Error creating thumbnail: File missing Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Team Fortress 2: Difference between revisions
m (Corrected typo in my previous edit) |
(Updated and rewritten for grammar) |
||
Line 1: | Line 1: | ||
[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]] | [[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]] | ||
Team Fortress 2 is a | ''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's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs. | |||
'''The following weapons are used in the video game Team Fortress 2:''' | '''The following weapons are used in the video game Team Fortress 2:''' | ||
Line 9: | Line 9: | ||
= | = Shared Weapons = | ||
== Pistol == | == Pistol == | ||
The secondary weapon for the Engineer and Scout classes, the Pistol is based on the [[Walther PP Pistol Series|Walther PPK]]. 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. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and half of one more. | |||
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance. | |||
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that the | Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that the Scout was supposed to carry a more unique sidearm based on the [[SIG P210]]. | ||
[[Image:WaltherPPK. | [[Image:WaltherPPK.jpg|thumb|300px|none|Walther PPK - .380 ACP, the closest real life model for the "Pistol"]] | ||
[[Image:Engineer_Pistol. | [[Image:Engineer_Pistol.jpg|thumb|none|400px|In-game model, simply called "Pistol"]] | ||
[[File:TF2 - Pistol Ingame. | [[File:TF2 - Pistol Ingame.jpg|thumb|none|500px|The Engineer holds his Pistol in-game in his prosthetic "Gunslinger" hand]] | ||
[[File:TF2 - Pistol Taunt Ingame. | [[File:TF2 - Pistol Taunt Ingame.jpg|thumb|none|500px|An Engineer taunts while holding the Pistol in his prosthetic "Gunslinger" hand.]] | ||
== Luger P08 == | == Luger P08 == | ||
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. | |||
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]] | [[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]] | ||
Line 33: | Line 32: | ||
== Ithaca 37 == | == Ithaca 37 == | ||
A sawed-off [[Ithaca 37]] "Shotgun" is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. 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. In the Soldier's Shotgun taunt, he fires a single shot salute, though no ammo is expended and causes no damage. | |||
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]] | [[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]] | ||
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37 , but oddly | [[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]] | ||
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action in ''Meet | [[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]] | ||
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet | [[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. His ring-finger fills up the entire trigger guard.]] | ||
= Scout = | = Scout = | ||
Line 44: | Line 43: | ||
== COP 357 == | == COP 357 == | ||
The "Shortstop," a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] 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. Though the Shortstop seems to fire shotshells (possibly .410 bore) instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger. | |||
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]] | [[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]] | ||
[[Image:Tf2derringer.jpg|thumb|none|300px|The | [[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]] | ||
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The | [[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|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|500px|The Scout | [[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]] | ||
== Beretta 3032 Tomcat == | == 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. | |||
[[Image:Beretta3032TomcatSS. | [[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP ]] | ||
[[File:TF2 - Winger Ingame. | [[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]] | ||
[[File:TF2 - Winger 3rdP Ingame. | [[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]] | ||
== Fictional Double Barreled Shotgun == | == Fictional Double Barreled Shotgun == | ||
The | The Scout's default primary weapon is a sawed-off double-barreled "Scattergun" with an integral six-round drum magazine and lever action. | ||
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The | Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo. | ||
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout | |||
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air holding his | [[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]] | ||
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]] | |||
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]] | |||
== Sawed-off Double Barreled Shotgun == | == 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, but cannot deliver random critical hits. Equipping the Popper gives the Scout a "Hype" meter, filled by moving and jumping, which gives the Scout eight seconds of mini-crits when full. The Soda Popper must be crafted, gifted, or bought from the in-game store. | |||
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 the bases. | |||
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the | [[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]] | ||
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The | [[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]] | ||
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The | [[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]] | ||
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the | [[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]] | ||
= Soldier = | = Soldier = | ||
Line 80: | Line 85: | ||
== RPG-7 == | == RPG-7 == | ||
The Soldier's primary weapon is the "Rocket Launcher." Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for "rocket jumping," 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. The rockets, along with the Demoman's grenades, are 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. | |||
[[Image:Rpg-7-1-. | A craftable or purchased variant called "Rocket Jumper" comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice. | ||
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). | |||
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]] | |||
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]] | [[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]] | ||
[[Image:6h875v5.jpg|thumb|none|500px|none| | [[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]] | ||
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2'' | [[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]] | ||
== M202 FLASH == | == M202 FLASH == | ||
A single-barreled version of the [[M202 FLASH]] rocket launcher | A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called "The Black Box." It restores 15 health to the user on hit, but only holds three rockets. | ||
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]] | [[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]] | ||
[[Image:TF2-Black Box.jpg|thumb|none|350px|The "Black Box"]] | [[Image:TF2-Black Box.jpg|thumb|none|350px|The "Black Box"]] | ||
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the | [[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]] | ||
== M20A1 "Super Bazooka" == | == M20A1 "Super Bazooka" == | ||
The "Liberty Launcher" is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher "Bazooka"|"Bazooka"]] type weapon, it is notably based on the [[M1 Rocket Launcher "Bazooka"#M20A1/A1B1 "Super Bazooka"(3.5" Rocket)|M20A1 "Super Bazooka"]] with many elements from the [[M1 Rocket Launcher "Bazooka"|M1 "Bazooka"]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but holds three rockets instead of four. | |||
[[Image:M20A1.gif|thumb|none|450px|M20A1 "Super Bazooka" - 3.5" Rocket]] | [[Image:M20A1.gif|thumb|none|450px|M20A1 "Super Bazooka" - 3.5" Rocket]] | ||
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36" Rocket]] | [[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36" Rocket]] | ||
[[Image:Rpg-7-1-. | [[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]] | ||
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The "Liberty Launcher"]] | [[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The "Liberty Launcher"]] | ||
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The "Liberty Launcher" ingame.]] | [[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The "Liberty Launcher" ingame.]] | ||
Line 108: | Line 117: | ||
== Mk 2 Hand Grenade == | == Mk 2 Hand Grenade == | ||
The Soldier | The Soldier wears two [[Mk 2 hand grenade]]s 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 band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher. | ||
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]] | [[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]] | ||
Line 117: | Line 126: | ||
==Orion Flare Gun== | ==Orion Flare Gun== | ||
The "Flare Gun" | The "Flare Gun" is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. Targets hit with its projectiles are set on fire, and it inflicts a mini-crit on a target that is already on fire. | ||
The Über Update added the "Detonator," a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are knocked back and set alight. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter. | |||
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]] | [[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]] | ||
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|"The Flare Gun" | [[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|"The Flare Gun." Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]] | ||
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none| | [[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]] | ||
==Incendiary Grenade== | ==Incendiary Grenade== | ||
The Pyro | The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons involve fire and the like, 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 band and spoons. | ||
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]] | [[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]] | ||
Line 134: | Line 145: | ||
==Grenade Launcher== | ==Grenade Launcher== | ||
The primary weapon | 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. 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. | |||
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]] | [[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]] | ||
Line 140: | Line 153: | ||
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']] | [[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']] | ||
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']] | [[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']] | ||
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet | [[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]] | ||
==M79 Grenade Launcher== | ==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. In addition to having half the ammo capacity of the default Grenade Launcher, the grenades fired by the Loch-n-Load will shatter harmlessly on impact with the ground if they do not hit an enemy target and inflict 25% more damage to the wielder, forcing players using it to be much more precise with their shots. | |||
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]] | [[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]] | ||
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The | [[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]] | ||
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the | [[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]] | ||
== Model 24 Stielhandgranate == | == 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), 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. | |||
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]] | [[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]] | ||
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The | [[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]] | ||
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the | [[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]] | ||
= Heavy = | = Heavy = | ||
Line 162: | Line 175: | ||
== Multi-Barrel Miniguns == | == Multi-Barrel Miniguns == | ||
The Heavy | The Heavy's signature weapon is "Sasha," a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white two-hundred-round ammunition drum. Heavy claims that she weighs one hundred fifty kilograms and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%. | ||
[[Image:Minigun 2.JPG|thumb|none|400px|Handheld M134 Minigun with | "Natascha" is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. | ||
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. | |||
[[Image:Minigun 2.JPG|thumb|none|400px|Handheld M134 Minigun with a chainsaw grip to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''.]] | |||
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]] | [[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]] | ||
[[Image:Natascha.png|thumb|none|400px|none| | [[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]] | ||
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires | [[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]] | ||
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]] | [[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]] | ||
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none| | [[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]] | ||
== 1861 Gatling Gun == | == 1861 Gatling Gun == | ||
"The Brass Beast" is another unlockable primary weapon for the Heavy. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon. | |||
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]] | [[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]] | ||
[[Image:BrassBeast.jpg|thumb|none|400px|none| | [[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]] | ||
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none| | [[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]] | ||
== Thompson Submachine Gun == | == Thompson Submachine Gun == | ||
A highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called "Tomislav" is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver 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 40% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling. | |||
[[Image:M1928A1Drum.jpg|thumb|none|350px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]] | [[Image:M1928A1Drum.jpg|thumb|none|350px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]] | ||
[[Image:Tomislav.jpg|thumb|none|350px|Tomislav]] | |||
[[Image: | == Benelli M3== | ||
The Heavy's alternate secondary weapon is a [[Benelli_M_Series_Super_90_Shotguns#Benelli_M3|Benelli M3 Super 90]] called "The Family Business." It has a square trigger guard and is fitted with a wooden pistol grip and tubular stock. It holds eight rounds and appears to be a 20 gauge. It also has a safety selector mounted on the left side of the receiver above the trigger. | |||
Spent shells are ejected from the centre of the screen, appearing out of thin air. | |||
[[Image:TF2-The Family Business.jpg|thumb|none|400px|"The Family Business"]] | |||
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the "Family Business." Note the Soviet hammer and sickle symbol on the stock.]] | |||
= Engineer = | = Engineer = | ||
Line 191: | Line 216: | ||
== Ithaca 37 (Full length) == | == 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. | |||
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]] | [[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]] | ||
[[Image:Frontierjustice.PNG|thumb|none|400px|The "Frontier Justice"]] | [[Image:Frontierjustice.PNG|thumb|none|400px|The "Frontier Justice"]] | ||
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the "Frontier Justice" on ctf_turbine.]] | [[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the "Frontier Justice" on ctf_turbine.]] | ||
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the | [[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]] | ||
[[ | |||
== SRM Arms Model 1208 == | |||
Players who pre-ordered ''Deus Ex: Human Revolution'' earned the "[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]" as an alternate primary weapon for the Engineer. Each shot consumes sixty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading. | |||
== Sentry Gun == | == Sentry Gun == | ||
The Engineer | The Engineer's signature weapon is a Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. 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. | ||
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]] | [[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]] | ||
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet | [[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]] | ||
[[Image:Sentry_gun.jpg|500px|thumb|none| | [[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]] | ||
= Sniper = | = Sniper = | ||
Line 212: | Line 239: | ||
== SMG == | == SMG == | ||
The "SMG" | The Sniper's secondary weapon is a submachine gun called "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 and the Sniper carries three more. 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. | ||
[[Image:MAT-49. | [[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]] | ||
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with | [[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]] | ||
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's | [[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]] | ||
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the | [[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]] | ||
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The | [[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]] | ||
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the | [[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]] | ||
== Remington 700 Sniper Rifle == | == Remington 700 Sniper Rifle == | ||
The Sniper's primary weapon is a "Sniper Rifle" based on the [[Remington 700]] 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 only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range). | |||
[[Image:Remington_700_BDL. | 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 after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots. | ||
[[Image:Sniper_Rifle. | |||
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]] | |||
[[Image:Sniper_Rifle.jpg|thumb|none|500px|"Sniper Rifle" in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]] | |||
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]] | [[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]] | ||
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper | [[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]] | ||
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his | [[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]] | ||
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims the | [[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims the Sniper Rifle on pl_goldrush.]] | ||
==Jezail Musket== | ==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 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body reduces the count by one and a miss wipes the count entirely. | |||
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]] | [[Image:jezail1.jpg|thumb|none|500px|Jezail musket]] | ||
Line 242: | Line 271: | ||
== Colt Python == | == Colt Python == | ||
The [[Colt Python]] | The "Revolver" is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking. | ||
Players who pre-ordered [[Deus Ex: Human Revolution]] received the "Diamondback," modelled on that game's Diamond Back .357, as an alternate primary weapon for the Spy. A futuristic variant of the Python, the Diamondback stores critical hits for every enemy structure destroyed while the Spy is sapping it, to a maximum of thirty-five. Stored crits are lost upon death. | |||
[[Image:ColtPythonFlipSide. | [[Image:ColtPythonFlipSide.jpg|thumb|none|400px|Colt Python with 6" barrel - .357 Magnum]] | ||
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]] | [[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]] | ||
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]] | [[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]] | ||
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his | [[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]] | ||
== Dan Wesson PPC .357 == | == Dan Wesson PPC .357 == | ||
The Ambassador | The Spy's unlockable "Ambassador" is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the 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. 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 | *The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair. | ||
*No bullets are ejected or loaded during its reload | *No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed. | ||
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]] | [[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]] | ||
[[Image:Ambassador.png|thumb|400px|none|The | [[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]] | ||
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The | [[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]] | ||
== Colt Detective Special == | == Colt Detective Special == | ||
The [[Colt Detective Special]] | The Spy's crafted or purchased "Enforcer" alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but increases the Spy's cloaking delay by half a second. | ||
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. | |||
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]] | [[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]] | ||
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The | [[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]] | ||
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The | [[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]] | ||
== Nagant M1895 == | == 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. [http://steamcommunity.com/id/chemicalalia 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. | |||
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading. | |||
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]] | [[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]] | ||
[[Image:TF2Nagant.jpg|thumb|none|400px| | [[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]] | ||
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px| | [[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]] | ||
== Smith & Wesson Model 29 == | == 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. | |||
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum]] | [[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum]] | ||
Line 288: | Line 323: | ||
==Baikal MCM== | ==Baikal MCM== | ||
The Spy | 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. | ||
[[Image:Baikal_MCM.gif|thumb|none|400px|Baikal MCM - .22 LR.]] | [[Image:Baikal_MCM.gif|thumb|none|400px|Baikal MCM - .22 LR.]] | ||
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds | [[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]] | ||
[[Category:Video Game]] | [[Category:Video Game]] |
Revision as of 08:16, 4 October 2011
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's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.
The following weapons are used in the video game Team Fortress 2:
Pistol
The secondary weapon for the Engineer and Scout classes, the Pistol is based on the Walther PPK. 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. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and half of one more.
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.
Interestingly, early concept art shows that the Scout was supposed to carry a more unique sidearm based on the SIG P210.
Luger P08
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.
Ithaca 37
A sawed-off Ithaca 37 "Shotgun" is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. 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. In the Soldier's Shotgun taunt, he fires a single shot salute, though no ammo is expended and causes no damage.
Scout
COP 357
The "Shortstop," a pearl-gripped derringer based on the COP 357 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. Though the Shortstop seems to fire shotshells (possibly .410 bore) instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger.
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.
Fictional Double Barreled Shotgun
The Scout's default primary weapon is a sawed-off double-barreled "Scattergun" with an integral six-round drum magazine and lever action.
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.
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, but cannot deliver random critical hits. Equipping the Popper gives the Scout a "Hype" meter, filled by moving and jumping, which gives the Scout eight seconds of mini-crits when full. The Soda Popper must be crafted, gifted, or bought from the in-game store.
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 the bases.
Soldier
RPG-7
The Soldier's primary weapon is the "Rocket Launcher." Unlike its single-shot real-life counterpart, the RPG-7, the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for "rocket jumping," 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. The rockets, along with the Demoman's grenades, are 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.
A craftable or purchased variant called "Rocket Jumper" comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.
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 15 health to the user on hit, but only holds three 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. Its rockets fly 40% faster than the basic Rocket Launcher's but holds three rockets instead of four.
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 band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.
Pyro
Orion Flare Gun
The "Flare Gun" is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. Targets hit with its projectiles are set on fire, and it inflicts a mini-crit on a target that is already on fire.
The Über Update added the "Detonator," a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are knocked back and set alight. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter.
Incendiary Grenade
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons involve fire and the like, 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 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. 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. In addition to having half the ammo capacity of the default Grenade Launcher, the grenades fired by the Loch-n-Load will shatter harmlessly on impact with the ground if they do not hit an enemy target and inflict 25% more damage to the wielder, forcing players using it to be much more precise with their shots.
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), 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
Multi-Barrel Miniguns
The Heavy's signature weapon is "Sasha," a portable minigun based on a GE M134 Minigun with Dillon Aero flash suppressors and a white two-hundred-round ammunition drum. Heavy claims that she weighs one hundred fifty kilograms and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.
"Natascha" is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage.
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.
1861 Gatling Gun
"The Brass Beast" is another unlockable primary weapon for the Heavy. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon.
Thompson Submachine Gun
A highly-modified M1928A1 Thompson called "Tomislav" is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver 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 40% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.
Benelli M3
The Heavy's alternate secondary weapon is a Benelli M3 Super 90 called "The Family Business." It has a square trigger guard and is fitted with a wooden pistol grip and tubular stock. It holds eight rounds and appears to be a 20 gauge. It also has a safety selector mounted on the left side of the receiver above the trigger.
Spent shells are ejected from the centre of the screen, appearing out of thin air.
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.
SRM Arms Model 1208
Players who pre-ordered Deus Ex: Human Revolution earned the "Widowmaker" as an alternate primary weapon for the Engineer. Each shot consumes sixty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.
Sentry Gun
The Engineer's signature weapon is a 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.
Sniper
SMG
The Sniper's secondary weapon is a submachine gun called "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 and the Sniper carries three more. 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.
Remington 700 Sniper Rifle
The Sniper's primary weapon is a "Sniper Rifle" based on the Remington 700 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 only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).
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 after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots.
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 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body reduces the count by one and a miss wipes the count entirely.
Spy
Colt Python
The "Revolver" is a Colt Python with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.
Players who pre-ordered Deus Ex: Human Revolution received the "Diamondback," modelled on that game's Diamond Back .357, as an alternate primary weapon for the Spy. A futuristic variant of the Python, the Diamondback stores critical hits for every enemy structure destroyed while the Spy is sapping it, to a maximum of thirty-five. Stored crits are lost upon death.
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. It deals 15% less damage than the 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. 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 bullets 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" alternate pistol is a stainless Colt Detective Special with pearl grips. It inflicts 20% more damage than the Revolver but increases the Spy's cloaking delay by half a second.
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder.
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.
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.
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.
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.