Team Fortress 2
KaizoTrooper Jun 13, 2023 @ 12:27pm
Should sappers have a utility other than disabling buildings?
Sappers are only designed to disable and/or destroy enemy buildings and serve functionally no other purpose.

Should sappers be made more applicable in other situations that don't immediately involve an enemy Engineer?

EDIT: People say that weapons/items designed to only counter a specific class is bad game design; should the same idea be applied to sappers?
Last edited by KaizoTrooper; Jun 13, 2023 @ 12:36pm
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Showing 1-15 of 23 comments
HoBoMiKe Jun 13, 2023 @ 12:29pm 
they could potentially be used to temporarily sabotage doors (30 seconds at a time) (excluding the spawn doors) to impede enemy progress in a non-lethal way and force the enemy team to take alternate routes. Sappers placed in this manner can only be removed by engineers, pyros equipped with sapper-removing weapons, or demoman stickybombs that deal damage.


I can't think of any other use for them that wouldn't be overpowered.
Last edited by HoBoMiKe; Jun 13, 2023 @ 12:31pm
Zaokllr Jun 13, 2023 @ 12:37pm 
For what reason? What are you missing?
Originally posted by Zaokllr:
For what reason? What are you missing?
If there’s no engineer on the enemy team the entire loadout slot is wasted. There should atleast be a different item for the sapper slot.
( ͡° ͜ʖ ͡°)󠀰 󠀰 (Banned) Jun 13, 2023 @ 12:56pm 
nah :LennyFace:
riZn Jun 13, 2023 @ 1:03pm 
I once imagined a Territorial Control mode rework to feature destructable infrastructure that any team should target before being able to capture the control point. Each structure would be attached to a control node or a computer that a Spy could sap.

The sapper would either slowly damage the structure or give it a debuff where the structure would take extra damage from attacks.

You could also feature security doors where a sapper would disable the safety measures and allow the team a possible flank into the enemy base.

It would be much more interesting than what we got where every round feels like that both teams are defending 5CP last.
Zaokllr Jun 13, 2023 @ 1:04pm 
Originally posted by M1 Gaming:
Originally posted by Zaokllr:
For what reason? What are you missing?
If there’s no engineer on the enemy team the entire loadout slot is wasted. There should atleast be a different item for the sapper slot.
♥♥♥♥ man Spy lost all his potency cause the sapper isn't doing anything. If you have a single part of your loadout you're not using, the class is useless.
76561198161596995 Jun 13, 2023 @ 1:05pm 
no, because buildings need to go down for pacing to work well
What other utility could they possibly have that would make sense?
Originally posted by Zaokllr:
Originally posted by M1 Gaming:
If there’s no engineer on the enemy team the entire loadout slot is wasted. There should atleast be a different item for the sapper slot.
♥♥♥♥ man Spy lost all his potency cause the sapper isn't doing anything. If you have a single part of your loadout you're not using, the class is useless.
That makes the sapper useless, not the class. That’s like saying that if there’s no pyros, the soldier’s shotgun makes him a useless class. He can still perform optimally but the shotgun is no longer as valuable an option. The problem with spy is that he doesn’t have any more options and the option he has doesn’t have any use beyond engineers.
Last edited by M1 Gaming #GiveMeTheTF2; Jun 13, 2023 @ 1:29pm
busy Jun 13, 2023 @ 1:30pm 
buildings?
nobody told me it could DEACTIVATE SKYSCRAPERS
Psycho Jun 13, 2023 @ 1:37pm 
you could sap sandviches that are laying on the ground by poisoning them, so whoever eats it becomes violently ill and begins convulsing
John Hancock Jun 13, 2023 @ 2:27pm 
Originally posted by HoBoMiKe:
they could potentially be used to temporarily sabotage doors (30 seconds at a time) (excluding the spawn doors) to impede enemy progress in a non-lethal way and force the enemy team to take alternate routes. Sappers placed in this manner can only be removed by engineers, pyros equipped with sapper-removing weapons, or demoman stickybombs that deal damage.


I can't think of any other use for them that wouldn't be overpowered.
This is insane and would break the game. Spy would literally become the best support in the entire game.
Originally posted by HoBoMiKe:
they could potentially be used to temporarily sabotage doors (30 seconds at a time) (excluding the spawn doors) to impede enemy progress in a non-lethal way and force the enemy team to take alternate routes. Sappers placed in this manner can only be removed by engineers, pyros equipped with sapper-removing weapons, or demoman stickybombs that deal damage.


I can't think of any other use for them that wouldn't be overpowered.
Awful idea
Dubious Cretin Jun 14, 2023 @ 2:16pm 
outside of stupid gimmicks there's really not another use case for it. spy's kit is also really well balanced around having a "dead" slot in his loadout, changing it to have extra effects or adding more to it is probably an idea worse than giving engie a free buff that lets minis tank 2 direct pipes and still work. oh wait.
supersand Jun 14, 2023 @ 2:18pm 
Let spy sap open normally 1 way doors for 2-3 seconds. Has a cooldown on the sapper of like 10 seconds so spy couldn't keep one of these doors open forever or immediately sap engie buildings on the other side. Spawn doors disabled.

An example: Those yellow one way grates that are on a lot of maps (RED Spies could get into the Dustbowl 1 & 2 tunnels easier for example, or allow his teammates to get in)
Last edited by supersand; Jun 14, 2023 @ 2:19pm
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Date Posted: Jun 13, 2023 @ 12:27pm
Posts: 23