Buildings: Difference between revisions

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== Overview ==
== Overview ==


In order for a building to be constructed the Engineer must have enough [[Metal|metal]]. The Engineer has 200 reserve metal to start with, and is consumed upon placing a building. Extra metal can be gained through ammo packs, resupply cabinets, building [[gibs]] and dispensers. Afterwards he can use his PDA to cosntruct a building. The Engineer can only place his buildings on reasonably flat surfaces with enough space. The Engineer can rotate buildings before deploying them (default key: MOUSE2). Each time the rotate key is pressed, the building is turned 90° counterclockwise. Once a building is placed, the Engineer can hit it with his [[Wrench]] in order to speed up construction. Multiple Engineers can stack this effect. Once a building is fully completed it immediately begins operation.  
Buildings are special constructions that can be built by the Engineer. As of version 2.1.0, there are 5 types of buildings he can contruct. He can build Sentry Guns or Sentries which reinforce an area, Dispensers which can heal and supply ammo that provide a safe space for his team, Teleporters which can transport Teammates (and enemy [[Spy|Spies]]) to this safe space faster. Finally while equipping the PDA: Jump pads allow him to replace his Teleporters with Jump Pads which allow his Teammates to jump over map elements and use routes only [[Rocket Jumping|explosive jumpers]] normally have access to.


Like players, buildings have [[health]] and are destroyed when it is reduced to zero. Buildings gain health as they construct, so Engineers can leave buildings to build themselves, for example leaving a teleporter to construct while they find a spot to build. Players can focus their crosshair on a building to determine its current health just like other players, though weak buildings also display visible signs of damage such as smoke, sparks, and flames.  
To place a building, the Engineer must have enough [[Metal]]. An Engineer has 200 reserve metal to start with but can be replenished througha  variety of methods such as Dispensers, [[Ammo]] boxes and Building gibs. Sentries cost 130 Metal to place, Dispensers 100, Teleporter Entrances and Exits cost 50 each and Jump Pads cost 70. Metal is expended to repair, upgrade and for Sentries specifically, reload. Metal priority goes to repairing first, Each building takes 200 Metal to reach the next level, with the level cap at 3. Each Wrench swing uses up Metal, and if the Engineer does not have any left a distinct sound will play and nothing will happen.


Buildings can be repaired, upgrades and in the case of the Sentry Gun, reloaded by hitting them with a Wrench, but only if the Engineer has enough metal. Some buildings such as Jump Pads cannot be upgraded at all. Repairing a building takes metal priority, then resupply and then finally upgrades, with limits to how much metal can go per strike. Upgrading a building takes a total of 200 metal and increases its health in addition to improving its abilities. Buildings can be upgraded twice to reach level 3, with the exception of the Jump Pad. Buildings can also be used for vertical mobility; a dispenser can be placed and used as a stool to reach higher ledges.
To actually place a Building, an Engineer must open his Construction PDA and select which Building he wishes to place (default keys: 1., 2, 3 & 4). Buildings can only be placed on relatively flat surfaces with enough surface area for the Buildings to realistically be. Afterwards the Building will begin construction. Buildings will build themselves with enough time, but this can be sped up by hitting them with the Engineer's [[Wrench]]. This even works on other Engineer's Buildings who are on the same team.


Buildings can be disabled by the [[Spy]]'s [[Sapper]]. If a Sapper is applied to a building, it immediately ceases functioning and alerts the owner, in addition to being drained of health. Sappers can be removed by an Engineer's melee weapon, which restores the building's operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or manually demolished while being sapped. A sapper takes approximately 3 hits to remove.
Just like Players, Buildings have a health stat and if the health reaches zero, they explode into gibs which can be picked up for Metal and Ammo. A Building's health starts at 0 but gains health as it increases. The health of buildings increases with each level, capping at level 3. Players can put their crosshair over a Building to see its health, but damaged Buildings show signs of damage such as sparks or being on fire. Buildings are immune to status effects such as [[Fire|Afterburn]] or [[Bleed]], so don't bother with lighting one with a [[Flamethrower]] and holding out the [[Harvester]] and expect it to do something.


If the Engineer wishes, he can destroy any of his buildings with the [[Demolish Tool]]. This instantly causes the building to explode as if it were destroyed by an enemy. The building's gibs can be picked up as ammo and/or reused as metal. Buildings being sapped cannot be demolished. The Engineer's buildings are not vulnerable to his other weapons or to his Sentry Gun (unlike the Engineer himself).
If an enemy Spy places a [[Sapper]] on a building, a sapper appears on the building and disables it, while slowly draining it's health. Once a Building is sapped, the Engineer who built it will receive an indication that their Building is sapped. Sappers can be removed by the Engineer himself or any other Engineer on the Engineer's Team.


== Hauling ==
== Hauling ==

Revision as of 15:08, 14 May 2023

Buildings are machines that can be constructed by the Engineer using his Construction PDA. These buildings include the Sentry Gun, Dispensers, Jump Pads and Teleporter.

Engie Building a Sentry

Overview

Buildings are special constructions that can be built by the Engineer. As of version 2.1.0, there are 5 types of buildings he can contruct. He can build Sentry Guns or Sentries which reinforce an area, Dispensers which can heal and supply ammo that provide a safe space for his team, Teleporters which can transport Teammates (and enemy Spies) to this safe space faster. Finally while equipping the PDA: Jump pads allow him to replace his Teleporters with Jump Pads which allow his Teammates to jump over map elements and use routes only explosive jumpers normally have access to.

To place a building, the Engineer must have enough Metal. An Engineer has 200 reserve metal to start with but can be replenished througha variety of methods such as Dispensers, Ammo boxes and Building gibs. Sentries cost 130 Metal to place, Dispensers 100, Teleporter Entrances and Exits cost 50 each and Jump Pads cost 70. Metal is expended to repair, upgrade and for Sentries specifically, reload. Metal priority goes to repairing first, Each building takes 200 Metal to reach the next level, with the level cap at 3. Each Wrench swing uses up Metal, and if the Engineer does not have any left a distinct sound will play and nothing will happen.

To actually place a Building, an Engineer must open his Construction PDA and select which Building he wishes to place (default keys: 1., 2, 3 & 4). Buildings can only be placed on relatively flat surfaces with enough surface area for the Buildings to realistically be. Afterwards the Building will begin construction. Buildings will build themselves with enough time, but this can be sped up by hitting them with the Engineer's Wrench. This even works on other Engineer's Buildings who are on the same team.

Just like Players, Buildings have a health stat and if the health reaches zero, they explode into gibs which can be picked up for Metal and Ammo. A Building's health starts at 0 but gains health as it increases. The health of buildings increases with each level, capping at level 3. Players can put their crosshair over a Building to see its health, but damaged Buildings show signs of damage such as sparks or being on fire. Buildings are immune to status effects such as Afterburn or Bleed, so don't bother with lighting one with a Flamethrower and holding out the Harvester and expect it to do something.

If an enemy Spy places a Sapper on a building, a sapper appears on the building and disables it, while slowly draining it's health. Once a Building is sapped, the Engineer who built it will receive an indication that their Building is sapped. Sappers can be removed by the Engineer himself or any other Engineer on the Engineer's Team.

Hauling

Buildings can be picked up and moved by their builders by pressing alt-fire while looking at the building and standing next to them. This allows for the redeployment of a building without having to destroy and completely build a new one, thus saving metal, effort and time. This also preserves any score tallies a building may have. Packing up is sintant, and the Engineer appears to be carrying a toolbox over his shoulder to all players, while from first person he carries a toolbox as a normal building construction. Damaged buildings can be packed up, but still retain their damage while being hauled. Sapped buildings cannot be hauled at all.

Only one building can be hauled at a time, and doing so reduces the Engineer's speed, regardless of type or level of said building. Additionally, the Engineer cannot switch weapons or taunt while hauling, but can still use teleporters, his own or another player's. Unless of course the Engineer starts to haul one end of a teleporter.

If an Engineer is killed while hauling a building, the building will also be destroyed, indicated with a special kill icon showing a toolbox.

Redeploying a building after hauling is similar to constructing a new building, however it is much faster, and an Engineer can speed it up even more. Higher level buildings must cycle through all of their upgrade animations with a short delay between each, so it is inadvisable to place a level 3 sentry in the middle of a firefight.

Related achievements

Achievement Description
Tf2c kill buildings with mirv.png KA-BLOOIE! Take out 5 Engineer buildings with the Dynamite Pack.
Tf2c defuse mirv.png Fuse Refusal Defuse an enemy Demoman's Dynamite Pack with the Wrench.
Tf2c achievement invis recharge cloaked.png Full Transparency Fully recharge your Invisibility Watch at an enemy Dispenser while cloaked.
Tf2c achievement teleporter progression.png Tele Tourism Teleport other players over 10 kilometers.
Tf2c achievement teleporter enemy spy kill.png Phony Express Kill an Engineer shortly after taking an enemy Teleporter.
Tf2c achievement jumppad stomp.png Terminal Velocity Kill someone by landing on them after using a Jump Pad.
Tf2c achievement jumppad enemy spy backstab.png Skyfall Get a backstab kill shortly after using an enemy Jump Pad.
Tf2c achievement jumppad extinguish.png Fan the Flames Extinguish yourself with a Jump Pad.
Tf2c achievement jumppad progression.png Fan Service Have other players use your Jump Pads 1,000 times.
Tf2c achievement jumppad progression assist.png Jumpstarter Have teammates get 20 kills shortly after using your Jump Pads.
Tf2c achievement jumppad progression destroyed.png Out of Circulation Destroy 40 Jump Pads.

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