Team Fortress 2: Difference between revisions - Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Team Fortress 2: Difference between revisions
The "Shortstop," a pearl-gripped derringer based on the [[COP 357 Derringer]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Visually, the Shortstop seems to chamber oversized .357 Magnum rounds but actually fires several projectiles per shot, similar to "snake shot" ammunition. The weapon also used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has since been changed in a patch. The Shortstop currently has the unique feature of enabling the Scout to do a shove attack at an enemy in front of him, though it increases all knockback force taken by 20% while active. [https://wiki.teamfortress.com/wiki/Shortstop#/media/File:ShortstopCept.jpg Concept art] of the "Shortstop" suggests that it would have more closely resembled a combination of a COP .357 and a four-shot Remington-Elliot Derringer, though the final product only has some slight features of the Remington (such as the grip shape).
The "Shortstop," a pearl-gripped derringer based on the [[COP 357 Derringer]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall, only loads four rounds, and each round only has four pellets. It is the only primary weapon based on a secondary. Visually, the Shortstop seems to chamber oversized .357 Magnum rounds but actually fires several projectiles per shot, similar to "snake shot" ammunition. The weapon also used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has since been changed in a patch. The Shortstop currently has the unique feature of enabling the Scout to do a shove attack at an enemy in front of him, though it increases all knockback force taken by 20% while active. [https://wiki.teamfortress.com/wiki/Shortstop#/media/File:ShortstopCept.jpg Concept art] of the "Shortstop" suggests that it would have more closely resembled a combination of a COP .357 and a four-shot Remington-Elliot Derringer, though the final product only has some slight features of the Remington (such as the grip shape).
[[File:Tf2derringer.jpg|thumb|none|400px|A render of The Shortstop.]]
[[File:Tf2derringer.jpg|thumb|none|400px|A render of The Shortstop.]]
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|600px|The Shortstop in-game. Clearly visible here is the weapon's external hammer, which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|600px|The Scout holds his Shortstop on pl_upward.]]
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|600px|The Scout holds his Shortstop on pl_upward.]]
[[File:Tf2 derringercop.jpg|thumb|none|600px|Source Filmmaker render of the Shortstop. Note the unfired rounds in a quad clip (which are inserted into the derringer when reloading) and the spent casings (that are ejected from the derringer in its reload animation) which lack a clip and contain unstruck primers.]]
[[File:Tf2 derringercop.jpg|thumb|none|600px|Source Filmmaker render of the Shortstop. Note the unfired rounds in a quad clip (which are inserted into the derringer when reloading) and the spent casings (that are ejected from the derringer in its reload animation) which lack a clip and contain unstruck primers.]]
[[File:TeamFortress2ShortstopIdle.jpg|600px|thumb|none|The Scout takes watch near the hill on koth_lakeside_final, Shortstop in hand, as Team Fortress 2's cartoonish artstyle and the Shortstop's status as a primary weapon conspire to take the "pocket" out of "pocket pistol" and "backup" out of "backup gun". Note the addition of the external hammer that doesn't line up with any of the chambers and couldn't possibly function as a hammer, although it wouldn't be past Mann Co. to add useless bits and pieces onto guns just to make it look like they've created a new product. (The real life COP 357 has an internal hammer and a striker that rotates with every trigger pull, firing off each chamber in sequence.)]]
[[File:TeamFortress2ShortstopInspect1.jpg|600px|thumb|none|The inspect animation begins with the Shortstop being opened with a flick of the wrist and staring at the left side, curiously ''not'' looking at the ammunition loaded in the chambers. Though the latch that holds the barrels closed on the real COP 357 (or a rough cartoon approximation of it, anyway) is actually modeled on the Shortstop, the Scout doesn't touch it at all, seemingly opening and closing the barrel assembly by sheer force of will.]]
[[File:TeamFortress2ShortstopInspect2.jpg|600px|thumb|none|The Shortstop is then closed with another flick of the wrist. For a few frames the chambers are visible and don't have any ammunition in them for whatever reason (which probably explains why the Scout doesn't stare into the chambers during the first half of the inspect animation).]]
[[File:TeamFortress2ShortstopInspect3.jpg|600px|thumb|none|The Scout then caps off the the inspect animation by staring at the right side of the Shortstop, similar to that of his inspect animations for his other pistols.]]
[[File:TeamFortress2ShortstopFiring.jpg|600px|thumb|none|Firing the Shortstop. As a primary weapon for the Scout, the Shortstop fires off multiple pellets with each round, as if it's been loaded with snakeshot ammunition. Note the muzzle flash originating from the same location every shot, which happens for all the multi-barreled weapons in Team Fortress 2.]]
[[File:TeamFortress2ShortstopReload1.jpg|600px|thumb|none|Reloading the Shortstop, which first involves the Scout flicking the Shortstop open again, causing the empty casings (which will all be empty, regardless of how many rounds you actually fired before reloading) to be ejected with utmost vigor. How exactly it does this when the Shortstop's barrel assembly isn't modeled with an ejector or even an extractor or why this nonexistent ejector doesn't activate during the inspect animation isn't clear.]]
[[File:TeamFortress2ShortstopReload2.jpg|600px|thumb|none|The Scout then grabs a quad clip (from over his left shoulder, for some reason) and slams it into the breech, instantly loading the Shortstop. Though not possible to depict with screenshots alone, the Scout puts the clip into the breech by clipping it through the left side of the barrel assembly.]]
[[File:TeamFortress2ShortstopAltfire.jpg|600px|thumb|none|Introduced with the Meet Your Match update was an altfire attack for the Shortstop: a shove that deals 1 point of damage and punts the enemy back, similar to the "airblast" feature of the flamethrower. While doing this, the Scout makes a sound that presumably is meant to be a labored grunt from exertion of force, but sounds more like a constipated man trying to use the toilet. As for the shove itself, its short range compared to that of the flamethrower's airblast range, as well as the short delay between the shove connecting and the enemy player actually getting pushed, means that it is seldom used in actual gameplay.]]
==Beretta 3032 Tomcat==
==Beretta 3032 Tomcat==
Revision as of 10:24, 26 January 2023
Team Fortress 2 is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.
The game's art style is a distinctive cartoonish take on 60s espionage; the designs of the game's weapons are stylized versions of familiar designs. Many weapons in the game were made by the community and added by Valve instead of being made by Valve themselves.
The following weapons are used in the video game Team Fortress 2:
The secondary weapon for the Engineer and Scout classes, the pistol is a mixture of the Makarov PM, Walther PPK, and Smith & Wesson 61 Escort. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, and the S&W's trigger guard. It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine; it can be used as a backup when one's primary weapon is out of ammunition (either for finishing off injured enemies or covering a retreat), or for harassing enemies and picking off undefended buildings at a distance. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines (and two-thirds of one more).
Max's signature "Lugermorph" sidearm in the Sam and Max: Freelance Police series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered Sam & Max: The Devil's Playhouse or bought it within the first week of its release, or by winning it from Max in the game Poker Night at the Inventory. Based on the Luger P08, the Lugermorph is only a cosmetic reskin of the regular Pistol. As the model was taken wholesale from the Sam and Max games, the Luger's model is only one piece, as neither shells eject nor does the slide move when firing; the magazine is also fixed to the gun and is never removed from it, even during the reloading and inspecting animations.
Ithaca 37
A sawed-off Ithaca 37, holding six shotshells and generically referred to as the shotgun, is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. At close range, the shotgun deals great damage, but falls off noticeably at mid range. Although it is his primary weapon, the Engineer uses it primarily in self-defense of himself and his buildings. The other classes that use the shotgun as a secondary have highly-damaging primary weapons and use the shotgun to finish off injured opponents or to conserve primary weapon ammo. The Soldier's shotgun taunt has him firing three shots in the manner of a twenty-one-gun salute, though no ammo is expended and the taunt does no damage. Also when drawing it, the Pyro will rack the forend, while the other classes don't. Strangely, the ejection port of the shotgun only moves after being racked when fired by the Engineer, but not for the other classes or even when the Engineer racks the forend after reloading. The ejection port (which on a real Ithaca 37 doubles as the loading port on the bottom of the receiver) is also located on the left side of the receiver, but for some bizarre reason the shells are ejected to the right, a quirk present in all the pump action shotguns in the game.
Mossberg 500
There are two shotguns in the game that bear a resemblance to the Mossberg 500. The first of the two is the "Family Business", an unlockable secondary weapon for the Heavy that is fitted with wooden furniture, an adjustable stock and a safety selector mounted on the left side of the receiver. Concept art for the weapon shows that it used to more closely resemble a Benelli M3 Super 90. It fires 15% faster than the default Shotgun, holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be chambered in 20 gauge, since it deals less damage per shot. Due to a bug (which has since been patched), spent shells from the Family Business would eject from the center of the screen, appearing out of thin air. In addition, the forend was previously fixed to the gun's magazine tube, causing the whole weapon to move back and forth instead of the forend; this has now been fixed. Alternative names that were considered for the Family Business include the "Soviet Stampede" and "Russian Riot", with the latter name still being used in the game's files.
The other shotgun is the "Reserve Shooter", which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Above the shotgun's receiver is an external mechanism of sorts whose purpose is unclear (however, an early weapon model shows that a folding stock would've been mounted here). Originally available exclusively to the Soldier, recent updates allowed the Reserve Shooter to be used by the Pyro as well. The weapon only holds four rounds (despite its magazine tube being visually almost the same length as the default Shotgun's) at a time, and after drawing it will deliver mini-crit damage to targets launched mid-air, mainly by explosions. As of the Jungle Inferno Update on October 20 of 2017, it cannot mini-crit targets launched by the Pyro's flamethrower compression blast, but the damage bonus will count against enemy Pyros airborne with the "Thermal Thruster" jetpack item. It also has a 20% quicker draw speed compared to the stock shotgun.
Winchester Model 1897 "Trench Gun"
The "Panic Attack" shotgun is based off a Winchester Model 1897 "Trench Gun", with a sawed down stock and a drum magazine loaded into the bayonet mount, although despite this it still holds a measly six shotshells like the stock shotgun. The Panic Attack used to act similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession, but a later update changed it to function like the game's other shotguns. Before the stat change of this weapon, its shells were inserted 50% faster than with the Ithaca 37 listed above and the Panic Attack also fired faster as the player's health got lower with weapon accuracy decreasing as well. Currently, the Panic Attack is drawn by its user much quicker and fires 15 pellets per shell in a fixed horizontal five-by-three grid pattern, but as a trade-off each pellet deals less damage and the shot pattern widens between consecutive shots.
Scout
COP 357
The "Shortstop," a pearl-gripped derringer based on the COP 357 Derringer with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall, only loads four rounds, and each round only has four pellets. It is the only primary weapon based on a secondary. Visually, the Shortstop seems to chamber oversized .357 Magnum rounds but actually fires several projectiles per shot, similar to "snake shot" ammunition. The weapon also used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has since been changed in a patch. The Shortstop currently has the unique feature of enabling the Scout to do a shove attack at an enemy in front of him, though it increases all knockback force taken by 20% while active. Concept art of the "Shortstop" suggests that it would have more closely resembled a combination of a COP .357 and a four-shot Remington-Elliot Derringer, though the final product only has some slight features of the Remington (such as the grip shape).
Beretta 3032 Tomcat
The "Winger" resembles a Beretta 3032 Tomcat with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%. According to the creator of the Winger's model, the lack of its external hammer was intentional and was done in order to avoid it looking too similar to the default pistol, stating that the Winger is striker fired.
Colt Model 1908 Vest Pocket
Released as part of the Pyromania Update, the "Pretty Boy's Pocket Pistol" is based on the Colt Model 1908 Vest Pocket with wood grips. The pistol's name is inspired by notorious gangster Charles "Pretty Boy" Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It previously fired 10% slower than the normal Pistol (before an update removed this stat) and now holds only 9 rounds in the magazine with the ability to heal the Scout for up to 3 health per hit.
"Scattergun"
The Scout's default primary weapon is a stockless, semi-automatic, double-short-barreled "Scattergun" with an integral six-round drum magazine and a hammerless lever-action receiver somewhat akin to the Savage 99. It is statistically similar to the Shotgun, but with slightly different reload timings (faster for the first shell, but slightly slower for each subsequent one) and a unique damage ramp-up at close range (175% of its base per-pellet damage as opposed to most weapons' 150%). Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells, which replaces them with fresh ammo in a manner that is best not thought about.
Some early concept art depicts several alternate concepts, including more conventional-looking sawn-offs (which presumably turned into the "Force-A-Nature" below), single-barreled variations with and without drum magazines (in both cases possessing magazine tubes and forends more akin to a traditional lever-action rifle), and a version with two separate triggers and a Winchester Model 1887 receiver.
Sawed-off Double Barreled Shotgun
The Scout's initial unlockable primary weapon is a 12 Gauge Double Barreled Shotgun with sawed-off barrels called the "Force-A-Nature." Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.
The "Soda Popper" is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a "Hype" meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on their headstamps.
Winchester Model 1887
Released as part of the Love and War Update, the "Back Scatter" appears to be a Winchester Model 1887 with an MG15 style magazine, as well as a sawed-off barrel and stock. The "Back Scatter" works similarly to the Pyro's "Backburner" flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.
Browning Auto-5
Released as part of the Pyromania Update, the Browning Auto-5 appears as an unlockable primary weapon for the Scout, referred to in-game as the "Baby Face's Blaster". The weapon has a lever-action loop, integral drum magazine and a "mare's leg" style sawed-off stock & barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a "Boost" meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping and when taking damage. The name is inspired from infamous gangster "Baby-Face Nelson". It also has a similar firing sound as the "Reserve Shooter" mentioned above.
Soldier
RPG-7
The Soldier's primary weapon is the "Rocket Launcher", a heavily stylized RPG-7. Unlike its single-shot real-life counterpart, the Rocket Launcher can pack four rockets at a time inside the tube, lacks a rear sight, and it has its trigger on the rear grip instead of the front one; it is worth noting, however, that concept art features the correct grip orientation, along with a scope and front sight. The Rocket Launcher, along with the Demoman's "Grenade Launcher", is one of the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. Notably, the game allows for "rocket jumping," a spectacular display of cartoon physics wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles; while TF2 isn't the first game to allow this (it was first seen in Doom, though it really came into its own in the Quake series), it is perhaps the first to actively encourage it, to the point of even having a musical piece named for the act (the "Rocket Jump Waltz").
A craftable or purchased variant called the "Rocket Jumper" is a non-damaging primary "weapon" that serves as a practicing tool for rocket jumping. It is equipped with forty spare rounds. Visually, the Rocket Jumper is the default Rocket Launcher but with no iron sights, some of its pre-existing parts recolored orange, a road warning sign depicting a rocket jumping Soldier's silhouette attached to the tube and an orange muzzle piece. The original model of the Rocket Jumper had a mount for its ladder sight (which was missing) and no muzzle attachment nor silhouette sign, but was changed to the current version in a 2016 update. Projectiles fired from this "weapon" do not visually produce a burning trail.
The unlockable "Direct Hit" resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).
M202 FLASH
A single-barreled version of the M202 FLASH rocket launcher without the scope is an unlockable Soldier weapon called "The Black Box." It restores up to 20 health per rocket fired, but only holds 3 rockets.
M20A1 "Super Bazooka"
The "Liberty Launcher" is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old "Bazooka" type weapon, it is notably based on the M20A1 "Super Bazooka" with many elements from the M1 "Bazooka" and RPG-7. It holds one extra rocket and its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage. The bell-shaped shoulder rest section on the Liberty Launcher is no coincidence as it is a nod to the Liberty Bell, even further referencing it by featuring a crack on the wooden portion.
"Beggar's Bazooka"
A fictional rocket launcher that was added in the Pyromania Update; the "Beggar's Bazooka" is a makeshift launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out, and differs from all other rocket launchers in that it features a small degree of random projectile spread
"Air Strike"
Another fictional primary for the Soldier is the "Air Strike". Visually, it is a rocket launcher which consists of a green body that is shaped after the "Little Boy" atomic bomb that was dropped on Hiroshima during World War II along with the same two handed configuration present on all of Soldier's primary rocket launcher weapons. For each kill achieved with this weapon, the Air Strike's capacity is increased by one rocket up to a maximum of 8 shots and while airborne from a rocket jump, its fire rate is significantly increased but projectiles fired from it deal 15% less damage than the default rocket launcher as well as having a smaller explosion radius. These downsides make the Air Strike a less favorable weapon to use among most Soldier players.
Mk 2 Hand Grenade
The Soldier wears two Mk 2 hand grenades strapped to his chest. He uses them as demonstration aids in the Meet the Soldier promotional video. He only uses them in-game as part of his "kamikaze" taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.
Pyro
Flamethrower
The Pyro's primary weapon is a custom-built flamethrower which appears to be based on a commercial weed-burner rather than a military weapon, although it's quite similar to the M1 Flamethrower in some ways. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately three to ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates (rewarding the Pyro with a small health bonus), bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are four (not including reskins) alternate flamethrowers available, the Backburner, the Degreaser, the Phlogistinator, and the Dragon's Fury.
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Pyro will switch to it 60% faster than the other flamethrowers, though it deals 66% less damage via afterburn and uses 25 ammo for every airblast instead of 20
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called "Mmmph", filled by burning enemies. When full, the Pyro can taunt to use the boost, giving guaranteed critical hits until it wears off (as well as invulnerability during the taunt itself), though it cannot get random critical hits
The Dragon's Fury is a bulkier flamethrower design with a much longer muzzle, and holds a magazine of only 40 units as opposed to 200. Instead of a cone of flame, it fires a fast-moving medium-range fire blast and has a short repressurization cooldown between uses. A successful hit will cause 50% faster repressurization, and the weapon deals +300% damage against burning targets. Airblast uses only a single ammo unit, as with the fire blast, but causes repressurization to be 50% slower
Orion Flare Gun
The "Flare Gun" is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the Orion Flare Gun with the latching mechanism of the M8 flare pistol. Its flared Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire. The Flare Gun, including its alternatives fire the entire cartridge inserted into their barrel, implying they chamber caseless flares. Concept art of the Flare Gun depicts variants of it looking more akin to the M8 flare pistol and Webley & Scott series of signal pistols.
The Über Update added the "Detonator," a modified version flare gun that allows its user to detonate its projectiles (which have the appearance of a miniature firework) in mid-flight, though it deals 25% less damage than the default flare gun. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 50% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only deal mini-crits (a 35% damage bonus) on burning targets. As of the Jungle Inferno Update, all flare guns deal a fixed 7.5 seconds of afterburn to ignited foes.
"Scorch Shot"
A third flare gun added as part of the Pyromania Update is the "Scorch Shot." It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. They also deal 35% less damage than the Flare Gun and will do mini-crit damage to burning targets, just like the Detonator.
Incendiary Grenade
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the AN/M14 incendiary grenade. They have black bodies with an orange/yellow band and spoons.
Demoman
"Grenade Launcher"
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a Milkor MGL attached to the stock, handguard, and front leaf sight of an M79 grenade launcher. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.
M79 Grenade Launcher
The "Loch-n-Load" is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage to buildings only and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.
"Stickybomb Launcher"
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the "Stickybomb Launcher", resembling a very fat Sten with the charging handle on the wrong side. It holds up to 8 stickybombs at a time which stick to non-moving surfaces, and are (after a short delay) manually detonated by the player; up to 8 stickybombs can be active at any given time (placing any more will detonate the first ones placed). The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger; like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading, though unlike the Scattergun, no empty shells are ever ejected either. Like the Soldier with his Rocket Launcher, the Demoman can "sticky-jump" by jumping just as he detonates a sticky bomb under his feet.
Two specialized versions of the Sticky Bomb Launcher are also available; the "Scottish Resistance", which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the "Sticky Jumper" which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.
"Iron Bomber"
The "Iron Bomber" is an alternative primary weapon for the Demoman. Although its visual design is mainly fictitious, the bomber's wooden stock resembles the overall shape of an M79 grenade launcher's stock. The weapon is a four-barreled launcher that loads and fires spherical shaped projectiles which roll less on surfaces and detonate sooner than grenades from the Demoman's default primary launcher. In gameplay, the Iron Bomber's barrels are supposed to rotate in order to ready the next shot, but a bug renders the bomber's barrels fixed to one position.
Model 24 Stielhandgranate
Released alongside the Loch-n-Load, the "Ullapool Caber" is a Mann Co.-branded Model 24 Stielhandgranate with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.
Heavy
GE M134 Minigun
The Heavy's signature weapon is "Sasha" (alternatively called "Sascha" in some official sources; referred to simply as the "Minigun" in-game), a portable minigun based on a GE M134 Minigun with Dillon Aero flash suppressors and a white 200-round ammunition drum, in a configuration probably based on the feed system used by the M61 Vulcan mounted on the F/A-18. The Heavy claims that she weighs 150 kilograms (roughly 331 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (substantially faster than she fires in-game). Given a complete M134 Minigun (sans ammunition) only weighs 61 pounds, this implies Sasha fires something much larger than the standard 7.62mm NATO. Heavy has to ready Sasha before she can fire (a process which can be completed ahead of time by holding Mouse 2, which pre-spins the barrels); while her barrels spin, Heavy's movement speed is reduced to 47%. The weapon also has lessened damage and accuracy for a short time after being spun. While powerful up close, the Minigun lacks accuracy and long-range damage; further hampering its potential output is its reduced damage against certain enemies (namely a 15% reduction against level 2 Sentry Guns, a 20% reduction against level 3 Sentry Guns, and a whopping 75% reduction against Tanks in Mann vs. Machine). Curiously, in terms of game mechanics, Sasha functions somewhat like a shotgun; each unit of ammo consumed produces 4 distinct hitscans, suggesting either a stacked, multi-projectile cartridge (which would go some way to explain their exorbitant cost, and "custom-tooled" description) firing at 600 RPM, or simply a somewhat roundabout depiction of standard rounds firing at 2,400 RPM.
"Natascha" is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feeding chute. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha gives the Heavy 20% damage resistance when fully spun-up.
Winning against the Heavy in the crossover poker game Poker Night at the Inventory unlocks a Minigun called the "Iron Curtain." Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.
Gatling Gun
"The Brass Beast" is another unlockable primary weapon for the Heavy, based on an 1860's Gatling Gun. It appears to have a Broadwell drum modified with an ammo chain rather than being a gravity-fed drum positioned above the gun and is powered by an electronic motor instead of being cranked by hand. This handheld Gatling Gun deals 25% more damage than Sasha but spinning it up is increased by 50% and the user's movement speed is reduced by 50% when readying to fire, making it more of a stationary defensive weapon. To complement this, the Heavy using it is also given a 20% damage resistance buff while under 50% of his maximum health when the gun's barrels are fully spun up.
Thompson Submachine Gun
An enlarged, highly-modified M1928A1 Thompson called "Tomislav" is an alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 20% faster, has no spin-up sound (except for a quieter jingling sound from the gun's sling) and a bullet spread stat 20% less than the Minigun's. It is the only weapon in the game depicted by default with a fitted sling. Said sling is rigid and does not move with the gun nor its user.
Engineer
Ithaca 37 (Full length)
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called "Frontier Justice." Instead of regular critical hits, Frontier Justice earns two "Revenge Crits" for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun. The Frontier Justice also has an externally exposed hammer.
SRM Arms Model 1208
Players who pre-ordered Deus Ex: Human Revolution earned the "Widowmaker" (itself based on the SRM Arms Model 1208) in "Genuine" quality (an item quality for weapons and cosmetics which is marked in dark green text, often given out as promotional items) as an alternative primary weapon for the Engineer. For other players, it can be obtained in a "Unique" quality via the drop system, trading, or by buying it in the in-game store. Firing the Widowmaker once consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The weapon also deals 10% more damage if fired at an enemy currently being targeted by the owner's sentry gun and has the exact same fire rate as the Engineer's pump-action primary weapons. The shotgun's bolt does reciprocate when fired nor are any spent cartridges ejected.
"Rescue Ranger"
A different weapon, usable only by the Engineer is the "Rescue Ranger". Visually, it has the receiver (with a left-handed ejection port, like the other pump actions in the game) of an Ithaca 37, colored black with a dark brown sawed-off grip, a black ribbed barrel and a short magazine tube both similar to that of a Remington 870 and a flat, dark brown forend. The gun also has a yellow/orange (depending on the team it belongs to) monitor (which displays a moving sine wave), attached above the receiver and a team colored cable running from said monitor to a yellow/orange extension of some sorts located at the end of the shotgun's barrel. The Rescue Ranger has unique abilities unlike the game's other shotguns in which instead of firing hitscan shotgun pellets, the Rescue Ranger shoots a slower moving cylindrical battery connected to a retractable claw per shot. The purpose of this weapon is to act as a defensive utility item, as these special projectiles repair the Engineer's (or player's teammate's) buildings when shot at (at the cost of metal) and also allows its user to safely pick up any one of their buildings at any distance as long as their crosshair is focused on it. Picking up buildings from long ranges consumes 100 units of the Engineer's metal and also "marks" them for death (meaning any incoming damage will be registered with a 35% damage bonus during this time). The Rescue Ranger can also be used to harm enemies, but is impractical for direct combat due to the gun only holding four "bolt slugs" per reload, having a reserve ammo count of 16 rounds (half the amount of reserve rounds for other shotguns) and fired projectiles being easily avoidable because of its slow travel speed along with its low damage output. Because the Rescue Ranger doesn't chamber combustible ammunition, it appropriately does not eject shotgun shells, though its reload animation still shows them being inserted.
"Sentry Gun"
The Engineer's signature weapon is an automated "Sentry Gun" that can be upgraded with twin M134 Miniguns. The missile launcher on the level 3 Sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the "Wrangler" is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range and reduce damage it takes, though it also reduces repairing done.
Sniper
"SMG"
The Sniper's secondary weapon is a submachine gun called the "SMG". It combines the general shape and distinctive front sight of a MAT-49 with the rear sight, magazine, and bolt of an M1A1 Thompson. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine, with 75 rounds in reserve. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy, or to finish off pre-damaged enemies when there's not enough time for a follow-up shot. Early concept art shows a weapon more closely resembling the MAT-49, along with the "SMG" that made it into the game.
Kimel AP-9
Released as part of the Pyromania Update, the "Cleaner's Carbine" is a submachine gun bearing resemblance to the Kimel AP-9 with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the Uzi. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, rather coming with a "Crikey" meter that fills as the Sniper deals damage with the weapon. When full, the Sniper can activate 8 seconds of a mini-crit buff for his equipped weapons.
Remington Model 700
The Sniper's primary weapon is, as one would expect, the "Sniper Rifle", which appears to be based on a Remington Model 700 (albeit quite heavily stylized, as with most of the game's weapons) with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope, but without the night-vision abilities). It has a 25-round capacity with no reserve; the Meet the Sniper short portrays the rifle as being single-shot (with the Sniper loading a new round every time he opens the bolt), whereas the in-game animation simply shows the Sniper rotating the bolt up and back down, ejecting a case, and loading in nothing. To discourage quickscoping, a charge meter is built by uninterrupted use of the scope, increasing damage; after 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a single bodyshot and kill even an overhealed Heavy with one headshot. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. Notably, the Sniper Rifle (and its counterparts) are the only hitscan weapons in the game (barring sentries and critical hits) to suffer no damage falloff over distance.
A bolt-action air rifle based on the default Sniper Rifle called the "Sydney Sleeper" is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit when scoped will receive Jarate as well as damage, with the Jarate's duration depending on its charge. The Sydney Sleeper cannot inflict critical hits or headshots, though hitting the target's head will cause a splash of Jarate around them in addition to coating them.
Jezail Musket
A centerfire-converted Jezail musket with an underbarrel laser pointer and magnifying glass scope called the "Bazaar Bargain" is a purchased or crafted alternate primary weapon for the Sniper. It takes 50% longer to charge while zoomed, but every headshot kill decreases the charge by 25% up to a maximum of 200%. Due to a bug (which has been patched since), spent casings are ejected from the center of the screen, appearing out of thin air.
Walther WA 2000
A suppressed Walther WA 2000 known as the "Hitman's Heatmaker" was added in the Pyromania Update. The weapon builds up a "Focus" meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot.
Accuracy International Arctic Warfare
Introduced as a promotional item for pre-orders of Counter-Strike: Global Offensive, the "AWPer Hand" is a cosmetic reskin of the Sniper Rifle as an Accuracy International Arctic Warfare fitted with a folded Harris bipod. Its item description references the AW's notoriety in the Counter-Strike community. Despite using the same animations as the default Sniper Rifle, the bolt never moves, with the Sniper's hand just clipping through it.
Heckler & Koch G36
Introduced as part of the Love and War Update, the "Classic" is a sniper rifle made to resemble a long-barreled Heckler & Koch G36 with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed, though the rifle also deals 10% less damage on bodyshots. The Classic is a throwback to the Sniper Rifle from Team Fortress Classic, which operated with almost identical mechanics and also heavily resembled a G36. Due to the "Classic" using the same animations as the Sniper's other rifles, he will rack a non-existent right handed bolt after firing.
Spy
Colt Python
The "Revolver" is a Colt Python with a six-inch barrel and ivory grips, the Spy's primary weapon. It has better-than-average range, and is fairly strong - enough so to kill most lower-health enemies in three shots - though its main purpose is to serve as a backup weapon in case of trouble, rather than as an offensive weapon.
Dan Wesson PPC .357
The Spy's unlockable "Ambassador" is a Dan Wesson PPC .357 revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. Its barrel shape is similar to that from the Taurus Tracker series of revolvers. The Ambassador deals 15% less damage than the stock Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle, though as of the Jungle Inferno Update this is counterbalanced with a range penalty, removing the critical hit bonus after a certain distance. The Russian "Sniper vs. Spy" page claims that the Ambassador is chambered in .50 caliber.
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):
The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun.
The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.
No cartridges are ejected or loaded during its reload; the cylinder is simply opened and then closed.
Colt Detective Special
The Spy's crafted or purchased "Enforcer" alternative revolver is a stainless Colt Detective Special with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is disguised when they fire the shot (though firing while disguised will drop the disguise).
The Enforcer's hammer and cylinder do not move when firing. It is the only other revolver in the game that reloads with a visible speedloader, though a bug causes it to share textures with the gun itself. The weapon also lacks a solid top above the cylinder and like the Colt Python, has another cylinder release latch, on the right side.
Nagant M1895
"L'Etranger," a silver Nagant M1895 revolver with custom engraved ivory grips and an extended barrel, was added during the "Mann-conomy" (Polycount) Update as a new Spy weapon. Shaylyn "Chemical Alia" Hamm created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading. It also lacks the loading gate cover.
Smith & Wesson Model 29
Players who pre-ordered or bought Sam & Max: The Devil's Playhouse within the first week of its release earned Sam's signature sidearm, the "Big Kill," as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a Smith & Wesson Model 29, though it is much smaller than its Sam & Max counterpart. Just like Spy's other revolvers, the "Big Kill's" hammer and cylinder do not move when firing and the cylinder floats on its own outside the frame when reloading.
Baikal MCM
The first Team Fortress 2 trailer showed the Spy wielding a stainless Baikal MCM "Tranquilizer Gun." It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.
Other
American Derringer Model 1
In the "Expiration Date" animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an American Derringer Model 1, albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.
Cannon
Featured in the "Drunk Mann's Cannon" taunt (unique animations that the player can summon) is a naval cannon mounted on a cart. This taunt is specific to the Demoman class and in it, he sits and rides on the moving cannon cart until the player cancels the animation or is otherwise interrupted.
Concept Art Weapons
Various firearms were planned to be included into Team Fortress 2, presumably before Valve took a cartoon approach when developing the game.
Maxim Gun
An unused background prop for the map "Mercenary Park" contains both a model and a matching texture sheet for what strongly resembles a Maxim Gun. As part of a scrapped idea, self-controlled turrets positioned at a team's spawn room (likely as an anti-spawncamping measure, similarly to in Team Fortress Classic) were planned to be added into Team Fortress 2, however, it is unknown why this idea was shelved. There are also unused textures for a turret mount, implying that the Maxim Gun may have been used for this spawn-turret role.