Team Fortress 2

Team Fortress 2

The Portable Spytech Desk
 This topic has been pinned, so it's probably important
Spah Sappin' Mah Stats!
This is better than I thought it would be.
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Showing 1-15 of 21 comments
Sapped buildings are highlighted for teammates to see
Sapped buildings take 35% more damage
-25% sapper damage penalty
BarncatAUD 31 Jul, 2016 @ 7:03am 
+ Sapped Buildings will be converted to the enemy team (i've always loved this idea xD)

- 50% Sapper Damage Penalty
Originally posted by DB Baxter:
+ Sapped Buildings will be converted to the enemy team (i've always loved this idea xD)

- 50% Sapper Damage Penalty
People have a tendency to say that the switching team feature is "broken". While I love the idea, just a heads up. Also, I think the Sapper should be removable from a range too, otherwise, no one will be able to get the sapper without dying.
Footsoldier51 31 Jul, 2016 @ 1:57pm 
Originally posted by BURNie Sanders:
Originally posted by DB Baxter:
+ Sapped Buildings will be converted to the enemy team (i've always loved this idea xD)

- 50% Sapper Damage Penalty
People have a tendency to say that the switching team feature is "broken". While I love the idea, just a heads up. Also, I think the Sapper should be removable from a range too, otherwise, no one will be able to get the sapper without dying.
Along with having it be removed from range you could make it removable if another spy sappes it
ava 31 Jul, 2016 @ 7:40pm 
Originally posted by BURNie Sanders:
Sapped buildings are highlighted for teammates to see
Sapped buildings take 35% more damage
-25% sapper damage penalty
I like this idea, but im gonna make some changes;

+300% Sapper Health
Sapped buildings are highlighted for teamates to see
Sapped buildings take 35% more damage
-100% Sapper damage penalty
-50% attack speed

This turns the sapper into a support weapon. it is much easier to use it as a spy, because you don't have to kill the engineer for the sapper to do its job (If you die, your teamates still get the benifit of a damage bonus to sentries for a short time). doing no real damage, and relying on teamates to take advantage of the vulnerability of the nest, this weapon forces spies to help their teamates if they aren't skilled enough to take out a sentry nest by themselves with the regular sapper. The sapper highlights buildings, so teamates know where a sentry is, and make the buildings more vunerable if the engineer doesn't destroy the sapper before the oposing team can reach it.

I see this being most effective for advanced players in deadlocked games. Take for example, capture the flag. More often than not a moderate and balanced game will turn into a neverending hell because either side has 4-6 sentries gaurding the intel. Using a regular sapper is almost impossible, because by the time you can get in and sap a building or two, every other engineer is smacking you down and breaking your sappers. If you take this sapper, however, and coordinate an attack, you can do some serious damage before the engineers have a chance to break the sappers. This sounds over powered, but when you think about it; smart engineers can easliy work together to destroy all sappers, and if there are only 1 or 2, the rest of the team will be there to stop you as well.

While this idea might be terribly unbalanced, it could be an extremely unique idea that doesn't suck like the redtape recorder.

Sorry for the english essay, i got a bit carried away...
ava 31 Jul, 2016 @ 7:47pm 
Originally posted by TDEFootSoldier51 (Poonda Bear):
Originally posted by BURNie Sanders:
People have a tendency to say that the switching team feature is "broken". While I love the idea, just a heads up. Also, I think the Sapper should be removable from a range too, otherwise, no one will be able to get the sapper without dying.
Along with having it be removed from range you could make it removable if another spy sappes it

This is a cool idea too. However, i would advise a few changes to balance it out.
Original stats:
Sapped buildings are converted to your team
-50% sapper damage penalty

~Now i assume by the damage penalty you mean how long it would take to convert to your team.

Added stats:
Converted buildings lose 25% range, damage, and health
Sapper behaves like the grenade for demo-man, where you can only use it once and then you have to go resupply.

Now, Sapped buildings are significantly weaker than original ones, making them easier to defeat. You also can only convert one building per resupply. I toyed with the idea of being able to convert it back to original team with a -50% damage, health, and range, but then realized infinite sentries are OP, and stopped myself.
A Supply Box(J8) 1 Aug, 2016 @ 7:25am 
I've always wanted this type of idea how about.

Sapper Type:Area of Effect

Note: This type of sapper does not need a building to be placed and can be placed on walls, cielings and floors
+When placed it will disable enemy buildings, PDAs, and Mediguns in a medium radius
(Enemy Engis cant build or destroy, Enemy Spies can't cloak or disguise, Enemy Medics can't heal or uber)
-Needs a 15 Second recharge
-Can only place one
-Does not damage buildings
-/+ Has 150 HP, but can be destroyed by any class and any weapon

The main purpose is to disable enemy equipment instead of purely focusing on the engi's buildings, it comes with the downside that any class can destroy it, no actual damage dealt, and a recharge, in exchange for effectiveness against more classes and the ability to disable from a distance
Pikmanfan2002 1 Aug, 2016 @ 6:42pm 
Originally posted by AvapXia {The Bummer Drummer}:
Originally posted by BURNie Sanders:
Sapped buildings are highlighted for teammates to see
Sapped buildings take 35% more damage
-25% sapper damage penalty
I like this idea, but im gonna make some changes;

+300% Sapper Health
Sapped buildings are highlighted for teamates to see
Sapped buildings take 35% more damage
-100% Sapper damage penalty
-50% attack speed

This turns the sapper into a support weapon. it is much easier to use it as a spy, because you don't have to kill the engineer for the sapper to do its job (If you die, your teamates still get the benifit of a damage bonus to sentries for a short time). doing no real damage, and relying on teamates to take advantage of the vulnerability of the nest, this weapon forces spies to help their teamates if they aren't skilled enough to take out a sentry nest by themselves with the regular sapper. The sapper highlights buildings, so teamates know where a sentry is, and make the buildings more vunerable if the engineer doesn't destroy the sapper before the oposing team can reach it.

I see this being most effective for advanced players in deadlocked games. Take for example, capture the flag. More often than not a moderate and balanced game will turn into a neverending hell because either side has 4-6 sentries gaurding the intel. Using a regular sapper is almost impossible, because by the time you can get in and sap a building or two, every other engineer is smacking you down and breaking your sappers. If you take this sapper, however, and coordinate an attack, you can do some serious damage before the engineers have a chance to break the sappers. This sounds over powered, but when you think about it; smart engineers can easliy work together to destroy all sappers, and if there are only 1 or 2, the rest of the team will be there to stop you as well.

While this idea might be terribly unbalanced, it could be an extremely unique idea that doesn't suck like the redtape recorder.

Sorry for the english essay, i got a bit carried away...

This would be OP for mini sentries. If i'm reading the stats right, then it deals no damage at all to buildings? That means on mini sentries (that engies usually leave around to do whatever they want,) the sentry would be deactivated until the sapper is destroyed. This means that you have to wait for the sentry to be destroyed, or go remove the sapper yourself. I think another downside to make this less annoying or something is to have to added ability of letting engineers with sapped buildings be able to destroy the sapped buildings. Yeah, "I means that they can just destroy buildings when the sapper is placed!" I see that. Except that the build animation, and you still have to upgrade it and such. So long story short,

-Engineers can destroy sapped buildings with Destruction PDA

And, who knows. I could be reading this wrong. I have no idea the exact idea of your weapon stats. But the way I think you might be saying it is that sapped buildings are still active, but they're highlighted and take more damage until sapper is removed. Otherwise, ... I dunno.

Also I know my idea is in favor of Gunslinger Engineers not being annoyed. But it's still an idea.
Last edited by Pikmanfan2002; 1 Aug, 2016 @ 6:46pm
zoo wwee mama  [developer] 2 Aug, 2016 @ 12:17am 
These are some really cool ideas
Marrko 4 Aug, 2016 @ 4:32pm 
Stats

When enemy sentry health is depleted the sentry turns to the other team for 10 secs.

-25% sapper damage penalty
When out it shows where you are.
wacky 4 Aug, 2016 @ 5:50pm 
Originally posted by AvapXia {The Bummer Drummer}:
Originally posted by TDEFootSoldier51 (Poonda Bear):
Along with having it be removed from range you could make it removable if another spy sappes it

This is a cool idea too. However, i would advise a few changes to balance it out.
Original stats:
Sapped buildings are converted to your team
-50% sapper damage penalty

~Now i assume by the damage penalty you mean how long it would take to convert to your team.

Added stats:
Converted buildings lose 25% range, damage, and health
Sapper behaves like the grenade for demo-man, where you can only use it once and then you have to go resupply.

Now, Sapped buildings are significantly weaker than original ones, making them easier to defeat. You also can only convert one building per resupply. I toyed with the idea of being able to convert it back to original team with a -50% damage, health, and range, but then realized infinite sentries are OP, and stopped myself.
How about you keep the convert to your team BUT...
-85% range for converted sentry
-50% damage for converted sentry
That way the only real risk would be if you walked right up next to it, giving another, possibly new wrench with a reach or the updated jag another use
BarncatAUD 5 Aug, 2016 @ 2:21pm 
I don't mean it immediately turns to the enemy team. It has to be fully sapped before it's converted.
Silverwind 5 Aug, 2016 @ 3:35pm 
Originally posted by DB Baxter:
I don't mean it immediately turns to the enemy team. It has to be fully sapped before it's converted.
Well, there are already players who place sentries at YOUR spawn point for an even cheaper way to grind points. Why should this be any different?
ava 8 Aug, 2016 @ 12:41pm 
Originally posted by Pikmanfan2002:

This would be OP for mini sentries. If i'm reading the stats right, then it deals no damage at all to buildings? That means on mini sentries (that engies usually leave around to do whatever they want,) the sentry would be deactivated until the sapper is destroyed. This means that you have to wait for the sentry to be destroyed, or go remove the sapper yourself. I think another downside to make this less annoying or something is to have to added ability of letting engineers with sapped buildings be able to destroy the sapped buildings. Yeah, "I means that they can just destroy buildings when the sapper is placed!" I see that. Except that the build animation, and you still have to upgrade it and such. So long story short,

-Engineers can destroy sapped buildings with Destruction PDA

And, who knows. I could be reading this wrong. I have no idea the exact idea of your weapon stats. But the way I think you might be saying it is that sapped buildings are still active, but they're highlighted and take more damage until sapper is removed. Otherwise, ... I dunno.

Also I know my idea is in favor of Gunslinger Engineers not being annoyed. But it's still an idea.

You are right about what the weapon is suppose to do, but i don't think that you should be able to destroy sapped buildings for the same reason you can't for the default weapon.

On the deafault weapon the point is that destroying it with your PDA shortens the time an engineer spends on rebuilding his nest when it is sapped. it also encourages engineers to stay at their camp instead of just building wherever they are when their stuff is sapped.

The same idea applies with this one. being able to just destroy the building and remake it defeats the purpose of the weapon, and encourages the engineer to go fix their buildings because of how long it might take before they can build again if they wait.
Loving Wound 9 May, 2017 @ 5:16pm 
Originally posted by SilverWind:
Originally posted by DB Baxter:
I don't mean it immediately turns to the enemy team. It has to be fully sapped before it's converted.
Well, there are already players who place sentries at YOUR spawn point for an even cheaper way to grind points. Why should this be any different?

Because a Sentry placed there will be destroy quickly and it takes some time for an engi's sentry to either be upgraded or to be placed which gives some time to destroy the sentry. A Spy that can instantly turn a sentry onto the other team is incredbly overpowered because it just gives spies an INSTA WIN again any and all engis by there sentry as well as anyone else in range, but before you say that the back stab is the same thing. The back stab requires to be behind the engi and is harder to pull off then this because all a spy would have to do is run up to a sentry while disguised to INSTATLY WIN with this. Having to sap the sentry is more balanced. I think the time it takes to sap it should be the same time it would for an engi to place the sentry depending on the level of the sentry and any damage done to the sentry should be taken off the sapper instead to allow for the engi to be able to take back his sentry from a range, and so engi doesn't have to change classes to take down his own sentry/can't instantly destroy the sapped sentry with the PDA. Everyclass should be able to destroy the sapper in some way like their melee or something because other wise it would be basically be like an engi building a sentry that is invincible until the sentry is built.
Last edited by Loving Wound; 10 May, 2017 @ 4:45pm
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