Difference between revisions of "Dispenser"

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m (Functionality: Period, also per second.)
m (To clarify, the "double metal" mechanic does not just give you double metal, it also drains it faster.)
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The Dispenser costs 100 [[Metal]] to place, 200 Metal to upgrade to Level 2, and a further 200 to upgrade to Level 3, for a total metal cost of 500 metal. Each upgrade increases the Dispenser's health, as well as its outputs of ammo, metal, and health. While being constructed, a Dispenser's health will increase until reaching 150 upon completion. A newly built Dispenser contains 25 Metal and thereafter generates 40 Metal every 5 seconds unless upgraded. It can hold up to 400 Metal, as represented by a gauge on the front of the Dispenser. A Dispenser can be manually rotated to face a different direction before one builds it. When the blueprint is shown, using the alternate attack button (default key: {{key|MOUSE2}}) will rotate the blueprints 90 degrees counterclockwise per mouse click. A destroyed Dispenser (regardless of level) leaves behind 50 Metal (5 parts, 10 Metal/half ammo each) that can be picked up as Metal or Ammo by all players, regardless of team affiliation.  
 
The Dispenser costs 100 [[Metal]] to place, 200 Metal to upgrade to Level 2, and a further 200 to upgrade to Level 3, for a total metal cost of 500 metal. Each upgrade increases the Dispenser's health, as well as its outputs of ammo, metal, and health. While being constructed, a Dispenser's health will increase until reaching 150 upon completion. A newly built Dispenser contains 25 Metal and thereafter generates 40 Metal every 5 seconds unless upgraded. It can hold up to 400 Metal, as represented by a gauge on the front of the Dispenser. A Dispenser can be manually rotated to face a different direction before one builds it. When the blueprint is shown, using the alternate attack button (default key: {{key|MOUSE2}}) will rotate the blueprints 90 degrees counterclockwise per mouse click. A destroyed Dispenser (regardless of level) leaves behind 50 Metal (5 parts, 10 Metal/half ammo each) that can be picked up as Metal or Ammo by all players, regardless of team affiliation.  
  
When an Engineer is standing on top of their own Dispenser that has a full reserve of metal, the metal and ammo they gain from it is doubled per second.
+
When an Engineer is standing on top of their own Dispenser that has a full reserve of metal, the metal and ammo they gain from it are doubled. However, doing this also drains the Dispenser's reserve at a double rate.
  
 
In [[Mann vs. Machine (game mode)|Mann vs. Machine mode]], Dispensers can be upgraded at [[Upgrade Station]]s to increase their health and range. Using an [[Power Up Canteen|Upgrade Buildings Canteen]] will also instantly upgrade the Dispenser to level 3.
 
In [[Mann vs. Machine (game mode)|Mann vs. Machine mode]], Dispensers can be upgraded at [[Upgrade Station]]s to increase their health and range. Using an [[Power Up Canteen|Upgrade Buildings Canteen]] will also instantly upgrade the Dispenser to level 3.

Revision as of 16:17, 26 June 2018


The Engineer with a fully upgraded Dispenser.
Need a dispenser here!
The Scout

The Dispenser, also known as the Dispense-O-Matic 9000 Provisions Dispenser, is a building that can be constructed by an Engineer using the Build Tool. The team-colored device is a sort of gas station pump with various supplies inside and a CRT screen with a gauge.

While operational, a Dispenser provides an endless source of health and ammo to all nearby players on the owner's team (as well as disguised enemy Spies), in addition to generating and supplying a limited but regenerating supply of metal to any friendly Engineers. A single Dispenser can heal multiple players at once, lowering the burden of friendly Medics, especially if many teammates are on fire or there are more important classes to heal. Dispensers are also more effective at keeping weapons restocked than any ammo pickup, which reduces teammates' dependence on health and ammo kits. This results in Engineers having more ammo kits to use themselves, allowing them to acquire more metal from the kits to build and upgrade their buildings. However, Dispensers themselves are defenseless and take considerable effort to build up to full power. If a team can defend their Dispensers adequately, they form an anchor to the team's hold on an area.

Functionality

Dispensers can prove to be very valuable in supporting a team when used effectively. Teammates that have been ignited can put themselves out by simply standing near the Dispenser. In addition to being an alternative health source, Dispensers act as a portable ammo source as well. They can provide additional metal for other Engineers to use. Dispensers will also attract many teammates to one area which can help to better forward an attack, particularly if the team is scattered and ungrouped. However, it can also make the group an easy target for rocket splash damage or incoming grenades. A Dispenser will not hand over new weapons if the player modified their loadout; a Resupply locker is required to do so.

The Dispenser costs 100 Metal to place, 200 Metal to upgrade to Level 2, and a further 200 to upgrade to Level 3, for a total metal cost of 500 metal. Each upgrade increases the Dispenser's health, as well as its outputs of ammo, metal, and health. While being constructed, a Dispenser's health will increase until reaching 150 upon completion. A newly built Dispenser contains 25 Metal and thereafter generates 40 Metal every 5 seconds unless upgraded. It can hold up to 400 Metal, as represented by a gauge on the front of the Dispenser. A Dispenser can be manually rotated to face a different direction before one builds it. When the blueprint is shown, using the alternate attack button (default key: MOUSE2) will rotate the blueprints 90 degrees counterclockwise per mouse click. A destroyed Dispenser (regardless of level) leaves behind 50 Metal (5 parts, 10 Metal/half ammo each) that can be picked up as Metal or Ammo by all players, regardless of team affiliation.

When an Engineer is standing on top of their own Dispenser that has a full reserve of metal, the metal and ammo they gain from it are doubled. However, doing this also drains the Dispenser's reserve at a double rate.

In Mann vs. Machine mode, Dispensers can be upgraded at Upgrade Stations to increase their health and range. Using an Upgrade Buildings Canteen will also instantly upgrade the Dispenser to level 3.

Demonstration

Levels

Level Health Cost
(Metal)
Generation Effect on cloaking device when cloaked
Health Ammo Metal Cloak
1

Lvl1dispenser.png

150 100 10/second 20%/second 40/5 seconds 5%/second Invis Watch, Enthusiast's Timepiece, Quäckenbirdt
  • No drain when cloaked

Dead Ringer

  • Drain when cloaked
2

Lvl2dispenser.png

180 300 15/second 30%/second 50/5 seconds 10%/second Invis Watch, Enthusiast's Timepiece, Quäckenbirdt
  • Slow regeneration when cloaked

Dead Ringer

  • Drain when cloaked
3

Lvl3dispenser.png

216 500 20/second 40%/second 60/5 seconds 15%/second Invis Watch, Enthusiast's Timepiece, Quäckenbirdt
  • Slow regeneration when cloaked (slightly faster than that of the level 2 Dispenser)

Dead Ringer

  • Drain when cloaked

Related achievements

Leaderboard class pyro.png Pyro

Arsonist
Arsonist
Destroy 50 Engineer buildings.

Leaderboard class demoman.png Demoman

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.

Leaderboard class engineer.png Engineer

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


The Extinguished Gentleman
The Extinguished Gentleman
Have dispensers you built extinguish 20 burning players.
Drugstore Cowboy
Drugstore Cowboy
Have dispensers you created dispense a combined amount of 100,000 health over your career.


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

Strategy

Main article: Engineer strategy
  • A Pyro standing near a Dispenser can act as a mobile "firewall". The Dispenser is capable of replenishing the Flamethrower's ammo faster than can be fired. This is a potential anti-Spy measure, but it will leave the team short of a possible attacking class. This is especially helpful to a skilled Pyro, as they could reflect projectiles away from the Engineer's buildings with the Compression blast.
  • The Heavy can utilize a Dispenser in the same way, laying down a hail of bullets across a large area. This can be used as an anti-Spy measure, or to defend an area such as a cap point or choke point. Any Heavy using this technique needs to be aware of the damage drop off of his Minigun. This can be used to control hallways or even in an enemy's base (such as the sewers in 2Fort) to keep either an entrance open or a safe place for a Teleporter. A Heavy can fire continuously; sweeping an area to send away stickies and check for hidden Spies.
  • A Sniper can keep firing without having to leave his position to replenish ammo if standing near a Dispenser. Since many Spies cannot resist sapping an unguarded Dispenser, it can be used as an early warning system.
  • When entering Sudden death, building a Dispenser first is important to provide health, ammunition, and metal to the team.
  • Dispensers give ammunition for any teammates nearby, including disguised enemy Spies. As a Spy, consider leaving enemy Dispensers intact to recharge Cloak, fill the health meter, or to remain indefinitely invisible while using the Invisibility Watch.
  • When in a centralized area close to other Engineers, consider putting all the Dispensers close to each other. The healing and ammo dispensing mechanisms do stack for multiple Dispensers, so placing them together will allow players to refill and heal up to full health much faster than with a single Dispenser by each Engineer's Sentry Gun. While the risk of losing the Dispensers is higher, the benefits can sometimes be enough to keep teammates on the attack. It isn't recommended having more than two Dispensers next to each other, especially if both are level 3. Having three or more Dispensers near each other risks the loss of all of the Dispensers in a counterattack.
  • A Dispenser can effectively block narrow passages from enemies, slowing down their progress. This is very effective versus Scouts and Spies when coupled with a Sentry Gun nearby.
  • The healing beam and ammo supply mechanisms are two separate functions of the Dispenser, someone in healing range of a Dispenser is not necessarily close enough to take ammo from the Dispenser.
  • Similarly, a Dispenser can sometimes supply ammunition and metal through walls but cannot heal through them.
  • An Engineer can stand on his own Dispenser, allowing him to reach higher platforms than he could just by jumping, allowing for more strategic deployment of Sentry Guns and other buildings. Keep in mind, however, that a Sentry Gun is taller than a Dispenser, regardless of which level it is.
  • Dispensers take the longest to build. It is usually best to construct one, and then put up a Sentry while it is still building.
  • Dispensers can be use as quick barricades in certain situations.
  • While Sentry Guns are usually the main target of ÜberCharge pushes, destroying the Dispenser is equally important. Without it, it will take much longer for the enemy to rebuild, not to mention heal, resupply, and allow the team more time to regroup for a decisive push.

Update history

February 28, 2008 Patch
  • Changed Engineer buildings to detonate when a player disconnects instead of blinking out
  • Fixed Engineer being able to detonate buildings that are being sapped
  • Fixed potential client crash for players being healed by a Medic or Dispenser

April 2, 2008 Patch (Xbox)

  • Dispenser heal rate returned to normal.

April 29, 2008 Patch (Gold Rush Update)

  • Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable

July 1, 2008 Patch

  • Fixed buffed health not decaying properly after being healed by a Dispenser.

December 11, 2008 Patch

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

December 7, 2009 Patch

  • Fixed Dispenser not healing players at the correct rate if it's upgraded while the players are already touching the Dispenser.

December 18, 2009 Patch

  • Fixed Spies being able to build Dispensers.

January 6, 2010 Patch

  • Fixed a rare server crash related to Dispensers.

August 3, 2011 Patch

  • Fixed a case where health overheal wasn't being applied when multiple healers were involved.

April 17, 2012 Patch

  • Fixed being able to place buildings in nobuild zones.
  • [Undocumented] Dispensers no longer maintain player overheal.

August 2, 2012 Patch

  • [Undocumented] Dispensers can no longer be wrenched during an upgrade animation.

June 3, 2013 Patch

  • Fixed a missing LOD on the Dispenser.

February 11, 2014 Patch

  • Fixed some missing knobs on the level 2 Dispenser.

June 11, 2014 Patch #1

  • [Undocumented] Dispensers now cost 70 metal when using the Gunslinger.

June 11, 2014 Patch #2

  • Fixed being charged the incorrect amount of metal for a Dispenser when The Gunslinger is equipped.

April 29, 2015 Patch

  • Fixed a dedicated server crash related to the Dispenser.

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

  • Fixed a bug where the Dispenser would use different bounds checks for distributing ammo and health.
Dispenser Information.png

Bugs

  • Rarely, the Dispenser's CRT screen will disappear, making it possible to see through it.
  • Rarely, the Dispenser won't share health, metal or ammo, this may happen after packing and deploying the Dispenser.

Trivia