Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Buildings: Difference between revisions

From TF2 Classified Wiki
Melt (talk | contribs)
m Added category
No edit summary
Line 5: Line 5:
== 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, 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.  
Buildings are special constructions that can be built by the Engineer. As of version 2.1.0, there are 5 types of buildings he can contruct. He can build Sentry Guns or Sentries which reinforce an area, Dispensers which can heal and supply ammo that provide a safe space for his team, Teleporters which can transport Teammates (and enemy [[Spy|Spies]]) to this safe space faster. Finally while equipping the PDA: Jump pads allow him to replace his Teleporters with Jump Pads which allow his Teammates to jump over map elements and use routes only [[Rocket Jumping|explosive jumpers]] normally have access to.


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.  
To place a building, the Engineer must have enough [[Metal]]. An Engineer has 200 reserve metal to start with but can be replenished througha  variety of methods such as Dispensers, [[Ammo]] boxes and Building gibs. Sentries cost 130 Metal to place, Dispensers 100, Teleporter Entrances and Exits cost 50 each and Jump Pads cost 70. Metal is expended to repair, upgrade and for Sentries specifically, reload. Metal priority goes to repairing first, Each building takes 200 Metal to reach the next level, with the level cap at 3. Each Wrench swing uses up Metal, and if the Engineer does not have any left a distinct sound will play and nothing will happen.


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.
To actually place a Building, an Engineer must open his Construction PDA and select which Building he wishes to place (default keys: 1., 2, 3 & 4). Buildings can only be placed on relatively flat surfaces with enough surface area for the Buildings to realistically be. Afterwards the Building will begin construction. Buildings will build themselves with enough time, but this can be sped up by hitting them with the Engineer's [[Wrench]]. This even works on other Engineer's Buildings who are on the same team.


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.
Just like Players, Buildings have a health stat and if the health reaches zero, they explode into gibs which can be picked up for Metal and Ammo. A Building's health starts at 0 but gains health as it increases. The health of buildings increases with each level, capping at level 3. Players can put their crosshair over a Building to see its health, but damaged Buildings show signs of damage such as sparks or being on fire. Buildings are immune to status effects such as [[Fire|Afterburn]] or [[Bleed]], so don't bother with lighting one with a [[Flamethrower]] and holding out the [[Harvester]] and expect it to do something.


If the Engineer wishes, he can destroy any of his buildings with the [[Demolish Tool]]. This instantly causes the building to explode as if it were destroyed by an enemy. The building's gibs can be picked up as ammo and/or reused as metal. Buildings being sapped cannot be demolished. The Engineer's buildings are not vulnerable to his other weapons or to his Sentry Gun (unlike the Engineer himself).
If an enemy Spy places a [[Sapper]] on a building, a sapper appears on the building and disables it, while slowly draining it's health. Once a Building is sapped, the Engineer who built it will receive an indication that their Building is sapped. Sappers can be removed by the Engineer himself or any other Engineer on the Engineer's Team.


== Hauling ==
== Hauling ==