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Teleporters: Difference between revisions

From TF2 Classified Wiki
Ichiro (talk | contribs)
Added the Functionality section from Official TF2 Wiki and adapted it in TF2C context.
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m Update history: update history fixes
 
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:''This article was adapted and revised from the [https://wiki.teamfortress.com/wiki/Teleporters "Teleporters" article of the Official <i>Team Fortress</i> Wiki].''
 
[[File:Engybuild.png|right|400px|The Engineer setting up a teleporter]]
[[File:Engybuild.png|right|400px|The Engineer setting up a teleporter]]
'''Teleporters''' are a type of building that can be constructed by an [[Engineer]] using the [[Construction PDA|PDA: Teleporter]]. While non-functional individually, the construction of both a '''Teleporter Entrance''' and a '''Teleporter Exit''' activates the buildings and allows players of the same team to teleport between the two. When active, both the Teleporter Entrance and Exit emit a circular glow of their team's color.
'''Teleporters''' are a type of building that can be constructed by an [[Engineer]] using the [[Construction PDA|PDA: Teleporter]]. While non-functional individually, the construction of both a '''Teleporter Entrance''' and a '''Teleporter Exit''' activates the buildings and allows players of the same team to teleport between the two. When active, both the Teleporter Entrance and Exit emit a circular glow of their team's color.
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The Teleporter Entrance allows for unidirectional teleportation to the Exit. A player of the same team must stand still on the Teleporter for a short time before being teleported, arriving with team-colored particles that persist and leave a short trail behind them as they move. Once a player uses the Teleporter, the building must recharge for a short period before another player can use it. If multiple teammates or the Engineer stand on the Teleporter Entrance at the same time, the player who stepped onto the Teleporter Entrance first will be teleported first, like first-in-first-out queue.  
The Teleporter Entrance allows for unidirectional teleportation to the Exit. A player of the same team must stand still on the Teleporter for a short time before being teleported, arriving with team-colored particles that persist and leave a short trail behind them as they move. Once a player uses the Teleporter, the building must recharge for a short period before another player can use it. If multiple teammates or the Engineer stand on the Teleporter Entrance at the same time, the player who stepped onto the Teleporter Entrance first will be teleported first, like first-in-first-out queue.  


The Teleporter is often a core component to a successful team, as it allows for players to reach the frontline quickly and skip long traversals across the map. The Teleporter can allow for a faster flow of players into the fray or bring teammates to more advantageous positions, so they are also an important target to pursue. A shrewd Engineer can also use the Teleporter to influence teammates through a particular route of the map.  
The Teleporter is often a core component to a successful team, as it allows players to reach the frontline quickly and skip long traversals across the map. The Teleporter can allow for a faster flow of players into the fray or bring teammates to more advantageous positions, so they are also an important target to pursue. A shrewd Engineer can also use the Teleporter to influence teammates through a particular route of the map.  


== Functionality ==
== Functionality ==
[[File:Backpack_PDA:_Teleporter.png|256px|PDA: Teleporter backpack icon|thumb]]
=== Placement ===
=== Placement ===
Both the Teleporter Entrance and Exit require 50 metal to build. While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. These are to visually distinct them from each other while placing.
Both the Teleporter Entrance and Exit require 50 metal to build. While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. These are to make each end visually distinct from each other while placing.


The Exit blueprint has an arrow labeled "Exit Direction". This arrow indicates the direction the exiting teammates face when they arrive at the Exit. By default, this arrow points away from the placing Engineer. However, the Teleporter Exit can be rotated by clicking the Engineer's secondary attack button (default key: <code>MOUSE2</code>) before placing the building, with the blueprint arrow rotating to indicate the changing exit direction. The Teleporter Entrance can be rotated, too, although this has no effect on gameplay.
The Exit blueprint has an arrow labeled "Exit Direction". This arrow indicates the direction the exiting teammates face when they arrive at the Exit. By default, this arrow points away from the placing Engineer. However, the Teleporter Exit can be rotated by clicking the Engineer's secondary attack button (default key: <code>MOUSE2</code>) before placing the building, with the blueprint arrow rotating to indicate the changing exit direction. The Teleporter Entrance can be rotated, too, although this has no effect on gameplay.
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Players cannot normally use the enemy team's Teleporters. However, Spies can use enemy Teleporters, even while cloaked or undisguised.  
Players cannot normally use the enemy team's Teleporters. However, Spies can use enemy Teleporters, even while cloaked or undisguised.  


Standing on a Teleporter Exit when it is used by an enemy (whether it is an enemy Exit or a friendly Exit used by an enemy Spy) results in a fatal [[telefrag]].
Standing on a Teleporter Exit when it is used by an enemy (whether it is an enemy Exit or a friendly Exit used by an enemy Spy) results in a fatal [[Teleporter#Telefrag|telefrag]].


Players who are carrying the [[Intelligence]] cannot use a Teleporter.
Players who are carrying the [[Intelligence]] cannot use a Teleporter.
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=== Destruction ===
=== Destruction ===
{{main|Destruction PDA}}
{{main|Destruction PDA}}
Teleporters are destroyed when accumulated damage received by either end reduces the Teleporter health to zero. Destroyed Teleporters leave 50 metal worth of scrap on the ground (25 metal at each end), which can be collected by teammates for metal and/or ammo.
Teleporters are destroyed when accumulated damage received by either end reduces the Teleporter health to zero. Destroyed Teleporters leave 48 metal worth of scrap on the ground (24 metal at each end), which can be collected by teammates for metal and/or ammo.


=== Sapping ===
=== Sapping ===
If a Spy places a [[Sapper]] on one end, another Sapper is automatically placed on the other end, if it exists. In turn, any team Engineer can remove both Sappers by destroying the Sapper on either Teleporter. Team Engineers may then proceed to repair either or both ends of the Teleporter system by using his Wrench. However, since the Spy can place an infinite amount of Sappers on either the Entrance or the Exit of the Teleporter, an Engineer may not be able to fully repair the Teleporter system before another Sapper is placed upon it. This results in the entire system being destroyed unless the Spy is disposed of.
If a Spy places a [[Sapper]] on one end, another Sapper is automatically placed on the other end, if it exists. In turn, any friendly Engineers can remove both Sappers by destroying the Sapper on either Teleporter. Friendly Engineers may then proceed to repair either or both ends of the Teleporter system by using his Wrench. However, since the Spy can place an infinite number of Sappers on either the Entrance or the Exit of the Teleporter, an Engineer may not be able to fully repair the Teleporter system before another Sapper is placed upon it. This results in the entire system being destroyed unless the Spy is disposed of.


The Spy can use the Teleporter of opposing teams. Placing a Sapper on either the Teleporter Entrance or Exit will place a Sapper on both the Entrance and Exit.
The Spy can use the Teleporter of opposing teams. Placing a Sapper on either the Teleporter Entrance or Exit will place a Sapper on both the Entrance and Exit.
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A particularly devious Spy strategy involves sapping an Engineer's teleporter entrance and then standing on it. If the Engineer is careless and is standing too close to the exit while removing the [[Sapper]], the Spy will instantly teleport the moment the Sapper is removed, telefragging the Engineer and allowing the Spy to sap the Engineer's remaining buildings at his leisure. This tactic can also work in reverse; careless Spies sapping an exit may wind up being telefragged by an Engineer repairing the entrance. Similarly, Engineers can place their Teleporters at chokepoints and telefrag enemies as they walk over.
A particularly devious Spy strategy involves sapping an Engineer's teleporter entrance and then standing on it. If the Engineer is careless and is standing too close to the exit while removing the [[Sapper]], the Spy will instantly teleport the moment the Sapper is removed, telefragging the Engineer and allowing the Spy to sap the Engineer's remaining buildings at his leisure. This tactic can also work in reverse; careless Spies sapping an exit may wind up being telefragged by an Engineer repairing the entrance. Similarly, Engineers can place their Teleporters at chokepoints and telefrag enemies as they walk over.
== Related achievements ==
{{Achievement table|
{{Achievement|achievement_teleporter_progression}}
{{Achievement|achievement_teleporter_enemy_spy_kill}}
}}
== Update history ==
== Update history ==
{{Update history|
{{Update history|
'''[[2.1.3]]'''
{{Update|2.1.3}}
* Active Teleporters now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
* Active Teleporters now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
}}
}}