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<!-- Below is the current Featured article, this should be shifted down when a new FA is added. The onlyinclude and its terminator should be left in place and the trascluded text for the main page should be inbetween the tags. | <!-- Below is the current Featured article, this should be shifted down when a new FA is added. The onlyinclude and its terminator should be left in place and the trascluded text for the main page should be inbetween the tags. | ||
--><onlyinclude>{{#switch:{{{type|{{{1|}}}}}} | --><onlyinclude>{{#switch:{{{type|{{{1|}}}}}} | ||
− | | name = | + | | name = Decorated/tr |
− | | display = | + | | display = Süslenmiş (nitelik) |
− | | image = [[File: | + | | image = [[File:Backpack_Citizen_Pain_Minigun_Factory_New.png|300px|link=Decorated{{if lang}}|alt=Süslenmiş|right]] |
− | | text = ''' | + | | text = |
+ | '''Süslenmiş''' bir (keyifli) dokuya, özel sınıf faktörüne, kullanılmışlığına göre bir dış görünüşe ve mümkünse [[Strange/tr|Garip]] sayaca ve/veya [[Unusual/tr|Olağandışı]] efekte sahip olan [[weapons/tr|silahlar]]a atanmış olan [[item quality/tr|eşya niteliğidir]]. Bunlar {{update link|Gun Mettle Update}} ile tanıtılmıştır. | ||
− | + | Süslenmiş silahlar [[Australium weapons/tr|Avustralyum silahlara]] benzer bir şekilde bir "dokuya" sahiptir ancak bu doku Avustralyum kaplamanın aksine içinde bulunduğu Silah Koleksiyonuna göre bir desene sahiptir. Her Süslenmiş silahın dokusu aynı desenin farklı ölçeklerde ve açılardan (oyuncu silahı ilk defa elde ettiğinde oyun tarafından rastgele bir biçimde) yerleştirilmiş hali olduğundan tamamıyla aynı dokuya sahip olan iki farklı Süslenmiş silah bulmak fazlasıyla düşük bir ihtimaldir.}}</onlyinclude> | |
− | + | == Şu anki seçkin madde == | |
− | }}</onlyinclude> | + | Aşağıdakileri güncellemek için [{{fullurl:{{FULLPAGENAMEE}}|action=purge}} '''sayfa önbelleğini temizleyin''']. |
− | == | ||
;Text | ;Text | ||
− | {{FeaturedArticle|type=text}} | + | {{FeaturedArticle/tr|type=text}} |
;Image | ;Image | ||
− | {{FeaturedArticle|type=image}} | + | {{FeaturedArticle/tr|type=image}} |
__TOC__ | __TOC__ | ||
<div style="clear: both; margin-top: 5em; margin-right: 10px; text-align: right; font-style: italic; font-size: 85%;"><hr /> | <div style="clear: both; margin-top: 5em; margin-right: 10px; text-align: right; font-style: italic; font-size: 85%;"><hr /> | ||
− | + | Burada değişiklik yapmadan önce yeni bir [[Team Fortress Wiki:Featured articles|seçkin madde önerin]].</div> | |
<!-- Below this line are previous Featured articles in order of most recent at the top. --> | <!-- Below this line are previous Featured articles in order of most recent at the top. --> | ||
− | == | + | == Önceki seçkin maddeler == |
+ | |||
+ | ===[[Engineer Update]]=== | ||
+ | |||
+ | [[File:Engineer Update Logo.png|300px|link=Engineer Update{{if lang}}|alt=Engineer Update|right]] | ||
+ | |||
+ | The '''Engineer Update''' was a [[Patches#MU|major content update]] focusing on the [[Engineer]]. The update was announced on July 5, 2010, followed by daily reveals until its release on July 8, 2010. | ||
+ | |||
+ | It was unique in that rather than announcing new content for the update regularly, new content was announced every time 25 [[Golden Wrench]]es were found through crafting. With 100 Wrenches to be found in total, there were 4 announcements prior to the final release of the update which added a new core mechanic for the Engineer, [[Buildings#Hauling|Hauling]], along with several new Engineer weapons and maps. | ||
+ | |||
+ | ===[[Mechanics]]=== | ||
+ | |||
+ | [[File:Damagefalloff.png|100px|link=Mechanics{{if lang}}|alt=Mechanics|right]] | ||
+ | |||
+ | The '''mechanics''' of ''[[Team Fortress 2]]'' define the rules and capabilities for players, [[servers]], and content editors. Understanding these mechanics allows for more streamlined and comprehensive gameplay. | ||
+ | |||
+ | ===[[Haunted Hallowe'en Special]]=== | ||
+ | |||
+ | [[File:Haunted Hallowe'en Special.png|100x75px|right|link=Haunted Hallowe'en Special{{if lang}}|alt=Haunted Hallowe'en Special]] | ||
+ | |||
+ | The '''Haunted Hallowe'en Special''', officially known as the '''Terrifying Team Fortress Haunted Hallowe'en Special''', was the first update in what would later become an annual event. The update was first revealed in a [http://teamfortress.com/post.php?id=3013&p=6 blog post] on October 29, 2009, and the update was released on the same day. Aside from fixing a few issues, the update introduced two new maps: [[Harvest]] and [[Harvest Event]]. The release of these maps was unique as it was the first time that the same map had been released in both a standard and an event variety. The patch also introduced two new hazards: the [[Ghost|ghost of Zepheniah Mann]], which was exclusive to [[Harvest Event]], and the [[Pumpkin Bomb]], which only appears on Halloween-themed maps. Two new hats were also introduced, the [[Mildly Disturbing Halloween Mask]] and the [[Ghastly Gibus]], as was a pack of five Halloween-themed achievements known as [[Scarechievements]]. Finally, the patch introduced the [[Halloween pumpkin]]; a special pickup item that only appears on Halloween-themed maps and randomly drops when a player is killed. | ||
+ | |||
+ | ===[[First Annual Saxxy Awards]]=== | ||
+ | |||
+ | [[File:SaxxyAward.png|100x75px|right|link=First Annual Saxxy Awards{{if lang}}|alt=First Annual Saxxy Awards]] | ||
+ | |||
+ | The '''First Annual Saxxy Awards''' was a contest held amongst the community to create a [[replay]] in order to earn "the ''most prestigious virtual award in combat filmmaking'': a [[Saxxy|foot-high bust]] of an almost entirely naked [[Saxton Hale|Australian man]]." The competition was announced alongside the [[Replay Update]]. | ||
+ | |||
+ | ===[[Über Update]]=== | ||
+ | |||
+ | [[File:Über Update Title Card.png|100px|right|link=Über Update{{if lang}}|alt=Über Update]] | ||
+ | |||
+ | The '''Über Update''' is a [[Patches#Major updates|major content]] update for ''[[Team Fortress 2]]'' and was released on {{Patch name|6|23|2011}}. It was heralded as "The biggest, most ambitious update in the history of Team Fortress 2." Similar to other major updates, such as the [[Sniper vs. Spy Update]] and the [[Engineer Update]], the Über Update followed a four-day-long system of daily content previews, the last of which featured the release of ''[[Meet the Medic]]''. | ||
+ | |||
+ | ===[[Non-player characters]]=== | ||
+ | |||
+ | [[File:Family Portrait.jpg|100px|right|link=Non-player characters{{if lang}}|alt=Non-player characters]] | ||
+ | |||
+ | '''Non-player characters''', commonly abbreviated as '''NPCs''', are characters in the ''Team Fortress 2'' setting which are not one of the nine playable [[classes]]. While most are uninvolved in gameplay, they still add extra background to the [[Storyline|''Team Fortress 2'' setting.]] | ||
+ | |||
+ | ===[[ÜberCharge]]=== | ||
+ | |||
+ | [[File:ÜberCharge.png|100px|right|link=ÜberCharge{{if lang}}|alt=ÜberCharge]] | ||
+ | |||
+ | '''ÜberCharge''' (German for "supercharge" or "overcharge", translated as "Überladung" in the German version) is an ability of the [[Medic]]. ÜberCharge is built up as the Medic heals players with his [[Medic#Secondary|secondary weapon]]. Each healing tool has its own unique ÜberCharge effect, which the Medic can unleash once his charge meter reaches 100%. | ||
+ | |||
+ | ===[[Patches]]=== | ||
+ | |||
+ | [[File:Australian Christmas 2011 showcard.png|100px|right|link=Patches{{if lang}}|alt=Patches]] | ||
+ | |||
+ | '''Patches''' are updates to the game that fix known bugs, glitches, or exploits within the game, and often add new features or balance changes to [[weapons]], [[maps]], or other game elements. | ||
+ | |||
+ | '''Major updates''' are patches that add new weapons, [[List of game modes|game modes]], or maps. Previously, major updates had centered around one or two particular [[classes]] and included new content released predominantly for that class. More recent updates, however, have focused on a particular theme or holiday celebration such as [[Halloween]]. | ||
+ | |||
+ | Patches to the game are deployed to [[w:Microsoft Windows|Windows]] and [[w:Mac OS X|Mac OS X]] platforms via [[Steam]], and must be downloaded and applied before the game can be launched. While both platforms retain the same codebase and any updates are released to both simultaneously, the version of the game on [[w:Xbox 360|Xbox 360]] platform is separate and does not receive frequent updates, due to restrictions imposed on game developers by [[w:Microsoft|Microsoft]]. To date, there have been only four patches to ''Team Fortress 2'' on Xbox 360, compared to the {{Updates|type=patch-num}} patches that have been released to Windows and Mac OS X since 2007. | ||
+ | |||
+ | ===[[Item quality]]=== | ||
+ | |||
+ | <div style="float:right;text-align:center;display:inline-block; padding:0px 3px; font-weight:bold; border-radius:4px; background:#24201B;">[[Item quality{{if lang}}|<span style="color:#B2B2B2;">{{item name|Normal}}</span><br><span style="color:#FFD700;">{{item name|Unique}}</span><br><span style="color:#476291;">{{item name|Vintage}}</span><br><span style="color:#4D7455;">{{item name|Genuine}}</span><br><span style="color:#CF6A32;">{{item name|Strange}}</span><br><span style="color:#8650AC;">{{item name|Unusual}}</span><br><span style="color:#38F3AB;">{{item name|Haunted}}</span><br><span style="color:#70B04A;">{{item name|Community}}<br>{{item name|Self-Made}}</span><br><span style="color:#A50F79;">{{item name|Valve}}</span>]]</div> | ||
+ | |||
+ | All items have an assigned '''quality'''. Quality determines the color of the item's displayed name and influences its perceived trade value. | ||
+ | |||
+ | An item may only have one assigned quality at a time, which cannot be altered except through certain circumstances by Valve. | ||
+ | |||
+ | The names of the various qualities are defined in the game files. | ||
+ | |||
+ | ===[[Medieval Mode]]=== | ||
+ | |||
+ | [[File:Medieval Mode tf2.png|100px|right|link=Medieval Mode{{if lang}}|alt=Medieval Mode]] | ||
+ | '''Medieval Mode''' is a [[List of game modes|game mode]] added to ''Team Fortress 2'' during the [[Australian Christmas]] event with the [[December 17, 2010 Patch|December 17, 2010 update]]. | ||
− | === [[ | + | Currently, there is only one official map that uses Medieval mode, [[DeGroot Keep]]. The game mode is unique in that it does not allow players to use any weapons of their choice - it restricts them to a set list of allowed weapons, mainly focusing on melee weapons. The goal of the game mode is similar to a control point game, in that there are a number of [[control point (objective)|control points]] which the attacking team must capture and the defending team must defend. However, in the only currently official map, the attackers must capture the first two control points in order to gain access to the last control point, which, if not captured in a set amount of time, will subsequently close and all control points will revert to being uncaptured. |
+ | |||
+ | ===[[Bonk! Atomic Punch]]=== | ||
+ | |||
+ | [[File:RedBonk.png|100px|right|link=Bonk! Atomic Punch{{if lang}}|alt=Bonk! Atomic Punch]] | ||
+ | |||
+ | '''Bonk! Atomic Punch''' is an unlockable [[Weapons#scoutsecondary|secondary weapon]] for the [[Scout]] class. It is a small energy drink can with a team-appropriate label; [[RED]]'s flavor of Bonk! is "Cherry Fission", while [[BLU]]'s is "Blutonium Berry". | ||
+ | |||
+ | Upon consumption, Bonk! Atomic Punch provides invincibility from most incoming damage to the player for 6 seconds. This item does not, however, protect from environmental damage or [[telefrag]]ging. The player's view is forced into third-person mode upon drinking. There, they are able to maneuver and [[jump]] as they see fit, but will be unable to use weapons. When any type of bullet or [[projectile]] hits a Scout under Bonk's effects, a "Miss!" signal will appear above their head followed by one of many [[Scout responses#Dodging shots under Bonk! Atomic Punch's influence|responses]]. The player has unlimited Bonk! cans at their disposal, but cannot take out another can until the item's cooldown period, shown in the [[HUD]], is over. | ||
+ | |||
+ | ===[[Comics]]=== | ||
+ | |||
+ | [[File:A Smissmas Story comicpreview.png|100px|right|link=Comics{{if lang}}|alt=Comics]] | ||
+ | |||
+ | '''Comics''' are short stories that offer insight to the world of ''Team Fortress 2'', as seen through the eyes of the [[Classes|mercenaries]], their [[Administrator|boss]], and the colorful [[Non-player characters|characters]] that make up their [[storyline|adventures]]. | ||
+ | |||
+ | The story of ''Team Fortress 2'' boasts a very loose continuity. Though comics serve to explain concepts such as the origins of a [[weapon]], some events may conflict. | ||
+ | |||
+ | ===[[Movies]]=== | ||
+ | |||
+ | [[File:Camera.png|100px|right|link=Movies{{if lang}}|alt=Movies]] | ||
+ | |||
+ | Several short-animated '''movies''' have been created by [[Valve]] to promote ''[[Team Fortress 2]]''. The most prominent of the shorts are contained in the ''Meet the Team'' series, which feature each of the [[classes]] in their own narrative. Other movies have centered around [[Patches#Major updates|major game updates]] or depicted various game development processes, such as the creation of [[list of maps|maps]]. Typically, each video lasts from three to four minutes. | ||
+ | |||
+ | ===[[Sandvich]]=== | ||
+ | |||
+ | [[File:Sandvich.png|100px|right|link=Sandvich{{if lang}}|alt=Sandvich]] | ||
+ | |||
+ | The '''Sandvich''', known in full as the '''Sandvich Edible Device''', is an unlockable [[Weapons#heavysecondary|secondary weapon]] for the [[Heavy]]. It is half of a sandwich, consisting of two triangular slices of bread containing lettuce, tomatoes, Swiss cheese and an indeterminate meat referred to as both ham and bologna by the Heavy. Topping it is a green stuffed olive pinned to the Sandvich by a toothpick. | ||
+ | |||
+ | The Sandvich can be consumed by pressing the correct bound keys for either primary fire or taunting. When eaten, it will replenish 100% [[classes#health points|health]], 300 HP, over a four second duration. During this time, the player will be forced into the third-person view as the Heavy stops and makes a loud munching noise whilst eating. | ||
+ | |||
+ | ===[[Wrangler]]=== | ||
+ | |||
+ | [[File:RED Wrangler.png|100px|right|link=Wrangler{{if lang}}|alt=Wrangler]] | ||
+ | |||
+ | The '''Wrangler''' is an unlockable [[Weapons#engiesecondary|secondary weapon]] for the [[Engineer]]. It appears to be the remains of a wooden {{botignore|pistol}} grip implemented under an early-80's single-button style joystick, with a small, square radar dish protruding from the front. | ||
+ | |||
+ | When in use, the Wrangler allows the Engineer to manually take control of his [[Sentry Gun]]. Upon doing so, the Sentry Gun loses its default autoaim and automatic firing abilities. Instead, the Engineer can direct the building to fire in any direction with the primary fire button being used to fire the turrets. If the player utilizes manual control over a level 3 Sentry Gun, the alternate fire button is used to fire rockets. When firing either the turrets or rockets, the Sentry Gun has no maximum range however the rockets suffer from [[Damage#Distance and randomness modifier|damage falloff]] based on the Engineer's distance to the target. | ||
+ | |||
+ | === [[2Fort]] === | ||
+ | |||
+ | [[File:Ctf 2fort bridge ss.png|100px|right|link=2Fort{{if lang}}|alt=2Fort]] | ||
+ | |||
+ | '''2Fort''' is a [[Capture the Flag]] map and is the subsequent remake of the [[Team Fortress Classic]] [[2Fort (Classic)|map of the same name]]; these maps are both based on the ''[[Team Fortress]]'' map "2fort5." 2Fort was the first official [[CTF]] map for ''[[Team Fortress 2]]''. It was one of the six initial maps included with the game's release. | ||
+ | |||
+ | Two similar forts oppose each other, which are separated by a [[water]]-filled moat. A covered bridge spans the moat and battlements on each fort provide excellent positions to assault oncoming players. | ||
+ | |||
+ | === [[Taunts]] === | ||
+ | |||
+ | [[File:Scouttaunt3.PNG|100px|right|link=Taunts{{if lang}}|alt=Taunts]] | ||
+ | |||
+ | '''Taunts''' can be performed with most [[weapon]]s, each possessing their own unique animation and dialog line(s). Several lines of dialog are chosen at semi-random during a taunt, with one line being chosen at random and every line after it following a specific order. | ||
+ | |||
+ | Taunts are generally used for gloating purposes after killing an opponent, to celebrate a victory, provoke living opponents or simply for comedic effect. Generally, taunts have no direct effect on gameplay. However, certain taunts (known as "taunt attacks" or "taunt kills") have effects such as [[healing]] the player and [[stun]]ning, damaging or even killing opponents. | ||
+ | |||
+ | === [[Critical hits]] === | ||
+ | |||
+ | [[File:Critical.png|100px|right|link=Critical hits{{if lang}}|alt=Critical hits]] | ||
+ | |||
+ | '''Critical hits''', also known as '''"Crits"''', are attacks that do extra [[damage]] and have distinctive sounds both when fired and when hitting a target. Players on the receiving end of the attack will have the words "Critical hit!!!" appear over their head in green letters, accompanied by a loud ding. | ||
+ | |||
+ | Critical hits can be easily distinguished from normal hits. [[Melee]] weapons have a unique swinging animation. Explosives projectiles, such as rockets or Stickybombs, have a team-colored glow and sparkle effects. Bullets have team-colored trails. | ||
+ | |||
+ | === [[Medic]] === | ||
+ | |||
+ | [[File:Medic.png|100px|right|link=Medic{{if lang}}|alt=Medic]] | ||
+ | |||
+ | What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the '''Medic''' more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity. | ||
− | + | === [[Hydro]] === | |
− | |||
+ | [[File:TF2 Hydro Map.jpg|100px|right|link=Hydro{{if lang}}|alt=Hydro]] | ||
+ | '''Hydro''' is a [[Territorial Control]] map and was one of the six initial maps included with the game's release. So far, Hydro is the only official territorial control map of its kind, most possibly due to the complexity and difficulty of designing such a map type. | ||
+ | The goal of Hydro 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 preventing their own. After a team successfully captures the enemy control point, the next round will start, taking place in a different area of the map (which is also randomly generated). After a team captures all four territories, the attacking team must capture the enemy team's base while the other defends for their life. If the Base point is captured, the attacking team wins the round. When the next round begins, territories are reset and a new random game is selected. | ||
+ | |||
+ | === [[List of game modes]] === | ||
+ | |||
+ | [[File:Wellconceptart.png|100px|right|link=List of game modes{{if lang}}|alt=List of game modes]] | ||
+ | ''Team Fortress 2'' has eight official '''game modes'''. Initially, the game shipped with three game modes: [[#Capture the Flag|Capture the Flag]], [[#Control Point|Control Point]], and [[#Territorial Control|Territorial Control]]. Numerous [[updates]] have added five new game modes ([[#Payload|Payload]], [[#Arena|Arena]], [[#King of the Hill|King of the Hill]], [[#Payload Race|Payload Race]] and [[Medieval Mode]]) and two training maps. These game modes are spread across 41 official [[List of maps|maps]] and offer a great variety of play styles and games in [[Team Fortress 2]]. | ||
=== [[Team Fortress Classic]] === | === [[Team Fortress Classic]] === | ||
− | [[File:TFC Boxart.png|100px| | + | [[File:TFC Boxart.png|100px|right|link=Team Fortress Classic{{if lang}}|alt=Team Fortress Classic]]'''Team Fortress Classic''', also known as Team Fortress 1.5, usually abbreviated as TFC, is the predecessor of Team Fortress 2 and a porting of the original Team Fortress, originally a mod for the popular game Quake, to the Half-Life engine. |
Team Fortress Classic is a team-based multiplayer first-person shooter video game developed by Valve. A remake of the Team Fortress modification for Quake, Team Fortress Classic was originally released for Windows on May 30, 1999 as a free addition to Half-Life. A standalone version was later released with Valve's Steam system in 2003. The development of Team Fortress Classic was led by John Cook and Robin Walker, the designers of the original Team Fortress modification. | Team Fortress Classic is a team-based multiplayer first-person shooter video game developed by Valve. A remake of the Team Fortress modification for Quake, Team Fortress Classic was originally released for Windows on May 30, 1999 as a free addition to Half-Life. A standalone version was later released with Valve's Steam system in 2003. The development of Team Fortress Classic was led by John Cook and Robin Walker, the designers of the original Team Fortress modification. | ||
=== [[Backstab]] === | === [[Backstab]] === | ||
− | [[File:Spybackstab.png| | + | [[File:Spybackstab.png|70px|right|link=Backstab{{if lang}}|alt=Backstab image]] |
A '''Backstab''' is a context-sensitive attack with the [[Spy]]'s [[Knife]], [[Your Eternal Reward]] or [[Conniver's Kunai]] that results in a one-hit kill. A Spy may backstab an enemy as long as the enemy is close enough to be hit with a melee attack, and the Spy is within a 180° range of the enemy's back. Backstabs deal damage equal to 600% of the target's current health and always [[Critical hits|Critically hit]] (unless otherwise prevented by a [[Battalion's Backup]], although it will not cause a damage reduction). Due to the mechanics of the Spy's melees, unlike most melee weapons, backstabs connect instantly upon activation. To indicate that a Spy is within the required range to perform a backstab, he will turn his Knife downward, primed for a kill. The Knife will remain in this position until the target is no longer in reach, or the Spy attempts a backstab by attacking. | A '''Backstab''' is a context-sensitive attack with the [[Spy]]'s [[Knife]], [[Your Eternal Reward]] or [[Conniver's Kunai]] that results in a one-hit kill. A Spy may backstab an enemy as long as the enemy is close enough to be hit with a melee attack, and the Spy is within a 180° range of the enemy's back. Backstabs deal damage equal to 600% of the target's current health and always [[Critical hits|Critically hit]] (unless otherwise prevented by a [[Battalion's Backup]], although it will not cause a damage reduction). Due to the mechanics of the Spy's melees, unlike most melee weapons, backstabs connect instantly upon activation. To indicate that a Spy is within the required range to perform a backstab, he will turn his Knife downward, primed for a kill. The Knife will remain in this position until the target is no longer in reach, or the Spy attempts a backstab by attacking. | ||
=== [[Buff Banner]] === | === [[Buff Banner]] === | ||
− | [[File:SoldierBuff.png|100px| | + | [[File:SoldierBuff.png|100px|right|link=Buff Banner{{if lang}}|alt=Buff Banner]] |
The '''[[Buff Banner]]''' (also known as the '''BB''', '''Bugle''' or just '''Banner''') is an unlockable secondary weapon for the [[Soldier]]. It appears as a tattered battle standard, mounted on a small backpack and accompanied with a dented bugle. The war flag itself remains hidden in the backpack until it is activated, at which point it will appear on a pole mounted to the pack. | The '''[[Buff Banner]]''' (also known as the '''BB''', '''Bugle''' or just '''Banner''') is an unlockable secondary weapon for the [[Soldier]]. It appears as a tattered battle standard, mounted on a small backpack and accompanied with a dented bugle. The war flag itself remains hidden in the backpack until it is activated, at which point it will appear on a pole mounted to the pack. | ||
Equipping the Buff Banner makes a "Rage Meter" visible to the Soldier, which is filled by dealing damage to enemies. The Rage Meter becomes full after the Soldier has dealt 600 damage in a single life, at which point he can sound his bugle to rally his teammates. Note that [[telefrag]]ging an enemy results in a fully charged rage meter regardless of previous charge or the type of class killed. During the 10 seconds following this rallying call, all hits made by allies positioned within 450 [[Hammer unit|units]] of the Soldier (including his own) become [[Critical hits#Mini-Crits|Mini-Crits]]. Buffed players within the radius emit team-colored rings of light from their feet, and their weapons brighten similarly to a [[Critical hits#Crit boost|Crit boost]]. | Equipping the Buff Banner makes a "Rage Meter" visible to the Soldier, which is filled by dealing damage to enemies. The Rage Meter becomes full after the Soldier has dealt 600 damage in a single life, at which point he can sound his bugle to rally his teammates. Note that [[telefrag]]ging an enemy results in a fully charged rage meter regardless of previous charge or the type of class killed. During the 10 seconds following this rallying call, all hits made by allies positioned within 450 [[Hammer unit|units]] of the Soldier (including his own) become [[Critical hits#Mini-Crits|Mini-Crits]]. Buffed players within the radius emit team-colored rings of light from their feet, and their weapons brighten similarly to a [[Critical hits#Crit boost|Crit boost]]. | ||
=== [[Dispenser]] === | === [[Dispenser]] === | ||
− | [[Image:Engiwithdispenser.png| | + | [[Image:Engiwithdispenser.png|100px|right|link=Dispenser{{if lang}}|alt=Dispenser]] |
A '''[[Dispenser]]''' is a [[building]] that can be constructed by an [[Engineer]], providing [[health]], [[ammo]] and [[metal]] to nearby teammates. Engineers rely heavily on metal from their Dispensers to construct and maintain their [[Sentry Gun]]s and other buildings. Any player may replenish their supplies by simply standing next to the Dispenser. | A '''[[Dispenser]]''' is a [[building]] that can be constructed by an [[Engineer]], providing [[health]], [[ammo]] and [[metal]] to nearby teammates. Engineers rely heavily on metal from their Dispensers to construct and maintain their [[Sentry Gun]]s and other buildings. Any player may replenish their supplies by simply standing next to the Dispenser. | ||
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===[[Dalokohs Bar]]=== | ===[[Dalokohs Bar]]=== | ||
[[Image:RED_Dalokohs_Bar.png|100px|right|link=Dalokohs Bar|Dalokohs Bar]] | [[Image:RED_Dalokohs_Bar.png|100px|right|link=Dalokohs Bar|Dalokohs Bar]] | ||
− | The '''Dalokohs Bar''' (pronounced ''ʻDah-lock-ussʻ'') is an unlockable secondary 'Lunchbox' item for the Heavy, and was released in the [[March 18, 2010 Patch]] as part of the first series of community-created content. When consumed, the vitamin-enriched candy-bar heals the Heavy for 60 HP - 20% of his maximum health. In addition, his [[classes#health points|maximum health]] is increased temporarily for the next 30 seconds, like a semi-permanent [[overheal]]. Note that the additional health does not count towards base health for the purpose of further overheal as maximum health after overheal remains at 450. Like his [[Sandvich]] variant the Heavy will be immobile when eating, does not extinguish [[fire]], nor can be eaten [[water|underwater]]. The Dalokohs bar, however, cannot be dropped to heal his team mates. An eaten Dalokohs bar has a cooldown of 30 seconds unless the Heavy dies or gets another one at a [[Resupply cabinet]]. | + | The '''Dalokohs Bar''' (pronounced ''ʻDah-lock-ussʻ'') is an unlockable secondary 'Lunchbox' item for the Heavy, and was released in the [[March 18, 2010 Patch]] as part of the first series of community-created content. When consumed, the vitamin-enriched candy-bar heals the Heavy for 60 HP - 20% of his maximum health. In addition, his [[classes#health points|maximum health]] is increased temporarily for the next 30 seconds, like a semi-permanent [[overheal]]. Note that the additional health does not count towards base health for the purpose of further overheal as maximum health after overheal remains at 450. Like his [[Sandvich]] variant the Heavy will be immobile when eating, does not extinguish [[fire]], nor can be eaten [[water|underwater]]. The Dalokohs bar, however, cannot be dropped to heal his team mates. An eaten Dalokohs bar has a cooldown of 30 seconds unless the Heavy dies or gets another one at a [[Resupply cabinet]]. |
===[[Crafting]]=== | ===[[Crafting]]=== | ||
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'''[[Crafting]]''' is an in-game system allowing players to create specific items, such as a [[weapon]], [[hat]] or materials for further crafting, using unwanted or duplicate items gained normally via the [[Item drop system]]. | '''[[Crafting]]''' is an in-game system allowing players to create specific items, such as a [[weapon]], [[hat]] or materials for further crafting, using unwanted or duplicate items gained normally via the [[Item drop system]]. | ||
− | To create these items, the player must follow explicit blueprints, some of which are initially available and others of which must be discovered by the player by experimentation. After following a valid, undiscovered blueprint recipe, the player will both gain the item specified by the blueprint, and the blueprint will be added to the player's list of known blueprints. If the player attempts to craft an item without a corresponding blueprint, they will be notified that no such recipe exists, and no items will be lost. | + | To create these items, the player must follow explicit blueprints, some of which are initially available and others of which must be discovered by the player by experimentation. After following a valid, undiscovered blueprint recipe, the player will both gain the item specified by the blueprint, and the blueprint will be added to the player's list of known blueprints. If the player attempts to craft an item without a corresponding blueprint, they will be notified that no such recipe exists, and no items will be lost. |
===[[Engineer]]=== | ===[[Engineer]]=== | ||
− | [[Image:Engineer badge RED.png| | + | [[Image:Engineer badge RED.png|80px|right|link=Engineer|The Engineer's badge]] |
A soft-spoken, amiable Texan with a knack for all things mechanical, the '''[[Engineer]]''' chooses to build and maintain [[buildings]] that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the [[Sentry gun]], an automated turret that fires at any enemy in range, the [[Dispenser]], a device that replenishes the health and ammo of nearby teammates and [[Teleporter]]s that quickly transport his teammates to the fray. | A soft-spoken, amiable Texan with a knack for all things mechanical, the '''[[Engineer]]''' chooses to build and maintain [[buildings]] that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the [[Sentry gun]], an automated turret that fires at any enemy in range, the [[Dispenser]], a device that replenishes the health and ammo of nearby teammates and [[Teleporter]]s that quickly transport his teammates to the fray. | ||
− | However, the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies; a good Engineer must keep his gear under a watchful eye and in good repair at all times. When the Engineer needs to get his hands dirty, his trio of generic, yet capable [[#Weapons|weapons]] combined with the assistance of his helpful hardware make him more than capable of holding his own in a fight. | + | However, the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies; a good Engineer must keep his gear under a watchful eye and in good repair at all times. When the Engineer needs to get his hands dirty, his trio of generic, yet capable [[#Weapons|weapons]] combined with the assistance of his helpful hardware make him more than capable of holding his own in a fight. |
+ | |||
===[[Eyelander]]=== | ===[[Eyelander]]=== | ||
[[File:Eyelandertransparent.png|100px|right]] | [[File:Eyelandertransparent.png|100px|right]] | ||
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The '''Eyelander''' is the unlockable melee weapon for the [[Demoman]]. First hinted at on a hidden page during the WAR! Update. It is an exceptional claymore, being "harmonically-balanced, made from pattern-welded Damascus steel, and slow-forged in the bowels of captured English kings." It is, unfortunately, also haunted by a bloodthirsty, malevolent spirit. | The '''Eyelander''' is the unlockable melee weapon for the [[Demoman]]. First hinted at on a hidden page during the WAR! Update. It is an exceptional claymore, being "harmonically-balanced, made from pattern-welded Damascus steel, and slow-forged in the bowels of captured English kings." It is, unfortunately, also haunted by a bloodthirsty, malevolent spirit. | ||
− | Wielding the Eyelander results in an initial penalty of 25 to the wielder's health, resulting in a total of 150; however, for every victim the wielder claims with it, they will gain a boost to speed and 15 maximum health (four times per life). On the downside, you cannot gain random [[Critical Hit]]s but it is possible to guarantee one with the [[Chargin' Targe]] special ability. Kills using the Eyelander results in the decapitation of the victim's head. As the Demoman’s head count increases, his eye will glow with an increasing intensity. | + | Wielding the Eyelander results in an initial penalty of 25 to the wielder's health, resulting in a total of 150; however, for every victim the wielder claims with it, they will gain a boost to speed and 15 maximum health (four times per life). On the downside, you cannot gain random [[Critical Hit]]s but it is possible to guarantee one with the [[Chargin' Targe]] special ability. Kills using the Eyelander results in the decapitation of the victim's head. As the Demoman’s head count increases, his eye will glow with an increasing intensity. |
===[[Administrator]]=== | ===[[Administrator]]=== | ||
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The '''Administrator''', also referred to as the '''TF Announcer''' or simply the '''Announcer''', is the CEO of both [[RED]] and [[BLU]] as well as [[TF Industries]]. She is the source of the mysterious, disembodied voice that issues commands and announces vital events during matches. An aged and thoroughly evil mastermind of a woman, the Administrator possesses both a piercing gaze and the sort of voice that commands total and unwavering obedience...or else. Her general demeanor tends towards either slight anger or various stages of bitter disappointment. | The '''Administrator''', also referred to as the '''TF Announcer''' or simply the '''Announcer''', is the CEO of both [[RED]] and [[BLU]] as well as [[TF Industries]]. She is the source of the mysterious, disembodied voice that issues commands and announces vital events during matches. An aged and thoroughly evil mastermind of a woman, the Administrator possesses both a piercing gaze and the sort of voice that commands total and unwavering obedience...or else. Her general demeanor tends towards either slight anger or various stages of bitter disappointment. | ||
− | The Administrator wields considerable influence and power. Her ownership of both the RED and BLU holding corporations grants her, by extension, control over every major government on the planet. She tends to keeps her operations top secret, manipulating events from behind the scenes. Any development that may chance unwanted attention is swiftly terminated with extreme prejudice. | + | The Administrator wields considerable influence and power. Her ownership of both the RED and BLU holding corporations grants her, by extension, control over every major government on the planet. She tends to keeps her operations top secret, manipulating events from behind the scenes. Any development that may chance unwanted attention is swiftly terminated with extreme prejudice. |
− | + | ||
+ | [[Category:Main Page/tr]] |
Latest revision as of 08:54, 9 November 2023
Şu anki seçkin madde
Aşağıdakileri güncellemek için sayfa önbelleğini temizleyin.
- Text
Süslenmiş bir (keyifli) dokuya, özel sınıf faktörüne, kullanılmışlığına göre bir dış görünüşe ve mümkünse Garip sayaca ve/veya Olağandışı efekte sahip olan silahlara atanmış olan eşya niteliğidir. Bunlar Gun Mettle Güncellemesi ile tanıtılmıştır.
Süslenmiş silahlar Avustralyum silahlara benzer bir şekilde bir "dokuya" sahiptir ancak bu doku Avustralyum kaplamanın aksine içinde bulunduğu Silah Koleksiyonuna göre bir desene sahiptir. Her Süslenmiş silahın dokusu aynı desenin farklı ölçeklerde ve açılardan (oyuncu silahı ilk defa elde ettiğinde oyun tarafından rastgele bir biçimde) yerleştirilmiş hali olduğundan tamamıyla aynı dokuya sahip olan iki farklı Süslenmiş silah bulmak fazlasıyla düşük bir ihtimaldir.
- Image
Konu başlıkları
- 1 Şu anki seçkin madde
- 2 Önceki seçkin maddeler
- 2.1 Engineer Update
- 2.2 Mechanics
- 2.3 Haunted Hallowe'en Special
- 2.4 First Annual Saxxy Awards
- 2.5 Über Update
- 2.6 Non-player characters
- 2.7 ÜberCharge
- 2.8 Patches
- 2.9 Item quality
- 2.10 Medieval Mode
- 2.11 Bonk! Atomic Punch
- 2.12 Comics
- 2.13 Movies
- 2.14 Sandvich
- 2.15 Wrangler
- 2.16 2Fort
- 2.17 Taunts
- 2.18 Critical hits
- 2.19 Medic
- 2.20 Hydro
- 2.21 List of game modes
- 2.22 Team Fortress Classic
- 2.23 Backstab
- 2.24 Buff Banner
- 2.25 Dispenser
- 2.26 Spy
- 2.27 Dalokohs Bar
- 2.28 Crafting
- 2.29 Engineer
- 2.30 Eyelander
- 2.31 Administrator
Burada değişiklik yapmadan önce yeni bir seçkin madde önerin.
Önceki seçkin maddeler
Engineer Update
The Engineer Update was a major content update focusing on the Engineer. The update was announced on July 5, 2010, followed by daily reveals until its release on July 8, 2010.
It was unique in that rather than announcing new content for the update regularly, new content was announced every time 25 Golden Wrenches were found through crafting. With 100 Wrenches to be found in total, there were 4 announcements prior to the final release of the update which added a new core mechanic for the Engineer, Hauling, along with several new Engineer weapons and maps.
Mechanics
The mechanics of Team Fortress 2 define the rules and capabilities for players, servers, and content editors. Understanding these mechanics allows for more streamlined and comprehensive gameplay.
Haunted Hallowe'en Special
The Haunted Hallowe'en Special, officially known as the Terrifying Team Fortress Haunted Hallowe'en Special, was the first update in what would later become an annual event. The update was first revealed in a blog post on October 29, 2009, and the update was released on the same day. Aside from fixing a few issues, the update introduced two new maps: Harvest and Harvest Event. The release of these maps was unique as it was the first time that the same map had been released in both a standard and an event variety. The patch also introduced two new hazards: the ghost of Zepheniah Mann, which was exclusive to Harvest Event, and the Pumpkin Bomb, which only appears on Halloween-themed maps. Two new hats were also introduced, the Mildly Disturbing Halloween Mask and the Ghastly Gibus, as was a pack of five Halloween-themed achievements known as Scarechievements. Finally, the patch introduced the Halloween pumpkin; a special pickup item that only appears on Halloween-themed maps and randomly drops when a player is killed.
First Annual Saxxy Awards
The First Annual Saxxy Awards was a contest held amongst the community to create a replay in order to earn "the most prestigious virtual award in combat filmmaking: a foot-high bust of an almost entirely naked Australian man." The competition was announced alongside the Replay Update.
Über Update
The Über Update is a major content update for Team Fortress 2 and was released on 23 Haziran 2011 Yaması. It was heralded as "The biggest, most ambitious update in the history of Team Fortress 2." Similar to other major updates, such as the Sniper vs. Spy Update and the Engineer Update, the Über Update followed a four-day-long system of daily content previews, the last of which featured the release of Meet the Medic.
Non-player characters
Non-player characters, commonly abbreviated as NPCs, are characters in the Team Fortress 2 setting which are not one of the nine playable classes. While most are uninvolved in gameplay, they still add extra background to the Team Fortress 2 setting.
ÜberCharge
ÜberCharge (German for "supercharge" or "overcharge", translated as "Überladung" in the German version) is an ability of the Medic. ÜberCharge is built up as the Medic heals players with his secondary weapon. Each healing tool has its own unique ÜberCharge effect, which the Medic can unleash once his charge meter reaches 100%.
Patches
Patches are updates to the game that fix known bugs, glitches, or exploits within the game, and often add new features or balance changes to weapons, maps, or other game elements.
Major updates are patches that add new weapons, game modes, or maps. Previously, major updates had centered around one or two particular classes and included new content released predominantly for that class. More recent updates, however, have focused on a particular theme or holiday celebration such as Halloween.
Patches to the game are deployed to Windows and Mac OS X platforms via Steam, and must be downloaded and applied before the game can be launched. While both platforms retain the same codebase and any updates are released to both simultaneously, the version of the game on Xbox 360 platform is separate and does not receive frequent updates, due to restrictions imposed on game developers by Microsoft. To date, there have been only four patches to Team Fortress 2 on Xbox 360, compared to the 811 patches that have been released to Windows and Mac OS X since 2007.
Item quality
All items have an assigned quality. Quality determines the color of the item's displayed name and influences its perceived trade value.
An item may only have one assigned quality at a time, which cannot be altered except through certain circumstances by Valve.
The names of the various qualities are defined in the game files.
Medieval Mode
Medieval Mode is a game mode added to Team Fortress 2 during the Australian Christmas event with the December 17, 2010 update.
Currently, there is only one official map that uses Medieval mode, DeGroot Keep. The game mode is unique in that it does not allow players to use any weapons of their choice - it restricts them to a set list of allowed weapons, mainly focusing on melee weapons. The goal of the game mode is similar to a control point game, in that there are a number of control points which the attacking team must capture and the defending team must defend. However, in the only currently official map, the attackers must capture the first two control points in order to gain access to the last control point, which, if not captured in a set amount of time, will subsequently close and all control points will revert to being uncaptured.
Bonk! Atomic Punch
Bonk! Atomic Punch is an unlockable secondary weapon for the Scout class. It is a small energy drink can with a team-appropriate label; RED's flavor of Bonk! is "Cherry Fission", while BLU's is "Blutonium Berry".
Upon consumption, Bonk! Atomic Punch provides invincibility from most incoming damage to the player for 6 seconds. This item does not, however, protect from environmental damage or telefragging. The player's view is forced into third-person mode upon drinking. There, they are able to maneuver and jump as they see fit, but will be unable to use weapons. When any type of bullet or projectile hits a Scout under Bonk's effects, a "Miss!" signal will appear above their head followed by one of many responses. The player has unlimited Bonk! cans at their disposal, but cannot take out another can until the item's cooldown period, shown in the HUD, is over.
Comics
Comics are short stories that offer insight to the world of Team Fortress 2, as seen through the eyes of the mercenaries, their boss, and the colorful characters that make up their adventures.
The story of Team Fortress 2 boasts a very loose continuity. Though comics serve to explain concepts such as the origins of a weapon, some events may conflict.
Movies
Several short-animated movies have been created by Valve to promote Team Fortress 2. The most prominent of the shorts are contained in the Meet the Team series, which feature each of the classes in their own narrative. Other movies have centered around major game updates or depicted various game development processes, such as the creation of maps. Typically, each video lasts from three to four minutes.
Sandvich
The Sandvich, known in full as the Sandvich Edible Device, is an unlockable secondary weapon for the Heavy. It is half of a sandwich, consisting of two triangular slices of bread containing lettuce, tomatoes, Swiss cheese and an indeterminate meat referred to as both ham and bologna by the Heavy. Topping it is a green stuffed olive pinned to the Sandvich by a toothpick.
The Sandvich can be consumed by pressing the correct bound keys for either primary fire or taunting. When eaten, it will replenish 100% health, 300 HP, over a four second duration. During this time, the player will be forced into the third-person view as the Heavy stops and makes a loud munching noise whilst eating.
Wrangler
The Wrangler is an unlockable secondary weapon for the Engineer. It appears to be the remains of a wooden pistol grip implemented under an early-80's single-button style joystick, with a small, square radar dish protruding from the front.
When in use, the Wrangler allows the Engineer to manually take control of his Sentry Gun. Upon doing so, the Sentry Gun loses its default autoaim and automatic firing abilities. Instead, the Engineer can direct the building to fire in any direction with the primary fire button being used to fire the turrets. If the player utilizes manual control over a level 3 Sentry Gun, the alternate fire button is used to fire rockets. When firing either the turrets or rockets, the Sentry Gun has no maximum range however the rockets suffer from damage falloff based on the Engineer's distance to the target.
2Fort
2Fort is a Capture the Flag map and is the subsequent remake of the Team Fortress Classic map of the same name; these maps are both based on the Team Fortress map "2fort5." 2Fort was the first official CTF map for Team Fortress 2. It was one of the six initial maps included with the game's release.
Two similar forts oppose each other, which are separated by a water-filled moat. A covered bridge spans the moat and battlements on each fort provide excellent positions to assault oncoming players.
Taunts
Taunts can be performed with most weapons, each possessing their own unique animation and dialog line(s). Several lines of dialog are chosen at semi-random during a taunt, with one line being chosen at random and every line after it following a specific order.
Taunts are generally used for gloating purposes after killing an opponent, to celebrate a victory, provoke living opponents or simply for comedic effect. Generally, taunts have no direct effect on gameplay. However, certain taunts (known as "taunt attacks" or "taunt kills") have effects such as healing the player and stunning, damaging or even killing opponents.
Critical hits
Critical hits, also known as "Crits", are attacks that do extra damage and have distinctive sounds both when fired and when hitting a target. Players on the receiving end of the attack will have the words "Critical hit!!!" appear over their head in green letters, accompanied by a loud ding.
Critical hits can be easily distinguished from normal hits. Melee weapons have a unique swinging animation. Explosives projectiles, such as rockets or Stickybombs, have a team-colored glow and sparkle effects. Bullets have team-colored trails.
Medic
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
Hydro
Hydro is a Territorial Control map and was one of the six initial maps included with the game's release. So far, Hydro is the only official territorial control map of its kind, most possibly due to the complexity and difficulty of designing such a map type.
The goal of Hydro 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 preventing their own. After a team successfully captures the enemy control point, the next round will start, taking place in a different area of the map (which is also randomly generated). After a team captures all four territories, the attacking team must capture the enemy team's base while the other defends for their life. If the Base point is captured, the attacking team wins the round. When the next round begins, territories are reset and a new random game is selected.
List of game modes
Team Fortress 2 has eight official game modes. Initially, the game shipped with three game modes: Capture the Flag, Control Point, and Territorial Control. Numerous updates have added five new game modes (Payload, Arena, King of the Hill, Payload Race and Medieval Mode) and two training maps. These game modes are spread across 41 official maps and offer a great variety of play styles and games in Team Fortress 2.
Team Fortress Classic
Team Fortress Classic, also known as Team Fortress 1.5, usually abbreviated as TFC, is the predecessor of Team Fortress 2 and a porting of the original Team Fortress, originally a mod for the popular game Quake, to the Half-Life engine.
Team Fortress Classic is a team-based multiplayer first-person shooter video game developed by Valve. A remake of the Team Fortress modification for Quake, Team Fortress Classic was originally released for Windows on May 30, 1999 as a free addition to Half-Life. A standalone version was later released with Valve's Steam system in 2003. The development of Team Fortress Classic was led by John Cook and Robin Walker, the designers of the original Team Fortress modification.
Backstab
A Backstab is a context-sensitive attack with the Spy's Knife, Your Eternal Reward or Conniver's Kunai that results in a one-hit kill. A Spy may backstab an enemy as long as the enemy is close enough to be hit with a melee attack, and the Spy is within a 180° range of the enemy's back. Backstabs deal damage equal to 600% of the target's current health and always Critically hit (unless otherwise prevented by a Battalion's Backup, although it will not cause a damage reduction). Due to the mechanics of the Spy's melees, unlike most melee weapons, backstabs connect instantly upon activation. To indicate that a Spy is within the required range to perform a backstab, he will turn his Knife downward, primed for a kill. The Knife will remain in this position until the target is no longer in reach, or the Spy attempts a backstab by attacking.
Buff Banner
The Buff Banner (also known as the BB, Bugle or just Banner) is an unlockable secondary weapon for the Soldier. It appears as a tattered battle standard, mounted on a small backpack and accompanied with a dented bugle. The war flag itself remains hidden in the backpack until it is activated, at which point it will appear on a pole mounted to the pack.
Equipping the Buff Banner makes a "Rage Meter" visible to the Soldier, which is filled by dealing damage to enemies. The Rage Meter becomes full after the Soldier has dealt 600 damage in a single life, at which point he can sound his bugle to rally his teammates. Note that telefragging an enemy results in a fully charged rage meter regardless of previous charge or the type of class killed. During the 10 seconds following this rallying call, all hits made by allies positioned within 450 units of the Soldier (including his own) become Mini-Crits. Buffed players within the radius emit team-colored rings of light from their feet, and their weapons brighten similarly to a Crit boost.
Dispenser
A Dispenser is a building that can be constructed by an Engineer, providing health, ammo and metal to nearby teammates. Engineers rely heavily on metal from their Dispensers to construct and maintain their Sentry Guns and other buildings. Any player may replenish their supplies by simply standing next to the Dispenser.
Dispensers can prove to be invaluable in supporting a team when used effectively. As well as providing a steady health increase for teammates, Dispensers act as a portable ammo source, and can provide additional Metal for other Engineers to use. Dispensers will also attract many teammates to one area which can help to better forward an attack, particularly if the team is scattered and ungrouped.
Spy
Hailing from an indeterminate region of France, the Spy is an aficionado of sharp suits and even sharper knives who relies on stealth and trickery to aid the team. Using his unique array of Cloaking watches, he can render himself invisible and even fake his own death, leaving unaware opponents off-guard. His disguise kit lets him take on the form of any class, allowing him to blend in and sneak behind enemy lines before stabbing his unsuspecting 'teammates', quite literally, in the back. In fact, a swift backstab from behind with the Spy's trusty Knife will take out any foe in a single hit.
In addition to being able to assassinate key enemies quickly and efficiently, the Spy is great against the Engineer. Using his Electro Sappers, he can disable his buildings, slowly draining their health until they are destroyed.
Dalokohs Bar
The Dalokohs Bar (pronounced ʻDah-lock-ussʻ) is an unlockable secondary 'Lunchbox' item for the Heavy, and was released in the March 18, 2010 Patch as part of the first series of community-created content. When consumed, the vitamin-enriched candy-bar heals the Heavy for 60 HP - 20% of his maximum health. In addition, his maximum health is increased temporarily for the next 30 seconds, like a semi-permanent overheal. Note that the additional health does not count towards base health for the purpose of further overheal as maximum health after overheal remains at 450. Like his Sandvich variant the Heavy will be immobile when eating, does not extinguish fire, nor can be eaten underwater. The Dalokohs bar, however, cannot be dropped to heal his team mates. An eaten Dalokohs bar has a cooldown of 30 seconds unless the Heavy dies or gets another one at a Resupply cabinet.
Crafting
Crafting is an in-game system allowing players to create specific items, such as a weapon, hat or materials for further crafting, using unwanted or duplicate items gained normally via the Item drop system.
To create these items, the player must follow explicit blueprints, some of which are initially available and others of which must be discovered by the player by experimentation. After following a valid, undiscovered blueprint recipe, the player will both gain the item specified by the blueprint, and the blueprint will be added to the player's list of known blueprints. If the player attempts to craft an item without a corresponding blueprint, they will be notified that no such recipe exists, and no items will be lost.
Engineer
A soft-spoken, amiable Texan with a knack for all things mechanical, the Engineer chooses to build and maintain buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry gun, an automated turret that fires at any enemy in range, the Dispenser, a device that replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray.
However, the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies; a good Engineer must keep his gear under a watchful eye and in good repair at all times. When the Engineer needs to get his hands dirty, his trio of generic, yet capable weapons combined with the assistance of his helpful hardware make him more than capable of holding his own in a fight.
Eyelander
The Eyelander is the unlockable melee weapon for the Demoman. First hinted at on a hidden page during the WAR! Update. It is an exceptional claymore, being "harmonically-balanced, made from pattern-welded Damascus steel, and slow-forged in the bowels of captured English kings." It is, unfortunately, also haunted by a bloodthirsty, malevolent spirit.
Wielding the Eyelander results in an initial penalty of 25 to the wielder's health, resulting in a total of 150; however, for every victim the wielder claims with it, they will gain a boost to speed and 15 maximum health (four times per life). On the downside, you cannot gain random Critical Hits but it is possible to guarantee one with the Chargin' Targe special ability. Kills using the Eyelander results in the decapitation of the victim's head. As the Demoman’s head count increases, his eye will glow with an increasing intensity.
Administrator
The Administrator, also referred to as the TF Announcer or simply the Announcer, is the CEO of both RED and BLU as well as TF Industries. She is the source of the mysterious, disembodied voice that issues commands and announces vital events during matches. An aged and thoroughly evil mastermind of a woman, the Administrator possesses both a piercing gaze and the sort of voice that commands total and unwavering obedience...or else. Her general demeanor tends towards either slight anger or various stages of bitter disappointment.
The Administrator wields considerable influence and power. Her ownership of both the RED and BLU holding corporations grants her, by extension, control over every major government on the planet. She tends to keeps her operations top secret, manipulating events from behind the scenes. Any development that may chance unwanted attention is swiftly terminated with extreme prejudice.