Difference between revisions of "Buildings"

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It's possible to haul a maximum of one building at a time, and doing so will sensibly reduce the Engineer speed to 75% (225v), slightly [[Speed|slower]] than a [[Heavy]], regardless of type and/or level of the building. Additionally, the Engineer won't be able to switch to any weapon or item until the building is redeployed. It's still possible to use his own Teleporters (unless he is hauling the entrance or exit to his own Teleporters) and those of friendly Engineers.  
 
It's possible to haul a maximum of one building at a time, and doing so will sensibly reduce the Engineer speed to 75% (225v), slightly [[Speed|slower]] than a [[Heavy]], regardless of type and/or level of the building. Additionally, the Engineer won't be able to switch to any weapon or item until the building is redeployed. It's still possible to use his own Teleporters (unless he is hauling the entrance or exit to his own Teleporters) and those of friendly Engineers.  
  
While hauling a building if the Engineer is killed the building is destroyed along with him. A special [[kill icon]] representing a toolbox will be shown along the Engineer's one.  
+
While hauling a building if the Engineer is killed the building is destroyed along with him. A special [[kill icon]] representing a toolbox will be shown alongside the Engineer's.  
  
 
Redeploying a building is similar to a normal construction, except that the building will construct itself at twice the normal rate, and the Engineer can still speed up the process even further. Higher level buildings will have to cycle through all their upgrade animations before becoming operative, and cannot be packed up again until ready. Damaged buildings retain their health at the moment they were packed, and also cannot be repaired until operative again.     
 
Redeploying a building is similar to a normal construction, except that the building will construct itself at twice the normal rate, and the Engineer can still speed up the process even further. Higher level buildings will have to cycle through all their upgrade animations before becoming operative, and cannot be packed up again until ready. Damaged buildings retain their health at the moment they were packed, and also cannot be repaired until operative again.     

Revision as of 20:35, 8 February 2011

...designed by me, built by me, and you'd best hope....not pointed at you.
The Engineer

Buildings are machines that can be constructed by the Engineer using his Build Tool. The five available buildings are:

Buildings

Engineers require Metal to create, upgrade and repair buildings.

Like players, buildings have health, and are destroyed when their health is reduced to zero (see Destruction below). A building can be deliberately destroyed by using the Destroy Menu. Critical hits do not cause extra damage to buildings. Weapons also do not suffer from damage drop off on buildings; regardless of distance, every hit does the same amount of damage (excluding splash damage). Buildings have visual effects to indicate their damage; slightly damaged buildings will emit smoke and sparks, and severely damaged buildings will appear to be on fire. The Spy can disable and slowly damage buildings over time using his Electro Sapper. The Demolish Tool cannot be used to destroy buildings that are in the process of being sapped.

Buildings are erected automatically after being deployed, but can be built twice as fast by hitting them repeatedly with the Engineer's Wrench during construction. Having more than one Engineer hitting a building under construction stacks the effect. Demolishing unused buildings is useful for recollecting metal, as they will explode into broken metal pieces upon destruction.

All buildings are able to be walked through by an Engineer's teammates, however, they will act solid towards the Engineer himself, allowing him to stand on top of his own buildings. Buildings also act solid for enemies, including enemy Spies. In water, buildings function normally; however, a Sentry Gun that is fully immersed in water will not target enemies that are on dry land, and vice versa.

Specifications

Building Type Build Time
(First spawn)
Build Time
(First spawn + Melee attack)
Build Time
(First spawn + Jag attack)
Build Time
(Moved)
Build Time
(Moved + Melee attack)
Cost in Metal Health Points Scrap Metal
when destroyed
Sentry Gun Regular 10.5 5.5 4.75 5.3 3 130 200 to upgrade 150 180 216 60
Combat Mini 2.9 2.9 2.9 1.5 1.5 100 100 28
Dispenser 21 11 9.5 10.6 6 100 200 to upgrade 150 180 216 50
Teleporter 21 11 9.5 10.6 6 125 200 to upgrade 150 180 216 60

Note: All build time is in seconds. Levels 2 and 3 Sentry Gun build times are longer because upgrade animations cannot be skipped or hastened.

HUD

The building HUD is located in top-left corner of the screen.
Main article: Head-up display

The Building HUD provides at-a-glance information on the Engineer's buildings and any enemy Spy's Electro Sappers. The status of different aspects of the building is indicated by an icon.

Icon Description
Building icon Kills.png A number indicating the number of kills a sentry has followed by the number of assists in brackets (Sentry Guns only).
Building icon Ammo.png An indicator bar representing the percentage left of ammunition (Sentry Gun) or metal reserves (Dispenser).
Building icon Metal.png An indicator bar representing the percentage of the building upgrade progress (Levels 1 and 2 only).
Building icon Rockets.png An indicator bar representing the percentage left of rocket reserves (Level 3 Sentry only).
Building icon Teleports.png A number indicating the number of teleports a Teleporter entrance has provided. Transforms to a recharge progress bar after a teleport.

Hauling

Building ready haul.png
An Engineer carrying a building.

Buildings can be packed up and moved by their owners by pressing the alternate fire button while looking at and standing next to them. The operation is instantaneous, and the Engineer will appear carrying the building's toolbox on his shoulder to all players, while from his first-person perspective he will still carry the toolbox as a normal building construction. Damaged buildings can be packed up, but not those currently under the Electro Sapper's effect. A building is capable of being hauled when a gray tab is displayed alongside the building's name on the interface (see right). In addition to an icon for the building and a hand, the tab also displays which which key or mouse button alternate fire is currently bound to.

It's possible to haul a maximum of one building at a time, and doing so will sensibly reduce the Engineer speed to 75% (225v), slightly slower than a Heavy, regardless of type and/or level of the building. Additionally, the Engineer won't be able to switch to any weapon or item until the building is redeployed. It's still possible to use his own Teleporters (unless he is hauling the entrance or exit to his own Teleporters) and those of friendly Engineers.

While hauling a building if the Engineer is killed the building is destroyed along with him. A special kill icon representing a toolbox will be shown alongside the Engineer's.

Redeploying a building is similar to a normal construction, except that the building will construct itself at twice the normal rate, and the Engineer can still speed up the process even further. Higher level buildings will have to cycle through all their upgrade animations before becoming operative, and cannot be packed up again until ready. Damaged buildings retain their health at the moment they were packed, and also cannot be repaired until operative again.

All the three phases - packing, hauling and redeploying, are accompanied by specific responses.

This mechanic allows for redeployment without having to completely reconstruct the building, thus saving metal and time, and also preserving any score tallies a building may have.

Destruction

A building can be by destroyed by his owner using the Demolish Tool or by an enemy using any weapon, including the Electro Sapper. A destruction is worth one point to the destroyer and is recorded on the player's scoreboard. A destruction cannot be assisted, unless the building has been sapped previously by a Spy; the Spy will then be awarded the assist point.

Destruction points cannot be awarded to Engineers who destroy their own buildings. Furthermore, destructions will not count for buildings that are still proceeding through the setup phase. However the destruction still occurs in game, and any associated effects, such as Frontier Justice's Revenge Crits, are triggered.

When a building is destroyed, the Engineer responds with one of three responses, alerting his nearby teammates.

Demonstration

Bugs

  • A redeployed level 2 or level 3 Sentry Gun will attempt to target enemy players at the brief instant between reaching a level and starting the animation to upgrade to the next.

Update history

September 20, 2007 Patch

  • Fixed Sentry muzzleflashes not drawing unless sentry was near the map origin.

October 25, 2007 Patch

  • Engineer buildings now explode when the Engineer dies during sudden death.

November 07, 2007 Patch

  • Fixed a bug in scoring Engineer building destruction.

December 20, 2007 Patch

  • Sapped buildings now take slightly less damage from the Spy who sapped them.

February 14, 2008 Patch

  • Added server log entry for buildings destroyed by their owner
  • Fixed Sentry Gun shadows being clipped

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.

August 13, 2009 Patch

  • Fixed Sentry Guns firing at a fully cloaked Spy if they're still the closest target.

August 31, 2009 Patch

  • Fixed being able to burn buildings that are in the water while standing outside the water.

April 28, 2010 Patch

  • Killing yourself with your own Sentry Gun no longer increments the Sentry Gun's kill counter.

April 30, 2010 Patch

  • Fixed the Engineer being able to build more than 1 of each type of building.

July 8, 2010 Patch

  • Engineers can now pickup & move their buildings.
  • Fixed a server crash related to carrying buildings.
  • 'Wrenching' a Sentry Gun now upgrades, repairs and restores ammunition all at once per Wrench hit, prioritizing repairs and upgrading if not in possession of enough metal.

July 9, 2010 Patch

  • Fixed an exploit that allowed Engineers to build level 2/3 mini Sentry Guns.
  • Fixed a bug that allowed sapped buildings to be picked up by the Engineer
  • Fixed a bug where Wrangled level 3 Sentry Guns would still fire rockets when they were out of ammo.
  • Fixed a bug where players would go into reference poses when switching classes while carrying a building.
  • Engineers can no longer pick up buildings while stunned or in loser state.
  • Fixed an issue where Wrangled sentrygun effects wouldn't be attached to the sentrygun.
  • Fixed a server crash in the player death code, related to building carrying.

July 13, 2010 Patch

  • Updated CP_Coldfront
    • Fixed a couple Engineer building exploits.
  • Fixed a server crash related to carrying buildings at round start.
  • Fixed players picking up buildings before a round has started.
  • Fixed an exploit where Engineers could create level 3 Mini-Sentry Guns.

July 19, 2010 Patch

  • Fixed a problem with not being able to pick-up buildings in Arena mode.
  • Fixed an exploit that allowed team kills with Wrangled Sentry Guns.
  • Fixed a bug where Teleporters could be given more than their normal amount of health.

October 18, 2010 Patch

  • Fixed a Sentry Gun exploit that let Engineers build multiple Sentry Guns.
  • Fixed Engineers being able to build level 3 mini-Sentry Guns using the Wrangler.

October 19, 2010 Patch

  • Fixed another Sentry Gun exploit that let Engineers build multiple Sentry Guns.
  • Fixed Engineers being able to build level 3 Mini-Sentry Guns using the Wrangler for real this time.

December 2, 2010 Patch

  • Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.

Trivia

  • The Repair Node was a building that was considered as an addition for the Engineer Update but was scrapped during development.
  • Taunting in front of your building and immediately picking it up gave you the ability to walk around with what appeared to be an invisible toolbox over your shoulders, which gave you an effect not unlike the "Spycrab", as seen here: http://www.youtube.com/watch?v=nt9qcoE-Ylo
    • You could also attack with whatever Melee slot weapon you had equipped while under the effect of this glitch.
      • This allowed the Engineer to build multiple Sentry Guns, using the console command "build 2 0".
      • This also allowed the Engineer to build Lvl 2 and 3 mini Sentry Guns, by changing his loadout while in this state.

Gallery

Ico camera.png Related images:


See also