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Ein Übersetzungsproblem melden
1. Can the Sapper be removed from a player? If yes, how?
2. How fast would the sapper drain ammo?
One more thing, if you'd like, please read my idea for a new heavy weapon.
http://steamcommunity.com/workshop/discussions/-1/864973760911739374/?appid=440
I'd suggest to make it un-removable and removable at the same time. How?
It's simple: what if this sapper won't stay attached technically forever, but only for a set amount of time, enough to remove, say, 100 ammo from an Heavy's machinegun? Well, if the Heavy notices that, we could make it so he has to shoot 50 ammo to get rid of the sapper. That way, he will only lose 50 instead of 100 ammo. The bullets shot while under the sapper's effect would do no damage. That way, it would disrupt enemies' actions, but not provide a free out-of-jail card for the Spy.
Now, for Demoknights and other weapons (Mad Milk, Cow Mangler, Pomson) and probably Engies (as they have unholy amounts of ammo for their weapons), the sapper could deplete something else, such as the charge bar of the weapon or, in the case of Engies, their metal reserve. For example, if a full Demoknight gets sapped, the Targe/Screen's charge bar will become red for some seconds. If the Demoman doesn't charges for an X amount of time, the charge bar will start to slowly empty itself. The same goes for all other weapons which use a bar. I'm a bit undecided regarding doing the same for Ubers, they're way more game changing than Jarate or charges.
@Lab: i agree with your idea of changing the removal process. I will also add that I saw some good ideas from other people who have thought about this idea before. One would be to disable enemy weapons when applied, but with a cool down time between saps as well as removal through the death of the spy. On eidea I thought that was cool but probably OP was a "Sapper transmitted Discretely", and would spread through enemy players if the oringally sapped player came in contact with his team. This discussion is more for fun though, since Valve will probably never change the function of the sapper unless it was to balance a new gameplay style.
head on ( hit 4 time to remove)
dgitized dynopack
explodes on contact with wrench
-100 sapper power
But better than the sapper has a life time, only for 5 seconds drains ammo
The rate of drainage of ammunition may be linked to how much life has the spy
Spy Sapper: The saboteur
Drains ammo to the weapon it was placed
The rate of drainage of ammo linked to how much life has the spy