Difference between revisions of "Sapper"
Graven Image (talk | contribs) m (→Trivia) |
m |
||
Line 85: | Line 85: | ||
*In the TF2 "Sentry Operation Manual" the Sapper is named as the "FM/AM Ultra-Sapper". | *In the TF2 "Sentry Operation Manual" the Sapper is named as the "FM/AM Ultra-Sapper". | ||
*Although it was sped up severely, the Spy would slowly flick a switch on the 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 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 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 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]] (both involving the Spy). |
==Gallery== | ==Gallery== |
Revision as of 21:21, 19 July 2010
“ | Spy's sappin' mah sentry!
Click to listen
— The Engineer
|
” |
The Electro Sapper, or simply Sapper (Mentioned by the Sentry Operational Guide as FM/AM Ultra-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 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 spin). When a Sapper is attached to one end of a Teleporter, another Sapper is automatically placed on the other end of the Teleporter, if it exists.
An Engineer can remove a Sapper with two hits from his Wrench, Gunslinger, or Southern Hospitality. If an Engineer removes a Sapper from a Teleporter, the Sapper at the other end is also removed. If another Engineer strikes the Sapper first, he can get an assist for the 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 (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 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 Sapper onto enemy equipment, this sound is not heard by other players. They do, however, see the 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 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 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 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 Sapper on a friendly building. |
Demoman
Spynal Tap
Kill 20 Spies within 5 seconds of them sapping a friendly building. |
Engineer
Spy
Trivia
- When the Sapper is held with a left-handed view model, the text on the front of the Sapper will be displayed backwards.
- The view model for the 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 Operation Manual" the Sapper is named as the "FM/AM Ultra-Sapper".
- Although it was sped up severely, the Spy would slowly flick a switch on the 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 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 (both involving the Spy).
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
Languages: | English · العربية · čeština · dansk · Deutsch · español · suomi · français · italiano · 日本語 · 한국어 · Nederlands · polski · português do Brasil · română · русский · svenska · 中文(简体) · 中文(繁體) |