Difference between revisions of "Weapons (Classic)"
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==See Also== | ==See Also== | ||
+ | * [[Armor (Classic)|Armor]] | ||
+ | * [[Ammo (Classic)|Ammo]] | ||
{{TFC Nav}} | {{TFC Nav}} | ||
[[Category:Team Fortress Classic]] | [[Category:Team Fortress Classic]] | ||
[[Category:Weapons (Classic)| ]] | [[Category:Weapons (Classic)| ]] |
Revision as of 19:02, 15 November 2010
Contents
Slot 1 Weapons
Picture | Weapon | Ammo Type |
Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|---|
Crowbar | N/A | 18 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper | ||
Medkit | N/A | Initial: 9 Infection:8 per hit | Medic | Used to heal teammates and infect enemies. | |
Knife | N/A | standard:36 backstab:instakill | Spy | Can backstab for an instant kill. | |
Wrench | N/A | 18 | Engineer | Used to upgrade buildings and repair armor. | |
File:Hunted Umbrella Icon.png | Umbrella | N/A | 18 | Civilian | The Civilian is the only class to have this weapon and is a remodel of the crowbar. |
Slot 2 Weapons
Picture | Weapon | Ammo Type |
Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|---|
Single-Barrel Shotgun | Shells | 4-22 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic | Fires six pellets. | |
Sniper Rifle | Shells | Sniper | Capable of headshotting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot. | ||
Tranquilizer Gun | Shells | 18 | Spy | ||
Railgun | Nails | 23 | Engineer |
Slot 3 Weapons
Picture | Weapon | Ammo Type |
Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|---|
Double-Barrel Shotgun | Shells | 4-51 | Soldier, Heavy Weapons Guy, Medic, Engineer, Spy | Fires fourteen pellets. | |
Nailgun | Nails | 9 | Scout | ||
Grenade Launcher | Rockets | 40-80 | Demoman | Detonates 2.5 seconds after shot is fired. | |
Flamethrower | Cells | 20(contact) 2(afterburn) |
Pyro | Cannot inflict afterburn on enemy Pyros. | |
Automatic Rifle | Shells | 8 | Sniper |
Slot 4 Weapons
Picture | Weapon | Ammo Type |
Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|---|
Rocket Launcher | Rockets | Soldier | Can inflict self damage; can be used to Rocketjump. | ||
Assault Cannon | Shells | 32 | Heavy Weapons Guy | ||
Super Nailgun | Nails | 12 | Medic | ||
Pipebomb Launcher | Rockets | 40-80 | Demoman | Detonates with secondary fire. | |
Incendiary Cannon | Rockets | 30-60 | Pyro | ||
Nailgun | Nails | 9 | Sniper, Spy | ||
None | N/A | N/A | Scout, Engineer | N/A |
Primary Grenades
Picture | Grenade | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Hand grenade | Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper | Deals massive damage on a four second fuse. | ||
Caltrop | Scout | Causes leg injury which slows down enemies. |
Secondary Grenades
Picture | Grenade | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
File:Nail grenade TFC.png | Nail Grenade | Soldier | Deals damage and pins down enemies. | |
MIRV Grenade | Heavy Weapons Guy, Demoman | Splits into multiple grenades upon detonation, these detonate shortly after. | ||
Concussion Grenade | Scout, Medic | Causes disorientation. | ||
File:Napalm grenade TFC.png | Napalm Grenade | Pyro | Ignites enemies within blast radius. | |
Gas Grenade | Spy | Deals slight damage and causes hallucinations. | ||
File:Emp grenade.png | EMP Grenade | Varies | Engineer | Detonates all of the ammo an enemy is holding. |
None | Sniper |
See Also
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