Buildings: Difference between revisions
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== Overview == | == Overview == | ||
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. | |||
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. | |||
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 | 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 | 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 == | ||