Difference between revisions of "Talk:Buildings"

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(Healing building while they're being redeployed: new section)
(Healing building while they're being redeployed)
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Yesterday, Uncle Dane release a video about what happens when healing buildings during their redeployement (https://www.youtube.com/watch?v=xGufBYLAKv0), and there's a mechanic which isn't listed in here, and it'd be good to include it to the article: "When the 'construction' phase of the redeployement occurs, all damage taken AFTER the building has been placed will be neglected by a passive regeneration, occuring without any action of the engineer needed. This passive regeneration doesn't heal damage taken BEFORE the building is picked up." [[User:Supershadow30|Supershadow30]] ([[User talk:Supershadow30|talk]]) 13:55, 19 March 2016 (PDT)
 
Yesterday, Uncle Dane release a video about what happens when healing buildings during their redeployement (https://www.youtube.com/watch?v=xGufBYLAKv0), and there's a mechanic which isn't listed in here, and it'd be good to include it to the article: "When the 'construction' phase of the redeployement occurs, all damage taken AFTER the building has been placed will be neglected by a passive regeneration, occuring without any action of the engineer needed. This passive regeneration doesn't heal damage taken BEFORE the building is picked up." [[User:Supershadow30|Supershadow30]] ([[User talk:Supershadow30|talk]]) 13:55, 19 March 2016 (PDT)
 +
:I agree that this needs to be added, but I can't figure out how to do it. The problem is that it's actually a pretty complex thing to explain.
 +
<blockquote>Redeploying buildings undergo the same process as new buildings, as in, they gain health at the same rate. This rate is based on the speed of construction. A new building will reach 150 health when it's done, no matter how fast it gets there. For example, a Sentry Gun constructs in 10.5 seconds, meaning it "heals" at 14+2/7 health per second; if it is wrench-boosted the entire time, the time halves and so the "healing" doubles to 28+4/7 h/s. When a building is redeployed, it constructs even faster, which boosts the "healing" even more - up to the health it had when picked up.</blockquote>
 +
:How can this be simplified without losing information? The important part is that the healing happens because it's re-using the initial construction state, and that the healing's rate undergoes the same rules (i.e. based on construction speed), which don't really make sense unless applied to a new building. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] 14:07, 25 March 2016 (PDT)

Revision as of 21:07, 25 March 2016

New Building HUD?

Do we have a screenshot of the new building HUD, including the new icons displayed on it? -- MistahFixIt 21:54, 12 July 2010 (UTC)

Added Building Times

I experimented with the build times of all the buildings and came up the times for them. If anybody will also verify this as well, I'd appreciate it. The note below is is to try to clarify the times in case someone complains about it.

I also noted the number of swings to build them, but I don't believe anyone would be interested in that unless they want to be very efficient with playing the Engineer.

  • Regular Sentry - First spawn: 6 swings
  • Regular Sentry - Moved: 3 swings
  • Combat Sentry - First spawn: 2 swings [A 3rd is possible but comes at the very end of the build animation]
  • Combat Sentry - Moved: 1
  • Dispenser - First spawn: 13 [12 is better]
  • Dispenser - Moved: 7 [6]
  • Teleporter - First spawn: 13 [12]
  • Teleporter - Moved: 7 [6]

Also, it doesn't matter what melee weapon you use either. Unless a new weapon comes out that swings faster. Putis8877

^ Hitting a combat sentry with the gunslinger doesn't make it build faster. Hell-met 07:59, 7 December 2010 (UTC)

^ Incorrect. You CAN speed-build Mini-Sentries. Also, number of hits is certainly a useful piece of information, since efficiency is what separates pro Engineers from average ones. I also think we need some information on repairing added to this including Metal cost, it's conspicuously absent. --Aranarth 00:35, 10 January 2011 (UTC)

What about the Jag? Doesn't that increase build speed? The Man with No Name 02:28, 10 January 2011 (UTC)

If at all possible, can someone make the Blu teleporter in the gallery RED?

To match the rest of the gallery and article. The preceding unsigned comment was added by Z Overlord (talk) • (contribs) 2010-12-08T20:44:12

Done --Nate (T | C) 02:27, 10 January 2011 (UTC)

New Quote

  • The current quotation for the article, "...designed by me, built by me, and you'd best hope....not pointed at you." only applies to sentry guns. Shouldn't we use a quote that fits ALL the buildings? --Stevoisiak 22:48, 31 January 2011 (UTC)

Inconsistencies between first and third person Hauling animation as "bugs".

As title says. IMO this animation inconsistency should be noted in the "bug" section rather in the "hauling" one. It's pretty noticeable, and while I believe it's intentional not have a completely obscured side, until we have an offcial confirmation this should be noted in the bug section. Do you agree? --Kid Of The Century 16:21, 17 June 2011 (UTC)

Pictures for repair/sapper warnings

I think we need to have some pictures of the warnings when a building is being sapped or needs repair under the "HUD" section. Engineer.png Lord Manship I love Engineers! I hate Spies! 11:08, 3 December 2011 (PST)

Sapper

I was just thinking if a note should be added where it mentions that sappers are considered buildings (As stated on its page as well as the Homewrecker and Maul. BASEBALLFURIES 20:03, 12 April 2012 (PDT)

Should we add a section for sappers?

Just came across this article, and sappers are technically buildings. Should we add them to the article? If not, this article should probably be renamed Engineer Buildings. I just don't feel high enough in rank to make decisions right now. Joshduman 20:55, 8 August 2012 (PDT)

Sentries now explode if you try to move them into spawn

If you try to pick up and move a Sentry into spawn it will explode. Dispensers and Teleporters do not explode when you try to move them into spawn. I don't know what patch caused this to happen, but I noticed it sometime at the beginning of October. I think it's a bug because it only happens to Sentries. Rolen47 12:28, 2 November 2012 (PDT)

Hauling + Rescue Ranger

The "Hauling" subsection needs to be edited to elaborate how the Rescue Ranger works in relation to hauling. I would do it myself, but seeing as the page for the Rescue Ranger's still new and the gun's dynamics aren't fully explored, I'd wait until more research is done on the Rescue Ranger, as it where.

Or whatever. I'm lazy.

Also, this section is a wee bit messy. Might need a tidy-up? The photo doesn't fit in very well, in my opinion. Once again, I'm just new and I don't know how to do this stuff.

Thanks, Vorsprung 22:00, 25 December 2012 (PST)

Updating Build Speed Times for Gun Mettle Update

I tried to edit the build speed times, particularly for the mini-sentry, as it now builds at 1.5 seconds with hitting and at 3.0 seconds without rather than the old flat 2.9 second build speed, but I'm not getting text when trying to edit the table. Sorry, I'm new here so I'm probably missing something I need to do, but I figure this section should be updated to reflect the new values.

Thanks, EmethSAS (talk) 08:32, 17 July 2015 (PDT)

you probably made a mistake: construction boost is 2.5x now, so times of 1.5 and 3 just can not be. May be 3.75 instead of 3? check pls

The preceding unsigned comment was added by 25352 (talk) • (contribs)

Healing building while they're being redeployed

Yesterday, Uncle Dane release a video about what happens when healing buildings during their redeployement (https://www.youtube.com/watch?v=xGufBYLAKv0), and there's a mechanic which isn't listed in here, and it'd be good to include it to the article: "When the 'construction' phase of the redeployement occurs, all damage taken AFTER the building has been placed will be neglected by a passive regeneration, occuring without any action of the engineer needed. This passive regeneration doesn't heal damage taken BEFORE the building is picked up." Supershadow30 (talk) 13:55, 19 March 2016 (PDT)

I agree that this needs to be added, but I can't figure out how to do it. The problem is that it's actually a pretty complex thing to explain.

Redeploying buildings undergo the same process as new buildings, as in, they gain health at the same rate. This rate is based on the speed of construction. A new building will reach 150 health when it's done, no matter how fast it gets there. For example, a Sentry Gun constructs in 10.5 seconds, meaning it "heals" at 14+2/7 health per second; if it is wrench-boosted the entire time, the time halves and so the "healing" doubles to 28+4/7 h/s. When a building is redeployed, it constructs even faster, which boosts the "healing" even more - up to the health it had when picked up.

How can this be simplified without losing information? The important part is that the healing happens because it's re-using the initial construction state, and that the healing's rate undergoes the same rules (i.e. based on construction speed), which don't really make sense unless applied to a new building. Toomai Glittershine 14:07, 25 March 2016 (PDT)