Difference between revisions of "Rescue Ranger"

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m (Bugs: Last time I tested, the player cannot use grapple hook to heal building, but the pyro reflected still not able to heal.)
m (added marketable)
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| 3d-image-1      = Rescue Ranger
 
| 3d-image-1      = Rescue Ranger
 
| 3d-image-3      = Rescue Ranger Projectile
 
| 3d-image-3      = Rescue Ranger Projectile
 +
| 3d-image-5      = Rescue Ranger Festivized
 
| 3d-button-1      = colored_pair
 
| 3d-button-1      = colored_pair
 
| 3d-button-3      = colored_pair
 
| 3d-button-3      = colored_pair
 +
| 3d-button-5      = colored_pair
 
| 3d-viewname-1    = Default
 
| 3d-viewname-1    = Default
 
| 3d-viewname-3    = Projectile
 
| 3d-viewname-3    = Projectile
 +
| 3d-viewname-5    = Festivized
 
| team-colors      = yes
 
| team-colors      = yes
 
| skin-image-red  = RED Rescue Ranger.png
 
| skin-image-red  = RED Rescue Ranger.png
Line 15: Line 18:
 
| contributed-by  = {{Backpack Item Link|76561197972720709|1330479051}}
 
| contributed-by  = {{Backpack Item Link|76561197972720709|1330479051}}
 
| released        = {{Patch name|12|20|2012}}<br />([[Mecha Update]])
 
| released        = {{Patch name|12|20|2012}}<br />([[Mecha Update]])
| availability    = {{avail|Drop|Craft|Purchase|Crate77-strange|collectors}}
+
| availability    = {{avail|Drop|Craft|Purchase|Crate77-strange|collectors|warpaint}}
 
| numbered        = no
 
| numbered        = no
 +
| marketable      = yes
 
| ammo-loaded      = 4
 
| ammo-loaded      = 4
 
| ammo-carried    = 16
 
| ammo-carried    = 16
 
| reload          = Single
 
| reload          = Single
 
| loadout          = yes
 
| loadout          = yes
   | level          = Level 1-100 Shotgun
+
  | item-kind      = Shotgun
   | att-1-positive = Alt-Fire: Use metal to pick up buildings from long range
+
   | level          = 1-100
 +
   | att-1-positive = Alt-Fire: Use 100 metal to pick up your targeted building from long range
 
   | att-2-positive = Fires a special bolt that can repair friendly buildings
 
   | att-2-positive = Fires a special bolt that can repair friendly buildings
 
   | att-3-negative = -34% clip size
 
   | att-3-negative = -34% clip size
 
   | att-4-negative = -50% max primary ammo on wearer
 
   | att-4-negative = -50% max primary ammo on wearer
   | att-5-negative = Self mark for death on building pick up
+
   | att-5-negative = Self mark for death when hauling buildings
 +
  | att-6-negative = 4-to-1 health-to-metal ratio when repairing buildings
 
}}
 
}}
 
{{Quotation|'''The Engineer''' rescuing a building from far away|Gotcha!|sound=Engineer_wranglekills04.wav}}
 
{{Quotation|'''The Engineer''' rescuing a building from far away|Gotcha!|sound=Engineer_wranglekills04.wav}}
  
The '''Rescue Ranger''' is a [[Steam Workshop|community-created]] [[Weapons#engieprimary|primary weapon]] for the [[Engineer]]. It resembles the normal Shotgun, but has a small, permanently [[Self-illumination|turned on]] monitor mounted on its top in the location a scope is typically found which shows a moving sine wave. The monitor is connected to a yellow box at the end of the barrel with a team-colored light on its end.
+
The '''Rescue Ranger''' is a [[Steam Workshop|community-created]] [[Weapons#engieprimary|primary weapon]] for the [[Engineer]]. It resembles the normal Shotgun, but has a small, permanently [[Self-illumination|turned on]] monitor mounted on its top in the location a scope is typically found which shows a moving sine wave. The monitor is connected to an either yellow or orange box at the end of the barrel with a team-colored light on its end.
  
While the Rescue Ranger is the Engineer's active weapon, it is able to [[haul|pick up]] any of his [[building]]s that are in his direct line of sight from long range, at the cost of 100 [[Metal]]. Hauling a building in this way will immediately teleport the building into the Engineer's possession with a team-colored [[particles|flash]], and leaves a tracer beam that temporarily notifies others of the user's location. The weapon also fires unique bolts instead of bullets, which repair 60 health to friendly buildings that they are fired at with no Metal cost. Note that these shots will only repair the building, and not restock ammo, apply upgrades, or damage attached enemy [[Sapper]]s. Firing at a [[Teleporter]] will not repair the other side.
+
While the Rescue Ranger is the Engineer's active weapon, it is able to [[haul|pick up]] any of his [[building]]s that are in his direct line of sight from a range, at the cost of 100 [[Metal]]. Hauling a building in this way will immediately teleport the building into the Engineer's possession with a team-colored [[particles|flash]], and leaves a tracer beam that temporarily notifies others of the user's location. The weapon also fires unique bolts instead of bullets, which repair 60 health to friendly buildings that cost metal at a 4:1 (health:metal) ratio (in effect, healing 4 health will consume 1 unit of metal). Note that these shots will only repair the building, and not restock ammo, apply upgrades, or damage attached enemy [[Sapper]]s. Firing at a [[Teleporter]] will not repair the other side.
  
As the downside to these perks, the weapon carries much less ammo than its [[Shotgun|stock counterpart]], with only a clip size of 4 and a reserve stock of 16. In addition, possessing the Rescue Ranger means the Engineer becomes marked for death whenever he hauls a building, causing him to take [[mini-crits]] from any incoming damage, for as long as he hauls the building and for a few seconds after redeploying it. This effect applies whether the building was picked up via the Rescue Ranger's ability or not.
+
As the downside to these perks, the weapon carries much less ammo than its [[Shotgun|stock counterpart]], with only a clip size of 4 and a reserve stock of 16. In addition, possessing the Rescue Ranger means the Engineer becomes [[Mechanics#MarkedForDeath|marked for death]] whenever he hauls a building, causing him to take [[mini-crits]] from any incoming damage, for as long as he hauls the building and for a few seconds after redeploying it. This effect applies whether the building was picked up via the Rescue Ranger's ability or not.
  
 
As with most [[projectiles]], the Rescue Ranger's bolts can be reflected by the [[Pyro]]'s [[compression blast]]. Reflected bolts will deal regular damage to enemy buildings, but cannot repair friendly buildings, and simply have no effect.
 
As with most [[projectiles]], the Rescue Ranger's bolts can be reflected by the [[Pyro]]'s [[compression blast]]. Reflected bolts will deal regular damage to enemy buildings, but cannot repair friendly buildings, and simply have no effect.
  
The Rescue Ranger was [http://steamcommunity.com/sharedfiles/filedetails/?id=273 contributed] to the Steam Workshop under the name "Modified Shotgun".
+
The Rescue Ranger was [http://steamcommunity.com/sharedfiles/filedetails/?id=273 contributed] to the Steam Workshop.
  
 
== Damage and function times ==
 
== Damage and function times ==
Line 84: Line 90:
 
  | item-type = Shotgun
 
  | item-type = Shotgun
 
  | rankson = kills
 
  | rankson = kills
   | att-1-positive = Alt-Fire: Use metal to pick up buildings from long range
+
   | att-1-positive = Alt-Fire: Use 100 metal to pick up your targeted building from long range
 
   | att-2-positive = Fires a special bolt that can repair friendly buildings
 
   | att-2-positive = Fires a special bolt that can repair friendly buildings
 
   | att-3-negative = -34% clip size
 
   | att-3-negative = -34% clip size
 
   | att-4-negative = -50% max primary ammo on wearer
 
   | att-4-negative = -50% max primary ammo on wearer
   | att-5-negative = Self mark for death on building pick up
+
   | att-5-negative = Self mark for death when hauling buildings
 +
  | att-6-negative = 4-to-1 health-to-metal ratio when repairing buildings
 
  | can deal damage = yes
 
  | can deal damage = yes
 
  | can heal allies = no
 
  | can heal allies = no
Line 152: Line 159:
 
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 
* Changed attribute:
 
* Changed attribute:
** Healing per bolt reduced from 75 to 60.}}
+
** Healing per bolt reduced from 75 to 60.
 +
 
 +
'''{{Patch name|10|20|2017}}''' ([[Jungle Inferno Update]])
 +
* Changed attributes:
 +
** Ranged repairs now consume metal at a 4-to-1 health-to-metal ratio (previously consumed no metal).
 +
* {{Undocumented}} Changed weapon description.
 +
 
 +
'''{{Patch name|11|7|2017}}'''
 +
* Fixed the Rescue Ranger not drawing its attached screen properly.
 +
 
 +
'''{{Patch name|12|13|2017}}'''
 +
* Fixed the Rescue Ranger not counting towards the Engineer achievement "Texas Two-Step".
 +
 
 +
'''{{Patch name|12|21|2017}}''' ([[Smissmas 2017]])
 +
* Added [[Festive]] variant.
 +
 
 +
'''{{Patch name|3|28|2018}} #1'''
 +
* Fixed missing display attribute for the Rescue Ranger (client display issue only).
 +
}}
  
 
== Unused content ==
 
== Unused content ==
 
* There is a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
 
* There is a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
** Some of the sounds are named <tt>rescue_ranger_teleport_send_01</tt> and <tt>rescue_ranger_teleport_receive_01</tt>, which hint that this weapon could have been able to both pick up buildings from a distance and place them from a distance.
+
** Some of the sounds are named <code>rescue_ranger_teleport_send_01</code> and <code>rescue_ranger_teleport_receive_01</code>, which hint that this weapon could have been able to both pick up buildings from a distance and place them from a distance.
+
* Unused text and an unused attribute suggests that this weapon initially did not allowed users to freely teleport their buildings as long they had metal, instead it required the user to deal damage to fill up "Rescue Energy" before they could teleport their own buildings.
 +
** The string for the text in the language files is <code>TF_Rescue</code> and contains the text <code>ENERGY</code> while the attribute's description is <code>Generate building rescue energy on damage</code>.
 +
 
 
== Bugs ==
 
== Bugs ==
* The [[Engineer achievements]] '''Texas Two-Step''' and '''Circle the Wagons''' cannot be earned with the Rescue Ranger, despite it being a {{botignore|shotgun}} and able to repair friendly buildings.
+
* The [[Engineer achievements]] '''Circle the Wagons''' cannot be earned with the Rescue Ranger, despite it being able to repair friendly buildings.
 
* Reflected bolts from Pyros do not heal buildings.
 
* Reflected bolts from Pyros do not heal buildings.
* When picking up a level 3 sentry from a distance, the player may be unable to deploy it.
+
* When picking up a level 3 [[Sentry Gun]] from a distance, the player may be unable to deploy it.
 
* Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
 
* Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
 
* If the Engineer picks up a building when a Spy just sapped that building, the Engineer will successfully pack up, however, before placing the building, the Sapper model will appear on the blueprint and will constantly damage the building, but since it's impossible to damage the building while hauled, the building health will keep regenerating as well. If the player deploys the building, the Sapper won't be able to be destroyed, but the building still works normally. <!--I haven't tested this with the Red-Tape recorder, it may have different effects-->
 
* If the Engineer picks up a building when a Spy just sapped that building, the Engineer will successfully pack up, however, before placing the building, the Sapper model will appear on the blueprint and will constantly damage the building, but since it's impossible to damage the building while hauled, the building health will keep regenerating as well. If the player deploys the building, the Sapper won't be able to be destroyed, but the building still works normally. <!--I haven't tested this with the Red-Tape recorder, it may have different effects-->
* Rescue Ranger kills count as sentry kills in Engineer contracts.
+
* Rescue Ranger kills count as Sentry Gun kills in Engineer contracts.
 
* When crouching, the bolts are fired from above the actual location.
 
* When crouching, the bolts are fired from above the actual location.
  
 
== Trivia ==
 
== Trivia ==
 
* The amplitude of the sine wave in the monitor is based on the user's Metal count: having full Metal causes the wave to be at maximum height, while lacking enough Metal to long-range haul a building will make it significantly flatter and having no Metal renders the wave almost completely flat.
 
* The amplitude of the sine wave in the monitor is based on the user's Metal count: having full Metal causes the wave to be at maximum height, while lacking enough Metal to long-range haul a building will make it significantly flatter and having no Metal renders the wave almost completely flat.
** The effect is done using [[vdc:List Of Material Proxies#Team_Fortress_2|a dedicated material proxy]].
+
** The effect is done using [[vdc:List Of Material Proxies#Team_Fortress_2|a dedicated material proxy]].  
  
 
== Gallery ==
 
== Gallery ==
Line 177: Line 204:
 
File:Rescue Ranger 1st person blu.png|[[BLU]] first-person view.
 
File:Rescue Ranger 1st person blu.png|[[BLU]] first-person view.
 
File:Rescue Ranger with Gunslinger 1st person blu.png|BLU first-person view with the Gunslinger equipped.
 
File:Rescue Ranger with Gunslinger 1st person blu.png|BLU first-person view with the Gunslinger equipped.
 +
File:Rescue Ranger First Person Festivized Variant RED.png|RED [[Festivizer|Festivized]] variant.
 +
File:Rescue Ranger First Person Festivized Variant BLU.png|BLU Festivized variant.
 +
File:Rescue Ranger First Person Gunslinger Festivized Variant RED.png|RED Festivized variant with the Gunslinger equipped.
 +
File:Rescue Ranger First Person Gunslinger Festivized Variant BLU.png|BLU Festivized variant with the Gunslinger equipped.
 
File:Rescue Ranger Projectile RED.png|RED projectile.
 
File:Rescue Ranger Projectile RED.png|RED projectile.
 
File:Rescue Ranger Projectile BLU.png|BLU projectile.
 
File:Rescue Ranger Projectile BLU.png|BLU projectile.
 +
File:Repair Claw Gibs.png|Destroyed projectile.
 
File:Rescue Ranger flat scope.png|Flat view of the scope.
 
File:Rescue Ranger flat scope.png|Flat view of the scope.
 
File:Steamworkshop tf2 mod shotgun thumb.jpg|Steam Workshop thumbnail for the Rescue Ranger.
 
File:Steamworkshop tf2 mod shotgun thumb.jpg|Steam Workshop thumbnail for the Rescue Ranger.
 
</gallery>
 
</gallery>
 +
 +
== References ==
 +
<references />
  
 
== See also ==
 
== See also ==

Revision as of 14:26, 14 August 2019

Gotcha!
The Engineer rescuing a building from far away

The Rescue Ranger is a community-created primary weapon for the Engineer. It resembles the normal Shotgun, but has a small, permanently turned on monitor mounted on its top in the location a scope is typically found which shows a moving sine wave. The monitor is connected to an either yellow or orange box at the end of the barrel with a team-colored light on its end.

While the Rescue Ranger is the Engineer's active weapon, it is able to pick up any of his buildings that are in his direct line of sight from a range, at the cost of 100 Metal. Hauling a building in this way will immediately teleport the building into the Engineer's possession with a team-colored flash, and leaves a tracer beam that temporarily notifies others of the user's location. The weapon also fires unique bolts instead of bullets, which repair 60 health to friendly buildings that cost metal at a 4:1 (health:metal) ratio (in effect, healing 4 health will consume 1 unit of metal). Note that these shots will only repair the building, and not restock ammo, apply upgrades, or damage attached enemy Sappers. Firing at a Teleporter will not repair the other side.

As the downside to these perks, the weapon carries much less ammo than its stock counterpart, with only a clip size of 4 and a reserve stock of 16. In addition, possessing the Rescue Ranger means the Engineer becomes marked for death whenever he hauls a building, causing him to take mini-crits from any incoming damage, for as long as he hauls the building and for a few seconds after redeploying it. This effect applies whether the building was picked up via the Rescue Ranger's ability or not.

As with most projectiles, the Rescue Ranger's bolts can be reflected by the Pyro's compression blast. Reflected bolts will deal regular damage to enemy buildings, but cannot repair friendly buildings, and simply have no effect.

The Rescue Ranger was contributed to the Steam Workshop.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 150% 60
Base damage 100% 40
Maximum fall-off 50% 21
Point blank 60
Medium range 27
Long range 21
Critical 120
Mini-crit 54-72
Function times
Attack interval 0.625 s
Reload (first) 1.0 s
Reload (consecutive) 0.5 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Eureka Effect Reclaimed Metal Rescue Ranger
Item icon Eureka Effect.pngx3 + Item icon Reclaimed Metal.png = Item icon Rescue Ranger.png
Class Token - Engineer Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Engineer.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Frontier Justice.png Item icon Widowmaker.png Item icon Pomson 6000.png Item icon Rescue Ranger.png
Item icon Panic Attack.png

Strange variant


Related achievements

Leaderboard class engineer.png Engineer

Built to Last
Built to Last
Help a single building tank over 2000 damage without being destroyed.


Texas Ranger
Texas Ranger
Haul buildings 1 km over your career.


Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.
Rio Grind
Rio Grind
Perform 50 repairs and/or reloads on a Sentry gun being Wrangled by another Engineer.


Texas Two-Step
Texas Two-Step
Use your shotgun to finish off an enemy recently damaged by your sentry gun.

Mvm navicon.png Mann vs. Machievements

Real Steal
Real Steal
As an Engineer, escape with your sentry as a sentry buster is about to detonate.

Update history

December 20, 2012 Patch (Mecha Update)
  • The Rescue Ranger was added to the game.

December 21, 2012 Patch

  • Fixed Rescue Ranger bolts using incorrect hit boxes.

January 24, 2013 Patch

  • Fixed missing text in the recipe description for the Rescue Ranger.
  • Updated the Rescue Ranger so it can be used as a crafting ingredient.

July 10, 2013 Patch

  • Changed attributes:
    • Increased in damage per bolt by 14%.
    • Increased building healing from 50 to 75 per bolt.

November 12, 2013 Patch

December 6, 2013 Patch

  • [Undocumented] Added Strange quality.

April 1, 2014 Patch

  • [Undocumented] Fixed crit boosted glow not showing.

November 4, 2014 Patch

  • Updated the Rescue Ranger so players no longer block its ability to pick-up buildings from a distance.

November 5, 2014 Patch

  • Fixed the Rescue Ranger being able pick-up buildings through walls.

[Unknown Date]

  • Fixed Rescue Ranger bolts dealing headshot damage when reflected.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Changed attribute:
    • Decreased ranged hauling metal cost to from 130 to 100.

July 8, 2015 Patch #1

December 17, 2015 Patch (Tough Break Update)

  • Changed attribute:
    • Healing per bolt reduced from 75 to 60.

October 20, 2017 Patch (Jungle Inferno Update)

  • Changed attributes:
    • Ranged repairs now consume metal at a 4-to-1 health-to-metal ratio (previously consumed no metal).
  • [Undocumented] Changed weapon description.

November 7, 2017 Patch

  • Fixed the Rescue Ranger not drawing its attached screen properly.

December 13, 2017 Patch

  • Fixed the Rescue Ranger not counting towards the Engineer achievement "Texas Two-Step".

December 21, 2017 Patch (Smissmas 2017)

March 28, 2018 Patch #1

  • Fixed missing display attribute for the Rescue Ranger (client display issue only).

Unused content

  • There is a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
    • Some of the sounds are named rescue_ranger_teleport_send_01 and rescue_ranger_teleport_receive_01, which hint that this weapon could have been able to both pick up buildings from a distance and place them from a distance.
  • Unused text and an unused attribute suggests that this weapon initially did not allowed users to freely teleport their buildings as long they had metal, instead it required the user to deal damage to fill up "Rescue Energy" before they could teleport their own buildings.
    • The string for the text in the language files is TF_Rescue and contains the text ENERGY while the attribute's description is Generate building rescue energy on damage.

Bugs

  • The Engineer achievements Circle the Wagons cannot be earned with the Rescue Ranger, despite it being able to repair friendly buildings.
  • Reflected bolts from Pyros do not heal buildings.
  • When picking up a level 3 Sentry Gun from a distance, the player may be unable to deploy it.
  • Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
  • If the Engineer picks up a building when a Spy just sapped that building, the Engineer will successfully pack up, however, before placing the building, the Sapper model will appear on the blueprint and will constantly damage the building, but since it's impossible to damage the building while hauled, the building health will keep regenerating as well. If the player deploys the building, the Sapper won't be able to be destroyed, but the building still works normally.
  • Rescue Ranger kills count as Sentry Gun kills in Engineer contracts.
  • When crouching, the bolts are fired from above the actual location.

Trivia

  • The amplitude of the sine wave in the monitor is based on the user's Metal count: having full Metal causes the wave to be at maximum height, while lacking enough Metal to long-range haul a building will make it significantly flatter and having no Metal renders the wave almost completely flat.

Gallery

References


See also