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[ See ya later, crazy lady!
―Mechanic.
]

Teleporters are one of the buildings that can be built by the Mechanic. Teleporters will teleport players from one place to another. The player, their teammates and disguised enemy Agents are the only people who can use a team's teleporter. Each time a teleporter is used, there will be a cooldown few seconds before they are usable again. Teleporters that are ready to use emit team-colored rings. Teammates can hover their cursor over the teleporter and see how long the cooldown will last, which is measured in percentage.

Two components are needed to make up a functioning teleporter: an entrance teleporter and an exit teleporter. The entrance teleporter transfers players to the exit teleporter when stepped on.

They require 50 metal to build and 200 metal to upgrade; this effect is halved if the player is using the Eureka Effect, making only cost 25 metal to build and 100 metal to upgrade. Any metal given to a teleporter will be given to another. If a teleporter is at a certain level, placing down another will immediately upgrade it to that particular level at no cost. Each upgrade to the teleporter increases the health and decreases the cooldown between each use. However, if one of the teleporters are destroyed, either by the enemy team or the Mechanic using Demolish, the teleporter will be reset back to level 1.

If an Agent saps one component of a teleporter, the other will also be sapped and both will gradually lose health. Likewise, if a Mechanic removes the sapper from one component of a teleporter, the other will also have their sapper removed.

The direction a player faces when using a teleporter depends on the directions of an Exit teleporter. When building an Exit teleporter, an arrow on the blueprint can be seen. This arrow points in the direction a player will be facing once they use the teleporter. Exits can be rotated by pressing alt-fire while the building is being hauled or built.

If an opponent is standing on an Exit teleporter when a different player uses that particular teleporter, the opponent will instantly take 500 damage, almost always killing them. This is known as a telefrag. The credit for the kill will go to the person who used the teleporter.

Tactics[]

Image Level Modifications Kill Icon
Health Teleporter cooldown
1 150 10 seconds
2 180 5 seconds
3 216 3 seconds

Tips[]

  • The teleporter is the most influential building in the game since it saves time for the team; building one increases chances of winning.
  • Build the teleporter exit far away where it saves the team from a long trek to the frontlines, but not within the frontlines where the enemy can easily destroy it.
  • Build the teleporter entrance at the start of a round or upon spawning.
  • Switch to the Mechanic if the teleporter isn't level 3. Upgrade the teleporter to level 3 then switch back to another class. Doing this simple action can save the entire team, and helps ease the Mechanic's pain.
  • When building a teleporter exit against a wall, flip it around so teammates have their back against the wall, having instant visibility of the immediate area reducing the camping potential of Agents.
  • Avoid standing on top of a teleporter exit to avoid being telefragged, as Agents can use this to their advantage.
    • The same goes for any other class on opposing teleporters

Related Achievements[]

General[]

Caribou
Kill a player by telefragging them.
The Waiting Game
Kill an enemy within 5 seconds of them being teleported to an exit.

Flanker[]

Shutdown
As a Flanker, destroy 42 teleporters.

Mechanic[]

Third Door
Teleport 20 teammates within a single round.
Ease His Pain
Switch to Mechanic just to upgrade another Mechanic's teleporter.

Update History[]

August 6, 2018

  • Added teleporters.

August 6, 2018 (#2)

  • Removing the sapper on a teleporter should remove sappers on both of the teleporters now.

August 6, 2018 (#3)

  • Teleporting players should give points now.

August 8, 2018

August 18, 2018

  • Dispensers were given the same construction time as sentries.

September 14, 2018

  • Added a direction indicator on the teleporter entrance to its exit.

September 4, 2019

  • Teleporters now make you face the direction of the exit.

February 22, 2021

  • Fixed a weird delay with teleports.

February 26, 2021

  • Removed points for teleports.
  • Fixed an eccentric teleporter spot on Badwater which could get players stuck.

April 23, 2021

  • Teleporters have new effects.

August 8, 2021

  • Re-added back getting points from teleports. (half a point for teleporting more than 150 studs)

August 8, 2021 (#2)

  • Fixed teleporters breaking.

July 12, 2022 (A "Heavy" Update)

  • Teleporters now get reset to level 1 once one is destroyed. (unaffected)
  • Banned from Vs. Bosses.

January 27, 2024

  • Teleporter particles are no longer affected by graphics quality.

February 19, 2024

  • Teleporters are now properly reset to level 1 once another is destroyed.

February 2, 2025

  • Fixed teleporters rubberbanding people back to their entrances.

April 1, 2025

  • Teleporters can now be taken by both teams.
  • Increased telefrag radius.
    • Telefragging now plays a fart sound effect.

April 2, 2025

  • Reverted changes made on April 1, 2025.

Bugs[]

  • Sometimes when destroying a building the killfeed will show your display name and your username as an assisted building kill.
  • Occasionally, instead of teleporting to the teleporter exit, you will "teleport" to the teleporter entrance and reset the teleporter's timer.
    • This will still Telefrag anyone standing on the teleporter exit.

Trivia[]

TeleportersComparison

Comparison between TF2's Teleporter, TFC's Teleporter and TC2's Teleporter.

  • The design of the current model is a combination of Team Fortress Classic Teleporter and Team Fortress 2 Teleporter.
  • Telefrags are counted as an explosive-type, due to the gib upon a frag.
  • The black cylinder on top of the teleporter used to spin.
  • There is a glitch where if the user builds a teleporter with the Eureka Effect equipped and they switch to another wrench, their teleporter will still have the 100 metal upgrade cost, this glitch is best combined with the P.D.Q.
  • If the user quickly picks up their exit or entrance after demolishing the other side, then the level of the teleporter will be maintained rather than resetting back to level 1.
    • This glitch is best used for GRN Mechanics during Payload, as they constantly need to move their teleporters throughout the match.

Gallery[]

Levels + GUI[]

Past Designs[]

Miscellaneous[]

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