Buildings: Difference between revisions

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== Overview ==
== 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 [[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.
The Engineer uses his [[Construction PDA]] in order to construct his buildings. One a building is selected, blueprints of the respective building appears in front of the Engineer, which can be rotated 90 degrees before deploying them (default key: MOUSE 2). If the building can be constructed on the given location, a 3D sketch of the completed building will appear. If the building is above an invalid location (uneven surface, another colliding entity on location, not enough space), then a red cross will appear on the blueprints instead. The construction of these buildings requires [[Metal]], a resource that is exclusive to the Engineer. Each building has an associated amount of [[Metal|metal]] required to construct the building. An Engineer can carry a maximum of 200 reserve [[metal]], which is consumed upon placing a building and can be regained through [[Ammo]] boxes, resupply cabinets, destroyed building parts, and [[Dispensers]]. Once a building is placed, the building will automatically construct, but the Engineer can hit it with his [[Wrench]] in order to speed up construction. This method of accelerated construction is not exclusive to the Engineer's own buildings but can also be applied to those constructed by team members.


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.
In Team Fortress 2 Classic, the Engineer class can construct five types of buildings as of version 2.1.0. These include the Sentry Gun, which provides area defense, the Dispenser for healing and ammunition replenishment, and Teleporters for rapid teammate transport. When equipped with the PDA, Engineers can also construct Jump Pads, which replace Teleporters and provide access to routes typically reserved for explosive jumpers. The Metal costs for each building are as follows: Sentries require 130, Dispensers 100, Teleporter Entrances and Exits 50 each, and Jump Pads 70 each.  


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.
At the start of construction, buildings appear with 0 [[health]], which increases to its maximum value as construction continues. However, they are still susceptible to damage as they construct, so they are more easily destroyed while building compared to fully constructed. Visual indicators, such as smoke, sparks, and flames, appear as a building is damaged. However, buildings cannot be set on fire, and any fire particles are purely visual indicators for a damaged building. Once a building is destroyed, they leave various pieces of scrap and gibs around their location, which can be collected by the Engineer in the form of metal or by the [[Spy]] to recharge his cloak. Metal is also consumed to repair, upgrade and for Sentries specifically, reload. This can be achieved by hitting an Engineer's Buildings with a [[Wrench]].  


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 a building is at full health, the Engineer is able to upgrade his buildings in order to improve their functionality and maximum health. Each Wrench swing uses 25 metal, and each building requires 200 metal to upgrade. Teleporters, Sentry Guns, and Dispensers can all be upgraded twice to a maximum level of 3, while the Jump Pads cannot be upgraded.  


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.
An enemy Spy is able to place a [[Sapper]] on a building, which disables it and draining its health. Once a Building is sapped, the Engineer who built it will receive an indication that their Building is sapped and make an associated voice call. Sappers can be removed by the Engineer himself or any other Engineer on the Engineer's Team.


== Hauling ==
== Hauling ==
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A Building can be hauled by the Engineer who built it by pressing alt-fire while standing close to it. While carrying a building, the Engineer's speed is decreased and he cannot switch weapons or fire until he puts down the Building he is hauling. While hauling a building the Engineer appears to everyone else to be carrying a toolbox over his shoulder, while from the player's view it is the same as constructing a Building. Buildings that are sapped cannot be hauled.
A Building can be hauled by the Engineer who built it by pressing alt-fire while standing close to it. While carrying a building, the Engineer's speed is decreased and he cannot switch weapons or fire until he puts down the Building he is hauling. While hauling a building the Engineer appears to everyone else to be carrying a toolbox over his shoulder, while from the player's view it is the same as constructing a Building. Buildings that are sapped cannot be hauled.


While hauling a Building it retains all of its health as well as its stats such as the kill count for Sentries, and its number of uses for Teleporters. If the Engineer is killed while hauling, both he and the Building will be destroyed with a special toolobx icon for the destroyed Building. Once a Building is redeployed it will go through all of its upgrade phases before being operative, albeit slightly faster than if it were upgraded manually. A Building cannot be re-hauled if it is being redeployed and will not work until it is fully re-constructed, so be careful where you put them down.
While hauling a Building it retains all of its health as well as its stats such as the kill count for Sentries, and its number of uses for Teleporters. If the Engineer is killed while hauling, both he and the Building will be destroyed with a special toolbox icon for the destroyed Building. Once a Building is redeployed it will go through all of its upgrade phases before being operative, albeit slightly faster than if it were upgraded manually. A Building cannot be re-hauled if it is being redeployed and will not work until it is fully re-constructed, so be careful where you put them down.


== Destruction ==
== Destruction ==


As said earlier, Buildings have health just like players. Once a Building's health reaches 0 it explodes into Buildings gibs that can be picked up for Metal and Ammo. An Engineer can manually destroy a Building he has built with the destruction tool, but will not be awarded any points for it. Buildings can be destroyed by any weapon or by a Sapper. A Building destruction is worth one point and is recorded on the scoreboard. A destruction can only be assisted by a Spy who has sapped it or by [[Medic]] healing the Building destroyer.  
Once a Building's health reaches 0, it explodes into Buildings gibs that can be picked up for Metal and Ammo. Using the destruction tool, an Engineer can manually destroy their buildings from any distance. However, sapped buildings cannot be destroyed using this method, and the Engineer must wait for the building to be destroyed or destroy the sapper. Buildings can be destroyed by any weapon or by a Sapper. A Building destruction is worth one point and is recorded on the scoreboard. A destruction can only be assisted by a Spy who has sapped it or by [[Medic]] healing the Building destroyer.  


[[File:Dispenser Destruction 1.jpg|200px]]
[[File:Dispenser Destruction 1.jpg|200px]]
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== Update History ==
== Update History ==
== Trivia ==
- Buildings can continue to show visual indicators of damage even after being repaired. This is a known bug.


[[Category:Engineer]]
[[Category:Engineer]]
[[Category:Buildings]]
[[Category:Buildings]]

Revision as of 04:40, 15 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

The Engineer uses his Construction PDA in order to construct his buildings. One a building is selected, blueprints of the respective building appears in front of the Engineer, which can be rotated 90 degrees before deploying them (default key: MOUSE 2). If the building can be constructed on the given location, a 3D sketch of the completed building will appear. If the building is above an invalid location (uneven surface, another colliding entity on location, not enough space), then a red cross will appear on the blueprints instead. The construction of these buildings requires Metal, a resource that is exclusive to the Engineer. Each building has an associated amount of metal required to construct the building. An Engineer can carry a maximum of 200 reserve metal, which is consumed upon placing a building and can be regained through Ammo boxes, resupply cabinets, destroyed building parts, and Dispensers. Once a building is placed, the building will automatically construct, but the Engineer can hit it with his Wrench in order to speed up construction. This method of accelerated construction is not exclusive to the Engineer's own buildings but can also be applied to those constructed by team members.

In Team Fortress 2 Classic, the Engineer class can construct five types of buildings as of version 2.1.0. These include the Sentry Gun, which provides area defense, the Dispenser for healing and ammunition replenishment, and Teleporters for rapid teammate transport. When equipped with the PDA, Engineers can also construct Jump Pads, which replace Teleporters and provide access to routes typically reserved for explosive jumpers. The Metal costs for each building are as follows: Sentries require 130, Dispensers 100, Teleporter Entrances and Exits 50 each, and Jump Pads 70 each.

At the start of construction, buildings appear with 0 health, which increases to its maximum value as construction continues. However, they are still susceptible to damage as they construct, so they are more easily destroyed while building compared to fully constructed. Visual indicators, such as smoke, sparks, and flames, appear as a building is damaged. However, buildings cannot be set on fire, and any fire particles are purely visual indicators for a damaged building. Once a building is destroyed, they leave various pieces of scrap and gibs around their location, which can be collected by the Engineer in the form of metal or by the Spy to recharge his cloak. Metal is also consumed to repair, upgrade and for Sentries specifically, reload. This can be achieved by hitting an Engineer's Buildings with a Wrench.

If a building is at full health, the Engineer is able to upgrade his buildings in order to improve their functionality and maximum health. Each Wrench swing uses 25 metal, and each building requires 200 metal to upgrade. Teleporters, Sentry Guns, and Dispensers can all be upgraded twice to a maximum level of 3, while the Jump Pads cannot be upgraded.

An enemy Spy is able to place a Sapper on a building, which disables it and draining its health. Once a Building is sapped, the Engineer who built it will receive an indication that their Building is sapped and make an associated voice call. Sappers can be removed by the Engineer himself or any other Engineer on the Engineer's Team.

Hauling

A Building can be hauled by the Engineer who built it by pressing alt-fire while standing close to it. While carrying a building, the Engineer's speed is decreased and he cannot switch weapons or fire until he puts down the Building he is hauling. While hauling a building the Engineer appears to everyone else to be carrying a toolbox over his shoulder, while from the player's view it is the same as constructing a Building. Buildings that are sapped cannot be hauled.

While hauling a Building it retains all of its health as well as its stats such as the kill count for Sentries, and its number of uses for Teleporters. If the Engineer is killed while hauling, both he and the Building will be destroyed with a special toolbox icon for the destroyed Building. Once a Building is redeployed it will go through all of its upgrade phases before being operative, albeit slightly faster than if it were upgraded manually. A Building cannot be re-hauled if it is being redeployed and will not work until it is fully re-constructed, so be careful where you put them down.

Destruction

Once a Building's health reaches 0, it explodes into Buildings gibs that can be picked up for Metal and Ammo. Using the destruction tool, an Engineer can manually destroy their buildings from any distance. However, sapped buildings cannot be destroyed using this method, and the Engineer must wait for the building to be destroyed or destroy the sapper. Buildings can be destroyed by any weapon or by a Sapper. A Building destruction is worth one point and is recorded on the scoreboard. A destruction can only be assisted by a Spy who has sapped it or by Medic healing the Building destroyer.

Dispenser Destruction 1.jpg Dispenser Destruction 2.jpg Dispenser Destruction 3.jpg

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.

Update History

Trivia

- Buildings can continue to show visual indicators of damage even after being repaired. This is a known bug.