#The Jammer
77 messages · Page 1 of 1 (latest)
this doesn't sound fun
this is pretty op gng
everyone
the building damage resistance doesn't really matter because having to do 8 melee hits is way too much
This would make spy less effective but more annoying
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)
and 8 hits with a damage penalty for his team? ????
I think a sapper that disables a sentry for x amount of time and can't be destroyed is fine.
This would be so extremely annoying. Also this could even save a sentry with that huge dmg resist
The utter limit is 4 hits i'd say
Anythibg further is an absolute pain in the arse
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.
Either way I don't think it's necessary to add many sidegrades. I'm curious if the devs are into making base changes
No ty
the problem is that this is essentially just the stock sapper but worse in every possible way
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
what does "disabling a building for a long time" really accomplish that "disabling a building and dealing damage to it over time" doesn't
it would need another different advantage yes
would it be better if it just disabled the sentry for 20 seconds and the engineer cant do anything about it
Actually i originally gave it a cooldown and i think i should bring that back
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
how about this
thats kinda worse?
shit
making it completely unremovable for the enemy engi is strange to say the least
Yea there is basically no counterplay and basically is free pushing power
this would be a great idea if Engineer is actually broken in TF2C
how about instead
sentry takes 30% less damage from attacks
engi is not notifed of the sapped sentry
sneaky sapper hmm
the sapper model is invis (only the sentry is looking down which is how you tell it is sapped)
the sapper does no damage
and the sentry just ddoesnt work
then make sapper model come back
plus a smart engineer would see that the teleporter isnt working
and game knowledge would tell him its sapped by this
I know this is a great parity changes, but the new sapper will still make the gameplay worse for engineer for no apparent reason
it would make team pushes easier which is the whole point of this weapon
since the engineer would normally not check for the sentry unless its damaged or sapped
this doesnt notify the engi when its sapped, and if your team plays right the engi unless he's nesting wouldn't care
Stealth sappers are op against newbies and quite literally unusable against any moderately good engie
this stat could aid the engineer as well to be fair
spawncamping tele will become worse though
this would make badwater non-last point awful
like full stop
so use a different sapper
nobody plays spy anyways
besides like me and 12 tf2c players
I was referring to engineer
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
better coordinated pushes, which fair enough (more like uncoordinated because it's more likely to happen by happenstance)
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
it's easy to sap a building, not to destroy it with a sapper
why do l*ague player stun instead of just killing? are they stupid?

by stunning engineer's sentry for an extended period of time, you can make his life miserable instantly with minimal effort
sentry? more like wall!?
yeah but that makes like zero sense
a sapper already stuns it, deals damage, and in turn makes the engi waste more metal/time putting it back to full health
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
we could make the sapper have limited uses like ammo?
this is just evil
