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-50%sapper health (comes off in 1hit)
-30%sapper damage
-needs a 1second recharge before it can be used again
+Sapper drains building health
-20% sapper damage
-10% sapping rate
Recharge Rate: 7 seconds
+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
1 hit to remove
10 second recharge time
Or maybe The opposite
Takes 10 hits to remove
-75% damage
5 second recharge
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.
health sapped from sentries is restored to you as cloak
-50% damage
+ 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
-20 Hp on Spy
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)
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
THAT IS INSANE! NO CONS! ADD THIS NOW!
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.