Team Fortress 2

Team Fortress 2

The Track Record
timber 26 Oct, 2013 @ 7:12am
Post item stats ideas here.
Make sure its not too op :) Please.
Here is mine :
+10% Higher speed
+If destroyed, the engineer will bleed for 5 seconds.
+Has chance of also giving bleeding effect to nearby enemies.
-Less HP
+Once building is sapped and being destroyed, spy gets a boost.
-Enemies recieve a boost, in damage and speed.

10x Stats :
+Instantly destroys buildings
-Wearer has 5 HP.
+Upon backstab, wearer is at full health and recieves additional health of 500+
-No random critical hits.
(Yes, I'm editing it now.)
Last edited by timber; 14 Jan, 2016 @ 11:36am
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Showing 1-15 of 66 comments
Pizza&Nachos 7 Nov, 2013 @ 4:30pm 
When holding mouse 1 on a sapped building saps 2x faster than normal - 50% sapping power
Sir Reginald 4 Dec, 2013 @ 9:44pm 
+ When placed on a building the sapper starts draining ammo. (Bullets, dispenced ammo, and teleport recharge)
+ 25% more health
- 100% sapper damage
Jester 24 Dec, 2013 @ 9:12pm 
+ Turns enemy buildings within range into friendly buildings
+ 2x sapper health
- 2x sapper duration
- No damage done while sapping
- Only one sapper may be deployed at any given time

Instead of planting the sapper on a building, this sapper is planted on the ground.
Has a range the size of a control point. When a sentry is fully sapped, it is reprogrammed onto the team the spy is on. When teleporters are sapped, the entrance and exit are reversed.

Can't think of anything for when a dispenser is sapped.

(Oh, and it can be reversed by an enemy spy with the same sapper.)
Last edited by Jester; 24 Dec, 2013 @ 9:13pm
kirtap101 9 Jan, 2014 @ 3:02am 
when the sapper is attached, it does no damage to the building and it can not destroy it, but the longer the sapper is on for, the longer the building will stay inactive after the sapper is removed
ASC 962-325-35-5A 10 Jan, 2014 @ 12:49pm 
Here's my stat ideas:
+Saps 10% / 5% faster.
-Makes a loud noise, or alerts the Engie who is far away.
+2x the score if you sap it (so you can get 2x the Crits on Diamondback?)
-If Engie destroys sapper, your cloak and disguise kit are temporarily disabled.
+Homewreckers cannot destroy the Sapper
-If a Pyro hits YOU with a Homewrecker, instant Mini-crit or Crit on you.

buhba 19 Jan, 2014 @ 3:06pm 
Plays music while sapping,
Can be customized.
Ahab 14 Feb, 2014 @ 11:08pm 
+ When sapped it turns enemy buildings to friendly buildings.
- 50 % sapping speed
- Can't sap dispencers and teleports.
Bronze 7 Jul, 2014 @ 6:23am 
How about these stats

+On reload: throw in direction of aim
(Like the eureka effect)
-55% sap speed on dispensers and teleporters
(Less than half original speed)
+55% sap speed on sentries
(A little over 3/2 sap speed)
If these are how it would work I would really enjoy having one myself but this guy that made it DID make the air strike... which I love
Last edited by Bronze; 7 Jul, 2014 @ 6:34am
timber 7 Jul, 2014 @ 6:28am 
If it plays music while sapping and CAN be customized people might run some Earape on the sapper, unless they like some soundtracks.


Originally posted by Smile:
Plays music while sapping,
Can be customized.
piratedcopy 7 Jul, 2014 @ 8:56am 
When Sapping
-Upgrades Turret (opposite of Red Tape Recorder)
-1 Hit Destroy
+Faster Sap
Can hold down rightclick on sapped building to increased sap time!
timber 7 Jul, 2014 @ 9:44am 
Originally posted by Piratedcopy:
When Sapping
-Upgrades Turret (opposite of Red Tape Recorder)
-1 Hit Destroy
+Faster Sap
Can hold down rightclick on sapped building to increased sap time!
By 25% or more?
Christus Est Rex 28 Jul, 2014 @ 1:25am 
+20 Damage
+Inflicts bleeding damage for 10 seconds in the area of the sapped building
+Players around sapped buildings take mini-crits
+Explodes upon destruction
-Uses Cloak
-Decloaking is 50% louder
-Has a 15 second recharge time (Like in MvM, but longer.)
-Buildings are operational while sapped.
-10% Health on wearer

Alt-Fire: Heals friendly buildings by 50%
Last edited by Christus Est Rex; 31 Jul, 2014 @ 1:51pm
Magicmaan775 8 Aug, 2014 @ 7:09pm 
Here are my stats:
+bullets/ammo/telecharge are taken from building
+bullets/ammo/telecharge cannot be retained after sapping
-100% sap damage
-50% more sap time

In short, it would be a pain in the a$$ to engineers. It would take a while for it to fully sap the building, but would permanently disable it. That way, we would have a weapon even more annoying than a normal Sapper.
timber 10 Aug, 2014 @ 5:27am 
Originally posted by ruffles:
+20 Damage

-Decloaking is 50% louder


Alt-Fire: Heals friendly buildings by 50%

Eventually if this also stays on the spy even if the sapper dies or finishes the job, 100% louder would make it under powered.
Try decreasing it.

Eagl3 22 Dec, 2014 @ 7:09am 
+ Deactivate nearby enemy buildings (it doesn't damage the nearby buildings)
+ 200% resistance (6 hit with wrench to destroy)
- Has a 20 second recharge time (more time or less, I'm not sure about the time)
- 80% damage done
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