Difference between revisions of "Rescue Ranger"

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(Added screenshot of broken repair claw pieces)
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File:Rescue Ranger Projectile RED.png|RED projectile.
 
File:Rescue Ranger Projectile RED.png|RED projectile.
 
File:Rescue Ranger Projectile BLU.png|BLU projectile.
 
File:Rescue Ranger Projectile BLU.png|BLU projectile.
File:BrokenRepairClawBits.jpg|Broken projectile
 
 
File:Rescue Ranger flat scope.png|Flat view of the scope.
 
File:Rescue Ranger flat scope.png|Flat view of the scope.
 
File:Steamworkshop tf2 mod shotgun thumb.jpg|The Steam Workshop thumbnail image for the Rescue Ranger.
 
File:Steamworkshop tf2 mod shotgun thumb.jpg|The Steam Workshop thumbnail image for the Rescue Ranger.

Revision as of 22:20, 10 June 2014

Gotcha!
The Engineer rescuing a building from far away

The Rescue Ranger is a community-created primary weapon for the Engineer. It resembles the normal Shotgun, but has a small, permanently turned on monitor mounted on its top in the location a scope is typically found which shows a moving sine wave. The monitor is connected to a yellow box at the end of the barrel with a team-colored light on its end.

While the Rescue Ranger is the Engineer's active weapon, it is able to pick up any of his buildings that are in his direct line of sight from long range, at the cost of 130 Metal. Hauling a building in this way will immediately teleport the building into the Engineer's possession with a team-colored flash, and leaves a tracer beam that temporarily notifies others of the user's location. Hauling a building (whether with the alt-fire ability or by manually picking it up) will mark the Engineer for death, causing him to take constant mini-crits while carrying said building. This effect lasts as long as the Engineer carries the building, and for a few seconds after the Engineer redeploys it. The weapon also fires unique bolts instead of bullets, which can repair friendly buildings that they are fired at with no Metal cost. Note that these shots will only repair the building, and not restock ammo, apply upgrades, or damage attached enemy Sappers. Firing at a Teleporter will not repair the other side, and firing at a Mini-Sentry will not repair it at all.

As the downside to these perks, the weapon carries much less ammo than its stock counterpart. This weapon can only have up to 4 shots loaded at a time, and can only carry 16 in reserve, resulting in a maximum of 20 shots.

If the user also has the Eureka Effect equipped, the effect of disallowing hauling will override the Rescue Ranger's ability to haul from long range, and so its alt-fire will have no effect.

As with most projectiles, the Rescue Ranger's bolts can be reflected by the Pyro's compression blast. If a bolt is reflected onto a friendly building (from the Pyro's perspective), it will not repair it, and so has no effect. However, if a bolt is reflected onto an enemy building, it does regular damage.

The Rescue Ranger was originally contributed to the Steam Workshop under the name "Modified Shotgun".

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 150% 60
Base damage 100% 40
Maximum fall-off 50% 21
Point blank 60
Medium range 27
Long range 21
Critical 120
Mini-crit 54-72
Function times
Attack interval 0.625 s
Reload (first) 1.0 s
Reload (consecutive) 0.5 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Eureka Effect Reclaimed Metal Rescue Ranger
Item icon Eureka Effect.pngx3 + Item icon Reclaimed Metal.png = Item icon Rescue Ranger.png
Class Token - Engineer Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Engineer.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Frontier Justice.png Item icon Widowmaker.png Item icon Pomson 6000.png Item icon Rescue Ranger.png
Item icon Panic Attack.png

Related achievements

Leaderboard class engineer.png Engineer

Built to Last
Built to Last
Help a single building tank over 2000 damage without being destroyed.


Texas Ranger
Texas Ranger
Haul buildings 1 km over your career.


Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.
Rio Grind
Rio Grind
Perform 50 repairs and/or reloads on a Sentry gun being Wrangled by another Engineer.


Texas Two-Step
Texas Two-Step
Use your shotgun to finish off an enemy recently damaged by your sentry gun.

Update history

December 20, 2012 Patch (Mecha Update)

  • The Rescue Ranger was added to the game.

December 21, 2012 Patch

  • Fixed Rescue Ranger bolts using incorrect hit boxes.

January 24, 2013 Patch

  • Fixed missing text in the recipe description for the Rescue Ranger.
  • Updated the Rescue Ranger so it can be used as a crafting ingredient.

July 10, 2013 Patch

  • Changed attributes:
    • Increased in damage per bolt by 14%.
    • Increased building healing from 50 to 75 per bolt.

November 12, 2013 Patch

December 6, 2013 Patch

  • [Undocumented] Added Strange quality.

[Unknown Date]

  • Fixed Rescue Ranger bolts dealing headshot damage when reflected.

Unused content

  • There is a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
    • Some of the sounds named rescue_ranger_teleport_send_01 and rescue_ranger_teleport_receive_01 hint that this weapon could have been able to both pick buildings from distance and place them.

Bugs

  • The Engineer achievements Texas Two-Step and Circle the Wagons cannot be earned with the Rescue Ranger, despite it being a shotgun and able to repair friendly buildings.
  • When picking up a level 3 sentry from a distance, the player may be unable to deploy it.
  • Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
  • When crouching, the bolts are fired from above the actual location.
  • Only the screen of the Rescue Ranger glows when crit boosted.
  • The "Fires a special bolt that can repair friendly buildings" attribute is listed as an on-wearer attribute as opposed to an on-weapon one.

Trivia

  • The amplitude of the sine wave in the monitor is based on the user's Metal count: having full Metal causes the wave to be at maximum height, while lacking enough Metal to long-range haul a building will make it significantly flatter and having no Metal renders the wave completely flat.

Gallery


See also