Difference between revisions of "User:GrampaSwood/Progress/nl"

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[[File:Team Fortress 2 Group Photo.jpg|thumb|400px|right|De officiële groepfoto van Valve, van links naar rechts: [[Pyro/nl|Pyro]], [[Engineer/nl|Engineer]], [[Spy/nl|Spy]], [[Heavy/nl|Heavy]], [[Sniper/nl|Sniper]], [[Scout/nl|Scout]], [[Soldier/nl|Soldier]], [[Demoman/nl|Demoman]]en de [[Medic/nl|Medic]]]]
 
 
{{Quotation|'''De Heavy'''|Ben je gevaarlijk zoals Heavy, of watje zoals Scout?|sound=Are_you_dangerous_like_heavy,_or_coward_like_scout.wav|en-sound=yes}}
 
 
Er zijn negen officiële '''klassen''' die kunnen worden gespeeld in ''[[Team Fortress 2/nl|Team Fortress 2]]'':<br />
 
 
<p style="font-size: 115%;">'''Officiële klassen'''</p>
 
* {{Class link|Scout}}
 
 
* {{Class link|Soldier}}
 
 
* {{Class link|Pyro}}
 
 
* {{Class link|Demoman}}
 
 
* {{Class link|Heavy}}
 
 
* {{Class link|Engineer}}
 
 
* {{Class link|Medic}}
 
 
* {{Class link|Sniper}}
 
 
* {{Class link|Spy}}
 
 
__TOC__
 
==Klasserollen==
 
Alle negen klassen worden gegroepeerd in drie specifieke vechttypen: aanvallend, verdedigend en ondersteunend, maar ze kunnen allemaal worden gespeeld buiten hun toegewezen rol gebasseerd op de speler's [[Team strategy/nl|strategiekeuze]].
 
 
===Aanvallend {{Icon class|class=scout|link=Scout/nl}} {{Icon class|class=soldier|link=Soldier/nl}} {{Icon class|class=pyro|link=Pyro/nl}}===
 
[[File:Tf2_offense.png|border|150px|right]]
 
 
Aanvallende klassen ([[Scout/nl|Scout]], [[Soldier/nl|Soldier]] en [[Pyro/nl|Pyro]]) zijn de aanvallende kracht van een [[team/nl|team]]. Of het nou een [[Control point (objective)/nl|controlepost]] aanvallen is of de [[Capture the Flag/nl#Intelligence|intelligentie]] pakken, deze klassen hebben de focus op mobiliteit. Scouts hebben de mogelijkheid om controleposten twee keer zo snel te veroveren als andere klassen en kunnen er sneller naar toe komen met zijn [[Classes/nl#Class speed comparison|snelheid]] en [[Jumping/nl#Double jump|dubbele sprongen]]. Soldiers kunnen veel schade doen met hun {{item link|Rocket Launcher}}s en kunnen uit alle kanten komen door te [[Jumping/nl#Basic rocket jump|raketspringen]]. Pyros kunnen chaos veroorzaken met zijn [[fire/nl|vuur]] in vijandelijk gebied met een goed getimede hinderlaag. De Pyro kan ook teamgenoten [[Compression blast/nl|blussen]] en heeft de hoogste snelheid/gezondheid ratio van alle klassen (exclusief buffs en voorwerpen).
 
 
{{anchor|Defensive classes}}
 
 
=== Verdedigend {{Icon class|class=demoman|link=Demoman/nl}} {{Icon class|class=heavy|link=Heavy/nl}} {{Icon class|class=engineer|link=Engineer/nl}}===
 
[[File:Tf2_defense.png|border|150px|right]]
 
 
Verdedigende klassen ([[Demoman/nl|Demoman]], [[Heavy/nl|Heavy]] en [[Engineer/nl|Engineer]]) zijn er om vijandelijke toegang tot de belangrijkste delen van een [[map/nl|map]] tegen te houden. De verdedigende klassen hebben de meeste vuurkracht. Demommannen kunnen gebieden beschermen met hun [[Stickybomb Launcher/nl|kleefbommen]] die ze kunnen ontsteken wanneer vijanden dichtbij komen. Heavy's zijn goed om veel vijanden [[Minigun/nl|neer te maaien]] en terug te forceren. Heavy's kunnen ook vijanden in het gebied houden terwijl ze [[Natascha/nl|vertraagt]] worden. Engineers kunnen [[Sentry Gun/nl|Sentry's]] bouwen voor een effectieve verdediging over een heel gebied, maar ook [[Teleporter/nl|Teleporters]] en [[Dispenser/nl|Dispensers]] voor ondersteuning voor het hele team.
 
 
{{anchor|Support classes}}
 
 
=== Ondersteuning{{Icon class|class=medic|link=Medic/nl}} {{Icon class|class=sniper|link=Sniper/nl}} {{Icon class|class=spy|link=Spy/nl}}===
 
[[File:Tf2_support.png|border|150px|right]]
 
 
Support classes ([[Medic]], [[Sniper]], and [[Spy]]) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of [[healing]] for teammates, capable of [[Healing#Overheal|overheal]]ing them to 150% of their maximum [[health]], and can provide a range of buffs such as [[Ubercharge|invincibility]], [[Kritzkrieg|100% critical hit rate]], [[Quick-Fix|300% healing rate as well as immunity to movement impairing effects]], or [[Vaccinator|75% resistance to bullets, explosions, or fire]]. Snipers can [[Headshot|eliminate key targets]] from a distance and use [[Jarate]] to extinguish teammates on fire and increase the [[damage]] dealt to the enemy. Spies can [[Disguise|infiltrate]] enemy lines [[Cloak|undetected]], [[Sapper|disable]] and [[Red-Tape Recorder|deconstruct buildings]], and [[Backstab|assassinate]] critical menaces.
 
 
==Health points==
 
 
=== Class health points comparison ===
 
[[File:Allclassportrait.png|thumb|130px|right|The "All class" portrait, featuring one of each class type.]]
 
{{Class health pack and overheal table|overheal}}
 
{{clr}}
 
 
A Medic with the [[Medi Gun]], [[Kritzkrieg]], or [[Vaccinator]] may overheal a teammate to 150% of their normal health maximum. The [[Quick-Fix]] can overheal up to only 125% of a teammate's health, but can still maintain fully overhealed health created by the Medi Gun, Vaccinator, or Kritzkrieg. If hurt, a player can refill their health through a [[health|number of ways]].
 
 
==Speed==
 
[[File:Escape Plan Speed.png|thumb|Escape Plan speed values vs. health]]
 
 
Speed is measured in-game using the command <code>cl_showpos 1</code>, measuring in velocity units (v.) The standard movement speed is 100% (that of the Engineer, Pyro, and Sniper). Note that forward speed is obtained by pressing the forward, left, or right keys, the backward speed is obtained by pressing the backward key, while [[crouching]] speed is found by pressing the crouch button. Backward speed is generally calculated by {{#expr:100*{{Metrics/Speed factor|back}}round0}}% of the class's forward speed, while [[crouching]] is at {{#expr:100*{{Metrics/Speed factor|crouch}}round0}}%. Forward and backward speeds are the same when crouching or charging/zooming as a Sniper. During [[Match outcomes#Humiliation|humiliation]], all classes on the winning team will move 10% faster and all on the losing team will move 10% slower.
 
 
All normal forward speeds are capped at {{#expr:{{Metrics/Speed cap}}round2}}v or {{Math/Relative_speed|{{Metrics/Speed cap}}}}%; backwards-capped at {{#expr:{{Metrics/Speed cap|back}}round2}}v or {{Math/Relative_speed|{{Metrics/Speed cap|back}}}}%; crouched at {{#expr:{{Metrics/Speed cap|crouch}}round2}}v, or {{Math/Relative_speed|{{Metrics/Speed cap|crouch}}}}%; swimming at {{#expr:{{Metrics/Speed cap|swim}}round2}}v, or {{Math/Relative_speed|{{Metrics/Speed cap|swim}}}}%.
 
 
For Spies, [[disguise|disguising]] as a slower class (Soldier, Pyro, Engineer, Sniper, Demoman, or Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as, e.g. the Spy disguised as the Heavy will move to the speed of Heavy, and remain at that speed unless he breaks disguise or [[cloaks]]. Disguising as a faster class (Scout), however, will not make the Spy move faster and he will continue to move at 107% speed (Spy`s default speed). Disguising as a player wielding a weapon that increases move speed (eg [[Powerjack]] or [[Overdose]]) will show the disguised Spy as carrying the weapon, but will not actually increase speed.
 
 
A Demoman wielding the [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], or [[Nessie's Nine Iron]] will gain approximately {{#expr:(1-{{Metrics/Speed|C=demoman}}/{{Metrics/Speed|C=demoman|M=haunted|H=1}})*100round0}}% of his base speed with every kill or "head" taken with it. While charging with the [[Chargin' Targe]] or [[Splendid Screen]] equipped, he moves at {{Math/Relative_speed|{{Metrics/Speed|C=demoman|S=shield}}}}% of the standard movement speed. The Soldier's speed while wielding the [[Escape Plan]] increases by 10% with every loss of 40 health below 200.
 
 
A Soldier who has activated the effects of the [[Concheror]] nearby their teammate, or has hit a teammate within the last 4 seconds with the [[Disciplinary Action]], will allow the teammate and the Soldier himself to move up to 140% of the speed they normally would.
 
 
A Medic who has any secondary weapon equipped will be able to match the speed of any faster-moving teammate while they are connected by the healing beam.
 
 
=== Class speed comparison ===
 
{{Class speed table}}
 
 
== Size ==
 
[[File:Heightchart.jpg|thumb|right|A height chart for all the classes.]]
 
 
All classes have varying height, with the Engineer being the shortest and the Heavy being the tallest of the classes for the purposes of tracing [[Hitscan]] weapons. Classes also have various builds and general body sizes; each class has their own individual set of shaped hitboxes used for bullet-based attacks.
 
 
However, for the purposes of collisions with objects, players, melee attacks, and projectiles, all classes are considered to be the same width and height. This also means that no class has an advantage or disadvantage when it comes to navigating corners or tight spaces.
 
 
== Update history ==
 
'''{{patch name|5|21|2008}}'''
 
* Improved prediction of [[Spy]]'s speed changes when [[disguise|disguising]].
 
 
'''{{patch name|1|6|2011|beta}}'''
 
* Player [[health]] increased 100%.
 
 
'''{{patch name|1|13|2011|beta}}'''
 
*Player health increased 25%. (over normal – not the previous 100% increase)
 
 
'''{{patch name|2|11|2011|beta}}'''
 
* Restored player health to normal values.
 
 
'''{{patch name|6|27|2012}}''' ([[Pyromania Update]])
 
* {{Undocumented}} Increased the running speed cap from 450HU/s to 520HU/s.
 
 
'''{{patch name|7|7|2016}}''' ([[Meet Your Match Update]])
 
* Spy max speed increased to 320 (from 300).
 
 
{{Class Nav}}
 
 
[[Category:Classes/nl]]
 
<!-- End classes -->
 
 
{{Quotation|'''De Heavy''' |Laat ons vechten: Man tegen kleine baby man.|sound=Heavy meleedare13.wav|en-sound=yes}}
 
[[File:Heavytaunt1.PNG|320px|right]]
 
De [[Heavy/nl|Heavy]] is de sterkste, maar langzaamste klasse in het spel. Zijn grote vuurkracht en hoge gezondheid zullen bijna altijd verzekeren dat hij aan het front gevonden zal worden als aanvaller, waar zijn {{item link|Minigun}} overheerst op korte afstand. De Heavy is net een muur waar zijn teamgenoten zich achter kunnen verbergen en wordt vaak als een [[Medic buddy/nl|Medic buddy]] aangewezen. Maar zijn grootte en langzame snelheid maken hem een makkelijk doelwit, vooral voor vijandelijke [[Sniper/nl|Snipers]] en [[Spy/nl|Spy's]]. Zijn luidheid maakt hem niet al te best voor hinderlagen. Een goede Heavy zal samen met zijn team werken om doelen te behalen. 
 
 
== Primaire wapens==
 
==={{item link|Minigun}} + [[reskins/nl|alternatieve varianten]]===
 
{{icon item|Minigun|100px}} {{icon item|Iron Curtain|100px}} {{icon item|Festive Minigun|100px|link=Festive weapons/nl}} {{icon item|Silver Botkiller Minigun|100px|link=Botkiller weapons/nl}} {{icon item|Australium Minigun|100px|link=Australium weapons/nl}}
 
 
De Minigun is als een snelle Shotgun; hij verscheurt iedereen op korte afstand, maar de grote verspreiding van de kogels zorgt ervoor dat de schade enorm afneemt over afstanden. Hoewel de Minigun een heleboel vuurkracht bezit, heeft het een normale opwarmtijd, opwarmen zorgt ervoor dat je snelheid hevig wordt verminderd. Het is beter om het altijd als actief wapen te hebben of simpelweg een ander wapen te gebruiken wanneer je tussen gebieden verplaatst. Je kan het wapen in de lucht opwarmen, waardoor je vijanden kan verrassen als je om een hoek springt.
 
 
==={{item link|Natascha}}===
 
{{icon item|Natascha|100px}}
 
 
De kogels van Natascha hebben een uniek [[slowdown/nl|vertraageffect]] dat vijanden dwingt om te stoppen en tegen je te vechten. Als je wapen is opgewarmd is, dan vermindert het de inkomende schade met 20% als je minder dan 50% gezondheid hebt, wat je plaatst in de rol van een aandachtgrijpende tank. Hoewel de {{item name|Natascha}} nog steeds veel schade op korte afstand doet, doet het 25% minder schade en het heeft een 30% langere opwarmtijd. Hierdoor hebben vijanden genoeg tijd om te reageren. Door deze factoren is je aanvalskracht op klassen zoals de [[Soldier/nl|Soldier]] of de [[Demoman/nl|Demoman]] enorm verminderd. Een vijandelijke Heavy met een andere Minigun is dan een groter gevaar.
 
 
==={{item link|Brass Beast}}===
 
{{icon item|Brass Beast|100px}}
 
 
Het {{item name|Brass Beast}} doet de meeste schade per seconden in het spel, maar warmt 50% langzamer op en je loopt met een slakkengang. Om effectief te spelen moet je rekening houden met de opwarmtijd anders ben je erg kwetsbaar van elke kant. Wanneer het wapen opgewarmd is krijg je een 20% weerstand tegen alle schade als je minder dan 50% van je gezondheid hebt. Het {{item name|Brass Beast}} is hierom goed voor verdedigen en wanneer je weinig hoeft te bewegen. Wees voorzichtig om jezelf niet bloot te stellen, omdat je langzaam bent waardoor je een makkelijk doelwit bent voor Snipers en Spy's.
 
 
==={{item link|Tomislav}} + reskins===
 
{{icon item|Tomislav|100px}} {{icon item|Australium Tomislav|100px|link=Australium weapons}}
 
 
De {{item name|Tomislav}} heeft een snellere opwarmtijd en is helemaal stil tijdens het opwarmen. Het geluid van je Minigun is een teken voor een vijand om weg te blijven, de {{item name|Tomislav}}'s stille opwarming en nauwkeurigere kogels maken het een goede keuze om vijanden te verrassen of jezelf te verbergen wanneer je een gebied beschermt. De {{item name|Tomislav}} schiet wel 20% langzamer, waardoor het minder schade doet in lange gevechten, zelfs met de kortere opwarmtijd. Verras je vijanden om ervoor te zorgen dat de lagere vuursnelheid niet uitmaakt.
 
 
==={{item link|Huo-Long Heater}}===
 
{{icon item|Huo-Long Heater|100px}}
 
 
Wanneer de {{item name|Huo-Long Heater}} is opgewarmt gebruikt het 4 munitie per seconden om een vuurring om je heen te maken. In het begin is de {{item name|Huo-Long Heater}} zwakker dan de standaard {{item name|Minigun}}, maar doet meer schade tegen vijanden die in de brand staan. De vuurring schrikt vijanden af zodat ze niet te dicht bij komen, hierdoor is het een goede keuze als je ergens staat waar vijanden ook moeten staan zoals een controlepost. Als een vijanden liever wegrennen, dan is munitie een probleem. Probeer bij munitiedozen te spelen om dit probleem tegen te gaan. Vertrouw niet te veel op je vuurring, want vijanden hebben genoeg tijd om er overheen te springen of dichtbij te komen tussen twee ringen door.
 
 
== Secundaire wapens ==
 
==={{item link|Shotgun}} + Alternatieve varianten===
 
{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons/nl}}
 
 
Desondanks dat het een secundaire wapen is en slapper dan de {{item name|Minigun}} is kan het alsnog veel schade doen. Het geeft je een optie om beweeglijk te blijven en alsnog redelijk veel schade te kunnen doen. Gebruik het wanneer je tussen gebieden loopt of wanneer het onhandig is om te vertragen.
 
 
==={{item link|Sandvich}} + Alternatieve varianten===
 
{{icon item|Sandvich|100px}} {{icon item|Robo-Sandvich|100px}} {{icon item|Festive Sandvich|100px|link=Festive weapons}}
 
 
Met de {{item name|Sandvich}} kan je een beweeglijke schadebron vervangen met de mogelijkheid om je volledig te genezen. De {{item name|Sandvich}} duurt vier lange en loude seconden om op te eten, zorg ervoor dat je ergens veilig je lunch opeet. De alternatieve vuurknop gooit de {{item name|Sandvich}} op de grond, waardoor je vriendelijke en vijandelijke spelers kan genezen. Dit is vooral handig voor vriendelijke Medics waarmee je samenwerkt. Door een medikit op te pakken wordt de {{item name|Sandvich}} onmiddelijk herladen, hierdoor kan je een kleine medikit effectiever maken door de {{item name|Sandvich}} ermee op te laden, wat een middelgrote medikit wordt wanneer op de grond gegooit.
 
 
===[[Dalokohs Bar]] + [[reskins]]===
 
{{icon item|Dalokohs Bar|100px}} {{icon item|Fishcake|100px}}
 
 
The Dalokohs Bar heals you for 100 HP and can be repeatedly eaten to heal minor wounds. Additionally, it temporarily increases your maximum health by 50. However, it cannot heal you as quickly as the [[Sandvich]] and only heals for a small health pack if dropped for allies. The Dalokohs Bar can be beneficial if your team lacks a Medic but does have a constant source of healing from either a [[Dispenser]] or [[medkit]]s.
 
 
===[[Buffalo Steak Sandvich]]===
 
{{icon item|Buffalo Steak Sandvich|100px}}
 
 
Consuming the Buffalo Steak Sandvich does not heal you, but instead gives a special buff that temporarily locks you to your melee weapon while granting increased movement speed, guaranteed mini-crits, and increased damage vulnerability. If you seldom use your melee weapons, it is best used to move towards the frontlines quickly while your teammates keep you safe; consider using it alongside the [[Fists of Steel]] to mitigate the increased damage from ranged attacks. If you prefer to use the buff to improve your melee combat, use the increased movement speed to avoid attacks and overpower opponents with mini-crits. Like the Sandvich, it can be thrown onto the ground to heal injured teammates.
 
 
===[[Family Business]]===
 
{{icon item|Family Business|100px}}
 
 
The Family Business is a faster, weaker Shotgun with a larger magazine size. While the Shotgun deals more immediate damage, the Family Business deals more overall damage if all shots hit, making it more viable for prolonged combat. It can also be used to pester opponents at a distance due to its high fire rate. Do note that due to the gun's magazine size, it takes a significant amount of time to fully reload.
 
 
===[[Panic Attack]]===
 
{{icon item|Panic Attack|100px}}
 
 
The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots if you are caught off guard. However, the Panic Attack's pellet spread widely increases as you fire consecutively; you want to make the first few shots count.
 
 
===[[Second Banana]]===
 
{{icon item|Second Banana|100px}}
 
 
The Second Banana heals 100 less health than the Sandvich per taunt. Similar to the Dalokohs Bar, the Second Banana will only drop as a small health pack. It does, however, take nearly a third of the time it would take for a Sandvich to recharge (11 seconds compared to 30 seconds), meaning that it can heal 600 health in around the same time that the Sandvich would heal 300.
 
 
== Melee weapons ==
 
 
===[[Fists]] + [[reskins]]===
 
{{icon item|Fists|100px}}  {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Apoco-Fists|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat_Outta_Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}}
 
 
If an enemy takes you by surprise at close range, it may still be worth it to just spin up your Minigun instead of switching to your Fists; you are slow and will probably be unable to get within melee range of your foe. Still, your large health pool does give you an advantage in a melee fight against single opponents.
 
 
===[[Killing Gloves of Boxing]]===
 
{{icon item|Killing Gloves of Boxing|100px}}
 
 
Obtaining a kill with the Killing Gloves of Boxing will grant guaranteed critical hits for five seconds. You're as slow as ever, so use this weapon when you have the enemy in a corner and can easily land your punches. Once you've obtained the critical hit boost, pick a weapon to rampage with. Switching to and revving the Minigun gives you only three seconds to shred nearby foes. You could also switch to the [[Shotgun]] or just continue swinging to use the boost for as long as possible. The [[Tomislav]] has a faster spin-up time and works well with this weapon.
 
 
===[[Gloves of Running Urgently]] + [[reskins]]===
 
{{icon item|Gloves of Running Urgently|100px}} {{icon item|Festive Gloves of Running Urgently|100px|link=Festive weapons}} {{icon item|Bread Bite|100px}}
 
 
Because you rarely engage in melee combat, you can use the Gloves of Running Urgently solely for its speed boost. The Gloves of Running Urgently drain your maximum health while active, reducing both your current health and overheal. Drained health recovers when the weapon is not equipped. The Gloves take 50% longer to holster, so give yourself some time to recover before entering combat. This makes the speed boost useful for traversing the map or retreating, but not for rushing to an active firefight.
 
 
=== [[Fists of Steel]] ===
 
{{icon item|Fists of Steel|100px}}
 
 
The Fists of Steel make you very difficult to kill with ranged weaponry, but causes you to receive double damage from melee attacks. They are particularly useful when you need to cross through open areas or retreat from a firefight. You can also deploy them as you approach opponents while being protected by the weapon's ranged resistance. It takes significantly longer to switch away from the Fists of Steel, so preemptively switch to your Minigun if an enemy decides to attack you with his melee weapon; it's very possible for you to be killed before the Fists can be holstered.
 
 
===[[Warrior's Spirit]]===
 
{{icon item|Warrior's Spirit|100px}}
 
 
The Warrior's Spirit causes you to deal and receive 30% more damage, allowing you to defeat certain enemies in two punches rather than three. This can also affect you; for example, you now can be killed in four melee attacks, rather than five. The 50 health restored on kill compensates for the increased damage taken, provided you win. You can use the Warrior's Spirit alongside the [[Buffalo Steak Sandvich]] to further amplify damage dealt and taken for a risky, mobile melee playstyle.
 
 
===[[Eviction Notice]]===
 
{{icon item|Eviction Notice|100px}}
 
 
The Eviction Notice swings twice as fast as the Fists, but deals 60% less damage. It also grants 15% movement speed and an additional speed boost on hit. However, your maximum health drains by -5 per second (to a minimum of 100) while this weapon is active. The increased attack speed does not fully make up for the reduced damage or the health drain, but the ability to actually keep up with an enemy in melee combat might allow you to outlast them. Outside of combat, the Eviction Notice can be used as a lower-risk version of the [[Gloves of Running Urgently]], granting lower movement speed and draining less maximum health.
 
 
===[[Holiday Punch]]===
 
{{icon item|Holiday Punch|100px}}
 
 
When using the Holiday Punch, critical hits or attacks from behind deal no damage but force opponents to laugh in place. Like the default [[Fists]], the Holiday Punch is inefficient in standard combat due to your slow movement speed. If you do, however, catch a foe off-guard and force him to laugh, you can finish him off with almost any method of your choosing, including the [[Showdown]] taunt kill. Characters cannot be forced into animations unless they are grounded, so use a different weapon against a foe who insists on staying in the air or swimming in water. It is possible to sneak up and cripple an [[ÜberCharge]]d enemy.
 
 
{{Class strategy}}
 
{{Heavy Nav}}
 
[[Category:Strategy/nl]]
 
[[Category:Heavy/nl]]
 
 
<!-- End Heavy strategy -->
 
 
[[File:Leaderboard class soldier.png|right|The Soldier]]
 
[[File:Leaderboard class soldier.png|right|The Soldier]]
 
'''Taunts''' are character-specific animations that can be manually triggered in-game. The [[Soldier]] has several taunts, all of which are listed below with applicable voicelines and a description of the animation. This does not include [[Soldier responses|voice responses]] or [[Soldier voice commands|voice commands]].
 
'''Taunts''' are character-specific animations that can be manually triggered in-game. The [[Soldier]] has several taunts, all of which are listed below with applicable voicelines and a description of the animation. This does not include [[Soldier responses|voice responses]] or [[Soldier voice commands|voice commands]].
Line 285: Line 70:
 
| weapon-1 = Equalizer
 
| weapon-1 = Equalizer
 
| weapon-2 = Escape Plan
 
| weapon-2 = Escape Plan
| special = kamikaze
+
| special = Grenade
 
| special2 = hhg
 
| special2 = hhg
| description = {{hatnote|Main article: [[Kamikaze]]}}
+
| description = {{hatnote|Main article: [[Grenade (taunt)]]}}
 
The Soldier tosses away his weapon, cracks his knuckles and says [[Media:Soldier PickAxeTaunt04.wav|"C'mere, cupcake"]], takes a grenade off of his belt, sets it, thrusts his fist in the air and explodes, gibbing himself and any nearby enemies as well as destroying any nearby [[buildings]].
 
The Soldier tosses away his weapon, cracks his knuckles and says [[Media:Soldier PickAxeTaunt04.wav|"C'mere, cupcake"]], takes a grenade off of his belt, sets it, thrusts his fist in the air and explodes, gibbing himself and any nearby enemies as well as destroying any nearby [[buildings]].
  
Line 685: Line 470:
 
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
 
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
 
* Added Director's Vision taunt.
 
* Added Director's Vision taunt.
* {{Undocumented}} Added voice response for the Kamikaze taunt.
+
* {{Undocumented}} Added voice response for the Grenade taunt.
  
 
'''{{Patch name|6|8|2011}}'''
 
'''{{Patch name|6|8|2011}}'''
Line 756: Line 541:
  
 
{{Soldier Nav|coluncolstate=collapsed}}
 
{{Soldier Nav|coluncolstate=collapsed}}
 +
 +
----
 +
<!-- end soldier -->
 +
{{DISPLAYTITLE:Voorwerpen aanpassen}}
 +
{{main|Main menu/nl|l1=Hoofdmenu}}
 +
 +
[[File:Manage Items Menu.png|right|thumb|350px|Het voorwerpaanpasmenu]]
 +
 +
Het '''voorwerpaanpasmenu''' is een onderdeel van het [[main menu/nl|hoodfmenu]] in ''Team Fortress 2'' dat toegang geeft tot de [[#Uitrustings- en Bespottingsvakken|uitrusting-]], [[backpack/nl|rugzak-]], [[crafting/nl|ontwerp-]], [[Mann Co. Catalog/nl|Mann Co.-catalogus-]], [[trading/nl|ruil-]] en [[War Paint/nl|Oorlogsverfs]]sub-menus. Het statistiekenmenu geeft ook een aantal van de speler's persoonlijke statistieken weer. Het rugzakmenu kan direct via de "rugzak"-knop worden weergegeven, maar kan ook direct worden open gemaakt door op {{key|M}} te klikken (of door de {{code|open_charinfo_direct}}-commando in de [[Console/nl|console]] te typen) wanneer je in een server bent.
 +
 +
== Functions ==
 +
By clicking any of the nine [[class]] portraits the player is taken directly to the loadout of the respective class. The five icons along the bottom – backpack, crafting, Mann Co. Catalog, trading, and war paint – will take the player to those submenus.
 +
 +
=== Uitrustings- en Bespottingsvakken ===
 +
[[File:GUI Loadout.png|thumb|An example of the loadout screen.]]
 +
 +
The loadout menu enables the player to equip [[items]] and [[taunts]] for use with the nine classes.
 +
 +
The left of the loadout screen features the player's selections for [[Weapons|primary]], secondary, and melee weapons. The [[Spy]]'s loadout screen positions the secondary and melee slots in place of the primary and secondary respectively. The Engineer and Spy loadout screens also include a fourth slot for the [[PDA|Construction PDA]] and [[Sapper]] (PDA) respectively. The right four slots consist of three cosmetic slots for [[hats]] or [[Miscellaneous items]], and one for [[action items]].
 +
Clicking the movie reel on the bottom allows you to switch to the taunt menu where you can equip any taunt you have in your inventory to a maximum of 8 at once. Pressing the box next to it will bring it back to the regular loadout. Pressing {{key|G}} while having one of the taunts equipped will bring you to a taunt HUD which allows you to select a taunt.
 +
 +
Mousing over any of the slots for equipped weapons will display the statistics and description pertaining to the item, in a similar format to the backpack. This information (and more) can also be seen at any time in the Mann Co. Catalog without having to own the item. At the bottom of menu, the player's net attributes from their equipped items are shown as an overview.
 +
 +
When a player changes their loadout mid-game, any changes made to the current class's loadout will only take immediate effect if the player is in the spawn area. Otherwise, they will not take effect until the player either [[respawn]]s, or touches a resupply locker.
 +
 +
=== Backpack ===
 +
{{Main|Backpack}}
 +
[[File:Backpack_case.png|44px|frameless|left]]
 +
 +
The backpack is a player's personal inventory, allowing for storage for all in-game [[items]]. Items are kept in individual slots and can be viewed, moved, customized or deleted from within the backpack interface. The backpack is divided in to pages, with each page displaying 50 items. The backpack can be automatically sorted by [[quality]], type, class or loadout slot.
 +
 +
 +
=== Crafting ===
 +
{{Main|Crafting}}
 +
[[File:Crafting_anvil.png|44px|frameless|left]]
 +
 +
Crafting is the process that allows players to combine items they have in their backpacks in to new items. Through using specific crafting blueprints, more desired outcomes can be obtained, such as crafting a specific weapon through its designated blueprint. It should be noted that not all items can be used as an ingredient, nor can all items be obtained as an outcome.
 +
 +
 +
=== Mann Co. Catalog ===
 +
{{Main|Mann Co. Catalog}}
 +
[[File:Catalog_book.png|44px|frameless|left]]
 +
 +
The Mann Co. Catalog contains a listing of (almost) every item in the game, allowing for a quick lookup of item appearances, statistics and descriptions. It will also displays a button leading to the listing of an item in the [[Mann Co. Store]] (if available), additionally a link to the item's page on the [[Team Fortress Wiki]] will be displayed.
 +
 +
 +
=== Trading ===
 +
{{Main|Trading}}
 +
[[File:Trading_parcel.png|44px|frameless|left]]
 +
 +
The trading submenu will allow a player to exchange items with other players directly through [[Steam]] friends, current server players, or a Steam Community URL. However, this feature is partially disabled for all free to play players; they can receive items in a trade initiated by another player, but are unable to give any items in return.
 +
 +
 +
=== War Paints ===
 +
{{Main|War Paint}}
 +
[[File:War_Paint_icon.png|44px|frameless|left]]
 +
 +
The War Paints submenu allows a player to preview every War Paint available for every applicable weapon. The menu contains drop-down menu for each War Paint, a drop-down menu for each weapon a given War Paint can be applied to, and a slider to change the [[Decorated#Wear|Wear]] of the War Paint – from Factory New to Battle Scared – as well as buttons to switch the team color. Additionally, you can select the Randomize button, or set the seed manually, to preview the position of the texture applied to the weapon, though this is not available when redeeming War Paints. You may also select the View on Market button to find the current weapon with the applied War Paint on the [[Steam Community Market]].
 +
 +
 +
=== Statistics ===
 +
[[File:GUI Stats.png|thumb|350px|An example of the statistics screen.]]
 +
 +
The statistics tab opens up the best records and playtimes of the player. Statistics tracked include:
 +
 +
* Most [[points]]
 +
* Most [[kills]]
 +
* Most [[assists]]
 +
* Most captures ([[Control point (objective)|Control point]] or [[Payload]] cart push)
 +
* Most defenses (Control point or Payload cart stop)
 +
* Most [[damage]]
 +
* Most [[Buildings#Destruction|destruction]]
 +
* Most [[dominations]]
 +
* Longest life
 +
* Most [[healing]]
 +
* Most [[ÜberCharge|invulns]]
 +
* Most kills by {{botignore|[[Sentry]]}}
 +
* Most [[Teleporter|teleports]]
 +
* Most [[headshot]]s
 +
* Most [[backstab]]s
 +
* Playtime as each class.
 +
 +
Drop-down boxes will allow you to look at statistics for specific classes displayed as horizontal bar charts. A random [[Tips|tip]] will also be displayed on this screen, a new one can be forced by clicking the "Next Tip" button. These statistics can be reset by a button on the right (by doing this progress in locked [[achievements]] will be reset, but any unlocked achievements will not be reset).
 +
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|1|25|2008}}'''
 +
* Removed the "Reset Stats" button from the Player Stats screen.
 +
 +
'''{{Patch name|3|20|2008}}'''
 +
* Updated the Stats Summary screen to remember your previous selections each time you open the menu and while changing levels.
 +
 +
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 +
* Added Character Info and Loadout to the main menu.
 +
* The backpack was introduced.
 +
 +
'''{{Patch name|4|20|2009}}'''
 +
* Reworked the character loadout screens to support [[hats|future features]].
 +
 +
'''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
 +
* Added item crafting.
 +
 +
'''{{Patch name|4|28|2010}}'''
 +
* Backpack changes
 +
** Moved Crafting button out to the root class/backpack selection panel.
 +
 +
'''{{Patch name|6|10|2010}}''' ([[Mac Update]])
 +
* Overhauled the [[main menu]], and added help to Loadout, [[Backpack]], and Crafting screens.
 +
 +
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
 +
* {{Undocumented}} Added a second Misc. item slot in the loadout.
 +
 +
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])
 +
* Added the Mann-Conomy.
 +
* Added the Mann Co. Store & Catalog.
 +
* Added Trading.
 +
* Added Item customization.
 +
* {{Undocumented}} The on-wearer attribute area was added to the loadout.
 +
 +
'''{{Patch name|4|14|2011}}''' ([[Hatless Update]])
 +
* {{Undocumented}} Added option to hide duplicate items on loadout screen.
 +
* {{Undocumented}} Class models presented in the loadout screen are now static and do not play idle animations.
 +
 +
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
 +
* Fixed the [[Gloves of Running Urgently]] not using the correct skin in the character loadout screen.
 +
* Fixed the [[Kritzkrieg]] not drawing the correct model in the character loadout screen.
 +
* {{Undocumented}} Idle animations restored to class loadout screens.
 +
 +
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
 +
* When selecting items from the loadout, weapons with different kill eater ranks will all show up.
 +
 +
'''{{Patch name|10|17|2011}}'''
 +
* Fixed a client crash when opening the loadout screen.
 +
 +
'''{{Patch name|03|22|2012}}'''
 +
* {{Undocumented}} Added [[PDA|Construction PDA]] slot and [[Sapper]] slot to the [[Engineer]]'s and [[Spy]]'s loadout screens, respectively.
 +
* {{Undocumented}} [[PDA|Construction Tool, Demolish Tool]], [[Disguise Kit]], and [[Sapper]] now appear in [[backpack]] when viewing stock items.
 +
 +
'''{{Patch name|11|16|2012}}'''
 +
* Fixed a crash in the class loadout panel for Mac users.
 +
 +
'''{{Patch name|6|6|2013}}'''
 +
* Fixed a client crash related to the hatless hats and the [[Customize items#Loadout|character loadout screen]].
 +
 +
'''{{Patch name|12|20|2013}}'''
 +
* "Head" and "Misc" slots for player loadouts have been converted to Cosmetic slots. All items that were previously Head- or Misc-slot-specific can now be equipped in any Cosmetic slot.
 +
 +
'''{{Patch name|2|11|2014}}'''
 +
* Updated several [[cosmetic items]] that were missing an {{code|item_type}} description
 +
* Updated several cosmetic items to count as assisters in [[Pyrovision]]
 +
 +
'''{{Patch name|3|5|2014}}'''
 +
* Fixed an infinite healing exploit related to loadout presets.
 +
}}
 +
 +
== Bugs ==
 +
* Some items will become semi-transparent or lit incorrectly when appearing in the loadout screen.
 +
* It is possible to break "The customize items menu" by pressing the left mouse button on any menu object and moving the cursor in any direction while continuing to hold the mouse button. This will cause the menu screen to freeze.
 +
* Occasionally, cosmetic items may unequip themselves.
 +
* Classes that can equip Melee weapons for [[Weapons#.C2.A0All_classes|all classes]] will hold the weapon differently than how it's held in-game, an example for that is with [[Sniper]], which he holds the weapon straight up in the Loadout screen, while in-game, he holds way much lower and inclined.
 +
* Switching between the classes will cause their mouths to open then quickly close.
 +
 +
== Demonstration ==
 +
{{youtube|JGuaBxhfDco|width=640|hd=on|ratio=16x9}}
 +
 +
== Gallery ==
 +
<gallery perrow="3">
 +
File:Unusual Loadout Slider.png|The [[Unusual]] slider bar
 +
File:Old_medic_loadout.jpg|A screenshot of the old loadout submenu.
 +
</gallery>
 +
 +
== See also ==
 +
* [[Main menu]]
 +
 +
[[:Category:GUI]]
 +
[[:Category:Gameplay]]
 +
 +
----
 +
<!-- End Customise items -->
 +
{{Infobox
 +
|title    = Pickups
 +
|image    = Pickups.png
 +
|contents = Regular kinds of pickups.
 +
}}
 +
{{Quotation|'''The Sniper''' observing a pickup|This thing looks bloody useful.|sound=Sniper specialweapon07.wav}}
 +
__NOTOC__
 +
'''Pickups''' are objects that are spawned or dropped in various locations across most maps and can be "picked up" by players coming into contact with them, such as by walking into them or colliding with them. Pickups usually apply various [[List of useful console commands#addcond commands|conditions]] on players when picked up; others can score points towards [[Achievements]] or game objectives, and a few pickups can add items to player inventories.
 +
{{TOC limit|2}}
 +
== Regular pickups ==
 +
[[File:Smallammo.png|thumb|120px|Small Ammo/Metal box.]]
 +
[[File:Sandvichplate.png|thumb|120px|Thrown [[Sandvich]].]]
 +
[[File:Dispenser Gibs.png|thumb|120px|[[Dispenser]] debris.]]
 +
{{Main|Health|Ammo|Metal}}
 +
 +
Regular pickups are the types that can be found on any map on any given day and consist of varying forms of [[Health]], [[Ammo]], and [[Metal]], with three standard sizes each for Health Kits and Ammo Cases. Players can only pick up these items when they are not at full Health, Ammo, or Metal, respectively. Any regular pickup used in this way disappears, and then respawns after ten seconds with a distinct sound effect. Health pickups and Ammo/Metal pickups each restore a percentage of the maximum health or ammo/metal capacity of a class.
 +
 +
Fixed spawn point pickups cannot be retrieved if an [[Engineer]] builds a [[Teleporter]] on the pickup spawn point. Other engineering buildings, such as [[Sentry Gun]]s and [[Dispenser]]s, allow friendly players to pass through but block enemy movement, so they can be used to prevent opponents from taking pickups. However, such buildings also block the builder from claiming them.
 +
 +
The [[Heavy]]'s [[Sandvich]] can be used to create a pick-up item, in the sense that a Heavy can drop his Sandvich for his teammates or enemies to use. A Sandvich pickup can recover as much health as a medium-sized health kit. When a Heavy is at full health, he can pick up a health kit to instantly recharge his Sandvich if it has been depleted. The same can be done with the [[Dalokohs Bar]] or [[Second Banana]]; however, the pickup will only heal teammates or enemies as much as a small-sized health kit, though its faster recharge speed helps to compensate for that.
 +
 +
Other regular pickups:
 +
* Ammo Cases dropped by killed players and broken building parts can both be picked up to replenish ammunition and metal.
 +
* The [[Scout]] also produces small health packs whenever they score a kill or assist with the [[Candy Cane]] equipped.
 +
* Hitting the [[Sandman]] Ball produces a rolling ball pickup that instantly recharges the Scout's Ball meter, and the Ball can be immediately hit again.
 +
* A weapon dropped by a dead player can be picked up and used by another player that has a compatible class.
 +
{{clr}}
 +
 +
== {{anchor|Special Pickups}} Special pickups ==
 +
Some pickups are exclusive to certain conditions, such as events or game modes.
 +
 +
=== {{anchor|Event Pickups}} Event pickups ===
 +
[[File:Bday medpack large.png|thumb|120px|Large [[Birthday]] Health cake.]]The regular pickups have [[Halloween]] and [[Birthday mode|birthday]] variants. The change in appearance is merely cosmetic and does not alter the items' benefits. The Halloween variants can be found on [[Halloween map]]s, while the birthday variants appear on all maps when Birthday Mode is activated. Additionally, Birthday Mode variants are available for those players who equip [[Pyroland|Pyrovision]] with the proper [[Pyrovision Goggles|goggles]] or any other item that enables it.
 +
 +
==== Halloween events ====
 +
[[Halloween map]]s spawn some specific Halloween-themed pickups. During the annual [[Holiday#Halloween|Halloween events]], particular effects can be activated:
 +
 +
[[File:Pumpkin.png|left|70px]][[Halloween pumpkins]] are found on several Halloween maps; they randomly drop when players are killed. These Halloween pumpkins function simiarly to a medium ammo pickup and grant a 3-4 second [[Critical hits|Crit boost]] when picked up. Picking up 20 of them will also complete the ''[[Halloween_achievements#2009|Candy Coroner]]'' [[achievement]], unlocking the [[Mildly Disturbing Halloween Mask]]. These effects of are always active when the maps are hosted, regardless of time of year, including achievement progress.{{clr}}
 +
 +
[[File:Spellbook Pickup 3.png|left|70px]]On certain Halloween maps, floating spellbooks, flasks, or crystal balls appear and may be picked up for [[magic spells]] by players equipped with a [[Spell Book]].{{clr}}
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 +
[[File:Gargoyle Ghost.png|left|70px]]Ghostly [[Soul Gargoyle]]s appear on certain Halloween maps, announced by [[Merasmus]]. During Halloween events, picking one up scores the player ten souls on their Soul Gargoyle backpack item counter. Picking up one will grant the player the ''[[Halloween_achievements#2010|Masked Mann]]'' [[achievement]].{{clr}}
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 +
[[File:HauntedHalloweenGift.png|left|70px]][[Haunted Halloween Gift]]s were dropped for players on a limited number of Halloween maps during events prior to [[Scream Fortress 2015|Scream Fortress VII]], 2015, when they were replaced by Soul Gargoyles spawning in the same locations. Successfully finding this gift awarded the player a random [[Halloween Mask]], [[Halloween Costumes|Halloween Costume item]], [[Halloween Spell]], [[Voodoo-Cursed Items|Voodoo-cursed item]], a [[Spellbook Page]], or other random items depending on the map. The general function of awarding players Halloween gift items was replaced the same year by [[Merasmissions]].{{clr}}
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 +
==== Winter events ====
 +
[[File:Tf gift.png|right|70px]]Beginning with the [[Australian Christmas 2011]] event, Christmas gift pickups are dropped upon the death of a player during [[Holiday#Winter|Winter events]]. These pickups appear as a small gift box and function similarly to the Halloween pumpkins, however, they do not grant the player additional critical hits. Collecting three of the Christmas gifts will grant the player the ''[[Christmas Event achievements|Gift Grab]]'' [[achievement]]. In subsequent Christmas/Smissmas events, Christmas gift pickups happen less frequently, but still count towards Gift Grab if picked up.{{clr}}
 +
 +
==== Ducks ====
 +
[[File:Duck Journal Scout Style.png|thumb|100px|Scout duck.|left]]
 +
[[File:Carnival of Carnage Duck Gold.png|thumb|100px|[[:File:Sf14 merasmus minigame duckhunt bonusducks 01.wav|Bonus duck!]]]]During the [[End of the Line Update]] event, killing players and completing objectives occasionally yielded rubber duck pickups, the "class" of the duck matching the player's class. The [[Duck Journal]] kept track of the number of ducks a player collected, and also increased the amount of ducks dropped.
 +
 +
On [[Carnival of Carnage]], one of the Bumper Car minigames involves collecting toy ducks on a track. Smashing into enemy players makes golden "bonus ducks" fly out of the smashed player, worth twice as much. The team that collects the specified number of ducks first wins.
 +
{{clr}}
 +
 +
=== {{anchor|Game mode Pickups}} Game mode pickups ===
 +
[[File:Doomsday event briefcase.png|thumb|140px|[[Merasmus]]' tickets (and socks).]]
 +
In [[Capture the Flag]] and [[Special Delivery (game mode)|Special Delivery]], a case (containing intelligence, [[Australium]], or [[Carnival of Carnage|carnival tickets]]) is picked up and carried from its spawn point to a capture objective. A carrying player is highlighted to all players on both teams. On [[Crasher]] and [[Helltrain]], the cases are replaced with a barrel bomb and a coal core, respectively.
 +
 +
 +
[[File:Medieval Meat.png|left|50px]]In [[Medieval Mode]], medium health pickups appear as a slab of ham with a bone sticking out of it on a plate.<br/>
 +
 +
 +
[[File:Largecredits.png|left|50px]]In [[Mann vs. Machine]], destroying a [[Robots|robot]] makes it drop a [[Credits|pile of cash]] that can be collected and used to buy upgrades at any [[Upgrade Station]]. All collected cash is shared between team members. [[Scout]]s have a longer cash collect range and also gain health from picking up cash. [[Sniper]]s can remotely pick up cash from headshots if no other player picks it up first.<br/>
 +
 +
 +
[[File:Asteroid RED Power Core.png|left|50px]]In [[Robot Destruction]], the destruction of robots produces Power Cores, which are used to fuel the Reactor Core. The amount of Power Cores gained from killing a robot depends on the level of the robot. The first team to get a predetermined number of Power Cores wins the game.<br/>
 +
 +
 +
[[File:Jack Neutral.png|left|50px]]In [[PASS Time]], the JACK is a "game ball" that is visible through walls, may be picked up or thrown away by players, dropped by killed players, passed to teammates or intercepted, and thrown into scoring goals.<br/>
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 +
 +
[[File:Hud invasion bottle.png|left|50px]]In [[Player Destruction]], scoring pickups (beer bottles, souls, body parts etc.) are produced by killing players. These pickups need to be carried to a point near the center of the map to score points to win the game. When killed, a player drops one new scoring pickup plus all pickups they were holding at the time of death. The person carrying the most scoring pickups on a team becomes the team leader and gains the ability to self-heal and also heal nearby teammates at the rate of a Level 1 [[Dispenser]]. The amount of scoring pickups a player is carrying is displayed over their head.<br/>
 +
 +
== Associated weapons ==
 +
{{List of weapons related to pickups}}
 +
 +
== Related achievements ==
 +
=== {{Achiev type link|scarechievements}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Halloween|Candy Coroner}}
 +
}}
 +
 +
 +
=== {{Achiev type link|ghostchievements}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Halloween|Masked Mann}}
 +
}}
 +
 +
 +
=== {{Achiev type link|merasmachievements}} ===
 +
{{Achievement table
 +
| 1 =
 +
{{Show achievement|Halloween|Carnival of Carnage- Up All Night To Get Ducky}}
 +
}}
 +
 +
 +
=== {{Achiev type link|christmas}} ===
 +
{{Christmas Event achievement list}}
 +
 +
 +
=== {{Achiev type link|mvm}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Mann vs. Machievements|Bank On It}}
 +
{{Show achievement|Mann vs. Machievements|Fast Cache}}
 +
{{Show achievement|Mann vs. Machievements|Frags to Riches}}
 +
| 2 = {{Show achievement|Mann vs. Machievements|T-1000000}}
 +
{{Show achievement|Mann vs. Machievements|Wage Against the Machine}}
 +
}}
 +
 +
 +
=== {{Class link|Scout}} ===
 +
{{Show achievement|Scout|Dodgers 1, Giants 0|width=50%}}
 +
 +
 +
=== {{Class link|Heavy}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Heavy|Redistribution of Health}}
 +
| 2 = {{Show achievement|Heavy|Konspicuous Konsumption}}
 +
}}
 +
 +
== Update history ==
 +
{{Update history|1=
 +
'''{{Patch name|2|19|2008}}'''
 +
* Dropped weapons now replenish half of your max ammo when picked up.
 +
 +
'''{{Patch name|8|19|2008}}'''
 +
* The Sandvich was added to the game.
 +
 +
'''{{Patch name|12|11|2008}}'''
 +
* Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.
 +
 +
'''{{Patch name|2|25|2009}}'''
 +
* Players with full health can now pick up dropped Sandviches.
 +
 +
'''{{Patch name|9|15|2009}}'''
 +
* Alt-fire on the Sandvich now drops Sandviches.
 +
** A single Sandvich can be dropped at a time. Dropping the Sandvich removes it from the Heavy.
 +
** A Heavy can regain his Sandvich by collecting a healthkit while already being at full health.
 +
** Eating a Sandvich using the taunt method now heals a Heavy to full health.
 +
** Dropped Sandviches heal 50% of the collector's health.
 +
 +
'''{{Patch name|10|14|2009}}'''
 +
* Added 1/2 Bonus Point for healing a teammate with a dropped Sandvich.
 +
* Fixed being able to eat your Sandvich (via taunt) and drop it in the same frame.
 +
* Fixed thrown Sandvich traveling through players before being activated.
 +
* Fixed Sandviches sometimes spawning inside walls, or being thrown through thin walls.
 +
 +
'''{{Patch name|10|29|2009}}'''
 +
* Added the Halloween Pumpkins.
 +
 +
'''{{Patch name|12|22|2009}}'''
 +
* Fixed the Heavy picking up his own thrown Sandvich if it was thrown while running forward.
 +
 +
'''{{Patch name|4|28|2010}}'''
 +
* Throwing a Sandvich to a teammate now earns a full bonus point (was half a point).
 +
 +
'''{{Patch name|8|23|2011}}'''
 +
* Added TF birthday replacement models for health kits and ammo packs.
 +
 +
'''{{Patch name|10|13|2011}}'''
 +
* {{Undocumented}} Small health kits now heal 20% of a class' max health (previously 20.5%).
 +
 +
'''{{Patch name|08|15|2012}}'''
 +
* {{Undocumented}} Added Credits pickup.
 +
 +
'''{{Patch name|10|9|2012}}'''
 +
* Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.
 +
 +
'''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
 +
* [[Dalokohs Bar]]
 +
** Can be thrown (alt-fire) as a small medkit for other players to use.
 +
 +
'''{{Patch name|7|8|2015}}'''
 +
* Fixed the Dalokohs Bar giving medium health kits when thrown. Now properly gives small health kits when thrown.
 +
}}
 +
 +
== Gallery ==
 +
=== Standard pickups ===
 +
<gallery>
 +
File:Smallhealth.png|Small [[Health]] Pickup
 +
File:Mediumhealth.png|Medium Health Pickup
 +
File:Largehealth.png|Large Health Pickup
 +
File:Smallammo.png|Small [[Ammo]]/[[Metal]] Pickup
 +
File:Mediumammo.png|Medium Ammo/Metal Pickup
 +
File:Largeammo.png|Large Ammo/Metal Pickup
 +
</gallery>
 +
=== [[Halloween]] pickups ===
 +
<gallery>
 +
File:Pumpkin.png|[[Halloween pumpkin]] (Crumpkin)
 +
File:Healthbar.png‎|Small Health Pickup
 +
File:Healthpie.png‎|Medium Health Pickup
 +
File:Health Cauldron.png|Large Health Pickup
 +
File:HauntedHalloweenGift.png|Haunted Halloween Gift
 +
File:Spellbook Pickup.png|Magic Spell (Book style)
 +
File:Spellbook Pickup 2.png|Magic Spell (Crystal ball style)
 +
File:Spellbook Pickup 5.png|Magic Spell (Flask style)
 +
File:Spellbook Pickup 3.png|Rare Magic Spell (Book style)
 +
File:Spellbook Pickup 4.png|Rare Magic Spell (Crystal ball style)
 +
File:Spellbook Pickup 6.png|Rare Magic Spell (Flask style)
 +
File:Carnival of Carnage Duck.png|A duck from [[Carnival of Carnage]]
 +
File:Carnival of Carnage Duck Gold.png|Bonus Duck on Carnival of Carnage bumper car minigames
 +
File:Carnival of Carnage Duck Ghost.png|Unused Ghost Duck
 +
File:Gargoyle Ghost.png|Soul Gargoyle
 +
File:Pickup Soul.png|The Soul Pickup on [[Pit of Death]]
 +
File:Pickup Skull.png|The Soul Pickup on [[Cursed Cove]]
 +
File:Pickup Gib Bucket.png|The fallen body parts on [[Monster Bash]]
 +
File:Weedkillersmall.png|A small Weed Killer pickup on [[Farmageddon]]
 +
File:Largeweedkiller.png|A large Weed Killer pickup on [[Farmageddon]]
 +
File:Mannsylvania Pickup.png|The Blood Bag pickup on [[Mannsylvania]]
 +
</gallery>
 +
 +
=== [[Birthday mode]] pickups ===
 +
<gallery>
 +
File:Bday medpack small.png|Small Health Pickup
 +
File:Bday medpack medium.png|Medium Health Pickup
 +
File:Bday medpack large.png|Large Health Pickup
 +
File:Bday ammopack small.png|Small Ammo Pickup
 +
File:Bday ammopack medium.png|Medium Ammo Pickup
 +
File:Bday ammopack large.png|Large Ammo Pickup
 +
</gallery>
 +
=== [[Mann vs. Machine (game mode)|Mann vs. Machine]] pickups ===
 +
<gallery>
 +
File:Smallcredits.png|Small Credits Pickup
 +
File:Mediumcredits.png|Medium Credits Pickup
 +
File:Largecredits.png|Large Credits Pickup
 +
</gallery>
 +
=== Other pickups ===
 +
<gallery>
 +
File:Sandvichplate.png|A thrown Sandvich.
 +
File:Dalokohs red plate.png|A thrown RED Dalokohs Bar.
 +
File:Dalokohs blu plate.png|A thrown BLU Dalokohs Bar.
 +
File:Buffalo Steak Sandvich plate.png|A thrown Buffalo Steak Sandvich.
 +
File:Fishcake red plate.png|A thrown RED Fishcake.
 +
File:Fishcake blu plate.png|A thrown BLU Fishcake.
 +
File:Festive Sandvich plate red.png|A thrown RED Festive Sandvich.
 +
File:Festive Sandvich plate blu.png|A thrown BLU Festive Sandvich.
 +
File:Robo-Sandvich plate red.png|A thrown RED Robo-Sandvich.
 +
File:Robo-Sandvich plate blu.png|A thrown BLU Robo-Sandvich.
 +
File:Bananaplate.png|A thrown Second Banana.
 +
File:Medieval Meat.png|Medium Health Pickup on [[Medieval Mode]] map [[DeGroot Keep]].
 +
File:Tf gift.png|Gift box dropped during [[Australian Christmas 2011]].
 +
File:RED Duck Journal.png|RED Duck pickup.
 +
File:BLU Duck Journal.png|BLU Duck pickup.
 +
File:Asteroid RED Power Core.png|RED Power Core pickup from [[Robot Destruction]].
 +
File:Asteroid BLU Power Core.png|BLU Power Core pickup from Robot Destruction.
 +
File:Hud invasion bottle.png|The Beer Bottle pickup from [[Watergate]].
 +
File:Pickup Fish.png|The fish pickup from [[Selbyen]].
 +
File:Galleria pickup.png|The gas canister pickup from [[Galleria]].
 +
</gallery>
 +
 +
{{Pickup Nav}}
 +
 +
[[:Category:Pickups/nl|Pickups/nl]]
 +
[[:Category:Gameplay/nl]]

Revision as of 19:28, 16 March 2024

The Soldier

Taunts are character-specific animations that can be manually triggered in-game. The Soldier has several taunts, all of which are listed below with applicable voicelines and a description of the animation. This does not include voice responses or voice commands.

Primary

Soldiertaunt1.PNG Bijbehorende wapens Omschrijving
The Soldier mock salutes by making a "loser" sign with his hand while saying:
"Maggots!"
"Cuh-rit!"
"Leeeeft house!"
Soldierdhtaunt.png Bijbehorende wapens Omschrijving
The Soldier yells and beats his chest in a similar fashion to Tarzan.
Soldiermanglertaunt.png Bijbehorende wapen Omschrijving
The Soldier jumps, stands erect, salutes, clicks his heels then quickly marches in place.

Secondary

Soldiershotguntaunt.png Bijbehorende wapens Omschrijving
The Soldier salutes with the Shotgun, pointing it into the air and firing three times while the start of the song 'Taps' music plays (this consumes no ammunition, nor does it deal damage). He then gives a military salute and says "BOO-YAH!". There is an alternate, longer version of this music.
Soldiertaunt2.PNG Bijbehorende wapens Omschrijving
The Soldier juggles his grenades and a spare rocket laughing maniacally or shouting "Screamin' Eagles!".

Melee

Soldiertaunt3.PNG Bijbehorende wapens Omschrijving
The Soldier screams in one of four different ways and bangs his helmet with his weapon. The screams are identical to those he makes when killed by a non-gibbing critical hit or melee weapon. If the Soldier is in Pyroland, he will laugh before banging his helmet.
Soldiergrenadekill.png Bijbehorende wapens OmschrijvingDoodsicoon
Main article: Grenade (taunt)

The Soldier tosses away his weapon, cracks his knuckles and says "C'mere, cupcake", takes a grenade off of his belt, sets it, thrusts his fist in the air and explodes, gibbing himself and any nearby enemies as well as destroying any nearby buildings.

If the Lumbricus Lid is equipped when this taunt is performed, the kill icon for this taunt changes to a Holy Hand Grenade, and this music is played.
  • Killicon grenade (taunt).png
  • Killicon hhg.png
Soldiertaunt2.PNG Bijbehorende wapen Omschrijving
The Soldier juggles his grenades and a spare rocket laughing maniacally or shouting "Screamin' Eagles!".
Soldierdhtaunt.png Bijbehorende wapen Omschrijving
The Soldier yells and beats his chest in a similar fashion to Tarzan.

Action

Soldier-exclusive

Taunt Fresh Brewed Victory.png Bijbehorende wapen Omschrijving
The Soldier will step on a bag of coffee beans and drink from a mug while saying:
"A big cup of kicking your ass!"
"A big mug of my foot up your ass!"
"I love the smell of a kicked ass in the morning!"
"Ahhhhh.'"
"Ahhhhhhh."

Associated sound effects

[bag swishes into existence]
[coffee can drops]
[coffee drips]
[sip]
[sigh of contentment]
Taunt fubar fanfare.png Bijbehorende wapen Omschrijving
The Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B).
Taunt Panzer Pants.png Bijbehorende wapen Omschrijving
The Soldier stands at attention. A small tank pops up from the ground beneath and around him, which he then proceeds to drive, his head and shoulders peeking out from the top.

Pressing primary fire (default key: MOUSE1) will make him fire a shot and say a line. The shot is a purely cosmetic effect and does not cause any damage.

Ending the taunt causes the tank to explode; the Soldier jumps off with a back somersault.

The player will continuously move forward during this taunt, only being able to turn left and right. When turning, the Soldier will turn to face the side he is going together with the tank's cannon, allowing the player to shoot in approximately 45° to the side.
Taunt Soldier's Requiem.png Bijbehorende wapen Omschrijving
The Soldier will take out a gravestone which says "Here lies maggot. I win. The end." and say:

All-Class

Burstchester Soldier.png Bijbehorende wapen Omschrijving
A Bread monster partially comes out of the Soldier's chest. He tries to catch the monster with both hands, but it quickly goes back in; the Soldier then looks around in search of it.
Conga Soldier.png Bijbehorende wapen Omschrijving
The Soldier bounces in rhythm to the Latin beats while saying:

Initiating a Conga line

"Ha ha ha!"
"Ha ha! Conga!"
"Single file!"


Dancing to the Conga

"Oooh, yeah!"
"Ha hah, conga!"
"Conga, maggots!"
"Get into it!"
"Conga you fools!"
"Love it!"
"[singing] Duh da da da!"
The player will continuously move forward during this taunt, only being able to turn left and right.
Soldier Director.png Bijbehorende wapen Omschrijving
The Soldier extends his arms out and forms a square with his big hands, trying to visualize the scene in front of him in a frame or a screen.
Flippin Awesome Soldier.png Bijbehorende wapen Omschrijving
The Soldier will bend his knees slightly with his hands interlocked to form a platform for players to flip themselves off. If he is being flipped, the Soldier will perform a somersault in mid-air.

Preparing to flip

"Flip is go!"
"Flip is go!"
"Flip is go!"
"Step up and get flipped!"
"In flipping position!"
"Do not keep me waiting!"
"Get over here, sky-meat!"
"Say your prayers and grab some air!"
"Operation: Soaring Eagle!"

Flipping another player

[strained]"Up you go!"
[strained]"Up you go!"
"Hut hut hut!"
"Hut-ta!"
"Urgh!"
"Uhng!"

Being flipped

"Wheee"
"Ouwah"
"Rahh"

After flipping

"Perfect landing!"
"Perfect landing!"
"Perfect landing."
"The Eagle has landed" (reference to Apollo 11)
"Duty. Honor. Flipping."
"Duty and honor!"
"Duty and honor."
"Well done!"
"Perfect!"
"Hooah!"
"Done and done!"
"Mission accomplished!"
"Mission accomplished!"
"Mission accomplished."
"Medals for everyone!"
"Stay frosty!"
"Stay frosty!"
Soldierhighfive.png Bijbehorende wapen Omschrijving
The Soldier stands at attention and raises his hand while saying:
"Let's go!"
He then salutes, slaps the other player's hand, and pumps his right fist back and forth a few times.
Kazotsky Kick Soldier.png Bijbehorende wapen Omschrijving
The Soldier puts one hand over the other in front of him while bending his knees and kicking forward. He looks left, makes a military salute, repositions his hands, looks right, then looks back forward, his helmet bouncing up and down the entire time. The player can freely move around, albeit slowly, during this taunt.
Mannrobics Soldier.png Bijbehorende wapen Omschrijving
The Soldier will go through an aerobics routine with the option of a class-specific animation.
"[panting] Ho, heh, huh, huh, uh!"
"Ooh! Ah! Hah hah! Hoo hoo!"
"Ah, hoo, heh, uh!"
"There's nothing more American than exercise!"
The player can freely move around, albeit slowly, during this taunt.
Soldier rock paper scissors.png Bijbehorende wapen Omschrijving
The Soldier engages in an intense battle of Rock, Paper, Scissors.

Initiating a throw

"Rock, paper, scissors!"
"Rock! Paper! Scissors!"
"Let's throw down!"
"Who wants some?"
"It's throw time!"


Starting the throw

"One, two, three!"
"On three..."

Win (Condition-specific)

"Paper wins!"
"Rock wins!"
"Scissors win!"

Loss

"Awww."
"Ah!"
"Maggot!"
"D'awwwh"
"Did I win?"
"I won! No, wait."
Soldier taunt laugh.png Bijbehorende wapen Omschrijving
The Soldier slouches forward and wheezes, breathless with laughter. After righting himself, he then wipes a tear from his eye.
Second Rate Sorcery Soldier.png Bijbehorende wapen Omschrijving
The Soldier takes out a staff with a skull on its top and a tag reading "99¢". He attempts to cast a spell, fails to create anything but green sparkles, and then angrily throws the wand on the ground before returning to his original position.
Soldier Shred Alert taunt.png Bijbehorende wapen Omschrijving
The Soldier summons a guitar and plays an intense solo as flames and lightning spout from behind.
Skullcracker Soldier.png Bijbehorende wapen Omschrijving
The Soldier will gesture towards his head and then perform a head butt with another player.

Initiating a head butt

"Heeead butt!"
"Head butt me!"
"Head butt time!"
"Butt my head, that's an order!"
"Let's do this!"
"Let's do this!"
"Let's go!"
"Come on!"
"Come on."
"I haven't got all day!"
"I haven't got all day!"
"Go go go!"
"Go go go!"
"Come on, maggot!"
"Let's go, maggot!"
"I got your six!"
"Come on maggots!"

Head-butting

"Ahhhhh!"
"Eahhhhhh!"
"Ahhhhhhh!"
"Ugh!"
"Ooh!"
"Argh!"

After a head butt

"Ahhh uhhh ahn!"
"U. S. A.!"
"God, Guts, Guns!"
"Gaaawd, Guuuuts, Guuuns!"
Square Dance Soldier.png Bijbehorende wapen Omschrijving
The Soldier will swing his partner 'round and 'round while saying:

Starting a dance

"Let's dance, maggot!"
"Do-si-do!"
"Dance-time, boys!"


During the dance

"Whoa! Ha ha ha!"
"Ha ha ha!"
"Ah ha ha!"
"Whaa, ho ho ha ha!"
"He he he he he hah hah!"
"Ha ha hah, I'm dancing!"

Dance's end

"Dance accomplished!"
"Dance terminated!"
Victory Lap Soldier.png Bijbehorende wapen Omschrijving
The Soldier jumps into a team-colored bumper car. Pressing MOUSE1 will make him honk the car's horn. The player can freely move around, albeit slowly, during this taunt.
Soldier yetipunch.png Bijbehorende wapen Omschrijving
A wooden cutout of a Yeti appears roaring in front of the Soldier. He closes his right hand into a fist, grabs the cutout over him, and smashes it against his head. He staggers for a moment, dizzy, then goes back to normal.
Soldier yetismash.png Bijbehorende wapen Omschrijving
The Soldier turns into a Yeti, beats his chest while roaring, and slams the ground with his fist; he then turns back to normal and slightly rearranges his helmet back in place while standing back up.
Zoomin' Broom Soldier.png Bijbehorende wapen Omschrijving
The Soldier pulls out a witch's broom and proceeds to ride it, hovering above the ground. The player can freely move around, albeit slowly, during this taunt.

Costume

Soldierrobottaunt.png Associated wearables Omschrijving
The Soldier performs the Robot dance while saying, "Beep beep boop. Maggot!"
The actual video demonstration can be seen here.

Unused content

Soldiershowtaunt.png Bijbehorende wapen Omschrijving
Geen The Soldier stamps his feet, crosses his arms then shows something off.
Trading

Update history

17 december 2009-patch (WAR! Update)
  • [Onbeschreven] Added taunts used by the Direct Hit, Shotgun and Equalizer.
  • [Onbeschreven] The Shotgun's original taunt (juggling taunt) was assigned to the Buff Banner.
  • [Onbeschreven] Added an unused "high-five" taunt.

26 augustus 2010-patch

  • Fixed the Worms gear not playing the correct sound during the Equalizer taunt.

30 september 2010-patch (Mann-Conomy Update)

  • [Onbeschreven] Updated the unused "high-five" taunt.

15 maart 2011-patch

  • Fixed the Soldier/Demoman taunts not working correctly when the Half-Zatoichi is the active weapon.

5 mei 2011-patch (Replay Update)

  • Added Director's Vision taunt.
  • [Onbeschreven] Added voice response for the Grenade taunt.

8 juni 2011-patch

  • [Onbeschreven] Added laughing animations.

23 juni 2011-patch (Über Update)

20 juli 2011-patch

  • [Onbeschreven] Added the Cocksure taunt, used by the Cow Mangler 5000.
  • [Onbeschreven] Added an unused "show" taunt.

22 juli 2011-patch

  • [Onbeschreven] The Soldier is no longer able to taunt while the Cow Mangler 5000 is charging.

13 oktober 2011-patch (Manniversary Update & Sale)

2 november 2011-patch

  • Added a robot taunt for the Soldier which plays when wearing The Tin Soldier set

6 september 2012-patch

  • Fixed the Escape Plan not using the same taunt as the Equalizer.

18 februari 2013-patch

18 juni 2014-patch (Love & War Update)

2 juli 2015-patch (Gun Mettle Update)

6 oktober 2015-patch (Invasion Community Update)

28 oktober 2015-patch (Scream Fortress 2015)

3 november 2015-patch

  • Updated taunts to prevent movement during the pre-round period when players are frozen

17 december 2015-patch (Tough Break Update)

7 juli 2016-patch #1 (Meet Your Match Update)

21 oktober 2016-patch (Scream Fortress 2016)

20 oktober 2017-patch #1 (Jungle Inferno Update)

19 oktober 2018-patch (Scream Fortress X)

Trivia

  • The Cow Mangler 5000's taunt is officially named the "Cocksure" (Salute taunt).
  • Near the end of Soldier's Schadenfreude taunt, the voice director can be heard saying "Alright cut".

See also



Hoofdartikel: Hoofdmenu
Het voorwerpaanpasmenu

Het voorwerpaanpasmenu is een onderdeel van het hoodfmenu in Team Fortress 2 dat toegang geeft tot de uitrusting-, rugzak-, ontwerp-, Mann Co.-catalogus-, ruil- en Oorlogsverfssub-menus. Het statistiekenmenu geeft ook een aantal van de speler's persoonlijke statistieken weer. Het rugzakmenu kan direct via de "rugzak"-knop worden weergegeven, maar kan ook direct worden open gemaakt door op M te klikken (of door de open_charinfo_direct-commando in de console te typen) wanneer je in een server bent.

Functions

By clicking any of the nine class portraits the player is taken directly to the loadout of the respective class. The five icons along the bottom – backpack, crafting, Mann Co. Catalog, trading, and war paint – will take the player to those submenus.

Uitrustings- en Bespottingsvakken

An example of the loadout screen.

The loadout menu enables the player to equip items and taunts for use with the nine classes.

The left of the loadout screen features the player's selections for primary, secondary, and melee weapons. The Spy's loadout screen positions the secondary and melee slots in place of the primary and secondary respectively. The Engineer and Spy loadout screens also include a fourth slot for the Construction PDA and Sapper (PDA) respectively. The right four slots consist of three cosmetic slots for hats or Miscellaneous items, and one for action items. Clicking the movie reel on the bottom allows you to switch to the taunt menu where you can equip any taunt you have in your inventory to a maximum of 8 at once. Pressing the box next to it will bring it back to the regular loadout. Pressing G while having one of the taunts equipped will bring you to a taunt HUD which allows you to select a taunt.

Mousing over any of the slots for equipped weapons will display the statistics and description pertaining to the item, in a similar format to the backpack. This information (and more) can also be seen at any time in the Mann Co. Catalog without having to own the item. At the bottom of menu, the player's net attributes from their equipped items are shown as an overview.

When a player changes their loadout mid-game, any changes made to the current class's loadout will only take immediate effect if the player is in the spawn area. Otherwise, they will not take effect until the player either respawns, or touches a resupply locker.

Backpack

Hoofdartikel: Backpack
Backpack case.png

The backpack is a player's personal inventory, allowing for storage for all in-game items. Items are kept in individual slots and can be viewed, moved, customized or deleted from within the backpack interface. The backpack is divided in to pages, with each page displaying 50 items. The backpack can be automatically sorted by quality, type, class or loadout slot.


Crafting

Hoofdartikel: Crafting
Crafting anvil.png

Crafting is the process that allows players to combine items they have in their backpacks in to new items. Through using specific crafting blueprints, more desired outcomes can be obtained, such as crafting a specific weapon through its designated blueprint. It should be noted that not all items can be used as an ingredient, nor can all items be obtained as an outcome.


Mann Co. Catalog

Hoofdartikel: Mann Co. Catalog
Catalog book.png

The Mann Co. Catalog contains a listing of (almost) every item in the game, allowing for a quick lookup of item appearances, statistics and descriptions. It will also displays a button leading to the listing of an item in the Mann Co. Store (if available), additionally a link to the item's page on the Team Fortress Wiki will be displayed.


Trading

Hoofdartikel: Trading
Trading parcel.png

The trading submenu will allow a player to exchange items with other players directly through Steam friends, current server players, or a Steam Community URL. However, this feature is partially disabled for all free to play players; they can receive items in a trade initiated by another player, but are unable to give any items in return.


War Paints

Hoofdartikel: War Paint
War Paint icon.png

The War Paints submenu allows a player to preview every War Paint available for every applicable weapon. The menu contains drop-down menu for each War Paint, a drop-down menu for each weapon a given War Paint can be applied to, and a slider to change the Wear of the War Paint – from Factory New to Battle Scared – as well as buttons to switch the team color. Additionally, you can select the Randomize button, or set the seed manually, to preview the position of the texture applied to the weapon, though this is not available when redeeming War Paints. You may also select the View on Market button to find the current weapon with the applied War Paint on the Steam Community Market.


Statistics

An example of the statistics screen.

The statistics tab opens up the best records and playtimes of the player. Statistics tracked include:

Drop-down boxes will allow you to look at statistics for specific classes displayed as horizontal bar charts. A random tip will also be displayed on this screen, a new one can be forced by clicking the "Next Tip" button. These statistics can be reset by a button on the right (by doing this progress in locked achievements will be reset, but any unlocked achievements will not be reset).

Update history

25 januari 2008-patch
  • Removed the "Reset Stats" button from the Player Stats screen.

20 maart 2008-patch

  • Updated the Stats Summary screen to remember your previous selections each time you open the menu and while changing levels.

29 april 2008-patch (Gold Rush Update)

  • Added Character Info and Loadout to the main menu.
  • The backpack was introduced.

20 april 2009-patch

17 december 2009-patch (WAR! Update)

  • Added item crafting.

28 april 2010-patch

  • Backpack changes
    • Moved Crafting button out to the root class/backpack selection panel.

10 juni 2010-patch (Mac Update)

8 juli 2010-patch (Engineer Update)

  • [Onbeschreven] Added a second Misc. item slot in the loadout.

30 september 2010-patch (Mann-Conomy Update)

  • Added the Mann-Conomy.
  • Added the Mann Co. Store & Catalog.
  • Added Trading.
  • Added Item customization.
  • [Onbeschreven] The on-wearer attribute area was added to the loadout.

14 april 2011-patch (Hatless Update)

  • [Onbeschreven] Added option to hide duplicate items on loadout screen.
  • [Onbeschreven] Class models presented in the loadout screen are now static and do not play idle animations.

5 mei 2011-patch (Replay Update)

  • Fixed the Gloves of Running Urgently not using the correct skin in the character loadout screen.
  • Fixed the Kritzkrieg not drawing the correct model in the character loadout screen.
  • [Onbeschreven] Idle animations restored to class loadout screens.

13 oktober 2011-patch (Manniversary Update & Sale)

  • When selecting items from the loadout, weapons with different kill eater ranks will all show up.

17 oktober 2011-patch

  • Fixed a client crash when opening the loadout screen.

22 maart 2012-patch

16 november 2012-patch

  • Fixed a crash in the class loadout panel for Mac users.

6 juni 2013-patch

20 december 2013-patch

  • "Head" and "Misc" slots for player loadouts have been converted to Cosmetic slots. All items that were previously Head- or Misc-slot-specific can now be equipped in any Cosmetic slot.

11 februari 2014-patch

  • Updated several cosmetic items that were missing an item_type description
  • Updated several cosmetic items to count as assisters in Pyrovision

5 maart 2014-patch

  • Fixed an infinite healing exploit related to loadout presets.

Bugs

  • Some items will become semi-transparent or lit incorrectly when appearing in the loadout screen.
  • It is possible to break "The customize items menu" by pressing the left mouse button on any menu object and moving the cursor in any direction while continuing to hold the mouse button. This will cause the menu screen to freeze.
  • Occasionally, cosmetic items may unequip themselves.
  • Classes that can equip Melee weapons for all classes will hold the weapon differently than how it's held in-game, an example for that is with Sniper, which he holds the weapon straight up in the Loadout screen, while in-game, he holds way much lower and inclined.
  • Switching between the classes will cause their mouths to open then quickly close.

Demonstration

Gallery

See also

Category:GUI Category:Gameplay


Pickups
Pickups.png
Regular kinds of pickups.
This thing looks bloody useful.
The Sniper observing a pickup

Pickups are objects that are spawned or dropped in various locations across most maps and can be "picked up" by players coming into contact with them, such as by walking into them or colliding with them. Pickups usually apply various conditions on players when picked up; others can score points towards Achievements or game objectives, and a few pickups can add items to player inventories.

Regular pickups

Small Ammo/Metal box.
Thrown Sandvich.
Dispenser debris.
Hoofdartikel: Health, Ammo, Metal

Regular pickups are the types that can be found on any map on any given day and consist of varying forms of Health, Ammo, and Metal, with three standard sizes each for Health Kits and Ammo Cases. Players can only pick up these items when they are not at full Health, Ammo, or Metal, respectively. Any regular pickup used in this way disappears, and then respawns after ten seconds with a distinct sound effect. Health pickups and Ammo/Metal pickups each restore a percentage of the maximum health or ammo/metal capacity of a class.

Fixed spawn point pickups cannot be retrieved if an Engineer builds a Teleporter on the pickup spawn point. Other engineering buildings, such as Sentry Guns and Dispensers, allow friendly players to pass through but block enemy movement, so they can be used to prevent opponents from taking pickups. However, such buildings also block the builder from claiming them.

The Heavy's Sandvich can be used to create a pick-up item, in the sense that a Heavy can drop his Sandvich for his teammates or enemies to use. A Sandvich pickup can recover as much health as a medium-sized health kit. When a Heavy is at full health, he can pick up a health kit to instantly recharge his Sandvich if it has been depleted. The same can be done with the Dalokohs Bar or Second Banana; however, the pickup will only heal teammates or enemies as much as a small-sized health kit, though its faster recharge speed helps to compensate for that.

Other regular pickups:

  • Ammo Cases dropped by killed players and broken building parts can both be picked up to replenish ammunition and metal.
  • The Scout also produces small health packs whenever they score a kill or assist with the Candy Cane equipped.
  • Hitting the Sandman Ball produces a rolling ball pickup that instantly recharges the Scout's Ball meter, and the Ball can be immediately hit again.
  • A weapon dropped by a dead player can be picked up and used by another player that has a compatible class.

Special pickups

Some pickups are exclusive to certain conditions, such as events or game modes.

Event pickups

Large Birthday Health cake.

The regular pickups have Halloween and birthday variants. The change in appearance is merely cosmetic and does not alter the items' benefits. The Halloween variants can be found on Halloween maps, while the birthday variants appear on all maps when Birthday Mode is activated. Additionally, Birthday Mode variants are available for those players who equip Pyrovision with the proper goggles or any other item that enables it.

Halloween events

Halloween maps spawn some specific Halloween-themed pickups. During the annual Halloween events, particular effects can be activated:

Pumpkin.png

Halloween pumpkins are found on several Halloween maps; they randomly drop when players are killed. These Halloween pumpkins function simiarly to a medium ammo pickup and grant a 3-4 second Crit boost when picked up. Picking up 20 of them will also complete the Candy Coroner achievement, unlocking the Mildly Disturbing Halloween Mask. These effects of are always active when the maps are hosted, regardless of time of year, including achievement progress.

Spellbook Pickup 3.png

On certain Halloween maps, floating spellbooks, flasks, or crystal balls appear and may be picked up for magic spells by players equipped with a Spell Book.

Gargoyle Ghost.png

Ghostly Soul Gargoyles appear on certain Halloween maps, announced by Merasmus. During Halloween events, picking one up scores the player ten souls on their Soul Gargoyle backpack item counter. Picking up one will grant the player the Masked Mann achievement.

HauntedHalloweenGift.png

Haunted Halloween Gifts were dropped for players on a limited number of Halloween maps during events prior to Scream Fortress VII, 2015, when they were replaced by Soul Gargoyles spawning in the same locations. Successfully finding this gift awarded the player a random Halloween Mask, Halloween Costume item, Halloween Spell, Voodoo-cursed item, a Spellbook Page, or other random items depending on the map. The general function of awarding players Halloween gift items was replaced the same year by Merasmissions.

Winter events

Tf gift.png

Beginning with the Australian Christmas 2011 event, Christmas gift pickups are dropped upon the death of a player during Winter events. These pickups appear as a small gift box and function similarly to the Halloween pumpkins, however, they do not grant the player additional critical hits. Collecting three of the Christmas gifts will grant the player the Gift Grab achievement. In subsequent Christmas/Smissmas events, Christmas gift pickups happen less frequently, but still count towards Gift Grab if picked up.

Ducks

Scout duck.

During the End of the Line Update event, killing players and completing objectives occasionally yielded rubber duck pickups, the "class" of the duck matching the player's class. The Duck Journal kept track of the number of ducks a player collected, and also increased the amount of ducks dropped.

On Carnival of Carnage, one of the Bumper Car minigames involves collecting toy ducks on a track. Smashing into enemy players makes golden "bonus ducks" fly out of the smashed player, worth twice as much. The team that collects the specified number of ducks first wins.

Game mode pickups

Merasmus' tickets (and socks).

In Capture the Flag and Special Delivery, a case (containing intelligence, Australium, or carnival tickets) is picked up and carried from its spawn point to a capture objective. A carrying player is highlighted to all players on both teams. On Crasher and Helltrain, the cases are replaced with a barrel bomb and a coal core, respectively.


Medieval Meat.png

In Medieval Mode, medium health pickups appear as a slab of ham with a bone sticking out of it on a plate.


Largecredits.png

In Mann vs. Machine, destroying a robot makes it drop a pile of cash that can be collected and used to buy upgrades at any Upgrade Station. All collected cash is shared between team members. Scouts have a longer cash collect range and also gain health from picking up cash. Snipers can remotely pick up cash from headshots if no other player picks it up first.


Asteroid RED Power Core.png

In Robot Destruction, the destruction of robots produces Power Cores, which are used to fuel the Reactor Core. The amount of Power Cores gained from killing a robot depends on the level of the robot. The first team to get a predetermined number of Power Cores wins the game.


Jack Neutral.png

In PASS Time, the JACK is a "game ball" that is visible through walls, may be picked up or thrown away by players, dropped by killed players, passed to teammates or intercepted, and thrown into scoring goals.


Hud invasion bottle.png

In Player Destruction, scoring pickups (beer bottles, souls, body parts etc.) are produced by killing players. These pickups need to be carried to a point near the center of the map to score points to win the game. When killed, a player drops one new scoring pickup plus all pickups they were holding at the time of death. The person carrying the most scoring pickups on a team becomes the team leader and gains the ability to self-heal and also heal nearby teammates at the rate of a Level 1 Dispenser. The amount of scoring pickups a player is carrying is displayed over their head.

Associated weapons


Related achievements

Pumpkin.png Schreeuwstaties

Snoeppatholoog
Snoeppatholoog
Verzamel 20 Halloween-pompoenen bij dode spelers om een hoofddeksel vrij te spelen.

Beloning: Licht Verontrustend Halloweenmasker


Ghostchievements icon.png Geestaties

Gemaskerde Mann
Gemaskerde Mann
Verzamel een Zielenwaterspuwer in Mann Manor.


Carnival of Carnage RED Bumper Car.png Merasmachievements

Carnival of Carnage: Een vreemde eend in de strijd
Carnival of Carnage: Een vreemde eend in de strijd
Verzamel 250 eenden.


Valve Gift Grab 2011 - Tf2.png Kerstprestaties

Geschenkbemachtiging
Geschenkbemachtiging
Verzamel drie geschenken die vijanden hebben laten vallen.


Mvm navicon.png Mann vs. Machinestaties

Reken er maar op
Reken er maar op
Verzamel als Sniper $500 in een missie zonder over de geldpakketten heen te lopen.


Snelle cache
Snelle cache
Pak een creditstapel op die op het punt staat te vergaan.


Frag je rijk
Frag je rijk
Ontvang alle creditbonussen in een missie op gevorderde moeilijkheid.
T-1000000
T-1000000
Verzamel 1.000.000 credits gedurende je carrière.


Salarisverhoging
Salarisverhoging
Verdien een creditbonus aan het einde van een ronde.


Leaderboard class scout.png Scout

De kaas van het brood
De kaas van het brood
Dood een vijandelijke Heavy en pak zijn Sandvich.


Leaderboard class heavy.png Heavy

Herverdeling van gezondheid
Herverdeling van gezondheid
Herstel in één leven 1000 schadepunten met medikits.
Consumptiedrang
Consumptiedrang
Eet 100 sandviches.

Update history

19 februari 2008-patch
  • Dropped weapons now replenish half of your max ammo when picked up.

19 augustus 2008-patch

  • The Sandvich was added to the game.

11 december 2008-patch

  • Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.

25 februari 2009-patch

  • Players with full health can now pick up dropped Sandviches.

15 september 2009-patch

  • Alt-fire on the Sandvich now drops Sandviches.
    • A single Sandvich can be dropped at a time. Dropping the Sandvich removes it from the Heavy.
    • A Heavy can regain his Sandvich by collecting a healthkit while already being at full health.
    • Eating a Sandvich using the taunt method now heals a Heavy to full health.
    • Dropped Sandviches heal 50% of the collector's health.

14 oktober 2009-patch

  • Added 1/2 Bonus Point for healing a teammate with a dropped Sandvich.
  • Fixed being able to eat your Sandvich (via taunt) and drop it in the same frame.
  • Fixed thrown Sandvich traveling through players before being activated.
  • Fixed Sandviches sometimes spawning inside walls, or being thrown through thin walls.

29 oktober 2009-patch

  • Added the Halloween Pumpkins.

22 december 2009-patch

  • Fixed the Heavy picking up his own thrown Sandvich if it was thrown while running forward.

28 april 2010-patch

  • Throwing a Sandvich to a teammate now earns a full bonus point (was half a point).

23 augustus 2011-patch

  • Added TF birthday replacement models for health kits and ammo packs.

13 oktober 2011-patch

  • [Onbeschreven] Small health kits now heal 20% of a class' max health (previously 20.5%).

15 augustus 2012-patch

  • [Onbeschreven] Added Credits pickup.

9 oktober 2012-patch

  • Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.

2 juli 2015-patch #1 (Gun Mettle Update)

  • Dalokohs Bar
    • Can be thrown (alt-fire) as a small medkit for other players to use.

8 juli 2015-patch

  • Fixed the Dalokohs Bar giving medium health kits when thrown. Now properly gives small health kits when thrown.

Gallery

Standard pickups

Halloween pickups

Birthday mode pickups

Mann vs. Machine pickups

Other pickups


Pickups/nl Category:Gameplay/nl