Difference between revisions of "Sapper"

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(Oh, and the Skullcutter, so this isn't very unique)
m (Two things: [The '''Electro Sapper''', or simply '''Electro Sapper''] changed to just [The '''Electro Sapper''']; and quote fixed.)
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{{Quotation|'''The Engineer'''|Spy's sappin' mah sentry!|sound=Engineer_autoattackedbyspy03.wav}}
 
{{Quotation|'''The Engineer'''|Spy's sappin' mah sentry!|sound=Engineer_autoattackedbyspy03.wav}}
  
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 [[building]]s. 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 Gun]]s will not fire, [[Dispenser]]s will not heal or dispense ammo, [[Teleporter]]s 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.  
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The '''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 [[building]]s. 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 Gun]]s will not fire, [[Dispenser]]s will not heal or dispense ammo, [[Teleporter]]s 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 [[Kill assist|assist]] for the Electro Sapper kill, and a Medic healing an Engineer can also score an assist in this way. [[Pyro]]s 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).
 
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 [[Kill assist|assist]] for the Electro Sapper kill, and a Medic healing an Engineer can also score an assist in this way. [[Pyro]]s 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).
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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.
 
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.
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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!" 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.
 
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.

Revision as of 07:56, 21 August 2010

Template:Weapon infobox

Spy's sappin' mah sentry!
The Engineer

The 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!" 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.png Firewall

Ignite 5 Spies who have placed a Electro Sapper on a friendly building.

Demoman

Tf demoman killxsappingspies.png Spynal Tap

Kill 20 Spies within 5 seconds of them sapping a friendly building.

Engineer

Get along.jpg Get Along!

Manage to get to, and then remove, a Electro Sapper placed on your building while you were several meters away.

Quick draw.jpg Quick Draw

Kill a Spy and two Sappers within 10 seconds.

Fistful of sappers.jpg Fistful of Sappers

Destroy 25 Sappers on buildings built by other team members.

Spy

Tf spy joint operation.png Joint Operation

Sap an enemy Sentry Gun within 3 seconds of a teammate sapping another.

Tf spy sap auteur.png Sap Auteur

Destroy 1000 Engineer buildings with Sappers.

Tf spy sapsucker.png Sapsucker

Sap an enemy building, then backstab the Engineer who built it within 5 seconds.

Tf spy the man with the broken guns.png The Man with the Broken Guns

Backstab an Engineer, then sap 3 of his buildings within 10 seconds.

Related merchandise

Merch Sapper IP.png 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.

Gallery

See also