Difference between revisions of "User:Upgrade/Toolbox/1"
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− | == | + | ==Weapon function times== |
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{{Quotation|'''The Scout''' while frantically reloading his weapon|Yo, I need help cappin'!|sound=Scout_helpmecapture01.wav}} | {{Quotation|'''The Scout''' while frantically reloading his weapon|Yo, I need help cappin'!|sound=Scout_helpmecapture01.wav}} | ||
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+ | '''Weapon function times''' | ||
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+ | WEAPONS-Reloading-Cooldown-Melee Attack Interval | ||
+ | Gallery of shell casings + ammo | ||
'''Reloading''' occurs when the player has expended all [[ammo]] in the current weapon's clip. '''Cooldown''' refers to both the period needed to reduce inaccuracy when firing a [[hitscan]] weapon and the amount of time needed before the player is able to fire again. The player may choose to reload at any time (default {{Key|R}}). Reloading takes a minimum of 0.1 seconds that will remove one unit of ammo from the stored ammo and insert at least one shell into the weapons clip. Depending on the type of weapon, the max clip size may be fully filled during this sequence (such as the [[Pistol]]) or the sequence must by repeated to fully fill the weapon's clip (such as the [[Stickybomb launcher]]. Reloading cannot be performed without having reserve ammunition. Should the player expend all ammunition with a weapon, it will be automatically switched with another and will be unavailable for use until more ammo is obtained. Each class plays a distinct reloading animation. | '''Reloading''' occurs when the player has expended all [[ammo]] in the current weapon's clip. '''Cooldown''' refers to both the period needed to reduce inaccuracy when firing a [[hitscan]] weapon and the amount of time needed before the player is able to fire again. The player may choose to reload at any time (default {{Key|R}}). Reloading takes a minimum of 0.1 seconds that will remove one unit of ammo from the stored ammo and insert at least one shell into the weapons clip. Depending on the type of weapon, the max clip size may be fully filled during this sequence (such as the [[Pistol]]) or the sequence must by repeated to fully fill the weapon's clip (such as the [[Stickybomb launcher]]. Reloading cannot be performed without having reserve ammunition. Should the player expend all ammunition with a weapon, it will be automatically switched with another and will be unavailable for use until more ammo is obtained. Each class plays a distinct reloading animation. | ||
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Other weapons such as [[Bonk! Atomic Punch]] and [[Jarate]] do not use ammo, but have a cooldown bar. | Other weapons such as [[Bonk! Atomic Punch]] and [[Jarate]] do not use ammo, but have a cooldown bar. | ||
+ | Medi-gun refill/recharge etc. | ||
Melee weapons do not use ammo, but have a cooldown period of 0.1 seconds before the player is able to swing again. If the player is out of ammo for all weapons, the game will default to this weapon and the player is unable to change weapons until more ammo is acquired. | Melee weapons do not use ammo, but have a cooldown period of 0.1 seconds before the player is able to swing again. If the player is out of ammo for all weapons, the game will default to this weapon and the player is unable to change weapons until more ammo is acquired. |
Latest revision as of 21:40, 30 November 2012
Contents
Weapon function times
“ | Yo, I need help cappin'!
Click to listen
— The Scout while frantically reloading his weapon
|
” |
Weapon function times
WEAPONS-Reloading-Cooldown-Melee Attack Interval Gallery of shell casings + ammo
Reloading occurs when the player has expended all ammo in the current weapon's clip. Cooldown refers to both the period needed to reduce inaccuracy when firing a hitscan weapon and the amount of time needed before the player is able to fire again. The player may choose to reload at any time (default R). Reloading takes a minimum of 0.1 seconds that will remove one unit of ammo from the stored ammo and insert at least one shell into the weapons clip. Depending on the type of weapon, the max clip size may be fully filled during this sequence (such as the Pistol) or the sequence must by repeated to fully fill the weapon's clip (such as the Stickybomb launcher. Reloading cannot be performed without having reserve ammunition. Should the player expend all ammunition with a weapon, it will be automatically switched with another and will be unavailable for use until more ammo is obtained. Each class plays a distinct reloading animation.
The Flamethrowers and the Miniguns do not reload. Instead they can continuously fire their ammo without pausing until it is expended.
Other weapons such as Bonk! Atomic Punch and Jarate do not use ammo, but have a cooldown bar. Medi-gun refill/recharge etc.
Melee weapons do not use ammo, but have a cooldown period of 0.1 seconds before the player is able to swing again. If the player is out of ammo for all weapons, the game will default to this weapon and the player is unable to change weapons until more ammo is acquired.
Like most FPS games, the player does not lose the excess ammo remaining in the clip if they choose to reload early. However, Team Fortress 2 does not have specific voice responses regarding reloading.
Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
Weapon | Kill icon | Ammo loaded |
Ammo carried |
Damage range | Reload time | Cooldown (time between shots) | Notes/Special abilities |
---|---|---|---|---|---|---|---|
Stock Revolver |
6 | 24 | Base: 40
Crit: 120 |
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Promotional Big Kill |
|||||||
Unlock Ambassador |
6 | 24 | Base: 34
Crit: 102 |
Crits on accurate headshot. Accuracy decreases after initial shot. Has a short cooldown during which it never crits. -15% damage penalty. Has 20% slower firing speed. No random critical hits. | |||
Craft L'Etranger |
6 | 24 | Base: 32
Crit: 96 |
On hit adds 15% charge to cloak. -20% damage penalty. | |||
Craft Enforcer |
6 | 24 | Base: 48
Crit: 144 |
+20% damage bonus. Cloaking takes 0.5 seconds longer to fully activate. | |||
Promotional / Craft Diamondback |
6 | 24 | Base: 34
Crit: 102 |
Earns 1 crit shot for each building destroyed with a Sapper attached. -15% damage penalty. No random critical hits. |