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.
Showing 1-9 of 9 comments
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LeatherIceCream [SRB] 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)
Tf2 wilderness Documentor 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.
Sev3n_ Feb 20 @ 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 @ 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
A Rather Sarcastic Whale Apr 7 @ 2:31am 
+Doesn't tell engis that the building is being sapped

-Loud music makes it obvious
StrangeBrain4 Apr 8 @ 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 StrangeBrain4; Apr 8 @ 5:16pm
robsan85 Apr 15 @ 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
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