Difference between revisions of "Pistol"

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*Both the Scout's Pistol and [[Short Stop]] use the same 36 ammo stockpile.
 
*Both the Scout's Pistol and [[Short Stop]] use the same 36 ammo stockpile.
  
* There is a known error with the pistol, where if assigned a custom name and equipped with the engineer, he will still wear a glove despite having equipped the gunslinger or not.
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* There is a known error with the Pistol, where if assigned a custom name and equipped with the Engineer, he will still wear a glove despite having equipped the Gunslinger or not.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 21:03, 13 October 2010

Template:Weapon infobox

Bang! I make it look easy!
The Scout

The Pistol is the secondary weapon for the Scout and Engineer classes. It is a typical Pistol sidearm, firing single bullets from a cartridge magazine.

The weapon's accuracy, while not exceptional, is superior to that of the Scattergun or Shotgun, making it useful for hitting targets at medium or long range or when the primary weapon is out of ammunition. The accuracy also makes it very useful for destroying Sticky bombs and taking out unsupervised Sentry Guns from outside of their firing range.

The Pistol suffers from medium damage falloff, despite being a single-shot weapon, and combined with its relatively weak damage per hit, it is often neglected by many players. However, due to its maximum firing speed and fast reload, this weapon is formidable in the hands of an experienced player.

In combination with the First Blood buff or Crit boost, the Pistol is an incredibly lethal tool that can kill any enemy, overhealed or otherwise, in a single magazine.

Like the Revolver and SMG, the Pistol fires a single, perfectly-accurate shot before 'bullet spread' goes into effect, so long as the player has waited at least 1.25 seconds since firing the last shot.

Damage

See also: Damage
  • Base: 15
  • Max Ramp Up: 150% (22 damage)
  • Max Fall Off: 50% (8 damage)
  • Point Blank: 20-22
  • Medium Range: 10-15
  • Long Range: 8-9
  • Mini-Crit: 20
  • Critical hit: 45

Medium range is defined as length of the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as the length from battlement to battlement on 2Fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.17 (6 rounds/second)
  • Reload: 1.36 (Engineer) or 1.25 (Scout)
  • Spread Recovery: 1.25

All times are in seconds. Times are approximate and determined by community testing.

Related Achievements

Scout

Gun Down
Gun Down
Destroy an active sentry gun using your pistol.


Previous Changes

  • Originally, the rate of fire was determined by how fast players could press the fire button. The weapon was then patched to fire at a set rate.

Trivia

  • The closest real-life equivalent to the Pistol is the PSM, the featherweight Soviet self-defense Pistol firing a tiny 5.45mm cartridge and not intended for any serious use beyond point blank range. The Pistol also shares similarities to the Walther PP Series.
  • Neither the hammer nor slide on the Pistol model move when the gun is fired, even in world view. In fact,the Pistol's firing animation is just a recoil.
  • A community-made pack exists that makes the Pistol look and sound like the Scout's scrapped weapon, the Nailgun.
  • The Engineer's Pistol model was accidentally changed during the Engineer update; the view model version was swapped for the less detailed world model. This has since been fixed following the October 6, 2010 Patch.
  • When the Engineer reloads, he simply loads in a new magazine. Whilst it may appear no empty magazine is ejected, careful observation or a large field of view reveals that the used magazine simply falls out during the first few frames of the reload animation.
  • The Shotgun, Pistol, Lugermorph, Frying Pan and Pain Train are the only weapons in the game to be used by more than one class.
  • When the Scout reloads, the player view shows him flipping the Pistol around and slotting in the new magazine mid-flip. This is not shown in the world view. Furthermore, such reloading is extremely dangerous as there may still be a live round in the chamber.
  • The Engineer holds the Pistol with one hand, whilst the Scout holds it with two hands. However, if the Engineer is running backwards while firing, he will hold it with both hands in world view.
  • Both the Scout's Pistol and Short Stop use the same 36 ammo stockpile.
  • There is a known error with the Pistol, where if assigned a custom name and equipped with the Engineer, he will still wear a glove despite having equipped the Gunslinger or not.

Gallery

See also


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