Team Fortress 2

Team Fortress 2

Bi-Decoder
^1Fire^8Cat 11 May, 2016 @ 11:07am
stats ?
my idea was someting like this :
good sides:
+10% more damage against sentryguns.
+1 hp for eac second when sapping.
alt-fire: show you where there's enemy buildings on the map.
bad sides:
-10% damage for dispensers and teleporters.
can't cloack\decloack when weapon is active.
make a very strong noise when sapping.
-10 max hp on wearer

tell me what you think about this.
overpowerd ? underpowerd?
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Showing 1-4 of 4 comments
Nymcom 12 Jun, 2016 @ 9:22am 
  1. the extra damage is op for minisentries
  2. xray is op
  3. less damage for dispensers and teleporters isn't much of a drawback
  4. you don't usually go invisible with sapper anyway
  5. -10hp what if you already have kunai?
Last edited by Nymcom; 12 Jun, 2016 @ 9:23am
Nymcom 12 Jun, 2016 @ 9:31am 
+Damage increases as it sapps a building (up to +20% more damage to buildings)
+200% meele resistance (6 hits with wrench to remove, 9 with Jag )
-100% damage to buildings
-On hit damage increasing resets (the damage increasing resets back)
-Cannot sap dispensers and teleporters

This will make the sapper once it's placed a fight against the engineer instead of the classic
*sap* *sap removed* *sap* *sap removed* *sap* *sap removed* *sap* *sap removed*
building gets destroyed and then it's a fight between the engineer and spy

With the sapper once it's placed there will be a fight between an engineer and spy. this is useful since it diseables the sentry and lets your team attack the sentry or let's you fight the engineer at the cost of not damaging the sentry until it has been placed for a couple of seconds
Last edited by Nymcom; 12 Jun, 2016 @ 9:32am
^1Fire^8Cat 12 Jun, 2016 @ 10:21pm 
all you say is nice. but let me do a small change :
+Damage increases as it sapps a building (up to +20% more damage to buildings)
+200% meele resistance (6 hits with wrench to remove, 9 with Jag )
-100% damage to buildings
-On hit damage increasing resets (the damage increasing resets back)
-10% hp on wearer.

yes i brought back the -10% hp.
but it's a risk you must take with this sapper.
i removed your "cannot sap dispensers and teleporters" because it's not a sentry-locked-sapper.
sapping dispesers and teleporters is sometimes better then sapping the sentry.
FelipeGames2000 30 Apr, 2017 @ 5:52am 
Bi-Decoder
75% sapper health
50% sapper damage
On MVM: damage's the robots
Can only use one sapper at a time
After your sapper is destroyed/used, it needs 10 seconds to recharge
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