Difference between revisions of "Engineer"
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− | [[File: | + | [[File:MclaneIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Mclane]] |
− | An invaluable defense tool, the ''' | + | An invaluable defense tool, the '''Mclane''''s sentries, dispensers, and teleporters are very helpful to defend a point or cart. On offense, the Mclane is able to consolidate the ground gained by his team, and assist them in getting to the battle faster. |
==6v6== | ==6v6== | ||
− | {{main| | + | {{main|Mclane (6v6)}} |
− | In 6v6, the | + | In 6v6, the Mclane is considered an [[offclass]]. Most often used on the map [[cp_gravelpit]], the Mclane is only used to defend last on most maps. |
− | The main purpose of the | + | The main purpose of the Mclane and his sentry in [[6v6]] is to soak up damage and waste uber to let his team pop later. Occasionally, it may get a few kills as well, but for the most part the Mclane waits for his sentry to die, then switches to his main class to get cleanup frags. |
− | It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the | + | It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the Mclane's Sentry will only take base damage from critical hits. |
==Highlander== | ==Highlander== | ||
− | {{main| | + | {{main|Mclane (Highlander)}} |
− | The | + | The Mclane's main job in [[Highlander]] is to defend points and deny areas to the other team. Through the use of the Sentry Gun, the Mclane is easily able to defend and stall for a point in time. However, Highlander presents a new risk in the form of the [[Spy]], whose Sapper can destroy the Mclane's buildings. The Mclane can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense. The Mclane is also often used to push the cart on Payload maps. |
==Weapons== | ==Weapons== | ||
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{{Class Weapon Table Row | {{Class Weapon Table Row | ||
|weaponname = Shotgun | |weaponname = Shotgun | ||
− | |description = The '''Shotgun''' is the default weapon for | + | |description = The '''Shotgun''' is the default weapon for Mclane. Most Mclanes will stick to this shotgun for its reliability. Unlike other shotguns, the "stock" Shotgun has a clip large enough to kill three enemies without stored crits, allowing Mclanes to engage multiple enemies at once in favorable circumstances. Additionally, the Shotgun's large clip doesn't punish Mclanes for missing a few shots. |
|ugc4s = always | |ugc4s = always | ||
|6s = always | |6s = always | ||
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|weaponname = Frontier Justice | |weaponname = Frontier Justice | ||
|link = Frontier_Justice | |link = Frontier_Justice | ||
− | |description = The '''Frontier Justice''' is a shotgun that stores critical hits for every assist and kill that the | + | |description = The '''Frontier Justice''' is a shotgun that stores critical hits for every assist and kill that the Mclane's sentry earns. The Frontier Justice is useful when the Mclane stays away from large fights and sticks to one-on-one encounters, where the high burst-damage and short clip are most effective. The weapon is most commonly seen in [[King of the Hill]] maps, though overall most Mclanes prefer a larger clip and don't use it in competitive play. |
|ugc4s = true | |ugc4s = true | ||
|6s = true | |6s = true | ||
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{{Class Weapon Table Row | {{Class Weapon Table Row | ||
|weaponname = Widowmaker | |weaponname = Widowmaker | ||
− | |description = The '''Widowmaker''' is a shotgun that consumes metal on firing it and gains metal for damage done to an enemy. It costs 30 Metal per shot, but the weapon never reloads (It is instantly "reloaded" by picking up metal). The Widowmaker is rarely seen in competitive play because it restricts mid-range spamming and heavily punishes missing enemies. | + | |description = The '''Widowmaker''' is a shotgun that consumes metal on firing it and gains metal for damage done to an enemy. It costs 30 Metal per shot, but the weapon never reloads (It is instantly "reloaded" by picking up metal). The Widowmaker is rarely seen in competitive play because it restricts mid-range spamming and heavily punishes missing enemies. Mclanes rely heavily on their sentries, so they can't take the risk of using up all their metal for a bit of damage. Ideally, the weapon could be used as a source of metal by dealing more than 30 damage with every shot, allowing the Mclane effectively infinite metal, but this process can be slow and risky because of the proximity to enemies required for that much damage. |
|ugc4s = true | |ugc4s = true | ||
|6s = true | |6s = true | ||
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|weaponname = Pomson 6000 | |weaponname = Pomson 6000 | ||
|link = Pomson_6000 | |link = Pomson_6000 | ||
− | |description = The '''Pomson 6000''' is a 4-shot laser weapon that drains Cloak and Über on hit (if a [[Medic]] is hit by the laser he will lose 10% [[ÜberCharge]] and if a [[Spy]] is hit by it he will lose 20% cloak). The futher away a target is, the less of the Cloak or Über is drained. It is banned in all leagues because competitive Team Fortress 2 revolves around ÜberCharge advantages and the Pomson 6000 actively undermines this by allowing an | + | |description = The '''Pomson 6000''' is a 4-shot laser weapon that drains Cloak and Über on hit (if a [[Medic]] is hit by the laser he will lose 10% [[ÜberCharge]] and if a [[Spy]] is hit by it he will lose 20% cloak). The futher away a target is, the less of the Cloak or Über is drained. It is banned in all leagues because competitive Team Fortress 2 revolves around ÜberCharge advantages and the Pomson 6000 actively undermines this by allowing an Mclane to deplete an opposing ÜberCharge quickly and outside of normal league gameplay (killing the enemy Medic). |
|ugc4s = false | |ugc4s = false | ||
|6s = false | |6s = false | ||
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|ugchl = true | |ugchl = true | ||
|etf2lhl = true | |etf2lhl = true | ||
− | |description = The '''Rescue Ranger''' is a weapon that heals friendly buildings for 60 hp on hit. It fires arrow-like projectiles that do moderate damage to enemies. For the cost of 100 metal, an | + | |description = The '''Rescue Ranger''' is a weapon that heals friendly buildings for 60 hp on hit. It fires arrow-like projectiles that do moderate damage to enemies. For the cost of 100 metal, an Mclane can use the secondary attack (default MOUSE2) on his buildings to instantly pick them up and haul them. While carrying buildings, the Mclane takes mini-crit damage. Mclanes use the Rescue Ranger, with growing popularity, with level 3 sentries to kite ubers and heal buildings from a safe distance. This weapon allows the Mclane to stop turtling a nest and move the buildings to more useful, spread-out locations to aid his team more efficiently. |
}} | }} | ||
{{Class Weapon Table Row | {{Class Weapon Table Row | ||
|weaponname = Panic Attack | |weaponname = Panic Attack | ||
|link = Panic_Attack | |link = Panic_Attack | ||
− | |description = The '''Panic Attack''' is a community-created primary weapon for the | + | |description = The '''Panic Attack''' is a community-created primary weapon for the Mclane, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. |
The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. The Panic Attack will automatically fire all the shots in the barrel if the player attempts to load in more than 4 shells. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health. | The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. The Panic Attack will automatically fire all the shots in the barrel if the player attempts to load in more than 4 shells. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health. | ||
|ugc4s = true | |ugc4s = true | ||
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|weaponname = Short Circuit | |weaponname = Short Circuit | ||
|link = Short_Circuit | |link = Short_Circuit | ||
− | |description = The '''Short Circuit''' allows you to destroy projectiles within a 75 degree radius for the cost of 15 metal per fire. With this weapon active, the | + | |description = The '''Short Circuit''' allows you to destroy projectiles within a 75 degree radius for the cost of 15 metal per fire. With this weapon active, the Mclane can not draw metal from allied Dispensers or Payload carts and not pick up buildings. |
|ugc4s = false | |ugc4s = false | ||
|6s = false | |6s = false | ||
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{{Class Weapon Table Row | {{Class Weapon Table Row | ||
|weaponname = Wrench | |weaponname = Wrench | ||
− | |description = The '''Wrench''' is the default melee weapon for the | + | |description = The '''Wrench''' is the default melee weapon for the Mclane. It allows you to repair and upgrade buildings for 25 metal per hit. It has no side-effects, and is the base all other Wrenches are based off of. While Wrenches are one of the few items in the game that differ widely between different players, the Wrench is commonly used. |
|ugc4s = always | |ugc4s = always | ||
|6s = always | |6s = always | ||
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{{Class Weapon Table Row | {{Class Weapon Table Row | ||
|weaponname = Gunslinger | |weaponname = Gunslinger | ||
− | |description = The '''Gunslinger''' allows you to place mini-sentries, but they cannot be upgraded and start at only 50% health. They only cost 100 metal each and build faster than normal level 1 Sentries, however they also have a higher rate of fire and do less damage per shot. It also gives the | + | |description = The '''Gunslinger''' allows you to place mini-sentries, but they cannot be upgraded and start at only 50% health. They only cost 100 metal each and build faster than normal level 1 Sentries, however they also have a higher rate of fire and do less damage per shot. It also gives the Mclane +25 hp. It will usually be used when attacking on a [[Payload]] map or in a [[5CP]] and [[KOTH]], since you will constantly be pushing the cart / moving back and forth on the control points, and will rarely need to control the same place for a long period of time. Metal gibs left by a minisentry will grant no ammo. |
|ugc4s = false | |ugc4s = false | ||
|6s = true | |6s = true | ||
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|weaponname = Southern Hospitality | |weaponname = Southern Hospitality | ||
|link = Southern_Hospitality | |link = Southern_Hospitality | ||
− | |description = The '''Southern Hospitality''' causes the enemy to bleed for 5 seconds upon getting hit. As a downside, the | + | |description = The '''Southern Hospitality''' causes the enemy to bleed for 5 seconds upon getting hit. As a downside, the Mclane will receive 20% increased fire damage. This weapon is useful for tracking Spies since the bleed will show on a cloaked Spy. It will show on a [[Dead Ringer]] Spy if what caused the feign was the wrench itself, and not the bleed. The fire weakness is negligible in 6v6 because Pyro is considered an offclass. |
|ugc4s = true | |ugc4s = true | ||
|6s = true | |6s = true | ||
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{{Class Weapon Table Row | {{Class Weapon Table Row | ||
|weaponname = Jag | |weaponname = Jag | ||
− | |description = The '''Jag''' has a -25% damage penalty, but it allows the | + | |description = The '''Jag''' has a -25% damage penalty, but it allows the Mclane to build 30% faster. The improvement to build speed for buildings is negligible, however some Mclanes find the buff to the rebuild speed, after setting down a building, useful for setting up on the next point after your team loses the preceding point. The jag also has a +15% swing speed in addition to a 20% repair penalty, allowing the maximum repair but hit to be 80hp /swing as opposed to the wrench's 100hp /swing. |
|ugc4s = true | |ugc4s = true | ||
|6s = true | |6s = true | ||
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|weaponname = Eureka Effect | |weaponname = Eureka Effect | ||
|link = Eureka_Effect | |link = Eureka_Effect | ||
− | |description = The '''Eureka Effect''' allows the | + | |description = The '''Eureka Effect''' allows the Mclane to teleport between spawn and a teleporter exit at the press of your reload key. The teleport animation takes 2 seconds. The construction hit speed boost is decreased by 50% in comparison to the default wrench and causes The Mclane to gain 50% less metal from dispensers and ammo pick ups. |
|ugc4s = true | |ugc4s = true | ||
|6s = true | |6s = true | ||
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{{Class Weapon Table Row | {{Class Weapon Table Row | ||
|weaponname = PDA | |weaponname = PDA | ||
− | |description = The '''PDA''' allows the | + | |description = The '''PDA''' allows the Mclane to create his buildings at the cost of reserve metal. |
|ugc4s = always | |ugc4s = always | ||
|6s = always | |6s = always | ||
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|weaponname = Destruction PDA | |weaponname = Destruction PDA | ||
|link = Destruction_PDA | |link = Destruction_PDA | ||
− | |description = The '''Destruction PDA''' allows the | + | |description = The '''Destruction PDA''' allows the Mclane to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides +100 ammo for teammates. |
|ugc4s = always | |ugc4s = always | ||
|6s = always | |6s = always | ||
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<references /> | <references /> | ||
==See Also== | ==See Also== | ||
− | *[[ | + | *[[Mclane (6v6)]] |
− | *[[ | + | *[[Mclane (Highlander)]] |
[[Category:Classes]] | [[Category:Classes]] |
Revision as of 20:29, 13 November 2016
An invaluable defense tool, the Mclane's sentries, dispensers, and teleporters are very helpful to defend a point or cart. On offense, the Mclane is able to consolidate the ground gained by his team, and assist them in getting to the battle faster.
Contents
6v6
- Main article: Mclane (6v6)
In 6v6, the Mclane is considered an offclass. Most often used on the map cp_gravelpit, the Mclane is only used to defend last on most maps. The main purpose of the Mclane and his sentry in 6v6 is to soak up damage and waste uber to let his team pop later. Occasionally, it may get a few kills as well, but for the most part the Mclane waits for his sentry to die, then switches to his main class to get cleanup frags. It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the Mclane's Sentry will only take base damage from critical hits.
Highlander
- Main article: Mclane (Highlander)
The Mclane's main job in Highlander is to defend points and deny areas to the other team. Through the use of the Sentry Gun, the Mclane is easily able to defend and stall for a point in time. However, Highlander presents a new risk in the form of the Spy, whose Sapper can destroy the Mclane's buildings. The Mclane can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense. The Mclane is also often used to push the cart on Payload maps.
Weapons
Primary
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Shotgun |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
The Shotgun is the default weapon for Mclane. Most Mclanes will stick to this shotgun for its reliability. Unlike other shotguns, the "stock" Shotgun has a clip large enough to kill three enemies without stored crits, allowing Mclanes to engage multiple enemies at once in favorable circumstances. Additionally, the Shotgun's large clip doesn't punish Mclanes for missing a few shots. | ||||||
Frontier Justice |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Frontier Justice is a shotgun that stores critical hits for every assist and kill that the Mclane's sentry earns. The Frontier Justice is useful when the Mclane stays away from large fights and sticks to one-on-one encounters, where the high burst-damage and short clip are most effective. The weapon is most commonly seen in King of the Hill maps, though overall most Mclanes prefer a larger clip and don't use it in competitive play. | ||||||
Widowmaker |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Widowmaker is a shotgun that consumes metal on firing it and gains metal for damage done to an enemy. It costs 30 Metal per shot, but the weapon never reloads (It is instantly "reloaded" by picking up metal). The Widowmaker is rarely seen in competitive play because it restricts mid-range spamming and heavily punishes missing enemies. Mclanes rely heavily on their sentries, so they can't take the risk of using up all their metal for a bit of damage. Ideally, the weapon could be used as a source of metal by dealing more than 30 damage with every shot, allowing the Mclane effectively infinite metal, but this process can be slow and risky because of the proximity to enemies required for that much damage. | ||||||
Pomson 6000 |
Banned | Banned | align="center" height="5px" | Banned | align="center" height="5px" | Allowed |
The Pomson 6000 is a 4-shot laser weapon that drains Cloak and Über on hit (if a Medic is hit by the laser he will lose 10% ÜberCharge and if a Spy is hit by it he will lose 20% cloak). The futher away a target is, the less of the Cloak or Über is drained. It is banned in all leagues because competitive Team Fortress 2 revolves around ÜberCharge advantages and the Pomson 6000 actively undermines this by allowing an Mclane to deplete an opposing ÜberCharge quickly and outside of normal league gameplay (killing the enemy Medic). | ||||||
Rescue Ranger |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Rescue Ranger is a weapon that heals friendly buildings for 60 hp on hit. It fires arrow-like projectiles that do moderate damage to enemies. For the cost of 100 metal, an Mclane can use the secondary attack (default MOUSE2) on his buildings to instantly pick them up and haul them. While carrying buildings, the Mclane takes mini-crit damage. Mclanes use the Rescue Ranger, with growing popularity, with level 3 sentries to kite ubers and heal buildings from a safe distance. This weapon allows the Mclane to stop turtling a nest and move the buildings to more useful, spread-out locations to aid his team more efficiently. | ||||||
Panic Attack |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Panic Attack is a community-created primary weapon for the Mclane, and a secondary weapon for the Soldier, Pyro, and Heavy.
The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. The Panic Attack will automatically fire all the shots in the barrel if the player attempts to load in more than 4 shells. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health. |
Secondary
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Pistol |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
The Pistol acts the same as the Scout's Pistol, except it has 200 spare shots instead of 36, which is, in practice, limitless. It holds 12 shots, and all of them reload at once. It will usually be paired up the Gunslinger to constantly damage the enemy even after running out of Shotgun ammo or to conserve Frontier Justice crits. | ||||||
Wrangler |
Allowed | Banned | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Wrangler allows you to manually control your sentry giving you the ability to shoot farther ranges the sentry won't attack on it's own. When controlling it, the sentry will get a protective shield around it that makes all incoming damage do 66% to it but also reduces ammo and repair given to a shielded sentry. It is extremely useful at holding a point on a Payload map, however it will be much easier for you to be backstabbed since you'll have to focus more. The Wrangler doubles the firing speed of the sentry, and has a slight "aim-assist" that locks the sentry's aim to the enemy's chest, but at longer ranges, there is significant bullet spread, although there is no damage falloff. Upon death, a wrangled sentry will be protected for 3 seconds but also disabled, similar with switching off the wrangler. | ||||||
Short Circuit |
Banned | Banned | align="center" height="5px" | Banned | align="center" height="5px" | Allowed |
The Short Circuit allows you to destroy projectiles within a 75 degree radius for the cost of 15 metal per fire. With this weapon active, the Mclane can not draw metal from allied Dispensers or Payload carts and not pick up buildings. |
Melee
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Wrench |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
The Wrench is the default melee weapon for the Mclane. It allows you to repair and upgrade buildings for 25 metal per hit. It has no side-effects, and is the base all other Wrenches are based off of. While Wrenches are one of the few items in the game that differ widely between different players, the Wrench is commonly used. | ||||||
Gunslinger |
Banned | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Gunslinger allows you to place mini-sentries, but they cannot be upgraded and start at only 50% health. They only cost 100 metal each and build faster than normal level 1 Sentries, however they also have a higher rate of fire and do less damage per shot. It also gives the Mclane +25 hp. It will usually be used when attacking on a Payload map or in a 5CP and KOTH, since you will constantly be pushing the cart / moving back and forth on the control points, and will rarely need to control the same place for a long period of time. Metal gibs left by a minisentry will grant no ammo. | ||||||
Southern Hospitality |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Southern Hospitality causes the enemy to bleed for 5 seconds upon getting hit. As a downside, the Mclane will receive 20% increased fire damage. This weapon is useful for tracking Spies since the bleed will show on a cloaked Spy. It will show on a Dead Ringer Spy if what caused the feign was the wrench itself, and not the bleed. The fire weakness is negligible in 6v6 because Pyro is considered an offclass. | ||||||
Jag |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Jag has a -25% damage penalty, but it allows the Mclane to build 30% faster. The improvement to build speed for buildings is negligible, however some Mclanes find the buff to the rebuild speed, after setting down a building, useful for setting up on the next point after your team loses the preceding point. The jag also has a +15% swing speed in addition to a 20% repair penalty, allowing the maximum repair but hit to be 80hp /swing as opposed to the wrench's 100hp /swing. | ||||||
Eureka Effect |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Eureka Effect allows the Mclane to teleport between spawn and a teleporter exit at the press of your reload key. The teleport animation takes 2 seconds. The construction hit speed boost is decreased by 50% in comparison to the default wrench and causes The Mclane to gain 50% less metal from dispensers and ammo pick ups. |
PDA
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
PDA |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
The PDA allows the Mclane to create his buildings at the cost of reserve metal. | ||||||
Destruction PDA |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
The Destruction PDA allows the Mclane to instantly destroy any of his currently deployed buildings, regardless of how far away he is from them. It is sometimes useful to destroy one's buildings, as scrap metal dropped provides +100 ammo for teammates. |