The fuse timer is 10 seconds, the despawn timer is 10 seconds. I can't replicate a instance where I hear the sap "stick" and am able to hit esc key and my despawn timer beat the already running fuse timer. We can't prevent a same side player saying in chat or on voice comes "hey rosco, you gonna get sapped" and the tank hiting esc just before the sapper places.
We've not changed the fuse time nor the despawn timer. The only one of those 2 that could be affected by network (as best I can think of) is the despawn timer. If you are dropping packets, or your packets are getting badly fragmented, you will have a pause in the despawn timer starting to count down and usually also get a pause/stall in the despawn cam spin out.
I can speak to Production and see. The easy route woulda been "oh it's ticketed". I don't dodge or deflect and I don't lie. I'm not the only ticket creator, but I don't create tickets unless I can see or replicate the issue. That is my personal work style. Someone else may ticket it. I'm far from the only one that monitors reports or these forums as to issue/bug reports.
Understand, I test. I'm replying to questions in these forums to try and give some answers because I feel our player base deserves feedback. I've been a player and active "forumite" since 2001. It bothers me if questions by our players just lay unanswered just as it would if I were the one asking. I also know just how busy Hatch and Xoom, as well as our coders, are ATM. So I'll try to answer what I can within the limits of my NDA as well as what CRS policy limits me too until it becomes apparent that my answers are not appreciated by the playerbase. At that time it'll be some else's turn.
Now we do test every reported bug.
Example, engine bug:
It's been a pain since forever. For the player that has it, it broadcasts the "Hey I'm out here waiting". For friendlies it's a pain as to hearing anything else close by. It's been ticketed as long as I've been a tester. And it was hunted all that time.
Here recently we stumbled onto the replication, while doing reversion testing for a patch (spawn/drive/shoot everything ingame) and discovered that if the vehicle is beyond a certain distance and shuts engine off and then restarts it triggers the bug. Every time. Nick was working on a fix, the 1st attempt broke/silenced moving vehicles sound inby that certain distance and was reverted. Nick got busy with RL and is not with us now so until we can get current coder time freed up to fix that it is still a bad bug we have to live with.
It would be wonderful to just write up a ticket, "this is reported broke" and then test the fix. We don't have the coder time to spend on hunting down a issue that's not reproducible just on the off chance that they may happen on it and can then check logs to see what happened.
Example, 232 rear vertical plate rife penetration:
We tested every rifle against the 232 on every plate, with logging running and discovered that there was one plate behind the turrent that was infact in the model at part of the top armor rather than the rear armor.This meant it was too thin...top is thinnest on 232 as well as most tanks/scout cars. It had been this way since the 232 was modeled but as none had complained until recently it was a mistake in the orginal model that had been ther forever. When it was brought to our attention QA started hunting, when we discovered it was replicable we ticketed.