Sapper: Difference between revisions
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{{Loadout neutral|"Who left that there?"}} | {{Loadout neutral|"Who left that there?"}} | ||
}}The '''Sapper''' is the only sapper for the [[Spy]]. It is a boxy "electro-sapper" device that resembles a radio, with two switches, a dial, and a meter of unknown measurement on the front, with a carrying handle and two thick wires with electrical jacks. The needle on the meter will move to the right when in front of a targetable building. | }}The '''Sapper''' is the stock and only sapper for the [[Spy]]. It is a boxy "electro-sapper" device that resembles a radio, with two switches, a dial, and a meter of unknown measurement on the front, with a carrying handle and two thick wires with electrical jacks. The needle on the meter will move to the right when in front of a targetable building. | ||
The Sapper is a unique weapon that is used to disable and destroy enemy buildings. It has no other purpose, and cannot be used on organic enemies. When in range of an enemy building that can be sapped, a white outline appears. Placing the sapper does not remove the Spy's [[Disguise Kit|disguise]], and it has infinite ammo with practically no cooldown. While a building is sapped, it is totally disabled and does not function, with the Sapper dealing 25 damage per second to it, creating a loud and conspicuous electrical sound that alerts all nearby enemies to the Spy's presence. If one [[Teleporter]] is sapped, the other is automatically sapped as well, and destroying one Sapper destroys the other. When the Spy attacks a sapped [[Sentry Gun]], his weapons deal 0.33x as much damage as usual. | The Sapper is a unique weapon that is used to disable and destroy enemy buildings. It has no other purpose, and cannot be used on organic enemies. When in range of an enemy building that can be sapped, a white outline appears. Placing the sapper does not remove the Spy's [[Disguise Kit|disguise]], and it has infinite ammo with practically no cooldown. While a building is sapped, it is totally disabled and does not function, with the Sapper dealing 25 damage per second to it, creating a loud and conspicuous electrical sound that alerts all nearby enemies to the Spy's presence. If one [[Teleporter]] is sapped, the other is automatically sapped as well, and destroying one Sapper destroys the other. When the Spy attacks a sapped [[Sentry Gun]], his weapons deal 0.33x as much damage as usual. |
Revision as of 04:06, 21 June 2023
Sapper | |
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Kill Icons | |
Basic Information | |
Used by | Spy |
Slot | Sapper |
Loadout Stats | |
Sapper Sapper Disables enemy buildings and drains their health, without removing your disguise
"Who left that there?" |
The Sapper is the stock and only sapper for the Spy. It is a boxy "electro-sapper" device that resembles a radio, with two switches, a dial, and a meter of unknown measurement on the front, with a carrying handle and two thick wires with electrical jacks. The needle on the meter will move to the right when in front of a targetable building.
The Sapper is a unique weapon that is used to disable and destroy enemy buildings. It has no other purpose, and cannot be used on organic enemies. When in range of an enemy building that can be sapped, a white outline appears. Placing the sapper does not remove the Spy's disguise, and it has infinite ammo with practically no cooldown. While a building is sapped, it is totally disabled and does not function, with the Sapper dealing 25 damage per second to it, creating a loud and conspicuous electrical sound that alerts all nearby enemies to the Spy's presence. If one Teleporter is sapped, the other is automatically sapped as well, and destroying one Sapper destroys the other. When the Spy attacks a sapped Sentry Gun, his weapons deal 0.33x as much damage as usual.
It will also alert the Engineer who owns the building, with a flashing symbol on his construction interface and an automatic voice response. When the Sapper brings the building's health down to 0, it will explode as usual. The Engineer's Wrench can remove the Sapper from any building by hitting the building twice, preventing the building from being repaired, with continual replacement of the Sapper causing the building to eventually be destroyed. Sapper health and sapped building health of the first Sapper placed will also be marked on the Spy's interface. Sentry Guns are still disabled for 0.5 seconds after the Sapper is destroyed.
Properties
Properties | ||
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Damage | ||
Base damage | 100% | 25 / s |
Status Effects | ||
Effect | Disable | |
Effect duration | 3.6 s 6 s 7.2 s 8.64 s | |
Function Times | ||
Attack interval | Infinite | |
Activation time | Instant | |
All values are approximate. |
Names in other languages
Language | Name | Meaning |
---|---|---|
Bulgarian | Саботьор | Sapper |
Spanish | Zapador | Sapper |
English | Sapper | - |
French | Saboteur | Sapper |
German | Sapper | - |
Italian | Sabotatore | Sapper |
Brazilian Portuguese | Sabotador | Sapper |
Romanian | Sapper | - |
Russian | Жучок | Bug |
Trivia
- Team Fortress 2 Classic's Sapper has updated animations that include the Spy flipping a switch on the device as he pulls it out.
Weapons | |||||
---|---|---|---|---|---|
Primary | Secondary | Melee | PDA/Watch/Sapper | ||
Scout | - | ||||
Soldier | - | ||||
Pyro | - | ||||
Demoman | - | ||||
Heavy | - | ||||
Engineer | |||||
Medic | - | ||||
Sniper | - | ||||
Spy | - | ||||
Civilian | - | - | - | ||
Scrapped | - |