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{{Infobox gadgets|class=All|name=GATEWAY|type={{colored link|#f1f2f4|Grenades|Grenade}}|description={{Quote|text=Grenade that explodes shortly after thrown.}}|cooldown=40s|stacksize=2|duration=20s|image=Gateway.png|build=Light|quote={{Quote|text=A pair of deployable gateway entrances; when both are placed and activated, contestants and objects can move between the two locations}}}}
{{Infobox gadgets|class=All|name=GATEWAY|type={{Gadget Icon|Utility}} Utility|description={{Quote|text=Grenade that explodes shortly after thrown.}}|cooldown=40s|stacksize=2|duration=20s|image=Gateway.png|build=Light|quote={{Quote|text=A pair of deployable gateway entrances; when both are placed and activated, contestants and objects can move between the two locations}}}}
[[File:Gateway_GIF.gif|348px|right]]


The Gateway is a thrown gadget available to the [[Light]] build which, upon impact, creates one of two gateways that enable instant travel between them for all contestants.
The [[Gateway]] is a [[Light]] class thrown gadget that creates two portals between which contestants and objects can teleport.
==Effects==
Deploying the first Gateway creates an inactive portal. The second Gateway will link the two, activating both portals. This allows any contestant, including those on enemy teams, to travel between the two portals. By moving close to one of the portals and pressing the "Interact" keybind, they will be teleported to the other portal, with an entry cooldown of 3 seconds.


Entities that can be teleported include: contestants (requires interaction), [[Arena Carriables|arena carriables]], [[Cash Box|cash boxes]], [[grenades]], cannonballs.
== Effects ==


Entities that cannot be teleported include: [[Vault|vaults]], [[Cashout Station|cashout stations]], bullets, structure debris, [[:Category:Sticky Gadgets|sticky gadgets]].
The Gateway can be deployed by throwing it. A few seconds after being deployed, it creates a closed gateway. The same process is repeated for the second deployment, at which point the two gateways connect. Contestants (including opponents) can use the gateway to travel to the other gateway (with a cooldown of 3 seconds) until it disappears after some time. Additionally, any objects (such as the [[Frag Grenade]] or a [[Arena Carriables|barrel]]) are also teleported if they come into a gateway's proximity.


Entities that travel through the Gateway will retain their velocity.
== Usage ==


==Usage==
The Gateway can be selected as one of three [[Gadgets|gadgets]] of any [[Light]] build loadout.
The {{PAGENAME}} is a long-distance throwable gadget similar to a grenade supported by an aiming mechanic. Using the gadget  by holding the overhand or underhand throw button (left and right click by default) arms it, preparing it to be thrown. It will be thrown upon releasing the respective throw buttons, and a blue line indicates the trajectory of the gateway up until the first impact.


When the button is released, the {{PAGENAME}} is either thrown overhand (long distance, high velocity) or underhand (short distance, low velocity).
Holding the primary trigger will prepare a high-velocity overhand throw. Holding the secondary trigger will prepare a low-velocity underhand throw. While preparing a throw, the gadget's trajectory is indicated up to the point where it bounces off a surface (or up to its mid-air detonation point). Swapping to a different item will cancel the throw. Releasing the trigger throws the gadget.  


The throw can be cancelled by swapping to a different equipment slot.
Throwing a second gateway will connect it to the first. To enter a gateway, any contestant can interact with one of the gateways to travel to the other. Alternatively, projectiles and objects can be thrown into the gateway to teleport them on their own.
{{Control scheme|gadget=Equip [[Gateway]]|primary-fire=Prepare overhand throw <small>(Hold)</small>
Overhand Throw <small>(Release)</small>|secondary-fire=Prepare underhand throw <small>(Hold)</small>
Underhand Throw <small>(Release)</small>|interact=Enter connected Gateway <small>(Tap)</small>}}
== Properties ==


If a contestant wants to enter a gateway, they need to move close and interact with it.
=== Gadget ===
{{Control scheme|gadget=Equip [[{{PAGENAME}}]]|primary-fire=Prepare overhand throw|secondary-fire=Prepare underhand throw}}
 
{{Feature icon|Grenade}} Can be thrown like a grenade, meaning overhand or underhand. The trajectory and explosion point are shown as an indicator.
 
{{Feature icon|Multiple Charges}} Has 2 charges, but both need to be used to create a gateway. Recharging starts when both charges are used and restores both charges at once.
 
=== Projectile ===
 
{{Feature icon|Projectile}} Gets affected by gravity and has a travel time.
 
{{Feature icon|Bounce}} Bounces away when the projectile collides with a surface or contestant.
 
{{Feature icon|Trigger on Time}} Triggers after a fixed amount of time, regardless of whether the projectile has struck opponents or surfaces.
 
{{Feature icon|Interceptible}} Can be removed by the [[APS Turret]], nullifying its effects. This causes the turret to lose some health.
 
=== Gateway ===
 
{{Feature icon|Glitchable}} Can be temporarily disabled by a [[Glitch Grenade]] or [[Glitch Barrel]].
 
{{Feature icon|Usable by Opponents}} Can be used by opponents to their advantage.
 
{{Feature icon|Movement}} Provides a special mode of transport for contestants. Also teleports projectiles and objects that go near the gateway.
 
{{Feature icon|Attached|negative=true}} Does not attach to a surface upon deployment.
 
{{Feature icon|Destructible|negative=true}} Cannot be destroyed by receiving damage such as from bullets or explosions.
 
{{Feature icon|Reshapeable|negative=true}} Cannot be reshaped by the [[Data Reshaper]].


== Strategy ==
== Strategy ==


=== Strengths ===
* A gateway can be held unopened for as long as needed. The duration begins only when the second gateway is placed.
=== Weaknesses ===
* Opponents can follow the user through their gateway.
=== Tactics ===
* A gateway can be made to detonate in mid-air, so that it becomes a one-way portal as contestants would not be able to reach it.
* By activating a gateway with one portal on a vault, the cash box from said vault can automatically be teleported as soon as the vault unlocks. This is often useful to bypass teams that might be contesting the vault or to gain a tempo advantage by quickly activating a cashout station.
* By activating a gateway with one portal on a vault, the cash box from said vault can automatically be teleported as soon as the vault unlocks. This is often useful to bypass teams that might be contesting the vault or to gain a tempo advantage by quickly activating a cashout station.
* An inactive portal is deployed indefinitely as long as the user stays within its 70m range. Hence a portal can be placed down before entering a fight, and returned to very quickly by deploying the second portal and entering the gateway. This trick can be used to get out of sticky situations or to quickly change position and surprise an enemy.
* An inactive portal is deployed indefinitely as long as the user stays within its 70m range. Hence a portal can be placed down before entering a fight, and returned to very quickly by deploying the second portal and entering the gateway. This trick can be used to get out of sticky situations or to quickly change position and surprise an enemy.
* A gateway can be used to quickly reposition an entire team, whether that be to a strategic position or simply out of a sticky situation.
* A gateway can be used to quickly reposition an entire team, whether that be to a strategic position or simply out of a sticky situation.
* By having a teammate place mines on one side of a Gateway, if an enemy moves through the portal they may  trigger the mines leading to an easy kill. Enemies in my experience though seem hesitant though to use your Gateways.
== Item Mastery ==
* Place a portal near an active Cashout that your team owns and stay within 70 meters of that Gateway. When your Cashout is being stolen, place the second portal and quickly move through it to shoot the stealing enemy with a stun gun, canceling their steal. This can be especially useful  to cancel last minute steals. This can be quite risky though as you may not have enough time to place the portal and then find an angle where you can shoot them, especially if they are body blocking or have good formation. It may prove to be worth it to predict when the Cashout may be being stolen and pre-place your second portal to give you more time, but this has its own risks as well.
Item mastery XP for the Gateway can be earned solely by deploying it.
 
== Technical facts ==
 
* As with other grenades, if there is an obstruction close to your head (such as if you are throwing through a narrow gap in a wall), the Gateway may be blocked by the obstruction even though the predicted path does not indicate a collision.
 
* Placing your first Gateway and then moving 70 meters away from the first portal will erase it. There is no way to remove the initial Gateway (outside of the practice range) other than that. A lone portal has no expiration timer. As long as your player is within 70 meters of the first portal, you can throw outside of that area, potentially getting the Gateways 100 meters away from each other.


* The farthest distance you can throw a Gateway horizontally before it self detonates is 30 meters if you are sprinting, and 24 meters if you are standing still. Vertically, with a jump the portal can be thrown up to 21 meters upwards (from the ground), and 18 meters without a jump.
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
{| class="wikitable"
|+XP Breakdown
|-
!Source
!XP Reward
|-
|Deploying both Gateways
|{{BlueColor|<math>50</math>}}
|-
|Teleportation done by the Gateway
|{{BlueColor|<math>0</math>}}
|}
{{Item Mastery|item=Gateway}}
==Gallery==
<gallery widths="310" heights="210" mode="nolines">
File:Gateway_GIF.gif|Introduction video for the Gateway.
</gallery>
[[Category:Gadgets]]
[[Category:Light Build]]

Revision as of 00:53, 17 July 2024

GATEWAY
“A pair of deployable gateway entrances; when both are placed and activated, contestants and objects can move between the two locations”
Profile
BuildLight
Type Utility
Stats
Cooldown40s
Technical
Duration20s


The Gateway is a Light class thrown gadget that creates two portals between which contestants and objects can teleport.

Effects

The Gateway can be deployed by throwing it. A few seconds after being deployed, it creates a closed gateway. The same process is repeated for the second deployment, at which point the two gateways connect. Contestants (including opponents) can use the gateway to travel to the other gateway (with a cooldown of 3 seconds) until it disappears after some time. Additionally, any objects (such as the Frag Grenade or a barrel) are also teleported if they come into a gateway's proximity.

Usage

The Gateway can be selected as one of three gadgets of any Light build loadout.

Holding the primary trigger will prepare a high-velocity overhand throw. Holding the secondary trigger will prepare a low-velocity underhand throw. While preparing a throw, the gadget's trajectory is indicated up to the point where it bounces off a surface (or up to its mid-air detonation point). Swapping to a different item will cancel the throw. Releasing the trigger throws the gadget.

Throwing a second gateway will connect it to the first. To enter a gateway, any contestant can interact with one of the gateways to travel to the other. Alternatively, projectiles and objects can be thrown into the gateway to teleport them on their own.

Controls PC PS XBox Key
Equip Gateway
234
L1
LB
Gadget
Prepare overhand throw (Hold) Overhand Throw (Release)
 
R2
RT
Primary fire
Prepare underhand throw (Hold) Underhand Throw (Release)
 
L2
LT
Secondary fire
Enter connected Gateway (Tap)
E
 
Y
Interact

Properties

Gadget

Grenade — Can be thrown like a grenade, meaning overhand or underhand. The trajectory and explosion point are shown as an indicator.

Multiple Charges — Has 2 charges, but both need to be used to create a gateway. Recharging starts when both charges are used and restores both charges at once.

Projectile

Projectile — Gets affected by gravity and has a travel time.

Bounce — Bounces away when the projectile collides with a surface or contestant.

Trigger on Time — Triggers after a fixed amount of time, regardless of whether the projectile has struck opponents or surfaces.

Interceptible — Can be removed by the APS Turret, nullifying its effects. This causes the turret to lose some health.

Gateway

Glitchable — Can be temporarily disabled by a Glitch Grenade or Glitch Barrel.

Usable by Opponents — Can be used by opponents to their advantage.

Movement — Provides a special mode of transport for contestants. Also teleports projectiles and objects that go near the gateway.

Not Attached — Does not attach to a surface upon deployment.

Not Destructible — Cannot be destroyed by receiving damage such as from bullets or explosions.

Not Reshapeable — Cannot be reshaped by the Data Reshaper.

Strategy

Strengths

  • A gateway can be held unopened for as long as needed. The duration begins only when the second gateway is placed.

Weaknesses

  • Opponents can follow the user through their gateway.

Tactics

  • A gateway can be made to detonate in mid-air, so that it becomes a one-way portal as contestants would not be able to reach it.
  • By activating a gateway with one portal on a vault, the cash box from said vault can automatically be teleported as soon as the vault unlocks. This is often useful to bypass teams that might be contesting the vault or to gain a tempo advantage by quickly activating a cashout station.
  • An inactive portal is deployed indefinitely as long as the user stays within its 70m range. Hence a portal can be placed down before entering a fight, and returned to very quickly by deploying the second portal and entering the gateway. This trick can be used to get out of sticky situations or to quickly change position and surprise an enemy.
  • A gateway can be used to quickly reposition an entire team, whether that be to a strategic position or simply out of a sticky situation.

Item Mastery

Item mastery XP for the Gateway can be earned solely by deploying it.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Deploying both Gateways 50
Teleportation done by the Gateway 0
Level 1
0 XP
Gateway
Level 2
9,000 XP
Dye Job (Yellow)
Level 3
9,000 XP
Dye Job (Blue)
Level 4
36,000 XP
Dye Job (Red)
Level 5
54,000 XP
Dye Job (White)
Level 6
162,000 XP
Triangle Twinkle
Level 7
144,000 XP
Striped Grazer
Level 8
136,000 XP
Painted Predator
Level 9
200,000 XP
Predasheen