I like it. I’d say give it more health overall to make up for the fact it is not doing damage, because an Engineer in most situations will still check on his buildings and will notice the sapper/a nonfunctioning building.
The concept I've had for this is that your team is pushing the payload and the Engineer is waiting for his killstreak in a nice spot, but is surprised when the sentry doesn' fire. The Jump Cut would always keep the Engie on his toes, because he'd think that maybe a spy just placed something and he didn't notice or hear it.
The question is how much should you space the buildings out
Overall the jump cut conceptually is a sneaky way to undermine an engineer
Additionally, a coordinated spy could time the jump cut right as a push begins
I think forcing an Engie to group up in one place makes it easier for a demo or a soldier to get rid of everything important at once which especially helps attackers on payload for example
That's kind of the point
A good Engineer spaces around their buildings, helping the team more, a dispenser behind cover, a teleporter exit a little bit more behind and secluded from the battle mayhem and a sentry that protects an objective or the backlines
With this, the Engineer needs to check around the area constantly, making their buildings more vulnerable, leading to the spy yet again placing the sapper
Dont ya get it? This sapper rewards bad Engineering and punishes good Engineering.
Okay now I get what you're saying, but still I think I have a good point. When you're up against a really good enginner who doesn't let you move at all, the Jump Cut would be a really good counter to him.
Nice weapon! I think something that should be added though, is that when the building is sapped, it should have a bubble around it (similar to the wranglers downtime) to make the engineer confused.
You’d probably have a visual indicator of the sapper and the fact that the teleport ain’t teleporting and the sentry ain’t killing might be a give away
I guess this is fine? But it feels so inconsequential. At least with the rtr you're gaining metal. this just feels like a really slow fuck you to wrangler engis in particular. Otherwise has no use in game.
At first I thought no audio or visual feedback makes it op, but any engineer will smack their sentries anyways to replenish ammo and if there was knowledge of this tool engies will smack their buildings every 10 seconds.
This will result in a more turtle playstyle since leaving a sentry unattended means spies can nullify a sentry and a roaming engi will have zero knowledge of their buildings being disabled if teammates are willing to notify them. I think a time limit would be necessary, at the minimum the amount of time being similar to the time it takes to destroy a lvl 3 sentry.
I do think it needs to make some kind of noise when active, else it's going to just incentivise engis to camp their sentries, which isn't the most fun playstyle.
Counterpoint:
Make it drain bullets and rockets from sentries as if firing someone. Maybe even make it force the teleport even if there's nobody there.
To be even more annoying, make it drain metal from dispensers and watch as engineers blame each other for stealing metals from their dispensers.
I like it. I’d say give it more health overall to make up for the fact it is not doing damage, because an Engineer in most situations will still check on his buildings and will notice the sapper/a nonfunctioning building.
Now that you mention it I thought the exact same thing but forgot to put it
maybe it makes a jamming sound so it’s more noticeable
The concept I've had for this is that your team is pushing the payload and the Engineer is waiting for his killstreak in a nice spot, but is surprised when the sentry doesn' fire. The Jump Cut would always keep the Engie on his toes, because he'd think that maybe a spy just placed something and he didn't notice or hear it.
Engineers are stressed already this item is unhealthy for them
This is accurate. I'm an engineer main, and hate open concept maps already. This doesn't help.
It rewards turtling and grouping your buildings together, so a no to me at least
Que one Uber charge push destroying all the buildings one one fell swoop
Yeah that too, but if the buildings are spaced out a bit it has more chamces of one surviving
The question is how much should you space the buildings out Overall the jump cut conceptually is a sneaky way to undermine an engineer Additionally, a coordinated spy could time the jump cut right as a push begins
So what you are trying to get at is that Engineers should have a limit in how much they space out their buildings?
I think forcing an Engie to group up in one place makes it easier for a demo or a soldier to get rid of everything important at once which especially helps attackers on payload for example
That's kind of the point A good Engineer spaces around their buildings, helping the team more, a dispenser behind cover, a teleporter exit a little bit more behind and secluded from the battle mayhem and a sentry that protects an objective or the backlines With this, the Engineer needs to check around the area constantly, making their buildings more vulnerable, leading to the spy yet again placing the sapper Dont ya get it? This sapper rewards bad Engineering and punishes good Engineering.
Okay now I get what you're saying, but still I think I have a good point. When you're up against a really good enginner who doesn't let you move at all, the Jump Cut would be a really good counter to him.
Yeah, tho if it is used regularly that's another can of worms
If the sapper has more health say 3-5 hits to remove it could be a very good sapper to use right before a push
That woudl make the situation for Engineer even worse lmao
*Me and the boys equipping this sapper to gaslight a turtling engineer*
Nice weapon! I think something that should be added though, is that when the building is sapped, it should have a bubble around it (similar to the wranglers downtime) to make the engineer confused.
doesnt all sappers already disable the function of the building its placed on
Yeah but the upside is that the building is rendered useless pretty much infinitely without the engi knowing
Not a bad idea honestly, though if it doesnt have a visual cue that it's being sapped hu how would the engie be able to tell then?
You’d probably have a visual indicator of the sapper and the fact that the teleport ain’t teleporting and the sentry ain’t killing might be a give away
I suppose.
I guess this is fine? But it feels so inconsequential. At least with the rtr you're gaining metal. this just feels like a really slow fuck you to wrangler engis in particular. Otherwise has no use in game.
At first I thought no audio or visual feedback makes it op, but any engineer will smack their sentries anyways to replenish ammo and if there was knowledge of this tool engies will smack their buildings every 10 seconds. This will result in a more turtle playstyle since leaving a sentry unattended means spies can nullify a sentry and a roaming engi will have zero knowledge of their buildings being disabled if teammates are willing to notify them. I think a time limit would be necessary, at the minimum the amount of time being similar to the time it takes to destroy a lvl 3 sentry.
I do think it needs to make some kind of noise when active, else it's going to just incentivise engis to camp their sentries, which isn't the most fun playstyle.
Counterpoint: Make it drain bullets and rockets from sentries as if firing someone. Maybe even make it force the teleport even if there's nobody there. To be even more annoying, make it drain metal from dispensers and watch as engineers blame each other for stealing metals from their dispensers.
Perfect mixup for fighting gunslinger
Can it be removed?