Difference between revisions of "Wrench"
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==Bugs== | ==Bugs== | ||
* When the Strange version of this weapon is [[Trading|traded]], the secondary counter will not reset. | * When the Strange version of this weapon is [[Trading|traded]], the secondary counter will not reset. | ||
− | + | * When the attach button is clicked,the end of the Engineer's arm will sometimes show,,this bug has been around since the beta. | |
== Trivia == | == Trivia == | ||
* Because [[damage]] dealt by Sentry Guns increases an Engineer's critical hit chance, an Engineer can earn a high crit rate without dealing much damage himself. This, combined with the 15% base crit rate on melee weapons, leads to misconceptions about the Wrench's "unnaturally high" crit rate. | * Because [[damage]] dealt by Sentry Guns increases an Engineer's critical hit chance, an Engineer can earn a high crit rate without dealing much damage himself. This, combined with the 15% base crit rate on melee weapons, leads to misconceptions about the Wrench's "unnaturally high" crit rate. |
Revision as of 22:44, 17 December 2011
“ | I'm gonna beat you like a rented mule, boy!
Click to listen
— The Engineer
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” |
The Wrench, also known as the Uhlman Build-Matic Wrench, is the default melee weapon for the Engineer. It is similar in appearance to a Template:W.
The primary function of this weapon is the upgrade and repair of Dispensers, Teleporters, and Sentry Guns. In addition, while placed buildings will construct themselves, striking them with the Wrench will cause them to build twice as fast. This effect stacks with each additional Engineer striking the building with their Wrench during construction. It can also be used to remove a Spy's Electro Sappers from buildings. The Wrench's critical hit animation is a swing from right to left.
Switching from the Wrench to a different melee weapon will destroy all existing buildings.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Damage | ||
Base damage | 100% | 65 |
Point blank | 55-75 | |
Critical | 195 | |
Mini-crit | 75-101 | |
Damage repaired per hit | 105 | |
Upgrade amount per hit | 25 | |
Metal cost per repairing hit | 1 + damage / 5 | |
Metal cost for reloading ammo | 1 / bullet 2 / rocket salvo | |
Function times | ||
Attack interval | 0.8 s | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
A strange version of this weapon exists exclusively in the Series #28 crate. This weapon has 2 counters; one for Sentry kills, and one for normal Wrench kills. Kills made with the Wrench itself do not count towards this weapon's rank; they instead add to a separate, purely aesthetic kill sub-counter. The Strange Wrench's rank only progresses through the Sentry kill counter. Any kills made with the Wrangler also count towards this weapon's Sentry kill counter.
Related achievements
Engineer
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Update history
April 29, 2008 Patch (Gold Rush Update)
- Added new swing animations.
- Engineers who hit teammate Sentry Guns with their Wrench now get kill assists from that Sentry Gun.
- Fixed melee attacks not destroying remote detonation pipes (Stickybombs).
- [Undocumented] Added Strange variant of the Wrench.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive Quality.
Bugs
- When the Strange version of this weapon is traded, the secondary counter will not reset.
- When the attach button is clicked,the end of the Engineer's arm will sometimes show,,this bug has been around since the beta.
Trivia
- Because damage dealt by Sentry Guns increases an Engineer's critical hit chance, an Engineer can earn a high crit rate without dealing much damage himself. This, combined with the 15% base crit rate on melee weapons, leads to misconceptions about the Wrench's "unnaturally high" crit rate.
- The in-game model for the Wrench is based on the original Template:W designed by Charles Moncky in the 19th century.
Gallery
See also