Difference between revisions of "Team Fortress 2 Classic"
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! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|Nail Gun| | + | ! {{Table icon|Nail Gun|Nail Gun}} |
| align="center" | {{Icon killicon|weapon=Nail Gun}} <!-- Scattergun att --> | | align="center" | {{Icon killicon|weapon=Nail Gun}} <!-- Scattergun att --> | ||
| align="center" | 25 | | align="center" | 25 | ||
| align="center"| 125 | | align="center"| 125 | ||
| align="center" | {{base crit|15|45}} | | align="center" | {{base crit|15|45}} | ||
− | | {{Info}} Fires continuous nails | + | | {{Info}}Fires continuous nails |
{{Info}}25 loaded nails per clip | {{Info}}25 loaded nails per clip | ||
|- | |- | ||
Line 178: | Line 178: | ||
! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|RPG| | + | ! {{Table icon|RPG|Rocket Launcher|title=RPG|link={{FULLPAGENAME}}}} |
| align="center" | {{Icon killicon|weapon=RPG}} <!-- Rocket Launcher att --> | | align="center" | {{Icon killicon|weapon=RPG}} <!-- Rocket Launcher att --> | ||
| align="center" | 1 | | align="center" | 1 | ||
| align="center"| 20 | | align="center"| 20 | ||
| align="center" | {{base crit|145|435}} | | align="center" | {{base crit|145|435}} | ||
− | | {{Info}} Rockets travel in an arc | + | | {{Info}}Rockets travel in an arc |
{{Pro}}+30% damage bonus | {{Pro}}+30% damage bonus | ||
Line 189: | Line 189: | ||
{{Con}}-75% clip size | {{Con}}-75% clip size | ||
+ | |- | ||
+ | |} | ||
+ | ==== {{anchor|soldiersecondary}} {{item name|Secondary}} ==== | ||
+ | {| class="wikitable grid" width="100%" height="0px" | ||
+ | ! class="header" width="15%" | {{common string|cwt weapon}} | ||
+ | ! class="header" width="10%" | {{common string|cwt kill icon}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo loaded}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo carried}} | ||
+ | ! class="header" width="15%" | {{common string|cwt damage range}} | ||
+ | ! class="header" width="50%" | {{common string|cwt notes}} | ||
+ | |- | ||
+ | ! {{Table icon|TF2C Gunboats|Boots|title=Gunboats|link=Gunboats}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center"| {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | {{Pro}}-60% blast damage from explosive jumps | ||
+ | |- | ||
+ | |} | ||
+ | ==={{anchor|Pyro}}{{Class link|Pyro}}=== | ||
+ | ==== {{anchor|pyrosecondary}} {{item name|Secondary}} ==== | ||
+ | {| class="wikitable grid" width="100%" height="0px" | ||
+ | ! class="header" width="15%" | {{common string|cwt weapon}} | ||
+ | ! class="header" width="10%" | {{common string|cwt kill icon}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo loaded}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo carried}} | ||
+ | ! class="header" width="15%" | {{common string|cwt damage range}} | ||
+ | ! class="header" width="50%" | {{common string|cwt notes}} | ||
+ | |- | ||
+ | !{{Table icon|TF2C Flare Gun|Flare Gun|title=Flare Gun|link=Flare Gun}} | ||
+ | | align="center" | {{Icon killicon|weapon=Flare gun}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center"| 16 | ||
+ | | align="center" | {{base crit|30|90}} | ||
+ | | {{Pro}}100% critical hit vs burning players | ||
+ | {{Info}}This weapon will reload when not active | ||
|- | |- | ||
|} | |} | ||
==={{anchor|Demoman}}{{Class link|Demoman}}=== | ==={{anchor|Demoman}}{{Class link|Demoman}}=== | ||
+ | ==== {{anchor|demomanprimary}} {{item name|Primary}} ==== | ||
+ | {| class="wikitable grid" width="100%" height="0px" | ||
+ | ! class="header" width="15%" | {{common string|cwt weapon}} | ||
+ | ! class="header" width="10%" | {{common string|cwt kill icon}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo loaded}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo carried}} | ||
+ | ! class="header" width="15%" | {{common string|cwt damage range}} | ||
+ | ! class="header" width="50%" | {{common string|cwt notes}} | ||
+ | |- | ||
+ | ! {{Table icon|TF2C Gunboats|Boots|title=Gunboats|link=Gunboats}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center"| {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | {{Pro}}-60% blast damage from explosive jumps | ||
+ | |- | ||
+ | |} | ||
==== {{anchor|demomansecondary}} {{item name|Secondary}}==== | ==== {{anchor|demomansecondary}} {{item name|Secondary}}==== | ||
{| class="wikitable grid" width="100%" height="0px" | {| class="wikitable grid" width="100%" height="0px" | ||
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! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|TF2C Dynamite Pack| | + | ! {{Table icon|TF2C Dynamite Pack|Grenade|title=Dynamite Pack|link=Dynamite Pack}} |
| align="center" | {{Icon killicon|weapon=mirv_projectile}} | | align="center" | {{Icon killicon|weapon=mirv_projectile}} | ||
| align="center" | 1 | | align="center" | 1 | ||
Line 210: | Line 263: | ||
{{base crit|80|240}} | {{base crit|80|240}} | ||
| {{Info}}Explodes into 4 smaller bomblets | | {{Info}}Explodes into 4 smaller bomblets | ||
− | {{Info}} Has a 7 second cooldown | + | {{Info}}Has a 7 second cooldown |
|- | |- | ||
− | ! {{Table icon|Mine Layer| | + | ! {{Table icon|Mine Layer|Proximity Mine Launcher|title=Mine Layer|link={{FULLPAGENAME}}}} |
| align="center" | {{Icon killicon|weapon=proxymine}} | | align="center" | {{Icon killicon|weapon=proxymine}} | ||
| align="center" | 3 | | align="center" | 3 | ||
| align="center" | 24 | | align="center" | 24 | ||
| align="center" | {{base crit|100|300}} | | align="center" | {{base crit|100|300}} | ||
− | | {{Info}} Launches proximity mines that automatically detonate near enemies | + | | {{Info}}Launches proximity mines that automatically detonate near enemies |
{{Con}}-63% clip size | {{Con}}-63% clip size | ||
{{Con}}-5 max pipebombs out | {{Con}}-5 max pipebombs out | ||
+ | |- | ||
+ | |} | ||
+ | ==={{anchor|Heavy}}{{Class link|Heavy}}=== | ||
+ | ==== {{anchor|heavysecondary}} {{item name|Secondary}} ==== | ||
+ | {| class="wikitable grid" width="100%" height="0px" | ||
+ | ! class="header" width="15%" | {{common string|cwt weapon}} | ||
+ | ! class="header" width="10%" | {{common string|cwt kill icon}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo loaded}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo carried}} | ||
+ | ! class="header" width="15%" | {{common string|cwt damage range}} | ||
+ | ! class="header" width="50%" | {{common string|cwt notes}} | ||
+ | |- | ||
+ | ! {{Table icon|TF2C Sandvich|Lunch Box|title=Sandvich|link=Sandvich}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center"| {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | {{Info}}Eat to regain up to 120 health. | ||
+ | {{Info}}Alt-fire: Share a Sandvich with a friend (Medium Health Kit) | ||
|- | |- | ||
|} | |} | ||
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! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|Coilgun| | + | ! {{Table icon|Coilgun|Coilgun|title=Coilgun|link={{FULLPAGENAME}}}} |
| align="center" | {{Icon killicon|weapon=coilgun}} | | align="center" | {{Icon killicon|weapon=coilgun}} | ||
| align="center" | 8 | | align="center" | 8 | ||
Line 242: | Line 314: | ||
{{base crit|75|225}} | {{base crit|75|225}} | ||
− | | {{Info}} Hold down alt-fire to charge up damage | + | | {{Info}}Hold down alt-fire to charge up damage |
− | {{Info}} Fully charged shots bounces off walls up to three times | + | {{Info}}Fully charged shots bounces off walls up to three times |
− | {{Con}} Charging it for too long will cause it to explode, dealing 60 damage to yourself | + | {{Con}}Charging it for too long will cause it to explode, dealing 60 damage to yourself |
|- | |- | ||
|} | |} | ||
==={{anchor|Medic}}{{Class link|Medic}}=== | ==={{anchor|Medic}}{{Class link|Medic}}=== | ||
+ | ==== {{anchor|medicsecondary}}{{item name|Secondary}}==== | ||
+ | {| class="wikitable grid" width="100%" height="0px" | ||
+ | ! class="header" width="15%" | {{common string|cwt weapon}} | ||
+ | ! class="header" width="10%" | {{common string|cwt kill icon}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo loaded}} | ||
+ | ! class="header" width="5%" | {{common string|cwt ammo carried}} | ||
+ | ! class="header" width="15%" | {{common string|cwt damage range}} | ||
+ | ! class="header" width="50%" | {{common string|cwt notes}} | ||
+ | |- | ||
+ | ! {{Table icon|TF2C Kritzkrieg|Medi Gun|title=Kritzkrieg|link=Kritzkrieg}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center"| {{common string|N/A}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | {{Info}}ÜberCharge grants 100% critical chance | ||
+ | |||
+ | {{Pro}}+25% ÜberCharge rate | ||
+ | |- | ||
+ | |} | ||
==== {{anchor|medicmelee}}{{item name|Melee}}==== | ==== {{anchor|medicmelee}}{{item name|Melee}}==== | ||
{| class="wikitable grid" width="100%" height="0px" | {| class="wikitable grid" width="100%" height="0px" | ||
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! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|Shock Therapy| | + | ! {{Table icon|Shock Therapy|Taser|title=Shock Therapy|link={{FULLPAGENAME}}}} |
| align="center" | {{Icon killicon|weapon=shocktherapy}} | | align="center" | {{Icon killicon|weapon=shocktherapy}} | ||
| align="center" | {{common string|N/A}} | | align="center" | {{common string|N/A}} | ||
Line 268: | Line 359: | ||
{{base crit|100|300}} | {{base crit|100|300}} | ||
− | | {{Info}} Hit teammates for a quick full heal to maximum health (30s cooldown) | + | | {{Info}}Hit teammates for a quick full heal to maximum health (30s cooldown) |
{{Info}}Damage is affected by current electrical charge | {{Info}}Damage is affected by current electrical charge | ||
{{Pro}}Crits while in water | {{Pro}}Crits while in water | ||
+ | |- | ||
+ | ! {{Table icon|Uberspritze|Syringe|title=Uberspritze|link=Ubersaw}} | ||
+ | | align="center" | {{Icon killicon|weapon=uberspritze}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center"| {{common string|N/A}} | ||
+ | | align="center" | {{base crit|65|195}} | ||
+ | | {{Pro}}On hit: 25% ÜberCharge added | ||
+ | |||
+ | {{Con}}-20% slower firing speed | ||
+ | |||
+ | {{Con}}-25 max health on wearer | ||
|- | |- | ||
|} | |} | ||
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! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|Hunting Revolver| | + | ! {{Table icon|Hunting Revolver|Sniper Rifle|title=Hunting Revolver|link={{FULLPAGENAME}}}} |
| align="center" | {{Icon killicon|weapon=hunterrifle}} | | align="center" | {{Icon killicon|weapon=hunterrifle}} | ||
| align="center" | 6 | | align="center" | 6 | ||
Line 294: | Line 396: | ||
{{base crit|120|360}} | {{base crit|120|360}} | ||
− | | {{Info}} There is no scope, but a zoom-in instead. | + | | {{Info}}There is no scope, but a zoom-in instead. |
{{Pro}}+25 max health on wearer | {{Pro}}+25 max health on wearer | ||
Line 301: | Line 403: | ||
{{Con}}No damage charge | {{Con}}No damage charge | ||
+ | |- | ||
+ | ! {{Table icon|TF2C Huntsman|Bow|title=Huntsman|link=Huntsman}} | ||
+ | | align="center" | {{Icon killicon|weapon=huntsman}} | ||
+ | | align="center" | {{common string|N/A}} | ||
+ | | align="center"| 12 | ||
+ | | align="center" | '''0%''': | ||
+ | |||
+ | {{base crit|50|150}} | ||
+ | '''100%''': | ||
+ | |||
+ | {{base crit|120|360}} | ||
+ | | | ||
|- | |- | ||
|} | |} | ||
Line 312: | Line 426: | ||
! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|Fishwhacker| | + | ! {{Table icon|Fishwhacker|Kukri|title=Fishwhacker|link=Club}} |
| align="center" | {{Icon killicon|weapon=fishwhacker}} | | align="center" | {{Icon killicon|weapon=fishwhacker}} | ||
| align="center" | {{common string|N/A}} | | align="center" | {{common string|N/A}} | ||
| align="center"| {{common string|N/A}} | | align="center"| {{common string|N/A}} | ||
| align="center" | {{base crit|65|195}} | | align="center" | {{base crit|65|195}} | ||
− | | {{Pro}} On Hit: Bleed for 2 seconds | + | | {{Pro}}On Hit: Bleed for 2 seconds |
{{Pro}}100% critical chance vs bleeding players | {{Pro}}100% critical chance vs bleeding players | ||
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! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|Tranquilizer Gun| | + | ! {{Table icon|Tranquilizer Gun|Tranquilizer Gun}} |
| align="center" | {{Icon killicon|weapon=Tranquilizer Gun}} | | align="center" | {{Icon killicon|weapon=Tranquilizer Gun}} | ||
| align="center" | 1 | | align="center" | 1 | ||
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! class="header" width="50%" | {{common string|cwt notes}} | ! class="header" width="50%" | {{common string|cwt notes}} | ||
|- | |- | ||
− | ! {{Table icon|Umbrella| | + | ! {{Table icon|Umbrella|Umbrella|title=Umbrella|link=Umbrella (Classic)}} |
| align="center" | {{Icon killicon|weapon=umbrella}} | | align="center" | {{Icon killicon|weapon=umbrella}} | ||
| align="center" | {{common string|N/A}} | | align="center" | {{common string|N/A}} |
Revision as of 12:08, 1 August 2020
Team Fortress 2 Classic is a re-imagining of the 2008 era of the original Team Fortress 2, adding in old features that were scrapped and working upon them or adding new content such as weapons and game modes.
This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created on January 9th, 2015.
The first version's release date was to be sometime earlier in December 2014, however, there is a fuzzy line between the 2014 release date of TF2 1.0.0.9 and that of Team Fortress 2 Classic.
The current Project Lead is 'Drudlyclean the Skeledude' as of May 13th, 2018.
Contents
Updates
Death & Taxes
The long awaited 2.0 update was announced as a multi-day update named Death & Taxes on July 1st, 2020, and was fully released on July 4th, 2020.
Day 1
Day 1[1] officially introduces the VIP gamemode, along with the Civilian class. With it, three new VIP maps were also introduced.
Day 2
Day 2[2] introduced 9 weapons, 5 of them being "old stocks" (weapons based on beta weapons) and 4 of them being "new stocks" (brand new weapons).
Day 3
Day 3[3] introduces the Domination gamemode and the four-team mode, with new 3 maps.
Day 4
Day 4[4] introduces a VIP version of Badwater with minor differences, 6 returning weapons, and 15 brand new achievements. It also introduces 3 new medals for those who had roles in TF2C, and improved bots. These changes are all accompanied by the patch notes, which list all of these changes in detail.
Game modes
While the mod already has every game mode from Capture the Flag up to Special Delivery, the mod also adds new game modes.
VIP
Based off of VIP from Team Fortress Classic, the BLU team needs to escort their Civilian to the end of the map, while RED needs to eliminate him to win. The Civilian is randomly chosen at the beginning of each round, but a player can also be voted to become the Civilian.
Domination
Domination is a game mode where each team tries to capture Control Points in order to gain points. Each captured Control Point gives their team "points" every few seconds. The more Control Points a team has captured, the more points they gain, and the first team to hit the point limit wins.
Four Team
Four Team is a sub-game mode where four teams fight over objectives instead of the traditional two. This sub-game mode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers), and GRN (Global Radio Network).
Four Team supports any existing game modes, as long as it is logically symmetrical.
Future game modes
Overpowered
Overpowered is a game mode in a similar fashion to popular community game modes, such as Vs. Saxton Hale and Freak Fortress 2, where one player, selected at random, takes the role of the Henchman, a class that has a large health pool and damage output, at the cost of only being able to use melee weapons. All other players, which are put on the RED team, will be given a brief amount of time to build up their defenses until the Henchman is released. The Henchman wins the round if he kills all enemies, otherwise, the RED team wins either by killing the Henchman or capturing the Control Point.
Maps
Map | Map Type | File Name | Developer(s) | Setting | |
---|---|---|---|---|---|
Flask | Four-Team Arena | arena_flask
|
Desert | ||
Hydro | Four-Team Domination | dom_hydro
|
Industrial | ||
Oil Canyon | Domination | dom_oilcanyon
|
Desert | ||
Badwater Basin | VIP | vip_badwater
|
Desert | ||
Blackstone Harbor | VIP | vip_harbor
|
Urban City | ||
Mineside | VIP | vip_mineside
|
Dustbowl | ||
Trainyard | VIP | vip_trainyard
|
Industrial |
Classes
Aside from the nine classes from the main Team Fortress 2, Team Fortress 2 Classic adds new game mode-specific classes into the game. These classes can only be played on their specific game modes. These include:
Civilian
Based off of the Civilian in Team Fortress Classic, the Civilian is used for VIP mode. Armed only with an Umbrella, the Civilian must be escorted by their team to the end of the map. The Civilian has a permanent 5x capture rate, and he can grant a teammate 10 seconds of mini-crits with a 20 second cooldown. He is voiced by Benjamin "Benjamoose" Rudman[5].
Bio
Henchman
The Henchman is a monstrous class used for the Overpowered game mode. He will spawn with an extremely large health pool, which scales with the number of players in the server, and the ability to Charge at enemies. When the Henchman receives damage, his damage output increases, up to a maximum of +210%. He can only use melee weapons.
Weapons
The mod adds several new weapons, ranging from cut weapons such as the Nail Gun, to community-created weapons like the Hunting Revolver.
Scout
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Nail Gun Nail Gun |
25 | 125 | Base: 15 Crit: 45 |
Fires continuous nails
25 loaded nails per clip |
Soldier
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Rocket Launcher RPG |
1 | 20 | Base: 145 Crit: 435 |
Rockets travel in an arc
+30% damage bonus -25% projectile speed -75% clip size |
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Boots Gunboats |
N/A | N/A | N/A | N/A | -60% blast damage from explosive jumps |
Pyro
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Flare Gun Flare Gun |
N/A | 16 | Base: 30 Crit: 90 |
100% critical hit vs burning players
This weapon will reload when not active |
Demoman
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Boots Gunboats |
N/A | N/A | N/A | N/A | -60% blast damage from explosive jumps |
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Grenade Dynamite Pack |
1 | ∞ | Base: 160 Crit: 480 Bomblets: Base: 80 |
Explodes into 4 smaller bomblets
Has a 7 second cooldown | |
Proximity Mine Launcher Mine Layer |
3 | 24 | Base: 100 Crit: 300 |
Launches proximity mines that automatically detonate near enemies
-63% clip size -5 max pipebombs out |
Heavy
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Lunch Box Sandvich |
N/A | N/A | N/A | N/A | Eat to regain up to 120 health.
Alt-fire: Share a Sandvich with a friend (Medium Health Kit) |
Engineer
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Coilgun Coilgun |
8 | 16 | Base: 25 Crit: 75
Base: 75 |
Hold down alt-fire to charge up damage
Fully charged shots bounces off walls up to three times Charging it for too long will cause it to explode, dealing 60 damage to yourself |
Medic
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Medi Gun Kritzkrieg |
N/A | N/A | N/A | N/A | ÜberCharge grants 100% critical chance
+25% ÜberCharge rate |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Taser Shock Therapy |
N/A | N/A | Base: 10 Crit: 30
Base: 100 |
Hit teammates for a quick full heal to maximum health (30s cooldown)
Damage is affected by current electrical charge Crits while in water | |
Syringe Uberspritze |
N/A | N/A | Base: 65 Crit: 195 |
On hit: 25% ÜberCharge added
-20% slower firing speed -25 max health on wearer |
Sniper
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Sniper Rifle Hunting Revolver |
6 | 24 | Base: 40 Crit: 120 Base: 120 |
There is no scope, but a zoom-in instead.
+25 max health on wearer +60% faster firing speed No damage charge | |
Bow Huntsman |
N/A | 12 | 0%:
Base: 50 100%: Base: 120 |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Kukri Fishwhacker |
N/A | N/A | Base: 65 Crit: 195 |
On Hit: Bleed for 2 seconds
100% critical chance vs bleeding players You are marked for death while active -20% slower firing speed No random critical hits |
Spy
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Tranquilizer Gun Tranquilizer Gun |
1 | 24 | Base: 20 Crit: 60 |
On Hit: Color blind victim and reduce their move and turn speed by 50% for +5s
This weapon will reload when not active |
Civilian
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Umbrella Umbrella |
N/A | N/A | Base: 35 Crit: 105 |
Gallery
References
See also
External Links
|