Buildings: Difference between revisions
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'''Buildings''' are machines that can be constructed by the [[Engineer]] using his [[PDA|Construction PDA]]. These buildings include the [[Sentry Gun]], [[Dispenser| | '''Buildings''' are machines that can be constructed by the [[Engineer]] using his [[PDA|Construction PDA]]. These buildings include the [[Sentry Gun]], [[Dispenser|Dispensers]], [[Jump Pads]] and [[Teleporters|Teleporter]]. | ||
[[File:400px-Community_Engineer_Strategy_Header.png|250px|framed|right|Engie Building a Sentry]] | [[File:400px-Community_Engineer_Strategy_Header.png|250px|framed|right|Engie Building a Sentry]] | ||
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== Overview == | == Overview == | ||
In order for a building to be constructed the Engineer must have enough [[Metal|metal]]. The Engineer has 200 reserve metal to start with, and is consumed upon placing a building. Extra metal can be gained through ammo packs, building [[gibs]] and dispensers. Afterwards he can use his PDA to cosntruct a building. The Engineer can only place his buildings on reasonably flat surfaces with enough space. The Engineer can rotate buildings before deploying them (default key: MOUSE2). Each time the rotate key is pressed, the building is turned 90° counterclockwise. Once a building is placed, the Engineer can hit it with his [[Wrench]] in order to speed up construction. Multiple Engineers can stack this effect. Once a building is fully completed it immediately begins operation. | In order for a building to be constructed the Engineer must have enough [[Metal|metal]]. The Engineer has 200 reserve metal to start with, and is consumed upon placing a building. Extra metal can be gained through ammo packs, resupply cabinets, building [[gibs]] and dispensers. Afterwards he can use his PDA to cosntruct a building. The Engineer can only place his buildings on reasonably flat surfaces with enough space. The Engineer can rotate buildings before deploying them (default key: MOUSE2). Each time the rotate key is pressed, the building is turned 90° counterclockwise. Once a building is placed, the Engineer can hit it with his [[Wrench]] in order to speed up construction. Multiple Engineers can stack this effect. Once a building is fully completed it immediately begins operation. | ||
Like players, buildings have [[health]] and are destroyed when it is reduced to zero. Buildings gain health as they construct, so | Like players, buildings have [[health]] and are destroyed when it is reduced to zero. Buildings gain health as they construct, so Engineers can leave buildings to build themselves, for example leaving a teleporter to construct while they find a spot to build. Players can focus their crosshair on a building to determine its current health just like other players, though weak buildings also display visible signs of damage such as smoke, sparks, and flames. | ||
Buildings can be repaired, upgrades and in the case of the Sentry Gun, reloaded by hitting them with a Wrench, if the Engineer has enough metal. | Buildings can be repaired, upgrades and in the case of the Sentry Gun, reloaded by hitting them with a Wrench, but only if the Engineer has enough metal. Some buildings such as Jump Pads cannot be upgraded at all. Repairing a building takes metal priority, then resupply and then finally upgrades, with limits to how much metal can go per strike. Upgrading a building takes a total of 200 metal and increases its health in addition to improving its abilities. Buildings can be upgraded twice to reach level 3, with the exception of the Jump Pad. Buildings can also be used for vertical mobility; a dispenser can be placed and used as a stool to reach higher ledges. | ||
Buildings can be disabled by the [[Spy]]'s [[Sapper]]. If a Sapper is applied to a building, it immediately ceases functioning and alerts the owner, in addition to being drained of health. Sappers can be removed by an Engineer's melee weapon, which restores the building's operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or manually demolished while being sapped. A sapper takes approximately 3 hits to remove. | Buildings can be disabled by the [[Spy]]'s [[Sapper]]. If a Sapper is applied to a building, it immediately ceases functioning and alerts the owner, in addition to being drained of health. Sappers can be removed by an Engineer's melee weapon, which restores the building's operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or manually demolished while being sapped. A sapper takes approximately 3 hits to remove. | ||
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If an Engineer is killed while hauling a building, the building will also be destroyed, indicated with a special kill icon showing a toolbox. | If an Engineer is killed while hauling a building, the building will also be destroyed, indicated with a special kill icon showing a toolbox. | ||
Redeploying a building after hauling is similar to contructing a new building, however | Redeploying a building after hauling is similar to contructing a new building, however it is much faster, and an Engineer can speed it up even more. Higher level buildings must cycle through all of their upgrade animations with a short delay between each, so it is inadvisable to place a level 3 sentry in the middle of a firefight. | ||
== Related achievements == | == Related achievements == | ||
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}} | }} | ||
== Update History == | == Update History == | ||