a quick pace, high-risk high-reward item

basicly you gotta charge in and get the hell out, since you can disguise to sap

so you get more walkspeed to flee, at the cost of health
Last edited by content; 20 Apr, 2014 @ 7:15pm
Rhubarb 20 Apr, 2014 @ 2:12pm 
+50% sapper damage (I think that means it takes about 4 or 5 seconds to destroy a building)
1 hit to remove
10 second recharge time

Or maybe The opposite
Takes 10 hits to remove
-75% damage
5 second recharge
I was thinking that it could do something special to teleporters, like making them send enemies who take them to random points in the map, but that would allow spies to possibly get behind enemy lines easier along with other classes. Even if the spy who placed the sapper could designate a spot for the enemy to end up, that leads to griefing problems.

Another idea is that instead of a sapper, it could be a cloak replacement that acts as a free respawn. The spy gets a less effective version of the invisiwatch, but also gets a 5th weapon, which is this as a throwable item. If this item is in the field when the spy dies, the spy is respawned instantly on it, and the item breaks (the respawn may need to be tweaked, like having only x% of full health on respawn). The spy can only use the respawner one time per true death (it cannot be replenished until the spy dies twice if used). It can, however, be picked up, and replaced in a different location before it is used. It would have x health and would take damage like an engineer building. Unsure if it should telefrag, or activate on console commands. Something that could be a problem is getting stuck in map geometry when respawning, so it may be better for it to be placed like an engy building, or if it stays throwable, teleport the spy to the nearest adequately sized space (which may lead to falling off ledges, into pits, or spawning in the air.

One more idea, back to sappers, it could act as a remotely activated sapper that can be triggered on and off. I have no idea on specifics, though.
Last edited by Don Donovan "The Don" Donatello; 20 Apr, 2014 @ 6:17pm
Ecbrd 21 Apr, 2014 @ 8:37am 
uhhhhhh

health sapped from sentries is restored to you as cloak
-50% damage
fluury 21 Apr, 2014 @ 9:22am 
+Sapped Building will be sent to space

+ Use the tiny-earth on the sapper to sent building/s back to earth and let them explode

-Sent back buildings do damage to your own team and you
PixelatedIdiot 21 Apr, 2014 @ 9:40am 
heres a thought it reverses the sentry to attack it own team
nothingreallyhere 21 Apr, 2014 @ 1:36pm 
Once detroys a sapped building it stores a crit for ANY weapon equiped
-20 Hp on Spy
Achompy 21 Apr, 2014 @ 2:44pm 
Pros:
20% Damage
Attacks OTHER TEAM

Cons:
-25 Health on Wearer
Sapper lasts for 5 seconds before being disabled for 10 seconds
-75% Health (1 hit to destroy)
patty melt 21 Apr, 2014 @ 2:48pm 
Maybe instead of that it could let you help friendly engies by removing sappers or repairing their buildings.
Originally posted by Joshamee Gibbs:
The Sapper drains the building health and stores it in your sapper, then you can throw your sapper like a sandvich to get healed and heal friends.

+Sapper drains building health

-20% sapper damage
-10% sapping rate

Recharge Rate: 7 seconds
Plague Dude 21 Apr, 2014 @ 3:09pm 
Pros:
Sapper disables all buildings created by the same engineer with use of one sapper, AND/OR Sapper will slow down reaction and firing time for sentries when equipped giving the spy an opprotunity to take out the engineer first.



Cons:
-20% Sapping rate
-30% Sapper health (one hit to destroy)

Sapper must be given eight seconds to recharge before it can be used again
Last edited by Plague Dude; 21 Apr, 2014 @ 3:16pm
Qwazwak 21 Apr, 2014 @ 3:13pm 
Originally posted by Jman iller:
+players who hit the building being sapped will be shocked for 2seconds (like the razorback)
-50%sapper health (comes off in 1hit)
-30%sapper damage
-needs a 1second recharge before it can be used again
I like the basic idea of this!:B1:


Originally posted by thedreadedpixel:
heres a thought it reverses the sentry to attack it own team
THAT IS INSANE! NO CONS! ADD THIS NOW!
:rfacepalm: jk
Plague Dude 21 Apr, 2014 @ 3:15pm 
Another Idea:

Pros:
When equipped, sapper can be placed on buildings while a spy is activley cloaked.
+5% sapping rate.

Cons:
-10% health on wearer
Sapper will cause an actively cloaked spy to become partially visible (similar effect occurs when a cloaked spy bumps into an enemy) until the spy moves away from the sapped building or until the building is destroyed.
Last edited by Plague Dude; 21 Apr, 2014 @ 3:20pm
Attacks all players that the sentry can see?
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