Teleporter
From TF2 Wiki
Teleporters are a type of building that can be created by the Engineer class. They cost 125 metal each and destoyed teleporters leave 60 metal worth of pieces each. Both teleporters' health increase as they are being constructed until they reach a maximum of 150 health when they are completely built.
Two components make up a teleporter: The Entrance and the Exit. Players can stand on the Entrance and be instantly moved to the Exit. Level 1 Teleporters require 10 seconds to recharge between teleports.
By default, players exit facing the direction the Engineer faced when building the Exit. The Exit can be rotated by clicking MOUSE2 before placing the building, see the arrow on the blueprint for the current direction. The Entrance can be rotated too, but this appears to have no effect on gameplay.
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 direction that they will travel towards, e.g., an arrow pointing to Point A or B in Gravelpit.
Players who have recently teleported are surrounded by a distinctive, glowing particle effect for 13 seconds after teleporting. You can see the effect on yourself by looking down at your feet when standing still or behind you when walking. Spies who are disguised or cloaked aren't affected by this (as of the April 29, 2008 Patch).
Enemy team members cannot use your team's teleporters.
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 (since November 07, 2007 Patch.)
Do not stand on an enemy's teleporter exit because you can be telefragged if an enemy uses it. It is also safer to shoot the exit to destroy it rather than destroy it with melee weapons, for the same reason.
Teleporter Levels
Since the December 11, 2008 Patch, all buildings are upgradable to a second and third level for 200 metal each:
Level 1: A recharge time of 10 seconds.
Level 2: A recharge time of 5 seconds.
Level 3: A recharge time of 3 seconds.
The teleporters share the same upgrade system, if one teleporter is destroyed the remaining entrance/exit is reverted to Level 1. Although the model itself does not change when upgraded, the particles surrounding the teleporter become faster and more intense. At Level 1 it is merely a glowing circle. At Level 2 it adds a very large glowing effect around the size of a player. And at Level 3 a rapid spinning effect is added at medium height to represent maximum spin speed. With both upgraded teleporters, there is also an associated beeping effect to indicate its level.
| Buildings | ||||
|---|---|---|---|---|
| Sentry gun | • | Dispenser | • | Teleporter |
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