Team Fortress 2

Team Fortress 2

Bi-Decoder
Stat's?
+20% Sapping Damage

+20% Resistence to fire

+15 More taken damage to Bullets and explosive's

-20% Moving speed while it saps

Is this too op or to weak?:steambored:
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Showing 1-15 of 643 comments
Interesting stats that sound decently balanced, but I would rather them be focused on the sapping. How about this: Deals X% less DPS to buildings, but keeps them disabled after a sapper is removed for +X seconds.
Originally posted by BenWR | The Ender:
Interesting stats that sound decently balanced, but I would rather them be focused on the sapping. How about this: Deals X% less DPS to buildings, but keeps them disabled after a sapper is removed for +X seconds.



How does this soud?

Deals -25% Damage to buildings

Keeps building disabled for 4 seconds after removed
Last edited by kakka carrot cake; 5 May, 2016 @ 8:23pm
Borealis 5 May, 2016 @ 11:43pm 
sentry takes 50% more damage while sapped
sentry takes 100% longer to activate after sapper is removed
-100% sapper damage
so its like a teamwork sapper
Last edited by Borealis; 5 May, 2016 @ 11:44pm
Originally posted by Hawaii rhyme's with Kawaii:
Originally posted by BenWR | The Ender:
Interesting stats that sound decently balanced, but I would rather them be focused on the sapping. How about this: Deals X% less DPS to buildings, but keeps them disabled after a sapper is removed for +X seconds.



How does this soud?

Deals -25% Damage to buildings

Keeps building disabled for 4 seconds after removed
the sentry already have a delay for a second when the sapper is removed
DeltaUnknown 6 May, 2016 @ 12:44am 
+50% faster sapping
if sapping is succesfull reveals the engineer the building belonged to and will be visible thro walls and other objects for 4 seconds

if the sapper is removed the building will get 20% of the health it has lost back
+20% extra damage taken by melee weapons


i think this would be nice and might spice it up a bit
FieryPenguin 6 May, 2016 @ 12:52am 
Originally posted by Hawaii rhyme's with Kawaii:
+20% Sapping Damage

+20% Resistence to fire

+15 More taken damage to Bullets and explosive's

-20% Moving speed while it saps

Is this too op or to weak?:steambored:
how random can you get?
DeltaUnknown 6 May, 2016 @ 12:53am 
Originally posted by Fiery Penguin:
Originally posted by Hawaii rhyme's with Kawaii:
+20% Sapping Damage

+20% Resistence to fire

+15 More taken damage to Bullets and explosive's

-20% Moving speed while it saps

Is this too op or to weak?:steambored:
how random can you get?


Originally posted by Delta Unknown🐺:
+50% faster sapping
if sapping is succesfull reveals the engineer the building belonged to and will be visible thro walls and other objects for 4 seconds

if the sapper is removed the building will get 20% of the health it has lost back
+20% extra damage taken by melee weapons


i think this would be nice and might spice it up a bit
as random as me is the right answer
kriss 6 May, 2016 @ 1:01am 
Originally posted by Hawaii rhyme's with Kawaii:
Originally posted by BenWR | The Ender:
Interesting stats that sound decently balanced, but I would rather them be focused on the sapping. How about this: Deals X% less DPS to buildings, but keeps them disabled after a sapper is removed for +X seconds.



How does this soud?

Deals -25% Damage to buildings

Keeps building disabled for 4 seconds after removed
I think this ones is really good idea. Meaby not the exact stats, but the idea is good.
DeltaUnknown 6 May, 2016 @ 1:03am 
Originally posted by Flawnex 🐾:
Originally posted by Hawaii rhyme's with Kawaii:



How does this soud?

Deals -25% Damage to buildings

Keeps building disabled for 4 seconds after removed
I think this ones is really good idea. Meaby not the exact stats, but the idea is good.
maybe also have it that you cant use the sapper one the building when its disabled for those 4 secconds
Umm.. guys meybe this

+50 or 75% Faster Sapping
Need 1 hit to destroy the sapper
Jag - 2 hits
Pyros can't destroy the sap
Last edited by Orange low gravity sniper main; 6 May, 2016 @ 1:20am
American Boot 6 May, 2016 @ 1:46am 
-50% Damage to Buildings
10 Second Cooldown
Buildings will remain disabled for 5 seconds upon sapper removal.
Jim's Mowing 6 May, 2016 @ 1:48am 
sentry is disabled for 3 seconds longer
50% slower deploy time
0.5 second wait before placeing another

special effects: when building is being sapped 1s and 0s flow over the building
Last edited by Jim's Mowing; 6 May, 2016 @ 1:50am
It'sAllGoodMan 6 May, 2016 @ 1:56am 
Originally posted by Hawaii rhyme's with Kawaii:
+20% Sapping Damage

+20% Resistence to fire

+15 More taken damage to Bullets and explosive's

-20% Moving speed while it saps

Is this too op or to weak?:steambored:

Only the movement speed is op
DeltaUnknown 6 May, 2016 @ 2:05am 
Originally posted by Scotty Tweedie:
sentry is disabled for 3 seconds longer
50% slower deploy time
0.5 second wait before placeing another

special effects: when building is being sapped 1s and 0s flow over the building
i like the special effect idea, except i think the 1's and 0's should be falling down
It'sAllGoodMan 6 May, 2016 @ 2:10am 
My suggestion:

upsides:

+cloak time on player

downsides:

+bullet damage taken.

slower sapping time.

Okay so the idea here is for it to replace the l'etranger, with it giving extra cloak time, however since morst players will run the ambassador, dimondback or revolver with this sapper, the extra bullet damage should put you at a disadvantge in shotgun fights and you will have to think more about dodging and juking.

TL-DR: More bullet damage puts you at a disadvatange against any bullet weapon just like the l'etranger puts you at a disadvantage in any fight where you cant use your knife.

Pls respond with what you think about this!
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