Difference between revisions of "Dispenser/ja"
(Created page with "{{DISPLAYTITLE:ディスペンサー}} {{trans| ja}} {{Featured article tag}} [[Image:Engiwithdispenser.png|250px|right|エンジニアと完全にアップグレードされた...") |
|||
Line 12: | Line 12: | ||
(注意:武器を持ち替えた場合、ディスペンサーに近づいても切り替わりません。リスポーンロッカーまで行く必要があります。) | (注意:武器を持ち替えた場合、ディスペンサーに近づいても切り替わりません。リスポーンロッカーまで行く必要があります。) | ||
− | + | ディスペンサーは設置に 100 [[Metal/ja|メタル]] が必要であり、Level 2にアップグレードするのに200、Level 3にさらに200メタルを必要とします。 アップグレードするごとに耐久力が上がり、供給するヘルス、弾薬、メタルも増加します。建設中は完了時に150になるようにすこしずつ耐久力(ディスペンサー自身のヘルス)が上がっていきます。 建設された直後のディスペンサーは25 のメタルを持っており、その後は5秒毎に40 メタルを供給します(アップグレードされるまで)。 上限として400メタルまで保有することができ、ゲージで確かめることができます。 | |
+ | ディスペンサーは建設前と後に手動で向きを変えることができます。建設模型が見えたときにalternate attack ボタン(デフォルトで {{key|MOUSE2}})を押すごとに90度向きを変えることができます。 | ||
+ | 破壊されたディスペンサーはレベルに関わらず、50メタルとなります(5つの破片。10メタルごと) 。これは敵味方に関わらず拾ってメタルや弾薬として使用できます。 | ||
− | == | + | == レベル == |
{| class="wikitable grid" style="text-align: center; margin-bottom:1em;" | {| class="wikitable grid" style="text-align: center; margin-bottom:1em;" | ||
− | ! class="header" rowspan="2" | | + | ! class="header" rowspan="2" | レベル |
− | ! class="header" rowspan="2" | | + | ! class="header" rowspan="2" | ヘルス |
− | ! class="header" rowspan="2" | | + | ! class="header" rowspan="2" | コスト |
− | ! class="header" colspan="3" | | + | ! class="header" colspan="3" | 供給量 |
|- | |- | ||
− | ! class="header" | [[Health]] | + | ! class="header" | [[Health/ja|ヘルス]] |
− | ! class="header" | [[Ammo]] | + | ! class="header" | [[Ammo/ja|弾薬]] |
− | ! class="header" | [[Metal]] | + | ! class="header" | [[Metal/ja|メタル]] |
|- | |- | ||
| | | | ||
Line 33: | Line 35: | ||
[[Image:Lvl1dispenser.png|150px]] | [[Image:Lvl1dispenser.png|150px]] | ||
− | || 150 || 100 [[Metal]] || 10/ | + | || 150 || 100 [[Metal/ja|メタル]] || 10/秒 || 20%/秒 || 40/5 秒 |
|- | |- | ||
| | | | ||
Line 44: | Line 46: | ||
[[Image:Lvl2dispenser.png|150px]] | [[Image:Lvl2dispenser.png|150px]] | ||
− | || 180 || 300 [[Metal]] || 15/ | + | || 180 || 300 [[Metal/ja|メタル]] || 15/秒 || 30%/秒 || 50/5 秒 |
|- | |- | ||
| | | | ||
Line 54: | Line 56: | ||
[[Image:Lvl3dispenser.png|150px]] | [[Image:Lvl3dispenser.png|150px]] | ||
− | || 216 || 500 [[Metal]] || 20/ | + | || 216 || 500 [[Metal/ja|メタル]] || 20/秒 || 40%/秒 || 60/5 秒 |
|} | |} | ||
− | == | + | == 関連実績 == |
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
{{Achievement table | {{Achievement table | ||
Line 78: | Line 80: | ||
{{anchor|Dispenser Strategy}} | {{anchor|Dispenser Strategy}} | ||
− | == | + | == 戦術 == |
{{main|Engineer strategy}} | {{main|Engineer strategy}} | ||
Revision as of 03:24, 24 September 2011
このページの内容は日本語へ翻訳中です。 もしあなたが日本語話者で編集して頂ける場合は、トークページにその旨を記していただくか(編集履歴のページを参照して)このページを過去に編集した人たちと話してください。 |
「 | ディスペンサーが必要だ!
聴く
— スカウト 初心者エンジニアに新人教育
|
」 |
ディスペンサーの正式名称はDispense-O-Matic 9000 Provisions Dispenserであり、エンジニアが作ることが出来る装置の一つです。ディスペンサーはヘルス、 弾薬、メタル を近くにいる味方に供給します。エンジニアはディスペンサーを頼りにしてセントリーガンや他の装置の作成と維持を行うことが非常に多いです。 プレイヤーはディスペンサーの近くに立つことで補給をすることができます。なお、いくらヘルスや弾薬を受け取っても供給するメタルの量には関係はありません。
ディスペンサーは効果的に使うことが出来ればチームをサポートするのに非常に役に立ちます。着火された味方はディスペンサーの近くに立つことで消化されます。加えてディスペンサーは持ち運びの出来るヘルス・弾薬箱だけではなく、他のエンジニアが使うメタルの供給源にもなります。ディスペンサーを建てることで味方が集まりそのエリアを押さえてさらには前進する手がかりにもなります。ただし、人が集まっている分ロケットやグレネードなどの爆破ダメージによる被害が大きくなります。 (注意:武器を持ち替えた場合、ディスペンサーに近づいても切り替わりません。リスポーンロッカーまで行く必要があります。)
ディスペンサーは設置に 100 メタル が必要であり、Level 2にアップグレードするのに200、Level 3にさらに200メタルを必要とします。 アップグレードするごとに耐久力が上がり、供給するヘルス、弾薬、メタルも増加します。建設中は完了時に150になるようにすこしずつ耐久力(ディスペンサー自身のヘルス)が上がっていきます。 建設された直後のディスペンサーは25 のメタルを持っており、その後は5秒毎に40 メタルを供給します(アップグレードされるまで)。 上限として400メタルまで保有することができ、ゲージで確かめることができます。 ディスペンサーは建設前と後に手動で向きを変えることができます。建設模型が見えたときにalternate attack ボタン(デフォルトで MOUSE2)を押すごとに90度向きを変えることができます。 破壊されたディスペンサーはレベルに関わらず、50メタルとなります(5つの破片。10メタルごと) 。これは敵味方に関わらず拾ってメタルや弾薬として使用できます。
レベル
レベル | ヘルス | コスト | 供給量 | ||||
---|---|---|---|---|---|---|---|
ヘルス | 弾薬 | メタル | |||||
|
150 | 100 メタル | 10/秒 | 20%/秒 | 40/5 秒 | ||
|
180 | 300 メタル | 15/秒 | 30%/秒 | 50/5 秒 | ||
|
216 | 500 メタル | 20/秒 | 40%/秒 | 60/5 秒 |
関連実績
デモマン
|
ヘビー
|
エンジニア
|
|
戦術
- 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 stood 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 Dead Ringer or 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 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 cost the least amount of Metal, along with the Combat Mini-Sentry Gun. They therefore serve 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.
Trivia
- A Dispenser can give ammunition through a thin wall, but it cannot heal through it.
- A Level 2 or 3 Dispenser does not leave upgraded gib parts (such as the heart rate monitor) when destroyed.
- A Level 3 Dispenser heals nearly as fast as the Medi Gun's in-battle healing rate (24 HP/sec).
- Sentry Gun fire and rockets can be blocked by Dispensers. Additionally, Sentry Guns will detect enemy players standing behind friendly Dispensers, but are unable to kill them. For this reason, it is common for Spies to hide behind a nearby Dispenser and kill the Engineer in the process.
- By staying within the healing range of a Dispenser, it is possible to stay underwater indefinitely.
- For a short time after the WAR! Update, Spies were able to build Dispensers through the use of the console command 'build 0', although they could not upgrade them.
- Per the Sentry Gun's instruction manual, the Dispenser is a "Dispense-O-Matic 9000 Provisions Dispenser".
- A Level 1 BLU Dispenser makes a cameo appearance as a "curious dispenser" in the Telltale game Sam & Max 304: 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 genuine sound effect) to open the bottom drawer revealing a "Banang" shake. Sam can also 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 Sam & Max 305: The City that Dares Not Sleep in the same area.
「 | Look Max, free health, ammo, cupcakes, clues, and enlightenment! Oh wait, it's empty.
聴く
— Sam on Curious Dispensers
|
」 |