Difference between revisions of "Taunts"
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| align="center" | {{Icon killicon|weapon=Holy Hand Grenade}}<br /><small>'''([[Lumbricus Lid]])'''</small> | | align="center" | {{Icon killicon|weapon=Holy Hand Grenade}}<br /><small>'''([[Lumbricus Lid]])'''</small> | ||
|- | |- | ||
− | | rowspan=" | + | | rowspan="5" align="center" | {{Class link|Pyro|br=yes}} |
| align="center" | {{Table icon|Hadouken}} | | align="center" | {{Table icon|Hadouken}} | ||
| align="center" | {{Icon killicon|weapon=Hadouken}} | | align="center" | {{Icon killicon|weapon=Hadouken}} | ||
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| align="center" | 4 seconds | | align="center" | 4 seconds | ||
| align="center" | Deals heavy damage with [[fire]] effect at point blank or close range<br /> Acts like a normal Scorch Shot flare at longer ranges or on miss<br/>Consumes ammo<br/>Can be aimed | | align="center" | Deals heavy damage with [[fire]] effect at point blank or close range<br /> Acts like a normal Scorch Shot flare at longer ranges or on miss<br/>Consumes ammo<br/>Can be aimed | ||
+ | |- | ||
+ | | align="center" | {{Table icon|Gas Blast}} | ||
+ | | align="center" | {{Icon killicon|weapon=Gas Blast}} | ||
+ | | align="center" | [[Gas Blast]] | ||
+ | | align="center" | | ||
+ | | align="center" | | ||
+ | | align="center" | Kills with [[fire]] effect | ||
|- | |- | ||
| align="center" | {{Class link|Demoman|br=yes}} | | align="center" | {{Class link|Demoman|br=yes}} | ||
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| align="center" | {{Class link|Heavy|br=yes}} | | align="center" | {{Class link|Heavy|br=yes}} | ||
| align="center" | [[Image:Sandvich_Eat.png|100x100px]]<br>'''[[Sandvich|Nomming]] | | align="center" | [[Image:Sandvich_Eat.png|100x100px]]<br>'''[[Sandvich|Nomming]] | ||
− | | align="center" | [[Sandvich]]<br/> [[Buffalo Steak Sandvich]]<br/>[[Dalokohs Bar]]<br/>[[Fishcake]]<br/>[[Robo-Sandvich]] | + | | align="center" | [[Sandvich]]<br/> [[Buffalo Steak Sandvich]]<br/>[[Dalokohs Bar]]<br/>[[Fishcake]]<br/>[[Robo-Sandvich]]<br/>[[Second Banana]] |
| align="center" | 4.3 seconds | | align="center" | 4.3 seconds | ||
− | | align="center" | The Heavy takes a large, noisy nom from his lunchbox item <br/> [[Sandvich]]: Gradually restores all health over the duration of the taunt (75 health each second, does not overheal), and will not trigger cooldown if health is already full<br> [[Buffalo Steak Sandvich]]: Grants a unique 15 second buff; restricts the user to their melee weapon, and grants 35% increased movement movement speed along with a mini-crit boost at the cost of taking an additional 25% damage. Always forced into cooldown upon use<br/> [[Dalokohs Bar]] and [[Fishcake]]: Grants the user an extra 50 health for 30 seconds and will heal 100 health (25 health each second). Always forced into cooldown upon use | + | | align="center" | The Heavy takes a large, noisy nom from his lunchbox item <br/> [[Sandvich]]: Gradually restores all health over the duration of the taunt (75 health each second, does not overheal), and will not trigger cooldown if health is already full<br> [[Buffalo Steak Sandvich]]: Grants a unique 15 second buff; restricts the user to their melee weapon, and grants 35% increased movement movement speed along with a mini-crit boost at the cost of taking an additional 25% damage. Always forced into cooldown upon use<br/> [[Dalokohs Bar]] and [[Fishcake]]: Grants the user an extra 50 health for 30 seconds and will heal 100 health (25 health each second). Always forced into cooldown upon use<br /> [[Second Banana]]: Gradually restores 200 health over the duration of the taunt (50 health each second, does not overheal), and will not trigger cooldown if health is already full |
|- | |- | ||
| align="center" | {{Class link|Engineer|br=yes}} | | align="center" | {{Class link|Engineer|br=yes}} | ||
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| When activated, the Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B). The trombone's balancer is depicted with the Team Fortress logo. | | When activated, the Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B). The trombone's balancer is depicted with the Team Fortress logo. | ||
|- | |- | ||
− | | rowspan=" | + | | rowspan="4" align="center" | {{Class link|Pyro|br=yes}} |
| align="center" | {{Table icon|Party Trick}} | | align="center" | {{Table icon|Party Trick}} | ||
| align="center" | 7 seconds | | align="center" | 7 seconds | ||
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|- | |- | ||
| align="center" | {{Table icon|Pool Party}} | | align="center" | {{Table icon|Pool Party}} | ||
− | | align="center" | As long as the taunt is held. | + | | rowspan="2" align="center" | As long as the taunt is held. |
| When executed, the Pyro will inflate a small team-colored kiddie pool containing a yellow rubber ducky. The Pyro then pours a container of gasoline into the pool, sits down in the pool's center, and pushes the rubber ducky back and forth. The taunt continues until canceled by the player, in which case the Pyro will exit the pool and destroy it in a puff of smoke by dropping a cigarette lighter into the center, or upon being hit by an enemy. | | When executed, the Pyro will inflate a small team-colored kiddie pool containing a yellow rubber ducky. The Pyro then pours a container of gasoline into the pool, sits down in the pool's center, and pushes the rubber ducky back and forth. The taunt continues until canceled by the player, in which case the Pyro will exit the pool and destroy it in a puff of smoke by dropping a cigarette lighter into the center, or upon being hit by an enemy. | ||
|- | |- | ||
| align="center" | {{Table icon|Balloonibouncer}} | | align="center" | {{Table icon|Balloonibouncer}} | ||
− | |||
| When activated, the Pyro will bring out and ride a spring-mounted Balloonicorn with some voicelines of amusement. Upon canceling the taunt, the Pyro hops off and the Balloonicorn disappears. | | When activated, the Pyro will bring out and ride a spring-mounted Balloonicorn with some voicelines of amusement. Upon canceling the taunt, the Pyro hops off and the Balloonicorn disappears. | ||
+ | |- | ||
+ | | align="center" | {{Table icon|Headcase}} | ||
+ | | align="center" | 5 seconds | ||
+ | | When activated, the Pyro pulls out a serving platter with a lid which the Pyro takes off and drops in a vigorous manner to show a platter with the decapitated head of a Heavy which the Pyro then proceeds to smell test and follow up with a Classic "chef kiss" movement that then makes the head fall off the platter and hit the floor. | ||
|- | |- | ||
| rowspan="4" align="center" | {{Class link|Demoman|br=yes}} | | rowspan="4" align="center" | {{Class link|Demoman|br=yes}} | ||
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| When used, the Demoman walks forward with an unsteady gait, drinking from a bottle of beer in a paper bag. He will occasionally trip and compose himself while uttering drunk gibberish. The player will keep moving forward even if no buttons are pressed, and can turn to the left or right. Taunting again or jumping will end the taunt. | | When used, the Demoman walks forward with an unsteady gait, drinking from a bottle of beer in a paper bag. He will occasionally trip and compose himself while uttering drunk gibberish. The player will keep moving forward even if no buttons are pressed, and can turn to the left or right. Taunting again or jumping will end the taunt. | ||
|- | |- | ||
− | | rowspan=" | + | | rowspan="5" align="center" | {{Class link|Heavy|br=yes}} |
| align="center" | {{Table icon|Proletariat Posedown}} | | align="center" | {{Table icon|Proletariat Posedown}} | ||
| align="center" | 7 seconds | | align="center" | 7 seconds | ||
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|- | |- | ||
| align="center" | {{Table icon|Table Tantrum}} | | align="center" | {{Table icon|Table Tantrum}} | ||
− | | align="center" | As long as taunt is held. | + | | rowspan="4" align="center" | As long as taunt is held. |
| When used, a table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from a pot on the table straight into his mouth. | | When used, a table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from a pot on the table straight into his mouth. | ||
|- | |- | ||
| align="center" | {{Table icon|Boiling Point}} | | align="center" | {{Table icon|Boiling Point}} | ||
− | |||
| When used, a table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from the Joule sous-vide cooker on the table straight into his mouth. | | When used, a table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from the Joule sous-vide cooker on the table straight into his mouth. | ||
|- | |- | ||
− | | rowspan=" | + | | align="center" | {{Table icon|Russian Arms Race}} |
+ | | When activated, the Heavy will start doing one armed push-ups. | ||
+ | |- | ||
+ | | align="center" | {{Table icon|Soviet Strongarm}} | ||
+ | | When activated, the Heavy will pull out two large Dumbbells and begin doing a 'cross body hammer curl' exercise. After a certain time has passed the Heavy will re-adjust his shoulders and begin again. When the player ends the taunt the Heavy will stretch out his arms and drop the dumbbells on the ground. | ||
+ | |- | ||
+ | | rowspan="4" align="center" | {{Class link|Engineer|br=yes}} | ||
| align="center" | {{Table icon|Rancho Relaxo}} | | align="center" | {{Table icon|Rancho Relaxo}} | ||
− | | rowspan=" | + | | rowspan="4" align="center" | As long as taunt is held. |
| When executed, the Engineer drops his toolbox (similarly to constructing a [[building]]), which unfolds into a reclining lawn chair. He lies back in the chair, and drinks from a beer bottle, burping occasionally as well as saying some quotes. Taunting again or jumping will fold up the chair (to the Engineer's surprise) and end the taunt. | | When executed, the Engineer drops his toolbox (similarly to constructing a [[building]]), which unfolds into a reclining lawn chair. He lies back in the chair, and drinks from a beer bottle, burping occasionally as well as saying some quotes. Taunting again or jumping will fold up the chair (to the Engineer's surprise) and end the taunt. | ||
|- | |- | ||
| align="center" | {{Table icon|Bucking Bronco}} | | align="center" | {{Table icon|Bucking Bronco}} | ||
| When activated, the Engineer summons a mechanical bull, which he will mount and ride wildly while hanging on for dear life. | | When activated, the Engineer summons a mechanical bull, which he will mount and ride wildly while hanging on for dear life. | ||
+ | |- | ||
+ | | align="center" | {{Table icon|Dueling Banjo}} | ||
+ | | When activated, a haystack will appear behind the Engineer while he pulls out a banjo, he will then sit down and begin playing it. When the player ends the taunt, the Engineer will place the banjo next to the haystack and get up after which the props will disappear behind him. Pressing Alt-Fire will increase the tempo at which the Engineer plays, and smoke will being rising from his hands. Pressing Primary Fire will return the taunt to its original tempo. | ||
+ | |- | ||
+ | | align="center" | {{Table icon|Jumping Jack}} | ||
+ | | When activated, the Engineer will pull a jackhammer out of his tool pocket and ride on it. When ending the taunt, the Engineer will jump off it and put it back in his tool pocket. While riding, the jackhammer will make a loud noise and create a smoke trail. | ||
|- | |- | ||
| rowspan="2" align="center" | {{Class link|Medic|br=yes}} | | rowspan="2" align="center" | {{Class link|Medic|br=yes}} | ||
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|- | |- | ||
| align="center" | {{Table icon|Victory Lap}} | | align="center" | {{Table icon|Victory Lap}} | ||
− | | rowspan=" | + | | rowspan="3" align="center" | As long as taunt is held. |
| When executed, the player will jump into a bumper car similar to the ones seen at the [[Carnival of Carnage]]. The player can move around slowly while driving. Pressing Primary Fire will cause the player to honk the horn of the bumper car. Taunting again or jumping will end the taunt. | | When executed, the player will jump into a bumper car similar to the ones seen at the [[Carnival of Carnage]]. The player can move around slowly while driving. Pressing Primary Fire will cause the player to honk the horn of the bumper car. Taunting again or jumping will end the taunt. | ||
+ | |- | ||
+ | | align="center" | {{Table icon|Yeti Punch}} | ||
+ | | rowspan="1" align="center" | Variable | ||
+ | | When executed, the player spawns a cardboard cutout of a yeti and destroys it (or attempts to, in case for the [[Scout]]), with the technique varying between classes. The yeti cutout then explodes. | ||
+ | |- | ||
+ | | align="center" | {{Table icon|Yeti Smash}} | ||
+ | | rowspan="1" align="center" | 5 seconds | ||
+ | | When activated, it momentarily turns the player into a Yeti, then proceeds to roar while beating their chest then slamming the ground. Along with the transformation there is also a snowflake particle effect very similar to the one played when activating a Noise Maker. | ||
|} | |} | ||
Revision as of 14:34, 23 October 2017
“ | What are taunts? They're character-specific animations you can trigger in-game to either announce that you've just shot someone or would like to be shot yourself.
— TF2 Blog describing the taunts culture
|
” |
Each class has its own series of taunts. These can be performed using default key: G, which brings up a small menu offering a selection of action taunts, and can be pressed again to perform the stock taunt for their weapon (if it has one), for the PC, OS X, and Linux, for the Xbox 360, Right Bumper for the Sixense/Razer Hydra Motion Control and for the PS3. If the player does not have any taunts equipped in their taunts loadout, pressing the taunt key will directly perform the stock taunt for that weapon, if possible. While weapons possess their own unique animation and dialog line(s), others are shared between similar weapons. Several lines of dialog are chosen at semi-random during a taunt, with one line being chosen at random and every following line pertaining to a specific order. Taunts are generally used for gloating purposes after killing an opponent, to celebrate a victory, provoke living opponents, or simply for comedic effect, and for the most part have no direct effect on gameplay. However, certain taunts have effects such as healing the player and his teammates, stunning, damaging, and usually killing opponents. Taunts that kill enemy players are known as "Attack taunts" or "Kill taunts". Several achievements also require the use of taunts. Although taunts can be used during humiliation and Stalemate, related achievements are not awarded. Caution should be exercised when performing a taunt; while a player performs a taunt, they are left vulnerable and the view shifts from first to third-person, leaving the player unable to act until the taunt is concluded.
Taunting cannot be performed underwater or while airborne. The effects of knockback will instantly cancel any taunt. All taunts, including Kill taunts, can be successfully performed while stunned.
A minority of weapons, such as the Engineer's PDAs, Jarate, and Sapper, all lack taunts. The Heavy's food and Scout's drinks function as both a consumable and taunt when activated, moving the player into a third-person view. While the Heavy's consumable taunts activate upon pressing the taunt key, the Scout's consumables only activate upon pressing the primary fire key. All weapons that have been released in "Community" updates do not have unique taunts, instead using a pre-existing taunt or nothing at all.
On servers with the variable tf_allow_taunt_switch
set to 1, it is possible to switch weapons after pressing the key to taunt, but before the taunt animation actually plays. This results in a character performing the taunt for the weapon being used before pressing the taunt key, but holding the new weapon. This behavior was originally a glitch that was unintentionally "fixed" in the Mann-Conomy Update, and later made into a server side option at community request. Setting this variable to 2 results in the ability to switch weapons at any time during the taunt. With the variable set to 0, any attempt to switch weapons will result in the player instantaneously switching back to the weapon used for the taunt. The default value for this variable is 0
.
Contents
Taunts by class
- Scout taunts
- Soldier taunts
- Pyro taunts
- Demoman taunts
- Heavy taunts
- Engineer taunts
- Medic taunts
- Sniper taunts
- Spy taunts
Taunt kills
Certain taunts are known as "taunt kills" or "taunt attacks," as they deal 400 damage or more and have the potential to kill any opponent in a single hit (with the exception of Armageddon and Execution, which can only deal a maximum of 400 damage and thus are not powerful enough to kill a Heavy with maximum overheal; and with the exception of Fencing, which hits an enemy three times before killing them).
Class | Kill Taunt | Kill Icons | Weapons | Damage | Duration | Details |
---|---|---|---|---|---|---|
Grand Slam |
Sandman Atomizer |
500 (Instant kill) | 5 seconds | Sends the enemy ragdoll flying Slowest kill taunt | ||
Grenade |
Equalizer Escape Plan |
500 (Instant kill) | 4 seconds | 6ft blast radius Can kill multiple enemies Kills player upon completion Destroys buildings | ||
(Lumbricus Lid) | ||||||
Hadouken |
Shotgun Flare Gun Detonator Reserve Shooter Manmelter Panic Attack |
500 (Instant kill) | 3 seconds | Kills with fire effect Can kill multiple enemies Slightly slower than Showdown Destroys buildings | ||
Armageddon |
Rainblower | 400 on initial or closest target (damage is halved for every enemy hit after initial or closest target) 60 (afterburn) |
5 seconds | Deals heavy damage with fire effect within 6ft radius Applies afterburn Can kill multiple enemies Damage reduced by half for every enemy hit after the initial target | ||
(Afterburn) | ||||||
Execution |
Scorch Shot | 400 (Close range) 15 (Medium to long range) |
4 seconds | Deals heavy damage with fire effect at point blank or close range Acts like a normal Scorch Shot flare at longer ranges or on miss Consumes ammo Can be aimed | ||
Gas Blast |
Gas Blast | Kills with fire effect | ||||
Barbarian Swing |
Eyelander Horseless Headless Horsemann's Headtaker Claidheamh Mòr Half-Zatoichi Persian Persuader Nessie's Nine Iron |
500 (Instant kill) | 5 seconds | Adds a head to the killer's head count when wielding the Eyelander, Nessie's Nine Iron, or the Horseless Headless Horsemann's Headtaker Counts as an honourable kill with the Half-Zatoichi and allows the user to sheath the weapon without taking damage | ||
High Noon |
Fists Saxxy Apoco-Fists Holiday Punch |
500 (Instant kill) | 3 seconds | Has medium range Can be aimed Fastest kill taunt | ||
Guitar Smash |
Frontier Justice | 500 (Instant kill) | 4 seconds | Smashes the victim's head in, causing their neck to disappear | ||
Arm Blender |
Gunslinger | 1 per hit (Stun, 14 fast hits) 500 (Instant kill) |
4 seconds | Initial hit stuns Gibs the opponent if they were killed by the final blow, ragdolls if killed by the spinning | ||
Uberslice |
Ubersaw | 1 (Swing, stun effect) 500 (Instant kill) |
4 seconds approx | Initial stab has stun effect (1 damage, adds 25% to ÜberCharge meter), followed by the killing Ubersaw removal (adds 75% to ÜberCharge meter, 100% in whole) | ||
Arrow Stab |
Huntsman Fortified Compound |
None (Stab, stun effect) 500 (Instant kill) |
4 seconds | Arrow stab with stun effect, followed by arrow removal, causing death Moving target may keep moving after stab for 0.1 seconds, allowing time to get out of the arrow removal radius Stun lasts longer than time it takes to complete taunt, making it possible to skew again if target dodges removal | ||
Fencing |
Knife Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Black Rose |
50 (Swings) 500 (Instant kill) |
5 seconds | Two swings dealing 25 damage each, then a finishing thrust which deals 500 damage Can affect multiple opponents Destroys buildings |
Other taunts will grant the user and/or their teammates special abilities.
Class | Taunt Effects | Weapons | Duration | Details |
---|---|---|---|---|
Drinking |
Bonk! Atomic Punch Crit-a-Cola |
1.2 seconds | The Scout takes a short, refreshing drink from his soda can, activating the effects of either drink Bonk! Atomic Punch: Grants the user invulnerability for 8 seconds, and forces the user into a third-person perspective for the duration of the effect Crit-a-Cola: Grants an 8 second mini-crit boost and a 25% speed increase, at the cost of an extra 10% damage intake and a mark for death for 2 seconds | |
Mmmph |
Phlogistinator | 2 seconds | The Pyro lifts the Phlogistinator into the air, enabling a primary weapon crit-boost for 10 seconds Grants invulnerability and knockback immunity for the duration of the taunt, which can also protect the user from a Telefrag Only usable once the Phlogistinator's Mmmph bar is full after dealing 300 fire damage with any weapon | |
Nomming |
Sandvich Buffalo Steak Sandvich Dalokohs Bar Fishcake Robo-Sandvich Second Banana |
4.3 seconds | The Heavy takes a large, noisy nom from his lunchbox item Sandvich: Gradually restores all health over the duration of the taunt (75 health each second, does not overheal), and will not trigger cooldown if health is already full Buffalo Steak Sandvich: Grants a unique 15 second buff; restricts the user to their melee weapon, and grants 35% increased movement movement speed along with a mini-crit boost at the cost of taking an additional 25% damage. Always forced into cooldown upon use Dalokohs Bar and Fishcake: Grants the user an extra 50 health for 30 seconds and will heal 100 health (25 health each second). Always forced into cooldown upon use Second Banana: Gradually restores 200 health over the duration of the taunt (50 health each second, does not overheal), and will not trigger cooldown if health is already full | |
Eureka Effect Taunt |
Eureka Effect | 2 seconds | The Engineer raises his Eureka Effect to the heavens, causing lightning to strike him Teleports the player to his own Teleporter exit (regardless of whether it is active) or back to spawn | |
Oktoberfest |
Kritzkrieg | 4 seconds | The Medic takes a whiff of his own medicine, healing for 11 health | |
Medicating Melody |
Amputator | 4 seconds | The Medic plays a soothing melody, healing all nearby teammates within the taunt's radius Builds low amounts of Übercharge with enough healing |
Action taunts
These are separate taunts that can be equipped in 8 different slots. Pressing G will bring up the taunt menu, allowing them to perform the taunt of their choice.
Class | Taunt | Duration | Details |
---|---|---|---|
Battin' a Thousand |
5 seconds | When used, the Scout does a "Kung Fu" flourish, spinning his melee weapon around and saying a voice line while phasing effects similar to those made by ingesting Bonk! Atomic Punch surround him. He then throws it in the air, and flips it on his right hand while yawning. | |
Deep Fried Desire |
4 seconds | When used, the Scout takes out a bucket of fried chicken, selects a piece, says a quote while taking a bite, and then throws both the chicken and bucket away, similar to the Training Scene as seen in Expiration Date. | |
Boston Breakdance |
4 seconds | When activated, the Scout does a spinning breakdance on his head while music from the Boston Boom-Bringer plays. At the end, the Scout hops briskly onto his feet and shrugs. | |
Carlton |
As long as the taunt is held. | When activated, the Scout does the Carlton Dance, swinging his arms and swaying his hips from left to right while saying a voiceline. | |
Fresh Brewed Victory |
5 seconds | When initiated, the Soldier pulls out a coffee mug and puts a foot on a bag of coffee beans. He then says a quote, gestures, and takes a victorious swig from his mug before sighing, satisfied. | |
Soldier's Requiem |
4 seconds | When initiated, the Soldier places down a gravestone while getting down on his knee, says a quote, and salutes while the gravestone falls down and disappears. | |
Fubar Fanfare |
5 seconds | When activated, the Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B). The trombone's balancer is depicted with the Team Fortress logo. | |
Party Trick |
7 seconds | When executed, the Pyro takes out a long balloon, ties it into a Balloonicorn in a way similar to a clown, sets it ablaze with a lighter, and then claps and laughs as the Balloonicorn does some aerial flips while burning. With Pyrovision equipped, the Balloonicorn flies around trailing rainbows instead. | |
Pool Party |
As long as the taunt is held. | When executed, the Pyro will inflate a small team-colored kiddie pool containing a yellow rubber ducky. The Pyro then pours a container of gasoline into the pool, sits down in the pool's center, and pushes the rubber ducky back and forth. The taunt continues until canceled by the player, in which case the Pyro will exit the pool and destroy it in a puff of smoke by dropping a cigarette lighter into the center, or upon being hit by an enemy. | |
Balloonibouncer |
When activated, the Pyro will bring out and ride a spring-mounted Balloonicorn with some voicelines of amusement. Upon canceling the taunt, the Pyro hops off and the Balloonicorn disappears. | ||
Headcase |
5 seconds | When activated, the Pyro pulls out a serving platter with a lid which the Pyro takes off and drops in a vigorous manner to show a platter with the decapitated head of a Heavy which the Pyro then proceeds to smell test and follow up with a Classic "chef kiss" movement that then makes the head fall off the platter and hit the floor. | |
Spent Well Spirits |
10 seconds | When used, the Demoman bites the top off of a grenade, pours a bottle of alcohol and some of the grenade's gunpowder into his mouth, and breathes out the mixture over a lighter, which creates a small mushroom cloud inches in front of the Demoman's face. | |
Oblooterated |
4 seconds | On use, the Demoman takes out a crate of lime-flavored beers, holds a bottle up, and cheers wildly (progressively getting softer with each cheer), exactly as shown in Expiration Date. | |
Bad Pipes |
12 seconds | When used, the Demoman takes out a pair of Bagpipes and proceeds to dance and play them extremely poorly. He then puts the bagpipes away while applauding his own skill with a quote. | |
Scotsmann's Stagger |
As long as taunt is held. | When used, the Demoman walks forward with an unsteady gait, drinking from a bottle of beer in a paper bag. He will occasionally trip and compose himself while uttering drunk gibberish. The player will keep moving forward even if no buttons are pressed, and can turn to the left or right. Taunting again or jumping will end the taunt. | |
Proletariat Posedown |
7 seconds | When used, the Heavy will perform 4 different flexing poses and shout each time he flexes his muscles. | |
Table Tantrum |
As long as taunt is held. | When used, a table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from a pot on the table straight into his mouth. | |
Boiling Point |
When used, a table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from the Joule sous-vide cooker on the table straight into his mouth. | ||
Russian Arms Race |
When activated, the Heavy will start doing one armed push-ups. | ||
Soviet Strongarm |
When activated, the Heavy will pull out two large Dumbbells and begin doing a 'cross body hammer curl' exercise. After a certain time has passed the Heavy will re-adjust his shoulders and begin again. When the player ends the taunt the Heavy will stretch out his arms and drop the dumbbells on the ground. | ||
Rancho Relaxo |
As long as taunt is held. | When executed, the Engineer drops his toolbox (similarly to constructing a building), which unfolds into a reclining lawn chair. He lies back in the chair, and drinks from a beer bottle, burping occasionally as well as saying some quotes. Taunting again or jumping will fold up the chair (to the Engineer's surprise) and end the taunt. | |
Bucking Bronco |
When activated, the Engineer summons a mechanical bull, which he will mount and ride wildly while hanging on for dear life. | ||
Dueling Banjo |
When activated, a haystack will appear behind the Engineer while he pulls out a banjo, he will then sit down and begin playing it. When the player ends the taunt, the Engineer will place the banjo next to the haystack and get up after which the props will disappear behind him. Pressing Alt-Fire will increase the tempo at which the Engineer plays, and smoke will being rising from his hands. Pressing Primary Fire will return the taunt to its original tempo. | ||
Jumping Jack |
When activated, the Engineer will pull a jackhammer out of his tool pocket and ride on it. When ending the taunt, the Engineer will jump off it and put it back in his tool pocket. While riding, the jackhammer will make a loud noise and create a smoke trail. | ||
Meet the Medic |
5 seconds | When used, the Medic strikes a pose and glows as doves fly around him while a heavenly choir sings and "opera" music plays in the background (similarly to several instances in the Meet The Medic short). | |
Results Are In |
When activated, the Medic takes out an X-ray chart showing the Heavy's skeleton with a bomb stuck in his ribs, examines it and laughs while saying a quote, then crumples it up and tosses it away. | ||
I See You |
3 seconds | When executed, the Sniper brings two fingers to his eyes, then points ahead in an intimidating manner while saying a quote. | |
Killer Solo |
When executed, the Sniper pulls out a saxophone and plays several tunes from Seduce Me! while pumping his hips. | ||
Most Wanted |
4 seconds | When executed, the Sniper pulls out a notepad and marker, crosses a name off, and laughs before keeping the notepad. | |
Didgeridrongo |
As long as taunt is held. | When executed, the Sniper pulls out a didgeridoo with a spin, then sits down and plays it. Taunting again causes him to stand up and put the didgeridoo away. | |
Buy A Life |
5 seconds | When executed, the Spy takes a stack of dollar bills with Saxton Hale's face on them, counts a few, tosses out an insult, and makes it "rain money" in front of him. | |
Box Trot |
As long as taunt is held. | When executed, the Spy places a box over himself and crawls across the ground as directed by the player. Taunting again causes the Spy to lift the box, ending the taunt. | |
Disco Fever |
8 seconds | When activated, groovy music will play while the Spy executes a series of disco moves, saying some voicelines along the way. | |
Director's Vision |
5 seconds | When used, the player will put their hands and arms out in front of them to forms a square with their fingers, as to suggest a camera. Similarly to the "Meet the Director" comic. | |
Schadenfreude |
Variable | When initialized, the player laughs at your opponents'('s) demise and utter failure. | |
High Five! |
As long as taunt is held. | When executed, the player holds one hand up and waits for another player to taunt in front of them. The players will high five (as the name suggest) and express each other's enthusiasm to slap hands. Taunting again or jumping before another player accepts will end the taunt. | |
Shred Alert |
4 seconds | When equipped, the player summons an electric guitar and plays a wicked rock solo on it as fireworks and lights spout from behind them. The final note causes a lightning strike and an accompanying wave of sound. | |
Conga |
As long as taunt is held. | When used, the player will indefinitely perform a conga dance while slowly walking forward. Other players will be able to join in by taunting near a dancing player. The player cannot stop walking forward, but can turn with the keys used to strafe left and right. Taunting again or jumping will end the taunt. | |
Square Dance |
When executed, the player begins dancing indefinitely, until another player taunts in front of them, at which point the two will perform a square dance while folk music is played. Taunting again or jumping before another player accepts will end the taunt. | ||
Skullcracker |
When executed, the player will tap their head or helmet while waiting for another player to taunt in front of them, at which point the two will bash their heads together. Taunting again or jumping before another player accepts will end the taunt. | ||
Flippin' Awesome |
When executed, the player crouches and waits indefinitely for a player to taunt in front of them. The initiator will then help the receiver perform a backflip. Taunting again or jumping before another player accepts will end the taunt. Different classes perform this taunt differently (i.e.: Heavy will flip with one finger and fall over when flipped, etc...) | ||
Rock, Paper, Scissors |
When executed, the player puts forth a challenge to a game of rock, paper, scissors. When another player taunts in front of the initiator, the two players will then play against each other, with a random outcome. If the players are on opposing teams, the loser explodes. Taunting again or jumping before another player accepts will end the taunt. | ||
Kazotsky Kick |
When executed, the player performs a russian dance. Other players will be able to join in by taunting near a dancing player. The player can move around slowly while dancing, or stay in place. Taunting again or jumping will end the taunt. | ||
Burstchester |
Variable | When executed, a creature similar to the bread monster will pop out of the player's chest, then shortly retract back inside. Each class has a different reaction to the creature's appearance. | |
Zoomin' Broom |
As long as taunt is held. | When executed, the player summons a broom and rides it around slowly, as guided by the player. Taunting again makes the class hop off the broom. | |
Mannrobics |
When executed, the player will start with a variety of arm lunges and flairs, before starting a looping aerobics dance. Other players will be able to join in by taunting near a dancing player. The player can move around slowly while dancing, or stay in place. Pressing Primary or Secondary Fire causes the player to perform different dance actions depending on their current class. Taunting again or jumping will end the taunt. | ||
Second Rate Sorcery |
Variable | When executed, the player will take out a cheap 99¢ staff, attempting to cast a magic spell. The staff will fail at casting anything but green sparks, which proceeds with the player destroying/throwing/putting the staff away, depending on the class. | |
Victory Lap |
As long as taunt is held. | When executed, the player will jump into a bumper car similar to the ones seen at the Carnival of Carnage. The player can move around slowly while driving. Pressing Primary Fire will cause the player to honk the horn of the bumper car. Taunting again or jumping will end the taunt. | |
Yeti Punch |
Variable | When executed, the player spawns a cardboard cutout of a yeti and destroys it (or attempts to, in case for the Scout), with the technique varying between classes. The yeti cutout then explodes. | |
Yeti Smash |
5 seconds | When activated, it momentarily turns the player into a Yeti, then proceeds to roar while beating their chest then slamming the ground. Along with the transformation there is also a snowflake particle effect very similar to the one played when activating a Noise Maker. |
Thriller taunt
During Halloween events, or if the server has Halloween Mode turned on, all classes can do the Thriller taunt, which references a dance move from the hit song "Thriller" by Michael Jackson. The taunt has a 60% random chance upon hitting the taunt button and will always activate if a player taunts with an item that possesses no taunt animation, e.g. Jarate or the Sapper. This taunt will not activate if a player taunts with an item that possesses a special taunt.
Notes
- All classes perform this taunt slightly differently; as an example, the Sniper will lift his feet up, the Demoman will look straight forward without moving his head, and the Pyro will stretch his fingers to two sides.
Related achievements
General Achievements
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Scout
Out of the Park Bat an enemy 25 meters. |
Soldier
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Pyro
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Demoman
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Heavy
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Engineer
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Medic
Autopsy Report Provide an enemy with a freezecam shot of you taunting above their ragdoll. |
Sniper
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Spy
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Replay achievements
Star of My Own Show Spend some time editing a replay. Reward: Director's Vision |
Update history
- Fixed taunt exploit.
April 29, 2008 Patch (Gold Rush Update)
- [Undocumented] Added sounds to the Medic's melee taunt if he is using the Ubersaw.
June 19, 2008 Patch (Pyro Update)
- Hadouken taunt now kills people it hits.
- Fixed broken Medi Gun taunt.
August 19, 2008 Patch (A Heavy Update)
- [Undocumented] The Heavy's Showdown becomes a taunt attack.
- [Undocumented] Added a taunt used by the Killing Gloves of Boxing.
- Demoman's bottle taunt has received a 'burp' sound.
February 24, 2009 Patch (Scout Update)
- [Undocumented] Added Home Run taunt for the Sandman.
- Fixed the BONK!! particles appearing in the air when the bat's taunt kill is used on a target.
May 21, 2009 Patch (Sniper vs. Spy Update)
- Demomen can now detonate their stickies while taunting.
- Added a taunt for the Kritzkrieg, which also heals for 10 points.
- [Undocumented] The Spy's Fencing becomes a taunt attack.
- [Undocumented] Added Skewer taunt for the Huntsman.
- [Undocumented] Added "Spycrab" taunt to the Disguise Kit
- Fixed Dead Ringer damage reduction exploit involving Spy taunting.
- Fixed the Hadouken killing Scouts that had used Bonk! Atomic Punch when contacted.
- Eating a Sandvich using the taunt method now heals a Heavy to full health.
- Fixed being able to eat your Sandvich (via taunt) and drop it in the same frame.
October 29, 2009 Patch (Haunted Halloween Special)
- [Undocumented] Added Thriller taunt for all classes.
- Fixed the Heavy's fists being hidden while taunting.
December 17, 2009 Patch (WAR! Update)
- [Undocumented] Added taunts used by the Direct Hit, Equalizer and Eyelander.
- [Undocumented] Replaced the Soldier's Shotgun taunt with a 21 Gun Salute taunt. The previous taunt was given to the Buff Banner.
- [Undocumented] Added unused "Hi-five" taunts for the Soldier and Demoman.
- [Undocumented] Added unused "Bottle showoff" taunt for the Demoman.
- Fixed a server crash caused by the Demoman's taunt kill.
- Added Medic Ubersaw kill taunt.
July 8, 2010 Patch (Engineer Update)
- [Undocumented] Added taunts used by the Frontier Justice and Gunslinger.
- [Undocumented] Added unused "Hi-five" and "Guitar playing" taunts for the Engineer.
- Fixed the Lumbricus Lid not playing the correct sound during the Equalizer taunt.
September 30, 2010 Patch (Mann-Conomy Update)
- [Undocumented] Fixed taunt glitch involving switching weapons quickly.
- [Undocumented] Added unused "Hi-five" taunts for the Scout, Pyro, Heavy, Engineer, Medic, Sniper, and Spy.
- [Undocumented] Updated the "Hi-five" taunts of the Soldier and Demoman.
- [Undocumented] Removed the Engineer's "Hi-five" and "guitar playing" taunts from the game files.
- Added the original Ubersaw taunt to the Vita-Saw.
- Fixed an exploit causing the Amputator to heal teammates non-stop with the Medicating Melody taunt.
- Fixed the Soldier/Demoman taunts not working correctly when the Half-Zatoichi is the active weapon.
April 14, 2011 Patch (Hatless Update)
- [Undocumented] The Spinal Tap taunt now fills the ÜberCharge meter completely.
May 5, 2011 Patch (Replay Update)
- Added taunt: Director's Vision.
- [Undocumented] Added voice responses to the Kamikaze, Skewer, Oktoberfest, and Spinal Tap taunts.
- [Undocumented] Added the Engineer's "Hi-five" taunt back into the game files.
- [Undocumented] Added an unused "show" taunt for the Heavy.
- Added community contributed response rules to various taunts.
- [Undocumented] Added the Decapitation taunt to the Horseless Headless Horsemann's Headtaker and Claidheamh Mòr.
- [Undocumented] Removed the Demoman's taunt from the Pain Train.
- [Undocumented] Added unused laughing taunt for the Soldier, Demoman, Heavy, Medic, and Sniper.
June 23, 2011 Patch (Über Update)
- Added taunts: Meet the Medic and Schadenfreude.
- [Undocumented] Added laughing taunts to the Scout, Pyro, Engineer, and Spy.
- [Undocumented] Added the Home Run taunt for the Atomizer.
- [Undocumented] Added the Cocksure taunt, used by the Cow Mangler 5000.
- [Undocumented] Added an unused "show" taunt for the Soldier.
- [Undocumented] The Soldier is no longer able to taunt while the Cow Mangler 5000 is charging.
- Fixed supply closets regenerating players while they are taunting.
October 13, 2011 Patch (Manniversary Update & Sale)
- Added taunt: High Five!.
- Added "tf_allow_taunt_switch". Set to 0 for disallowed (default behavior), 1 for old bug behavior, or 2 to allow weapon switching any time during the taunt.
- Taunting with the Righteous Bison, Battalion's Backup, or the Saxxy now play the Buff Banner taunt
- Taunting with the Pain Train or the Saxxy as Demoman now plays the same taunt as the Grenade Launcher.
- Taunting with the Saxxy as Medic plays the Medi Gun taunt.
- Added a taunt for the Ullapool Caber ("Bottle showoff" taunt).
- Fixed high five taunts applying the wielded weapon's taunt effect.
- Added a taunt for the Tin Soldier set.
- Added a taunt for the FrankenHeavy set.
- Fixed a problem that would allow Pyro 'Mmmph' to activate in the air without taunting with the Phlogistinator.
- Fixed an exploit with The Eureka Effect's taunt where the effects could activate without taunting in high-lag situations.
- Fixed an exploit with the Phlogistinator where the effects could activate without taunting in high-lag situations.
June 27, 2012 Patch (Pyromania Update)
- Added the Armageddon taunt used by the Rainblower.
- Added the Execution taunt used by the Scorch Shot.
- Fixed an exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt.
- Fixed the Armageddon taunt attacking players through walls.
- Fixed the Escape Plan not using the same taunt as the Equalizer.
December 20, 2012 Patch (Mecha Update)
- Added map stamp effect after a player taunts on a map they have donated towards.
- Fixed being able to cross into enemy spawn rooms using the high-five taunt.
- Added taunt: Shred Alert.
- Updated some of the animations for the Shred Alert taunt.
- Fixed a client crash when attempting to fire the flamethrower while coming out of a taunt.
- Fixed the Phlogistinator’s Mmmmph particle effect getting stuck on after performing a taunt.
- Fixed taunts with a special purpose being overridden by the Halloween taunt.
- The Beggar's Bazooka has been updated to use the same taunt as the Direct Hit.
- Fixed an exploit where players could move around while using a taunt to attack enemies
- Fixed an exploit related to the Rocket Jumper and the Soldier's grenade taunt
- Fixed Taunt Kills Strange scores not incrementing properly for the Strange Scorch Shot
- Fixed the Meet the Medic taunt not releasing doves during the taunt
- Updated the Short Circuit to use the Engineer's melee taunt
- Updated the Scotsman's Skullcutter to use the Demoman's secondary taunt[1]
- [Undocumented] Added unused "dosido" taunt animations for the Heavy and the Spy.
- [Undocumented] Added unused "buy a life" taunt animations for the Spy.
- Fixed taunts not previewing in the character loadout screen after being equipped.
- Fixed the High-Five! taunt not hiding the Engineer's weapon.
- [Undocumented] Added localization strings for a currently unused taunt slot and in-game taunt HUD.
- [Undocumented] Updated the backpack icons for the Director's Vision, Meet the Medic, Schadenfreude, High Five! and Shred Alert taunts.
- [Undocumented] Added a prompt above players in the High Five! taunt pose.
- [Undocumented] Taunts that were push-to-hold are now toggles. Pressing the action key once will let the player hold their pose until the action key is pressed again
- [Undocumented] Moved the Director's Vision from the Action slot to the Taunt slot.
- [Undocumented] Added console commands
tf_taunt_move_forward_speed
,tf_allow_sliding_taunt
,eureka_teleport
andtaunt_by_name
. - [Undocumented] Fixed a bug that let players move while taunting.
- Fixed not being able to equip the Director's Vision taunt in the Action slot.
June 18, 2014 Patch (Love & War Update)
- Added 15 taunts - Battin' A Thousand, Deep Fried Desire, Fresh Brewed Victory, Party Trick, Spent Well Spirits, Oblooterated, Rancho Relaxo, Results Are In, I See You, Buy A Life, Conga, Square Dance, Skullcracker, Flippin' Awesome, Rock, Paper, Scissors.
- Fixed the Director's Vision taunt not playing both variations for the Pyro.
- Updated the prioritization method used when choosing which partner taunt to join such that players under the crosshair will have the highest priority.
- Fixed being able to taunt with enemies between spawn room doors.
- Fixed a bug where players that are taunting would not use the correct animation.
- Updated the Conga taunt to play sounds on the client instead of the server.
- Updated the target ID to be hidden while taunting.
December 8, 2014 Patch (End of the Line Update)
- Added Pyro Taunt - Pool Party.
- Fixed some taunt sound effects that were clipping the character lines.
- Added 3 taunts: The Boston Breakdance, The Killer Solo and Most Wanted.
- Fixed self-made taunts not displaying the community-sparkle particle effect.
July 2, 2015 Patch (Gun Mettle Update)
- Added group taunt: the Kazotsky Kick.
- Added community taunts: the Proletariat Posedown and the Box Trot.
- Fixed the box used in the Box Trot taunt sometimes being the wrong color.
- Fixed an exploit related to taunting and then dying on the final control point of Payload maps.
- Fixed an issue with the Box Trot taunt when window focus changed.
- Fixed an exploit related to instantly completing a Payload map while taunting and picking up dropped weapons.
- Fixed Sentry Guns shooting over the head of Spies using the Box Trot taunt.
- Fixed players being able to carry the jack while taunting (fixes an exploit with The Eureka Effect).
- Fixed being able to cancel enemy taunts by hitting them with the ball.
October 6, 2015 Patch (Invasion Community Update)
- [Undocumented] Added community taunt: the Burstchester.
October 28, 2015 Patch (Scream Fortress 2015)
- Added two new community-made taunts to the Mann Co Store - Soldier's Requiem and Zoomin' Broom.
December 17, 2015 Patch (Tough Break Update)
- Added group taunt: the Mannrobics.
- Added community taunts: the Bad Pipes and the Bucking Bronco.
- Fixed some of the partner taunts not properly hiding the weapons.
July 7, 2016 Patch (Meet Your Match Update)
- Added taunt: the Carlton.
- Added community taunts: the Balloonibouncer, Disco Fever and the Fubar Fanfare.
- Fixed being able to repeatedly activate taunts before the current one had ended while underwater.
October 21, 2016 Patch (Scream Fortress 2016)
- Added two new taunts to the Mann Co. Store.
- Taunt: The Victory Lap.
- Taunt: Second Rate Sorcery (community-created).
- Added a taunt Unusualifier.
- A new tool that will Unusualify the specified taunt with the Unusual effect listed in the tool's description.
- Can be found as a random bonus item when opening a Creepy Crawly Case.
- Fixed taunts not restoring the proper weapon when the taunts are finished.
December 21, 2016 Patch (Smissmas 2016)
- Added 3 new taunts to the Mann Co. Store
- The Scotsmann's Stagger (community-contributed)
- The Didgeridrongo (community-contributed)
- The Table Tantrum (Valve)
- Fixed incorrect particle position for Unusual taunt effects when using the Rancho Relaxo
- [Undocumented] Added the Boiling Point.
Bugs
- Some kill taunts are affected by random damage spread and have a chance of not dealing 450+ damage, meaning an overhealed Heavy has a possibility of surviving a Kill taunt.
- Most kill taunts are also reduced in damage by the Fists of Steel, allowing an overhealed Heavy, or one using the Dalokoh's Bar and having full health, to survive. Only Dischord, Decapitation and Fencing aren't reduced.
- Occasionally, a player may reload their active weapon while taunting, in cases where the weapon automatically reloads (such as if auto-reload is enabled or if the weapon's clip is empty).
- If the server variable
tf_allow_taunt_switch
is set to 1 or 2, the effects of lunchbox items are not applied to the player if they are activated by taunting, as the game automatically switches the player's weapons during the consumption animation instead of after the animation has completed. However, the item is considered "consumed" and the player must wait for it to recharge before using it again.- Using primary fire to consume such an item does not cause this to occur.
- It is sometimes possible to perform a kill taunt while the player's model is facing the opposite direction. This can be done by quickly turning before performing a taunt; the player's model will be facing one direction, while the kill taunt's effects occur in a different direction.
- If a taunt is done and the taunter is killed while performing it, the sounds and effects that are made may continue to play even if the player is dead.
- If a player without the Conga taunt plays the taunt via another player into a wall, the player without the taunt will continue to taunt until they are killed.
- If a Sniper using the Huntsman taunts while stunned by the another Huntsman, they can still use their taunt kill to defend themselves.
- Occasionally, when a player taunts, the weapon that they are currently using appears in their character's hands.
Unused content
- There are two models for taunts in the game files that have no associated class or animation. One is red coffee mug with a "V for Victory" symbol on it, along with coffee inside the mug. The other is a serving platter with a skull inside of it, along with a towel under the bottom of the platter, suggesting it was to go over an arm.
Trivia
- If a player enables
tf_allow_taunt_switch 2
on a server, then taunts with any Pyro weapon and switches to the Rainblower while taunting, the Pyro will have a bubble wand in his hand instead of the Rainblower itself. This is due to the Pyro holding a bubble wand during the Armageddon taunt, which is usually only visible in Pyroland.
Gallery
References
- ↑ Uses the Grenade Launcher taunt, which is mechanically the Demoman's secondary weapon despite its placement in his primary slot.
See also
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