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Old 09-18-2013, 08:06 AM   #1
ceu160193
 
 
 
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Concept of mini-sapper(need balancing)

This is not weapon, but possible Diamondback effect on accurate hit of building. Unlike regular sappers, mini-sapper takes 1 hit of wrench to destroy, and deals only half of damage regular sapper has.

Mini-stock is simple: 10-12 dmg/sec, instead of 25 dmg/sec regular sapper has. But what about mini-RTR? Only difference will be amount of metal left after downgrade: with regular RTR building has 0 out of 200 metal, while mini-RTR will leave 100 out of 200 metal, allowing to upgrade back faster. May be it needs additional downside? Or mini-RTR should not exist, and Diamondback should apply only stock mini-sappers?

In MvM things are different: accurate shot applies normal sapper, without AoE, which affected by regular sapper upgrades. However, same restriction applied - next sapper can be applied only if previous one destroyed.

Hope someone will make this concept balanced for everyone(for me it's already balanced, because sapping shot does no damage, and pause between range sappings is 1.25s - enough to remove stock sapper with minimal damage, while mini-RTR won't do any).

Last edited by ceu160193: 09-18-2013 at 08:36 AM.
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Old 09-18-2013, 08:10 AM   #2
SPHthe2nd
 
 
 
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With every revolver having 100% accuracy on the first shot, the idea of ranged Sapper application is very questionable, regardless of how weak it may be, since I assume the Mini-Sapper would still shut the building down.

However, if the Diamondback got a full rework so that it shot a single, weak, Sentry-sapping projectile that didn't disable the building being sapped and stopped other sappers from being applied at the same time, then it could be interesting, trading all your Revolver's utility against enemy players for DoT to buildings.

But Valve never re-works weapons to make them interesting, they just ignore them or nerf them into the ground while leaving the most problematic stats on them.
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Old 09-18-2013, 08:26 AM   #3
ceu160193
 
 
 
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Quote:
Originally Posted by SPHthe2nd View Post
With every revolver having 100% accuracy on the first shot, the idea of ranged Sapper application is very questionable, regardless of how weak it may be, since I assume the Mini-Sapper would still shut the building down.

However, if the Diamondback got a full rework so that it shot a single, weak, Sentry-sapping projectile that didn't disable the building being sapped and stopped other sappers from being applied at the same time, then it could be interesting, trading all your Revolver's utility against enemy players for DoT to buildings.

But Valve never re-works weapons to make them interesting, they just ignore them or nerf them into the ground while leaving the most problematic stats on them.
Mini-sapper, like RTR, designed for protected nests, where going with regular stock or RTR is signing your death warrant without much damage dealt. If Spy can't come in sapping range, he still able to fire mini-sapper every 1.25s to disable building and help with destruction. Rewarding teamwork is not bad, especially if it doesn't require sacrificing of life from Spy.

0.8s before sapper gets removed is not big deal. And Spy should drop his cloak, disguise and fire rather loud weapon to sap from range.

Removing damage against players completely is bad idea - even L'etranger with all bonuses it brings deals damage against players. And Valve won't change hitscan weapon to projectile one.

Last edited by ceu160193: 09-18-2013 at 08:28 AM.
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