Difference between revisions of "Dispenser"
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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 | + | 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
“ | Need a dispenser here!
Click to listen
— 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.
Contents
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 | ||||||
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150 | 100 | 10/second | 20%/second | 40/5 seconds | 5%/second | Invis Watch, Enthusiast's Timepiece, Quäckenbirdt
| ||
|
180 | 300 | 15/second | 30%/second | 50/5 seconds | 10%/second | Invis Watch, Enthusiast's Timepiece, Quäckenbirdt
Dead Ringer
| ||
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216 | 500 | 20/second | 40%/second | 60/5 seconds | 15%/second | Invis Watch, Enthusiast's Timepiece, Quäckenbirdt
Dead Ringer
|
Related achievements
Pyro
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Demoman
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Heavy
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Engineer
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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
- 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
- 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
- Fixed buffed health not decaying properly after being healed by a Dispenser.
- The Engineer's Dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded.
- Fixed Dispenser not healing players at the correct rate if it's upgraded while the players are already touching the Dispenser.
- Fixed Spies being able to build Dispensers.
- Fixed a rare server crash related to Dispensers.
- Fixed a case where health overheal wasn't being applied when multiple healers were involved.
- Fixed being able to place buildings in nobuild zones.
- [Undocumented] Dispensers no longer maintain player overheal.
- [Undocumented] Dispensers can no longer be wrenched during an upgrade animation.
- Fixed a missing LOD on the Dispenser.
- Fixed some missing knobs on the level 2 Dispenser.
- [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.
- 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.
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
- Per the Sentry Gun's instruction manual, the Dispenser's full model name is "Dispense-O-Matic 9000 Provisions Dispenser".
- The ammo belts with nails on them hanging out of the bottom tray of a fully built Dispenser were originally intended to be used for the Scout's Nail Gun, which was cut from the game before release.
- A Level 1 BLU Dispenser makes a cameo appearance as a "Curious Dispenser" in the fourth episode of the Telltale game Sam & Max: The Devil's Playhouse, Beyond the Alley of the Dolls. Standing near it makes the usual Dispenser healing sound. Sam can hit the Dispenser 8 times with a Wrench (complete with the genuine sound effect) to open the bottom drawer revealing a "Banang" shake. Sam can try to take the Banang, but the drawer closes again before he can grab it (Max actually unplugs it out of irritation). It also makes an appearance in the next episode of the same game, The City that Dares Not Sleep, where it is present in the same area.
“ Look Max, free health, ammo, cupcakes, clues, and enlightenment! Oh wait, it's empty.Click to listen— Sam on Curious Dispensers” Gallery
Merchandise
Main article: Merchandise