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| __NOTOC__ | | __NOTOC__ |
− | {| class="wikitable"
| + | {{User:General Cap/Table Of Contents: Header}} |
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− | | '''Demoman''':
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− | | [[#Demomanhats|Hats]] {{md}} [[#Demomanmisc|Miscellaneous items]] {{md}} [[#Demomanprimary|Primary Weapons]] {{md}} [[#Demomansecondary|Secondary Weapons]] {{md}} [[#Demomanmelee|Melee Weapons]]
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− | | '''Heavy''':
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− | | [[#Heavyhats|Hats]] {{md}} [[#Heavymisc|Miscellaneous items]] {{md}} [[#Heavyprimary|Primary Weapons]] {{md}} [[#Heavysecondary|Secondary Weapons]] {{md}} [[#Heavymelee|Melee Weapons]]
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− | | '''Engineer''':
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− | | [[#Engineerhats|Hats]] {{md}} [[#Engineermisc|Miscellaneous items]] {{md}} [[#Engineerprimary|Primary Weapons]] {{md}} [[#Engineersecondary|Secondary Weapons]] {{md}} [[#Engineermelee|Melee Weapons]] {{md}} [[#Engineerpda|PDA Weapons]]
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− | |}
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| ==Demoman Hats{{anchor|Demomanhats}}== | | ==Demoman Hats{{anchor|Demomanhats}}== |
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| ==Engineer Melee Weapons{{anchor|Engineermelee}}== | | ==Engineer Melee Weapons{{anchor|Engineermelee}}== |
| {{Class weapons table engineer melee}} | | {{Class weapons table engineer melee}} |
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− | '''PART ONE: SCOUT, SOLDIER, PYRO'''
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− | http://wiki.teamfortress.com/wiki/User:General_Cap/Table_Of_Contents:_Part_One
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− | '''PART THREE: SNIPER, MEDIC, SPY'''
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− | http://wiki.teamfortress.com/wiki/User:General_Cap/Table_Of_Contents:_Part_Three
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Demoman Hats
Demoman Miscellaneous
Demoman Primary Weapons
Primary
Demoman Secondary Weapons
Secondary
 Stock Stickybomb Launcher
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8
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24
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Base: 103—138
Crit: 353
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Can lay up to 8 stickybombs at once.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
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 Unlock Chargin' Targe
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N/A
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N/A
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Full charge: 50 + 5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+50% resistance to fire damage.
+30% resistance to explosive damage.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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 Unlock Scottish Resistance
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8
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36
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Base: 103—138
Crit: 353
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs under the crosshair, and directly under your feet, explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Can destroy enemy stickies.
+6 more stickybombs out at once (max is 14).
+50% more ammo carried (max is 36).
+25% faster firing speed.
Stickybombs have 0.8 second longer priming time.
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 Craft Sticky Jumper
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N/A
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8
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72
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Base: 0
Crit: 0
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
+200% max secondary ammo.(max is 72)
No self inflicted blast damage taken.
-100% damage penalty.
Unable to carry the intelligence and the PASS Time JACK.
-6 stickybombs out.(max is 2)
No random critical hits (purely cosmetic, as they don't inflict any damage either).
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 Craft Splendid Screen
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N/A
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N/A
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Full charge: 85 + 8.5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+20% resistance to fire damage.
+20% resistance to explosive damage.
+70% more charge impact damage.
+50% charge recharge rate.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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 Craft Tide Turner
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N/A
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N/A
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Full charge: 50 + 5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+15% resistance to fire damage.
+15% resistance to explosive damage.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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 Craft Quickiebomb Launcher
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4
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24
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Base: 88-117/109-147
Crit: 300/375
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Can lay up to 8 stickybombs at a time.
Able to destroy enemy stickybombs.
-0.2 sec faster bomb arm time.
Max charge time decreased by 70%.
Up to +35% damage based on charge.
-15% damage penalty.
-50% clip size.
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Demoman Melee Weapons
Melee
 Stock Bottle
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N/A
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N/A
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Base: 65
Crit: 195
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 Craft Scottish Handshake
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 Promotional Frying Pan
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 Craft Conscientious Objector
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 Promotional / Craft Freedom Staff
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 Drop Bat Outta Hell
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 Distributed Memory Maker
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 Promotional Ham Shank
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 Unlock Necro Smasher
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 Uncrate Crossing Guard
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 Promotional Prinny Machete
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 Distributed Saxxy
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Limited item from the Replay Update.
Killed enemies freeze into solid Australium statues (purely cosmetic feature).
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 Distributed Golden Frying Pan
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Limited item from the Two Cities Update.
Killed enemies freeze into solid Australium statues (purely cosmetic feature).
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 Unlock Eyelander
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N/A
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N/A
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Base: 65
Crit: 195
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Has 50% longer melee range.
Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (15) to a maximum of 4 times.
If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.
If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).
Upon death: heads, and their bonuses, reset.
75% slower deploy and holster time.
Lowers maximum health by 25 points.
No random Critical hits.
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 Craft Horseless Headless Horsemann's Headtaker
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 Craft Nessie's Nine Iron
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 Craft Pain Train
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N/A
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N/A
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Base: 65
Crit: 195
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Increases user's capture rate by 1 for points and carts.
Raises bullet vulnerability by 10%.
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 Craft Scotsman's Skullcutter
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N/A
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N/A
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Base: 78
Crit: 234
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Has 50% longer melee range.
Deals 20% more damage.
75% slower deploy and holster time.
Lowers speed by 15% when active.
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 Craft Claidheamh Mòr
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N/A
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N/A
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Base: 65
Crit: 195
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Has 50% longer melee range.
Melee kills refill 25% of your charge meter.
0.5 sec increase in charge duration.
75% slower deploy and holster time.
No random Critical hits.
+15% damage vulnerability while active.
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 Craft Ullapool Caber
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N/A
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N/A
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Base: 55 + 75
Crit: 165 + 225
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The initial hit against an enemy or a solid object triggers an explosion that damages the user, who will also be propelled in the air, and every enemy standing in the explosion radius.
Deals only melee damage if the head is destroyed.
20% attack speed penalty.
No random Critical hits.
100% slower switch-to speed.
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 Promotional / Craft Half-Zatoichi
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N/A
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N/A
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Base: 65
Crit: 195
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Has 50% longer melee range.
On kill: heals you 50% base health.
No random critical hits.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
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 Craft Persian Persuader
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N/A
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N/A
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Base: 65
Crit: 195
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Has 50% longer melee range.
Ammo can recharge charge.
On Hit: +20% charge refilled.
No random critical hits.
-80% max primary & secondary ammo.
Cannot refill ammo from ammo boxes unless charge meter is full.
75% slower deploy and holster time.
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Heavy Hats
Heavy Miscellaneous
Template:Heavy class hat table
Heavy Primary Weapons
Primary
Heavy Secondary Weapons
Secondary
 Stock Shotgun
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6
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32
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Base: 60
Crit: 180
[6 damage × 10 pellets]
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 Unlock Sandvich
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N/A
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1
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∞
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N/A
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With primary fire or taunt key, restores 300 health over about 4 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
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 Promotional Robo-Sandvich
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 Craft Dalokohs Bar
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N/A
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1
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∞
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N/A
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With primary fire or taunt key, restores 100 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
Raises maximum health by 50 points for 30 seconds.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
If used when player is at full health, grants 50 points of overheal.
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 Promotional Fishcake
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 Craft Buffalo Steak Sandvich
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N/A
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1
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∞
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N/A
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While under effect:
All damage dealt is Mini-Crits.
Grants 30% faster movement.
Player can only use melee weapons.
Damage taken is increased by 20%.
Effects last for 16 seconds.
With secondary fire, throws it for another player to restore 50% health.
When thrown and then picked up, restores recharge bar.
After use it must recharge (over about 25.7 seconds or with any health pickup when at full health) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
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 Craft Family Business
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8
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32
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Base: 51
Crit: 153
[5.1 damage × 10 pellets]
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+33% clip size.
+15% increased attack speed.
-15% damage done.
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 Craft Panic Attack
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6
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32
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Base: 72
Crit: 216
[4.8 damage × 15 pellets]
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+50% bullets per shot.
+50% faster weapon deploy time.
Fires a fixed shot pattern.
-20% damage penalty.
Successive shots become less accurate.
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 Contract Second Banana
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N/A
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1
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∞
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N/A
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With primary fire or taunt key, restores 200 health over about 4 seconds
With secondary fire, throws it for another player to restore 20.5% health.
When thrown and then picked up, restores recharge bar.
If injured, after use it must recharge (over about 10 seconds) to be used again.
If your health is full, collecting any health pickup will completely fill the recharge bar.
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Heavy Melee Weapons
Template:Class weapons table heavy melee
Engineer Hats
Template:Engineer class hat table
Template:Main
Template:Engineer class hat table
Template:Class weapons table engineer primary
Template:Class weapons table engineer secondary
Template:Class weapons table engineer melee