Difference between revisions of "Sapper"

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[[File:Sapper Sentry Sapping.png|thumb|300px|right|A level 1 Sentry being sapped.]]
 
[[File:Sapper Sentry Sapping.png|thumb|300px|right|A level 1 Sentry being sapped.]]
  
{{Quotation|'''The Engineer'''|Spy's sappin' mah sentry!|sound=Engineer_autoattackedbyspy03.wav}}
+
{{Quotation|'''The Engineer'''|Spy's sappin' mah sentry!|sound=Engineer autoattackedbyspy03.wav}}
  
The '''Sapper''', mentioned in the ''Sentry Operating Manual'' as the '''AM/FM {{botignore|Ultra-Sapper}}''', is the default [[Weapons#spybuilding|building weapon]] for the [[Spy]]. It is a small electric generator inscribed '{{botignore|ELECTRO-SAPPER}}', with a carrying handle, two long yellow wires and a meter. It also features two clamps that are deployed when used. The [[festive]] variant of the '''Sapper''' is covered in a team-colored giftwrap adorned with [[Wikipedia:Matryoshka doll|Matryoshka Dolls]], a bowtie, two holes in the wrapping to allow for access to the two switches at the front, and a note at the top right quadrant written in french.
+
The '''Sapper''', mentioned in the ''Sentry Operating Manual'' as the '''AM/FM {{botignore|Ultra-Sapper}}''', is the default [[Weapons#spybuilding|building weapon]] for the [[Spy]]. It is a small electric generator inscribed '{{botignore|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 ([[List of default keys|default key]]: {{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 Gun]]s will not fire, [[Dispenser]]s will not heal or dispense ammo and [[Teleporter]]s will not teleport. The Engineer is also not able to use his [[Destruction PDA]] to self-destruct a sapped building. 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.
+
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 ([[List of default keys|default key]]: {{Key|MOUSE1}}) attaches the weapon, and the building is slowly damaged until it is destroyed. A sapped building immediately ceases to function; [[Sentry Gun]]s do not fire, [[Dispenser]]s do not heal or dispense ammo, and [[Teleporters]] do not teleport. The Engineer is also not able to use his [[Destruction PDA]] to self-destruct a sapped building. When applied to buildings, the Sapper produces electrical sparks and a [[Media:Sapper timer.wav|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]] will appear showing both the remaining health of the building sapped and the health of the Sapper on that building.
+
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 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 [[Kill assist|assist]] for the Sapper kill, and a Medic healing an Engineer can also score an assist in this way. [[Pyro]]s 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.
+
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 [[Kill assist|assist]] for the Sapper kill. [[Pyro]]s 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 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.
  
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.
+
Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper, such as when shooting it with a Revolver. Dispensers and Teleporters are unaffected by this.
 
 
In [[Mann vs. Machine (game mode)|Mann vs. Machine mode]], Sappers can be attached to [[robots]], [[stun]]ning them (and, if [[Upgrade Station|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 ==
 
== Damage and function times ==
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| base = 25 / s
 
| base = 25 / s
 
| function times = yes
 
| function times = yes
| building destroy time = <div style="float:left">{{tooltip|Level 1|Level 1 buildings (150 health)}}:</div> 6.00 s<br/><div style="float:left">{{tooltip|Level 2|Level 2 buildings (180 health)}}:</div> 7.20 s<br/><div style="float:left">{{tooltip|Level 3|Level 3 buildings (216 health)}}:</div> 8.64 s<br/><div style="float:left">{{tooltip|Mini-Sentry|Combat Mini-Sentry Gun (100 health)}}:</div> 4.00 s
+
| building destroy time = <div style="float:left">{{tooltip|Level 1|Level 1 buildings (150 health)}}:</div> 6.00 s<br/><!--
| recharge = <div style="float:left">{{tooltip|Normal|In gamemodes other than Mann vs. Machine}}:</div> N/A<br><div style="float:left">{{tooltip|MvM|In Mann vs. Machine only}}:</div> 15 s
+
                      --><div style="float:left">{{tooltip|Level 2|Level 2 buildings (180 health)}}:</div> 7.20 s<br/><!--
 +
                      --><div style="float:left">{{tooltip|Level 3|Level 3 buildings (216 health)}}:</div> 8.64 s<br/><!--
 +
                      --><div style="float:left">{{tooltip|Mini-Sentry|Combat Mini-Sentry Gun (100 health)}}:</div> 4.00 s
 +
| recharge = <div style="float:left">{{tooltip|Normal|In game modes other than Mann vs. Machine}}:</div> N/A
 
}}
 
}}
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
 +
 +
== In Mann vs. Machine ==
 +
In [[Mann vs. Machine (game mode)|Mann vs. Machine mode]], Sappers can be attached to [[robots]], [[stun]]ning them (and, if [[Upgrade Station|upgraded]], any other robots nearby, and, at Level 3, covering more space). Sappers do not damage robots - they only disable them for 4.5 seconds. Upgrading the Sapper to Level 1 does not increase the stun duration, and upgrading further increases it by 1.5 seconds per level. Giants, being immune to stun, are only slowed down and can still attack players. Sapping an [[Engineer Robot]]'s buildings works as usual.
 +
 +
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 [[Power Up Canteen|Ammo and Clip Refill]] canteen; however, if the Spy has placed a Sapper in a robot, he is unable to deploy it.
 +
{{Damage table
 +
| hatnotes = no
 +
| effect = {{tooltip|Stun|Against normal robots}}<br>{{tooltip|Slowdown|Against giant robots}}<br><div style="float:left">LVL 0:</div>4.5 s<br><div style="float:left">LVL 1:</div>4.5 s<br><div style="float:left">LVL 2:</div>6 s<br><div style="float:left">LVL 3:</div>7.5 s
 +
| function times = yes
 +
| recharge = {{tooltip|MvM|In Mann vs. Machine only}}: 15 s
 +
}}
 +
 +
{{Weapon Demonstration|weapon=sapper in mvm|headerlevel=h3}}
  
 
== Strange variant ==
 
== Strange variant ==
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== Related achievements ==
 
== Related achievements ==
==={{Class link|Pyro}}===
+
=== {{Class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Pyro|Firewall}}
 
| 1 = {{Show achievement|Pyro|Firewall}}
 
}}
 
}}
  
==={{Class link|Demoman}}===
+
=== {{Class link|Demoman}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Demoman|Spynal Tap}}
 
| 1 = {{Show achievement|Demoman|Spynal Tap}}
 
}}
 
}}
  
==={{Class link|Engineer}}===
+
=== {{Class link|Engineer}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Engineer|Fistful of Sappers}}
 
| 1 = {{Show achievement|Engineer|Fistful of Sappers}}
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}}
 
}}
  
==={{Class link|Spy}}===
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=== {{Class link|Spy}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Spy|Joint Operation}}
 
| 1 = {{Show achievement|Spy|Joint Operation}}
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}}
 
}}
  
=== {{Achiev type link|mvm-chievements=yes}} ===
+
=== {{Achiev type link|mvm-chievements}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Mann vs. Machievements|Sly Voltage}}
 
| 1 = {{Show achievement|Mann vs. Machievements|Sly Voltage}}
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== Update history ==
 
== Update history ==
{{Update history | '''{{Patch name|10|2|2007}}'''
+
{{Update history|
 +
'''{{Patch name|10|2|2007}}'''
 
* Fixed server crash related to Spy Sappers.
 
* Fixed server crash related to Spy Sappers.
  
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* {{Undocumented}} Made the Sapper [[Name Tag|nameable]].
 
* {{Undocumented}} Made the Sapper [[Name Tag|nameable]].
 
* {{Undocumented}} The Sapper now appears in [[backpack]] when viewing stock items.
 
* {{Undocumented}} The Sapper now appears in [[backpack]] when viewing stock items.
* {{undocumented}} Fixed Sapper needle animation not properly playing.
+
* {{Undocumented}} Fixed Sapper needle animation not properly playing.
  
 
'''{{Patch name|8|2|2012}}'''
 
'''{{Patch name|8|2|2012}}'''
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'''{{Patch name|3|12|2013}}'''
 
'''{{Patch name|3|12|2013}}'''
* {{undocumented}} Converted the Sapper and buildings to use c_sapper models.
+
* {{Undocumented}} Converted the Sapper and buildings to use c_sapper models.
  
 
'''{{Patch name|3|19|2013}}'''
 
'''{{Patch name|3|19|2013}}'''
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'''{{Patch name|12|20|2013}}''' ([[Smissmas 2013]])
 
'''{{Patch name|12|20|2013}}''' ([[Smissmas 2013]])
* {{undocumented}} Added [[Festive]] variant.
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* {{Undocumented}} Added [[Festive]] variant.
  
 
'''{{Patch name|1|9|2014}}'''
 
'''{{Patch name|1|9|2014}}'''
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'''{{Patch name|9|23|2019}}'''
 
'''{{Patch name|9|23|2019}}'''
* Fixed the Festive Sapper not playing a timer sound while attached to buildings.}}
+
* Fixed the Festive Sapper not playing a timer sound while attached to buildings.
 +
}}
  
 
== Unused content ==
 
== 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.
+
* The game files have referenced a [[Taunts|taunt]] for the Sapper since the game's launch; however, the animation is not present in the Spy's animation set.
  
==Bugs==
+
== 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. [[Building#Hauling|Hauling]] the affected building corrects the problem.
+
* If the Sapper is placed on a building as it upgrades to the next level, the Sapper cannot be removed by both Engineers and Pyros equipped with the [[Homewrecker]], [[Maul]] or [[Neon Annihilator]]. Additionally, the sapped building functions as normal, albeit with draining health. [[Building#Hauling|Hauling]] the affected building corrects the problem.
 
* The {{botignore|idle}} animation does not play during a replay, causing the needle to remain still.
 
* The {{botignore|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.
+
* 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.
 
* 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 will only show one sapped building notification at a time.
+
* No matter how many buildings the player has sapped, the HUD only shows one sapped building notification at a time.
  
==Trivia==
+
== 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 {{code|build}} console command.
 
* 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 {{code|build}} console command.
* The festive variant has a note on the right side in French roughly translating to: Merry [[Smissmas 2013|Smissmas]], my friend!
+
* The Festive variant has a note on the right side in French roughly translating to "Merry [[Smissmas 2013|Smissmas]], my friend!".
  
==Gallery==
+
== Gallery ==
 
<gallery>
 
<gallery>
 
File:Electro Sapper 1st person red.png|[[RED]] first-person view.
 
File:Electro Sapper 1st person red.png|[[RED]] first-person view.
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File:Sapperattach.png|Electro Sapper with its attachment wires.
 
File:Sapperattach.png|Electro Sapper with its attachment wires.
 
File:Sapper.png|Broken Electro Sapper ([[Gibs|Gib]]).
 
File:Sapper.png|Broken Electro Sapper ([[Gibs|Gib]]).
File:Festive Sapper 1st Person RED.png| RED [[Festive weapons|Festive variant]].
+
File:Festive Sapper 1st Person RED.png|RED [[Festive weapons|Festive variant]].
File:Festive Sapper 1st Person BLU.png| BLU Festive variant.
+
File:Festive Sapper 1st Person BLU.png|BLU Festive variant.
 
File:Festive Sapper Attached.png|RED Festive variant with its attachment wires.
 
File:Festive Sapper Attached.png|RED Festive variant with its attachment wires.
 
File:Festive Sapper BLU Attached.png|BLU Festive variant with its attachment wires.
 
File:Festive Sapper BLU Attached.png|BLU Festive variant with its attachment wires.
 
File:SapperHUD.png|The HUD image displayed when using the Sapper on a building. Displays Sapper health and building health.
 
File:SapperHUD.png|The HUD image displayed when using the Sapper on a building. Displays Sapper health and building health.
File:Robot being sapped.jpg | A Robot Demoknight being sapped.
+
File:Robot being sapped.jpg|A Robot Demoknight being sapped.
 
</gallery>
 
</gallery>
  
 
== See also ==
 
== See also ==
*[[Spy strategy#Sapper + reskins|Sapper strategy]]
+
* [[Basic Spy strategy#Sapper + reskins|Sapper strategy]]
*[[Ap-Sap]]
+
* [[Festive weapons]]
*[[Snack Attack]]
 
  
 
{{Standard Weapons Nav}}
 
{{Standard Weapons Nav}}
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
 
{{Spy Nav}}
 
{{Spy Nav}}

Revision as of 05:58, 21 June 2022

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 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 not able 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 will be destroyed 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 it with a Revolver. Dispensers and Teleporters are unaffected by this.

Damage and function times

See also: Damage
Damage and function times
Damage
Base damage 100% 25 / s
Function times
Recharge time
Normal:
N/A
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

In Mann vs. Machine

In Mann vs. Machine mode, Sappers can be attached to robots, stunning them (and, if upgraded, any other robots nearby, and, at Level 3, covering more space). Sappers do not damage robots - they only disable them for 4.5 seconds. Upgrading the Sapper to Level 1 does not increase the stun duration, and upgrading further increases it by 1.5 seconds per level. Giants, being immune to stun, are only slowed down and can still attack players. Sapping an Engineer Robot's buildings works as usual.

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 in a robot, he is unable to deploy it.

Function times (in seconds)
Effect Stun
Slowdown
LVL 0:
4.5 s
LVL 1:
4.5 s
LVL 2:
6 s
LVL 3:
7.5 s
Recharge time MvM: 15 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


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.

September 23, 2019 Patch

  • 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, the Sapper cannot be removed by 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