Difference between revisions of "Gunslinger"

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| ammo-carried =  
 
| ammo-carried =  
 
| display-loadout-stats = yes
 
| display-loadout-stats = yes
| availability = Unlock, Drop, Uncrate
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| availability = Unlock, Drop, Craft, Uncrate, Purchase
 
| level-and-type = Level 15 Robot Arm
 
| level-and-type = Level 15 Robot Arm
 
| negative-attributes = Replaces the Sentry with a fast building Mini-Sentry<br />No random critical hits
 
| negative-attributes = Replaces the Sentry with a fast building Mini-Sentry<br />No random critical hits

Revision as of 11:55, 8 October 2010

Template:Weapon infobox

You're all about to have a real bad day!
The Engineer on mechanical threats

The Gunslinger is an unlockable melee weapon for the Engineer. It is a robotic hand, comprised of segmented finger parts, wires and a pressure gauge.

The device serves as a deadly weapon, granting the Engineer 25 max health (raising total health to 150) to promote offensive play at the cost of no random Critical hits. Additionally, the player is able to perform a three part combo attack on enemies. Should an enemy be hit three times in succession, the third strike with the fist will become an automatic Critical hit. This does not need to be performed on a single enemy, but the correct bound key cannot be released during the combo or it will be lost and reset.

The Critical hit animation for the Gunslinger is a downward punch swing, after which the hand will jerk and produce a mechanical twitching noise before resuming the normal idle animation. The Critical hit animation will also play when attacking friendly players and when building/upgrading your own buildings.

Using the Gunslinger allows the Engineer to build a Combat Mini-Sentry Gun instead of the standard Sentry Gun. A Mini-sentry takes only 2.5 seconds to build, costs only 100 metal and fires 50% faster. However, it cannot be upgraded or repaired, and only deals 50% damage per shot compared to a normal level 1 Sentry Gun.

Taunting with the Gunslinger will perform the Organ Grinder taunt kill.

Equipping the Wrench or the Southern Hospitality will destroy all existing Buildings.


Damage

See also: Damage
  • Base: 65 (59 to 72 damage)
  • Mini-Crit: 88
  • Critical hit: 195
  • Damage Repaired per Hit: 105
  • Upgrade Amount per Hit: 25 (Corresponding loss in metal)
  • Metal Cost per Repairing Stroke: 1 + Damage / 5
  • Metal Cost for reloading ammo: 1 per bullet, 2 per rocket salvo

Related Achievements

Built to Last
Built to Last
Help a single building tank over 2000 damage without being destroyed.


Circle the Wagons
Circle the Wagons
Repair 50,000 damage to friendly buildings constructed by other players.


Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.


Fistful of Sappers
Fistful of Sappers
Destroy 25 sappers on buildings built by other team members.


Get Along!
Get Along!
Manage to get to, and then remove, a sapper placed on your building while you were several meters away.
Land Grab
Land Grab
Help a teammate construct a building.


Quick Draw
Quick Draw
Kill a Spy and two sappers within 10 seconds.


Rio Grind
Rio Grind
Perform 50 repairs and/or reloads on a Sentry gun being Wrangled by another Engineer.


Silent Pardner
Silent Pardner
Upgrade 50 buildings built by other team members.


The Wrench Connection
The Wrench Connection
Kill a disguised spy with your Wrench.

Previous Changes

  • Before being patched on July 9, 2010, it was possible to build a Sentry Gun with the Wrench, upgrade it to Level 2 or 3, then switch to the Gunslinger and move it, becoming a Mini-Sentry at the same level. This otherwise impossible level 3 Mini-Sentry dealt the normal proportional damage (75% damage), even with its rockets. The flashing light effect would remain despite the light itself being absent on the Level 2 or 3 model, and the upgraded Mini-Sentry was always displayed as RED, regardless of its actual team.
    • The above exploit was still possible by equipping the Wrench, readying the toolbox to put down a Sentry Gun and then using the loadout menu and a resupply cabinet to switch to the Gunslinger. The deployed Sentry Gun would still be the upgradable one the Wrench uses, which could then be hauled and redeployed into a Mini-Sentry. This version of the exploit was patched on July 13, 2010.
  • Originally the three hit combo could be built up on allies; the player could strike an ally two times and then whenever they attacked with the Gunslinger again would result in a guaranteed Crit. This has since been patched.

Trivia

Radigan Conagher wielding the Gunslinger.
  • The Gunslinger, as with the Frontier Justice, the Wrangler, and the Southern Hospitality, appears to have been designed by Radigan Conagher, the Engineer's ancestor. This is shown by a hidden link in the Engineer Update.
  • If an Engineer dies while holding out the Gunslinger, he will not drop a recoverable weapon pickup.
  • The Gunslinger is more or less a reincarnation of the P.D.Q. item from the closed beta, both sharing the ability to build Sentry Guns faster, but are unable to upgrade them. However, the P.D.Q.'s build rate was 1.5x faster than normal, as opposed to the Gunslinger's 4x.
  • The Gunslinger is currently the only melee weapon to gain Crits via hit succession.
  • The Gunslinger has no weapon-specific related achievements, instead sharing those that can be achieved with the Wrench, the Golden Wrench and the Southern Hospitality.
  • The Gunslinger and the Chargin' Targe are the only weapons to affect viewmodels and worldmodels other than themselves, as the robotic fist can clearly be seen holding all of the Engineer's other weapons.
  • When it was first displayed on the Engineer Update page, The Gunslinger was mistakenly shown as occupying the Pistol slot. [1]
  • When equipped, The Gunslinger appears to replace the Engineer's entire hand, not be simply worn over it. On the Team Fortress blog it is implied that the Engineer sawed his own hand off to use it, like his ancestor. Furthermore, Radigan Conagher replaced his left hand with the Gunslinger, while the Engineer decided to replace his right hand.
  • The Gunslinger bears a resemblance to the metal glove worn by Ashley J. Williams, in the movie Army of Darkness, who also coincidentally removed his own hand in the previous movie.
  • It appears that the Engineer's mini-sentry has the same statistics and characteristics (deploy speed, damage values, health, its un-repairability, its un-upgradability, etc) as the Autogun (Also called "Autogin" by members of the Gang Garrison 2 Forums) from the Team Fortress 2 demake: Gang Garrison 2.
  • The Gunslinger is among few weapons that have different kill icons upon critting, including the Spy's Knife (Backstab), and the Sniper Rifle, Huntsman, and Ambassador (Headshot). These weapons can all Crit with their normal icons too, but either require a Critical boost due to being unable to normally Crit, and their associated special kill icons are always Crits.
  • The right hand gib of a gibbed Gunslinger-wearing Engineer will still show his regular glove.
The Gunslinger's weapon switch glitch
  • Weapon switching glitches can occur with the Gunslinger and any Wrench, which creates a glitched firstperson model of the Gunslinger holding the Southern Hospitality at the same time (Which should be impossible as they are both melee weapons, and thus could not be used together).
  • If the Engineer has been Crit-boosted with the Kritzkrieg or Humiliation, the Gunslinger will deal Critical hits, but the critical animation will not occur.
  • As of the Mann-Conomy Update, should the Gunslinger be selected in the backback, it will emit a robotic sound, much similar of that of the Sentry Gun. Moving it to a different area of the backpack will produce a deactivating sound.
  • If an ÜberCharge is deployed on an Engineer using the Gunslinger, it will show a wrong skin position of the invulnerable Engineer.

Gallery

See also