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Team Fortress 2

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Nice, but where's the trigger?

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Team Fortress 2 (2007)

Team Fortress 2 is a First Person Shooter created by Valve on the Source engine. As the name implies, it is very heavily reliant on team strategies, and as such, the game is class-based; instead of picking a player character and picking a weapon load-out, a player picks a class of character that already has its own weapons. A good team usually requires an even mix of offensive and defensive classes.

It is also worthy of note that the game's art direction is one of cartoony 60's espionage camp- this means that the gun designs found in the game tend not to be real guns, but stylish representations of familiar designs.

The following weapons are used in the video game Team Fortress 2:




Pistol

An amalgam of several Walther PP designs is the secondary weapon for the Engineer and Scout classes. Called simply "Pistol" in the game, it lacks power and has average accuracy, but has good range and is semi-automatic, with a very fast reload time. Both the Engineer and the Scout carry different shotguns as their main weapons, which are effective at closer range and reload very slowly; 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 that are at a distance.

In the game, the Pistol has a 12-round magazine. The light-traveling Scout carries 3 extra magazines, and the Engineer, ever prepared, carries 16 extra magazines and half of one more.

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Walther PPK - .380 ACP, the closest real life model for the "Pistol".
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In-game model, simply called "Pistol".

Colt Python

The Colt Python, with a 6" barrel and ivory grips, is the primary weapon for the Spy class. It's strong and accurate and has better-than-average range. The "Revolver", as it is called in-game, is strong enough at close range to take out the lower-health classes with 2 or 3 well-aimed rounds.

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Colt Python with 6" Barrel - .357 Magnum
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The Revolver in Team Fortress 2.
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The Colt Python carried by the Spy while taunting

Dan Wesson PPC .357

The Ambassador, an unlockable Spy weapon, is a stylized version of the Dan Wesson PPC .357 revolver heavily customized with a decorated barrel and rosewood handle, and is more accurate than the Revolver. However, it deals less damage (unless the player gets a headshot with it, resulting in a devastating critical hit) and is slower.

In addition to that, the model is missing three things essential to its operation in real life:

  • An opening in the rear of the barrel for the bullet to go through (especially noticeable during the reload animation). The barrel's blocked off like it was a deactivated gun.
  • The crane and the ejector rod stay stuck in the frame of the gun when the cylinder out of it, meaning the cylinder's just hovering in mid air with nothing connecting it to the gun itself.
  • Also, to cover up the fact that this model doesn't use a speedloader unlike the regular revolver, they moved the model closer to the screen in what appears to be an attempt to make the cylinder go partially or completely offscreen (it doesn't work at all with the default FOV).
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Note the odd single action trigger on a double action revolver and no cylinder latch to even get the cylinder out to reload it
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Colt Detective Special

The Colt Detective Special appears as a primary weapon unlockable for the Spy with a stainless finish and pearl grips, known as "The Enforcer" in the game.

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Colt Detective Special .38 Special with stainless finish and pearl grips
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How The Colt Detective Special Appears In TF2

COP 357

A derringer resembling the COP 357 was added as a new primary slot unlock for the Scout. Called the Short-Stop in-game, it does more damage at the cost of a smaller capacity. It is the only primary weapon based on a secondary.

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COP 357 - .357 Magnum
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The Short-Stop

Nagant M1895

A Nagant M1895 revolver with custom ivory grips and an extended barrel was added during the "Mann-conomy" (Polycount) Update as a new spy weapon. It was created by Shaylyn "Chemical Alia" Hamm for the Polycount Pack contest. It restores the user's cloak charge on hit at the cost of damage. This particular model is notable for being quite realistic (though it apparently has the default reload animation instead of loading from the port).

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Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)
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The Nagant, as seen in the previews

Smith & Wesson Model 29

Named "Big Kill", it is a revolver replacement for the Spy. It's a reskin and it has the same stats as the regular revolver (though the animations are those of the Ambassador). The weapon was given to players who bought Sam & Max: The Devil's Playhouse within the first week of its release. It is based of the titular Sam's sidearm.

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Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
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Sam's sidearm from the Sam & Max adventure game series

Luger P08

Called "Lugermorph", it's a secondary weapon for the Scout and the Engineer. It's a reskin of the pistol, and has no unique stats. The weapon was given to players who bought Sam & Max: The Devil's Playhouse within the first week of its release. It is based off of the titular Max's pistol. Originally, this gun could only be used by the Scout, however with the July 1st, 2010 update, it was made available for use with the Engineer.

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Luger P08 - 9x19mm
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Max's sidearm from the Sam & Max adventure game series

Baikal MCM

The Spy was shown with a Baikal MCM in the first Team Fortress 2 trailer, to be used as a Tranquilizer gun like in the previous Team Fortress games. It was replaced with the Revolver by the game's release. The model, though not usable, remains within the game's files.


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Baikal MCM - .22 LR.
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Game model extracted from the game's files.

Ithaca 37

The Ithaca 37, with sawed-off stock and barrel, is the primary weapon for the Engineer class, and the secondary weapon for the Soldier, Pyro, and Heavy classes. It is simply referred to as "Shotgun" in the game. Like the Spy, the Engineer is capable enough at close fighting but is not usually found seeking out skirmishes, as his shotgun's main purpose is to defend him while he is setting up his buildings. At close range, the Shotgun will deal great damage, but its damage will fall off noticeably at mid range. The others classes that use the Shotgun as a secondary weapon have highly-damaging primary weapons, and use the Shotgun to finish off injured opponents, or to conserve primary weapon ammo.


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Ithaca 37 12 gauge with sawed-off stock and barrel - 12 Gauge
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Notice that the Shotgun's ejection port is on the left side, not the bottom, but oddly, it ejects to the right in-game...

Ithaca 37 (Full length)

Dubbed "Frontier Justice". It is the primary unlockable for the Engineer. It has full stock, full barrel length, engravings and a battery chamber on the right side. In game it cannot get random critical hits, instead having "revenge crits" for every kill gotten with a destroyed sentry. Oddly, despite having an extended magazine tube it holds fewer rounds than the regular shotgun (one possible explanation is that it's plugged to meet US duck hunting regulations).

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Ithaca 37 with extended magazine tube - 12 Gauge
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Frontier Justice

Sawed-off Double Barreled Shotgun

Called "The Force-A-Nature", it is an unlockable primary weapon for the Scout. Compared to the Scout's original shotgun, it has a higher rate of fire and fires more pellets per shot, but it does slightly less damage per pellet and only holds two shots at a time. It has the the special ability when fired to knockback opponents at close range, even the Heavy, a considerable distance away and, while in the air, will knockback the shooter as well. When used in conjunction with jumping and firing at the ground, it gives the Scout a third "jump".

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A Stevens 1960s SBS with the barrels sawed-off, similar to "The Force-A-Nature", but it is even more compact and cartoonishly proportioned in-game.
"The Force-A-Nature"

SMG

The "SMG" is the secondary weapon for the Sniper class. It seems to be a cartoony amalgamation of several SMG designs: the outline resembles an enlarged Mauser M712 or Walther MP series, the back sights and bolt resemble those of the Thompson M1. It deals very low damage and is of average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a 25-round magazine and the Sniper carries 3 more magazines. 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 taking the time to snipe an incoming enemy is an impractical proposition.

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The Sniper's Submachine Gun

Remington 700 Sniper Rifle

A 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), is the primary weapon for the Sniper class. It is called "Sniper Rifle", and in this rendition, its internal magazine only holds one projectile, and the Sniper carries 25 cartridges with him, inserting one every time he pulls the bolt open. Targeting through the scope will charge the projectile and make it hit harder when fired. A max charge of around 4 seconds is enough to take out lower-health classes with a body shot, but large classes like the Heavy will need multiple shots or a clean head shot. The rifle can be fired without looking through the scope, but the damage is the minimum damage the rifle can cause and headshots are not possible in this way. 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).

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Remington 700 - .308 Winchester
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The visible laser sight will give away your intentions to attentive opponents.
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The rifle's oversize scope.

RPG-16

The RPG-16, represented in the game as the "Rocket Launcher", is the primary weapon for the Soldier class. Unlike its single-shot real-life counterpart, the Rocket Launcher can pack four rockets at a time inside the tube. 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 over obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game, a critical shot from either usually being enough to dismember most any player within the blast radius.

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RPG-16 58mm with PGO-7 scope
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The cartoonish Rocket Launcher from Team Fortress 2.
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A Blue Engineer after being insta-gibbed with the Rocket Launcher.

M202 FLASH

A single-barreled version of the M202 FLASH rocket launcher, without the scope, was added as a new soldier unlock called "The Black Box". Restores health on hit, holds 3 rockets.

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M202A1 FLASH - 66mm

Multi-Barrel Miniguns

The Heavy uses 2 hand-held miniguns, the looks of which are based off of M134 miniguns. Both are given female Russian names and have Dillon Aero flash suppressors. The first, Sasha, is black with a white magazine and internal feed; the second, Natasha, is black, with a black magazine and a belt running from the mag to the chamber. The Heavy claims that Sasha weighs 150kg and fires at 10,000 RPM, but in the game she only spits out 2,400 RPM. Note that for every 1 unit of ammo, the weapon actually fires 4 shots (giving it 2,400 RPM). Both miniguns hold a maximum of 200 rounds.

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Handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgement Day.
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Sasha, a minigun.
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Natasha, a minigun.

The level 2 and 3 Sentry guns have double Miniguns.

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General Electric M134 - 7.62x51mm
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BLU Level 2 sentry gun.

1861 Gatling Gun

Called "The Brass Beast", an another unlockable primary weapon for the Heavy, this antique gun made of brass is more powerful than the regular minigun, but it makes the Heavy move slower and has a slower deployment time. It appears to be fitted with a Broadwell Drum, albeit modified with an ammo chain rather than gravity-feeding the gun and it appears to be electric-powered instead of hand-cranked.

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An 1865 Gatling Gun - .45-70
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"The Brass Beast"

Orion Flare Gun

The "Flare Gun" Is an unlockable for the Pyro, this flare gun is not like an ordinary flare gun; if shot at a target it sets it on fire in one shot. The flare gun appears to be an unrealistically big version of a flare gun with a longer barrel. The weapon has an overall safety orange or blue coloration, depending on what team the player is on.

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Orion Flare Gun 12 Gauge
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"The Flare Gun"

Grenade Launcher

The primary weapon of the Demoman is a grenade launcher that appears to be an amalgamation of several grenade launcher designs. In particular, it has the rotary magazine and break-open reloading of a Milkor MGL along with the stock, handguard, and front leaf sight of an M79 grenade launcher. The grenades fired by the launcher are the same color as the team the Demoman firing them is on and will detonate after a few seconds' delay or on impact with an enemy, whichever happens first. 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.

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Milkor MGL, 40mm
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M79 grenade launcher - 40mm
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The Demoman's grenade launcher in Team Fortress 2

M79 Grenade Launcher

An unlockable primary weapon for the Demoman is a weapon that resembles a double-barreled M79 grenade launcher, known in-game as the "Loch and Load". The barrels are arranged in an over/under configuration as opposed to the side by side arrangement of the barrels on the Scout's shotguns.

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M79 grenade launcher - 40mm

Model 24 Stielhandgranate

The Model 24 Stielhandgranate appears in the game as an unlockable melee weapon for the Demoman, called the "Ullapool Caber" in-game. The name is a reference to the caber toss; a traditional Scottish sport of hurling massive logs. The weapon is used more as a makeshift club to bludgeon enemies instead of being thrown at them to explode.

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Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade


Mk 2 Hand Grenade

The Soldier can be seen with what appear to be two Mk 2 hand grenades strapped to his chest. In the 'Meet the Soldier' promotional video he can be seen smacking them together. He only uses it as part of his "kamakaze" taunt; wherein he pulls the pin and then holds the grenade, killing himself and any enemy within a six foot radius of him. The grenades appear to have an overall black coloration with an orange band around the body.

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Mk 2 High-Explosive Fragmentation Hand Grenade