Team Fortress 2

Team Fortress 2

Le Saboteur
Perhaps some stats are in order!
The fact that this sapper is made of wood should aslo make it possible to be burned off a building that is being sapped. Maybe aslo increased protection from any wrench. :spycon:
< >
Showing 1-8 of 8 comments
glen3b Jun 15, 2015 @ 7:24pm 
Fire will burn sapper
-33% sapper damage penalty
+50% sapper health

Specifics of burning are definitely a point for discussion
Gray Jun 15, 2015 @ 11:17pm 
I was thinking more of a team-oriented sapper, in which it would do minimal damage (if any) but also be much harder to remove, to allow for sentry deactivation as a team charges. Specifics are for discussion.
danmorten Jun 17, 2015 @ 7:39am 
Originally posted by Gray_:
I was thinking more of a team-oriented sapper, in which it would do minimal damage (if any) but also be much harder to remove, to allow for sentry deactivation as a team charges. Specifics are for discussion.
I agree for example:
-90% damage penalty
+200% sapper health

before you disagree with the health % think about it thats 6 hits from a wrench thats still pretty easy to destroy if you ask me :sentry:
why do you think a piece of WOOD can have so much health heres my idea
-50% sapper speed when spy is not moving
+60% sapper speed when spy is moving
+30% sapper health
Cheesus Christ Jun 17, 2015 @ 2:59pm 
no, stats are not in order, stat suggetions are never in order, not here and not on good subbmissions either
Gray Jun 17, 2015 @ 4:21pm 
Originally posted by fawful:
why do you think a piece of WOOD can have so much health heres my idea
-50% sapper speed when spy is not moving
+60% sapper speed when spy is moving
+30% sapper health
I'd say that's quite overpowered - given how spies run away after a successful in the first place, this is practically guaranteeing a successful sap - and if the engie somehow manages to remove it in time, the spy can just loop back around. It would only prove a detriment to spies that like spam-sapping, and that can easily be replaced by moving around just the slightest bit.
Originally posted by Gray_:
Originally posted by fawful:
why do you think a piece of WOOD can have so much health heres my idea
-50% sapper speed when spy is not moving
+60% sapper speed when spy is moving
+30% sapper health
I'd say that's quite overpowered - given how spies run away after a successful in the first place, this is practically guaranteeing a successful sap - and if the engie somehow manages to remove it in time, the spy can just loop back around. It would only prove a detriment to spies that like spam-sapping, and that can easily be replaced by moving around just the slightest bit.
Perhaps the further away the attacking spy is, the more health and effectiveness the sapper will have. Just not sure how 2 teleporters would work.:sentry:X:spycon: :sentry:<----------->:spycon:
Gray Jun 19, 2015 @ 12:33am 
Originally posted by Deathskull17:
Originally posted by Gray_:
I'd say that's quite overpowered - given how spies run away after a successful in the first place, this is practically guaranteeing a successful sap - and if the engie somehow manages to remove it in time, the spy can just loop back around. It would only prove a detriment to spies that like spam-sapping, and that can easily be replaced by moving around just the slightest bit.
Perhaps the further away the attacking spy is, the more health and effectiveness the sapper will have. Just not sure how 2 teleporters would work.:sentry:X:spycon: :sentry:<----------->:spycon:
I'd do it from whichever end was being sapped. Maybe it only affects one end of a tele?
< >
Showing 1-8 of 8 comments
Per page: 1530 50