Difference between revisions of "Teleporters"
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{{Quotation|'''The Heavy''' |Engineer is credit to team!!|sound=Heavy_thanksfortheteleporter03_Engineer_is_credit_to_team!.wav}} | {{Quotation|'''The Heavy''' |Engineer is credit to team!!|sound=Heavy_thanksfortheteleporter03_Engineer_is_credit_to_team!.wav}} | ||
[[Image:Engybuild.png|right|350px|The Engineer setting up a teleporter]] | [[Image:Engybuild.png|right|350px|The Engineer setting up a teleporter]] | ||
− | ''' | + | '''Teleporters''' are a type of [[building]] that can be constructed by the [[Engineer]]. Two components make up a complete teleporter set : The ''Entrance'' and the ''Exit''. Players who stand on a fully charged teleporter entrance are instantly transported to the exit in a flash of light and particles. |
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− | + | Teleporters cost 125 metal each to place, 200 Metal to upgrade to level two, and an additional 200 to upgrade to the third and final level. Upgrading a teleporter will decrease the entrance's recharge time. Upgrading the teleporter on one end will automatically upgrade it on the other. However, if one end is destroyed, the remaining end is reverted to Level 1. Although the model itself does not change when upgraded, the particles surrounding the teleporter become faster and more intense. The sounds the teleporter makes also changes subtly. | |
− | + | If a Spy places a [[Electro Sapper]] on one end, another Electro Sapper is automatically placed on the other, if it exists. In turn, an Engineer can remove both Sappers by using his Wrench on either teleporter. The Engineer may then proceed to repair both ends of the teleporter system by using his Wrench on either end. However, since the Spy can place an infinite amount of Sappers on either the entrance or the exit of the teleporter, the Engineer may not be able to fully repair the teleporter system before another is placed upon it. This will result in the entire system being destroyed unless the Spy is killed or scared off. | |
− | + | Both Teleporters' health increase as they are being constructed until they reach a maximum of 150 health upon completion. When completed, a teleporter entrance will be instantly charged if there is an exit available, but subsequent charges will take ten seconds each unless the teleporter is upgraded. Destroyed Teleporters leave 60 metal worth of pieces each. | |
+ | [[Image:Telespin.jpg|right|thumb|Teleporter top-down view.]] | ||
+ | Players who have recently teleported are surrounded by a distinctive, glowing particle effect for eighteen seconds after teleporting. The effect is visible if the player looks at their feet after teleporter use. Spies who are [[disguise]]d or [[Cloak]]ed are not affected by this. Players cannot normally use the enemy team's Teleporters. However, disguised [[Spy|Spies]] can use enemy Teleporters, even while [[Cloak]]ed. Standing on a teleporter exit when it is used by an enemy (whether it is an enemy exit or a friendly exit used by an enemy Spy) results in a fatal [[telefrag]]. | ||
− | + | By default, players appear facing the direction the Engineer was facing when he placed the Exit. The Exit can be rotated by clicking the player's alternative attack button before placing the building and an arrow on the blueprint indicates the direction a teammate will be facing upon use. The Entrance can be rotated too, though this has no gameplay effect. The Entrance has an arrow that automatically points towards the Exit (if it exists), which is unaffected by the rotation of the Entrance. This arrow shows the player the general direction in which they will travel. The builder earns half of a point each time a team member uses his teleporter. Engineers don't earn points for using their own Teleporters. | |
− | == Teleporter | + | == Teleporter Levels == |
{| class="wikitable grid" style="text-align:center;margin-bottom: 10px" | {| class="wikitable grid" style="text-align:center;margin-bottom: 10px" | ||
− | ! class="header" | | + | ! class="header" | Level |
− | ! class="header" | | + | ! class="header" | Health |
− | ! class="header" | | + | ! class="header" | Cost |
− | ! class="header" | | + | ! class="header" | Recharge time |
|- | |- | ||
− | | | + | | Level 1 |
+ | || 150 || 125 [[Metal]] || 10 seconds | ||
|- | |- | ||
− | | | + | | Level 2 |
+ | || 180 || 325 [[Metal]] || 5 seconds | ||
|- | |- | ||
− | | | + | | Level 3 |
+ | || 216 || 525 [[Metal]] || 3 seconds | ||
|} | |} | ||
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==Trivia== | ==Trivia== | ||
− | * | + | *Level 2 and 3 Teleporters were not added to TF2 until the [[December 11, 2008 Patch]]. |
− | * | + | *The Engineer's Teleporters are manufactured by Telemax, a division of [[TF Industries]]. |
− | * | + | *The Pyro's [[Homewrecker]] is able to destroy both ends of a Teleporter's Electro Sapper with one swing. |
− | * | + | * Teleporting was developed by the Australians sometime before 1850.[http://www.teamfortress.com/loosecanon/09.html] |
{{Engineer Nav}} | {{Engineer Nav}} | ||
− | [[Category:Buildings | + | [[Category:Buildings]] |
Revision as of 12:34, 29 November 2010
“ | Engineer is credit to team!!
Click to listen
— The Heavy
|
” |
Teleporters are a type of building that can be constructed by the Engineer. Two components make up a complete teleporter set : The Entrance and the Exit. Players who stand on a fully charged teleporter entrance are instantly transported to the exit in a flash of light and particles.
Teleporters cost 125 metal each to place, 200 Metal to upgrade to level two, and an additional 200 to upgrade to the third and final level. Upgrading a teleporter will decrease the entrance's recharge time. Upgrading the teleporter on one end will automatically upgrade it on the other. However, if one end is destroyed, the remaining end is reverted to Level 1. Although the model itself does not change when upgraded, the particles surrounding the teleporter become faster and more intense. The sounds the teleporter makes also changes subtly.
If a Spy places a Electro Sapper on one end, another Electro Sapper is automatically placed on the other, if it exists. In turn, an Engineer can remove both Sappers by using his Wrench on either teleporter. The Engineer may then proceed to repair both ends of the teleporter system by using his Wrench on either end. However, since the Spy can place an infinite amount of Sappers on either the entrance or the exit of the teleporter, the Engineer may not be able to fully repair the teleporter system before another is placed upon it. This will result in the entire system being destroyed unless the Spy is killed or scared off.
Both Teleporters' health increase as they are being constructed until they reach a maximum of 150 health upon completion. When completed, a teleporter entrance will be instantly charged if there is an exit available, but subsequent charges will take ten seconds each unless the teleporter is upgraded. Destroyed Teleporters leave 60 metal worth of pieces each.
Players who have recently teleported are surrounded by a distinctive, glowing particle effect for eighteen seconds after teleporting. The effect is visible if the player looks at their feet after teleporter use. Spies who are disguised or Cloaked are not affected by this. Players cannot normally use the enemy team's Teleporters. However, disguised Spies can use enemy Teleporters, even while Cloaked. Standing on a teleporter exit when it is used by an enemy (whether it is an enemy exit or a friendly exit used by an enemy Spy) results in a fatal telefrag.
By default, players appear facing the direction the Engineer was facing when he placed the Exit. The Exit can be rotated by clicking the player's alternative attack button before placing the building and an arrow on the blueprint indicates the direction a teammate will be facing upon use. The Entrance can be rotated too, though this has no gameplay effect. The Entrance has an arrow that automatically points towards the Exit (if it exists), which is unaffected by the rotation of the Entrance. This arrow shows the player the general direction in which they will travel. The builder earns half of a point each time a team member uses his teleporter. Engineers don't earn points for using their own Teleporters.
Contents
Teleporter Levels
Level | Health | Cost | Recharge time |
---|---|---|---|
Level 1 | 150 | 125 Metal | 10 seconds |
Level 2 | 180 | 325 Metal | 5 seconds |
Level 3 | 216 | 525 Metal | 3 seconds |
Related Achievements
Scout
Closer Destroy 3 teleporter entrances. |
Pyro
Trailblazer Ignite 10 enemies that have recently used a teleporter. |
Demoman
Loch Ness Bombster Kill an enemy player with stickybombs within 5 seconds of them teleporting. |
Heavy
Five Second Plan Kill an enemy in the first 5 seconds after you exit a teleporter. |
Engineer
Battle Rustler Teleport 100 team members into battle. |
Trivia
- Level 2 and 3 Teleporters were not added to TF2 until the December 11, 2008 Patch.
- The Engineer's Teleporters are manufactured by Telemax, a division of TF Industries.
- The Pyro's Homewrecker is able to destroy both ends of a Teleporter's Electro Sapper with one swing.
- Teleporting was developed by the Australians sometime before 1850.[1]