Talk:Sapper
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Bug: Indestructible sapper
I'm not totally sure if this is why it happens, but I believe that if you build a tele at the exact moment the other end is being sapped, a sapper appears on the engie's end that may be removed but is instantly and magically replaced, even though the other end is gone. I believe this may happen with other buildings.{{SUBST:User:Cranberry Jerk/Sig}} 16:14, 23 June 2011 (PDT)
- Have you considered the possibility that there's a Spy at the other end sapping it continually? --Cooper Kid (Blether · Contreebs) 18:02, 23 June 2011 (PDT)
- As I mentioned, it still happens even though the other end is already gone from the sapping. He cannot sap a lone tele from across the map. Something like that happened to a sentry of mine, even though the spy was dead (really). A sapper kept reappearing and I could do nothing.I'm not exactly sure what the conditions are, but this can happen. {{SUBST:User:Cranberry Jerk/Sig}} 18:42, 23 June 2011 (PDT)
Can Engineers get sapper kill assists from Pyros?
I don't think so, since it only takes one hit to destroy a sapper. Delicious cake 21:34, 1 July 2010 (UTC)
- What about in the instance where the Engineer hits the sapper once, damaging it but not destroying it, and then a Pyro destroys it? That would be a kill assist for the Engineer.--Focusknock s 20:13, 9 November 2010 (UTC)
Sapper skin
That skin is awesome. If I had an iphone/ipod touch, I would totally get that. --Firestorm 16:57, 12 August 2010 (UTC)
- Me too. All the new merchandise is cool. -- Nineaxis
17:00, 12 August 2010 (UTC)
- It's too bad that international shipping is twenty freakin' dollars --Firestorm 17:01, 12 August 2010 (UTC)
"Destroy 3 0" exploit
I would argue the "Destroy 3 0" trick belongs in Bugs, since it's prone to abuse - I managed to milk a single unattended Level 1 Sentry for over 20 points before it got destroyed by the Sapper damage. And that was with a simple bind; with scripting the situation is likely a lot worse. NVis 22:14, 14 November 2010 (UTC)
- It likely won't get fixed until it gets more exposure. MK 08:42, 17 November 2010 (UTC)
Trivia
"Although it was sped up severely, the Spy would slowly flick a switch on the Electro Sapper's interface." Is the term 'severely' used properly here? The definition of the word is "difficult to endure" or "grave". I don't think that that word would be properly used in this setting. How about "Although greatly sped up,..." or something similar? Funkadacious 22:51, 15 November 2010 (UTC)
- "Severely" isn't completely out of context, but something like "significantly" would probably be a better word. Toomai Glittershine 23:10, 15 November 2010 (UTC)
- I agree. "severly" just sounded a bit out of place to me. Funkadacious 23:37, 15 November 2010 (UTC)
"In an earlier version, the Spy would slowly flick a switch on the Electro Sapper's interface." Doesn't he still flick the switch when he first grabs the Sapper after he spawns or changes class?Ziom236 21:57, 2 December 2010 (UTC)
Infobox Fix?
I had a discussion about this with someone else, but does anyone know why the infobox has lines for "Tradeable" and "Giftable," even though other pages with almost identical infobox data don't suffer from this? Just curious, as I sifted through the page for almost an hour the other day and couldn't think of a way to remove the lines (rather than just putting in "no" variables for Tradeable and Giftable as they are now). Anyone know of a fix? StarYoshi 00:06, 29 November 2010 (UTC)
- Maybe it is something specific to Item Infoboxes, but altogether im not sure Scatman John
(Talk | Contrib) 00:06, 29 November 2010 (UTC)
Damage reduction
I noticed in update history section, at the "December 20, 2007 Patch", that this was changed: "Sapped buildings now take slightly less damage from the Spy who sapped them.". However, this is not mentioned anywhere else, and it definitely qualifies as being relevant, regardless of the size of this damage reduction. Shouldn't it be added to the page (Damage and function times) given someone knows specifically how much damage is reduced? Mikau 01:25, 14 June 2011 (UTC)
- That update is so old, I'd be surprised if it still applied. Someone should test. Balladofwindfishes 01:27, 14 June 2011 (UTC)
That gauge on the sapper's front
I'm pretty sure that previously the arrow on that gauge has risen when you were in sapping range of the building, when the white sapper outline appears. When was that removed and why? — Zhnigo 00:40, 16 July 2011 (PDT)
Sapper health
Do we know how much health Sappers have? It's definitely somewhere between 65 and 130, but can we find out for sure? Toomai Glittershine 20:08, 13 December 2011 (PST)
- They don't really have "health" as such, or they would be affected by crits (even with 130 health one crit from a Wrench would destroy it). The rules are simply "2 hits from a wrench or 1 from the Homewrecker and it's destroyed". » Cooper Kid (blether) • (contreebs) 06:36, 14 December 2011 (PST)
- Um, it's a building, so it wouldn't be affected by crits. Toomai Glittershine 03:46, 16 December 2011 (PST)
- So sappers are buildings now? » Cooper Kid (blether) • (contreebs) 03:53, 16 December 2011 (PST)
- They've always been buildings in the technical sense - they respond to "build" and "destroy" commands, their placement is confirmed by a white outline, they produce metal gibs when destroyed, and so on. Toomai Glittershine 04:00, 16 December 2011 (PST)
- So sappers are buildings now? » Cooper Kid (blether) • (contreebs) 03:53, 16 December 2011 (PST)
- Um, it's a building, so it wouldn't be affected by crits. Toomai Glittershine 03:46, 16 December 2011 (PST)