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Sapper: Difference between revisions

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2.1.3
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{{Loadout neutral|"Who left that there?"}}
{{Loadout neutral|"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.
}} {{Quotation|'''The Spy''' ''destroying an engineers building after disposing of him''|''I murdered your toys as well.''}} 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, despite technically being classified as a "building" itself. 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 67% as much damage as usual.
The Sapper is a unique weapon that is used to disable and destroy enemy buildings, despite technically being classified as a "building" itself. 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 67% as much damage as usual.
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|ru=Жучок|ru_m=Bug
|ru=Жучок|ru_m=Bug
|es=Zapador|es_m=Sapper
|es=Zapador|es_m=Sapper
|tr=Bozucu|tr_m=Disruptor
|uk=Глушилка|uk_m=Jammer
|uk=Глушилка|uk_m=Jammer
}}
}}
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== Update history ==
== Update history ==
{{Update history|
{{Update history|
'''[[2.0.0]]'''
{{Update|2.0.0}}
* Fixed [[Buildings]] that're{{sic}} Destroyed by a Sapper Not Showing Up in the Killfeed
* Fixed [[Buildings]] that're{{sic}} Destroyed by a Sapper Not Showing Up in the Killfeed
* Fixed [[Spy|Spies]] being able to destroy their own sappers.{{sic}}  
* Fixed [[Spy|Spies]] being able to destroy their own sappers.{{sic}}  
* Fixed the [[Heavy]], [[Pyro]], and Soldier’s Place Sapper animations to be left-handed.
* Fixed the [[Heavy]], [[Pyro]], and Soldier’s Place Sapper animations to be left-handed.


'''[[2.0.2]]'''
{{Update|2.0.2}}
* Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier
* Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier
* Fixed Sappers being hard to place on top of [[buildings]]
* Fixed Sappers being hard to place on top of [[buildings]]


'''[[2.1.3]]'''
{{Update|2.1.3}}
* Sapper outline is no longer visible when sapper is not yet ready to be placed
* Sapper outline is no longer visible when sapper is not yet ready to be placed
{{Update|2.2.0}}
* Reduced the delay for re-attempting failed building or sapper placements to 0.05s (from 0.2s)
}}
}}