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Teleporters: Difference between revisions

From TF2 Classified Wiki
Ichiro (talk | contribs)
Trivia antries are so vital to be a trivia. They are added instead to the "Functionality".
Ichiro (talk | contribs)
Added the Functionality section from Official TF2 Wiki and adapted it in TF2C context.
Line 9: Line 9:


== Functionality ==
== Functionality ==
=== 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 visually distinct them from each other while placing.


The Teleporter can be upgraded twice, each requiring 200 metal. At each level, the recharge rate of the Teleporter is increased, allowing for more players to go through at a faster rate.
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 [[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.
A Teleporter cannot be placed on an objective, such as the [[control point]].
 
=== Construction ===
Once placed, the end goes through a construction animation during which the building's health increases, reaching completion at 150 health. When completed, a Teleporter Entrance is instantly charged and ready for teleportation ''if'' there is an Exit available and constructed, but subsequent recharges take ten seconds (or faster as the Teleporter's level is upgraded).
 
=== Upgrading ===
Once an Entrance and Exit pair is completed, the Teleporter can be upgraded by any friendly Engineer, using 200 metal to upgrade the set to Level 2, and an additional 200 to upgrade to Level 3. Upgrading a Teleporter decreases the Entrance's recharge time by approximately half each level. Upgrading also further increases the set's health (to 180 and 216).
 
Upgrading one end of the Teleporter automatically upgrades the other end. However, if one end is destroyed, the remaining end reverts to Level 1. Although the model itself does not change when upgraded, the particles surrounding the Teleporter become faster and more intense, and the sounds it makes increases in pitch and volume. Higher level Teleporters can be heard from farther away and the number of beeps each Teleporter makes indicates the upgrade level.
 
=== Operation ===
A charging Teleporter spins with increasing speed until completely recharged. Once recharged, any one teammate (or enemy Spy) standing on or stepping onto the Entrance is immediately teleported to the Exit. The Teleporter then automatically begins recharging.
 
Players who have recently teleported are surrounded by a distinctive, team-colored glow for eighteen seconds after teleporting. This effect can reveal a Teleporter location to the enemy. The effect is visible to the player when looking at their feet. [[spies]] who are [[Disguise Kit|disguised]] or [[Cloak|cloaked]] are not affected by this.
 
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]].
 
Players who are carrying the [[Intelligence]] cannot use a Teleporter.
 
=== Destruction ===
{{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.
 
=== 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.
 
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.


== Telefrag ==
== Telefrag ==