Difference between revisions of "Sapper"
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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''' (mentioned by the Sentry Gun Operational Guide as '''FM/AM Ultra-Electro Sapper'''), is | + | The '''Electro Sapper''' (mentioned by the Sentry Gun Operational Guide as '''FM/AM Ultra-Electro Sapper'''), is the [[secondary]] weapon of the [[Spy]]. It is a small box inscribed '{{botignore|Electro-Sapper}}' and sports a dial and switches. It also features two clamps that are deployed when used. |
The function of the Electro Sapper is to destroy an [[Engineer]]'s [[building]]s. Should the player select the weapon and stand near an enemy structure, they will be able to see a white Electro Sapper outline on the building, indicating that it is in range and can be sapped. Pressing the bound key (default left-click) will attach the weapon, and the building will slowly be damaged until it is destroyed. For each building the Spy player places an Electro Sapper upon, a small window in their [[HUD]] will appear showing the remaining health of the building sapped, and the health of the Electro Sapper on that building. A sapped building will cease to function; ([[Sentry Gun]]s will not fire, [[Dispenser]]s will not heal or dispense ammo and [[Teleporter]]s will not teleport). When applied to buildings, the Electro Sapper will produce electrical sparks and a loud hissing noise. When an 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. If the Spy is disguised, the disguise class will play a distinct, unique animation of placing the device on the building. | The function of the Electro Sapper is to destroy an [[Engineer]]'s [[building]]s. Should the player select the weapon and stand near an enemy structure, they will be able to see a white Electro Sapper outline on the building, indicating that it is in range and can be sapped. Pressing the bound key (default left-click) will attach the weapon, and the building will slowly be damaged until it is destroyed. For each building the Spy player places an Electro Sapper upon, a small window in their [[HUD]] will appear showing the remaining health of the building sapped, and the health of the Electro Sapper on that building. A sapped building will cease to function; ([[Sentry Gun]]s will not fire, [[Dispenser]]s will not heal or dispense ammo and [[Teleporter]]s will not teleport). When applied to buildings, the Electro Sapper will produce electrical sparks and a loud hissing noise. When an 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. If the Spy is disguised, the disguise class will play a distinct, unique animation of placing the device on the building. |
Revision as of 00:48, 17 December 2010
“ | Spy's sappin' mah sentry!
Click to listen
— The Engineer
|
” |
The Electro Sapper (mentioned by the Sentry Gun Operational Guide as FM/AM Ultra-Electro Sapper), is the secondary weapon of the Spy. It is a small box inscribed 'Electro-Sapper' and sports a dial and switches. It also features two clamps that are deployed when used.
The function of the Electro Sapper is to destroy an Engineer's buildings. Should the player select the weapon and stand near an enemy structure, they will be able to see a white Electro Sapper outline on the building, indicating that it is in range and can be sapped. Pressing the bound key (default left-click) will attach the weapon, and the building will slowly be damaged until it is destroyed. For each building the Spy player places an Electro Sapper upon, a small window in their HUD will appear showing the remaining health of the building sapped, and the health of the Electro Sapper on that building. A sapped building will cease to function; (Sentry Guns will not fire, Dispensers will not heal or dispense ammo and Teleporters will not teleport). When applied to buildings, the Electro Sapper will produce electrical sparks and a loud hissing noise. When an 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. If the Spy is disguised, the disguise class will play a distinct, unique animation of placing the device on the building.
Once the building is being sapped, the Engineer owner will be alerted to it in his HUD, and will automatically play a voice clip alerting nearby players of the building's predicament. Engineers can remove an Electro Sapper with two hits from their Wrench, Gunslinger, or Southern Hospitality. When an Electro Sapper is attacked, the Spy player will be notified by a similar alert in their HUD. If an Engineer removes an 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. This will provide the Spy with an opportunity to dispose of enemies, often with a backstab, that come to remove the Electro Sapper.
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.
Contents
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
- Combat Mini-Sentry Gun (100 health) in 4.00 seconds
Note:Dealing damage to a sapped building will decrease the amount of time needed to destroy a building by reducing its health. This applies even to classes that aren't normally focused on destroying buildings.
Demonstration
Related Achievements
Pyro
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Demoman
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Engineer
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Spy
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Related merchandise
Previous Changes
- Previously, it was possible to inflate your score by using the "destroy 3 0" command to repeatedly place and destroy electro-Sappers, as each new Electro Sapper would give you a point. This has since been fixed as of the December 2, 2010 Patch.
Bugs
- 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.
- The view model for the Electro Sapper appears to only have one connector cable attached to it, yet when it is placed on a building, two appear to be attached.
Trivia
- In an earlier version, 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 in a later patch is unknown. The animation has remained this way for several patches.
Gallery
- Electro Sapper 1st person red cropped.png
RED 1st person view.
- Electro Sapper 1st person blu cropped.png
BLU 1st person view.
Broken Electro Sapper (Gib)
The HUD image displayed when using the Electro Sapper on a building. Displays Sapper health and building health.
See also