Difference between revisions of "Sapper"
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*Although it was sped up severely, the Spy would slowly flick a switch on the Electro Sapper's interface. This did not affect gameplay, however, and did not add onto the duration of the weapon switching animation, so the reason for its speeding up is unknown. | *Although it was sped up severely, the Spy would slowly flick a switch on the Electro Sapper's interface. This did not affect gameplay, however, and did not add onto the duration of the weapon switching animation, so the reason for its speeding up is unknown. | ||
*The Electro Sapper is one of only two items in Team Fortress 2 that only has an effect on one class (the [[Engineer]]), the other item being the [[Razorback]]. | *The Electro Sapper is one of only two items in Team Fortress 2 that only has an effect on one class (the [[Engineer]]), the other item being the [[Razorback]]. | ||
− | *The Electro Sapper is one of the only | + | *The Electro Sapper is one of the only three (usable) weapons to have no taunt, the others being [[Jarate]] and the [[Wrangler]]. |
==Gallery== | ==Gallery== |
Revision as of 21:13, 16 August 2010
“ | Spy's sappin' mah sentry!
Click to listen
— The Engineer
|
” |
The Electro Sapper, or simply Electro Sapper (mentioned by the Sentry Gun Operational Guide as FM/AM Ultra-Electro Sapper), is used by the Spy to destroy an Engineer's buildings. The Spy selects the weapon, stands near an enemy structure, and uses the primary fire button to place a charge. Prior to placement, a white Electro Sapper outline appears on the structure, indicating that the building is in range to be sapped. Once the charge is placed, the building will slowly be damaged until it is destroyed. A sapped building will cease to function (Sentry Guns will not fire, Dispensers will not heal or dispense ammo, Teleporters will not teleport). When a Electro Sapper is attached to one end of a Teleporter, another Electro Sapper is automatically placed on the other end of the Teleporter, if it exists.
An Engineer can remove a Electro Sapper with two hits from his Wrench, Gunslinger, or Southern Hospitality. If an Engineer removes a Electro Sapper from a Teleporter, the Electro Sapper at the other end is also removed. If another Engineer strikes the Electro Sapper first, he can get an assist for the Electro Sapper kill, and a Medic healing an Engineer can also score an assist in this way. Pyros equipped with the Homewrecker can also destroy Sappers in one hit if they happen upon them, but this happens less frequently, as Pyros receive no alerts regarding friendly buildings unless the Pyro hears the Engineer shouting that a building of his is being sapped (Engineers can also get assists from Pyros in the same way they can from other Engineers).
A small gauge is visible on the Electro Sapper when it is being carried. It serves no purpose other than aesthetics, although the "meter" will rise if a Spy highlights a building to be sapped. The Electro Sapper has infinite ammunition and no discernible "cooldown" time. It is possible to repeatedly place Sappers on a building faster than an Engineer can remove them, but this tactic seldom works if there are other enemies around.
Note that while you may hear a "clamp" sound when you deploy a Electro Sapper onto enemy equipment, this sound is not heard by other players. They do, however, see the Electro Sapper device, the sparks, and hear a hissing noise. The Engineer who owns the structures will receive a warning in his HUD and will be aware that a Spy is near his equipment. The Engineer also says a line of dialog that can be heard by himself and players near him: "Spy's sappin' mah Sentry Gun!" for a Sentry Gun, as an example. Also, when disguised, if you attach a Electro Sapper, your disguise slaps down his right hand in front of him (an animation unique to disguised Spies), which is visible to enemy players.
A destroyed Electro Sapper, by the "Destroy 3 0" command, only drops metal if it was attached to a Dispenser, otherwise no metal is dropped. The metal debris provides 9 metal, 3 for each piece.
Damage
The Electro Sapper deals 25 damage to buildings per second.
Destroys:
- Level 1 Building (150 health) in 6.00 seconds
- Level 2 Building (180 health) in 7.20 seconds
- Level 3 Building (216 health) in 8.64 seconds
Note: Any weapon except a friendly Wrench or Homewrecker will decrease the amount of time needed to sap a building by reducing its health. This applies even to classes that aren't normally focused on destroying buildings.
Related Achievements
Pyro
Firewall
Ignite 5 Spies who have placed a Electro Sapper on a friendly building. |
Demoman
Spynal Tap
Kill 20 Spies within 5 seconds of them sapping a friendly building. |
Engineer
Spy
Related merchandise
Sapper iPhone Gelaskin Cover |
Trivia
- When the Electro Sapper is held with a left-handed view model, the text on the front of the Electro Sapper will be displayed backwards.
- The view model for the Electro Sapper depicts the Spy holding it with his right hand, yet the world model has him holding it with both hands.
- In the TF2 "Sentry Gun Operation Manual" the Electro Sapper is named as the "FM/AM Ultra-Electro Sapper".
- Although it was sped up severely, the Spy would slowly flick a switch on the Electro Sapper's interface. This did not affect gameplay, however, and did not add onto the duration of the weapon switching animation, so the reason for its speeding up is unknown.
- The Electro Sapper is one of only two items in Team Fortress 2 that only has an effect on one class (the Engineer), the other item being the Razorback.
- The Electro Sapper is one of the only three (usable) weapons to have no taunt, the others being Jarate and the Wrangler.
Gallery
- Electro Sapper 1st person red cropped.png
RED 1st person view.
- Electro Sapper 1st person blu cropped.png
BLU 1st person view.
See also
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