Difference between revisions of "Teleporters"

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(Teleporter Levels)
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==Related Achievements==
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===Scout===
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{|
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|[[Image:Closer.png|64px]]
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|'''Closer'''
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''Destroy three teleporter entrances.''
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|}
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===Pyro===
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{|
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|[[Image:Trailblazer.png|64px]]
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|'''Trailblazer'''
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''Ignite 10 enemies who have recently used a Teleporter.''
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|}
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===Heavy===
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{|
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|[[Image:Five_Second_Plan.png|64px]]
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|'''Five-Second Plan'''
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''Kill an enemy within five seconds of leaving a teleporter.''
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|}
  
 
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Revision as of 19:32, 8 July 2010

Engineer is credit to team!!
The Heavy
The Engineer setting up a teleporter

Teleporters are a type of building that can be constructed by the Engineer. Two components make up a complete 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 the third and final level. 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 is reverted to Level 1. Although the model itself does not change when upgraded, the particles surrounding the teleporter become faster and more intense.

If a Spy places a sapper on one end, another sapper is automatically placed on the other, if it exists. In turn, an Engineer can remove both sappers by repairing either teleporter. The Engineer can then proceed to repair both ends of the teleporter system by using his wrench on either end.

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.

Teleporter top-down view.

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, Spies can use enemy teleporters, even while cloaked. Standing on an enemy teleporter exit when it is used 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.



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

64px Closer

Destroy three teleporter entrances.

Pyro

Trailblazer.png Trailblazer

Ignite 10 enemies who have recently used a Teleporter.

Heavy

Five Second Plan.png Five-Second Plan

Kill an enemy within five seconds of leaving a teleporter.