Difference between revisions of "Buildings"

From Team Fortress Wiki
Jump to: navigation, search
(Hauling)
(Reworded to prevent bug abuse, as this allows effectively for an instant kill on light classes)
 
(143 intermediate revisions by 72 users not shown)
Line 1: Line 1:
{{Quotation|'''The Engineer''' on his buildings |I built that.|sound=Engineer_specialcompleted06.wav}}
+
{{Redirects here|Build|PDA}}
  
'''Buildings''' are machines that can be constructed by the [[Engineer]] using his [[PDA|Build Tool]]. These buildings include the [[Sentry Gun]], [[Dispenser]] and [[Teleporter]].
+
{{Quotation|'''The Engineer'''|I built that.|sound=Engineer_specialcompleted06.wav}}
 +
 
 +
'''Buildings''' are machines that can be constructed by the [[Engineer]] using his [[PDA|Build Tool]]. These buildings include the [[Sentry Gun]], [[Mini-Sentry]] (with the [[Gunslinger]] equipped), [[Dispenser]], and [[Teleporters|Teleporter]].
  
 
[[File:Engiwithdispenser.png|300px|right|Engineer standing by his Dispenser]]
 
[[File:Engiwithdispenser.png|300px|right|Engineer standing by his Dispenser]]
  
 
== Overview ==
 
== Overview ==
In order to construct a building, an Engineer must first have enough [[metal]]. He can then use his [[PDA|Build Tool]] to choose a placement for the building; buildings must have a certain amount of space to operate, and they cannot be placed on moderately steep slopes. Once placed, buildings are erected automatically. The construction rate can be doubled by continuously hitting the building with any [[Wrench]]; multiple Engineers doing this simultaneously stacks the effect; and hitting the building with the [[Jag]] increases its construction rate by a further 30%. Once the building is fully deployed it will immediately begin operation.
+
In order to construct a building, an Engineer must first have enough [[metal]]. He can then use his PDA to choose a placement for the building; buildings can only be placed on reasonably flat surfaces and must have enough horizontal and vertical space to operate. The Engineer can rotate buildings before deploying them (default key: {{key|MOUSE2}}). Each time the rotate key is pressed, the building is turned 90° counterclockwise. Once placed, buildings are deployed automatically. The construction rate can be almost doubled by continuously hitting the building with any [[Wrench]] (with the exception of the [[Eureka Effect]]). Multiple Engineers doing this simultaneously stacks the effect, and hitting the building with the [[Jag]] increases its construction rate by a further 30%. [[Dispenser]]s and [[Teleporters]] take twice as long to deploy as [[Sentry Gun]]s. Once the building is fully deployed, it immediately begins operation.
  
Like players, buildings have [[health]] and are [[#Destruction|destroyed]] when it is reduced to zero. The health of a building increases to its maximum while under construction, so it is easier to destroy a building that is incomplete. Players can focus 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 are immune to [[critical hits]] and [[Critical hits#Mini-crits|mini-crits]] as well as damage drop-off and ramp-up, so excluding splash damage, any attack on a building will deal a constant amount of damage from any distance. Buildings do not count for any on-hit effects including display of damage dealt.
+
Like players, buildings have [[health]] and are [[#Destruction|destroyed]] when it is reduced to zero. The health of a building increases from zero to its maximum while under construction, so it is easier to destroy a building that is incomplete. 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 are immune to [[Critical hits]] and [[Critical hits#Mini-crits|Mini-Crits]] as well as damage drop-off and ramp-up, so excluding splash damage, any attack on a building deals a constant amount of damage from any distance. Buildings do not activate the on-hit or on-kill effects of any weapon when damaged or destroyed (with the exception of the [[Widowmaker]]'s).
  
Buildings can be repaired, upgraded, and (in the case of Sentry Guns) reloaded by hitting them with a Wrench, if the user has sufficient metal. Metal priority goes to repair first, then to resupply, and finally to upgrades, with limits to how much metal can go into each task with each strike. Upgrading a building takes a total of 200 metal and increases its health by 20% in addition to improving its abilities; buildings can be upgraded twice to reach level 3.
+
Buildings can be repaired, upgraded, and (in the case of Sentry Guns) reloaded by hitting them with a Wrench, if the user has sufficient metal. Metal priority goes to repair first, then to resupply, and finally to upgrades, with limits to how much metal can go into each task with each strike. Upgrading a building takes a total of 200 metal and increases its health by 20% in addition to improving its abilities; buildings can be upgraded twice to reach level 3. However, in the Xbox 360 and PS3 release of TF2, only the Sentry Gun is able to be upgraded, with Teleporters and  Dispensers always being level 1. Sentry Guns gain armor protection against the primary weapons of the [[Heavy]] as they're upgraded, reducing the damage inflicted on them from these weapons by 15% at level 2 and 20% at level 3.
  
Buildings can be disabled by the [[Spy]]'s [[Sapper]]. If a Sapper is applied to a building, it will immediately cease functioning and alert the owner, in addition to being drained of health. Sappers can be removed by any Engineer's melee weapon or the Pyro's [[Homewrecker]]/[[Maul]]/[[Neon Annihilator]], which will restore the building's operations. Buildings cannot be repaired, reloaded, upgraded, or demolished while being sapped.
+
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 or the [[Pyro]]'s [[Homewrecker]]/[[Maul]]/[[Neon Annihilator]], which restores the building's operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or demolished while being sapped. A Sapped Sentry Gun has a 33% damage resistance against the Spy's weapons.
  
Buildings can be downgraded by the Spy's [[Red-Tape Recorder]]. Buidlings with a Recorder attached will begin deconstructing themselves by going through any applicable upgrade animations in reverse before going through the building process in reverse, resulting in the building being reduced to a [[ammo pickup|toolbox pickup]]. The process moves at half the speed of construction. If the Recorder is destroyed then the building will resume proper construction, though any levels lost will not be regained unless an upgrade animation is in progress.
+
Buildings can be downgraded by the Spy's [[Red-Tape Recorder]]. Buildings with a Recorder attached begin deconstructing themselves by going through any applicable upgrade animations in reverse before going through the building process in reverse, resulting in the building being reduced to a [[Ammo|toolbox pickup]]. The process moves at half the speed of construction. If the Recorder is destroyed, then the building resumes proper construction, though any levels lost are not regained unless an upgrade animation is in progress.
  
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 [[gib]]s 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 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). In the Xbox 360 and PS3 release of TF2 destruction and construction are done on the same PDA.
  
Buildings function normally [[underwater]], with the quirk that a Sentry Gun cannot see through the water's surface in either direction.
+
Buildings function normally [[Water|underwater]], though Teleporter Entrances cannot detect when a submerged player is standing on them, and Sentry Guns cannot see through the water's surface in either direction.
  
During setup time in [[Mann vs. Machine (game mode)|Mann vs. Machine mode]], buildings cost no metal to place and finish construction immediately as level 3, with Dispensers being fully stocked. Using a [[Power Up Canteen|Buildings Upgrade Canteen]] will also instantly send all existing buildings to level 3, even if they are still constructing. Engineers can also upgrade the health of their buildings at an [[Upgrade Station]].
+
During setup time in [[Mann vs. Machine]], buildings cost no metal to place and finish construction immediately as level 3, with Dispensers being fully stocked. Using a [[Power Up Canteen|Buildings Upgrade Canteen]] also instantly sends all existing buildings to level 3, even if they are still constructing. Engineers can also upgrade the health and abilities of their buildings at an [[Upgrade Station]].
  
 
=== Specifications ===
 
=== Specifications ===
{| class="wikitable grid" style="text-align: center"
+
{{Building Specifications}}
! colspan="2" class="header" | Building Type
 
! class="header"            | <span style="line-height:1.2em;">Build Time<br /><span style="font-size:80%;">(First spawn)</span></span>
 
! class="header"            | <span style="line-height:1.2em;">Build Time<br /><span style="font-size:80%;">(First spawn + Melee attack)
 
! class="header"            | <span style="line-height:1.2em;">Build Time<br /><span style="font-size:80%;">(First spawn + [[Jag]] attack)</span></span>
 
! class="header"            | <span style="line-height:1.2em;">Build Time<br /><span style="font-size:80%;">(Redeployed)</span></span>
 
! class="header"            | <span style="line-height:1.2em;">Build Time<br /><span style="font-size:80%;">(Redeployed + Melee attack)</span></span>
 
! colspan="2" class="header" | Cost in Metal
 
! colspan="3" class="header" | Health Points
 
! class="header"            | Scrap Metal<br />when destroyed
 
|-
 
! rowspan="2" | Sentry Gun
 
! Regular
 
| 10.5              <!--First spawn-->
 
| 5.5                <!--First spawn + Melee attack-->
 
| 4.75              <!--First spawn + Jag attack-->
 
| 5.3                <!--Redeployed-->
 
| 3                  <!--Redeployed + Melee attack-->
 
| 130                <!--Cost in Metal - Base-->
 
| 200 to upgrade    <!--Cost in Metal - Upgrade-->
 
| 150
 
(*450)                <!--Health Points - Level 1-->
 
| 180
 
(*540)                <!--Health Points - Level 2-->
 
| 216
 
(*648)                <!--Health Points - Level 3-->
 
| 60                <!--Scrap Metal-->
 
|-
 
! Combat Mini
 
| 2.9                <!--First spawn-->
 
| 2.9                <!--First spawn + Melee attack-->
 
| N/A                <!--First spawn + Jag attack-->
 
| 1.5                <!--Redeployed-->
 
| 1.5                <!--Redeployed + Melee attack-->
 
| colspan="2" | 100  <!--Cost in Metal-->
 
| colspan="3" | 100 (*300)  <!--Health Points-->
 
| 28                <!--Scrap Metal-->
 
|-
 
! colspan="2" | Dispenser
 
| 21                <!--First spawn-->
 
| 11                <!--First spawn + Melee attack-->
 
| 9.5                <!--First spawn + Jag attack-->
 
| 10.6              <!--Redeployed-->
 
| 6                  <!--Redeployed + Melee attack-->
 
| 100                <!--Cost in Metal - Base-->
 
| 200 to upgrade    <!--Cost in Metal - Upgrade-->
 
| 150                <!--Health Points - Level 1-->
 
| 180                <!--Health Points - Level 2-->
 
| 216                <!--Health Points - Level 3-->
 
| 50                <!--Scrap Metal-->
 
|-
 
! colspan="2" | Teleporter
 
| 21                <!--First spawn-->
 
| 11                <!--First spawn + Melee attack-->
 
| 9.5                <!--First spawn + Jag attack-->
 
| 10.6              <!--Redeployed-->
 
| 6                  <!--Redeployed + Melee attack-->
 
| 125                <!--Cost in Metal - Base-->
 
| 200 to upgrade    <!--Cost in Metal - Upgrade-->
 
| 150                <!--Health Points - Level 1-->
 
| 180                <!--Health Points - Level 2-->
 
| 216                <!--Health Points - Level 3-->
 
| 60                <!--Scrap Metal-->
 
|}
 
Note:  All build times are in seconds.  Levels 2 and 3 Sentry Gun build times are longer because upgrade animations cannot be skipped or hastened.
 
 
 
(*) Effective health of the Sentry Gun when in use with the [[Wrangler]].
 
 
 
Fast Build Formula : Building Deploy Time / 1.9
 
 
 
Fast Build Formula ([[Jag]]) : Building Deploy Time / (1.9 + 0.3)
 
  
 
=== HUD ===
 
=== HUD ===
[[Image:BuildingHUD.png|thumb|right|The building HUD is located in the top-left corner of the screen.]]
+
[[File:BuildingHUD.png|thumb|right|The building HUD is located in the top-left corner of the screen.]]
  
 
{{main|Heads-up display}}
 
{{main|Heads-up display}}
Line 107: Line 39:
 
|-
 
|-
 
| align="center" | [[File:Building icon Kills.png|48px]]
 
| align="center" | [[File:Building icon Kills.png|48px]]
| A number indicating the number of kills a sentry has followed by the number of assists in parentheses (Sentry Guns only).
+
| '''Sentry Gun:''' Number of kills, followed by number of assists in parentheses.
 
|-
 
|-
 
| align="center" | [[File:Building icon Ammo.png|48px]]
 
| align="center" | [[File:Building icon Ammo.png|48px]]
| An indicator bar representing the percentage left of ammunition (Sentry Gun) or metal reserves (Dispenser).
+
| '''Sentry Gun:''' Percentage bar of bullets remaining.<br/>'''Dispenser:''' Percentage bar of current metal reserves.
 
|-
 
|-
 
| align="center" | [[File:Building icon Metal.png|48px]]
 
| align="center" | [[File:Building icon Metal.png|48px]]
| An indicator bar representing the percentage of the building upgrade progress (Levels 1 and 2 only).
+
| '''All buildings:''' Percentage bar of upgrade progress. (levels 1 and 2 only)
 
|-
 
|-
 
| align="center" | [[File:Building icon Rockets.png|48px]]
 
| align="center" | [[File:Building icon Rockets.png|48px]]
| An indicator bar representing the percentage left of rocket reserves (Level 3 Sentry only).
+
| '''Sentry Gun:''' Percentage bar of rockets remaining. (level 3 only)
 
|-
 
|-
 
| align="center" | [[File:Building icon Teleports.png|48px]]
 
| align="center" | [[File:Building icon Teleports.png|48px]]
| A number indicating the number of teleports a Teleporter entrance has provided. Transforms to a recharge progress bar after a teleport.
+
| '''Teleporter Entrance:''' Percentage bar of recharge progress. If fully recharged, instead displays number of successful teleports.
 
|}
 
|}
  
Line 126: Line 58:
 
[[File:Engineer haul.png|thumb|180px|right|An Engineer carrying a building.]]
 
[[File:Engineer haul.png|thumb|180px|right|An Engineer carrying a building.]]
  
Buildings can be packed up and moved by their owners by pressing the alternate fire button while looking at and standing next to them (or by simply looking at them, if the [[Rescue Ranger]] is equipped). This mechanic allows for redeployment without having to completely reconstruct the building, thus saving metal and time, and also preserving any score tallies a building may have. Packing up a building is instantaneous, and the Engineer will appear carrying the building's toolbox on his shoulder to all players, while from his first-person perspective he will still carry the toolbox as a normal building construction. Damaged buildings can be packed up, but buildings being sapped cannot. A building is capable of being hauled when a gray tab is displayed alongside the building's name on the interface (see right). In addition to an icon for the building and a hand, the tab also displays which key or mouse button alternate fire is currently bound to.  
+
Buildings can be packed up and moved by their owners by pressing the alternate fire button while looking at and standing next to them. In the PS3 and Xbox 360 versions of the game, hauling is not possible. This mechanic allows for redeployment without having to completely reconstruct the building, thus saving metal and time, and also preserving any score tallies a building may have. Packing up a building is instantaneous, and the Engineer appears carrying the building's toolbox on his shoulder to all players, while from his first-person perspective he still carries the toolbox as a normal building construction. Damaged buildings can be packed up, but buildings being sapped cannot. A building is capable of being hauled when a gray tab is displayed alongside the building's name on the interface (see right). In addition to an icon for the building and a hand, the tab also displays which key or mouse button alternate fire is currently bound to.  
  
One building can be hauled at a time, and doing so will sensibly reduce the Engineer speed to 75% (225v), slightly [[Speed|slower]] than a [[Heavy]], regardless of type and/or level of the building. Additionally, the Engineer cannot switch to any weapon or item until the building is redeployed. It is still possible to use Teleporters (either his own or a friendly Engineer's) - unless, of course, he is carrying the entrance or exit.
+
One building can be hauled at a time, and doing so sensibly reduces the Engineer's speed to 90% (270v), regardless of type and/or level of the building. Additionally, the Engineer cannot taunt or switch to any weapon or item until the building is redeployed. It is still possible to use Teleporters (either his own or a friendly Engineer's) unless, of course, the Engineer is attempting to use a Teleporter whilst the other end is being hauled.
  
If the Engineer is killed while he is hauling a building, the building is also destroyed, and the Engineer will drop a toolbox which will act like a large ammo crate if picked up. A special [[kill icon]] representing a toolbox will be shown alongside the Engineer's death.
+
If the Engineer is killed while he is hauling a building, the building is also destroyed, and the Engineer drops a toolbox which acts like a large ammo crate if picked up. A special [[kill icon]] representing a toolbox is shown alongside the Engineer's death.
  
Redeploying a building is similar to a normal construction, except that the building will construct itself at twice the normal rate, and the Engineer can speed up the process even further. Higher level buildings will have to cycle through all their upgrade animations before becoming operative, and cannot be packed up again until ready. Damaged buildings retain their health at the moment they were packed; they cannot be repaired during redeployment unless they take damage during it, and even then they can only be repaired up to what health they had before being packed (until they are fully redeployed). In [[Mann vs Machine (game mode)|Mann vs Machine]], buildings redeploy themselves instantly.
+
Redeploying a building is similar to a normal construction, except that the building constructs itself at twice the normal rate (plus an additional 50% speed for Dispensers and Teleporters), and the Engineer can speed up the process even further. Higher level Sentry Guns and Teleporters have to cycle through all their upgrade animations before becoming operative, and all buildings cannot be packed up again until ready. Damaged buildings retain their health at the moment they were packed; they cannot be repaired during redeployment unless they take damage during it, and even then they can only be repaired up to what health they had before being packed (until they are fully redeployed). On the other hand, when a redeploying building takes damage during the constructing stage, the building automatically heals itself at a fixed rate that stops after the construction stage ends. In [[Mann vs. Machine]], hauling does not slow the Engineer down and buildings redeploy themselves instantly.
  
The three phases of building redeployment (packing, hauling and redeploying) are accompanied by specific [[Engineer responses#Packing Up a Building|responses]].
+
The three phases of building redeployment (packing, hauling, and redeploying) are accompanied by specific [[Engineer responses#Packing Up a Building|responses]].
  
Buildings cannot be hauled while using the [[Eureka Effect]].
+
The [[Rescue Ranger]] has the ability to haul buildings from any distance (provided a direct line of sight) at the cost of 100 [[metal]]; it also forces the Engineer to take Mini-Crits while hauling buildings, whether via the long-range pickup or not.
  
 
== Destruction ==
 
== Destruction ==
A building can be by destroyed by his owner using the Demolish Tool or by an enemy using any weapon, including the Sapper. A building can also be destroyed if an Engineer is carrying a building and a player kills the Engineer. A destruction is worth one point to the destroyer and is recorded on the player's scoreboard. A destruction cannot be assisted unless the building has been sapped (in which case the Spy who sapped it will get the assist) or the building has been destroyed while hauling (in which case the assister will be the same as the one of the Engineer's death).
+
A building can be destroyed by its owner using the Demolish Tool or by an enemy attacking it with any weapon, or using the Sapper. A building can also be destroyed if an Engineer is carrying a building and a player [[Death|kills]] the Engineer. A destruction is worth one point to the destroyer and is recorded on the player's scoreboard. A destruction can only be assisted by a Spy who sapped the building or a Medic who healed the player (with the exception of the building being destroyed while hauling, in which case the assister is the same as the one of the Engineer's death).
  
Destruction points are not awarded to Engineers who destroy their own buildings. Furthermore, destructions do not count during the Setup Phase in terms of the [[scoreboard]], though any other events such as [[Frontier Justice|revenge crits]] will trigger as usual. Should an Engineer decide to use the [[Loadout]] to change his choice of melee weapons, all his buildings are immediately demolished the moment the new melee weapon becomes available (either by the Engineer respawning or by him reaching a [[Respawn#Resupply|Resupply locker]]). An Engineer's buildings are also demolished when a player switches from an Engineer to another class, from one team to another, or leaves the server.
+
Destruction points are not awarded to Engineers who destroy their own buildings. Furthermore, destructions do not count during the Setup Phase in terms of the [[scoreboard]], though any other events (such as [[Frontier Justice|revenge Crits]]) trigger as usual. Should an Engineer decide to use the [[loadout]] screen to change his melee weapon to or from the Gunslinger, his Sentry Gun is demolished the moment the new melee weapon becomes available (either by the Engineer respawning or touching a [[Respawn#Resupply|Resupply locker]]). All of an Engineer's buildings are demolished when a player switches from an Engineer to another class, from one team to another, or leaves the server.
  
 
When a building is destroyed by an enemy, the Engineer responds with one of three [[Engineer responses#Dispenser destroyed|responses]], alerting his nearby teammates.
 
When a building is destroyed by an enemy, the Engineer responds with one of three [[Engineer responses#Dispenser destroyed|responses]], alerting his nearby teammates.
  
 
== Related achievements ==  
 
== Related achievements ==  
=== [[Image:Achieved.png|20px|link=Achievements]] [[Achievements|General]] ===
+
=== {{Achiev type link|general}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|General|Sentry Gunner}}
+
| 1 = {{Show achievement|General|Sentry Gunner}}
| {{Show achievement|General|Riftwalker}}
+
| 2 = {{Show achievement|General|Riftwalker}}
 
}}
 
}}
  
=== [[Image:Controlpoint.png|20px|link=Foundry achievements]] [[Foundry achievements|Foundry]]===
 
{{Show achievement|Foundry|Claim Jumper}}
 
  
 
=== {{Class link|Scout}} ===
 
=== {{Class link|Scout}} ===
Line 165: Line 95:
 
=== {{Class link|Soldier}} ===
 
=== {{Class link|Soldier}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Soldier|Engineer to Eternity}}
+
| 1 = {{Show achievement|Soldier|Engineer to Eternity}}
| {{Show achievement|Soldier|Guns of the Navar0wned}}
+
| 2 = {{Show achievement|Soldier|Guns of the Navar0wned}}
 
}}
 
}}
 +
  
 
=== {{Class link|Pyro}} ===
 
=== {{Class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Pyro|Arsonist}}
+
| 1 = {{Show achievement|Pyro|Arsonist}}
| {{Show achievement|Pyro|Firewall}}
+
| 2 = {{Show achievement|Pyro|Firewall}}
 
}}
 
}}
 +
  
 
=== {{Class link|Demoman}} ===
 
=== {{Class link|Demoman}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Demoman|Blind Fire}}
 
| 1 = {{Show achievement|Demoman|Blind Fire}}
       {{Show achievement|Demoman|Spynal Tap}}
+
       {{Show achievement|Demoman|Cry Some Moor!}}
 
       {{Show achievement|Demoman|Loch Ness Bombster}}
 
       {{Show achievement|Demoman|Loch Ness Bombster}}
| 2 = {{Show achievement|Demoman|Cry Some Moor!}}
+
| 2 = {{Show achievement|Demoman|Spynal Tap}}
 
       {{Show achievement|Demoman|Tam O'Shatter}}
 
       {{Show achievement|Demoman|Tam O'Shatter}}
 
       {{Show achievement|Demoman|The Argyle Sap}}
 
       {{Show achievement|Demoman|The Argyle Sap}}
Line 188: Line 120:
 
=== {{Class link|Heavy}} ===
 
=== {{Class link|Heavy}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Heavy|Factory Worker}}
+
| 1 = {{Show achievement|Heavy|Factory Worker}}
| {{Show achievement|Heavy|Five Second Plan}}
+
| 2 = {{Show achievement|Heavy|Five Second Plan}}
 
}}
 
}}
 +
  
 
=== {{Class link|Engineer}} ===
 
=== {{Class link|Engineer}} ===
 
{{Achievement table
 
{{Achievement table
| 1 = {{Show achievement|Engineer|(Not So) Lonely Are the Brave}}
+
| 1 = {{Show achievement|Engineer|Battle Rustler}}
       {{Show achievement|Engineer|The Extinguished Gentleman}}
+
       {{Show achievement|Engineer|Best Little Slaughterhouse in Texas}}
 +
      {{Show achievement|Engineer|Breaking Morant}}
 +
      {{Show achievement|Engineer|Building Block}}
 +
      {{Show achievement|Engineer|Built to Last}}
 
       {{Show achievement|Engineer|Circle the Wagons}}
 
       {{Show achievement|Engineer|Circle the Wagons}}
       {{Show achievement|Engineer|Uncivil Engineer}}
+
       {{Show achievement|Engineer|Death Metal}}
      {{Show achievement|Engineer|Get Along!}}
 
 
       {{Show achievement|Engineer|Deputized}}
 
       {{Show achievement|Engineer|Deputized}}
 +
      {{Show achievement|Engineer|Doc Holiday}}
 +
      {{Show achievement|Engineer|Doc, Stock and Barrel}}
 +
      {{Show achievement|Engineer|Drugstore Cowboy}}
 +
      {{Show achievement|Engineer|Fistful of Sappers}}
 
       {{Show achievement|Engineer|Frontier Justice}}
 
       {{Show achievement|Engineer|Frontier Justice}}
       {{Show achievement|Engineer|Texas Ranger}}
+
       {{Show achievement|Engineer|Get Along!}}
      {{Show achievement|Engineer|Best Little Slaughterhouse in Texas}}
 
      {{Show achievement|Engineer|If You Build It, They Will Die}}
 
      {{Show achievement|Engineer|Patent Protection}}
 
      {{Show achievement|Engineer|Fistful of Sappers}}
 
      {{Show achievement|Engineer|Rio Grind}}
 
      {{Show achievement|Engineer|Silent Pardner}}
 
 
 
| 2 = {{Show achievement|Engineer|Breaking Morant}}
 
      {{Show achievement|Engineer|Built to Last}}
 
 
       {{Show achievement|Engineer|How the Pests was Gunned}}
 
       {{Show achievement|Engineer|How the Pests was Gunned}}
      {{Show achievement|Engineer|Drugstore Cowboy}}
+
| 2 = {{Show achievement|Engineer|If You Build It, They will Die}}
      {{Show achievement|Engineer|Building Block}}
 
 
       {{Show achievement|Engineer|Land Grab}}
 
       {{Show achievement|Engineer|Land Grab}}
 +
      {{Show achievement|Engineer|No Man's Land}}
 +
      {{Show achievement|Engineer|(Not So) Lonely Are The Brave}}
 +
      {{Show achievement|Engineer|Patent Protection}}
 
       {{Show achievement|Engineer|Pownd on the Range}}
 
       {{Show achievement|Engineer|Pownd on the Range}}
       {{Show achievement|Engineer|Death Metal}}
+
       {{Show achievement|Engineer|Rio Grind}}
 +
      {{Show achievement|Engineer|Revengineering}}
 
       {{Show achievement|Engineer|Search Engine}}
 
       {{Show achievement|Engineer|Search Engine}}
       {{Show achievement|Engineer|Doc, Stock and Barrel}}
+
       {{Show achievement|Engineer|Silent Pardner}}
       {{Show achievement|Engineer|No Man's Land}}
+
       {{Show achievement|Engineer|The Extinguished Gentleman}}
       {{Show achievement|Engineer|Battle Rustler}}
+
       {{Show achievement|Engineer|Texas Ranger}}
       {{Show achievement|Engineer|Doc Holiday}}
+
       {{Show achievement|Engineer|Texas Two Step}}
 +
      {{Show achievement|Engineer|Uncivil Engineer}}
 
}}
 
}}
  
Line 227: Line 161:
 
=== {{Class link|Medic}} ===
 
=== {{Class link|Medic}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Medic|Medical Breakthrough}}
+
| 1 = {{Show achievement|Medic|Medical Breakthrough}}
| {{Show achievement|Medic|Midwife Crisis}}
+
| 2 = {{Show achievement|Medic|Midwife Crisis}}
 
}}
 
}}
 +
  
 
=== {{Class link|Sniper}} ===
 
=== {{Class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Sniper|De-sentry-lized}}
+
| 1 = {{Show achievement|Sniper|De-sentry-lized}}
 
}}
 
}}
 +
  
 
=== {{Class link|Spy}} ===
 
=== {{Class link|Spy}} ===
 
{{Achievement table
 
{{Achievement table
| 1 = {{Show achievement|Spy|Sap Auteur}}
+
| 1 = {{Show achievement|Spy|Constructus Interruptus}}
      {{Show achievement|Spy|Sapsucker}}
 
 
       {{Show achievement|Spy|Joint Operation}}
 
       {{Show achievement|Spy|Joint Operation}}
| 2 = {{Show achievement|Spy|Constructus Interruptus}}
+
      {{Show achievement|Spy|Sap Auteur}}
 +
| 2 = {{Show achievement|Spy|Sapsucker}}
 
       {{Show achievement|Spy|The Man with the Broken Guns}}
 
       {{Show achievement|Spy|The Man with the Broken Guns}}
 
}}
 
}}
  
  
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===
+
=== {{Achiev type link|foundry}} ===
 +
{{Show achievement|Foundry|Claim Jumper}}
 +
 
 +
 
 +
=== {{Achiev type link|mvm}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|mann vs. machievements|Undelete}}
 
| 1 = {{Show achievement|mann vs. machievements|Undelete}}
Line 253: Line 193:
  
 
== Update history ==
 
== Update history ==
{{update history|
+
{{Update history|<!--- Incomplete: If you find anything in the patches please add it here --->
<!--- Incomplete: If you find anything in the patches please add it here --->
 
 
'''{{Patch name|9|20|2007}}'''
 
'''{{Patch name|9|20|2007}}'''
 
* Fixed Sentry muzzleflashes not drawing unless sentry was near the map origin.
 
* Fixed Sentry muzzleflashes not drawing unless sentry was near the map origin.
Line 290: Line 229:
  
 
'''{{Patch name|2|28|2008}}'''
 
'''{{Patch name|2|28|2008}}'''
* Changed Engineer buildings to detonate when a player disconnects instead of blinking out.
+
* {{Undocumented}} Changed Engineer buildings to detonate when a player disconnects instead of blinking out.
* Fixed Engineer being able to detonate buildings that are being sapped.
+
* {{Undocumented}} Fixed Engineer being able to detonate buildings that are being sapped.
* Fixed potential client crash for players being healed by a Medic or Dispenser.
+
* {{Undocumented}} Fixed potential client crash for players being healed by a Medic or Dispenser.
  
 
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
Line 309: Line 248:
 
* Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.
 
* Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.
  
'''{{Patch name|2|24|2009}}''' ([[The Scout Update]])
+
'''{{Patch name|2|24|2009}}''' ([[Scout Update]])
* Added new sounds for upgraded Teleporters.
+
* Added the sounds for upgraded Teleporters.
  
 
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
 
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
Line 347: Line 286:
 
'''{{Patch name|7|9|2010}}'''
 
'''{{Patch name|7|9|2010}}'''
 
* Fixed an exploit that allowed Engineers to build level 2/3 mini Sentry Guns.
 
* Fixed an exploit that allowed Engineers to build level 2/3 mini Sentry Guns.
* Fixed a bug that allowed sapped buildings to be picked up by the Engineer
+
* Fixed a bug that allowed sapped buildings to be picked up by the Engineer.
 
* Fixed a bug where Wrangled level 3 Sentry Guns would still fire rockets when they were out of ammo.
 
* Fixed a bug where Wrangled level 3 Sentry Guns would still fire rockets when they were out of ammo.
 
* Fixed a bug where players would go into reference poses when switching classes while carrying a building.
 
* Fixed a bug where players would go into reference poses when switching classes while carrying a building.
Line 385: Line 324:
  
 
'''{{Patch name|4|17|2012}}'''
 
'''{{Patch name|4|17|2012}}'''
* Fixed being able to place buildings in nobuild zones
+
* Fixed being able to place buildings in nobuild zones.
  
 
'''{{Patch name|5|10|2012}}'''
 
'''{{Patch name|5|10|2012}}'''
* Fixed a bug that allowed buildings to be built in nobuild/respawn volumes
+
* Fixed a bug that allowed buildings to be built in nobuild/respawn volumes.
  
 
'''{{Patch name|10|17|2012}}'''
 
'''{{Patch name|10|17|2012}}'''
* Fixed floating arrows on carried objects
+
* Fixed floating arrows on carried objects.
  
 
'''{{Patch name|12|12|2012}}'''
 
'''{{Patch name|12|12|2012}}'''
* Fixed missing HUD sounds for Engineer building status panel  
+
* Fixed missing HUD sounds for Engineer building status panel.
 +
 
 +
'''{{Patch name|2|22|2013}}'''
 +
* Fixed buildings not always being downgraded at the same rate by the Red-Tape Recorder.
 +
 
 +
'''{{Patch name|4|3|2013}}'''
 +
* Fixed buildings destroyed by the Red-Tape Recorder not always displaying a death notice.
 +
 
 +
'''{{Patch name|1|7|2015}}'''
 +
* Fixed [[Grenade Launcher|grenades]] not dealing consistent damage against buildings and [[Mann vs. Machine]] tanks.
 +
 
 +
'''{{Patch name|1|15|2015}} #1'''
 +
* Fixed being able to pick-up buildings while reloading the [[Panic Attack]].
 +
 
 +
'''{{Patch name|7|2|2015}}''' ([[Gun Mettle Update]])
 +
* Teleporters and Dispensers redeploy +50% faster (2.5x without Wrench boost, 5.5x with Wrench boost).
 +
* Building pick up speed penalty reduced from 25% to 10%.
 +
* Building repair costs increased from 20 metal to 33 metal to repair 100hp per Wrench hit (from 5HP per metal to 3HP per metal).
 +
* Level 2 and Level 3 Sentry Guns have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%.
 +
 
 +
'''{{Patch name|7|23|2015}}'''
 +
* Fixed a case where buildings would not go active if they were [[Sapper|sapped]] while being built.
 +
 
 +
'''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]])
 +
* Level 1 Teleporters now cost 50 metal (previously 125).
 +
 
 +
'''{{Patch name|7|28|2016}}'''
 +
* Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry.
 +
 
 +
'''{{Patch name|8|16|2016}}'''
 +
* Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings).
 +
 
 +
'''{{Patch name|9|14|2016}}'''
 +
* Fixed an exploit related to placing buildings outside of the playable space.
 +
 
 +
'''{{Patch name|9|15|2016}}'''
 +
* Fixed regression that prevented valid building placements.
 +
 
 +
'''{{Patch name|3|28|2018}} #1'''
 +
* Fixed a case where Engineer buildings could be placed such that players would become stuck when exiting a teleporter (a.k.a. "teleporter trap").
 +
 
 +
'''March 28, 2018 Patch #2'''
 +
* Fixed the Engineer not being able to build after rotating the placement hologram.
 
}}
 
}}
 +
 +
== Bugs ==
 +
* A redeployed level 2 or level 3 Sentry Gun attempts to target enemy players during the brief instant between reaching a level and starting the animation to upgrade to the next level. If the Sentry is directly facing an enemy, it may even be able to fire before the upgrade animation.
 +
* If an Engineer changes classes, his buildings simply vanish; this is inconsistent with the behavior of the Engineer changing his melee loadout, changing teams, or leaving the game, where his buildings are destroyed.
 +
* If a building is packed up while it takes damage, then redeployed, the building HUD may report it as damaged even after it is fully repaired.
 +
* Buildings are not affected by gravity or physics; if the floor underneath a building is removed, the building remains floating in the air, and moving platforms pass through them.
 +
* Heavily damaged buildings may still show signs of being damaged (such as sparks and flames) that remain present even when the building is fully repaired. Hauling the building may remove them.
 +
* When a building is first upgraded to level 3, it spawns with 1 extra point of health, for a total of 217. When it is picked up and replaced, or rebuilt, it keeps this extra point of health. However, if it takes damage and is then repaired, it repairs to its base health, 216.
 +
* When connecting to a server, it may for a brief amount of time show the disposable sentry in the Build HUD from Mann Vs Machine.
 +
* If a Spy saps a building while it is upgrading to the next level, it does not actually disable the building. However, the Sapper still damages the building and it cannot be destroyed - the only way to remove the Sapper is to [[#Hauling|haul]] the building.
 +
* Losing connection while hauling a building may cause the building being unable to deploy.
 +
* Occasionally, buildings (excluding Dispensers) that have just been placed appear fully assembled. Sentry Guns and Mini Sentry Guns appear to not have any support holding it up while in this state. Teleporters emit a sped up and higher pitch version of the teleporter idling noise while in this state after being picked up from an active state. This bug is much more likely to occur with jerky and fast mouse movements.
 +
* It is possible to bypass the melee swing cooldown by hauling a building under specific circumstances.
  
 
== Unused content ==
 
== Unused content ==
*The [[Repair Node]] was a building that was considered as an addition to the Engineer Update, but was scrapped during development.
+
* The [[Repair Node]] was a building that was considered as an addition to the Engineer Update, but was scrapped during development.
 
+
* The [[Mini-Dispenser]] is an unused building that was discovered from filename strings added in the {{Patch name|10|28|2015}}.
== Bugs ==
 
*A redeployed level 2 or level 3 Sentry Gun will attempt to target enemy players at the brief instant between reaching a level and starting the animation to upgrade to the next level. If the Sentry is directly facing an enemy, it may even be able to fire before the upgrade animation.
 
*Engineers who taunt in front of a building and immediately pick it up will be able to walk around with an invisible toolbox. When doing so, they are able to attack with the current melee weapon equipped.
 
*If an Engineer changes classes, his buildings simply vanish; this is inconsistent with the behavior of the Engineer changing his melee loadout, changing teams, or leaving the game, where his buildings are destroyed.
 
*If a building is packed up while it takes damage, then redeployed, the building HUD may report it as damaged even after it is fully repaired.
 
*Buildings are not affected by gravity; if the floor underneath a building is removed, the building will remain floating in the air.
 
*Heavily damaged buildings may still show signs of being damaged (such as sparks and flames) that remain present even when the building is fully repaired. Hauling the building will remove them.
 
*Picking up and moving a Sentry into spawn will cause the Sentry to explode.
 
*Picking up a Sentry that has been built too near to spawn can also cause the Sentry to explode as well.
 
  
 
== Gallery ==
 
== Gallery ==
 
{{Related images|Building images}}
 
{{Related images|Building images}}
 
<gallery>
 
<gallery>
Image:Lvl1sentry.png|[[Sentry Gun]] (Level 1)
+
File:Lvl1sentry.png|[[Sentry Gun]] (Level 1)
Image:Lvl2sentry.png|[[Sentry Gun]] (Level 2)
+
File:Lvl2sentry.png|Sentry Gun (Level 2)
Image:Lvl3sentry.png|[[Sentry Gun]] (Level 3)
+
File:Lvl3sentry.png|Sentry Gun (Level 3)
Image:Red Mini Sentry.png|[[Combat Mini-Sentry Gun]]
+
File:Red Mini Sentry.png|[[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Gun]]
Image:Lvl1dispenser.png|[[Dispenser]] (Level 1)
+
File:Lvl1dispenser.png|[[Dispenser]] (Level 1)
Image:Lvl2dispenser.png|[[Dispenser]] (Level 2)
+
File:Lvl2dispenser.png|Dispenser (Level 2)
Image:Lvl3dispenser.png|[[Dispenser]] (Level 3)
+
File:Lvl3dispenser.png|Dispenser (Level 3)
Image:Telespin.jpg|[[Teleporter]]
+
File:Telespin.jpg|[[Teleporters|Teleporter]]
Image:RED Teleporter.png|Teleporter (side view)
+
File:RED Teleporter.png|Teleporter (side view)
Image:Engineer_Update_Teaser_New_Map.jpg|Hauling a building.
+
File:Engineer Update Teaser New Map.jpg|Hauling a building
 
</gallery>
 
</gallery>
  
 +
{{Mechanics Nav}}
 
{{Engineer Nav}}
 
{{Engineer Nav}}
  
 
[[Category:Buildings]]
 
[[Category:Buildings]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 12:41, 1 September 2024

"Build" redirects here. You may have been looking for PDA.
I built that.
The Engineer

Buildings are machines that can be constructed by the Engineer using his Build Tool. These buildings include the Sentry Gun, Mini-Sentry (with the Gunslinger equipped), Dispenser, and Teleporter.

Engineer standing by his Dispenser

Overview

In order to construct a building, an Engineer must first have enough metal. He can then use his PDA to choose a placement for the building; buildings can only be placed on reasonably flat surfaces and must have enough horizontal and vertical space to operate. 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 placed, buildings are deployed automatically. The construction rate can be almost doubled by continuously hitting the building with any Wrench (with the exception of the Eureka Effect). Multiple Engineers doing this simultaneously stacks the effect, and hitting the building with the Jag increases its construction rate by a further 30%. Dispensers and Teleporters take twice as long to deploy as Sentry Guns. Once the building is fully deployed, it immediately begins operation.

Like players, buildings have health and are destroyed when it is reduced to zero. The health of a building increases from zero to its maximum while under construction, so it is easier to destroy a building that is incomplete. 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 are immune to Critical hits and Mini-Crits as well as damage drop-off and ramp-up, so excluding splash damage, any attack on a building deals a constant amount of damage from any distance. Buildings do not activate the on-hit or on-kill effects of any weapon when damaged or destroyed (with the exception of the Widowmaker's).

Buildings can be repaired, upgraded, and (in the case of Sentry Guns) reloaded by hitting them with a Wrench, if the user has sufficient metal. Metal priority goes to repair first, then to resupply, and finally to upgrades, with limits to how much metal can go into each task with each strike. Upgrading a building takes a total of 200 metal and increases its health by 20% in addition to improving its abilities; buildings can be upgraded twice to reach level 3. However, in the Xbox 360 and PS3 release of TF2, only the Sentry Gun is able to be upgraded, with Teleporters and Dispensers always being level 1. Sentry Guns gain armor protection against the primary weapons of the Heavy as they're upgraded, reducing the damage inflicted on them from these weapons by 15% at level 2 and 20% at level 3.

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 or the Pyro's Homewrecker/Maul/Neon Annihilator, which restores the building's operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or demolished while being sapped. A Sapped Sentry Gun has a 33% damage resistance against the Spy's weapons.

Buildings can be downgraded by the Spy's Red-Tape Recorder. Buildings with a Recorder attached begin deconstructing themselves by going through any applicable upgrade animations in reverse before going through the building process in reverse, resulting in the building being reduced to a toolbox pickup. The process moves at half the speed of construction. If the Recorder is destroyed, then the building resumes proper construction, though any levels lost are not regained unless an upgrade animation is in progress.

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). In the Xbox 360 and PS3 release of TF2 destruction and construction are done on the same PDA.

Buildings function normally underwater, though Teleporter Entrances cannot detect when a submerged player is standing on them, and Sentry Guns cannot see through the water's surface in either direction.

During setup time in Mann vs. Machine, buildings cost no metal to place and finish construction immediately as level 3, with Dispensers being fully stocked. Using a Buildings Upgrade Canteen also instantly sends all existing buildings to level 3, even if they are still constructing. Engineers can also upgrade the health and abilities of their buildings at an Upgrade Station.

Specifications

Building type Cost in metal Health points Scrap Metal
when destroyed
Build Upgrade Level 1 Level 2 Level 3
Sentry Gun Stock 130 200 150 (450) 180 (212) (540) 216 (270) (648) 15 x 4 (60)
Combat Mini-Sentry Gun 100 N/A 100 (300) N/A 0 x 4 (0)
Dispenser 100 200 150 180 216 10 x 5 (50)
Teleporters 50 200 150 180 216 6.25 x 4 (25) Entry
6.25 x 4 (25) Exit


Building type Build time (seconds)
Initial construction Initial construction + boosted by
WrenchGunslingerSouthern Hospitality
Initial construction + boosted by
Jag
Initial construction + boosted by
Eureka Effect
Redeployed Redeployed + boosted by
WrenchGunslingerSouthern Hospitality
Redeployed + boosted by
Jag
Redeployed + boosted by
Eureka Effect
Upgrade
Sentry Gun Stock 10.5 4.2 3.75 6.0 3.5 2.333 2.1875 2.8 1.6
Combat Mini-Sentry Gun 4.2 2.625 2.442 3.231 2.333 1.75 1.667 2.0 N/A
Dispenser 21.0 8.4 7.5 12.0 5.25 3.818 3.621 4.421 1.6
Teleporters 21.0 8.4 7.5 12.0 5.25 3.818 3.621 4.421 1.6

Building construction speed = Default construction speed / (1 + sum of all boosts)

  • Default construction speed (Sentry Guns): 10.5
  • Default construction speed (Dispensers and Teleporters): Sentry Gun speed x 2 = 21.0
  • Redeployment boost (Sentry Guns): 2.0
  • Redeployment boost (Dispensers and Teleporters): 3.0
  • Mini-Sentry boost: 1.5
  • Stock wrench boost: 1.5
  • Jag boost: 1.5 + 0.3 = 1.8
  • Eureka Effect boost: 1.5 / 2 = 0.75
  • The first and second hits on a stock sentry gun will save 1.5 seconds, while all others will save 1 second. On dispensers, the first hit will save 2 seconds and all others will save 1 second.

Times assume wrench boosting is in constant effect. As the builder cannot swing their wrench until their weapon switch delay wears off, these values will be slightly slower in practice. Each additional Engineer adds their own personal wrench boost to the formula.


HUD

The building HUD is located in the top-left corner of the screen.
Main article: Heads-up display

The Building HUD provides at-a-glance information on the Engineer's buildings and any enemy Spy's Electro Sappers. The status of different aspects of the building is indicated by an icon.

Icon Description
Building icon Kills.png Sentry Gun: Number of kills, followed by number of assists in parentheses.
Building icon Ammo.png Sentry Gun: Percentage bar of bullets remaining.
Dispenser: Percentage bar of current metal reserves.
Building icon Metal.png All buildings: Percentage bar of upgrade progress. (levels 1 and 2 only)
Building icon Rockets.png Sentry Gun: Percentage bar of rockets remaining. (level 3 only)
Building icon Teleports.png Teleporter Entrance: Percentage bar of recharge progress. If fully recharged, instead displays number of successful teleports.

Hauling

Prompt to haul a building.
An Engineer carrying a building.

Buildings can be packed up and moved by their owners by pressing the alternate fire button while looking at and standing next to them. In the PS3 and Xbox 360 versions of the game, hauling is not possible. This mechanic allows for redeployment without having to completely reconstruct the building, thus saving metal and time, and also preserving any score tallies a building may have. Packing up a building is instantaneous, and the Engineer appears carrying the building's toolbox on his shoulder to all players, while from his first-person perspective he still carries the toolbox as a normal building construction. Damaged buildings can be packed up, but buildings being sapped cannot. A building is capable of being hauled when a gray tab is displayed alongside the building's name on the interface (see right). In addition to an icon for the building and a hand, the tab also displays which key or mouse button alternate fire is currently bound to.

One building can be hauled at a time, and doing so sensibly reduces the Engineer's speed to 90% (270v), regardless of type and/or level of the building. Additionally, the Engineer cannot taunt or switch to any weapon or item until the building is redeployed. It is still possible to use Teleporters (either his own or a friendly Engineer's) — unless, of course, the Engineer is attempting to use a Teleporter whilst the other end is being hauled.

If the Engineer is killed while he is hauling a building, the building is also destroyed, and the Engineer drops a toolbox which acts like a large ammo crate if picked up. A special kill icon representing a toolbox is shown alongside the Engineer's death.

Redeploying a building is similar to a normal construction, except that the building constructs itself at twice the normal rate (plus an additional 50% speed for Dispensers and Teleporters), and the Engineer can speed up the process even further. Higher level Sentry Guns and Teleporters have to cycle through all their upgrade animations before becoming operative, and all buildings cannot be packed up again until ready. Damaged buildings retain their health at the moment they were packed; they cannot be repaired during redeployment unless they take damage during it, and even then they can only be repaired up to what health they had before being packed (until they are fully redeployed). On the other hand, when a redeploying building takes damage during the constructing stage, the building automatically heals itself at a fixed rate that stops after the construction stage ends. In Mann vs. Machine, hauling does not slow the Engineer down and buildings redeploy themselves instantly.

The three phases of building redeployment (packing, hauling, and redeploying) are accompanied by specific responses.

The Rescue Ranger has the ability to haul buildings from any distance (provided a direct line of sight) at the cost of 100 metal; it also forces the Engineer to take Mini-Crits while hauling buildings, whether via the long-range pickup or not.

Destruction

A building can be destroyed by its owner using the Demolish Tool or by an enemy attacking it with any weapon, or using the Sapper. A building can also be destroyed if an Engineer is carrying a building and a player kills the Engineer. A destruction is worth one point to the destroyer and is recorded on the player's scoreboard. A destruction can only be assisted by a Spy who sapped the building or a Medic who healed the player (with the exception of the building being destroyed while hauling, in which case the assister is the same as the one of the Engineer's death).

Destruction points are not awarded to Engineers who destroy their own buildings. Furthermore, destructions do not count during the Setup Phase in terms of the scoreboard, though any other events (such as revenge Crits) trigger as usual. Should an Engineer decide to use the loadout screen to change his melee weapon to or from the Gunslinger, his Sentry Gun is demolished the moment the new melee weapon becomes available (either by the Engineer respawning or touching a Resupply locker). All of an Engineer's buildings are demolished when a player switches from an Engineer to another class, from one team to another, or leaves the server.

When a building is destroyed by an enemy, the Engineer responds with one of three responses, alerting his nearby teammates.

Related achievements

Achieved.png General achievements

Sentry Gunner
Sentry Gunner
Accumulate 10 sentry gun kills with a single sentry.
Riftwalker
Riftwalker
Kill an enemy within 5 seconds of you traveling through an Engineer's teleporter.


Leaderboard class scout.png Scout

Closer
Closer
Destroy 3 teleporter entrances.


If You Build It
If You Build It
Destroy 3 enemy buildings while they are still under construction.
Gun Down
Gun Down
Destroy an active sentry gun using your pistol.


Leaderboard class soldier.png Soldier

Engineer to Eternity
Engineer to Eternity
Kill an Engineer as he repairs his sentry gun while it's under enemy fire.
Guns of the Navar0wned
Guns of the Navar0wned
Kill 5 Engineer Sentry Guns while you are standing outside of their range.


Leaderboard class pyro.png Pyro

Arsonist
Arsonist
Destroy 50 Engineer buildings.
Firewall
Firewall
Ignite 5 Spies who have a sapper on a friendly building.


Leaderboard class demoman.png Demoman

Blind Fire
Blind Fire
Destroy an Engineer building that you can't see with a direct hit from your Grenade Launcher.


Cry Some Moor!
Cry Some Moor!
Destroy 50 buildings.


Loch Ness Bombster
Loch Ness Bombster
Kill an enemy player with stickybombs within 5 seconds of them teleporting.
Spynal Tap
Spynal Tap
Kill 20 Spies within 5 seconds of them sapping a friendly building.


Tam O'Shatter
Tam O'Shatter
Destroy 5 enemy Engineer buildings during a single ÜberCharge from a Medic.


The Argyle Sap
The Argyle Sap
Blow up an Engineer, his sentry gun, and his dispenser with a single stickybomb detonation.


Leaderboard class heavy.png Heavy

Factory Worker
Factory Worker
Kill 20 enemies while being recharged by a dispenser.
Five Second Plan
Five Second Plan
Kill an enemy in the first 5 seconds after you exit a teleporter.


Leaderboard class engineer.png Engineer

Battle Rustler
Battle Rustler
Teleport 100 team members into battle.


Best Little Slaughterhouse in Texas
Best Little Slaughterhouse in Texas
Rack up 5000 kills with your sentry guns.


Breaking Morant
Breaking Morant
Kill 10 Snipers with a sentry gun under the control of your Wrangler.


Building Block
Building Block
Have a sentry shielded by the Wrangler absorb 500 damage without being destroyed.


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


Circle the Wagons
Circle the Wagons
Repair 50,000 damage to friendly buildings constructed by other players.


Death Metal
Death Metal
Pick up 10,000 waste metal from pieces of destroyed buildings.


Deputized
Deputized
Get 10 assists with another Engineer where a sentry gun was involved in the kill.


Doc Holiday
Doc Holiday
Have a dispenser heal three teammates at the same time.


Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.


Drugstore Cowboy
Drugstore Cowboy
Have dispensers you created dispense a combined amount of 100,000 health over your career.


Fistful of Sappers
Fistful of Sappers
Destroy 25 sappers on buildings built by other team members.


Frontier Justice
Frontier Justice
Have your sentry kill the enemy that just killed you within 10 seconds.


Get Along!
Get Along!
Manage to get to, and then remove, a sapper placed on your building while you were several meters away.


How the Pests Was Gunned
How the Pests Was Gunned
Destroy 50 enemy stickybombs lying in range of friendly buildings.
If You Build It, They Will Die
If You Build It, They Will Die
Haul a level 3 sentry gun into a position that achieves a kill shortly after being redeployed.


Land Grab
Land Grab
Help a teammate construct a building.


No Man's Land
No Man's Land
Use a sentry gun to kill 25 enemy players that are capturing a point.


(Not So) Lonely Are the Brave
(Not So) Lonely Are the Brave
Keep a Heavy healed with your dispenser while he gains five kills.


Patent Protection
Patent Protection
Destroy an enemy Engineer's sentry gun with a sentry under control of your Wrangler.


Pownd on the Range
Pownd on the Range
Kill 10 enemies outside the normal sentry gun range using the Wrangler.


Rio Grind
Rio Grind
Perform 50 repairs and/or reloads on a Sentry gun being Wrangled by another Engineer.


Revengineering
Revengineering
Use a revenge crit to kill the enemy player that destroyed your sentry gun.


Search Engine
Search Engine
Kill 3 cloaked Spies with a sentry gun under control of your Wrangler.


Silent Pardner
Silent Pardner
Upgrade 50 buildings built by other team members.


The Extinguished Gentleman
The Extinguished Gentleman
Have dispensers you built extinguish 20 burning players.


Texas Ranger
Texas Ranger
Haul buildings 1 km over your career.


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


Uncivil Engineer
Uncivil Engineer
Provide an enemy player with a freeze cam of you and the sentry that just killed them.


Leaderboard class medic.png Medic

Medical Breakthrough
Medical Breakthrough
Assist in destroying 5 enemy Engineer buildings with a single ÜberCharge on a Demoman.
Midwife Crisis
Midwife Crisis
Heal an Engineer as he repairs his sentry gun while it's under enemy fire.


Leaderboard class sniper.png Sniper

De-sentry-lized
De-sentry-lized
Destroy 3 Engineer sentry guns.


Leaderboard class spy.png Spy

Constructus Interruptus
Constructus Interruptus
Kill an Engineer who is working on a sentry gun.


Joint Operation
Joint Operation
Sap an enemy sentry gun within 3 seconds of a teammate sapping another.


Sap Auteur
Sap Auteur
Destroy 1000 Engineer buildings with sappers.
Sapsucker
Sapsucker
Sap an enemy building, then backstab the Engineer who built it within 5 seconds.


The Man with the Broken Guns
The Man with the Broken Guns
Backstab an Engineer, then sap 3 of his buildings within 10 seconds.


Controlpoint.png Foundry achievements

Claim Jumper
Claim Jumper
Capture a control point within 12 seconds after exiting a teleporter.


Mvm navicon.png Mann vs. Machievements

Undelete
Undelete
During a wave, use a canteen charged with 'Instant Building Upgrade' to build a new sentry gun within 3 seconds of your previous sentry gun's destruction.
Real Steal
Real Steal
As an Engineer, escape with your sentry as a sentry buster is about to detonate.

Update history

September 20, 2007 Patch
  • Fixed Sentry muzzleflashes not drawing unless sentry was near the map origin.

September 26, 2007 Patch

  • Fixed bug with placement of Teleporters that could result in players being unable to move.

October 5, 2007 Patch

October 9, 2007 Patch

  • Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.

October 25, 2007 Patch

  • Engineer buildings now explode when the Engineer dies during sudden death.
  • Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score
  • Fixed some edge cases where grenades could go through player or buildings
  • The Engineer's "build X" commands will now behave properly when bound directly to keys.

November 7, 2007 Patch

  • Fixed a bug in scoring Engineer building destruction.
  • Engineers no longer earn points for using their own Teleporters.
  • Fixed exploit that allowed players to teleport with the intelligence.

November 21, 2007 Patch

  • Fixed building bone merge cache from dormant entities. Fixes weapons in SourceTV attached to wrong bones

December 20, 2007 Patch

  • Sapped buildings now take slightly less damage from the Spy who sapped them.
  • Fixed the teleporter's player shaped particles not drawing.

February 14, 2008 Patch

  • Added server log entry for buildings destroyed by their owner.
  • Fixed Sentry Gun shadows being clipped.

February 28, 2008 Patch

  • [Undocumented] Changed Engineer buildings to detonate when a player disconnects instead of blinking out.
  • [Undocumented] Fixed Engineer being able to detonate buildings that are being sapped.
  • [Undocumented] Fixed potential client crash for players being healed by a Medic or Dispenser.

April 29, 2008 Patch (Gold Rush Update)

  • Teleporter effect no longer shows up on invisible or disguised Spies.
  • Fixed "times used" entry in Teleporters maxing out at 32.
  • Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable.

December 11, 2008 Patch

  • Teleporters can now be upgraded to level three. It will recharge faster the higher level it is.
  • The Engineer's Dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded.

December 15, 2008 Patch

  • Added teleporter sounds for level 2 and 3 Teleporters.

January 28, 2009 Patch

  • Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.

February 24, 2009 Patch (Scout Update)

  • Added the sounds for upgraded Teleporters.

May 21, 2009 Patch (Sniper vs. Spy Update)

  • Spies can now use enemy Teleporters.

May 29, 2009 Patch

  • Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled.

June 23, 2009 Patch

  • Fixed Teleporters not being buildable in some places where they should be (such as within the pit at the end of Badwater Basin).

August 13, 2009 Patch (Classless Update)

  • Fixed Sentry Guns firing at a fully cloaked Spy if they're still the closest target.
  • Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.

August 31, 2009 Patch

  • Fixed being able to burn buildings that are in the water while standing outside the water.
  • Fixed teleporting Spies getting stuck in enemy players standing on the exit.
  • Fixed server log not listing telefrag kills as weapon "telefrag".

April 28, 2010 Patch

  • Killing yourself with your own Sentry Gun no longer increments the Sentry Gun's kill counter.

April 29, 2010 Patch (119th Update)

  • Fixed Teleporters not reverting to level 1 when their other side is destroyed.
  • Fixed Teleporter exit using the wrong particle effect.

April 30, 2010 Patch

  • Fixed the Engineer being able to build more than 1 of each type of building.

July 8, 2010 Patch (Engineer Update)

  • Engineers can now pickup & move their buildings.
  • Fixed a server crash related to carrying buildings.
  • 'Wrenching' a Sentry Gun now upgrades, repairs and restores ammunition all at once per Wrench hit, prioritizing repairs and upgrading if not in possession of enough metal.

July 9, 2010 Patch

  • Fixed an exploit that allowed Engineers to build level 2/3 mini Sentry Guns.
  • Fixed a bug that allowed sapped buildings to be picked up by the Engineer.
  • Fixed a bug where Wrangled level 3 Sentry Guns would still fire rockets when they were out of ammo.
  • Fixed a bug where players would go into reference poses when switching classes while carrying a building.
  • Engineers can no longer pick up buildings while stunned or in loser state.
  • Fixed an issue where Wrangled sentrygun effects wouldn't be attached to the sentrygun.
  • Fixed a server crash in the player death code, related to building carrying.

July 13, 2010 Patch

  • Fixed a server crash related to carrying buildings at round start.
  • Fixed players picking up buildings before a round has started.
  • Fixed an exploit where Engineers could create level 3 Mini-Sentry Guns.

July 19, 2010 Patch

  • Fixed a problem with not being able to pick-up buildings in Arena mode.
  • Fixed an exploit that allowed team kills with Wrangled Sentry Guns.
  • Fixed a bug where Teleporters could be given more than their normal amount of health.

October 8, 2010 Patch

  • Fixed a Sentry Gun exploit that let Engineers build multiple Sentry Guns.
  • Fixed Engineers being able to build level 3 mini-Sentry Guns using the Wrangler.

October 19, 2010 Patch

  • Fixed another Sentry Gun exploit that let Engineers build multiple Sentry Guns.
  • Fixed Engineers being able to build level 3 Mini-Sentry Guns using the Wrangler for real this time.

December 2, 2010 Patch

  • Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.

January 10, 2011 Patch

  • Added the mini-sentry kill icon.

February 22, 2011 Patch

  • [Undocumented] Several particle effects, including critical rockets, pipes, and stickies, were altered to appear brighter. These changes do not apply to ATi graphics card users and some others.

March 10, 2011 Patch

  • Fixed the Best Little Slaughterhouse in Texas achievement not counting Wrangler and Mini-Sentry kills.

April 17, 2012 Patch

  • Fixed being able to place buildings in nobuild zones.

May 10, 2012 Patch

  • Fixed a bug that allowed buildings to be built in nobuild/respawn volumes.

October 17, 2012 Patch

  • Fixed floating arrows on carried objects.

December 12, 2012 Patch

  • Fixed missing HUD sounds for Engineer building status panel.

February 22, 2013 Patch

  • Fixed buildings not always being downgraded at the same rate by the Red-Tape Recorder.

April 3, 2013 Patch

  • Fixed buildings destroyed by the Red-Tape Recorder not always displaying a death notice.

January 7, 2015 Patch

January 15, 2015 Patch #1

  • Fixed being able to pick-up buildings while reloading the Panic Attack.

July 2, 2015 Patch (Gun Mettle Update)

  • Teleporters and Dispensers redeploy +50% faster (2.5x without Wrench boost, 5.5x with Wrench boost).
  • Building pick up speed penalty reduced from 25% to 10%.
  • Building repair costs increased from 20 metal to 33 metal to repair 100hp per Wrench hit (from 5HP per metal to 3HP per metal).
  • Level 2 and Level 3 Sentry Guns have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%.

July 23, 2015 Patch

  • Fixed a case where buildings would not go active if they were sapped while being built.

July 7, 2016 Patch (Meet Your Match Update)

  • Level 1 Teleporters now cost 50 metal (previously 125).

July 28, 2016 Patch

  • Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry.

August 16, 2016 Patch

  • Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings).

September 14, 2016 Patch

  • Fixed an exploit related to placing buildings outside of the playable space.

September 15, 2016 Patch

  • Fixed regression that prevented valid building placements.

March 28, 2018 Patch #1

  • Fixed a case where Engineer buildings could be placed such that players would become stuck when exiting a teleporter (a.k.a. "teleporter trap").

March 28, 2018 Patch #2

  • Fixed the Engineer not being able to build after rotating the placement hologram.

Bugs

  • A redeployed level 2 or level 3 Sentry Gun attempts to target enemy players during the brief instant between reaching a level and starting the animation to upgrade to the next level. If the Sentry is directly facing an enemy, it may even be able to fire before the upgrade animation.
  • If an Engineer changes classes, his buildings simply vanish; this is inconsistent with the behavior of the Engineer changing his melee loadout, changing teams, or leaving the game, where his buildings are destroyed.
  • If a building is packed up while it takes damage, then redeployed, the building HUD may report it as damaged even after it is fully repaired.
  • Buildings are not affected by gravity or physics; if the floor underneath a building is removed, the building remains floating in the air, and moving platforms pass through them.
  • Heavily damaged buildings may still show signs of being damaged (such as sparks and flames) that remain present even when the building is fully repaired. Hauling the building may remove them.
  • When a building is first upgraded to level 3, it spawns with 1 extra point of health, for a total of 217. When it is picked up and replaced, or rebuilt, it keeps this extra point of health. However, if it takes damage and is then repaired, it repairs to its base health, 216.
  • When connecting to a server, it may for a brief amount of time show the disposable sentry in the Build HUD from Mann Vs Machine.
  • If a Spy saps a building while it is upgrading to the next level, it does not actually disable the building. However, the Sapper still damages the building and it cannot be destroyed - the only way to remove the Sapper is to haul the building.
  • Losing connection while hauling a building may cause the building being unable to deploy.
  • Occasionally, buildings (excluding Dispensers) that have just been placed appear fully assembled. Sentry Guns and Mini Sentry Guns appear to not have any support holding it up while in this state. Teleporters emit a sped up and higher pitch version of the teleporter idling noise while in this state after being picked up from an active state. This bug is much more likely to occur with jerky and fast mouse movements.
  • It is possible to bypass the melee swing cooldown by hauling a building under specific circumstances.

Unused content

  • The Repair Node was a building that was considered as an addition to the Engineer Update, but was scrapped during development.
  • The Mini-Dispenser is an unused building that was discovered from filename strings added in the October 28, 2015 Patch.

Gallery

Ico camera.png Related images: