Difference between revisions of "Teleporters"
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'''[[September 26, 2007 Patch]]''' | '''[[September 26, 2007 Patch]]''' | ||
* Fixed bug with placement of Teleporters that could result in players being unable to move. | * Fixed bug with placement of Teleporters that could result in players being unable to move. | ||
− | '''[[October | + | '''[[October 5, 2007 Patch]]''' |
− | * Fixed teleporter/spawn doorway exploit. | + | * Fixed teleporter/[[spawn]] doorway [[exploit]]. |
− | '''[[November | + | '''[[November 7, 2007 Patch]]''' |
* Engineers no longer earn points for using their own Teleporters. | * Engineers no longer earn points for using their own Teleporters. | ||
'''[[December 20, 2007 Patch]]''' | '''[[December 20, 2007 Patch]]''' |
Revision as of 21:30, 31 January 2011
“ | 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 and functional 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 level three. 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 reverts 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 change subtly.
If a Spy places an Electro Sapper on one end, another Electro Sapper is automatically placed on the other end, if it exists. In turn, an Engineer can remove both Sappers by destroying one 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. |
Update history
- Fixed bug with placement of Teleporters that could result in players being unable to move.
- Engineers no longer earn points for using their own Teleporters.
- Fixed the teleporter's player shaped particles not drawing.
- Teleporter effect no longer shows up on invisible or disguised Spies.
- Fixed "times used" entry in Teleporters maxing out at 32.
- Teleporters can now be upgraded to level three. It will recharge faster the higher level it is.
- Added teleporter sounds for level 2 and 3 Teleporters.
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.
- Added new sounds for upgraded Teleporters.
- Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled.
- Fixed Teleporters not being buildable in some places where they should be (such as within the pit at the end of Badwater Basin).
- Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
- Fixed teleporting Spies getting stuck in enemy players standing on the exit.
- Fixed server log not listing telefrag kills as weapon "telefrag".
- Fixed Teleporters not reverting to level 1 when their other side is destroyed.
- Fixed Teleporter exit using the wrong particle effect.
Trivia
- The Engineer's Teleporters are manufactured by Telemax, a division of TF Industries.
- According to the Team Fortress Comics, Teleporters were invented by utilizing Australium and referred to as one of the "Moustache Sciences" [1]
- There is a small extra cost in Metal to upgrade a Teleporter to the next level if a completed Entrance or Exit is being upgraded while the other end is still in the process of constructing. It is unclear if this is a bug or intentional. It may be that the extra cost is the result of the game interpreting the incomplete state of one end of the Teleporter as being "damage" since an incomplete Building does not possess the maximum health of a completed Building, and thus a small repair cost in Metal is incurred.