Difference between revisions of "Rescue Ranger"

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(Undo edit by Toomai (Talk) (3821038) This is still considered a bug because it's expected that the reflected projectiles behave identically)
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| skin-image-red  = RED Rescue Ranger.png
 
| skin-image-red  = RED Rescue Ranger.png
 
| skin-image-blu  = BLU Rescue Ranger.png
 
| skin-image-blu  = BLU Rescue Ranger.png
| used-by          = [[Engineer]]
+
| used-by          = {{used by|Engineer}}
 
| slot            = primary
 
| slot            = primary
 
| weapon-script    = tf_weapon_shotgun_building_rescue
 
| weapon-script    = tf_weapon_shotgun_building_rescue
 
| contributed-by  = {{Backpack Item Link|76561197972720709|1330479051}}
 
| contributed-by  = {{Backpack Item Link|76561197972720709|1330479051}}
| released        = {{Patch name|12|20|2012}}<br>([[Mecha Update]])
+
| released        = {{Patch name|12|20|2012}}
 +
| released-major  = Mecha Update
 
| availability    = {{avail|drop|craft|purchase|crate77-strange|collectors|warpaint}}
 
| availability    = {{avail|drop|craft|purchase|crate77-strange|collectors|warpaint}}
 
| marketable      = yes
 
| marketable      = yes
Line 25: Line 26:
 
| reload          = Single
 
| reload          = Single
 
| loadout          = yes
 
| loadout          = yes
   | item-kind      = Shotgun
+
   | item-kind      = {{item kind|Shotgun}}
  | item-level    = 1 - 100
+
   | att-1-positive = {{attribute|Building_Telporting_PickUp|100}}
   | att-1-positive = Alt-Fire: Use 100 metal to pick up your targeted building from long range
+
   | att-2-positive = {{attribute|ArrowHealsBuildings}}
   | att-2-positive = Fires a special bolt that can repair friendly buildings
+
   | att-3-negative = {{attribute|ClipSize_Negative|-34}}
   | att-3-negative = -34% clip size
+
   | att-4-negative = {{attribute|MaxammoPrimary_Reduced|-50}}
   | att-4-negative = -50% max primary ammo on wearer
+
   | att-5-negative = {{attribute|MarkedForDeathOnBuildingPickup}}
   | att-5-negative = Self mark for death when hauling buildings
+
   | att-6-negative = {{attribute|RepairHealthToMetalRatio|4}}
   | att-6-negative = 4-to-1 health-to-metal ratio when repairing buildings
 
 
}}
 
}}
  
 
{{Quotation|'''The Engineer''' rescuing a building from far away|Gotcha!|sound=Engineer wranglekills04.wav}}
 
{{Quotation|'''The Engineer''' rescuing a building from far away|Gotcha!|sound=Engineer wranglekills04.wav}}
  
The '''Rescue Ranger''' is a [[Steam Workshop|community-created]] [[Weapons#engieprimary|primary weapon]] for the [[Engineer]]. It resembles the normal [[Shotgun]], but with a different style magazine tube and barrel (which is not sawed off) and a small, permanently [[Self-illumination|turned on]] monitor showing a moving sine wave where a scope is typically found. The monitor is connected to an either yellow or orange box at the end of the barrel with a team-colored light on its end.
+
The '''Rescue Ranger''' is a [[Steam Workshop|community-created]] [[Weapons#engieprimary|primary weapon]] for the [[Engineer]]. It resembles the normal [[Shotgun]], but with a differently styled magazine tube, longer barrel, and, in place of a scope, a small, [[Self-illumination|illuminated]] monitor that displays an oscillating [[w:Sine wave|sine wave]]. The monitor is connected to an orange ([[RED]]) or yellow ([[BLU]]) box at the end of the barrel, fitted with a team-colored light on the front.
  
While the Rescue Ranger is the Engineer's active weapon, it is able to [[Haul|pick up]] any of his [[buildings]] that are in his direct line of sight from a range, at the cost of 100 [[Metal]]. Hauling a building in this way immediately teleports the building into the Engineer's possession with a team-colored [[Particle effects|flash]], and leaves a tracer beam that temporarily notifies others of the user's location. The weapon also fires unique bolts instead of bullets, which repair 60 health to friendly buildings that cost metal at a 4:1 (health:metal) ratio (in effect, healing 4 health consumes 1 unit of metal). Note that these shots only repair the building, and do not restock ammo, apply upgrades, or damage attached enemy [[Sapper]]s.
+
While active, the Rescue Ranger can be used to [[Buildings#Hauling|pick up]] any [[Buildings|building]] in his direct line of sight at the cost of 100 [[Metal]], from a range. Doing so teleports the building into the Engineer's possession instantly with a team-colored [[Particle effects|flash]], leaving behind a tracer beam that temporarily notifies others of the Engineer's location. Instead of bullets, the weapon fires special bolt [[projectiles]] (repair claws), which repair 60 health to friendly buildings at a 4:1 health to metal ratio; in effect, healing 4 health consumes 1 unit of metal. Note that bolts only repair buildings, and do not restock ammo, apply upgrades, or damage attached enemy [[Sapper]]s.
  
As the downside to these perks, the weapon carries much less ammo than its [[Shotgun|stock counterpart]], with only a capacity of 4 and a reserve stock of 16. In addition, possessing the Rescue Ranger means the Engineer becomes [[Mechanics#MarkedForDeath|marked for death]] whenever he hauls a building, causing him to take [[Critical hits#Mini-crits|mini-crits]] from any incoming damage, for as long as he hauls the building and for a few seconds after redeploying it. This effect applies whether the building was picked up via the Rescue Ranger's ability or not.
+
As a downside to these perks, the weapon carries less ammo than its [[Shotgun|stock counterpart]], with a limited clip size of 4 and reserve stock of 16. In addition, the Engineer becomes [[Mechanics#MarkedForDeath|marked for death]] when hauling a building with the Rescue Ranger equipped, causing him to take [[Critical hits#Mini-crits|Mini-Crit]] damage while doing so and for several seconds after redeploying. This effect applies even if a building is picked up with a [[Wrench (disambiguation)|Wrench]], without using the Rescue Ranger's ability.
  
The Rescue Ranger has an added cosmetic effect; enemies killed with a bolt, if near a map object, are pinned to it via the bolt. The bolts can also clash with hostile projectiles or throwable items.
+
The Rescue Ranger has an added cosmetic effect; enemies killed with a bolt, if near a map object, are pinned to it via the bolt. Bolts can also clash with hostile projectiles or throwable items.
  
As with most [[projectiles]], the Rescue Ranger's bolts can be reflected by the [[Pyro]]'s [[compression blast]]. Reflected bolts deal regular damage to enemy buildings, but cannot repair friendly buildings, and simply have no effect.
+
As with most projectiles, the Rescue Ranger's bolts can be reflected by the [[Pyro]]'s [[compression blast]]. Reflected bolts deal regular damage to enemy buildings, but have no effect on friendly buildings.
  
 
The Rescue Ranger was [https://steamcommunity.com/sharedfiles/filedetails/?id=273 contributed] to the Steam Workshop.
 
The Rescue Ranger was [https://steamcommunity.com/sharedfiles/filedetails/?id=273 contributed] to the Steam Workshop.
Line 63: Line 63:
 
|  medium range    = 27
 
|  medium range    = 27
 
|  long range      = 21
 
|  long range      = 21
|  minicrit        = 54-72
+
|  minicrit        = 54-81
 
|  crit            = 120
 
|  crit            = 120
| function times = yes
+
 
 +
| function times   = yes
 
|  attack interval = 0.625 s
 
|  attack interval = 0.625 s
 
|  reload first    = 1.0 s
 
|  reload first    = 1.0 s
Line 89: Line 90:
 
== Strange variant ==
 
== Strange variant ==
 
{{Strange item info
 
{{Strange item info
  | item-type = Shotgun
+
  | item-type = {{item kind|Shotgun}}
 
  | rankson = kills
 
  | rankson = kills
   | att-1-positive = Alt-Fire: Use 100 metal to pick up your targeted building from long range
+
   | att-1-positive = {{attribute|Building_Telporting_PickUp|100}}
   | att-2-positive = Fires a special bolt that can repair friendly buildings
+
   | att-2-positive = {{attribute|ArrowHealsBuildings}}
   | att-3-negative = -34% clip size
+
   | att-3-negative = {{attribute|ClipSize_Negative|-34}}
   | att-4-negative = -50% max primary ammo on wearer
+
   | att-4-negative = {{attribute|MaxammoPrimary_Reduced|-50}}
   | att-5-negative = Self mark for death when hauling buildings
+
   | att-5-negative = {{attribute|MarkedForDeathOnBuildingPickup}}
   | att-6-negative = 4-to-1 health-to-metal ratio when repairing buildings
+
   | att-6-negative = {{attribute|RepairHealthToMetalRatio|4}}
 
  | can deal damage = yes
 
  | can deal damage = yes
 
  | can heal allies = no
 
  | can heal allies = no
Line 119: Line 120:
  
 
== Update history ==
 
== Update history ==
{{Update history|
+
{{Update history | '''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 
 
* The Rescue Ranger was added to the game.
 
* The Rescue Ranger was added to the game.
  
Line 142: Line 142:
  
 
'''{{Patch name|4|1|2014}}'''
 
'''{{Patch name|4|1|2014}}'''
* {{Undocumented}} Fixed crit boosted glow not showing.
+
* {{Undocumented}} Fixed Crit boosted glow not showing.
  
 
'''{{Patch name|11|4|2014}}'''
 
'''{{Patch name|11|4|2014}}'''
Line 179: Line 179:
  
 
'''{{Patch name|3|28|2018}} #1'''
 
'''{{Patch name|3|28|2018}} #1'''
* Fixed missing display attribute for the Rescue Ranger (client display issue only).
+
* Fixed missing display attribute for the Rescue Ranger (client display issue only).}}
}}
 
  
 
== Unused content ==
 
== Unused content ==
* There is a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
+
* There are a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
** Some of the sounds are named <code>rescue_ranger_teleport_send_01</code> and <code>rescue_ranger_teleport_receive_01</code>, which hint that this weapon could have been able to both pick up buildings from a distance and place them from a distance.
+
** Some of these sounds are named {{code|rescue_ranger_teleport_send_01}} and {{code|rescue_ranger_teleport_receive_01}}, suggesting the Rescue Ranger could have had the ability to place buildings from a distance, in addition to picking them up.
* Unused text and an unused attribute suggests that this weapon initially did not allowed users to freely teleport their buildings as long they had metal, instead it required the user to deal damage to fill up "Rescue Energy" before they could teleport their own buildings.
+
* Unused text and an unused attribute suggests that earlier versions of this weapon required the user to deal damage to fill up a "Rescue Energy" meter in order to teleport their own buildings.  
** The string for the text in the language files is <code>TF_Rescue</code> and contains the text <code>ENERGY</code> while the attribute's description is <code>Generate building rescue energy on damage</code>.
+
** The string for this text in the language files is {{code|TF_Rescue}} and contains the text {{code|ENERGY}} while the attribute's description is {{code|Generate building rescue energy on damage}}.
  
 
== Bugs ==
 
== Bugs ==
* The [[Engineer achievements|Engineer achievement]] ''Circle the Wagons'' cannot be earned with the Rescue Ranger, despite it being able to repair friendly buildings.
+
* The [[Engineer achievements|Engineer achievement]] '''Circle the Wagons''' cannot be earned with the Rescue Ranger, even though it has the ability to repair friendly buildings.
* Reflected bolts from Pyros do not heal buildings.
+
* Reflected bolts from Pyros do not heal friendly buildings.
* Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
+
* Bolts appear to repair redeployed buildings even during reconstruction, when they cannot be repaired.
* If the Engineer picks up a building when a Spy just sapped that building, the Engineer successfully packs it up, however, before placing the building, the Sapper model appears on the blueprint and constantly damages the building, but since it is impossible to damage the building while hauled, the building health keeps regenerating as well. If the player deploys the building, the Sapper cannot be destroyed, but the building still works normally.<!--I haven't tested this with the Red-Tape recorder, it may have different effects-->
+
* The Rescue Ranger allows the Engineer to pick up a building with an enemy Sapper attached. However, while hauled, the [[Heads-up display|HUD]] indicates the building has a Sapper attached, which appears to damage the building. Yet, since it is impossible to damage a building while it is hauled, the building health continues to regenerate as well. When the player redeploys the building, the Sapper cannot be destroyed, but the building still operates as normal.<!--I haven't tested this with the Red-Tape recorder, it may have different effects-->
* Rescue Ranger kills count as Sentry Gun kills in Engineer contracts.
+
* Rescue Ranger kills count as Sentry Gun kills in Engineer [[Contracts]].
* The bolts' particle effect appear at the back of the weapon instead of the {{botignore|shotgun}}'s tip.
+
* The bolt particle effect appears at the back of the weapon instead of the {{botignore|shotgun}}'s tip.
  
 
== Trivia ==
 
== Trivia ==
* The amplitude of the sine wave in the monitor is based on the user's Metal count: having full Metal causes the wave to be at maximum height, while lacking enough Metal to long-range haul a building makes it significantly flatter and having no Metal renders the wave almost completely flat.
+
* The amplitude of the sine wave in the monitor is based on the user's Metal count: at 200 Metal, the wave appears at maximum height, while lacking enough Metal to long-range haul a building makes it significantly flatter. Having no Metal renders the wave almost completely flat.
** The effect is done using [[vdc:List Of Material Proxies#Team Fortress 2|a dedicated material proxy]].
+
** The effect is achieved using [[vdc:List Of Material Proxies#Team Fortress 2|a dedicated material proxy]] titled {{code|BuildingRescueLevel}}.
* The Rescue Ranger is a left-handed {{botignore|shotgun}} (as shown by the ejection port being visible on the left hand side of the gun), despite this [[Engineer]] holds it right-handed. A right-handed {{botignore|shotgun}} has the ejection port on its right side to prevent ejected shells from striking the user.
+
* As with most {{botignore|shotguns}} in the game, the Rescue Ranger is a left-handed {{botignore|shotgun}} (with the ejection port being visible on the left hand side of the gun). Despite this, the [[Engineer]] holds it right-handed. A right-handed {{botignore|shotgun}} would have its ejection port on the right side to prevent ejected shells from striking the user.
  
 
== Gallery ==
 
== Gallery ==
 +
{{Tabs
 +
| noalign = 1
 +
| width = 90%
 +
| title = {{common string|Gallery}}
 +
| orientation = horizontal
 +
| icon1 = Default first-person view
 +
| icon2 = Festivized first-person view
 +
| icon3 = Other
 +
| content1 = <nowiki></nowiki>
 
<gallery>
 
<gallery>
File:BLU Rescue Ranger.png|[[BLU]] variant of the weapon.
 
 
File:Rescue Ranger 1st person red.png|[[RED]] first-person view.
 
File:Rescue Ranger 1st person red.png|[[RED]] first-person view.
 +
File:Rescue Ranger 1st person blu.png|[[BLU]] first-person view.
 
File:Rescue Ranger with Gunslinger 1st person red.png|RED first-person view with the [[Gunslinger]] equipped.
 
File:Rescue Ranger with Gunslinger 1st person red.png|RED first-person view with the [[Gunslinger]] equipped.
File:Rescue Ranger 1st person blu.png|BLU first-person view.
 
 
File:Rescue Ranger with Gunslinger 1st person blu.png|BLU first-person view with the Gunslinger equipped.
 
File:Rescue Ranger with Gunslinger 1st person blu.png|BLU first-person view with the Gunslinger equipped.
 +
</gallery>
 +
| content2 = <nowiki></nowiki>
 +
<gallery>
 
File:Rescue Ranger First Person Festivized Variant RED.png|RED [[Festivizer|Festivized]] variant.
 
File:Rescue Ranger First Person Festivized Variant RED.png|RED [[Festivizer|Festivized]] variant.
 
File:Rescue Ranger First Person Festivized Variant BLU.png|BLU Festivized variant.
 
File:Rescue Ranger First Person Festivized Variant BLU.png|BLU Festivized variant.
 
File:Rescue Ranger First Person Gunslinger Festivized Variant RED.png|RED Festivized variant with the Gunslinger equipped.
 
File:Rescue Ranger First Person Gunslinger Festivized Variant RED.png|RED Festivized variant with the Gunslinger equipped.
 
File:Rescue Ranger First Person Gunslinger Festivized Variant BLU.png|BLU Festivized variant with the Gunslinger equipped.
 
File:Rescue Ranger First Person Gunslinger Festivized Variant BLU.png|BLU Festivized variant with the Gunslinger equipped.
File:Rescue Ranger Projectile RED.png|RED projectile.
+
</gallery>
File:Rescue Ranger Projectile BLU.png|BLU projectile.
+
| content3 = <nowiki></nowiki>
File:Repair Claw Gibs.png|Destroyed projectile.
+
<gallery>
 +
File:BLU Rescue Ranger.png|BLU variant of the weapon.
 +
File:Rescue Ranger Projectile RED.png|RED repair claw projectile.
 +
File:Rescue Ranger Projectile BLU.png|BLU repair claw projectile.
 +
File:Repair Claw Gibs.png|Destroyed repair claw projectile.
 
File:Rescue Ranger flat scope.png|Flat view of the scope.
 
File:Rescue Ranger flat scope.png|Flat view of the scope.
 
File:Steamworkshop tf2 mod shotgun thumb.jpg|Steam Workshop thumbnail for the Rescue Ranger.
 
File:Steamworkshop tf2 mod shotgun thumb.jpg|Steam Workshop thumbnail for the Rescue Ranger.
 
</gallery>
 
</gallery>
 +
}}
  
 
== See also ==
 
== See also ==

Latest revision as of 09:47, 30 September 2024

Gotcha!
The Engineer rescuing a building from far away

The Rescue Ranger is a community-created primary weapon for the Engineer. It resembles the normal Shotgun, but with a differently styled magazine tube, longer barrel, and, in place of a scope, a small, illuminated monitor that displays an oscillating sine wave. The monitor is connected to an orange (RED) or yellow (BLU) box at the end of the barrel, fitted with a team-colored light on the front.

While active, the Rescue Ranger can be used to pick up any building in his direct line of sight at the cost of 100 Metal, from a range. Doing so teleports the building into the Engineer's possession instantly with a team-colored flash, leaving behind a tracer beam that temporarily notifies others of the Engineer's location. Instead of bullets, the weapon fires special bolt projectiles (repair claws), which repair 60 health to friendly buildings at a 4:1 health to metal ratio; in effect, healing 4 health consumes 1 unit of metal. Note that bolts only repair buildings, and do not restock ammo, apply upgrades, or damage attached enemy Sappers.

As a downside to these perks, the weapon carries less ammo than its stock counterpart, with a limited clip size of 4 and reserve stock of 16. In addition, the Engineer becomes marked for death when hauling a building with the Rescue Ranger equipped, causing him to take Mini-Crit damage while doing so and for several seconds after redeploying. This effect applies even if a building is picked up with a Wrench, without using the Rescue Ranger's ability.

The Rescue Ranger has an added cosmetic effect; enemies killed with a bolt, if near a map object, are pinned to it via the bolt. Bolts can also clash with hostile projectiles or throwable items.

As with most projectiles, the Rescue Ranger's bolts can be reflected by the Pyro's compression blast. Reflected bolts deal regular damage to enemy buildings, but have no effect on friendly buildings.

The Rescue Ranger was contributed to the Steam Workshop.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 150% 60
Base damage 100% 40
Maximum fall-off 52.8% 21
Point blank 60
Medium range 27
Long range 21
Critical 120
Mini-crit 54-81
Function times
Attack interval 0.625 s
Reload (first) 1.0 s
Reload (consecutive) 0.5 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Eureka Effect Reclaimed Metal Rescue Ranger
Item icon Eureka Effect.pngx3 + Item icon Reclaimed Metal.png = Item icon Rescue Ranger.png
Class Token - Engineer Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Engineer.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Frontier Justice.png Item icon Widowmaker.png Item icon Pomson 6000.png Item icon Rescue Ranger.png
Item icon Panic Attack.png

Strange variant


Related achievements

Leaderboard class engineer.png Engineer

Built to Last
Built to Last
Help a single building tank over 2000 damage without being destroyed.


Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.
Rio Grind
Rio Grind
Perform 50 repairs and/or reloads on a Sentry gun being Wrangled by another Engineer.


Texas Two-Step
Texas Two-Step
Use your shotgun to finish off an enemy recently damaged by your sentry gun.


Leaderboard class medic.png Medic

Midwife Crisis
Midwife Crisis
Heal an Engineer as he repairs his sentry gun while it's under enemy fire.

Update history

December 20, 2012 Patch (Mecha Update)
  • The Rescue Ranger was added to the game.

December 21, 2012 Patch

  • Fixed Rescue Ranger bolts using incorrect hit boxes.

January 24, 2013 Patch

  • Fixed missing text in the recipe description for the Rescue Ranger.
  • Updated the Rescue Ranger so it can be used as a crafting ingredient.

July 10, 2013 Patch

  • Changed attributes:
    • Increased in damage per bolt by 14%.
    • Increased building healing from 50 to 75 per bolt.

November 12, 2013 Patch

December 6, 2013 Patch

  • [Undocumented] Added Strange quality.

April 1, 2014 Patch

  • [Undocumented] Fixed Crit boosted glow not showing.

November 4, 2014 Patch

  • Updated the Rescue Ranger so players no longer block its ability to pick-up buildings from a distance.

November 5, 2014 Patch

  • Fixed the Rescue Ranger being able pick-up buildings through walls.

[Unknown Date]

  • Fixed Rescue Ranger bolts dealing headshot damage when reflected.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Changed attribute:
    • Decreased cost of long range building pick up from 130 metal to 100 metal

July 8, 2015 Patch #1

December 17, 2015 Patch (Tough Break Update)

  • Changed attribute:
    • Healing per bolt reduced from 75 to 60.

October 20, 2017 Patch #1 (Jungle Inferno Update)

  • Changed attributes:
    • Ranged repairs now consume metal at a 4-to-1 health-to-metal ratio (previously consumed no metal).
  • [Undocumented] Changed weapon description.

November 7, 2017 Patch

  • Fixed the Rescue Ranger not drawing its attached screen properly.

December 13, 2017 Patch

  • Fixed the Rescue Ranger not counting towards the Engineer achievement "Texas Two-Step".

December 21, 2017 Patch (Smissmas 2017)

March 28, 2018 Patch #1

  • Fixed missing display attribute for the Rescue Ranger (client display issue only).

Unused content

  • There are a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
    • Some of these sounds are named rescue_ranger_teleport_send_01 and rescue_ranger_teleport_receive_01, suggesting the Rescue Ranger could have had the ability to place buildings from a distance, in addition to picking them up.
  • Unused text and an unused attribute suggests that earlier versions of this weapon required the user to deal damage to fill up a "Rescue Energy" meter in order to teleport their own buildings.
    • The string for this text in the language files is TF_Rescue and contains the text ENERGY while the attribute's description is Generate building rescue energy on damage.

Bugs

  • The Engineer achievement Circle the Wagons cannot be earned with the Rescue Ranger, even though it has the ability to repair friendly buildings.
  • Reflected bolts from Pyros do not heal friendly buildings.
  • Bolts appear to repair redeployed buildings even during reconstruction, when they cannot be repaired.
  • The Rescue Ranger allows the Engineer to pick up a building with an enemy Sapper attached. However, while hauled, the HUD indicates the building has a Sapper attached, which appears to damage the building. Yet, since it is impossible to damage a building while it is hauled, the building health continues to regenerate as well. When the player redeploys the building, the Sapper cannot be destroyed, but the building still operates as normal.
  • Rescue Ranger kills count as Sentry Gun kills in Engineer Contracts.
  • The bolt particle effect appears at the back of the weapon instead of the shotgun's tip.

Trivia

  • The amplitude of the sine wave in the monitor is based on the user's Metal count: at 200 Metal, the wave appears at maximum height, while lacking enough Metal to long-range haul a building makes it significantly flatter. Having no Metal renders the wave almost completely flat.
  • As with most shotguns in the game, the Rescue Ranger is a left-handed shotgun (with the ejection port being visible on the left hand side of the gun). Despite this, the Engineer holds it right-handed. A right-handed shotgun would have its ejection port on the right side to prevent ejected shells from striking the user.

Gallery

[hide]Gallery
  • Default first-person view
  • Festivized first-person view
  • Other
show;hide

See also