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Team Fortress 2: Difference between revisions
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== Mossberg 500 == | == Mossberg 500 == | ||
"The Family Business" is an unlockable secondary weapon for the Heavy, a shotgun that somewhat resembles a [[Mossberg 500]]. It is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. | |||
Due to a bug, spent shells are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation | Due to a bug, spent shells are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump. | ||
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 "Persuader" with high-capacity magazine tube - 12 Gauge]] | [[Image:50577.jpg|thumb|none|450px|Mossberg 500 "Persuader" with high-capacity magazine tube - 12 Gauge]] |
Revision as of 22:31, 8 January 2012
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 three shots in the manner of a twenty-one-gun 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 .357 Magnum rounds loaded with "snake shot" 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 (although this does not actually effect the ammo count). 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
Flamethrower
The Pyro's primary weapon is a custom-built flamethrower. 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 (with the exception of other Pyros) will instantly ignite and burn for approximately ten seconds unless extinguished, during which they will take additional damage. The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect rockets, grenades, and sticky bombs. There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It deals ten percent more damage than the regular flamethrower and always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast.
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn.
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called "Mmmph," filled by burning enemies.
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. Enemies hit with its projectiles (with the exception of other Pyros) 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.
Sticky Bomb Launcher
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. 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. Like the Soldier's 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 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.
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
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 200-round ammunition drum. Heavy claims that she weighs 150 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, based on an 1860's Gatling Gun. 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
An enlarged, 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, 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 40% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.
Mossberg 500
"The Family Business" is an unlockable secondary weapon for the Heavy, a shotgun that somewhat resembles a Mossberg 500. It is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot.
Due to a bug, spent shells are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump.
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" (itself based on the SRM Arms Model 1208) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system. Each shot consumes thirty 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 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.
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 or a miss reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.
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.
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.