Sapper

From Team Fortress Wiki
Revision as of 22:00, 7 April 2017 by Chimeraaaaa (talk | contribs) (Added festive subtext to crate 78)
Jump to: navigation, search
This article is about the stock building item for the Spy. For other sappers, see Sapper (disambiguation).
The silhouette shows that a Sapper can be applied to the building. Note the needle gauge is in the red.
A level 1 Sentry being sapped.
Spy's sappin' mah sentry!
The Engineer

The Sapper, mentioned in the Sentry Operating Manual as the AM/FM Ultra-Sapper, is the default building weapon for the Spy. It is a small electric generator inscribed 'ELECTRO-SAPPER', with a carrying handle, two long yellow wires and a meter. 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. Additionally, the needle on the gauge will move to the right red zone. Pressing the primary fire key (default key: MOUSE1), will attach the weapon, and the building will slowly be damaged until it is destroyed. A sapped building will immediately 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 and is not in building progress. If the Spy is disguised, the disguise class will play a distinct, unique animation of placing the device on the building. Unlike the Spy's other weapons, using a Sapper will not cause him to lose his disguise.

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 (three with the Jag). 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 or the Maul can destroy Sappers in one hit (two with the Neon Annihilator). 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.

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.

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.

Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper, for example when shooting it with a Revolver. Dispensers and Teleporters are unaffected by this.

In Mann vs. Machine mode, Sappers can be attached to robots, stunning them (and, if upgraded, any other robots nearby.) Sappers do not damage robots - they only disable them for a short period of time. Giants, being immune to stun, will only be slowed down. However, unlike regular multiplayer, sapping either a robot or a building requires the Sapper to recharge for 15 seconds before another one can be deployed.

Damage and function times

See also: Damage
Damage and function times
Damage
Base damage 100% 25 / s
Function times
Recharge time
Normal:
N/A
MvM:
15 s
Building destroy time
Level 1:
6.00 s
Level 2:
7.20 s
Level 3:
8.64 s
Mini-Sentry:
4.00 s
Values are approximate and determined by community testing.

Demonstration

Strange variant

Strange ranks

Rank Buildings Sapped Name
0 0 Strange
1 3 Unremarkable
2 9 Scarcely Shocking
3 15 Mildly Magnetizing
4 21 Somewhat Inducting
5 30 Unfortunate
6 42 Notably Deleterious
7 54 Sufficiently Ruinous
8 69 Truly Conducting
9 84 Spectacularly Pseudoful
10 105 Ion-Spattered
11 150 Wickedly Dynamizing
12 225 Positively Plasmatic
13 299 Totally Ordinary
14 300 Circuit-Melting
15 450 Nullity-Inducing
16 750 Server-Clearing
17 1500 Epic
18 2250 Legendary
19 2345 Australian
20 2550 Mann Co. Select

Related achievements

Leaderboard class pyro.png Pyro

Firewall
Firewall
Ignite 5 Spies who have a sapper on a friendly building.

Leaderboard class demoman.png Demoman

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

Leaderboard class engineer.png Engineer

Fistful of Sappers
Fistful of Sappers
Destroy 25 sappers on buildings built by other team members.


Get Along!
Get Along!
Manage to get to, and then remove, a sapper placed on your building while you were several meters away.
Quick Draw
Quick Draw
Kill a Spy and two sappers within 10 seconds.

Leaderboard class spy.png Spy

Joint Operation
Joint Operation
Sap an enemy sentry gun within 3 seconds of a teammate sapping another.


Sap Auteur
Sap Auteur
Destroy 1000 Engineer buildings with sappers.
Sapsucker
Sapsucker
Sap an enemy building, then backstab the Engineer who built it within 5 seconds.


The Man with the Broken Guns
The Man with the Broken Guns
Backstab an Engineer, then sap 3 of his buildings within 10 seconds.

Mvm navicon.png Mann vs. Machievements

Sly Voltage
Sly Voltage
As a Spy, sap 10 robots at once.

Update history

October 2, 2007 Patch
  • Fixed server crash related to Spy Sappers.

November 7, 2007 Patch

  • Fixed Spies being able to attach Sappers through thin walls.

December 20, 2007 Patch

  • Sapped buildings now take slightly less damage from the Spy who sapped them.

March 1, 2008 Patch (Xbox)

  • Fixed exploit attaching Sappers to buildings through walls.

June 23, 2008 Patch

  • Fixed Sapper viewmodel animation popping.

June 8, 2009 Patch

  • Fixed Spies not being able to sap a building if an enemy player was colliding with the building.

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.

December 2, 2010 Patch

  • Fixed Spies being able to destroy Sappers by using the "destroy 3 0" command.

March 22, 2012 Patch

  • [Undocumented] Added Strange quality.
  • [Undocumented] Made the Sapper nameable.
  • [Undocumented] The Sapper now appears in backpack when viewing stock items.
  • [Undocumented] Fixed Sapper needle animation not properly playing.

August 2, 2012 Patch

  • Fixed Sappers attaching incorrectly to Teleporters that are still building.

February 14, 2013 Patch

  • Fixed "Buildings Sapped" strange counter sometimes incrementing when buildings were destroyed without a Sapper attached.

March 12, 2013 Patch

  • [Undocumented] Converted the Sapper and buildings to use c_sapper models.

March 19, 2013 Patch

  • Fixed the Spy not holding Sappers correctly in third person.

December 20, 2013 Patch (Smissmas 2013)

  • [Undocumented] Added Festive variant.

January 9, 2014 Patch

  • Fixed not being able to gift wrap the Festive Sapper.

July 17, 2014 Patch

  • Fixed the Festive Sapper not having a skin for the Blu team.

January 7, 2015 Patch

  • Updated the Vampire powerup to give health for damage done by Sappers.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Decreased the damage penalty on Sentry Guns sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective).

September 24, 2015 Patch

December 17, 2015 Patch (Tough Break Update)

  • After removing a Sapper from a Sentry Gun, there is now a 0.5s delay before the sentry is active again.

December 18, 2015 Patch

  • Fixed a bug where the Sapper preview would disable buildings when removed.

August 29, 2016 Patch

  • Fixed Sappers sometimes only being applied to one Engineer teleporter.

November 2, 2016 Patch

  • Sappers can no longer be used while a truce is active.

December 21, 2016 Patch (Smissmas 2016)

  • Fixed not being able to transfer Strange stats between versions of the Sapper.

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.

Bugs

  • 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, Maul or Neon Annihilator. Additionally, the sapped building will function as normal, albeit with draining health. Hauling the affected building corrects the problem.
  • The idle animation does not play during a replay, causing the needle to remain still.
  • Occasionally, if a Spy saps repeatedly one end of a Teleporter while an Engineer attempts to destroys the Sappers on the other end, the Sapper will be removed from the Engineer's end and not from the Spy's end.
  • The Sappers and Sapper placement outlines on robots currently do not render, though the bomb carrier's objective border still draws around the invisible model.

Trivia

  • Sappers are considered by the game to be buildings with 100 health. 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.
  • The festive variant has a note on the right side in French roughly translating to: Merry Smissmas, my friend!

Gallery

Related merchandise

See also