![]() If an ally picks up and subsequently drops the Intelligence, this timer resets. If the default 60 seconds pass without an ally picking it up again, it is automatically returned to its original position in the team's base. Once dropped, a clock-like timer ring appears over the Intelligence. The Intelligence can be dropped manually if the player carrying it presses the drop-item button ( default key: L). There is no need for the capturing team's own Intelligence to be on their capture point at the time of the capture. Once the Intelligence is taken to a capture point, the successful team gains one point shown in the Intelligence indicator, and receives ten seconds of crit boost. Engineers that use the Eureka Effect can teleport via the weapon's taunt, but the Intelligence drops at the spot the Engineer teleported from.The Intelligence is dropped if the carrier is killed or enters a resupply area.They cannot disguise or Cloak while carrying the Intelligence. Spies are unable to carry the Intelligence while Cloaked, but can pick it up while in disguise, removing their disguise.Soldiers equipped with the Rocket Jumper and Demomen equipped with the Sticky Jumper are unable to carry the Intelligence.Scouts are unable to drink Bonk! Atomic Punch while holding the Intelligence, and may not pick it up while under its effects.(The charges from all other Medi Guns can be activated and work on both the Medic and the patient, even if one of them is carrying the Intelligence.) ![]() ![]()
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