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Revision as of 21:37, 25 March 2012
“ | Spy's sappin' mah sentry!
Click to listen
— The Engineer
|
” |
The Sapper, mentioned in the Sentry Gun Operational Guide as the FM/AM Ultra-Electro Sapper, is the default 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 sole function of the 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 outline of the Sapper on the building, indicating that it is in range and can be sapped. Pressing the primary fire key, default left-click, will attach the weapon, and 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 and Teleporters will not teleport. When applied to buildings, the Sapper will produce electrical sparks and a loud hissing noise. 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. If the Spy is disguised, the disguise class will play a distinct, unique animation of placing the device on the building.
For each building the Spy player places a Sapper upon, a small window in their HUD will appear showing both the remaining health of the building sapped and the health of the Sapper on that 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 a Sapper with two hits from their melee weapon. When a Sapper is attacked, the Spy player will be notified by a similar alert in their HUD. 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. Enemies focused on removing Sappers may leave themselves open to a backstab or headshot, allowing the Spy or a teammate to distract and dispose of enemies in addition to the building in question.
A small gauge is visible on the Sapper when it is being carried; it serves no purpose other than aesthetics. The Sapper has infinite ammunition and no discernible "cooldown" time; Sappers can be placed on a building faster than an Engineer can repair the damage each one causes, which guarantees the building will be destroyed if the Spy is not dealt with. This tactic seldom works if there are multiple players around.
The Sapper breaks into metal fragments upon removal. The fragments can only be picked up for metal after being destroyed on a Dispenser, each gib giving 3 metal.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Damage | ||
Base damage | 100% | 25 / s |
Function times | ||
Building destroy time | Level 1: 6.00 sLevel 2: 7.20 sLevel 3: 8.64 sMini-Sentry: 4.00 s
| |
Values are approximate and determined by community testing. |
Demonstration
Related achievements
Pyro
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Demoman
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Engineer
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Spy
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Update history
- Fixed server crash related to Spy Sappers.
- Fixed Spies being able to attach Sappers through thin walls.
- Sapped buildings now take slightly less damage from the Spy who sapped them.
- Fixed Spy backstab exploit.
- Fixed Spies not being able to sap a building if an enemy player was colliding with the building.
- Fixed Sapper viewmodel animation popping.
August 13, 2009 Patch (Classless Update)
- Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
- Fixed Spies being able to destroy Sappers by using the "destroy 3 0" command.
Bugs
- A Spy with multiple Sappers active at once will only see the HUD display of the oldest one.
- The Sapper clamps do not attach to the sides of the Sentry Gun.
- An issue can occur when the Sapper is placed on a building that upgrades to the next level at the same time; the Sapper will be unremovable by both Engineers or Pyros equipped with the Homewrecker or Maul. Additionally, the sapped building will function as normal, albeit with draining health.
- The Sapper never enters its
idle
animation, thus the needle never moves. As a result, the needle never moves to the right when near a building, which is the intended behavior. - Occasionally, the Sapper will play an alternate drawn animation in which the Spy flips a switch on the Sapper's interface. The animation is rushed and does not play correctly, however, the sound of the switch being flicked can still be heard.
Unused content
- The game files have referenced a taunt for the Sapper since the game's launch, however, the animation is not present in the Spy's animation set.
Trivia
- Sappers are considered by the game to be buildings. As such, they are immune to critical hits (they are not destroyed in one hit by a single critical Wrench swing) and can be created with the
build
console command.- Based on visual inspection of its health bar when attacked, a Sapper's health is estimated to be somewhere between 90 and 110. As the Jag can destroy one in two swings totaling 97.5 damage, it is likely close to 90 or 95. The exact value does not really matter, as any Wrench can break it in two swings.
- If a Spy's current disguise is wearing the Hotrod, switching to the Sapper will cause the Hotrod to flip over his face, as if the Engineer disguise were holding a toolbox.
- The full name of the Sapper, the "FM/AM Ultra-Electro Sapper," implies that the Sapper may use radio signals to disable the Engineer's electronics.
- The Spy holds the device with two hands in third person, yet with only one hand in first person.
- A Template:W is a combat engineer who typically builds or demolishes structures in warfare.
Gallery
Broken Electro Sapper (Gib)