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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Wyświetlanie 1-15 z 643 komentarzy
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.
Początkowo opublikowane przez 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
Ostatnio edytowany przez: kakka carrot cake; 5 maja 2016 o 20:23
Borealis 5 maja 2016 o 23:43 
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
Ostatnio edytowany przez: Borealis; 5 maja 2016 o 23:44
Początkowo opublikowane przez Hawaii rhyme's with Kawaii:
Początkowo opublikowane przez 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
+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
Początkowo opublikowane przez 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?
Początkowo opublikowane przez Fiery Penguin:
Początkowo opublikowane przez 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?


Początkowo opublikowane przez 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 maja 2016 o 1:01 
Początkowo opublikowane przez Hawaii rhyme's with Kawaii:
Początkowo opublikowane przez 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.
Początkowo opublikowane przez Flawnex 🐾:
Początkowo opublikowane przez 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
Ostatnio edytowany przez: Orange low gravity sniper main; 6 maja 2016 o 1:20
-50% Damage to Buildings
10 Second Cooldown
Buildings will remain disabled for 5 seconds upon sapper removal.
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
Ostatnio edytowany przez: Jim's Mowing; 6 maja 2016 o 1:50
Początkowo opublikowane przez 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
Początkowo opublikowane przez 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
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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