Difference between revisions of "User:GrampaSwood/Melee"

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{{Quotation|'''The Scout'''|Look at this: just caved in your skull, my {{botignore|bat}}'s still dry. No clumps of hair - nothin'.|sound=Scout domination12.wav}}
 
{{Quotation|'''The Scout'''|Look at this: just caved in your skull, my {{botignore|bat}}'s still dry. No clumps of hair - nothin'.|sound=Scout domination12.wav}}
  
'''Melee''' is a type of [[Weapons|weapon]] and the short-range combat system in ''[[Team Fortress 2]]''. All melee attacks use [[hitscan]], but have a 0.2 second delay between pressing the primary fire button {{DK|MOUSE1}} and dealing damage. The only exception to this are the [[Weapons#spymelee|melee weapons]] for the [[Spy]], which damage immediately upon pressing the primary fire button. Standard melee attacks use the [[vdc:Bounding Box|bounding box]] of the player, the same hitbox used to determine collision with other players, world, and projectiles. The bounding box is a large rectangle around the player, this box does not rotate with the player. Except for the [[Weapons#engineermelee|Engineer melee weapons]] of the Engineer, melee swings hit teammates before enemies. The Engineer's melee weapons ignore teammates when trying to hit a friendly building, preventing teammates from blocking him repairing or healing a [[Buildings|building]].
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'''Melee''' is a type of [[Weapons|weapon]] and the short-range combat system in ''[[Team Fortress 2]]''. All melee attacks use [[hitscan]], but have a 0.2 second delay between pressing the primary fire button {{DK|MOUSE1}} and dealing damage. The only exception to this are the [[Weapons#spymelee|melee weapons]] for the [[Spy]], which damage immediately upon pressing the primary fire button. Standard melee attacks use the [[vdc:Bounding Box|bounding box]] of the player, the same hitbox used to determine collision with other players, world, and projectiles. The bounding box is a large rectangle around the player, this box does not rotate with the player. Melee swings hit teammates before enemies or buildings, except for the [[Weapons#engineermelee|Engineer's melee weapons]], which ignore teammates when trying to hit a friendly building. This prevents teammates from blocking him while trying to repair or upgrade a [[Buildings|building]].
  
 
Melee weapons are always available (except for the [[Spy-cicle]]) and do not consume ammo upon use. All [[Stock weapons|stock melee weapons]] (except for the Spy's and [[Scout]]'s melee weapons) function identically, dealing 65 damage and swinging in 0.8 second intervals. The Scout's [[Bat]] deals less damage (35 damage) and swings faster (0.5 second attack interval). The Spy's Knife has the same attack interval as the other stock melees, but deals only 40 damage. In addition to the basic function of dealing damage, the [[Wrench]] wielded by the [[Engineer]] and the Knife have additional abilities; upgrading, increasing construction speed, and repairing buildings and [[backstab]]bing enemy players respectively.
 
Melee weapons are always available (except for the [[Spy-cicle]]) and do not consume ammo upon use. All [[Stock weapons|stock melee weapons]] (except for the Spy's and [[Scout]]'s melee weapons) function identically, dealing 65 damage and swinging in 0.8 second intervals. The Scout's [[Bat]] deals less damage (35 damage) and swings faster (0.5 second attack interval). The Spy's Knife has the same attack interval as the other stock melees, but deals only 40 damage. In addition to the basic function of dealing damage, the [[Wrench]] wielded by the [[Engineer]] and the Knife have additional abilities; upgrading, increasing construction speed, and repairing buildings and [[backstab]]bing enemy players respectively.
  
Some unlockable melee weapons have extra utility on top of, or instead of, their damage-dealing capabilities. For example, the [[Back Scratcher]] increase healing from [[Health#Health kits|health kits]] while reducing the healing from [[Medi Gun (disambiguation)|Medi Guns]] and [[Dispenser]]s, or the [[Wrap Assassin]] trading direct damnage for the ability to [[Projectiles|launch a bauble]] that inflicts [[bleed]].
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Some unlockable melee weapons have extra utility on top of, or instead of, their damage-dealing capabilities. For example, the [[Back Scratcher]] increase healing from [[Health#Health kits|health kits]] while reducing the healing from [[Medi Gun (disambiguation)|Medi Guns]] and [[Dispenser]]s, or the [[Wrap Assassin]] trading direct damnage for the ability to [[Projectiles|launch a bauble]] that inflicts [[bleeding|bleed]].
  
 
== Melee weapons ==
 
== Melee weapons ==
 
{{User:GrampaSwood/Template:Melee Weapons}}
 
{{User:GrampaSwood/Template:Melee Weapons}}

Latest revision as of 22:16, 17 July 2024


Melee is a type of weapon and the short-range combat system in Team Fortress 2. All melee attacks use hitscan, but have a 0.2 second delay between pressing the primary fire button (default key: MOUSE1) and dealing damage. The only exception to this are the melee weapons for the Spy, which damage immediately upon pressing the primary fire button. Standard melee attacks use the bounding box of the player, the same hitbox used to determine collision with other players, world, and projectiles. The bounding box is a large rectangle around the player, this box does not rotate with the player. Melee swings hit teammates before enemies or buildings, except for the Engineer's melee weapons, which ignore teammates when trying to hit a friendly building. This prevents teammates from blocking him while trying to repair or upgrade a building.

Melee weapons are always available (except for the Spy-cicle) and do not consume ammo upon use. All stock melee weapons (except for the Spy's and Scout's melee weapons) function identically, dealing 65 damage and swinging in 0.8 second intervals. The Scout's Bat deals less damage (35 damage) and swings faster (0.5 second attack interval). The Spy's Knife has the same attack interval as the other stock melees, but deals only 40 damage. In addition to the basic function of dealing damage, the Wrench wielded by the Engineer and the Knife have additional abilities; upgrading, increasing construction speed, and repairing buildings and backstabbing enemy players respectively.

Some unlockable melee weapons have extra utility on top of, or instead of, their damage-dealing capabilities. For example, the Back Scratcher increase healing from health kits while reducing the healing from Medi Guns and Dispensers, or the Wrap Assassin trading direct damnage for the ability to launch a bauble that inflicts bleed.

Melee weapons