Medieval Mode
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“ | Welcome...to the Dominatening!
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— The Demoman
|
” |
Medieval Mode is a mode that was added to Team Fortress 2 during the Australian Christmas event with the December 17, 2010 update.
Contents
Gameplay Mechanics
- Players can drop small medkits instead of weapons upon death.
- Using the Übersaw does not build the Medic's ÜberCharge meter.
- Only non-ranged weapons, items, or bows may be used.
- Snipers may set their arrows on fire and have them deal additional fire damage by touching the braziers positioned near the bases.
- Third person mode can be enabled without sv_cheats. Type tf_medieval_thirdperson 1 in the console in order to enable it.
Allowed Weapons
- All Melee weapons.
- Scout: Bonk! Atomic Punch, Crit-a-Cola, and Mad Milk
- Soldier: Buff Banner and Battalion's Backup
- Demoman: Chargin' Targe
- Heavy: Sandvich, Dalokohs Bar, and Buffalo Steak Sandvich
- Medic: Crusader's Crossbow
- Sniper: Huntsman, Razorback, and Darwin's Danger Shield
- Spy: Disguise Kit, Invisibility Watch, Cloak and Dagger, Dead Ringer, and Enthusiast's Timepiece
- Any taunt kills associated with permitted weapons.
Maps
The Medieval Mode is currently only available by default on the map cp_degrootkeep. It can be enabled on any other map with the server variable tf_medieval set to 1.
Map | File Name | |
---|---|---|
100px | Degroot Keep | cp_degrootkeep |
Strategy
General
- By default melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Be aware of this when using weapons that cannot Crit.
Scout
- Throw Mad Milk when you see a large gathering of players fighting melee.
- Because you can only use melee attacks, using Crit-a-Cola is very risky.
- The Sandman's ball gives the Scout a ranged attack, albeit a very weak one.
- Without the presence of Sentry Guns, Bonk! Atomic Punch is limited to distractions and escapes.
- Without explosives, you can use the Candy Cane without as much risk of explosive damage, but beware Ullapool Caber-wielding Demomen.
- The Special Delivery set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even if you can't select the Shortstop, 150 health is very useful (however you are restricted to Mad Milk and the Holy Mackerel).
Soldier
- The Buff Banner and Battalion's Backup can be useful in the absence of Übercharges.
- The Shovel and the Pain Train are poor melee choices due to the Soldier's slow speed. The Equalizer should be taken instead.
- Due to melee attacks registering as bullet damage, the Pain Train is not a good choice at this point in time.
Pyro
- Due to the lack of buildings and fire, the Homewrecker and Axtinguisher are poor choices for Medieval Mode. But if a enemy is set alight by a flaming arrow from a Sniper on your team, the Axtinguisher can be a critical aid.
- The Powerjack's and the Back Scratcher's higher damage can really come in handy. When using the Powerjack, if you also have the Attendant and Degreaser equipped, your speed becomes faster than a Medic. Since melee weapons register as "bullet" damage however, you will be more vulnerable to attack.
- The Back Scratcher is ideal for Medieval Mode, as there are no Mediguns and everyone drops medkits upon death.
Demoman
- The Demoman has the most melee weapons of any class, so try out different combinations in Medieval Mode.
- Due to the Stickybomb Launcher being unavailable, use of the Chargin' Targe is highly recommended.
- The Eyelander's ability to collecting heads, as well as its larger range, can prove to be very useful.
- The Scotsman's Skullcutter in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
- The Ullapool Caber is the only weapon capable of causing explosive damage (barring the Soldier's Kamikaze taunt).
- The Ullapool Caber can be used to propel yourself to the top of the castle to deal with any pesky Snipers/Medics.
Heavy
- The Buffalo Steak Sandvich can be used to grant Mini-Crits for your melee weapon. Use this to your advantage in Medieval Mode.
- The Killing Gloves of Boxing can guarantee Crits for 5 seconds after a kill with them.
- Use of the Gloves of Running Urgently is not a good idea, as Medics can't heal you with their Mediguns, and you will deal much less damage.
- Use of the Fists of Steel is not recommended for Medieval Mode due to their effect of boosting the Heavy's vulnerability to melee weapons, which are widely used in this mode.
- The default Fists can be useful in Medieval mode, as they allow you to attack more frequently than the K.G.B., and retain the ability to randomly Crit. The Showdown taunt can also be used.
Engineer
- Without the ability to construct buildings, the Jag is not recommended.
- With the Southern Hospitality the Engineer can Spycheck in the absence of Pyros.
- The Gunslinger gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.
Medic
- The Medic works best when equipped with Medieval Set weapons as the Mediguns are disabled.
- Make sure to memorize the ammo placements as the Medic is the only class besides the Sniper which has a reliable ranged weapon.
- Due to the inability to Übercharge or Kritz-Charge, use of the Vita-Saw or Übersaw is not recommended.
- You can still use the Spinal Tap taunt kill while using the Übersaw, however.
- Taunting with the Amputator can grant all teammates in the vicinity around you health.
- Once the central gate is open leading to the final control point, firing arrows through the gate can be an effective strategy, as a successful hit will either damage an enemy or heal a teammate.
Sniper
- When on the BLU team in Degroot Keep, once the gate opens, position yourself in front of the gate and fire arrows toward the capture point and duck to the side out of the gate's line of fire after each shot while reloading. Players will be clustering in the capture point and it will be easy to hit opponents without too much difficulty.
- When on the RED team in Degroot Keep, once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
- Remember that arrows can pass through the holes in the gates and the tower window slits.
- Snipers that focus on using Huntsman should use the Razorback to prevent backstabs by Spies. Snipers that use the bow as purely a ranged weapon (and are willing to get into melee range) should consider equipping the Darwin's Danger Shield for its health bonus.
- The Bushwacka is only useful when teamed up with a Buff Banner Soldier and can put you at greater risk of fire arrows.
- While Fire arrows pack a much greater punch then regular ones, they also give away your position to the enemy. Keep that in mind when determining your strategy.
Spy
- Stay out of direct melee fights. Instead, backstab enemies when they are distracted in battle.
- Without the presence of the Flamethrower, Spies are harder to find. Classes with bleeding effect weapons can be substitute spycheckers.
- The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.
- Avoid Snipers who are wearing the Razorback, you cannot use revolvers in this mode.
Ye Olde English Chat Parser
When playing on Medieval maps, a Template:W modifies all text chat between players to resemble Template:W by randomly applying some of the following known rules:
Modification
- "a-" is prepended to verbs
- "eth" is appended to verbs
- words beginning with the letter h have it replaced by an apostrophe
- words ending in the letter n have it replaced by an apostrophe
- words ending in ng have it replaced with n'
Substitution
- "are" becomes "be"
- "is" becomes "be"
- "my" becomes "mine"
- "over there" becomes "yonder"
- "thank you" becomes "grammercy"
- "the" becomes "ye"
- "you" and "u" becomes "thou"
Class-related:
- "demoman" becomes "blademaster", "knight", "paladin", "drunkard", "scotsman", or "swordsman"
- "engineer" becomes "blacksmith", "craftsman", "ironsmith", "smithy", "golemist", or "machinist"
- "heavy" becomes "bouncer", "boxer", "brawler" or "bruiser"
- "medic" becomes "leech", "medicine man", "bonesetter", "healer", "nursemaid", "priest", "cleric", "apothecary", "Wizzard", or "witchdoctor"
- "pyro" becomes "firebrand", "fire mage", "fire magus", "flamewielder", "Masked Salamander", or "pyromaniac"
- "scout" becomes "advance guard", "explorer", "runner", "scouteth", "patroller", or "spotter"
- "soldier" becomes "champion", "mercenary", "shovelman", or "warrior"
- "sniper" becomes "australian", "bowman", "fletcher", "hunter" or "ranger"
- "spy" becomes "backstabber", "blackguard", "haunt", "pickpocket", "pilferer", "rogue", "thief" or "vagabond"
Gameplay-related:
- "afk" becomes "aft, frisking knickers", "away, fruity knights", "away, fighting kobolds" or "abaft, flailing knouts"
- "buy" becomes "obtain"
- "flag" becomes "colors"
- "heh" becomes "cahinnate!", "and there was much guffawing!", "and there was much snickering!", "and there was much tittering!"
- "kill" becomes "best", "bring low", "conquer", "fleece", "foil", "humble" or "vanquish"
- "lol" becomes "lollery" or "lolleth"
- "map" becomes "chart"
- "rofl" becomes "rofleth"
- "server" becomes "sirver"
- "shit" becomes "nightsoil"
Prepended to Sentences
- Alas,
- By my faith,
- Forsooth,
- Hark!
- In truth,
- Perchance,
- Pray,
- Pray tell,
- Surely
Invocations of Deities:
- By Allfather Odin,
- By Mad Poet Navarl's Fertile Heel,
- By Scandalous Imhotep's Incessant Gall,
- By the Misbegotten Thigh of the Forgotten Minerva,
Appended to Sentences
- Anon!
- Good sire!
- Guvnor!
- Hear hear!
- Ho!
- I say!
- Milady.
- My liege!
- What sayeth thou?