Difference between revisions of "Talk:Weapons"

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(Jumper Weapons)
(Jumper Weapons)
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The Jumper weapons have kill icons. Since they do not deal damage unless the game files are modified, they logically should not have kill icons as all that is happening is that they use the default kill icon for that slot weapon for that class (rocket and sticky launcher respectively). Should we cut the jumper weapon kill icons or not? [[User:Psychopath|Psychopath]] 07:44, 16 November 2010 (UTC)
 
The Jumper weapons have kill icons. Since they do not deal damage unless the game files are modified, they logically should not have kill icons as all that is happening is that they use the default kill icon for that slot weapon for that class (rocket and sticky launcher respectively). Should we cut the jumper weapon kill icons or not? [[User:Psychopath|Psychopath]] 07:44, 16 November 2010 (UTC)
 
:They shouldn't have killicons to begin with since...they do no damage. And since they cannot kill, they have no need of a kill icon. So I think I can speak for everyone when I say go ahead and remove it. --[[User:Vaught|<span style="text-shadow:pink 0px 0px 3px;"><font color=" #FFA6C9"><tt><big>'''Vaught'''</big></tt></font>]]</span> 07:52, 16 November 2010 (UTC)
 
:They shouldn't have killicons to begin with since...they do no damage. And since they cannot kill, they have no need of a kill icon. So I think I can speak for everyone when I say go ahead and remove it. --[[User:Vaught|<span style="text-shadow:pink 0px 0px 3px;"><font color=" #FFA6C9"><tt><big>'''Vaught'''</big></tt></font>]]</span> 07:52, 16 November 2010 (UTC)
 +
::Done. The only reason they have kill icons is use of the default icon for that slot weapon like I said previously. The two weapons are just a rocket launcher and sticky launcher with modified damage stats and an ammo increase. Don't know why melee weapons are different in this manner, it's weird. [[User:Psychopath|Psychopath]] 08:18, 16 November 2010 (UTC)

Revision as of 08:18, 16 November 2010

Details

I'm new here, which will explain my question. What is the meaning of the two headings in the icon column, "backpack" and "kill"? Perhaps a text legend should be added with links to pages that have a longer explanation would be in order. RobShaver 18:38, 14 July 2010 (UTC)

Should we have a "Details" or "Special" column that summarizes special attributes and non-weapon weapons (Wrangler, lunchbox items, backburner, etc.)? Strange Quirk 01:04, 14 July 2010 (UTC)

Perhaps, but I don't think it'd fit horizontally on small screens D: — Wind 01:19, 14 July 2010 (UTC)
The Icon column is for two things, the backpack icon, and the kill icon. There really isn't an explanation needed. As for an additional column, the details are all located on the weapon page, this page is merely for summarizing all the specific statistics of the weapon for comparison and reference. A "details" section may make it look a bit bloated. --Firestorm  User Firestorm Nuke Sig.jpg 18:44, 14 July 2010 (UTC)
I've changed the Icon column so it's a bit more specific. Thoughts? --Firestorm  User Firestorm Nuke Sig.jpg 18:55, 14 July 2010 (UTC)
Actually, before the move we were considering removing the weapon damage columns so that changed values only had to be kept updated on the individual weapon pages themselves, with this page acting more as a sort of hub. This would also free up some space for a details section which could describe the weapon attributes in brief. Smash is okay with it last I checked, anyone against this? --Wilsonator 19:26, 14 July 2010 (UTC)
I prefer having the damage column here. I think a details section is unnecessary, as once you know the details of a weapon, you won't forget it, but you will forget the damage often. I like being able to compare the point-blank damage of the FaN and Scattergun (for example) and notice that a crit FaN will NOT kill a Soldier in one hit, where that info would normally be buried and not noticed as easily in the individual weapon page --Firestorm  User Firestorm Nuke Sig.jpg 19:32, 14 July 2010 (UTC)

Damage Per Second?

Should we have a column for DPS? If people think the table would be too wide, should we include it in the weapon pages? Its useful information, especially when comparing weapons. If it were up to me, I would have a "short term DPS" which would only take into account time between shots, and "long term DPS" which would account for reload times, but that might be overkill. Still, how else are you going to easily find out which weapons can take out a building in the shortest time? Strange Quirk 02:54, 24 July 2010 (UTC)

I'll add it if I don't get a response. Strange Quirk 12:38, 27 July 2010 (UTC)
I wouldn't say there's much need for a DPS column. While it's increasingly RPGish, TF2 is still an FPS and taking imperfect aim, the generally short and explosive nature of the combat, the fact you're usually fighting more than one opponent and the firing rates of all the weapons into account, getting a standardised DPS for every one would be difficult and probably not useful enough to make it worth it. When it comes to taking out buildings, it's more down to general knowledge and the strategy sections, just a short note in the minigun/flamethrower descriptions about how they're ideal for taking out SGs would do the same thing. That and it'd be hell updating it for every weapons page and on this page whenever valve patches the damage values for a weapon. --Wilsonator 15:24, 27 July 2010 (UTC)
Yeah, we've talked about this before. If the person really wants to know it, they can figure it out using base damage and attack interval. --Firestorm  User Firestorm Nuke Sig.jpg 15:59, 27 July 2010 (UTC)
Eh, ok. Though if you want to take into account reload times its not completely trivial. I'm not going to press it further, but i think that at least for the miniguns and flamethrowers we should have DPS instead of bullet/particle damage, since those are pretty useless. Strange Quirk 19:19, 27 July 2010 (UTC)
The DPS is listed on the individual weapon pages for those weapons --Firestorm  User Firestorm Nuke Sig.jpg 19:29, 27 July 2010 (UTC)

Hidden attributes

Since it applies to multiple weapons, I'm putting it here. If you look on TF2Items/items_game.txt, you can see that certain hidden attributes present on some weapons are down right weird...

Huntsman: Primary max ammo bonus (0.5) (37=0.5)

As far as I know, you have less arrows than bullets with the sniper rifle.

Crit-a-cola: Lunch box adds mini-crits (2)

This is right under the visible "Mini-crit" attribute, so I don't know what that means.

Also, the Flare gun has an hidden attribute which is "Secondary max ammo penalty", which makes sense since it does have less ammo than the shotgun.

We're getting trolled hard by Valve D: -- Vi3trice (talk) 18:37, 12 August 2010 (UTC)

the 0.5 "bonus" turns 25 sniper bullets into 12 arrows. A lot of these are hidden attributes because they are understood by the weapon's nature, or in the case of the huntsman/flare gun are significantly different from their base weapon, so it's unnecessary to state such attributes, because players can assume that they would be different. -- Nineaxis Duck Gib.png 19:15, 12 August 2010 (UTC)
Including adding nonsensical names to it? I mean, it says bonus. It's almost as weird as Robin hitting the server with sticks. -- Vi3trice (talk) 19:23, 12 August 2010 (UTC)

Drop screens

I had an idea, that we could add the drop/craft screen image of each weapon. Like, for example. Good idea? Same for hats too. CWalkthroughs 22:07, 18 September 2010 (UTC)

There's no point, the backpack icons for every weapon are already on the page. -The Neotank ( | Talk) User The Neotank Signeotank.gif 22:30, 18 September 2010 (UTC)
Ah yea, never thought of that. CWalkthroughs 22:37, 18 September 2010 (UTC)

The Frying Pan

The soldier's new frying pan hasn't been added to the weapons page. [1] It is a reskin of the soldier's shovel, and was added in the Mannconomy update. --Stevoisiak 19:08, 3 October 2010 (UTC)

Scout Bats

The Bat and Sandman are listed with damage range 24-46 here, and 32-39 in their individual pages. Which is correct? Hrusha 22:36, 7 October 2010 (UTC)


Number of Vintage Weapons

I counted 35. I'm not sure if Valve is planning to implement a way for the new weapons/hats to become vintage, so if they say something suggesting they do obviously my factoid is subject to change. Geno 03:45, 11 October 2010 (UTC)

This is not true. According to the TF2 Team:
Some items that used to be rare will become more common when they are available for purchase. We wanted to give players this option, but still recognize people who obtained those items “the old-fashioned way” in the past. So we decided to perform a one-time conversion of all the old items into "Vintage" versions, which will never be attainable in the future. This way, those older rare items remain rare (in fact, they're even rarer, because they're limited editions now).
Now based on this, no more Vintage Items will be added. Danton 21:17, 11 October 2010 (UTC)

True Primaries (Spy & Demoman)

Forget about Crafting for a moment. According to the Animation sets, the Spy does not have a Primary Weapon Animation. His Revolver is refereed to as "Secondary". This is also why the Ambassador is a Secondary Slot craftable. Primary Weapons are usually the most important/powerful weapon that class has. You may think differently but I would rather backstab a Medic then his Heavy than shoot them with a Gun with a chance of the Heavy seeing. On another note, the Spy holds his Knife in the class selection screen while the others (excluding the Medic) are wielding their Primary. Now for the Demoman, in the Animation Sets, the Stickybomb Launcher is refereed to as "Primary" and the Pipe Bomb Launcher is "Secondary". Also the Scottish Resistance and the Chargin' Targe replace the Stickybomb Launcher. On top of this, the Stickybomb Launcher can deal more damage at once than the Grenade Launcher. The most likely reason these weapons are not the first weapon in the Buckets is probably because these weapons are not practical standard weapons. They are more so Opportunity Weapons. Danton 21:40, 11 October 2010 (UTC)

That's lovely. We're not changing which are primary.  – Smashman (talk) 21:50, 11 October 2010 (UTC)
Good to know. I never expected you to. Just wanted to share what I have found. Danton 13:35, 12 October 2010 (UTC)
We already knew about that. To add to the confusion, just look at the disguise system. Take out your revolver, press Last Disguise and look at which weapon your disguise has. That's also why we're not switching it. -- Vi3trice (talk) 13:43, 12 October 2010 (UTC)

Oktoberfest

It's not a taunt attack. Sure, it's unique, but it does no damage so it shouldn't be under Taunt Attacks. Yes or no? Lemon 19:08, 7 November 2010 (UTC)

Leave it. The Medigun doesn't kill people, but it's still a weapon. Zoolooman 19:10, 7 November 2010 (UTC)

Build-ables

I think the 4 sentries and teleporter should be added. The only reason i say teleporter is because of telefraging. M-NINJA 22:11, 9 November 2010 (UTC)

Labeling inconsistency

I noticed a slight discrepancy on the page when it comes to labeling the weapons, when compared to the labels on the individual class/weapon pages. The icons used for the weapons on this page are those found within the game, whereas the icons utilized on the class pages are those stylized 'angled' icons created by the community. Also, base weapons are listed as 'Standard' weapons on this page, while they are listed as 'Stock' weapons on the class/weapon pages. For the sake of consistency on the wiki, I believe one of each of the two sets should be phased out. (I'll leave the decision on which sets to keep up to more seasoned editors; I don't feel that this a decision a new editor should be making alone quite yet.) Disaster 22:23, 10 November 2010 (UTC)

Nice eye. While I feel not much can be done about the icons as there are so many versions (Template, backpack, class page, etc.), we can definitely phase out one of the two sets through simple replacing. Have to keep a sense of uniformity among pages! --Vaught 08:52, 11 November 2010 (UTC)

Weapon Level?

I recently began to notice that some weapons have a different "Level" than others, for example my Flare Gun reads "Level 5 Flare Gun" whereas my Holy Mackerel reads "Level 42 Fish." I have also noticed some players with different variations of levels; but to get to the point; how are levels determined or are they randomly assessed to the weapon as it is found or does the weapon "level" as it is used?This may not seem important to others, but out of curiosity; bare with me on this. --Ignisviscus 08:46, 11 November 2010 (UTC)

The Item levels article will surely satisfy your curiosity :) Moussekateer 08:47, 11 November 2010 (UTC)

Table Labels

Is it possible to put the table headers at the bottom of the table too? (Damage, ammo carried etc.). Some of the tables are far too long such that you need to scroll all the way to the top of each one to see what each box is actually referring to. --User Firestorm Flame.png Firestorm 21:59, 12 November 2010 (UTC)

It's what I did on Wind's Config, and yes, I approve. Perhaps even every "class change", or every 3 class change, or something — Wind 22:00, 12 November 2010 (UTC)
Well, if we incorporate Minip's changes(Which I like!), I propose that these are included as well. --User Firestorm Flame.png Firestorm 22:10, 12 November 2010 (UTC)

sticky bomb launchers and nade launchers

i thought the sticky bomb launcher/resisentence/jumper/targe was a primairy weapon, and not a secondary. and the nade launcher a secondary. edit: i just think by myself. when you have to equip them, i am right. but in the fight its wiki right. what? what you think? Jem 21:26, 15 November 2010 (UTC)

The weapons page is organized based on Slot. Slot 1 is the weapon you equip when you press 1, same for slot 2, and slot 3 is always melee. Psychopath 07:13, 16 November 2010 (UTC)

Jumper Weapons

The Jumper weapons have kill icons. Since they do not deal damage unless the game files are modified, they logically should not have kill icons as all that is happening is that they use the default kill icon for that slot weapon for that class (rocket and sticky launcher respectively). Should we cut the jumper weapon kill icons or not? Psychopath 07:44, 16 November 2010 (UTC)

They shouldn't have killicons to begin with since...they do no damage. And since they cannot kill, they have no need of a kill icon. So I think I can speak for everyone when I say go ahead and remove it. --Vaught 07:52, 16 November 2010 (UTC)
Done. The only reason they have kill icons is use of the default icon for that slot weapon like I said previously. The two weapons are just a rocket launcher and sticky launcher with modified damage stats and an ammo increase. Don't know why melee weapons are different in this manner, it's weird. Psychopath 08:18, 16 November 2010 (UTC)