Difference between revisions of "Medi Gun"
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{{Item infobox | {{Item infobox | ||
| type = weapon | | type = weapon | ||
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| 3d-image-16 = Medigun Botkiller Diamond | | 3d-image-16 = Medigun Botkiller Diamond | ||
| 3d-image-18 = Medigun Botkiller Silver Mk.I | | 3d-image-18 = Medigun Botkiller Silver Mk.I | ||
+ | | 3d-image-20 = Medigun Botkiller Gold Mk.I | ||
+ | | 3d-image-22 = Medigun Botkiller Silver Mk.II | ||
+ | | 3d-image-24 = Medigun Botkiller Gold Mk.II | ||
+ | | 3d-image-26 = Medic Backpack | ||
| 3d-button-1 = colored_pair | | 3d-button-1 = colored_pair | ||
| 3d-button-3 = colored_pair | | 3d-button-3 = colored_pair | ||
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| 3d-button-16 = colored_pair | | 3d-button-16 = colored_pair | ||
| 3d-button-18 = colored_pair | | 3d-button-18 = colored_pair | ||
+ | | 3d-button-20 = colored_pair | ||
+ | | 3d-button-22 = colored_pair | ||
+ | | 3d-button-24 = colored_pair | ||
+ | | 3d-button-26 = colored_pair | ||
| 3d-viewname-1 = Default | | 3d-viewname-1 = Default | ||
| 3d-viewname-3 = Festive | | 3d-viewname-3 = Festive | ||
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| 3d-viewname-16 = Diamond | | 3d-viewname-16 = Diamond | ||
| 3d-viewname-18 = Silver Mk.I<br> | | 3d-viewname-18 = Silver Mk.I<br> | ||
+ | | 3d-viewname-20 = Gold Mk.I<br> | ||
+ | | 3d-viewname-22 = Silver Mk.II<br> | ||
+ | | 3d-viewname-24 = Gold Mk.II<br> | ||
+ | | 3d-viewname-26 = Backpack | ||
| team-colors = yes | | team-colors = yes | ||
| skin-image-red = RED Medigun.png | | skin-image-red = RED Medigun.png | ||
| skin-image-blu = BLU Medigun.png | | skin-image-blu = BLU Medigun.png | ||
| hide-kill-icon = yes | | hide-kill-icon = yes | ||
− | | used-by = | + | | used-by = {{used by|Medic}} |
| slot = secondary | | slot = secondary | ||
| equip-region = medigun backpack | | equip-region = medigun backpack | ||
| weapon-script = tf_weapon_medigun | | weapon-script = tf_weapon_medigun | ||
− | | availability = {{avail|stock|crate26- | + | | availability = {{avail|stock|crate26-strange|crate35-festive|crate55-strange|case93|case94|case99|case100|mvm-both-types|contract|warpaint}} |
| marketable = yes | | marketable = yes | ||
| numbered = no | | numbered = no | ||
− | | ammo-loaded = N/A | + | | ammo-loaded = {{common string|N/A}} |
− | | ammo-carried = N/A | + | | ammo-carried = {{common string|N/A}} |
| loadout = yes | | loadout = yes | ||
| quality = normal | | quality = normal | ||
− | | item-kind = Medi Gun | + | | item-kind = {{item kind|Medi Gun}} |
| item-level = 1 | | item-level = 1 | ||
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
}} | }} | ||
+ | |||
+ | {{Other uses|this=the Medic's stock secondary weapon|for=other Medi Guns|Medi Gun (disambiguation)}} | ||
{{Quotation|'''The Medic'''|With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!}} | {{Quotation|'''The Medic'''|With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!}} | ||
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The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified team-colored [[w:Fire hose|fire hose]] nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who then emits similarly colored cross symbols, similar to a [[Teleporters|Teleporter]] trail. When a disguised [[Spy]] is overhealed, enemies can also see the team-colored crosses. | The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified team-colored [[w:Fire hose|fire hose]] nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who then emits similarly colored cross symbols, similar to a [[Teleporters|Teleporter]] trail. When a disguised [[Spy]] is overhealed, enemies can also see the team-colored crosses. | ||
− | Instead of damaging enemies, the Medi Gun heals injured allies and temporarily boosts their health, up to a maximum of 150% of base health (see [[overheal]]ing). Its healing rate is variable, from 24 HP per second, for patients who have been damaged in the past 10 seconds, to a maximum of 72 HP per second, for patients who have not been damaged in the past 15 seconds. Newly-spawned teammates also heal at 72 HP per second. When the heal target has not taken damage in the past 10 to 15 seconds, the rate at which the Medi Gun heals increases linearly from 24 to 72 HP per second (for example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). Afterburn from | + | Instead of damaging enemies, the Medi Gun heals injured allies and temporarily boosts their health, up to a maximum of 150% of base health (see [[overheal]]ing). Its healing rate is variable, from 24 HP per second, for patients who have been damaged in the past 10 seconds, to a maximum of 72 HP per second, for patients who have not been damaged in the past 15 seconds. Newly-spawned teammates also heal at 72 HP per second. When the heal target has not taken damage in the past 10 to 15 seconds, the rate at which the Medi Gun heals increases linearly from 24 to 72 HP per second (for example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). Afterburn from {{tooltip|certain sources|Any flamethrower, Huo-Long Heater's ring of fire, Sharpened Volcano Fragment, or lit Huntsman arrows}} reduces healing from the Medi Gun by 50% for the duration of the burn. |
When healing, the Medi Gun's [[ÜberCharge]] bar fills at a rate of 2.5% per second. However, this rate is halved when healing targets whose health is at 142.5% or higher, or if the player is being healed by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]]). The ÜberCharge build penalty from each heal source stacks, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is increased to triple the normal rate pre-round, but this rate is still reduced if the target is being healed by multiple sources. Healing injured teammates doubles the Medic's current rate of natural health regeneration. | When healing, the Medi Gun's [[ÜberCharge]] bar fills at a rate of 2.5% per second. However, this rate is halved when healing targets whose health is at 142.5% or higher, or if the player is being healed by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]]). The ÜberCharge build penalty from each heal source stacks, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is increased to triple the normal rate pre-round, but this rate is still reduced if the target is being healed by multiple sources. Healing injured teammates doubles the Medic's current rate of natural health regeneration. | ||
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When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient, allowing him to keep up with faster teammates. However, the Medi Gun cannot mirror [[explosive jump|blast jumps]] or [[Charging|charges]] like the [[Quick-Fix]]. Any kills for the patient are counted as assists for the Medic, and add to their [[Killstreak Kit|killstreak]] if they are using a killstreak Medi Gun. | When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient, allowing him to keep up with faster teammates. However, the Medi Gun cannot mirror [[explosive jump|blast jumps]] or [[Charging|charges]] like the [[Quick-Fix]]. Any kills for the patient are counted as assists for the Medic, and add to their [[Killstreak Kit|killstreak]] if they are using a killstreak Medi Gun. | ||
− | When the ÜberCharge meter is full, it is deployed by pressing the alt-fire button | + | When the ÜberCharge meter is full, it is deployed by pressing the alt-fire button {{DK|MOUSE2}}. The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for {{tooltip|9 seconds|8 seconds of full ÜberCharge, 1 extra second of flashing afterwards}}<!-- Says 9 seconds instead of 8 because the flash still renders you invincible -->. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. While the ÜberCharge is active, the Medic and his patient are unable to [[Control point (objective)|capture a point]], [[Payload#Cart mechanics|push the cart]], or [[Capture the Flag#Intelligence|carry the intelligence]]. However, they are still able to block the enemy team from capturing the point or pushing their cart. The Medic cannot deploy an ÜberCharge while carrying the intelligence, and any attempt to do so will not affect the ÜberCharge meter. |
− | The Medi Gun's beam stays locked onto its target as long as the wielding Medic keeps the primary fire button | + | The Medi Gun's beam stays locked onto its target as long as the wielding Medic keeps the primary fire button {{DK|MOUSE1|link=no}} held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners. |
In [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]], there is an option to have the beam stay locked on without having to hold down the primary fire button, and another option that displays an arrow over the heal target. | In [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]], there is an option to have the beam stay locked on without having to hold down the primary fire button, and another option that displays an arrow over the heal target. | ||
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| charge fill speed = 2.5% / s ({{tooltip|1.25% / s|Target at 142.5% health or higher}}) | | charge fill speed = 2.5% / s ({{tooltip|1.25% / s|Target at 142.5% health or higher}}) | ||
| max charge time = 40 s ({{tooltip|80 s|Target at 142.5% health or higher}}) | | max charge time = 40 s ({{tooltip|80 s|Target at 142.5% health or higher}}) | ||
− | | effect time = 8 s | + | | effect time = {{Tooltip|8 s|8 full seconds of ÜberCharge, 1 extra second of flashing afterwards}}<!--Effect duration should be at 8 seconds, as the flash doesn't transfer to other players. --> |
| beamconnect = 450 ([[Hammer unit]]s) | | beamconnect = 450 ([[Hammer unit]]s) | ||
| beamdisconnect = 540 (Hammer units)<ref>game\shared\tf\tf_weapon_medigun.cpp:L468-470</ref> | | beamdisconnect = 540 (Hammer units)<ref>game\shared\tf\tf_weapon_medigun.cpp:L468-470</ref> | ||
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== Strange variant == | == Strange variant == | ||
{{Strange item info | {{Strange item info | ||
− | | item-type = Medi Gun | + | | item-type = {{item kind|Medi Gun}} |
| rankson = ubers | | rankson = ubers | ||
| rankson2 = kill assists | | rankson2 = kill assists | ||
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'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]]) | '''{{Patch name|11|21|2013}}''' ([[Two Cities Update]]) | ||
* {{Undocumented}} Added [[Australium weapons|Australium]] variant. | * {{Undocumented}} Added [[Australium weapons|Australium]] variant. | ||
+ | |||
+ | '''{{Patch name|2|7|2014}}''' | ||
+ | * Fixed third-person Medi Gun beams appearing jittery. | ||
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]]) | '''{{Patch name|6|18|2014}}''' ([[Love & War Update]]) | ||
* Converted the Medi Gun models to use the <code>c_models</code> system. | * Converted the Medi Gun models to use the <code>c_models</code> system. | ||
− | |||
− | |||
− | |||
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]]) | '''{{Patch name|12|17|2015}}''' ([[Tough Break Update]]) | ||
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== Trivia == | == Trivia == | ||
− | * If the Medic heals an enemy [[Spy]] that kills a teammate, the Medic is awarded a [[ | + | * If the Medic heals an enemy [[Spy]] that kills a teammate, the Medic is awarded a [[kill assist]]. The Medic is also credited for an assist if he heals a Spy that successfully saps a [[Buildings|building]]. |
− | ** This also makes it possible for a friendly Medic to [[dominate]] a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate. | + | ** This also makes it possible for a friendly Medic to [[Domination|dominate]] a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate. |
** It also makes it possible for the Medic to assist in his own death. | ** It also makes it possible for the Medic to assist in his own death. | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
− | File:BLU Medigun.png| | + | File:BLU Medigun.png|BLU team variant of the weapon. |
File:Medi Gun 1st person red.png|[[RED]] first-person view. | File:Medi Gun 1st person red.png|[[RED]] first-person view. | ||
File:Medi Gun 1st person blu.png|BLU first-person view. | File:Medi Gun 1st person blu.png|BLU first-person view. | ||
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File:Medi Gun First Person Australium Festivized Variant BLU.png|BLU Australium Festivized variant. | File:Medi Gun First Person Australium Festivized Variant BLU.png|BLU Australium Festivized variant. | ||
File:ÜberCharge Regular.png|The Medi Gun's healing beam granting the Heavy an ÜberCharge. | File:ÜberCharge Regular.png|The Medi Gun's healing beam granting the Heavy an ÜberCharge. | ||
− | File:Medic weapons concept.jpg| | + | File:Medic weapons concept.jpg| Medic weapon concepts. |
File:Medipack concept.png|Concept art of the Medipack. | File:Medipack concept.png|Concept art of the Medipack. | ||
− | File:Standard icon RED Medi Gun.png|RED icon from the TF2 DIY kit. | + | File:Standard icon RED Medi Gun.png|RED "bucket" icon from the TF2 DIY kit. |
− | File:Standard icon BLU Medi Gun.png|BLU icon from the TF2 DIY kit. | + | File:Standard icon BLU Medi Gun.png|BLU "bucket" icon from the TF2 DIY kit. |
</gallery> | </gallery> | ||
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== References == | == References == | ||
− | <references /> | + | <references/> |
{{Standard Weapons Nav}} | {{Standard Weapons Nav}} |
Latest revision as of 18:08, 3 June 2024
“ | With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!
— The Medic
|
” |
The Medi Gun is the default secondary weapon for the Medic. It is a modified team-colored fire hose nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who then emits similarly colored cross symbols, similar to a Teleporter trail. When a disguised Spy is overhealed, enemies can also see the team-colored crosses.
Instead of damaging enemies, the Medi Gun heals injured allies and temporarily boosts their health, up to a maximum of 150% of base health (see overhealing). Its healing rate is variable, from 24 HP per second, for patients who have been damaged in the past 10 seconds, to a maximum of 72 HP per second, for patients who have not been damaged in the past 15 seconds. Newly-spawned teammates also heal at 72 HP per second. When the heal target has not taken damage in the past 10 to 15 seconds, the rate at which the Medi Gun heals increases linearly from 24 to 72 HP per second (for example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). Afterburn from certain sources reduces healing from the Medi Gun by 50% for the duration of the burn.
When healing, the Medi Gun's ÜberCharge bar fills at a rate of 2.5% per second. However, this rate is halved when healing targets whose health is at 142.5% or higher, or if the player is being healed by an additional healing beam (such as from another Medic, a Dispenser or the Payload cart). The ÜberCharge build penalty from each heal source stacks, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is increased to triple the normal rate pre-round, but this rate is still reduced if the target is being healed by multiple sources. Healing injured teammates doubles the Medic's current rate of natural health regeneration.
When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient, allowing him to keep up with faster teammates. However, the Medi Gun cannot mirror blast jumps or charges like the Quick-Fix. Any kills for the patient are counted as assists for the Medic, and add to their killstreak if they are using a killstreak Medi Gun.
When the ÜberCharge meter is full, it is deployed by pressing the alt-fire button (default key: MOUSE2). The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for 9 seconds. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. While the ÜberCharge is active, the Medic and his patient are unable to capture a point, push the cart, or carry the intelligence. However, they are still able to block the enemy team from capturing the point or pushing their cart. The Medic cannot deploy an ÜberCharge while carrying the intelligence, and any attempt to do so will not affect the ÜberCharge meter.
The Medi Gun's beam stays locked onto its target as long as the wielding Medic keeps the primary fire button (default key: MOUSE1) held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.
In Advanced multiplayer options, there is an option to have the beam stay locked on without having to hold down the primary fire button, and another option that displays an arrow over the heal target.
Contents
Healing and function times
Healing and function times | ||
---|---|---|
Healing | ||
Healing (in combat) | 100% | 24 / s |
Healing (out of combat) | 300% | 72 / s |
Function times | ||
Effect duration | 8 s | |
Charge fill speed | 2.5% / s (1.25% / s) | |
Maximum charge time | 40 s (80 s) | |
Beam connect distance | 450 (Hammer units) | |
Beam disconnect distance | 540 (Hammer units)[1] | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
Related achievements
General achievements
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Scout
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Soldier
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Pyro
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Demoman
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Heavy
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Engineer
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Medic
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Spy
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Update history
- Fixed a rare crash caused by a Medi Gun losing its owner.
- The Medi Gun no longer continues to heal enemy Spies who have lost their disguise.
- The Medic's Medi Gun now charges at an increased rate during Setup time, to remove the need for self-damage grinding.
- Fixed exploit where this weapon's ÜberCharge wouldn't drain if you switched weapons.
- Fixed a rare crash that can happen when a player being healed leaves the server suddenly.
- Added option for the Medi Gun's beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.
- Fixed the Medi Gun's effect not being removed if the Medic changed class while healing.
- Fixed potential client crash for players being healed by a Medic or Dispenser.
- Medics no longer heal enemy Spies when they're not disguised.
- Changed Medi Gun ÜberCharge meter to drain faster for each target that still has ÜberCharge beyond your current target. This means there is a penalty for having multiple people being Übercharged at one time.
- Medic heal rate returned to normal.
- Fixed unlimited ÜberCharge exploit.
- Fixed another unlimited ÜberCharge exploit.
- Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement.
- Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.
- Fixed broken Medi Gun taunt.
- Added percentage to ÜberCharge HUD panel for the Medic.
- Fixed the Medi Gun's charge percent for other players being steppy.
April 14, 2011 Patch (Hatless Update)
- [Undocumented] A dropped Medi Gun, after death, no longer has the hose attachment.
- [Undocumented] Added hose bodygroup to the Medi Gun.
- [Undocumented] Added Strange Quality.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Medi Guns can now be gifted.
- [Undocumented] Changed equip region to "Medigun Backpack".
- Fixed a Medi Gun exploit that could leave players indefinitely invulnerable
- This was fixed by making the Medic unable to heal people with his secondary weapon while taunting or using the Meet the Medic, Director's Vision, Schadenfreude, or High Five!.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower in Mann vs. Machine.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
- Fixed a client crash in the Medi Gun charge meter when using a custom HUD.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed the Botkiller Medi Gun using the wrong RED team arms skin while on the BLU team.
- Fixed not seeing Medi Gun particle beams while healing players in DirectX 8.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
- Fixed third-person Medi Gun beams appearing jittery.
June 18, 2014 Patch (Love & War Update)
- Converted the Medi Gun models to use the
c_models
system.
December 17, 2015 Patch (Tough Break Update)
- During setup time, ÜberCharge build rate is now increased by 3x.
- Fixed the Medi Gun sometimes using the incorrect ÜberCharge rate on maps with multiple stages.
July 7, 2016 Patch (Meet Your Match Update)
- All Mediguns allow the Medic to match the speed of their heal target
- Previously only available on The Quick-Fix
- A dropped Mediguns's stored ÜberCharge begins to decay over time after coming to rest
- All Flamethrowers:
- Direct damage reduces Medi Gun healing and resist shield effects by 25%
- Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix.
- Fixed a bug related to the Medi Gun and changing class/loadout while being healed.
- Fixed a bug with the Medi Gun not staying attached to players.
July 25, 2019 Patch (Summer 2019 Pack)
- Fixed Medi-gun(sic)/Wrench items not dropping for the Mann vs. Machine rewards.
August 21, 2020 Patch (Summer 2020 Pack)
- Fixed Australium Medigun(sic)/Wrench items not dropping for the Mann vs. Machine rewards.
- Fixed Medi Gun charges expiring too early if a server forces
add_uber_time
Bugs
- Taking environmental damage can sometimes cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
- Healing a player with any Medi Gun may sometimes result in the heal target getting 1 to 2 HP over the max overheal for that target.
- The beam from the Medi Gun and its variants can sometimes visually glitch client-side, making the beam trail off into the distance or even disappear while healing a target.
Trivia
- If the Medic heals an enemy Spy that kills a teammate, the Medic is awarded a kill assist. The Medic is also credited for an assist if he heals a Spy that successfully saps a building.
- This also makes it possible for a friendly Medic to dominate a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate.
- It also makes it possible for the Medic to assist in his own death.
Gallery
RED first-person view.
RED Festive variant.
RED Botkiller variant.
RED Australium variant.
RED Festivized variant.
See also
External links
References
- ↑ game\shared\tf\tf_weapon_medigun.cpp:L468-470
|
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
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