Difference between revisions of "Minigun"
ShadowMan44 (talk | contribs) m (→Gallery) |
GrampaSwood (talk | contribs) (Reword to condense it. Previous one had too many numbers and wasn't worded very well. I've reworded it to be much less wordy. It's fine as-is, please do not change or add anything to it now.) |
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Line 44: | Line 44: | ||
| 3d-viewname-15 = Silver Mk.II<br> | | 3d-viewname-15 = Silver Mk.II<br> | ||
| 3d-viewname-17 = Gold Mk.II<br> | | 3d-viewname-17 = Gold Mk.II<br> | ||
− | | used-by = | + | | used-by = {{used by|Heavy}} |
| slot = primary | | slot = primary | ||
− | | availability = {{avail|stock|crate21-strange|crate35-festive|mvm-both-types|contract | + | | availability = {{avail|stock|crate21-strange|crate35-festive|case93|case94|case99|case100|mvm-both-types|contract|warpaint}} |
| marketable = yes | | marketable = yes | ||
| numbered = no | | numbered = no | ||
| ammo-loaded = 200 | | ammo-loaded = 200 | ||
− | | ammo-carried = N/A | + | | ammo-carried = {{common string|N/A}} |
− | | reload = No | + | | reload = No reload |
| loadout = yes | | loadout = yes | ||
| quality = normal | | quality = normal | ||
− | | item-kind = Minigun | + | | item-kind = {{item kind|Minigun}} |
| item-level = 1 | | item-level = 1 | ||
}} | }} | ||
− | |||
− | |||
− | {{ | + | {{Other uses|this=the stock primary weapon for the Heavy|for=other miniguns|Minigun (disambiguation)}} |
− | + | {{Hatnote|"Sasha" redirects here. For the weapon Heavy refers to as Sasha in ''[[Poker Night at the Inventory]]'', see [[Iron Curtain]].}} | |
− | + | {{Quotation|'''The Heavy''', ''[[Meet the Heavy]]''|She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute.<br>It costs four hundred thousand dollars to fire this weapon... for '''twelve seconds'''.|sound=Meet Heavy Sasha.wav}} | |
− | The | + | The '''Minigun''', known affectionately as "'''Sasha'''" or "'''Sascha'''",<ref>[https://www.teamfortress.com/meetthedirector/?p=7 Meet the Director, page 7]</ref><ref>[https://www.teamfortress.com/theshowdown/#f=42 The Showdown, page 41]</ref><ref>''[[Meet the Heavy]]''</ref> is the default [[Weapons#heavyprimary|primary weapon]] for the [[Heavy]]. It is an enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung [[ammo|ammunition]] case and two handles. |
− | Players can begin spinning the barrel by holding down | + | Firing 4 bullets at the same time at a rate of 10x a second, the Minigun can quickly rip through opponents at short range. However, the [[damage]] falls off quickly over long distances and the bullets are subject to a wide cone of fire. |
+ | |||
+ | The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Heavy cannot [[Jumping|jump]] or switch weapons, has his speed reduced to approximately 47% of his regular [[Classes#Speed|movement speed]], and cannot move at all while [[crouching]]. The spin up can be initiated in midair to avoid losing speed until landing, allowing the Heavy to jump quickly around corners while ready to fire. There is a 50% damage penalty that starts when the gun is revved, decreasing linearly over the course of one second until full damage is reached. Accuracy is also reduced for the same time, with the cone of fire tightening over one second. | ||
+ | |||
+ | Players can begin spinning the barrel by holding down alt-fire, which does not fire any ammunition until primary fire is pressed. This can allow the Heavy to quickly respond to enemies when waiting in one position or to briefly hold his fire without fully spinning the gun down. | ||
The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun. | The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun. | ||
Line 75: | Line 77: | ||
{{Damage table | {{Damage table | ||
| type = [[Hitscan]] | | type = [[Hitscan]] | ||
− | | damagetype = Bullet | + | | damagetype = {{common string|Bullet}} |
− | | rangetype = Ranged | + | | rangetype = {{common string|Ranged}} |
| damage = yes | | damage = yes | ||
Line 85: | Line 87: | ||
| medium range = {{tooltip|5-30 / 1 ammo|27/54/81/108 / critical damage}}<br/>{{tooltip|48-285 / second|513 / critical damage}} | | medium range = {{tooltip|5-30 / 1 ammo|27/54/81/108 / critical damage}}<br/>{{tooltip|48-285 / second|513 / critical damage}} | ||
| long range = {{tooltip|5-10 / 1 ammo|27/54 / critical damage}}<br/>{{tooltip|48-95 / second|257 / critical damage}} | | long range = {{tooltip|5-10 / 1 ammo|27/54 / critical damage}}<br/>{{tooltip|48-95 / second|257 / critical damage}} | ||
− | | pellet spread = | + | | pellet spread = 25 |
| crit = 27 / bullet | | crit = 27 / bullet | ||
| minicrit = 12-18 / bullet | | minicrit = 12-18 / bullet | ||
| function times = yes | | function times = yes | ||
− | | attack interval = {{tooltip|0.105|4 bullets fired with each shot}} | + | | attack interval = {{tooltip|0.105|4 bullets fired with each shot}} s |
| windup time = 0.87 s | | windup time = 0.87 s | ||
}} | }} | ||
Line 95: | Line 97: | ||
{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
− | == Strange variant == | + | == {{common string|Strange variant}} == |
{{Strange item info | {{Strange item info | ||
− | | item-type = Minigun | + | | item-type = {{item kind|Minigun}} |
| rankson = kills | | rankson = kills | ||
| festive = yes | | festive = yes | ||
− | | botkiller =yes | + | | botkiller = yes |
| australium = yes | | australium = yes | ||
| can deal damage = yes | | can deal damage = yes | ||
Line 108: | Line 110: | ||
| can deal posthumous damage = no | | can deal posthumous damage = no | ||
| can extinguish = no | | can extinguish = no | ||
+ | | can deal long range damage = yes | ||
| notes = | | notes = | ||
− | |||
}} | }} | ||
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* Fixed Minigun [[exploit]]. | * Fixed Minigun [[exploit]]. | ||
− | '''{{Patch name|8|19|2008}}''' ( | + | '''{{Patch name|8|19|2008}}''' ({{update link|Heavy Update}}) |
* Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun. | * Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun. | ||
− | '''{{Patch name|8|13|2009}}''' ( | + | '''{{Patch name|12|11|2008}}''' |
− | * Heavies spinning their mini-guns will continue to spin when [[ | + | * The Minigun can now break apart the [[Demoman]]'s [[Stickybomb Launcher|stickybombs]]. |
+ | |||
+ | '''{{Patch name|8|13|2009}}''' ({{update link|Classless Update}}) | ||
+ | * Heavies spinning their mini-guns will continue to spin when [[stun]]ned (whether the left or right mouse button is pressed). | ||
'''{{Patch name|4|28|2010}}''' | '''{{Patch name|4|28|2010}}''' | ||
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* {{Undocumented}} Added [[Strange]] quality. | * {{Undocumented}} Added [[Strange]] quality. | ||
− | '''{{Patch name|12|15|2011}}''' ( | + | '''{{Patch name|12|15|2011}}''' ({{update link|Australian Christmas 2011}}) |
* Added [[Festive weapons|Festive]] variant. | * Added [[Festive weapons|Festive]] variant. | ||
− | '''{{ | + | '''{{Patch name|12|19|2011}}''' |
* Festive Miniguns can now be [[Gift Wrap|gifted]]. | * Festive Miniguns can now be [[Gift Wrap|gifted]]. | ||
Line 158: | Line 163: | ||
* Refined Minigun recoil force. | * Refined Minigun recoil force. | ||
− | '''{{Patch name|8|15|2012}}''' ( | + | '''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}}) |
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants. | * {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants. | ||
Line 164: | Line 169: | ||
* Added Rust, Blood, Carbonado, and Diamond Botkiller variants. | * Added Rust, Blood, Carbonado, and Diamond Botkiller variants. | ||
− | '''{{Patch name|12|20|2012}}''' ( | + | '''{{Patch name|12|20|2012}}''' ({{update link|Mecha Update}}) |
* Added Silver and Gold Botkiller Mk. II variants. | * Added Silver and Gold Botkiller Mk. II variants. | ||
Line 170: | Line 175: | ||
* Fixed a client crash related to doing a changelevel while firing the Minigun. | * Fixed a client crash related to doing a changelevel while firing the Minigun. | ||
− | '''{{Patch name|11|21|2013}}''' ( | + | '''{{Patch name|11|21|2013}}''' ({{update link|Two Cities Update}}) |
* {{Undocumented}} Added an Australium variant. | * {{Undocumented}} Added an Australium variant. | ||
− | '''{{Patch name|6|18|2014}}''' ( | + | '''{{Patch name|6|18|2014}}''' ({{update link|Love & War Update}}) |
* All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing. | * All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing. | ||
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* Fixed not being able to switch away from the Minigun while spinning down. | * Fixed not being able to switch away from the Minigun while spinning down. | ||
− | '''{{Patch name|7|2|2015}}''' ( | + | '''{{Patch name|7|2|2015}}''' ({{update link|Gun Mettle Update}}) |
* Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%. | * Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%. | ||
* {{Undocumented}} Updated model to c_model system. | * {{Undocumented}} Updated model to c_model system. | ||
Line 192: | Line 197: | ||
* Fixed the Australium Minigun materials. | * Fixed the Australium Minigun materials. | ||
− | '''{{Patch name|10|20|2017}}''' ( | + | '''{{Patch name|10|20|2017}}''' ({{update link|Jungle Inferno Update}}) |
* The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing. | * The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing. | ||
* Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%. | * Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%. | ||
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'''{{Patch name|10|12|2022}}''' | '''{{Patch name|10|12|2022}}''' | ||
* Fixed a bug where if multiple [[Heavy|{{botignore|heavies}}]]{{sic}} where firing their weapons at the same time it would crash the server. | * Fixed a bug where if multiple [[Heavy|{{botignore|heavies}}]]{{sic}} where firing their weapons at the same time it would crash the server. | ||
+ | }} | ||
− | }} | + | == Unused content == |
+ | * There is a remastered version of the [[Assault Cannon (Classic)]] in the game files. In both <code>v_minigun</code> and <code>w_minigun</code>, all the textures from the Assault Cannon can be located. | ||
+ | * A model of a shell casing is present in the files as {{code|miniguncasing.mdl}}, which appeared in both [[Trailer 1]] and [[Trailer 2]]. | ||
== Bugs == | == Bugs == | ||
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* Holding secondary fire and tapping primary fire with one bullet left causes the Minigun to play the firing animation loop despite having no ammo. This is visible in third person and by other players. | * Holding secondary fire and tapping primary fire with one bullet left causes the Minigun to play the firing animation loop despite having no ammo. This is visible in third person and by other players. | ||
* Sometimes, the Minigun does not spin in client view while revving up. This might happen if revving up the gun using secondary fire immediately after taunting. This can be fixed by re-revving the gun. | * Sometimes, the Minigun does not spin in client view while revving up. This might happen if revving up the gun using secondary fire immediately after taunting. This can be fixed by re-revving the gun. | ||
− | * | + | ** This can also be fixed by firing the gun. |
* When holding the primary fire button during a taunt the Minigun's muzzle flash turns invisible. | * When holding the primary fire button during a taunt the Minigun's muzzle flash turns invisible. | ||
* Attempting to switch to another weapon slot immediately after unrevving the gun causes the Minigun model to be replaced with the weapon that was being switched to. Only visible client side, on the player's world model. | * Attempting to switch to another weapon slot immediately after unrevving the gun causes the Minigun model to be replaced with the weapon that was being switched to. Only visible client side, on the player's world model. | ||
− | |||
− | |||
− | |||
== Trivia == | == Trivia == | ||
− | * In [[Meet the Heavy]], the Heavy says that the Minigun weighs 150 kilograms | + | * In [[Meet the Heavy]], the Heavy says that the Minigun weighs 150 kilograms, or roughly 330.75 pounds. A real, portable Minigun weighs around 39 kilograms, or roughly 86 pounds. |
* How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the [[Merchandise#Prints|Valve Store]] depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models. | * How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the [[Merchandise#Prints|Valve Store]] depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models. | ||
− | * The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, | + | * The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, costing 200 dollars per bullet. In-game, the Minigun fires 4 bullets every .105 second, or around 2,285 bullets per minute. This would make 12 seconds of continuous fire cost $91,428.57. In order for it to cost $400,000, the cost of each bullet would have to be $875 apiece. |
− | * In the Xbox 360 manual for [[The Orange Box]], and in the [[Meet the Heavy]] video description, the Minigun is referred to as the Chain Gun.<ref>[https://valvearchive.com/archive/Team%20Fortress/Team%20Fortress%202/Guides/Xbox%20360%20Game%20Manual/The_Orange_Box_-_Manual_-_360.pdf The Orange Box Manual-_xbox 360]</ref><ref>[https://www.youtube.com/watch?v=jHgZh4GV9G0 | + | * In the Xbox 360 manual for [[The Orange Box]], and in the ''[[Meet the Heavy]]'' video description, the Minigun is referred to as the Chain Gun.<ref>[https://valvearchive.com/archive/Team%20Fortress/Team%20Fortress%202/Guides/Xbox%20360%20Game%20Manual/The_Orange_Box_-_Manual_-_360.pdf The Orange Box Manual-_xbox 360]</ref><ref>''[https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy]''</ref> |
+ | * It is revealed in the [[Meet the Director]] comic that Heavy sleeps in a bed next to Sasha and Heavy says that he is embarrassed on how small the bed is. | ||
== Gallery == | == Gallery == | ||
Line 247: | Line 253: | ||
File:Botkiller Minigun Uranium 1st person.png|Uranium Botkiller. | File:Botkiller Minigun Uranium 1st person.png|Uranium Botkiller. | ||
--> | --> | ||
− | |||
− | |||
− | |||
== Merchandise == | == Merchandise == | ||
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* [[Botkiller weapons]] | * [[Botkiller weapons]] | ||
* [[Australium weapons]] | * [[Australium weapons]] | ||
+ | |||
+ | == References == | ||
+ | <references/> | ||
{{Standard Weapons Nav}} | {{Standard Weapons Nav}} | ||
{{Allweapons Nav}} | {{Allweapons Nav}} | ||
{{Heavy Nav}} | {{Heavy Nav}} | ||
+ | |||
[[Category:Weapons using the CommunityWeapon material proxy]] | [[Category:Weapons using the CommunityWeapon material proxy]] |
Latest revision as of 22:25, 17 November 2024
“ | ” |
The Minigun, known affectionately as "Sasha" or "Sascha",[1][2][3] is the default primary weapon for the Heavy. It is an enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung ammunition case and two handles.
Firing 4 bullets at the same time at a rate of 10x a second, the Minigun can quickly rip through opponents at short range. However, the damage falls off quickly over long distances and the bullets are subject to a wide cone of fire.
The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Heavy cannot jump or switch weapons, has his speed reduced to approximately 47% of his regular movement speed, and cannot move at all while crouching. The spin up can be initiated in midair to avoid losing speed until landing, allowing the Heavy to jump quickly around corners while ready to fire. There is a 50% damage penalty that starts when the gun is revved, decreasing linearly over the course of one second until full damage is reached. Accuracy is also reduced for the same time, with the cone of fire tightening over one second.
Players can begin spinning the barrel by holding down alt-fire, which does not fire any ammunition until primary fire is pressed. This can allow the Heavy to quickly respond to enemies when waiting in one position or to briefly hold his fire without fully spinning the gun down.
The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Hitscan | |
Damage type | Bullet | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Maximum ramp-up | 150% | 13.5 / bullet |
Base damage | 100% | 9 / bullet |
Maximum fall-off | 52.8% | 4.752 / bullet |
Point blank | 50-54 / 1 ammo 475-513 / second | |
Medium range | 5-30 / 1 ammo 48-285 / second | |
Long range | 5-10 / 1 ammo 48-95 / second | |
Pellet spread | 25:1 | |
Critical | 27 / bullet | |
Mini-crit | 12-18 / bullet | |
Function times | ||
Attack interval | 0.105 s | |
Wind-up time | 0.87 s | |
Values are approximate and determined by community testing. |
Demonstration
Strange Variant
Related achievements
Heavy
|
|
Update history
- Fixed Minigun exploit.
August 19, 2008 Patch (Heavy Update)
- Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun.
- The Minigun can now break apart the Demoman's stickybombs.
August 13, 2009 Patch (Classless Update)
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- Minigun spin-up/down time reduced by 25%.
- Minigun firing movement speed increased to just under half-normal (from 80 to 110).
- Fixed a Heavy exploit that let him run at full speed while shooting.
- This weapon's kill icon was updated.
- [Undocumented] The spin-up and spin-down animations of the Heavy's miniguns were changed.
- Added community contributed response rules to the Minigun.
- [Undocumented] Added Strange quality.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Miniguns can now be gifted.
- Refined Minigun recoil force.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed a client crash related to doing a changelevel while firing the Minigun.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added an Australium variant.
June 18, 2014 Patch (Love & War Update)
- All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
- Minigun: Spinning up via secondary attack now counts toward reducing the one-second accuracy penalty.
- Fixed not being able to switch away from the Minigun while spinning down.
July 2, 2015 Patch (Gun Mettle Update)
- Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.
- [Undocumented] Updated model to c_model system.
- Updated the materials for the Australium Minigun.
- Fixed the Australium Minigun materials.
October 20, 2017 Patch (Jungle Inferno Update)
- The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
- Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
- Fixed a bug where if multiple heavies(sic) where firing their weapons at the same time it would crash the server.
Unused content
- There is a remastered version of the Assault Cannon (Classic) in the game files. In both
v_minigun
andw_minigun
, all the textures from the Assault Cannon can be located. - A model of a shell casing is present in the files as
miniguncasing.mdl
, which appeared in both Trailer 1 and Trailer 2.
Bugs
- Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound are still shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun appears to be firing upwards, it then stops "shooting", and moves up and down several times, then continues in its normal state.
- Holding secondary fire and tapping primary fire with one bullet left causes the Minigun to play the firing animation loop despite having no ammo. This is visible in third person and by other players.
- Sometimes, the Minigun does not spin in client view while revving up. This might happen if revving up the gun using secondary fire immediately after taunting. This can be fixed by re-revving the gun.
- This can also be fixed by firing the gun.
- When holding the primary fire button during a taunt the Minigun's muzzle flash turns invisible.
- Attempting to switch to another weapon slot immediately after unrevving the gun causes the Minigun model to be replaced with the weapon that was being switched to. Only visible client side, on the player's world model.
Trivia
- In Meet the Heavy, the Heavy says that the Minigun weighs 150 kilograms, or roughly 330.75 pounds. A real, portable Minigun weighs around 39 kilograms, or roughly 86 pounds.
- How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the Valve Store depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models.
- The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, costing 200 dollars per bullet. In-game, the Minigun fires 4 bullets every .105 second, or around 2,285 bullets per minute. This would make 12 seconds of continuous fire cost $91,428.57. In order for it to cost $400,000, the cost of each bullet would have to be $875 apiece.
- In the Xbox 360 manual for The Orange Box, and in the Meet the Heavy video description, the Minigun is referred to as the Chain Gun.[4][5]
- It is revealed in the Meet the Director comic that Heavy sleeps in a bed next to Sasha and Heavy says that he is embarrassed on how small the bed is.
Gallery
BLU Festive variant.
RED Festivized variant.
Australium variant.
Rust Botkiller variant.
Merchandise
See also
References
|
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
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