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

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{{DISPLAYTITLE:Lijst van spelmodi}}
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[[File:Leaderboard class soldier.png|right|The Soldier]]
[[Image:Wellconceptart.png|thumb|right|500px|De wereld van ''Team Fortress 2''.]]
+
'''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]].
  
{{hatnote|Voor een volledige lijst van alle mappen, zie [[List of maps/nl|Lijst van mappen]].}}
+
==Primary==
 +
{{Taunt
 +
| image = Soldiertaunt1.PNG
 +
| weapon-1 = Rocket Launcher
 +
| weapon-2 = Black Box
 +
| weapon-3 = Rocket Jumper
 +
| weapon-4 = Liberty Launcher
 +
| weapon-5 = Original
 +
| weapon-6 = Air Strike
 +
| description = The Soldier mock salutes by making a "loser" sign with his hand while saying:
 +
:[[Media:Soldier taunts01.wav|"Maggots!"]]
 +
:[[Media:Soldier specialcompleted01.wav|"Cuh-rit!"]]
 +
:[[Media:Soldier headleft03.wav|"Leeeeft house!"]]
 +
}}
  
Dit is een is a '''lijst van spelmodi''' in ''[[Team Fortress 2/nl|Team Fortress 2]]''. Het spel was uitgegeven met drie spelmodi: [[#Verover de vlag|Verover de vlag]], [[#controlepost(spelmodus)|controlepost]] en [[#Territoriale controle|"Territoriale controle]]. Meerdere [[updates/nl|updates]] hebben elf nieuwe spelmodi toegevoegd ([[#Springlading|Springlading]], [[#Arena|Arena]], [[#Koning van de heuvel|Koning van de heuvel]], [[#Springladingrace|Springladingrace]], [[Medieval Mode/l|Middeleeuwse moduss]], [[Special Delivery (Game Mode)/nl|Speciale levering]], [[#Mann vs. Machine|Mann vs. Machine]], [[Robot Destruction/nl|Robotvernietiging]], [[#Mannpower|Mannpower]], [[PASS Time/nl|PASS-tijd]] en [[#Spelervernietiging|Spelervernietiging]]) waardoor er in totaal vierteen officiële spelmodi zijn en 2 training mappen. Deze spelmodi zijn verdeeld over 108 officiële [[List of maps/nl|mappen]] en geven veel speelvariatie in ''Team Fortress 2''.
+
{{Taunt
 +
| image = Soldierdhtaunt.png
 +
| weapon-1 = Direct Hit
 +
| weapon-2 = Beggar's Bazooka
 +
| description = The Soldier [[Media:Soldier DirectHitTaunt02.wav|yells]] and beats his chest in a similar fashion to [[w:Tarzan|Tarzan]].
 +
}}
  
{{anchor|arena}}
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{{Taunt
 +
| image = Soldiermanglertaunt.png
 +
| weapon-1 = Cow Mangler 5000
 +
| description = The Soldier jumps, stands erect, salutes, clicks his heels then quickly marches in place.
 +
}}
  
==Arena==
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==Secondary==
[[Image:Gametype_arena.png|right|400px]]
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{{Taunt
 +
| image = Soldiershotguntaunt.png
 +
| weapon-1 = Shotgun
 +
| weapon-2 = Reserve Shooter
 +
| weapon-3 = Panic Attack
 +
| description = The Soldier salutes with the Shotgun, pointing it into the air and firing three times while the start of the song 'Taps' [[Media:Taps 02.wav|music]] plays (this consumes no ammunition, nor does it deal damage). He then gives a military salute and says [[Media:Soldier cheers05.wav|"BOO-YAH!"]].
 +
There is an alternate, longer version of this [[Media:Taps 03.wav|music]].
 +
}}
  
{{main|Arena}}
+
{{Taunt
 +
| image = Soldiertaunt2.PNG
 +
| weapon-1 = Buff Banner
 +
| weapon-2 = Concheror
 +
| weapon-3 = Righteous Bison
 +
| weapon-4 = Battalion's Backup
 +
| description = The Soldier juggles his grenades and a spare rocket [[Media:Soldier laughlong01.wav|laughing maniacally]] or shouting [[Media:Soldier specialcompleted04.wav|"Screamin' Eagles!"]].
 +
}}  
  
{{See also|Tips#Arena|l1=Arena tips}}
+
==Melee==
 +
{{Taunt
 +
| image = Soldiertaunt3.PNG
 +
| weapon-1 = Shovel
 +
| weapon-2 = Pain Train
 +
| weapon-3 = Frying Pan
 +
| weapon-4 = Disciplinary Action
 +
| weapon-5 = Market Gardener
 +
| weapon-6 = Conscientious Objector
 +
| weapon-7 = Freedom Staff
 +
| weapon-8 = Ham Shank
 +
| weapon-9 = Golden Frying Pan
 +
| weapon-10 = Crossing Guard
 +
| weapon-11 = Prinny Machete
 +
| description = The Soldier [[Media:Soldier paincrticialdeath04.wav|screams]] in [[Media:Soldier paincrticialdeath01.wav|one]] of [[Media:Soldier paincrticialdeath03.wav|four]] different [[media:Soldier paincrticialdeath02.wav|ways]] and bangs his helmet with his weapon. The screams are identical to those he makes when killed by a non-gibbing [[Critical hits|critical hit]] or melee weapon. If the Soldier is in [[Pyroland]], he will laugh before banging his helmet.
 +
}}
  
{{Quotation|'''Abraham Lincoln''', ''Second Inaugural Address, 1865''|I say this to you with the unvarnished factualism of plain talk: I ''love'' Arena Mode.}}
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{{Taunt
 +
| image = Soldiergrenadekill.png
 +
| weapon-1 = Equalizer
 +
| weapon-2 = Escape Plan
 +
| special = Grenade
 +
| special2 = hhg
 +
| 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]].
  
'''Arena''' maps are designed to keep the class diversity of ''Team Fortress 2'' while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the <code>arena_</code> prefix.
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If the [[Lumbricus Lid]] is equipped when this taunt is performed, the [[kill icon]] for this taunt changes to a Holy Hand Grenade, and [[Media:Taunt wormsHHG.wav|this music]] is played.
 +
}}
  
Arena Mode features smaller maps to ensure shorter matches because you don't respawn after death. When you die in Arena Mode, you will enter [[spectate]] mode until the round is finished. The maps usually feature a control point in the middle of the map and tend to be just normal King of the Hill maps with no respawn.
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{{Taunt
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| image = Soldiertaunt2.PNG
Sometimes, if the teams are unbalanced, a message will appear to two people, saying "CAREFUL: if you lose this round, you may have to sit out", and if their team loses that round, the player will be in spectator until the upcoming round.
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| weapon-1 = Saxxy
 +
| description = The Soldier juggles his grenades and a spare rocket [[Media:Soldier laughlong01.wav|laughing maniacally]] or shouting [[Media:Soldier specialcompleted04.wav|"Screamin' Eagles!"]].
 +
}}
  
Loadouts changed during the countdown before the match will not do so in-game unless the player commits suicide. Changing classes and back will also work if done before the countdown ends.
+
{{Taunt
 +
| image = Soldierdhtaunt.png
 +
| weapon-1 = Half-Zatoichi
 +
| description = The Soldier [[Media:Soldier DirectHitTaunt02.wav|yells]] and beats his chest in a similar fashion to [[w:Tarzan|Tarzan]].
 +
}}
  
The [[First Blood]] buff is unique to Arena Mode. If a player gets the first kill of a round, they are temporarily awarded full critical hits.
+
==Action==
 +
===Soldier-exclusive===
 +
{{Taunt
 +
| image = Taunt Fresh Brewed Victory.png
 +
| weapon-1 = Fresh Brewed Victory
 +
| description =  The Soldier will step on a bag of coffee beans and drink from a mug while saying:
 +
:[[Media:Soldier taunt kill 01.wav|"A big cup of kicking your ass!"]]
 +
:[[Media:Soldier taunt kill 04.wav|"A big mug of my foot up your ass!"]]
 +
:[[Media:Soldier taunt kill 10.wav|"I love the smell of a kicked ass in the morning!"]]
 +
:[[Media:Soldier taunt kill 16.wav|"''Ahhhhh.'"]]
 +
:[[Media:Soldier taunt kill 18.wav|"Ahhhhhhh."]]
  
Arena Mode is not found in Casual map selection.
+
''Associated sound effects''
 +
:[[Media:Taunt soldier coffee 1 bag can swoosh.wav|[bag swishes into existence]]]
 +
:[[Media:Taunt soldier coffee 2 bag can drop.wav|[coffee can drops]]]
 +
:[[Media:Taunt soldier coffee 3 coffee splash.wav|[coffee drips]]]
 +
:[[Media:Taunt soldier coffee 4 coffee sip.wav|[sip]]]
 +
:[[Media:Taunt soldier coffee 5 coffee ahh.wav|[sigh of contentment]]]
 +
}}
  
'''Arena maps''':
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{{Taunt
* [[Badlands (Arena)|Badlands]]
+
| image = Taunt fubar fanfare.png
* [[Byre]]
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| weapon-1 = Fubar Fanfare
* [[Granary (Arena)|Granary]]
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| description =  The Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B).
* [[Lumberyard]]
+
*[[Media:Trombonetauntv2.mp3|[failure notes]]]
* [[Nucleus (Arena)|Nucleus]]
+
}}
* [[Offblast]]
 
* [[Ravine]]
 
* [[Sawmill (Arena)|Sawmill]]
 
* [[Watchtower]]
 
* [[Well (Arena)|Well]]
 
  
{{clr}}
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{{Taunt
{{anchor|CTF|ctf|capture the flag}}
+
| image = Taunt Panzer Pants.png
 +
| weapon-1 = Panzer Pants
 +
| description = 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.
  
==Capture the Flag==
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Pressing primary fire (default key: {{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.
[[Image:Gametype_ctf.png|right|400px]]
+
*[[Media:Soldier tank 01.wav|"Muahahaha!"]]
 +
*[[Media:Soldier tank 02.wav|"Hoohoohohohahaha!"]]
 +
*[[Media:Soldier tank 03.wav|"Come and get it maggots!"]]
 +
*[[Media:Soldier tank 04.wav|"War is hell! Freedom isn't free! ''I'' am in a tank!"]]
 +
*[[Media:Soldier tank 06.wav|"I am in a tank!"]]
 +
*[[Media:Soldier tank 08.wav|"I will drive this tank up your ass, maggot!"]]
 +
*[[Media:Soldier tank 09.wav|"I am about to tattoo some tank treads on your ass!"]]
 +
*[[Media:Soldier tank 10.wav|"This is ''my'' tank! There are many like it, but this one is mine!"]]
 +
*[[Media:Soldier tank 11.wav|"Wars may be fought with tanks, but they are won by ''men''! With tanks!"]]
 +
*[[Media:Soldier tank 12.wav|"Anything worth fighting for is worth fighting for in a tank!"]]
 +
*[[Media:Soldier tank 13.wav|"War! What is it good for? Everything!"]] ''(Edwin Starr's "War" reference)''
 +
*[[Media:Soldier tank 14.wav|"This tank runs on blood, guts, and glory! The guts and glory ''I'' will provide! The blood is where you come in!"]]
 +
*[[Media:Soldier tank 16.wav|"This tank and the hero driving it, we're both made in America!"]]
 +
*[[Media:Soldier tank warcry 01.wav|"Hahahahahahahahaha!"]]
 +
*[[Media:Soldier tank warcry 02.wav|"''Ha'' ''ha'' ''ha'' ''ha''!"]]
 +
*[[Media:Soldier tank warcry 03.wav|"Bah!"]]
 +
*[[Media:Soldier tank warcry 04.wav|"Ah!"]]
 +
*[[Media:Soldier tank warcry 05.wav|"For Americaaaaa!"]]
 +
*[[Media:Soldier tank warcry 06.wav|"Freeeedom!"]]
 +
*[[Media:Soldier tank warcry 08.wav|"Sound off if you love freedom, maggot!"]]<!---identical to Soldier tank warcry 08 work.wav--->
 +
*[[Media:Soldier tank warcry 09.wav|"I am in a taaaaank!"]]
 +
*[[Media:Soldier tank warcry 12.wav|"Taaaaank!"]]
 +
*[[Media:Soldier tank warcry 13.wav|"Ahhhhhh!"]]
  
{{main|Capture the Flag}}
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Ending the taunt causes the tank to explode; the Soldier jumps off with a back somersault.
  
{{Quotation|'''The Scout'''|Wave goodbye to ya secret crap, dumbass!|sound=Scout_specialcompleted05.wav}}
+
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.
 +
}}
  
'''Capture the Flag''' features both [[RED]] and [[BLU]] bases, each containing its own [[Capture the Flag#Intelligence|Intelligence]] briefcase (also known as the "flag"). The goal for both teams is to capture the enemy's Intelligence until they have reached the game's capture limit (default limit is 3 captures) while preventing the enemy team from achieving the same.
+
{{Taunt
 +
| image = Taunt Soldier's Requiem.png
 +
| weapon-1 = Soldier's Requiem
 +
| description = The Soldier will take out a gravestone which says "Here lies maggot. I win. The end." and say:
 +
*[[Media:Soldier HatOverHeartTaunt01.wav|"You will not be missed."]]
 +
*[[Media:Soldier HatOverHeartTaunt02.wav|"I never liked you."]]
 +
*[[Media:Soldier HatOverHeartTaunt03.wav|"You were loud and ugly and now you're DEAD! Amen."]]
 +
*[[Media:Soldier HatOverHeartTaunt04.wav|"You're dead, that's good, amen."]]
 +
*[[Media:Soldier HatOverHeartTaunt05.wav|"Godspeed, you magnificent bastard."]]
 +
*[[Media:Soldier HatOverHeartTaunt06.wav|"You were good son, real good; maybe even the best."]]
 +
}}
  
Both teams' Intelligence briefcases are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the "Intelligence Room". To pick up the Intelligence, the player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the location of their Intelligence, where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to successfully capture it. After each successful capture, your team will be rewarded with ten seconds of [[Critical hits|crit boost]].
+
===All-Class===
 +
{{Taunt
 +
| image = Burstchester Soldier.png
 +
| weapon-1 = Burstchester
 +
| description = 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.
 +
}}
  
If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Administrator informs the teams over the loudspeaker and the Briefcase will remain stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time, the Intelligence can be picked up as normal. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the Intelligence themselves. The Intelligence cannot be carried by players with an invulnerability buff (i.e. players under the [[Medi Gun]]'s [[ÜberCharge]] and [[Scout]]s under the effects of [[Bonk! Atomic Punch]]) and Intelligence carriers cannot receive an invulnerability buff or use a [[Teleporter]]. Engineers wielding the [[Eureka Effect]] can teleport, but will drop the Intelligence at the spot they teleported from. The Intelligence also may not be picked up by a [[Soldier]] wielding the [[Rocket Jumper]] or a [[Demoman]] using the [[Sticky Jumper]]. Cloaked Spies cannot pick up the Intelligence until their Cloak has been turned off. However, if a Spy does acquire the Intelligence, then they will lose their disguise and no longer be able to change their disguise or Cloak. An exception to this is the Dead Ringer, which, upon taking damage, will force the Spy to drop the Intelligence and Cloak as normal.
+
{{Taunt
+
| image = Conga_Soldier.png
If the Intelligence carrier dies in a normally inaccessible part of the map, such as [[Environmental hazards#Pitfall|falling into a pit or off a cliff]], the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match will enter [[Sudden Death]] mode.
+
| weapon-1 = Conga
 +
| description = The Soldier bounces in rhythm to the Latin beats while saying:
  
Unlike variants of Capture the Flag in other games, you ''can'' make a capture without actually having your Intelligence at your base.
+
''Initiating a Conga line''
 +
:[[Media:Soldier taunt cong int 03.wav|"Ha ha ha!"]]
 +
:[[Media:Soldier taunt cong int 04.wav|"Ha ha! Conga!"]]
 +
:[[Media:Soldier taunt cong int 13.wav|"''Single'' file!"]]
  
'''Capture the Flag maps''':
 
* [[2Fort]]
 
* [[2Fort Invasion]]
 
* [[Double Cross]]
 
* [[Landfall]]
 
* [[Sawmill (Capture the Flag)|Sawmill]]
 
* [[Turbine]]
 
* [[Well (Capture the Flag)|Well]]
 
  
{{clr}}
+
''Dancing to the Conga''
{{anchor|comp|competitive mode}}
+
:[[Media:Soldier taunt cong fun 01.wav|"Oooh, yeah!"]]
 +
:[[Media:Soldier taunt cong fun 04.wav|"Ha ''hah'', conga!"]]
 +
:[[Media:Soldier taunt cong fun 08.wav|"''Conga'', maggots!"]]
 +
:[[Media:Soldier taunt cong fun 11.wav|"Get into it!"]]
 +
:[[Media:Soldier taunt cong fun 24.wav|"Conga you fools!"]]
 +
:[[Media:Soldier taunt cong fun 27.wav|"Love it!"]]
 +
:[[Media:Soldier taunt cong fun 29.wav|"[singing] Duh da da da!"]]
  
==Competitive Mode==
+
The player will continuously move forward during this taunt, only being able to turn left and right.
[[Image:Meet Your Match.png|right||300px|]]
+
}}
  
{{main|Competitive Mode}}
+
{{Taunt
{{quotation|'''The Administrator'''|At least you didn't disappoint me more than usual.|sound=Cm_admin_outlier_no_04.mp3}}
+
| image = Soldier Director.png
 +
| weapon-1 = Director's Vision
 +
| description = 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.
 +
}}
  
'''Competitive Mode''' is an official game mode released for Team Fortress 2. The mode is accessible only by having a [[Premium]] TF2 account and [http://store.steampowered.com/mobile Steam Guard Mobile Authenticator] enabled, owning a [[Competitive Matchmaking Pass]], or owning a [[Community (quality)|Community]] or [[Self-Made]] quality item. If a player has a Premium account but has had a [[VAC]] ban on it,  the only way to obtain access to Competitive Mode is to buy a pass from the Mann Co. Store. The "Play Competitive" button will only appear if the player has associated their Steam account with the Steam Guard Mobile Authenticator and has joined the official [https://steamcommunity.com/groups/tfcompetitive Team Fortress 2 Competitive Steam Group], even if they meet the requirements above. Like regular matches, there are no restrictions on any weapons and/or classes that can be used.
+
{{Taunt
 +
| image = Flippin Awesome Soldier.png
 +
| weapon-1 = Flippin' Awesome
 +
| description = 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''
 +
:[[Media:Soldier taunt flip int 01.wav|"Flip is go!"]]
 +
:[[Media:Soldier taunt flip int 03.wav|"Flip is ''go''!"]]
 +
:[[Media:Soldier taunt flip int 04.wav|"Flip is go!"]]
 +
:[[Media:Soldier taunt flip int 11.wav|"''Step'' up and get flipped!"]]
 +
:[[Media:Soldier taunt flip int 15.wav|"''In'' flipping position!"]]
 +
:[[Media:Soldier taunt flip int 17.wav|"Do ''not'' keep me waiting!"]]
 +
:[[Media:Soldier taunt flip int 19.wav|"Get over here, sky-meat!"]]
 +
:[[Media:Soldier taunt flip int 20.wav|"Say your prayers and grab some air!"]]
 +
:[[Media:Soldier taunt flip int 24.wav|"Operation: Soaring Eagle!"]]
  
'''Competitive Mode maps''':
+
''Flipping another player''
* [[Badwater Basin]]
+
:[[Media:Soldier taunt flip exert 02.wav|[strained]"Up you go!"]]
* [[Foundry]]
+
:[[Media:Soldier taunt flip exert 06.wav|[strained]"Up you ''go''!"]]
* [[Gorge]]
+
:[[Media:Soldier taunt flip exert 21.wav|"Hut hut hut!"]]
* [[Gullywash]]
+
:[[Media:Soldier taunt flip exert 31.wav|"Hut-ta!"]]
* [[Lakeside]]
+
:[[Media:Soldier taunt exert 02.wav|"Urgh!"]]
* [[Metalworks]]
+
:[[Media:Soldier taunt exert 06.wav|"Uhng!"]]
* [[Process]]
 
* [[Snakewater]]
 
* [[Sunshine]]
 
* [[Swiftwater]]
 
* [[Vanguard]]
 
* [[Viaduct]]
 
  
{{clr}}
+
''Being flipped''
{{anchor|CP|cp|control point}}
+
:[[Media:Soldier taunt flip fun 04.wav|"Wheee"]]
 +
:[[Media:Soldier taunt flip fun 06.wav|"Ouwah"]]
 +
:[[Media:Soldier taunt flip fun 08.wav|"Rahh"]]
  
==Control Point==
+
''After flipping''
[[Image:Gametype_cp.png|right|400px]]
+
:[[Media:Soldier taunt flip end 01.wav|"Perfect landing!"]]
 +
:[[Media:Soldier taunt flip end 02.wav|"''Perfect landing!''"]]
 +
:[[Media:Soldier taunt flip end 03.wav|"Perfect landing."]]
 +
:[[Media:Soldier taunt flip end 05.wav|"''The Eagle'' has landed"]] (reference to [[w:Apollo 11|Apollo 11]])
 +
:[[Media:Soldier taunt flip end 15.wav|"Duty. Honor. Flipping."]]
 +
:[[Media:Soldier taunt flip end 16.wav|"Duty and honor!"]]
 +
:[[Media:Soldier taunt flip end 17.wav|"''Duty and honor.''"]]
 +
:[[Media:Soldier taunt admire 01.wav|"Well done!"]]
 +
:[[Media:Soldier taunt admire 04.wav|"Perfect!"]]
 +
:[[Media:Soldier taunt admire 09.wav|"Hooah!"]]
 +
:[[Media:Soldier taunt admire 10.wav|"Done and done!"]]
 +
:[[Media:Soldier taunt admire 16.wav|"Mission accomplished!"]]
 +
:[[Media:Soldier taunt admire 17.wav|"''Mission accomplished!''"]]
 +
:[[Media:Soldier taunt admire 18.wav|"Mission accomplished."]]
 +
:[[Media:Soldier taunt admire 22.wav|"Medals for everyone!"]]
 +
:[[Media:Soldier taunt admire 24.wav|"Stay frosty!"]]
 +
:[[Media:Soldier taunt admire 26.wav|"''Stay frosty!''"]]
 +
}}
  
{{main|Control Point (game mode)}}
+
{{Taunt
 +
| image = Soldierhighfive.png
 +
| weapon-1 = High Five!
 +
| description = The Soldier stands at attention and raises his hand while saying:
 +
:[[Media:Soldier_go03.wav|"Let's go!"]]
 +
He then salutes, slaps the other player's hand, and pumps his right fist back and forth a few times.
 +
}}
  
{{See also|Control point (objective)}}
+
{{Taunt
 +
| image = Kazotsky Kick Soldier.png
 +
| weapon-1 = Kazotsky Kick
 +
| description = 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.
 +
}}
  
{{Quotation|'''The Engineer'''|This point ain't gonna cap itself! Get over here!|sound=Engineer_helpmecapture02.wav}}
+
{{Taunt
 +
| image = Mannrobics Soldier.png
 +
| weapon-1 = Mannrobics
 +
| description = The Soldier will go through an aerobics routine with the option of a class-specific animation.
 +
:[[Media:Soldier aerobic 04.mp3|"[panting] Ho, heh, huh, huh, uh!"]]
 +
:[[Media:Soldier aerobic 07.mp3|"Ooh! Ah! Hah hah! Hoo hoo!"]]
 +
:[[Media:Soldier aerobic 13.mp3|"Ah, hoo, heh, uh!"]]
 +
:[[Media:Soldier aerobic 14.mp3|"There's nothing more American than ''exercise''!"]]
  
'''Control Point''' maps have two main types of game modes.
+
The player can freely move around, albeit slowly, during this taunt.
+
}}
Control points are circular platforms with a team-colored light and hologram in the center (neutral points will have a white light and hologram). To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with his or her team color. The more players on a point, the faster it will capture, though only to a [[Control point timing|limited extent]]. [[Scout]]s, as well as [[Soldier]]s/[[Demoman|Demomen]] with the [[Pain Train]] equipped, count as 2 players when capturing control points. Capture progress will not be made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately, but instead will slowly fade away.
 
  
'''There are three states for a capture point''':
+
{{Taunt
 +
| image = Soldier rock paper scissors.png
 +
| weapon-1 = Rock, Paper, Scissors
 +
| description = The Soldier engages in an intense battle of Rock, Paper, Scissors.
 +
''Initiating a throw''
 +
:[[Media:Soldier taunt rps int 01.wav|"Rock, paper, scissors!"]]
 +
:[[Media:Soldier taunt rps int 03.wav|"Rock! Paper! Scissors!"]]
 +
:[[Media:Soldier taunt rps int 05.wav|"Let's throw down!"]]
 +
:[[Media:Soldier taunt rps int 07.wav|"Who wants some?"]]
 +
:[[Media:Soldier taunt rps int 08.wav|"It's throw time!"]]
  
<gallery>
 
File:CP Neutral.png|'''Neutral''': The control point can be taken by either team (usually the central point in a symmetrical CP map).
 
File:CP Captured RED.png|'''Captured''': The control point is currently owned by the RED team but can be retaken by the BLU team (or vice-versa).
 
File:CP Locked RED.png|'''Locked''': The control point is currently owned by the RED team and cannot (yet) be retaken by the BLU team (or vice-versa).
 
</gallery>
 
  
'''There are five main types of Control Point maps''' &ndash; Symmetrical Control Point, Domination Control Point, Attack/Defend, Medieval Attack/Defend, and End of the Line Attack/Defend.
+
''Starting the throw''
 +
:[[Media:Soldier taunt rps exert 01.wav|"One, two, three!"]]
 +
:[[Media:Soldier taunt rps exert 11.wav|"On three..."]]
  
===Symmetrical Control Point===
+
''Win (Condition-specific)''
[[Image:CP_Yukon_overview.png|thumb|right|300px|[[Yukon]]]]
+
:[[Media:Soldier taunt rps win 55.wav|"Paper wins!"]]
 +
:[[Media:Soldier taunt rps win 57.wav|"Rock wins!"]]
 +
:[[Media:Soldier taunt rps win 61.wav|"Scissors win!"]]
  
In '''Symmetrical Control Point''', or '''Linear Control Point''', both teams start with two controlled points, and a central point starts out neutral. The team that captures all control points wins. Traditional Control Point maps will go into [[Sudden Death]] (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the control points before time runs out. Control points closer to a team's spawn point are captured more quickly by the enemy team.
+
''Loss''
 +
:[[Media:Soldier taunt rps lose 01.wav|"Awww."]]
 +
:[[Media:Soldier taunt rps lose 05.wav|"Ah!"]]
 +
:[[Media:Soldier taunt rps lose 12.wav|"Maggot!"]]
 +
:[[Media:Soldier taunt rps lose 14.wav|"D'awwwh"]]
 +
:[[Media:Soldier taunt rps lose 21.wav|"Did I win?"]]
 +
:[[Media:Soldier taunt rps lose 22.wav|"I won! No, wait."]]
 +
}}
  
'''Symmetrical Control Point maps''':
+
{{Taunt
* [[5Gorge]]
+
| image = Soldier taunt laugh.png
* [[Badlands (Control Point)|Badlands]]
+
| weapon-1 = Schadenfreude
* [[Coldfront]]
+
| description = The Soldier slouches forward and wheezes, breathless with [[media:Soldier laughlong03.wav|laughter]]. After righting himself, he then wipes a tear from his eye.
* [[Fastlane]]
+
}}
* [[Foundry]]
 
* [[Freight]]
 
* [[Granary (Control Point)|Granary]]
 
* [[Gullywash]]
 
* [[Metalworks]]
 
* [[Powerhouse]]
 
* [[Process]]
 
* [[Snakewater]]
 
* [[Sunshine]]
 
* [[Vanguard]]
 
* [[Well (Control Point)|Well]]
 
* [[Yukon]]
 
  
===Domination Control Point===
+
{{Taunt
[[Image:Cp_standin_B.jpg|thumb|right|300px|[[Standin]]]]
+
| image = Second_Rate_Sorcery_Soldier.png
'''Domination Control Point''' maps play symmetrically. Both teams start with no controlled points, and all points start out neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Once a team has all three points, they win regardless of how much capture progress the other team has.
+
| weapon-1 = Second_Rate_Sorcery
 +
| description = 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.
 +
}}
  
'''Domination Control Point maps''':
+
{{Taunt
* [[Standin]]
+
| image =  Soldier Shred Alert taunt.png
 +
| weapon-1 = Shred Alert
 +
| description = The Soldier summons a guitar and plays an [[Media:Shred Alert.wav|intense solo]] as flames and lightning spout from behind.
 +
}}
  
{{clr}}
+
{{Taunt
{{anchor|attack/defend|Attack/Defend}}
+
| image = Skullcracker Soldier.png
 +
| weapon-1 = Skullcracker
 +
| description = The Soldier will gesture towards his head and then perform a head butt with another player.
 +
''Initiating a head butt''
 +
:[[Media:Soldier taunt head int 02.wav|"Heeead butt!"]]
 +
:[[Media:Soldier taunt head int 07.wav|"Head butt me!"]]
 +
:[[Media:Soldier taunt head int 17.wav|"Head butt time!"]]
 +
:[[Media:Soldier taunt head int 21.wav|"Butt my head, that's an order!"]]
 +
:[[Media:Soldier taunt int 02.wav|"Let's do this!"]]
 +
:[[Media:Soldier taunt int 03.wav|"''Let's do this!''"]]
 +
:[[Media:Soldier taunt int 04.wav|"Let's go!"]]
 +
:[[Media:Soldier taunt int 08.wav|"Come on!"]]
 +
:[[Media:Soldier taunt int 09.wav|"Come on."]]
 +
:[[Media:Soldier taunt int 10.wav|"I haven't got all day!"]]
 +
:[[Media:Soldier taunt int 12.wav|"''I haven't got all day!''"]]
 +
:[[Media:Soldier taunt int 14.wav|"Go go go!"]]
 +
:[[Media:Soldier taunt int 15.wav|"''Go go go!''"]]
 +
:[[Media:Soldier taunt int 16.wav|"Come on, maggot!"]]
 +
:[[Media:Soldier taunt int 19.wav|"Let's go, maggot!"]]
 +
:[[Media:Soldier taunt int 24.wav|"I got your six!"]]
 +
:[[Media:Soldier taunt int 25.wav|"Come on maggots!"]]
  
===Attack/Defend===
+
''Head-butting''
[[Image:Gametype_ad.png|right|400px]]
+
:[[Media:Soldier taunt head exert 02.wav|"Ahhhhh!"]]
 +
:[[Media:Soldier taunt head pain 02.wav|"Eahhhhhh!"]]
 +
:[[Media:Soldier taunt head pain 13.wav|"Ahhhhhhh!"]]
 +
:[[Media:Soldier taunt bos pain 01.wav|"Ugh!"]]
 +
:[[Media:Soldier taunt bos pain 02.wav|"Ooh!"]]
 +
:[[Media:Soldier taunt bos pain 06.wav|"Argh!"]]
  
{{Quotation|'''The Demoman'''|Next time you'll bloody ask before you stand on my point.|sound=Demoman_specialcompleted06.wav}}
+
''After a head butt''
 +
:[[Media:Soldier taunt head end 01.wav|"Ahhh uhhh ahn!"]]
 +
:[[Media:Soldier taunt head end 13.wav|"U. S. A.!"]]
 +
:[[Media:Soldier taunt head end 24.wav|"God, Guts, Guns!"]]
 +
:[[Media:Soldier taunt head end 29.wav|"Gaaawd, Guuuuts, Guuuns!"]]
 +
}}
  
'''Attack/Defend''' maps play asymmetrically. [[RED]] begins with all the points in their control. [[BLU]] wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are locked and cannot be captured again by RED.
+
{{Taunt
 +
| image = Square Dance Soldier.png
 +
| weapon-1 = Square Dance
 +
| description = The Soldier will swing his partner 'round and 'round while saying:
 +
''Starting a dance''
 +
:[[Media:Soldier taunt dosi int 03.wav|"Let's dance, maggot!"]]
 +
:[[Media:Soldier taunt dosi int 05.wav|"Do-si-do!"]]
 +
:[[Media:Soldier taunt dosi int 12.wav|"Dance-time, boys!"]]
  
Attack/Defend maps can come in various styles. Some maps, such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team fails to win any stage, teams will switch and the defenders will then take a turn as the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C). Steel is a unique Attack/Defend map in that capturing each minor capture point (points A, B, C, and D) will allow better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes without special [[jump]]s can capture it. This means that one unnoticed Scout can capture and win games without the team even realizing.
 
  
'''Attack/Defend maps''':
+
''During the dance''
* [[Dustbowl]]
+
:[[Media:Soldier taunt dosi fun 05.wav|"Whoa! Ha ha ha!"]]
* [[Egypt]]
+
:[[Media:Soldier taunt dosi fun 09.wav|"Ha ha ha!"]]
* [[Gorge]]
+
:[[Media:Soldier taunt dosi fun 11.wav|"Ah ha ha!"]]
* [[Gravel Pit]]
+
:[[Media:Soldier taunt dosi fun 29.wav|"Whaa, ho ho ha ha!"]]
* [[Junction]]
+
:[[Media:Soldier taunt dosi fun 30.wav|"He he he he he hah hah!"]]
* [[Mann Manor]] (Mountain Lab Event)
+
:[[Media:Soldier taunt dosi fun 32.wav|"Ha ha hah, I'm dancing!"]]
* [[Mercenary_Park_(map)|Mercenary Park]]
 
* [[Mossrock]]
 
* [[Mountain Lab]]
 
* [[Steel]]
 
  
===Medieval Attack/Defend===
+
''Dance's end''
[[Image:Gette it Onne!.png|right|200px|Gette It Onne!]]
+
:[[Media:Soldier taunt dosi end 01.wav|"Dance accomplished!"]]
 +
:[[Media:Soldier taunt dosi end 03.wav|"Dance terminated!"]]
 +
}}
  
{{Quotation|'''Valve'''|How did the manly men of Team Fortress 2 appear at a tenth-century battlement? Simple. [http://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt '''The Soldier angered a magician.''']}}
+
{{Taunt
 +
| image = Victory_Lap_Soldier.png
 +
| weapon-1 = Victory_Lap
 +
| description = The Soldier jumps into a team-colored [[Bumper Cars|bumper car]]. Pressing {{key|MOUSE1}} will make him honk the car's horn. The player can freely move around, albeit slowly, during this taunt.
 +
}}
  
'''Medieval Attack/Defend''' is a part of [[Medieval Mode]], added during the [[Australian Christmas]] update and given to dedicated Valve Servers in the {{Patch name|4|25|2016}}. It plays like regular Attack/Defend, but with one major twist: all guns are removed, and only [[Medieval mode#Allowed weapons|Olde weapons]] can be used. Players also drop small health kits on death, instead of a medium ammo crate. Text chat is filtered (to Olde English) to resemble the language of the era (though with considerable inaccuracy) and the map is Medieval-themed. Another main (non-cosmetic) feature about this game mode is the added feature of flaming torches located in strategic points; these torches can set [[Huntsman]] ([[Fortified Compound]]) arrows on fire on contact (before shooting the arrow).
+
{{Taunt
 +
| image = Soldier yetipunch.png
 +
| weapon-1 = Yeti_Punch
 +
| description = 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.
 +
}}
  
'''Medieval Attack/Defend maps''':
+
{{Taunt
* [[DeGroot Keep]]
+
| image = Soldier_yetismash.png
 +
| weapon-1 = Yeti_Smash
 +
| description = 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.
 +
}}
  
===End of the Line Attack/Defend===
+
{{Taunt
[[Image:Cp_snowplow.jpg|thumb|right|300px|[[Snowplow]]]]
+
| image = Zoomin' Broom Soldier.png
 +
| weapon-1 = Zoomin' Broom
 +
| description = 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.
 +
}}
  
'''End of the Line Attack/Defend''' was added during the [[Gun Mettle Update]]. Unlike traditional Attack/Defense maps, the map objective centers around a train carrying a Payload, though it does not function like a Payload map. The BLU team's goal is to escort the train to the end of the map by capturing three control points on each stage, for a total of six. At each control point, the train is impeded by a buffer stop, where a RED device attacks it every 35 seconds that it is stationary. This countdown is paused whenever the control point is being actively contested, and resets when the control point is captured by BLU.
+
==Costume==
 +
{{Taunt
 +
| image = Soldierrobottaunt.png
 +
| wearable-1 = Idiot Box
 +
| wearable-2 = Steel Pipes
 +
| wearable-3 = Shoestring Budget
 +
| description = The Soldier performs the [[w:Robot (dance)|Robot]] dance while saying, [[Media:Soldier robot12.wav|"Beep beep boop. Maggot!"]]<br> The actual video demonstration can be seen [[Tin Soldier#Demonstration|here]].
 +
}}
  
For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, 10% of the train's health is restored and it destroys the buffer stop, proceeding to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.
+
== Unused content ==
 +
{{Taunt
 +
| image = Soldiershowtaunt.png
 +
| description = The Soldier stamps his feet, crosses his arms then shows something off.  
 +
}}
  
'''End of the Line Attack/Defend maps''':
+
{{soundList
* [[Snowplow]]
+
|colour    = #F3A957
{{clr}}
+
|title      = '''Trading'''
{{anchor|KOTH|koth|King of the hill|king of the hill}}
+
|image      =
 +
|image-size = 25px
 +
|image-link =
 +
|content    =
 +
*[[Media:Soldier trade 03.wav|"Mine."]]
 +
*[[Media:Soldier trade 08.wav|"This is mine!"]]
 +
*[[Media:Soldier trade 12.wav|"All mine."]]
 +
*[[Media:Soldier trade 19.wav|"Eyes forward!"]]
 +
*[[Media:Soldier trade 24.wav|"''Mine'', maggot."]]
 +
*[[Media:Soldier trade 28.wav|"There are many like it, but this one is mine."]]
 +
*[[Media:Soldier trade taunts01.wav|"Ten hut! Companyyyyyyy... trade!"]]
 +
*[[Media:Soldier trade taunts02.wav|"Traaaaaaade."]]
 +
*[[Media:Soldier trade taunts03.wav|"This is a good deal."]]
 +
*[[Media:Soldier trade taunts04.wav|"I'm not gonna just give it to ya. You'd like that, wouldn't you? ''Comrade...''"]]
 +
*[[Media:Soldier trade taunts05.wav|"I will trade this thing to you for another thing that you have."]]
 +
*[[Media:Soldier trade taunts06.wav|"We are trading now."]]
 +
*[[Media:Soldier hat taunts14.wav|"That hat is not mercenary-issue, son! There is no room for fashionistas in the art of war!"]]
 +
*[[Media:Soldier hat taunts15.wav|"Son, your hat is writing checks your head cannot cash!"]]
 +
*[[Media:Soldier hat taunts16.wav|"That is not a hat, that is an excuse to kick your ass!"]]
 +
*[[Media:Soldier hat taunts17.wav|"That is not a hat, that is proof that you hate America!"]]
 +
*[[Media:Soldier hat taunts18.wav|"Do you call that a hat? That is a pile of nonsense!"]]
 +
*[[Media:Soldier hat taunts19.wav|"Son, your fashion sense has gone AWOL!"]]
 +
*[[Media:Soldier weapon taunts02.wav|"That thing is not a weapon! That thing is why the enemy wins!"]]
 +
*[[Media:Soldier weapon taunts03.wav|"You do not skip around in this man's battlefield with a weapon like that!"]]
 +
*[[Media:Soldier weapon taunts04.wav|"Look at you, maggot! Even your weapon needs a haircut!"]]
 +
*[[Media:Soldier weapon taunts05.wav|"Do you call that a weapon, son? Somewhere, your father is weeping because of you!"]]
 +
}}
  
==King of the Hill==
+
== Update history ==
[[Image:Gametype_koth.png|right|400px]]
+
{{Update history | '''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
 +
* {{Undocumented}} Added taunts used by the Direct Hit, Shotgun and Equalizer.
 +
* {{Undocumented}} The Shotgun's original taunt (juggling taunt) was assigned to the Buff Banner.
 +
* {{Undocumented}} Added an unused "high-five" taunt.
  
{{main|King of the Hill}}
+
'''{{Patch name|8|26|2010}}'''
 +
* Fixed the [[Lumbricus Lid|Worms gear]] not playing the correct sound during the Equalizer taunt.
  
{{Quotation|'''The Classless Update'''|Since their discovery in 1895, hills have fascinated kings.}}
+
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])
 +
* {{Undocumented}} Updated the unused "high-five" taunt.
  
 +
'''{{Patch name|3|15|2011}}'''
 +
* Fixed the Soldier/Demoman taunts not working correctly when the Half-Zatoichi is the active weapon.
  
'''King of the Hill''' is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is neutral and locked at the beginning of the round. Teams must make their way to the control point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three-minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. A team wins once they own the point, the three minutes countdown expires, and the other team's capture progress is gone.
+
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
 +
* Added Director's Vision taunt.
 +
* {{Undocumented}} Added voice response for the Grenade taunt.
  
'''King of the Hill maps''':
+
'''{{Patch name|6|8|2011}}'''
* [[Badlands (King of the Hill)|Badlands]]
+
* {{Undocumented}} Added laughing animations.
* [[Cauldron]]
 
* [[Eyeaduct]] (Viaduct event)
 
* [[Ghost Fort]] (Lakeside event)
 
* [[Harvest]]
 
* [[Harvest Event]]
 
* [[Highpass]]
 
* [[Kong King]]
 
* [[Lakeside]]
 
* [[Lazarus]]
 
* [[Maple Ridge Event]]
 
* [[Nucleus (King of the Hill)|Nucleus]]
 
* [[Probed]]
 
* [[Sawmill (King of the Hill)|Sawmill]]
 
* [[Slasher]]
 
* [[Suijin]]
 
* [[Viaduct]]
 
  
 +
'''{{Patch name|6|23|2011}}''' ([[Über Update]])
 +
* {{Undocumented}} Added [[Schadenfreude]] taunt.
  
{{clr}}
+
'''{{Patch name|7|20|2011}}'''
{{anchor|mvm|Mann vs. Machine|Co-op}}
+
* {{Undocumented}} Added the Cocksure taunt, used by the Cow Mangler 5000.
 +
* {{Undocumented}} Added an unused "show" taunt.
  
==Mann vs. Machine==
+
'''{{Patch name|7|22|2011}}'''
{{Main|Mann vs. Machine (game mode)}}
+
* {{Undocumented}} The Soldier is no longer able to taunt while the Cow Mangler 5000 is charging.
[[Image:Main_menu_button_mvm.png|right|400px]]
 
  
 +
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
 +
* Added [[High Five!]] taunt.
 +
* Taunting with the [[Righteous Bison]], [[Battalion's Backup]], or the [[Saxxy]] now play the [[Buff Banner]] taunt
  
{{Quotation|'''The Heavy'''|More rubble, less trouble!|sound=Heavy_specialcompleted03.wav}}
+
'''{{Patch name|11|2|2011}}'''
 +
*Added a robot taunt for the Soldier which plays when wearing [[Item sets#Soldier|The Tin Soldier]] set
  
 +
'''{{Patch name|9|6|2012}}'''
 +
* Fixed the Escape Plan not using the same taunt as the Equalizer.
  
'''Mann vs. Machine''' is a game mode that was released in [[Mann vs. Machine (update)|the update of the same name]]. In this game mode, a team of three to six players must fend off a horde of robots attempting to carry a bomb to one of Mann Co.'s strongholds. Upgrades and [[Power Up Canteen|Canteen]] power-ups can be purchased at the spawn point using cash picked up by the players upon destroying a robot (not every robot drops cash, and the amount of cash dropped may vary according to the robot type). A bonus amount of cash will be awarded to the team if all or almost all of the cash from a wave is picked up.
+
'''{{Patch name|2|18|2013}}'''
 +
* Added [[Shred Alert]] taunt.
  
All classes and most weapons have different upgrade abilities such as movement speed, charge duration, or the amount of ammo the player can hold. Surviving all the waves will complete the mission. Upon the completion of a player's first mission, they will receive a Canteen.
+
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 +
* Added [[Conga]], [[Square Dance]], [[Skullcracker]], [[Flippin' Awesome]], [[Rock, Paper, Scissors]], and [[Fresh Brewed Victory]] taunts.
  
There are currently 5 [[Tour of Duty|operations]] and 29 [[Mann vs. Machine mission|missions]] (some missions aren't part of any operation) in Mann vs. Machine.
+
'''{{Patch name|7|2|2015}}''' ([[Gun Mettle Update]])
 +
* The [[Kazotsky Kick]] was added to the game.
  
'''Mann vs. Machine maps''':
+
'''{{Patch name|10|6|2015}}''' ({{update link|invasion update}})
* [[Bigrock]]
+
* The [[Burstchester]] was added to the game.
* [[Coal Town]]
 
* [[Decoy]]
 
* [[Ghost Town]] (Coal Town Event)
 
* [[Mannhattan]]
 
* [[Mannworks]]
 
* [[Rottenburg]]
 
  
 +
'''{{Patch name|10|28|2015}}''' ([[Scream Fortress 2015]])
 +
* The [[Zoomin' Broom]] was added to the game.
  
{{clr}}
+
'''{{Patch name|11|3|2015}}'''
{{anchor|CTF|ctf|mannpower}}
+
* Updated taunts to prevent movement during the pre-round period when players are frozen
  
==Mannpower==
+
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
[[Image:Gametype_mannpower.png|right|400px]]
+
* Added [[Mannrobics]] taunt.
  
{{main|Mannpower}}
+
'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]])
 +
* Added [[Fubar Fanfare]] taunt.
  
{{Quotation|'''The Demoman'''|I hope I didn't scare you with my face-to-face man fightin'!|sound=Demoman_dominationspy03.wav}}
+
'''{{Patch name|10|21|2016}}''' ([[Scream Fortress 2016]])
 +
* Added [[Second Rate Sorcery]] taunt.
 +
* Added [[Victory Lap]] taunt.
  
 +
'''{{Patch name|10|20|2017}} #1''' ([[Jungle Inferno Update]])
 +
* Added 2 official taunts: [[Yeti Punch]] and [[Yeti Smash]].
  
'''Mannpower''' is a modified version of Capture the Flag in which teams must capture the enemy's [[Intelligence]] briefcase a set number of times (default limit is 7 captures) while preventing the enemy from doing the same. The game mode is characterized by its usage of grappling hooks and twelve unique Powerups.  
+
'''{{Patch name|10|19|2018}}''' ({{update link|Scream Fortress 2018}})
 +
* The [[Panzer Pants]] was added to the game.
 +
}}
  
[[Grappling hook|Grappling hooks]], usable by switching to them or by pressing the action key, will latch onto the surface the player is looking at, whether it be a wall, floor, ceiling, or even an enemy. Once attached, players will automatically be reeled in, traveling through the air in a straight path to the desired location. If the grappling hook is attached to an enemy, the enemy will take bleed damage until the player dies or releases the hook. Players can jump while grappling, giving them a boost to scale ledges. While the player is using the grappling hook, they cannot fire their weapons.
+
== 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".
  
Powerups provide passive buffs (with the exception of Supernova) to the players who pick them up. These buffs range from increased movement speed to reflecting damage back at the enemy. At the start of each round, a set number of Powerups spawn throughout the map and can be picked up by players from either team. When a Poweruped player is killed, they will drop the Powerup in the color of the enemy team, restricting their teammates from claiming it directly after the player's death. If colored Powerups are not picked up after a certain time period, they will respawn in the appropriate team's base. Players can deliberately drop Powerups with the same key used to drop the Intelligence briefcase. If they do so, the Powerup will be neutral instead of team-colored.
+
== See also ==
 
+
*[[Poses#Soldier|Soldier marketing poses]]
Mannpower currently runs on modified ctf_ versions of [[Gorge (Capture the Flag)|Gorge]], [[Foundry (Capture the Flag)|Foundry]], and [[Thunder Mountain (Capture the Flag) |Thunder Mountain]], as well as a map made specifically for the mode, [[Hellfire]]. Whenever players respawn, they will be given a few seconds of invulnerability. Unlike standard CTF maps, where the Intelligence briefcases are located in "Intelligence rooms," briefcases in Mannpower mode are out in the open and susceptible to theft from many directions. Additionally, the  timer that appears when the Intelligence is dropped will not reset if it is picked up and dropped again, to make defending the Intelligence harder. Players with a Powerup will receive a 25% hook movement speed penalty when carrying the Intelligence, and players without one will gain health regeneration. After a team successfully captures the Intelligence, both capture zones will be disabled for 30 seconds. If a team imbalance is detected, the losing team will get a "Revenge" Powerup, granting them temporary crits, increased fire rate, and increased clip size. Flags will become poisonous and mark the carrier for death 90 seconds after having been stolen. If both teams flags are stolen and poisonous, they will return when next dropped.
 
 
 
All melee weapons do an additional 30% damage. Demomen equipped with a shield do not receive this bonus. Random critical hits are disabled.
 
  
List of Powerups:
+
{{Taunt nav}}
:Strength - Double damage for all weapons. Distance damage fall-off immunity.
 
:Resistance - Reduces incoming damage by 50%. Immune to Plague, Reflect and blocks backstabs
 
:Vampire - All damage dealt is returned as health. Flamethrowers and Miniguns have reduced health leeched from damage done. Melee attacks returns 1.25x damage as health. 25% damage resistance. Max health increased by 80.
 
:Reflect - 80% of damage received is reflected back to the attacker (reflected damage cannot directly cause death). Max health increased to 400. 100% of received Sentry damage is reflected back to the Sentry Gun.
 
:Haste - Double weapon firing and reload rate. Double clip size and max ammo count. Movement speed increased by 30%. Sticky bomb arm time reduced. Double Ubercharge gain.
 
:Regeneration - Ammo, health, and metal regenerate. The rate of health regeneration is inversely proportional to max health.
 
:Precision - Greatly reduced bullet spread. Distance damage falloff immunity. Rocket and grenade travel speed increased 250%. Sniper rifles have quicker damage ramp-up and re-zoom after shooting, and have double damage. Increased blast weapon clip size by 50%. Explosive projectiles have no radius damage falloff. Immunity to self-blast damage.
 
:Agility - Movement speed increased by 50%. Grapple speed increase. Jump height increased by 80%. Instant weapon switch. Immune to fall damage. Reduced grapple movement speed bonus when carrying the intelligence.
 
:Knockout - Restricts the carrier to Melee and Grappling Hook only. Max health increased by 150 except for Heavies and Demomen wielding a sword, a shield, or both, gaining only 120 health, 130 health, 80 health, and 20 health, respectively. Immune to airblast and damage pushback. Melee weapon deals 190% of base damage and forcibly shoves the victim away. Melee hit forces the victim to drop their Powerup or the flag if they have it. 4X melee damage to buildings. Collects health pack health without subtracting their health bonus. Shield Charge cooldowns are greatly increased.
 
:King - Increased max health. Small health regeneration, fire, and reload rate increase. All effects except maximum health increase are shared by nearby teammates, though the regeneration buff is only applied to teammates and enemy Spies who also have Powerups. Regeneration effect is inversely proportional to maximum health.
 
:Plague - Radius health kit collection. Touching an enemy gives them and their nearby teammates the plague. Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet. Plague blocks King’s health regeneration and team buff.
 
:Supernova - Discharge your supernova attack (grapple secondary fire) to briefly stun nearby visible enemies. Requires full Powerup meter. Powerup meter fills over time, or by dealing damage. Stunned enemies drop their Powerups, and are pushed away from the supernova attacker. Once discharged, the Supernova Powerup disappears and respawns. When the Powerup meter is full, enemies will glow when in range.
 
:Critical Hit - Temporary full crit power for 30 seconds. Respawns in the same place after 60 seconds.
 
  
'''Mannpower maps''':
 
* [[Foundry (Capture the Flag)|Foundry]]
 
* [[Gorge (Capture the Flag)|Gorge]]
 
* [[Hellfire]]
 
* [[Thunder Mountain (Capture the Flag)|Thunder Mountain]]
 
  
== PASS Time ==
+
{{Soldier Nav|coluncolstate=collapsed}}
{{main|PASS Time}}
 
[[Image:Gametype_passtime.png|right|400px]]
 
  
{{Quotation|'''The Scout'''|Play ball!|sound=Scout_battlecry01.wav}}
+
----
 +
<!-- end Soldier -->
 +
{{Infobox
 +
| title    = Grondvoorwerpen
 +
| image    = Pickups.png
 +
| contents = Een aantal grondvoorwerpen.
 +
}}
 +
{{Quotation|'''De Sniper''' die naar een grondvoorwerp kijkt|Dit ziet er erg nuttig uit.|sound=Sniper specialweapon07.wav|en-sound=yes}}
 +
__NOTOC__
 +
'''Grondvoorwerpen''' zijn voorwerpen die op de map spawnen of willekeurig op de grond kunnen liggen. Grondvoorwerpen kunnen worden "opgepakt" door spelers door erover heen te lopen. Meestal hebben grondvoorwerpen een [[List of useful console commands/nl#addcond-commando's|direct effect]] op de speler, maar sommige zijn gebruikt voor [[Achievements/nl|prestaties]], het doel van de spelmodus, of geven voorwerpen direct in de inventaris van de speler.
 +
{{TOC limit|2}}
 +
== Veel voorkomende grondvoorwerpen ==
 +
[[File:Smallammo.png|thumb|120px|Kleine munitie-/metaaldoos]]
 +
[[File:Sandvichplate.png|thumb|120px|Een op de grond gegooide {{item link|Sandvich}}]]
 +
[[File:Dispenser Gibs.png|thumb|120px|Kapotte stukken [[Dispenser/nl|Dispenser]]]]
 +
{{Main|Health/nl|Ammo/nl|Metal/nl|Cloak/nl|l1=Gezondheid|l2=Munitie|l3=Metaal|l4=Verhullen}}
  
 +
De meest voorkomende grondvoorwerpen die op elke map gevonden kunnen worden zijn verschillende vormen van [[Health/nl|gezondheids-]] [[Ammo/nl|munitie]]grondvoorwerpen, munitiegrondvoorwerpen geven ook [[Metal/nl|metaal]] en vult de [[Cloak/nl|verhullings]]meter bij. Er zijn drie verschillende groottes van gezondheids- en munitiegrondvoorwerpen. Spelers kunnen deze alleen oppakken wanneer ze gezondheid, munitie, metaal, of verhulling missen. De enige uitzondering is een [[Disguise/nl|vermomde]] Spy. Vermomde [[Spy/nl|Spy]]'s kunnen altijd gezondheidsgrondvoorwerpen oppakken ongeacht de gezondheid van de Spy of de Spy's vermomming. Nadat een grondvoorwerp is opgepakt, spawnt deze opnieuw in na 10 seconden met een geluidseffect. Grondvoorwerpen geven een percentage van de maximale gezondheid, metaal, of verhulling terug van de klasse.
  
 +
Een grondvoorwerp dat bij de map hoort kan niet worden opgepakt wanneer een {{cl|Engineer}} een [[Teleporter/nl|Teleporter]] erop bouwt. Andere constructies, zoals [[Sentry Gun/nl|Sentry's]] en [[Dispenser/nl|Dispensers]], blokkeren deze grondvoorwerpen niet voor teamgenoten, maar wel voor vijanden en de Engineer die ze gebouwt heeft.
  
Pass Time is a game mode for TF2 that combines the traditional battling in Team Fortress with sports elements of soccer, hockey, and basketball. It is a heavily team-based game mode and it is critical that you have teamwork when playing it. There are many perks and jump pads to assist you. However if the match ends in a tie, Sudden Death begins. It also provides a voice command to get your team to pass the ball to you. The ball gives you a speed boost and heals nearby teammates.
+
De {{item link|Sandvich}} of {{item link|Buffalo Steak Sandvich}} van de {{cl|Heavy}} kan worden gebruikt om zelf een grondvoorwerp te maken door op de secundaire vuurknop {{DK|RECHTERMUISKNOP}} te drukken. De Heavy gooit dan de {{item name|Sandvich}} of {{item name|Buffalo Steak Sandvich}} die op kan worden gepakt door teamgenoten, vijanden en door de Heavy zelf. Wanneer de Heavy zelf zijn gegooide grondvoorwerp oppakt kan hij het wapen onmiddelijk weer gebruiken, maar krijgt geen gezondheid terug. Wanneer een teamgenoot of een vijand deze oppakt functioneert het exact hetzelfde als een middelgrote medikit. De {{item link|Dalokohs Bar}} of {{item link|Second Banana}} kunnen hetzelfde, maar genezen hetzelfde als een kleine medikit. Als compensatie herstellen deze wapens sneller. Wanneer de Heavy doodgaat met het broodtrommelwapen in zijn hand, dan laat hij een middelgrote munitiedoos vallen die alle klassen voor 50 gezondheid geneest, behalve de Scout, die voor 75 gezondheid genezen wordt.
 
 
'''PASS Time maps''':
 
* [[Brickyard]]
 
* [[District]]
 
* [[Timberlodge]]
 
  
 +
Andere veel voorkomende grondvoorwerpen:
 +
* Munitiedozen die vallen wanneer een speler doodgaat en stukken kapotte constructies kunnen allebei opgepakt worden voor munitie, metaal en verhulling.
 +
** Munitiedozen die van Engineers komen die minder dan 100 metaal bij zich hadden wanneer ze doodgingen geven metaal gelijk aan dat van de dode Engineer wanneer hij stierf. Deze munitiedozen geven minimaal 5 metaal (4 met de {{item link|Eureka Effect}}) en maximaal 100 (80 met de {{item name|Eureka Effect}}).
 +
* Een vijand die gedood is door een Scout terwijl hij de {{item link|Candy Cane}} uitgerust heeft laat een kleine medikit achter.
 +
* Door de bal van de {{item link|Sandman}} op te pakken nadat deze is weggeslagen herstelt de balmeter onmiddelijk en kan deze onmiddelijk weer weggeslagen worden.
 +
* Een wapen dat op de grond ligt kan worden opgepakt door een andere speler als die een klasse speelt die het wapen kan gebruiken.
 
{{clr}}
 
{{clr}}
  
{{anchor|PL|pl|payload}}
+
== {{anchor|Special Pickup}} Speciale grondvoorwerpen ==
 
+
Sommige grondvoorwerpen zijn exclusief beschikbaar onder bepaalde omstandigheden, zoals een evenement of een spelmodus.
==Payload==
+
[[Image:Gametype_payload.png|right|400px]]
+
=== {{anchor|Event Pickups}} Evenementgrondvoorwerpen ===
 
+
[[File:Bday medpack large.png|thumb|120px|Grote [[Birthday/nl|verjaargstaart]]-medkit]]
{{main|Payload}}
+
De grondvoorwerpen op mappen hebben [[Halloween/nl|Halloween-]] en [[Birthday mode/nl|verjaardag]]varianten. Alleen het uiterlijk van de voorwerpen veranderd, er veranderd niks aan hoe ze werken. De Halloween-viaranten kunnen gevonden worden op [[Halloween map/nl|Halloween map]]s en verjaardagsgrondvoorwerpen zijn op alle mappen wanneer Verjaardagsmodus aanstaat. Verjaardagsgrondvoorwerpen zijn er ook in [[Pyroland/nl|Pyro-visie]].
  
{{Quotation|'''The Heavy'''|Onward, great bomb-cart!|sound=Heavy_cartmovingforwardoffense17.wav}}
+
==== Halloween evenementen ====
 +
Halloween maps hebben bepaalde grondvoorwerpen met een Halloween thema. Tijdens de jaarlijkse [[Holiday/nl#Halloween|Halloween evenementen]] kunnen de volgende grondvoorwerpen gevonden worden:
  
 +
[[File:Pumpkin.png|left|70px]]
 +
[[Halloween pumpkins/nl|Halloweenpompoenen]] worden door gedoode spelers achtergelaten en zijn te vinden op de meeste maps. Deze Halloweenpompoenen vullen hetzelfde aantal munitie bij als een middelgrote munitiedoos en geven een 3-4 seconden lange [[Critical hits/nl|voltrefferboost]]. De ''[[Halloween achievements/nl#2009|Snoeppatholoog]]'' [[achievement/nl|prestatie]] ontgrendeld wanneer er 20 Halloweenpompoenen zijn opgepakt en geeft het {{item link|Mildly Disturbing Halloween Mask}}. Deze effecten zijn altijd aanwezig op maps die het ondersteunen, ongeacht de datum. Voortgang op deze prestatie kan door het hele jaar door worden gemaakt op deze maps.{{clr}}
  
In '''Payload''' maps, [[BLU]] team must escort a [[Payload#Carts|cart]] full of explosives through a series of checkpoints and into [[RED]]'s base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it — the more people next to the cart, the faster it moves (up to a maximum capture rate of three). Any RED team member standing near the cart will stop it from venturing further, regardless of the number of BLU team members on the cart. If no BLU players push the cart for 30 seconds, the cart will start moving backward slowly until it reaches a checkpoint, BLU spawn, an uphill slope (in certain maps), or is pushed by BLU team members again, which will also reset the timer. The cart functions as a level 1 [[Dispenser]] for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it. Ammunition is not restored to players standing at the front of the cart.
+
[[File:Spellbook Pickup 3.png|left|70px]] Op bepaalde Halloween maps kunnen zwevende spreukenboeken, erlenmeyers, of glazen bollen gevonden worden. Deze grondvoorwerpen geven de speler [[Nagic spells/nl|magische spreuken]] als een {{item link|Spell Book}} uitgerust is.{{clr}}
  
Some maps have flanking routes that open when a specific point is taken.
+
[[File:Gargoyle Ghost.png|left|70px]] [[Soul Gargoyle/nl|Zielenwaterspuwer]]s zijn te vinden op bepaalde Halloween maps en worden door [[Merasmus/nl|Merasmus]] aangekondigd. Door er één op te pakken krijgt de speler 10 zielen op hun {{item name|Soul Gargoyle}} in hun rugzak. Door er één op te pakken krijgt de speler de ''[[Halloween achievements/nl#2010|Gemaskerde Mann]]'' prestatie.{{clr}}
  
There are two distinct types of Payload missions; the type depends on the map. Some Payload maps, including Gold Rush, Hoodoo, and Thunder Mountain, are ''multiple-staged'' and play similarly to [[Dustbowl]] by splitting the mission into three sections, each with multiple checkpoints. Capturing the final point on the last stage results in BLU blowing up RED's base, often with [[Environmental hazards|a spectacular explosion]] wiping out everyone around the bomb cart. Time is added whenever BLU captures a non-stage-winning point. The other type of Payload mission, an example being [[Badwater Basin]], is ''single-staged'', similar to [[Mountain Lab]], and has all checkpoints within one long stage, with larger time bonuses for BLU upon successful captures. There are also fewer total checkpoints, resulting in three or four checkpoints and a final point, where BLU can win the game and blow up RED's base.
+
[[File:HauntedHalloweenGift.png|left|70px]] [[Haunted Halloween Gift/nl|Bespookt Halloween-cadeau]]s waren op een klein aantal Halloween maps voordat de {{update link|Scream Fortress 2015}} deze verving met de Zielenwaterspuwer. Door een cadeau op te pakken kon de speler een willekeurig [[Halloween Mask/nl|Halloweenmasker]], [[Halloween Costumes/nl|Halloweenkostuumonderdeel]], [[Halloween Spell/nl|Halloweenspreuken]], [[Voodoo-Cursed Items/nl|Voodoo-vervloekt Voorwerp]], een {{item link|Spellbook Page}}, of ander willekeurig voorwerp gebaseerd op de map. Het ontvangen van voorwerpen is dat jaar vervangen door [[Merasmissions/nl|Merasmissies]].{{clr}}
  
'''Single-stage Payload maps''':
+
==== Winter events ====
* [[Badwater Basin]]
+
[[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}}
* [[Barnblitz]]
 
* [[Borneo]]
 
* [[Brimstone (map)|Brimstone]]
 
* [[Frontier]]
 
* [[Gravestone]]
 
* [[Hellstone]]
 
* [[Snowycoast]]
 
* [[Swiftwater]]
 
* [[Upward]]
 
 
 
'''Multiple-stage Payload Maps''':
 
* [[Enclosure]]
 
* [[Gold Rush]]
 
* [[Hoodoo]]
 
* [[Thunder Mountain]]
 
  
 +
==== 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}}
 
{{clr}}
{{anchor|PLR|plr|payload race|race}}
 
  
===Payload Race===
+
=== {{anchor|Game mode Pickups}} Game mode pickups ===
[[Image:Gametype_plr.png|right|400px]]
+
[[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.
  
{{main|Payload Race}}
 
  
{{Quotation|'''In-game summary'''|Two teams. Two carts. Two tracks. Hilarity ensues.}}
+
[[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/>
 
  
Unlike standard Payload maps, '''Payload Race''' maps feature both [[RED]] and [[BLU]] teams issued with a cart; neither team is restricted to an attacking or defending role, with both teams assuming characteristics of both roles. To win, each team must simultaneously push their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the cart and opposing team members halting it.
 
  
Unlike Payload mode, the cart will not move backward after any duration of time and there is no time limit; the map will only end when one team successfully pushes their cart to the finishing point. Each cart works as a level 1 Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart. Parts of the track may feature slopes on which the cart will quickly roll back down to the bottom unless it is being constantly pushed. In many maps, there are uphill pushes. Should the cart pushers be killed or move away from the cart, the cart will slide down the ramp to its original state.
+
[[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/>
 
Payload Race maps may or may not be split into multiple rounds.
 
  
'''Payload Race maps''':
 
* [[Banana Bay]]
 
* [[Helltower]] (Hightower event)
 
* [[Hightower]]
 
* [[Nightfall]]
 
* [[Pipeline]]
 
  
{{clr}}
+
[[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/>
  
== Player Destruction ==
 
[[File:Gamemode invasion.png|right|300px]]
 
{{main|Player Destruction}}
 
{{Quotation|'''The Engineer''' to drunk UFO pilots|I believe I will buy you a beer!|sound=Cm_engie_summary_callout_03.mp3}}
 
  
Player Destruction is a community-created game mode added as part of the [[Invasion Update]]. This game mode focuses on teams collecting bottles of beer by killing enemy players and then jumping into the UFO tractor beam in the middle of the map in order to add them to their team's score. Whenever a player is killed, they will drop all their currently held beer, which can be picked up by both teams.
+
[[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/>
  
The player on each team with the largest amount of beers will provide health and ammo equal to a Level 1 [[Dispenser]] to themselves and nearby teammates, but the player's outline along with the number of beers they possess will be constantly visible to both teams.
 
  
'''Player Destruction maps''':
+
[[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/>
* [[Cursed Cove]]
 
* [[Monster Bash]]
 
* [[Pit of Death]]
 
* [[Watergate]]
 
  
{{clr}}
+
== Associated weapons ==
{{anchor|SD|sd|special delivery}}
+
{{List of weapons related to pickups}}
  
== Special Delivery ==
+
== Related achievements ==
[[Image:Gametype_sd.png|right|400px]]
+
=== {{Achiev type link|scarechievements}} ===
{{main|Special Delivery (Game Mode)}}
+
{{Achievement table
 +
| 1 = {{Show achievement|Halloween|Candy Coroner}}
 +
}}
  
{{Quotation|'''The Administrator'''|Gentlemen, today we launch a monkey into space.|sound=Announcer_sd_monkeynaut_start01.wav}}
 
  
 +
=== {{Achiev type link|ghostchievements}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Halloween|Masked Mann}}
 +
}}
  
Special Delivery is a game mode released as part of the [[Pyromania Update]]. In this game mode, an initially neutral briefcase of [[Australium]] must be transported to [[Non-player characters#Poopy Joe|Poopy Joe]]'s rocket before the opposing team can do the same.
 
  
If a player picks up the Australium and is killed while holding it, only players from the same team as the recently-deceased Australium carrier can pick it up again. If the team fails to do so within 45 seconds, the Australium is sent back to its original position and reverts back to neutral.
+
=== {{Achiev type link|merasmachievements}} ===
 +
{{Achievement table
 +
| 1 =
 +
{{Show achievement|Halloween|Carnival of Carnage- Up All Night To Get Ducky}}
 +
}}
  
The player who has a hold of the Australium must stand on the platform, which will be raised to the compartment located at the nose cone of the rocket. The player has to remain on the platform until the compartment hatch fully opens and is ready to receive the Australium. Once the Australium is deposited into the compartment, the rocket launches off and the team wins the round. Then the rocket explodes with Poopy Joe inside of it, resulting in him dying and the plot for [[WAR! Update]]
 
  
'''Special Delivery maps''':
+
=== {{Achiev type link|christmas}} ===
* [[Carnival of Carnage]] (Doomsday event)
+
{{Christmas Event achievement list}}
* [[Doomsday]]
 
  
{{clr}}
 
  
==Territorial Control==
+
=== {{Achiev type link|mvm}} ===
[[Image:Territorial Control Map TC Hydro.JPG|300px|right|thumb|[[Hydro]] map]]
+
{{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}}
 +
}}
  
{{main|Territorial Control}}
 
  
{{Quotation|'''The Soldier'''|We have you surrounded, at least from this side!|sound=Soldier_taunts12.wav}}
+
=== {{Class link|Scout}} ===
 +
{{Show achievement|Scout|Dodgers 1, Giants 0|width=50%}}
  
In '''Territorial Control''', the goal is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, the Power Plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected.
 
  
In any game in TC (except in RED/BLU base games), if a control point is not captured before the eight-minute time clock reaches zero, the game will go into [[Sudden Death|Sudden Death mode]].
+
=== {{Class link|Heavy}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Heavy|Redistribution of Health}}
 +
| 2 = {{Show achievement|Heavy|Konspicuous Konsumption}}
 +
}}
  
'''Territorial control maps''':
+
== Update history ==
* [[Hydro]]
+
{{Update history|1=
 +
'''{{Patch name|2|19|2008}}'''
 +
* Dropped weapons now replenish half of your max ammo when picked up.
  
{{clr}}
+
'''{{Patch name|8|19|2008}}'''
{{anchor|training|train|Training|Training Mode}}
+
* The Sandvich was added to the game.
  
==Training Mode==
+
'''{{Patch name|12|11|2008}}'''
[[Image:Training basic.png|right||180px|]]
+
* Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.
[[Image:Training offlinepractice.png|right||180px|]]
 
  
{{main|Training mode}}
+
'''{{Patch name|2|25|2009}}'''
 +
* Players with full health can now pick up dropped Sandviches.
  
{{Quotation|'''The Engineer'''|My 11th PhD is in Applied Ass-Kicking!|sound=Cm_engie_gamewon_13.mp3}}
+
'''{{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.
  
Training maps are intended to teach the basics of gameplay and advanced techniques on wooden targets and bots. Training Mode shipped with the [[Mac Update]], which introduced two official training maps. The [[Training Mode#Offline Practice|Offline Practice]] allows for new and unfamiliar players to train on specific game modes, along with the capability to adjust the difficulty scale of bots to suit the player.
+
'''{{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.
  
;Training maps:
+
'''{{Patch name|10|29|2009}}'''
* [[Dustbowl (Training)|Dustbowl]]
+
* Added the Halloween Pumpkins.
* [[Target]]
 
  
Brandon Reinhart indirectly announced on the Official TF2 Blog on July 28, 2010, that Corey Peters is currently working on another official training map,<ref name="newtraining">http://www.teamfortress.com/post.php?id=4130</ref> though details are as of yet unknown for which class or what gameplay mechanics it is focusing on.
+
'''{{Patch name|12|22|2009}}'''
 +
* Fixed the Heavy picking up his own thrown Sandvich if it was thrown while running forward.
  
Current training classes are:
+
'''{{Patch name|4|28|2010}}'''
* [[Soldier]]
+
* Throwing a Sandvich to a teammate now earns a full bonus point (was half a point).
* [[Demoman]]
 
* [[Engineer]]
 
* [[Spy]]
 
  
==Highlander==
+
'''{{Patch name|8|23|2011}}'''
[[Image:ETF2L_highlander_medal_Gold.png|right|100px|Highlander tournament prize]]
+
* Added TF birthday replacement models for health kits and ammo packs.
  
{{Quotation|'''The Demoman'''|There can be only one!|sound=Demoman_eyelandertaunt02.wav}}
+
'''{{Patch name|10|13|2011}}'''
 +
* {{Undocumented}} Small health kits now heal 20% of a class' max health (previously 20.5%).
  
Highlander mode restricts the number of players of each team to 9 players and only allows one player per class on each team. It is applicable to any game mode and can be activated by entering <code>mp_highlander 1</code> into the console.
+
'''{{Patch name|08|15|2012}}'''
 +
* {{Undocumented}} Added Credits pickup.
  
The idea behind Highlander mode existed previous to its official inclusion in the game and had been implemented in server mods. Highlander mode was officially added in the {{Patch name|2|3|2010}}.
+
'''{{Patch name|10|9|2012}}'''
 +
* Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.
  
The game mode's name is a reference to the [[w:Highlander (film)|Highlander]] film series, where the phrase "There can be only one" was often repeated; this references the limitation of one player per class.
+
'''{{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.
  
==Dueling Mini-Game==
+
'''{{Patch name|7|8|2015}}'''
[[Image:Backpack Dueling Mini-Game.png|right|100px|Dueling Mini-game]]
+
* Fixed the Dalokohs Bar giving medium health kits when thrown. Now properly gives small health kits when thrown.
 +
}}
  
{{main|Dueling Mini-Game}}
+
== 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>
  
{{Quotation|'''The Spy'''|Let's settle this like gentlemen!|sound=Spy_MeleeDare01.wav}}
+
=== [[Birthday mode]] pickups ===
 
+
<gallery>
A mini-game released in the [[Mann-Conomy Update]], the Dueling Mini-Game is an [[Action Item]] that can be purchased in the [[Mann Co. Store]], received via [[trading]], or found via the [[drop system]]. When loaded into the action slot, the item can be triggered to put the user against one person on the opposing team, provided they accept the challenge. Until the end of the round, points are gained by killing or assisting in a kill against the other person. Kills of the two players dueling are tracked, and the player with the most points wins the "duel" when the round ends. If one of the players disconnects or leaves the match, a short duel ban will be issued to that player. The item itself has a maximum of 5 uses and is usable on all official maps. After participating in your first duel, a Bronze Dueling Badge will be granted which will level up to Silver, Gold, and finally Platinum as you gain more wins. For every 10 wins, an extra Dueling Minigame is granted. Every day, the game will give the [[Dueler]] hat to the player who won the most duels the previous day.
+
File:Bday medpack small.png|Small Health Pickup
 
+
File:Bday medpack medium.png|Medium Health Pickup
==Tournament Mode==
+
File:Bday medpack large.png|Large Health Pickup
[[File:Tournament Mode Example.png|right|200px|Tournament Mode header]]
+
File:Bday ammopack small.png|Small Ammo Pickup
 
+
File:Bday ammopack medium.png|Medium Ammo Pickup
{{main|Tournament Mode}}
+
File:Bday ammopack large.png|Large Ammo Pickup
 
+
</gallery>
{{Quotation|'''The Soldier'''|Dominated, hippie! Get a job!|sound=Soldier_DominationSoldier01.wav}}
+
=== [[Mann vs. Machine (game mode)|Mann vs. Machine]] pickups ===
 
+
<gallery>
Tournament Mode is used mostly on competitive servers. It allows for the creation of custom teams, and the ability to track the success of a particular team over multiple games. A user interface is present for naming teams, and once team members have been organized, teams must say they are ready to start the game. In Tournament Mode, there are no player limits for either team and no [[Team balance|autobalancing]].
+
File:Smallcredits.png|Small Credits Pickup
 
+
File:Mediumcredits.png|Medium Credits Pickup
Similarly to Highlander, Tournament Mode is applicable to any game mode and can be activated by entering <code>mp_tournament 1</code> into the console.
+
File:Largecredits.png|Large Credits Pickup
 
+
</gallery>
==Community mods==
+
=== Other pickups ===
[[Image:Tf2ware screenshot.png|right|200px|link=TF2Ware|TF2Ware, a community mod by Mecha the Slag]]
+
<gallery>
 
+
File:Sandvichplate.png|A thrown Sandvich.
{{main|Custom Mods}}
+
File:Dalokohs red plate.png|A thrown RED Dalokohs Bar.
 
+
File:Dalokohs blu plate.png|A thrown BLU Dalokohs Bar.
{{Quotation|'''The Soldier'''|Never bring a bat to a battlefield, war is not a game.|sound=Soldier_DominationScout07.wav}}
+
File:Buffalo Steak Sandvich plate.png|A thrown Buffalo Steak Sandvich.
 
+
File:Fishcake red plate.png|A thrown RED Fishcake.
Community game mode mods are custom, unofficial game modes, produced by various community members. They vary from remakes of ''[[Team Fortress Classic]]'' game modes to completely original modes like [[VS Saxton Hale Mode|Saxton Hale]] and may change anything about the way a class works from their core mechanics to the weapons they carry. Some modes even add new enemies for the [[RED]] and [[BLU]] teams to fight or put the player in the shoes of someone or something they couldn't play in an official mode. Some game mode mods have been honorably mentioned by Valve on the [[TF2 Official Blog]].
+
File:Fishcake blu plate.png|A thrown BLU Fishcake.
 
+
File:Festive Sandvich plate red.png|A thrown RED Festive Sandvich.
== Unused content ==
+
File:Festive Sandvich plate blu.png|A thrown BLU Festive Sandvich.
* There was a planned Courier game mode in development which for unknown reasons was scrapped. There is still an existing [http://wiki.teamfortress.com/w/images/4/42/Announcer_stop_courier.wav Announcer voiceline] in the files which was going to be used in this game mode and the class [[Civilian]] that can be used with commands.
+
File:Robo-Sandvich plate red.png|A thrown RED Robo-Sandvich.
 
+
File:Robo-Sandvich plate blu.png|A thrown BLU Robo-Sandvich.
===Robot Destruction===
+
File:Bananaplate.png|A thrown Second Banana.
{{main|Robot Destruction}}
+
File:Medieval Meat.png|Medium Health Pickup on [[Medieval Mode]] map [[DeGroot Keep]].
[[File:Beta rd blueprints.png|frameless|right]]
+
File:Tf gift.png|Gift box dropped during [[Australian Christmas 2011]].
 
+
File:RED Duck Journal.png|RED Duck pickup.
{{Quotation|'''The Medic'''|Oh, I vill tear you apart, bolt by bolt!|sound=Medic_mvm_taunt01.wav}}
+
File:BLU Duck Journal.png|BLU Duck pickup.
 
+
File:Asteroid RED Power Core.png|RED Power Core pickup from [[Robot Destruction]].
Robot destruction is a game mode that has not yet been officially released. However, it can be played by setting up a beta server or searching for a round using the multiplayer menu. So far there is only one known map using this game mode. This map takes place on a [[rd asteroid|moon base map]] Valve mentioned and showed concept art for in an earlier TF2 update post. The game mode is similar to capture the flag, but instead involves destroying enemy robots and stealing their power cores. Once stolen, power cores (unlike a normal Intelligence briefcase) are instantly stored in a vault once touched. The enemy team can go to their opponent's vault and steal their power cores back to slow down the enemy team from winning. The map itself isn't finished with, as there is a lack of proper textures, but does include new robot NPCs that have brand new textures (aside from a few using the ÜberCharge texture showing that it's locked, but it's assumed that it's only a placeholder).
+
File:Asteroid BLU Power Core.png|BLU Power Core pickup from Robot Destruction.
 
+
File:Hud invasion bottle.png|The Beer Bottle pickup from [[Watergate]].
'''Robot Destruction maps''':
+
File:Pickup Fish.png|The fish pickup from [[Selbyen]].
* [[Asteroid]]
+
File:Galleria pickup.png|The gas canister pickup from [[Galleria]].
 
+
</gallery>
== See also ==
 
* [[Custom maps]]
 
* [[Control point timing]]
 
* [[Map name prefixes]]
 
* [[Skybox list]]
 
  
==References==
+
{{Pickup Nav}}
<references/>
 
  
{{Maps}}
+
[[:Category:Pickups/nl|Pickups/nl]]
{{Template:Mapping nav}}
+
[[:Category:Gameplay/nl]]
  
[[Category:Lists/nl]]
+
__NOINDEX__
[[Category:Mapping/nl]]
 
[[Category:Game modes/nl]]
 

Latest revision as of 23:13, 25 July 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



Grondvoorwerpen
Pickups.png
Een aantal grondvoorwerpen.
Dit ziet er erg nuttig uit.
De Sniper die naar een grondvoorwerp kijkt

Grondvoorwerpen zijn voorwerpen die op de map spawnen of willekeurig op de grond kunnen liggen. Grondvoorwerpen kunnen worden "opgepakt" door spelers door erover heen te lopen. Meestal hebben grondvoorwerpen een direct effect op de speler, maar sommige zijn gebruikt voor prestaties, het doel van de spelmodus, of geven voorwerpen direct in de inventaris van de speler.

Veel voorkomende grondvoorwerpen

Kleine munitie-/metaaldoos
Een op de grond gegooide Sandvich
Kapotte stukken Dispenser
Hoofdartikel: Gezondheid, Munitie, Metaal, Verhullen

De meest voorkomende grondvoorwerpen die op elke map gevonden kunnen worden zijn verschillende vormen van gezondheids- munitiegrondvoorwerpen, munitiegrondvoorwerpen geven ook metaal en vult de verhullingsmeter bij. Er zijn drie verschillende groottes van gezondheids- en munitiegrondvoorwerpen. Spelers kunnen deze alleen oppakken wanneer ze gezondheid, munitie, metaal, of verhulling missen. De enige uitzondering is een vermomde Spy. Vermomde Spy's kunnen altijd gezondheidsgrondvoorwerpen oppakken ongeacht de gezondheid van de Spy of de Spy's vermomming. Nadat een grondvoorwerp is opgepakt, spawnt deze opnieuw in na 10 seconden met een geluidseffect. Grondvoorwerpen geven een percentage van de maximale gezondheid, metaal, of verhulling terug van de klasse.

Een grondvoorwerp dat bij de map hoort kan niet worden opgepakt wanneer een Engineer een Teleporter erop bouwt. Andere constructies, zoals Sentry's en Dispensers, blokkeren deze grondvoorwerpen niet voor teamgenoten, maar wel voor vijanden en de Engineer die ze gebouwt heeft.

De Sandvich of Buffelbiefstuksandvich van de Heavy kan worden gebruikt om zelf een grondvoorwerp te maken door op de secundaire vuurknop (standaardknop: RECHTERMUISKNOP) te drukken. De Heavy gooit dan de Sandvich of Buffelbiefstuksandvich die op kan worden gepakt door teamgenoten, vijanden en door de Heavy zelf. Wanneer de Heavy zelf zijn gegooide grondvoorwerp oppakt kan hij het wapen onmiddelijk weer gebruiken, maar krijgt geen gezondheid terug. Wanneer een teamgenoot of een vijand deze oppakt functioneert het exact hetzelfde als een middelgrote medikit. De Dalokohsreep of Troostbanaan kunnen hetzelfde, maar genezen hetzelfde als een kleine medikit. Als compensatie herstellen deze wapens sneller. Wanneer de Heavy doodgaat met het broodtrommelwapen in zijn hand, dan laat hij een middelgrote munitiedoos vallen die alle klassen voor 50 gezondheid geneest, behalve de Scout, die voor 75 gezondheid genezen wordt.

Andere veel voorkomende grondvoorwerpen:

  • Munitiedozen die vallen wanneer een speler doodgaat en stukken kapotte constructies kunnen allebei opgepakt worden voor munitie, metaal en verhulling.
    • Munitiedozen die van Engineers komen die minder dan 100 metaal bij zich hadden wanneer ze doodgingen geven metaal gelijk aan dat van de dode Engineer wanneer hij stierf. Deze munitiedozen geven minimaal 5 metaal (4 met de Eureka-effect) en maximaal 100 (80 met de Eureka-effect).
  • Een vijand die gedood is door een Scout terwijl hij de Zuurstok uitgerust heeft laat een kleine medikit achter.
  • Door de bal van de Klaas Vaak op te pakken nadat deze is weggeslagen herstelt de balmeter onmiddelijk en kan deze onmiddelijk weer weggeslagen worden.
  • Een wapen dat op de grond ligt kan worden opgepakt door een andere speler als die een klasse speelt die het wapen kan gebruiken.

Speciale grondvoorwerpen

Sommige grondvoorwerpen zijn exclusief beschikbaar onder bepaalde omstandigheden, zoals een evenement of een spelmodus.

Evenementgrondvoorwerpen

Grote verjaargstaart-medkit

De grondvoorwerpen op mappen hebben Halloween- en verjaardagvarianten. Alleen het uiterlijk van de voorwerpen veranderd, er veranderd niks aan hoe ze werken. De Halloween-viaranten kunnen gevonden worden op Halloween maps en verjaardagsgrondvoorwerpen zijn op alle mappen wanneer Verjaardagsmodus aanstaat. Verjaardagsgrondvoorwerpen zijn er ook in Pyro-visie.

Halloween evenementen

Halloween maps hebben bepaalde grondvoorwerpen met een Halloween thema. Tijdens de jaarlijkse Halloween evenementen kunnen de volgende grondvoorwerpen gevonden worden:

Pumpkin.png

Halloweenpompoenen worden door gedoode spelers achtergelaten en zijn te vinden op de meeste maps. Deze Halloweenpompoenen vullen hetzelfde aantal munitie bij als een middelgrote munitiedoos en geven een 3-4 seconden lange voltrefferboost. De Snoeppatholoog prestatie ontgrendeld wanneer er 20 Halloweenpompoenen zijn opgepakt en geeft het Licht Verontrustend Halloweenmasker. Deze effecten zijn altijd aanwezig op maps die het ondersteunen, ongeacht de datum. Voortgang op deze prestatie kan door het hele jaar door worden gemaakt op deze maps.

Spellbook Pickup 3.png

Op bepaalde Halloween maps kunnen zwevende spreukenboeken, erlenmeyers, of glazen bollen gevonden worden. Deze grondvoorwerpen geven de speler magische spreuken als een [[Spell Book/nl|Template:Dictionary/items/spell book]] uitgerust is.

Gargoyle Ghost.png

Zielenwaterspuwers zijn te vinden op bepaalde Halloween maps en worden door Merasmus aangekondigd. Door er één op te pakken krijgt de speler 10 zielen op hun Zielenwaterspuwer in hun rugzak. Door er één op te pakken krijgt de speler de Gemaskerde Mann prestatie.

HauntedHalloweenGift.png

Bespookt Halloween-cadeaus waren op een klein aantal Halloween maps voordat de Scream Fortress VII deze verving met de Zielenwaterspuwer. Door een cadeau op te pakken kon de speler een willekeurig Halloweenmasker, Halloweenkostuumonderdeel, Halloweenspreuken, Voodoo-vervloekt Voorwerp, een Spreukenboekpagina, of ander willekeurig voorwerp gebaseerd op de map. Het ontvangen van voorwerpen is dat jaar vervangen door Merasmissies.

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