Weapons (Classic)
Revision as of 20:01, 21 January 2021 by Kestrelguy (talk | contribs) (Removed from the "Grenades (Classic)" category, as it isn't specifically about grenades or a type thereof.)
Contents
Slot 1 Weapons
Picture | Weapon | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Crowbar | 18 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper | N/A | |
Medkit | Initial: 9 Infection: 8 per hit |
Medic | Used to heal teammates and infect enemies. | |
Knife | Standard: 36 Back-stab: instant kill |
Spy | Can backstab for an instant kill. | |
Wrench | 18 | Engineer | Used to upgrade buildings and repair armor. | |
Umbrella | 18 | Civilian | Remodel of the Crowbar. |
Slot 2 Weapons
Picture | Weapon | Ammo | Damage | Used By |
Notes / Special Abilities | ||
---|---|---|---|---|---|---|---|
Type | Loaded | Carried | |||||
Single-Barrel Shotgun | Shells | 8 | 200(HeavyWG) 100(Soldier) 75(Demoman+Medic) 50(Scout) 40(Pyro) | 4-22 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic | Fires six pellets. | |
Sniper Rifle | Shells | 75 | N/A | Varies | 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 | 40 | N/A | 18 | Spy | Slows victim to half speed on hit. | |
Railgun | Nails | 50 | N/A | 23 | Engineer | N/A |
Slot 3 Weapons
Picture | Weapon | Ammo | Damage | Used By |
Notes / Special Abilities | ||
---|---|---|---|---|---|---|---|
Type | Loaded | Carried | |||||
Automatic Rifle | Shells | 75 | N/A | 8 | Sniper | N/A | |
Double-Barrel Shotgun | Shells | 6 | 200(HeavyWG) 100(Soldier) 75(Medic) (50(Engineer) 40(Spy) | 4-51 | Soldier, Heavy Weapons Guy, Medic, Engineer, Spy | Fires fourteen pellets. |
Slot 4 Weapons
Picture | Weapon | Ammo | Damage | Used By |
Notes / Special Abilities | ||
---|---|---|---|---|---|---|---|
Type | Loaded | Carried | |||||
Nailgun | Nails | 200(Scout) 100(Sniper+Spy) | N/A | 9 | Scout, Sniper, Spy | N/A | |
Grenade Launcher | Rockets | 6 | 50 | 40-80 | Demoman | Detonates 2.5 seconds after shot is fired. Shares magazine with Pipebomb Launcher. | |
Super Nailgun | Nails | 150 | N/A | 12 | Medic | N/A | |
Flamethrower | Cells | 200 | N/A | 20(Contact) 2(Afterburn) |
Pyro | Cannot inflict afterburn on enemy Pyros. |
Slot 5 Weapons
Picture | Weapon | Ammo | Damage | Used By |
Notes / Special Abilities | ||
---|---|---|---|---|---|---|---|
Type | Loaded | Carried | |||||
Rocket Launcher | Rockets | 4 | 50 | Varies | Soldier | Can inflict self damage; can be used to Rocketjump. | |
Pipebomb Launcher | Rockets | 6 | 50 | 40-80 | Demoman | Detonates with secondary fire. Shares magazine with Grenade Launcher. | |
Assault Cannon | Shells | 200 | N/A | 32 | Heavy Weapons Guy | N/A | |
Incendiary Cannon | Rockets | 20 | N/A | 30-60 | Pyro | Ignites players via splash damage. Cannot inflict afterburn on enemy Pyros. |
Primary Grenades
Picture | Grenade | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Hand Grenade | Varies | Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper, Spy, Engineer | Deals massive damage on a four second fuse. | |
Caltrop | 9 | Scout | Causes leg injury which slows down enemies. |
Secondary Grenades
Picture | Grenade | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Nail Grenade | Soldier | Releases nails for a short while before detonation. | ||
MIRV Grenade | Heavy Weapons Guy, Demoman | Splits into multiple grenades upon detonation, which detonate shortly afterward. | ||
Concussion Grenade | Scout, Medic | While dealing no damage, it causes considerable knockback and disorientation. | ||
Napalm Grenade | Pyro | Ignites environment and enemies within blast radius for a limited amount of time upon explosion. | ||
Hallucination Grenade | Spy | Continuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation. | ||
EMP Grenade | Varies | Engineer | Detonates all of the ammo an enemy is holding. |
Special
Picture | Weapon | Damage | Used By |
Notes / Special Abilities |
---|---|---|---|---|
Detpack | Insta-kill | Demoman | Deals massive damage on a 5, 20, or 50 second fuse. Can destroy designated parts of certain maps. |
Cut weapons
Weapon | Ammo | Used By |
Notes / Special Abilities |
---|---|---|---|
Grappling Hook [1] | Unknown (presumed no ammo) | Unknown (presumed all classes) | Weapon from the Team Fortress mod. Was not added in the end. HookMod, however, was a third-party mod in the middle days of TFC, emulating the grappling hook from before. It was added in Team Fortress 2 for the Mannpower gamemode. |
Bioweapon [1] | Unknown (presumed no ammo) | Medic | The medkit's alternate fire, before it and the medkit were merged into one weapon. |
Scanner [2] | Cells | Scout | Spy-detecting weapon from the Team Fortress mod. Ultimately not added. |
References
- ↑ a b SDK\Half-Life Singleplayer\cl_dll\tf_defs.h
- ↑ PlanetFortress, Teleporters Return
See also
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