Difference between revisions of "Pistol"

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== See also ==
 
== See also ==
*[[Scout strategy#Pistol|Scout's Pistol Strategy]]
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*[[Scout strategy#Pistol|Scout's Pistol strategy]]
*[[Engineer strategy#Pistol|Engineer's Pistol Strategy]]
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*[[Engineer strategy#Pistol|Engineer's Pistol strategy]]
  
 
{{Allweapons Nav}}<br/>
 
{{Allweapons Nav}}<br/>

Revision as of 23:42, 8 November 2010

Template:Targeted 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, apart from being fully automatic, that fires 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, and combined with its relatively weak damage per hit, it is often neglected by many players. However, due to its 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, over-healed 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, leading to very crazy firing. 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.
  • 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.
  • When the Engineer reloads, he puts the magazine in backwards and without removing the previous magazine.
  • Both the Scout's Pistol and Shortstop use the same 36 ammo stockpile.

Gallery

See also


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