All these Demo and Soldier threads make me feel...
21 replies, posted
... like I needed to distract them. Distract them from fighting. Srsly, I have enough people fighting and ranting about "DEMO WINSS LOLOL, SOLDIER SUCK BAWSSZ" and "SOLDIER EAT DEMO's CAT"
Although I would like to say that this is a very good competition, and it warms me up to know that Valve is so engaging. But aside from that, its tearing us apart, kills by kills.
So, i would like to present (the idea from Ðev :D), a new (gimmick) Spy unlockable!
[img]http://img130.imageshack.us/img130/253/tf2switcher.png[/img]
Yes, a new Level 22 sapper. What it does? Let me explain:
Are you sick, and tired of Engineer spawn-camping in your own fucking base, hiding like a coward behind that sentry and under that stairs? Kept trying to sap but kept getting fuckin' wrenched? Well, its time to teach them how's it like to get shelled by dual-machine gun and quadruple rockets in your face. Gentlemen, I present to you, the Electro Switcher (accent).
Instead of an ordinary sapper, this Switcher does exactly what it name means. After a few agonising moments, an enemy sentry could soon be your apprentice, back-shooting all those engineers and their teammate.
Of course, it comes with a price my dear Spies. My idiotic henchmen decided to fuck my gadget up, and as a result, the Switched Sentry will self-detonate after 35 seconds, not a very long time, but enough to get them crying back to their mother! Oh, and yes - you could sap dispenser, and let your teammates use, but be warned, if the dispenser explode, shards of needle and metal will be filling your teammates (and enemy spies)! Due to the fact that this Switcher have to do 2 things (Depleting the sentry/dispenser's health and then regaining the health), the speed of sapping has been increased by 15%.
Oh, and if anyone of you tried to sap teleporters, be forewarned that it may explode in your very spot. Right, now.
---Overview---
What it does: Reprograms the contraptions to switch sides for 35 seconds
Good News: Speed of sapping increased by 15%
Bad News: Unability to sap teleporters.
Tactics: Kill all engineers in the area before 'Switching' as the switching takes a long time, even with the buffed speed.
That will be all for today, young Spies, may you grow as cunning as possible, and sap your way to glory!
[sp]Gimmick.[/sp]
[QUOTE=powerchu;18875265][img]http://img130.imageshack.us/img130/253/tf2switcher.png[/img]
[/QUOTE]
I see no disadvantages.
That actually seems like an ok idea.
[QUOTE=Foogooman;18875358]I see no disadvantages.[/QUOTE]
Can't sap teleporters.
But that doesn't matter if the sentry is right next to the exit...
[QUOTE=cs_bunny;18875359]That actually seems like an ok idea.
Can't sap teleporters.
But that doesn't matter if the sentry is right next to the exit...[/QUOTE]
That isn't a legitimate disadvantage. Without a sentry(which was destroyed easily with this sapper replacement) to protect a teleporter, the teleporter can be shot easily. If the tele is far away from a sentry, then it is easy to shoot anyways.
Any ideas on the disadvantages, mates?
Its hard to make things balanced nowadays, take gaming for example.
Make it so the previous team owning the building can SHOOT OFF the sapper (although it would work much slower than a wrench)
Only being able to sap sentries would be better. You can get that sentry down quick, but unless the team can back you up and kill the dispenser, that sentry will be back up in no time. Plus it forces the Spy to only sap one target, making it easier for the engineer to deal with a Spy because he doesn't have to worry about sappers on his dispenser or teleporters too.
[QUOTE=Foogooman;18875441]That isn't a legitimate disadvantage. Without a sentry(which was destroyed easily with this sapper replacement) to protect a teleporter, the teleporter can be shot easily. If the tele is far away from a sentry, then it is easy to shoot anyways.[/QUOTE]
I meant that if the teleporter exit is right next to the sentry, it'll blow anybody apart as soon as they come out of the teleporter. unless the sentry destroys all other buildings once it's sapped
Perhaps a good disadvantage would be to not be able to cloak, only disguise.
Or maybe the rate of fire and ammo is decreased?
How about...
"Make it so the previous team owning the building can SHOOT OFF the sapper (although it would work much slower than a wrench)"
+
Half the health?
[QUOTE=cs_bunny;18875590]I meant that if the teleporter exit is right next to the sentry, it'll blow anybody apart as soon as they come out of the teleporter. unless the sentry destroys all other buildings once it's sapped
Perhaps a good disadvantage would be to not be able to cloak, only disguise.[/QUOTE]
So again, no disadvantage? Just use the dead ringer and get good with it, problem solved.
Srsly, if this goes into TF2, think of the Glorious Spies. Let's take over the world, fellow spies!
Edit: I would like you guys to know that even though it states: 15% faster, it actually takes (overall) a few second longer than an ordinary sapper to Switch. So therefore, if there's a horde of engineer, you're basically fucked.
[QUOTE=powerchu;18875657]How about...
"Make it so the previous team owning the building can SHOOT OFF the sapper (although it would work much slower than a wrench)"
+
Half the health?[/QUOTE]
Too underpowered, it's very rare when there isn't ANYONE near a sentry.
[QUOTE=Foogooman;18875726]Too underpowered, it's very rare when there isn't ANYONE near a sentry.[/QUOTE]
This is actually a defensive type of sapper, contrary to people's thoughts, instead of the ordinary sapper - lets say the engineer builds a base at the BLU sewer in 2forts, we all know that it will be well-fortified, however, if we backstab the engineer then Switch, the demos and sollies (not a pun) will think that its just a sapped building, but before they knew it, they will be dead. :P
So my point is, underpowered or not, it beats being overpowered
How about instead of it shooting enemies friendlies how about it just spazzes and shoots randomly
Hm... A few pointers:
1)Make it shoot engineers around it, first.
2)3 Wrench hits and around 75-120 HP for normal weaponry. A single wrench hit disrupts the sapper for a few moments.
3)One time rechargeable item.
4)Allow it to be activated some time, after its placement. No alert for engineer up until the activation. Alternative mode for the sentry to activate when owner engy is close enough.
5)Perhaps if you are disguised as an engineer, show that you are banging the sentry.
[QUOTE=powerchu;18875764]This is actually a defensive type of sapper, contrary to people's thoughts, instead of the ordinary sapper - lets say the engineer builds a base at the BLU sewer in 2forts, we all know that it will be well-fortified, however, if we backstab the engineer then Switch, the demos and sollies (not a pun) will think that its just a sapped building, but before they knew it, they will be dead. :P
So my point is, underpowered or not, it beats being overpowered[/QUOTE]
Defensive sapper AKA worthless sapper.
So it's useful in one or two situations and impossible to use 95 percent of the time? And even in those rare situations, it only last for 30 seconds?
Being underpowered doesn't beat being overpowered or vice versa. We need alternatives, not something inferior or superior. Just different.
[QUOTE=thefrog;18875796]How about instead of it shooting enemies friendlies how about it just spazzes and shoots randomly[/QUOTE]
Jesus christ no! The spy would be dead by then... oh wait, unless your telling me the Spy have to run off and take cover, this could work, and decrease the self destruct time t-
But wait, no! Friendly kills arent supposed to be in non-FF games.
[QUOTE=gufu;18875812]4)Allow it to be activated some time, after its placement. No alert for engineer up until the activation. [/QUOTE]
This is the only idea I liked, but keep in mind this is counted as an advantage.
[QUOTE=gufu;18875812]Hm... A few pointers:
1)Make it shoot engineers around it, first.
2)3 Wrench hits and around 75-120 HP for normal weaponry. A single wrench hit disrupts the sapper for a few moments.
3)One time rechargeable item.
4)Allow it to be activated some time, after its placement. No alert for engineer up until the activation. Alternative mode for the sentry to activate when owner engy is close enough.
5)Perhaps if you are disguised as an engineer, show that you are banging the sentry.[/QUOTE]
Strike out 1) and 5), and i'm gonna edit the thread, after a few more suggestions that is.
[quote][b]Unability[/b] to sap teleporters.[/quote]
Do you mean Inability?
Im sure he did, he must of missed the I key and pressed the U key
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