Difference between revisions of "Weapons (Classic)"

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(Secondary Grenades)
(See Also: add backpack to list)
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* [[Armor (Classic)|Armor]]
 
* [[Armor (Classic)|Armor]]
 
* [[Ammo (Classic)|Ammo]]
 
* [[Ammo (Classic)|Ammo]]
 +
* [[Backpack (Classic)|Backpack]]
  
 
{{TFC Nav}}
 
{{TFC Nav}}
 
[[Category:Team Fortress Classic]]
 
[[Category:Team Fortress Classic]]
 
[[Category:Weapons (Classic)| ]]
 
[[Category:Weapons (Classic)| ]]

Revision as of 20:43, 18 January 2011

Slot 1 Weapons

Picture Weapon Damage Used
By
Notes / Special Abilities
HUD crowbar TFC.png Crowbar 18 Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper
HUD medkit TFC.png Medkit Initial: 9
Infection:8 per hit
Medic Used to heal teammates and infect enemies.
HUD knife TFC.png Knife Standard:36
Back-stab:instakill
Spy Can backstab for an instant kill.
HUD Wrench TFC.png Wrench 18 Engineer Used to upgrade buildings and repair armor.
HUD crowbar TFC.png Umbrella 18 Civilian Remodel of the Crowbar.

Slot 2 Weapons

Picture Weapon Ammo Damage Used
By
Notes / Special Abilities
Type Loaded Carried
HUD single shotgun TFC.png Single-Barrel Shotgun Shells 8 50 4-22 Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic Fires six pellets.
HUD sniper rifle TFC.png Sniper Rifle Shells 75 N/A Sniper Capable of headshotting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot.
HUD tranq TFC.png Tranquilizer Gun Shells 40 N/A 18 Spy
HUD railgun TFC.png Railgun Nails 50 N/A 23 Engineer

Slot 3 Weapons

Picture Weapon Ammo Damage Used
By
Notes / Special Abilities
Type Loaded Carried
HUD double shotgun TFC.png Double-Barrel Shotgun Shells 6 50 4-51 Soldier, Heavy Weapons Guy, Medic, Engineer, Spy Fires fourteen pellets.
HUD nail gun TFC.png Nailgun Nails 200 N/A 9 Scout
HUD grenade launcher TFC.png Grenade Launcher Rockets 16 100 40-80 Demoman Detonates 2.5 seconds after shot is fired. Shares magazine with Pipebomb Launcher.
HUD flamethrower TFC.png Flamethrower Cells 200 N/A 20(Contact)
2(Afterburn)
Pyro Cannot inflict afterburn on enemy Pyros.
HUD auto rifle TFC.png Automatic Rifle Shells 75 N/A 8 Sniper

Slot 4 Weapons

Picture Weapon Ammo Damage Used
By
Notes / Special Abilities
Type Loaded Carried
HUD rocket launcher TFC.png Rocket Launcher Rockets 4 50 Soldier Can inflict self damage; can be used to Rocketjump.
HUD assault cannon TFC.png Assault Cannon Shells 200 N/A 32 Heavy Weapons Guy
HUD super nailgun TFC.png Super Nailgun Nails 150 N/A 12 Medic
HUD pipebomb launcher TFC.png Pipebomb Launcher Rockets 6 50 40-80 Demoman Detonates with secondary fire. Shares magazine with Grenade Launcher.
HUD incendiary cannon TFC.png Incendiary Cannon Rockets 20 N/A 30-60 Pyro
HUD nail gun TFC.png Nailgun Nails 100 N/A 9 Sniper, Spy

Primary Grenades

Picture Grenade Damage Used
By
Notes / Special Abilities
Frag tfc.png Hand grenade Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper Deals massive damage on a four second fuse.
Caltrop tfc.png Caltrop 9 Scout Causes leg injury which slows down enemies.

Secondary Grenades

Picture Grenade Damage Used
By
Notes / Special Abilities
Nail Grenade TFC.png Nail Grenade Soldier Releases nails for a short while before detonation.
Mirv tfc.png MIRV Grenade Heavy Weapons Guy, Demoman Splits into multiple grenades upon detonation, which detonate shortly afterward.
Conc tfc.png Concussion Grenade Scout, Medic While dealing no damage, it causes considerable knockback and disorientation.
Napalm tfc.png Napalm Grenade Pyro Ignites enviroment and enemies within blast radius for a limited amount of time upon explosion.
Gas tfc.png Hallucination Grenade Spy Continiously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.
Emp tfc.png EMP Grenade Varies Engineer Detonates all of the ammo an enemy is holding.

See Also