Team Fortress 2
SMASNUG Sep 2, 2014 @ 10:00pm
Implant type Sapper
So this sapper has a drill part that 'implants' itself into a building, and while doing so, the effectiveness of the building is deterred progressively. When the sapper completely enters a building, it will start to emit weird electronic noises and cause jamming in the system.
For example, Sentry will have slower detection time and fire rate, Dispensers and Teleporters will suffer from slower operating speed.
This sapper does not destroy any buildings, but prevent Engineers from hauling them and fixing them as efficiently as normally ( from 25 metals per hit to 10 metals per hit, thus less repair).
Although it takes more time for it to completely 'implant' itself, once finished, Engineers are forced to destroy them quickly and build new ones.

Any suggestions/ideas?
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ptwhisper Sep 2, 2014 @ 10:05pm 
How many swings will it take to take it out?

Because honestly, destroying is better than disabling. If you kill the Engineer, why not destroy his Sentry with the regular Sapper? This needs a ridiculous resistance to being removed or else it's too weak.
Last edited by ptwhisper; Sep 2, 2014 @ 10:05pm
SMASNUG Sep 2, 2014 @ 10:12pm 
What if this sapper implants somewhat quickly but has a gradually increasing resistance to getting removed as it goes further into a building?
ptwhisper Sep 2, 2014 @ 10:15pm 
Originally posted by DeSynChron:
What if this sapper implants somewhat quickly but has a gradually increasing resistance to getting removed as it goes further into a building?

That's actually pretty good.
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Date Posted: Sep 2, 2014 @ 10:00pm
Posts: 3