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[TF2] During Truce, make Engineer buildings immune to Sappers from enemy Spies
During Truce in Halloween maps, Spies can still sap enemy Engineer buildings. Is there a simple way to fix this?
The thing is that usually Engineers move their sentries to the enemy team's spawn and spawn camp them when the truce ends. This has to be addressed too.
During Truce in Halloween maps, Spies can still sap enemy Engineer buildings. Is there a simple way to fix this?
The underlying issue here is how the game restricts you from using your sapper during a truce. Usually, it prevents you from having your sapper out at all during the truce. However, emptying your revolver's ammo will always make you switch to the last weapon used. If that weapon is your sapper, it will still switch to the sapper anyway during the truce, allowing you to sap buildings. A fix for this would most likely be a better choice.
The thing is that usually Engineers move their sentries to the enemy team's spawn and spawn camp them when the truce ends. This has to be addressed too.
This also needs to be addressed. I'm not exactly sure what could be done for this aside from making sentries do no damage for a certain amount of time after the truce ends (perhaps 5 - 10 seconds), but that wouldn't really affect much if the sentry isn't immediately destroyed within that time.
just make it so spies can sap buildings and engies/pyros with homewrecker can damage sappers, there's no real need for an overly complex solution when there's just a simple answer right in front of you. there was no reason for truce to stop spy from switching to their sapper, and the only thing it accomplishes is letting engies go unpunished for setting up 4 sentries in front of the enemy team's spawn.
This also needs to be addressed. I'm not exactly sure what could be done for this aside from making sentries do no damage for a certain amount of time after the truce ends (perhaps 5 - 10 seconds), but that wouldn't really affect much if the sentry isn't immediately destroyed within that time.
I think what could work is if when Merasmus is killed, all Sentries are destroyed regardless of their location. I know it may sound like a big L for Engineer mains but if it prevents Sentry camping near the enemy's spawn, so be it.
Spawn room turrets, like in tf2'd beta. Gotta fight fire with fire ya know;) Jk
This also needs to be addressed. I'm not exactly sure what could be done for this aside from making sentries do no damage for a certain amount of time after the truce ends (perhaps 5 - 10 seconds), but that wouldn't really affect much if the sentry isn't immediately destroyed within that time.
I think what could work is if when Merasmus is killed, all Sentries are destroyed regardless of their location. I know it may sound like a big L for Engineer mains but if it prevents Sentry camping near the enemy's spawn, so be it.
A better solution would be to empty the ammo reserves of sentries once truce ends.
Stickybombs may also need a rework during truce, as well.
Replying to https://github.com/ValveSoftware/Source-1-Games/issues/4351#issuecomment-1279668593
Sorry if this is necroing, but some possible solutions would be either not allowing Engineers to build during the truce at all (such as disabling PDA access, however some people have build binds so that may not be viable), not allowing the Engineer to pick up buildings during truces. Simply removing all ammo reserves would mean that the Engi just needs to be near the Sentry and hit it a few times after the truce ends.