Buildings
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“ | ...designed by me, built by me, and you'd best hope....not pointed at you.
— The Engineer
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” |
Buildings are machines that can be constructed by the Engineer using his Build Tool PDA. The five available buildings are as follows:
- Sentry Gun
- Combat Mini-Sentry (available when the Gunslinger is equipped)
- Dispenser
- Teleporter Entrance
- Teleporter Exit
By default, an Engineer may not construct more than one building of each type at a time, unless the server permits multiple buildings via a console command. Engineers require Metal to create, upgrade, and repair buildings.
Like players, buildings have health, and are destroyed when their health is reduced to zero. 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). Damaged buildings will emit smoke and sparks. The Spy can disable and slowly damage buildings over time using his Electro Sapper. The Demolish PDA 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 it repeatedly with the Engineer's Wrench during construction. Having more than one Engineer hitting a building under construction stacks the effect. A Building can be deliberately destroyed by using the destroy menu (default: 5). This is useful for recollecting metal, as a building will explode into broken metal pieces upon destruction.
Sentry Guns (both types) and Dispensers are intangible by Engineer's teammates, but this doesn't apply to him. The Engineer will also take damage and die to his own Sentry if caught in the crossfire. All enemies, including enemy Spies disguised as Engineer's teammates, will be blocked by these buildings. Teleporter entrances and exits are tangible by all players.
Water does not have any effect on buildings. All buildings in Team Fortress 2 work just as well underwater as they do on dry land. However, a sentry built underwater will not shoot anyone on land (even if they are in range), and vice versa.
Details
Building Type | Build Time (in seconds) |
Cost in Metal | Health Points | Scrap metal when destroyed | ||||
---|---|---|---|---|---|---|---|---|
Sentry Gun | Regular | 10 | 130 | 200 to upgrade | 150 | 180 | 216 | 60 |
Combat Mini | 2.5 | 100 | 100 | 28 | ||||
Dispenser | 20 | 100 | 200 to upgrade | 150 | 180 | 216 | 50 | |
Teleporter (entrance or exit) | 20 | 125 | 200 to upgrade | 150 | 180 | 216 | 60 |
Building HUD
The Building HUD provides at-a-glance information on the Engineer's buildings and the Spy's Electro Sapper. The status of different aspects of the building are indicated by an icon.
Hauling
As of the July 8, 2010 Patch, buildings can be packed up and moved by their owners by pressing the right mouse button while looking at and standing next to them. The operation is istantaneous, 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 under the Electro Sapper's effect.
It's possible to haul 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 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.
Redeploying a building won't differ from a normal construction, except that the building will construct itself at twice the normal rate, and the Engineer can still speed up the process. 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 mechanics allows for redeployment without having to completely reconstruct the hardware, 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. Killing an Engineer who's hauling a building also count as one.
A destruction is worth one point to the destructee 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.
Gallery
Related images: |
Sentry Gun (Level 1)
Sentry Gun (Level 2)
Sentry Gun (Level 3)
Dispenser (Level 1)
Dispenser (Level 2)
Dispenser (Level 3)