#The Jammer

77 messages · Page 1 of 1 (latest)

mighty gate
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can't wait for 50 immediate responses as to why this is an incredibly shitty idea that would ruin the entirety of tf2c forever

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that's the default item image btw

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idk what it would look like

cosmic bear
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this doesn't sound fun

neon tide
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this is pretty op gng

queen drum
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what

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is the building damage resistance for the spy only or for everyone else

neon tide
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when applied

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im pretty sure its for everyone

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if not for the spy

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op

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asf

cosmic bear
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the building damage resistance doesn't really matter because having to do 8 melee hits is way too much

neon tide
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id say bump it down to 5-3

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but 4 seems good

austere crescent
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This would make spy less effective but more annoying

gaunt belfry
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so is this just meant to be a more annoying version of the red tape recording which doesnt do anything besides making the building not work (like the sapper already does)

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and 8 hits with a damage penalty for his team? ????

wheat cliff
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I think a sapper that disables a sentry for x amount of time and can't be destroyed is fine.

gentle tundra
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This would be so extremely annoying. Also this could even save a sentry with that huge dmg resist

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The utter limit is 4 hits i'd say

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Anythibg further is an absolute pain in the arse

wheat cliff
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All of the blue and red text is unnecessary. I stand with my last opinion. Any argument about this being too annoying ignores the fact that spy is already annoying. As an engineer player I would actually prefer if sappers only gave a downtime to buildings instead of disabling and destroying them.

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Either way I don't think it's necessary to add many sidegrades. I'm curious if the devs are into making base changes

fiery veldt
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No ty

gaunt belfry
alpine sentinel
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I think a sapper that does no damage but simply disables buildings for a long time does have potential
However, your team may not like that you're giving the building double health. And Engineers may not like having to wrench their buildings 8 times.
Can you imagine having to go around unjamming your Sentry, Dispenser, and 2 Jump Pads?
It'd probably be good to give this a limited duration.
I like the disguise loss on use, good downside idea for a particularly disruptive sapper slot item

gaunt belfry
alpine sentinel
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it would need another different advantage yes

mighty gate
mighty gate
alpine sentinel
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considering 8 wrench hits take about 6s that's probably closer to what I'd pick as starting point
I see Cow Mangler altfire disables for 4s

mighty gate
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how about this

gaunt belfry
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thats kinda worse?

mighty gate
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shit

gaunt belfry
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making it completely unremovable for the enemy engi is strange to say the least

gentle tundra
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Yea there is basically no counterplay and basically is free pushing power

frozen lake
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this would be a great idea if Engineer is actually broken in TF2C

remote thunder
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how about instead

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sentry takes 30% less damage from attacks

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engi is not notifed of the sapped sentry

frozen lake
remote thunder
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the sapper model is invis (only the sentry is looking down which is how you tell it is sapped)

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the sapper does no damage

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and the sentry just ddoesnt work

frozen lake
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this would spell the end of all teleporter I'm afraid

remote thunder
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then make sapper model come back

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plus a smart engineer would see that the teleporter isnt working

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and game knowledge would tell him its sapped by this

frozen lake
remote thunder
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it would make team pushes easier which is the whole point of this weapon

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since the engineer would normally not check for the sentry unless its damaged or sapped

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this doesnt notify the engi when its sapped, and if your team plays right the engi unless he's nesting wouldn't care

gentle tundra
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Stealth sappers are op against newbies and quite literally unusable against any moderately good engie

remote thunder
frozen lake
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this would make badwater non-last point awful

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like full stop

remote thunder
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so use a different sapper

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nobody plays spy anyways

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besides like me and 12 tf2c players

frozen lake
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Think about the other side of this interaction, you're basically dealing with an invisible threat unless you check the teleporter for the 999th times

wheat cliff
queen drum
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okay but explain to the class how is disabling a building for a long period of time, better than disabling a building, destroying it, and setting the engineer back on metal and building progress

wheat cliff
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it's easy to sap a building, not to destroy it with a sapper

frozen lake
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by stunning engineer's sentry for an extended period of time, you can make his life miserable instantly with minimal effort

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sentry? more like wall!?

gaunt belfry
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yeah but that makes like zero sense

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a sapper already stuns it, deals damage, and in turn makes the engi waste more metal/time putting it back to full health

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all this does is go way too far into the spys favour and basically give the engineer no counter play besides hitting it 2x as much

remote thunder
frozen lake