Sapper/pt

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Este artigo é sobre the stock building item for the Spy. Para other sappers, ver Sapper (disambiguation).
"Sapped" redireciona aqui. Deverias estar a procurar por the unusual effect.
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 are 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 moves to the right red zone. Pressing the primary fire key (default key: MOUSE1) attaches the weapon, and the building is slowly damaged until it is destroyed. A sapped building immediately ceases to function; Sentry Guns do not fire, Dispensers do not heal or dispense ammo, and Teleporters do not teleport. The Engineer is also unable to use his Destruction PDA to self-destruct a sapped building. When applied to buildings, the Sapper produces 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 plays a distinct, unique animation of placing the device on the building. Unlike the Spy's other weapons, using a Sapper does not cause him to lose his disguise.

For each building the Spy player places a Sapper upon, a small window in their HUD appears 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 is alerted to it in his HUD, and automatically plays 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 is 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 a Medic is healing the Engineer, he can get an assist for the Sapper kill. 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's destruction if the Spy is not dealt with.

Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper, such as when shooting them with a Revolver. Dispensers and Teleporters take normal damage.

Damage and function times

Ver também: Dano
Dano e tempos de funcionamento
Dano
Dano base 100% 25 / s
Tempos de Funcionamento
Tempo de recarga
Normal:
N/A
MvM:
15 s
Tempo de destruição da construção
Level 1:
6.00 s
Level 2:
7.20 s
Level 3:
8.64 s
Mini-Sentry:
4.00 s
Os valores são aproximados e determinados por testes da comunidade.

Demonstração

In Mann vs. Machine

In Mann vs. Machine, Sappers can be attached to robots, stunning them (and, if upgraded, any other robots nearby). Robots stunned this way can be backstabbed from any angle. Sappers do not damage robots - they only disable them for 4-7 seconds depending on how many Robot Sapper Power upgrades have been purchased. Giants, being immune to stun, are only slowed down and can still attack players. Sapping an Engineer Robot's buildings works as usual, however only one building can be sapped at a time.

Unlike regular multiplayer, sapping either a robot or a building requires the Sapper to recharge for 15 seconds before another one can be deployed.

The Sapper can be instantly recharged with a Ammo and Clip Refill canteen; however, if the Spy has placed a Sapper on a robot or building, he is unable to deploy it until the previous Sapper is no longer active (either all the objects it was applied to are destroyed or the effect time expires).

Sapper Power Upgrade Points Stun/Slowdown Duration Radius of Effect
0 4 s 0 HU
1 4 s 200 HU
2 5.5 s 225 HU
3 7 s 250 HU

Demonstração

Strange variant


Related achievements

Leaderboard class pyro.png Pyro

Firewall
Firewall
Incendeia 5 Spies que tenham um sapador numa construção da tua equipa.


Leaderboard class demoman.png Demoman

Decapitação Espional
Decapitação Espional
Mata 20 Spies 5 segundos depois de colocarem um sapador numa construção da tua equipa.


Leaderboard class engineer.png Engineer

Um Punhado de Sapadores
Um Punhado de Sapadores
Destrói 25 sapadores em construções erguidas por outros membros da equipa.


Um Punhado de Sapadores
Um Punhado de Sapadores
Alcança e remove um sapador colocado na tua construção enquanto estavas a vários metros de distância.
Ataque Fulminante
Ataque Fulminante
Mata um Spy e destrói dois sapadores em 10 segundos.


Leaderboard class spy.png Spy

Operação Conjunta
Operação Conjunta
Coloque um sapador numa Sentinela de um inimigo no espaço de 3 segundos após um companheiro de equipa colocar um sapador noutra.


Sapador Implacável
Sapador Implacável
Destrói 1000 construções de Engineers com sapadores.
Sapador e Punhalada
Sapador e Punhalada
Coloca um sapador numa construção inimiga e apunhala pelas costas o Engineer que a construiu num espaço de 5 segundos.


O Homem Com As Armas Partidas
O Homem Com As Armas Partidas
Apunhala nas costas um Engineer e depois destrói com sapadores 3 das construções dele num espaço de 10 segundos.


Mvm navicon.png Mann vs. Machievements

Voltagem Manhosa
Voltagem Manhosa
Enquanto Spy, sabota 10 robots ao mesmo tempo.

Update history

Atualização de 2 de outubro de 2007
  • Fixed server crash related to Spy Sappers.

Atualização de 7 de novembro de 2007

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

Atualização de 20 de dezembro de 2007

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

Atualização de 1 de março de 2008 (Xbox)

  • Fixed exploit attaching Sappers to buildings through walls.

Atualização de 23 de junho de 2008

  • Fixed Sapper viewmodel animation popping.

Atualização de 8 de junho de 2009

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

Atualização de 13 de agosto de 2009 (Classless Update)

  • Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.

Atualização de 2 de dezembro de 2010

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

Atualização de 22 de março de 2012

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

Atualização de 2 de agosto de 2012

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

Atualização de 14 de fevereiro de 2013

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

Atualização de 12 de março de 2013

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

Atualização de 19 de março de 2013

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

Atualização de 20 de dezembro de 2013 (Smissmas 2013)

  • [Indocumentado] Added Festive variant.

Atualização de 9 de janeiro de 2014

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

Atualização de 17 de julho de 2014

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

Atualização de 7 de janeiro de 2015

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

Atualização de 2 de julho de 2015 #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).

Atualização de 24 de setembro de 2015

Atualização de 17 de dezembro de 2015 (Tough Break Update)

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

Atualização de 18 de dezembro de 2015

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

Atualização de 29 de agosto de 2016

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

Atualização de 2 de novembro de 2016

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

Atualização de 21 de dezembro de 2016 (Smissmas 2016)

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

Atualização de 23 de setembro de 2019

  • Fixed the Festive Sapper not playing a timer sound while attached to buildings.

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

  • If the Sapper is placed on a building as it upgrades to the next level, an additional Sapper can be placed on the building for a brief period of time. Doing so causes the second Sapper to disappear, and renders the first Sapper indestructible by melee attacks from both Engineers and Pyros equipped with the Homewrecker, Maul, or Neon Annihilator. Additionally, the sapped building functions 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 is 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.
  • No matter how many buildings the player has sapped, the HUD only shows one sapped building notification at a time.

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

See also