Difference between revisions of "Melee"

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(Moved class names inside the weapon links, as this makes them not conflict two separate links with each other (as outlined in the style guide). Some other mc + game mode section.)
m (Auto: WordFilter(Critical Hit → Critical hit) (Review RC#3621123))
 
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{{Quotation|'''The Scout'''|Look at this: just caved in your skull, my {{botignore|bat}}'s still dry. No clumps of hair - nothin'.|sound=Scout domination12.wav}}
 
{{Quotation|'''The Scout'''|Look at this: just caved in your skull, my {{botignore|bat}}'s still dry. No clumps of hair - nothin'.|sound=Scout domination12.wav}}
  
'''Melee''' is a type of [[Weapons|weapon]] and the short-range combat system in ''[[Team Fortress 2]]''. All melee attacks use [[hitscan]], but have a 0.2 second delay between pressing the primary fire button {{DK|MOUSE1}}, or secondary fire {{DK|MOUSE2|link=no}} in the case of [[Heavy]]'s [[boxing gloves]] weapons, and dealing damage. The only exception to this are the [[Weapons#spymelee|Spy's melee weapons]], which damage immediately upon pressing the primary fire button. Standard melee attacks use the [[vdc:Bounding Box|bounding box]] of the player, the same hitbox used to determine collision with other players, world, and [[Projectile|projectiles]]. The bounding box is a large rectangle around the player and does not rotate with the player. Melee swings hit teammates before enemies or buildings, except for the [[Weapons#engineermelee|Engineer's melee weapons]], which ignore teammates when trying to hit a friendly building. This prevents teammates from blocking him while trying to repair or upgrade a [[Buildings|building]]. Every melee weapon, except for [[Demoman sword]]s and the [[Disciplinary Action]] which have longer ranges, has identical range.
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'''Melee''' is a type of [[Weapons|weapon]] and the short-range combat system in ''[[Team Fortress 2]]''. All melee attacks use [[hitscan]], but have a 0.2 second delay between pressing the primary fire button {{DK|MOUSE1}}, or secondary fire {{DK|MOUSE2|link=no}} in the case of [[Heavy]]'s [[boxing gloves]] weapons, and dealing damage. The only exception to this are the [[Weapons#spymelee|Spy's melee weapons]], which damage immediately upon pressing the primary fire button. Standard melee attacks use the [[vdc:Bounding Box|bounding box]] of the player, the same hitbox used to determine collision with other players, world, and [[projectile]]s. The bounding box is a large rectangle around the player and does not rotate with the player. Melee swings hit teammates before enemies or buildings, except for the [[Weapons#engineermelee|Engineer's melee weapons]], which ignore teammates when trying to hit a friendly building. This prevents teammates from blocking him while trying to repair or upgrade a [[Buildings|building]]. Every melee weapon, except for [[Demoman sword]]s and the [[Disciplinary Action]] which have longer ranges, has identical range.
  
 
Melee weapons are always available (except for the [[Spy-cicle]], which melts when the player is hit by [[fire]]) and do not consume ammo upon use. All [[Stock weapons|stock melee weapons]] (except for the [[Scout]]'s and [[Spy]]'s melee weapons) function identically, dealing 65 damage and swinging in 0.8 second intervals. The Scout's [[Bat]] deals less damage (35 damage), but swings faster (0.5 second attack interval). The Spy's [[Knife]] has the same attack interval as the other stock melees, but deals only 40 damage. In addition to the basic function of dealing damage, the [[Wrench]] wielded by the [[Engineer]] and the Knife have additional abilities; upgrading, increasing construction speed, and repairing buildings, and [[backstab]]bing enemy players, respectively.
 
Melee weapons are always available (except for the [[Spy-cicle]], which melts when the player is hit by [[fire]]) and do not consume ammo upon use. All [[Stock weapons|stock melee weapons]] (except for the [[Scout]]'s and [[Spy]]'s melee weapons) function identically, dealing 65 damage and swinging in 0.8 second intervals. The Scout's [[Bat]] deals less damage (35 damage), but swings faster (0.5 second attack interval). The Spy's [[Knife]] has the same attack interval as the other stock melees, but deals only 40 damage. In addition to the basic function of dealing damage, the [[Wrench]] wielded by the [[Engineer]] and the Knife have additional abilities; upgrading, increasing construction speed, and repairing buildings, and [[backstab]]bing enemy players, respectively.
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=== Mannpower ===
 
=== Mannpower ===
 
{{Main|Mannpower{{if lang}}|l1={{gamemode name|Mannpower}}}}
 
{{Main|Mannpower{{if lang}}|l1={{gamemode name|Mannpower}}}}
In Mannpower, every melee weapon deals 30% extra damage, unless the attack is a Crit or a Mini-Crit. Demomen wearing a [[Demoman shield|shield]] do not benefit from this bonus. Melee weapons cannot randomly Critical Hit and various [[Mannpower#Powerups|Powerups]] affect melee weapons.
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In Mannpower, every melee weapon deals 30% extra damage, unless the attack is a Crit or a Mini-Crit. Demomen wearing a [[Demoman shield|shield]] do not benefit from this bonus. Melee weapons cannot randomly Critical hit and various [[Mannpower#Powerups|Powerups]] affect melee weapons.
  
 
=== Versus Saxton Hale ===
 
=== Versus Saxton Hale ===

Latest revision as of 01:30, 27 August 2024

Take that! And this!

Melee is a type of weapon and the short-range combat system in Team Fortress 2. All melee attacks use hitscan, but have a 0.2 second delay between pressing the primary fire button (default key: MOUSE1), or secondary fire (default key: MOUSE2) in the case of Heavy's boxing gloves weapons, and dealing damage. The only exception to this are the Spy's melee weapons, which damage immediately upon pressing the primary fire button. Standard melee attacks use the bounding box of the player, the same hitbox used to determine collision with other players, world, and projectiles. The bounding box is a large rectangle around the player and does not rotate with the player. Melee swings hit teammates before enemies or buildings, except for the Engineer's melee weapons, which ignore teammates when trying to hit a friendly building. This prevents teammates from blocking him while trying to repair or upgrade a building. Every melee weapon, except for Demoman swords and the Disciplinary Action which have longer ranges, has identical range.

Melee weapons are always available (except for the Spy-cicle, which melts when the player is hit by fire) and do not consume ammo upon use. All stock melee weapons (except for the Scout's and Spy's melee weapons) function identically, dealing 65 damage and swinging in 0.8 second intervals. The Scout's Bat deals less damage (35 damage), but swings faster (0.5 second attack interval). The Spy's Knife has the same attack interval as the other stock melees, but deals only 40 damage. In addition to the basic function of dealing damage, the Wrench wielded by the Engineer and the Knife have additional abilities; upgrading, increasing construction speed, and repairing buildings, and backstabbing enemy players, respectively.

If random Critical hits are turned on, melee weapons have a base 15% Critical hit chance and a maximum chance of 60%. Most weapons have a unique swing animation for a Critical hit, such as the Fists' right-handed uppercut or the Fire Axe swinging from right to left.

Some unlockable melee weapons have extra utility on top of, or instead of, their damage-dealing capabilities. For example, the Back Scratcher increase healing from health kits while reducing the healing from Medi Guns and Dispensers, or the Wrap Assassin trading direct damage for the ability to launch a bauble that inflicts bleed.

Hitting the environment with other melee weapons leaves behind a decal similar to those caused by bullets. Additionally, the sound for missing, hitting a player, and hitting the environment are different, with the environmental sounds depending on the material of the struck object (metal makes a metal sound, wood makes a wood sound, etc.). Some melee weapons can change appearance after hitting a surface or player. The Bottle, Scottish Handshake, Ullapool Caber, and Neon Annihilator all break after hitting a Critical hit on a surface or enemy player. The Half-Zatoichi becomes bloodied after killing, which also indicates it can be sheathed. The Vita-Saw and Ubersaw increase the fluid on the weapons based on ÜberCharge percentage. These effects are purely cosmetic and do not affect the damage.

Game mode-specific changes

Medieval Mode

Main article: Medieval Mode

Medieval Mode is a game mode in which players are largely restricted to only using melee weapons.

Mannpower

Main article: Mannpower

In Mannpower, every melee weapon deals 30% extra damage, unless the attack is a Crit or a Mini-Crit. Demomen wearing a shield do not benefit from this bonus. Melee weapons cannot randomly Critical hit and various Powerups affect melee weapons.

Versus Saxton Hale

Main article: Versus Saxton Hale (Community)

In Versus Saxton Hale, melee weapons have several modifiers such as increased deploy speed, increased melee range when near Hale, and allow the mercs to climb walls. Saxton Hale himself is bound to only using a melee weapon, his own fists.

Zombie Infection

Main article: Zombie Infection (Community)

Outside of their special abilities, Zombies in the Zombie Infection game mode can exclusively use their own hands to attack the Humans. Most of these attacks deal the same damage as in other game modes, except the Scout and Heavy which deal more than normally.

Melee weapons

List of melee weapons
Bat Holy Mackerel Unarmed Combat Batsaber Sandman Candy Cane Boston Basher Three-Rune Blade Sun-on-a-Stick Fan O'War Atomizer Wrap Assassin
Bat Holy Mackerel Unarmed Combat Batsaber Sandman Candy Cane Boston Basher Three-Rune Blade Sun-on-a-Stick Fan O'War Atomizer Wrap Assassin
Shovel Equalizer Pain Train Half-Zatoichi Disciplinary Action Market Gardener Escape Plan
Shovel Equalizer Pain Train Half-Zatoichi Disciplinary Action Market Gardener Escape Plan
Fire Axe Lollichop Axtinguisher Postal Pummeler Homewrecker Maul Powerjack Back Scratcher Sharpened Volcano Fragment Third Degree Neon Annihilator Hot Hand
Fire Axe Lollichop Axtinguisher Postal Pummeler Homewrecker Maul Powerjack Back Scratcher Sharpened Volcano Fragment Third Degree Neon Annihilator Hot Hand
Bottle Scottish Handshake Eyelander Horseless Headless Horsemann's Headtaker Nessie's Nine Iron Scotsman's Skullcutter Pain Train Ullapool Caber Claidheamh Mòr Half-Zatoichi Persian Persuader
Bottle Scottish Handshake Eyelander Horseless Headless Horsemann's Headtaker Nessie's Nine Iron Scotsman's Skullcutter Pain Train Ullapool Caber Claidheamh Mòr Half-Zatoichi Persian Persuader
Fists Apoco-Fists Killing Gloves of Boxing Gloves of Running Urgently Bread Bite Warrior's Spirit Fists of Steel Eviction Notice Holiday Punch
Fists Apoco-Fists Killing Gloves of Boxing Gloves of Running Urgently Bread Bite Warrior's Spirit Fists of Steel Eviction Notice Holiday Punch
Wrench Golden Wrench Gunslinger Southern Hospitality Jag Eureka Effect
Wrench Golden Wrench Gunslinger Southern Hospitality Jag Eureka Effect
Bonesaw Ubersaw Vita-Saw Amputator Solemn Vow
Bonesaw Ubersaw Vita-Saw Amputator Solemn Vow
Kukri Tribalman's Shiv Bushwacka Shahanshah
Kukri Tribalman's Shiv Bushwacka Shahanshah
Knife Sharp Dresser Black Rose Your Eternal Reward Wanga Prick Conniver's Kunai Big Earner Spy-cicle
Knife Sharp Dresser Black Rose Your Eternal Reward Wanga Prick Conniver's Kunai Big Earner Spy-cicle
Saxxy Frying Pan Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete
Saxxy Frying Pan Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete
Note Usable by all classes except Engineer and Spy.

Usable by all classes except Spy.

Gallery

See also