Team Fortress 2

Team Fortress 2

Transmission Impossible
NePurrTuh Dec 19, 2013 @ 8:49pm
+ Does not inform Engineers that sentry is being sapped

- Loud (catchy!) tune plays when sapping
- Takes longer to destroy sentry
- Takes one hit to destroy sapper
- Lose disguise after deploying sapper

I need to think up of more advantages.
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Showing 1-15 of 36 comments
LeatherIceCream Dec 28, 2013 @ 6:29am 
How About:

+20% more damege.
+Takes 3 hits to destroy.
-Needs to recharge.
Zirkel Mar 1, 2014 @ 6:16pm 
+Drains Sentries and dispensers metal and ammo supplies before attacking health
+Catchy Music yo(Unlisted)
-25% Damage rate
Huk6 May 8, 2014 @ 7:38pm 
Saps 20% faster
1 more hit to destroy
Alerts Engi .5 seconds after building is sapped(slower alert time, maybe 1 second)

Plays loud music when sap( music is from tf2 sound track)
Have 3 sappers, when one is gone sapper recharge(recharge time as fast as a bonk!atomic punch recharge)
[Fast Man] Aug 16, 2014 @ 1:26pm 
+Does not inform engie
-40% slower sapping speed
-undisguise on placement
plays catchy music while sapping
based off of the sapper saxton hale used to destroy sax hal 2000.
SeptimusWright Feb 20, 2015 @ 10:36pm 
I think that the sap should go like this
+ takes away sentry ammo and dispenser metal this goes to your cloak
+ target sentry and dispenser at like your on there team
+ does not show up on engis screen
+ 400% more hits to break
- does not stun sentry or buildings
rettop Mar 1, 2015 @ 10:12am 
+ Does not inform Engineers that sentry is being sapped
+Drains Sentries and dispensers metal and ammo supplies
- tune plays when sapping
- does not stun sentry or buildings
-1 more hit to destroy
+Doesn't tell engis that the building is being sapped

-Loud music makes it obvious
TentacleCake Apr 8, 2015 @ 5:14pm 
Hmmm how about a deactivation buff like a interferring radio signal to stop said buildings from running.
+ Temporarily deactivates all sentries or buildings within the radios signal.
+ Temporarily deactivates all buildings belonging to the engineer as one is being sapped.

- While being held plays loud music.
- Can be destroyed in one hit.
- Does not destroy stunned buildings only the building being sapped.
- Can not sap multiple buildings while it is sapping.
- Once building is destroyed all building reactivate from stun.
- Deactivated buildings can be recovered after a single hit.
Last edited by TentacleCake; Apr 8, 2015 @ 5:16pm
robsan85 Apr 15, 2015 @ 6:23am 
I think this will maybe work:

- Loud while sapping
- Afer any use have to be recharged

+ Takes 2 secs longer to inform engie about building being sapped
+ Building is still disabled for some time after removal of sapper

I still think about stats, that :
Longer time it takes to recharge = Longer time it disables the sapped building after its removal
Does not alert Engineer when building is being sapped
Can only sap one building at a time

I would say it should have the same stat like the Red-Tape Recorder.
There's the Ap-sap wich can do the samelike our normal sapper.
Sgt. Eclair Aug 17, 2015 @ 12:00pm 
Originally posted by A Rather Sarcastic Whale:
+Doesn't tell engis that the building is being sapped

-Loud music makes it obvious
Sweet and simple.
Here's a stat idea about this weapon:

+Does not inform Engineers that the building is being sapped
+Drains Sentries and dispensers metal and ammo supplies
+Needs 4 hits to be destroyed
+Building is disabled for 3 seconds after sapper's removal
-20% damage rate
-Can sapper only 1 building at the time
-Tune plays when sapping
-After use the sapper needs 7 seconds to be used again
The Last Jedi Jan 12, 2016 @ 12:20pm 
Only infroms the Engineer when buildings health is below 50%
-A sapped buildings abilities are only reduced by 33%
^ (In example: Sentry deals only 33% less damage while sapped)

I think these stats are very simple.
Last edited by The Last Jedi; Jan 12, 2016 @ 12:22pm
Viper133 Jan 12, 2016 @ 12:33pm 



+what the cut

+my mother


make sex with me
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