The Team Fortress 2 Beta is a Template:W version of the game that is separate from TF2 itself and is open to all owners of it, made available on December 2, 2010. This is the second period of public beta testing, the first one occurring before official release of the game. The beta is used for purposes including, but not limited to:
- testing and tuning various class, item, and weapon changes
- testing map changes and variants
- running higher level, game-wide experiments (like doubling player health)
- testing new technologies without the risk of breaking the game
Players receive all achievement-related items, all promotional items their account is entitled to (excluding promotional items received from a trade), and the complete Saharan Spy pack. Trading, crafting, and the Mann Co. Store are disabled. The current Team Fortress 2 beta differs from the beta first released to any user who pre-ordered the game back in 2007, and is more similar to the closed beta from 2009.
Changes
Weapons
Scout
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![Mad Milk](/w/images/thumb/5/56/Item_icon_Mad_Milk.png/100px-Item_icon_Mad_Milk.png) Mad Milk
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1
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∞
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N/A
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Any damage done to enemies covered in milk restores 60% of the damage to the player's health.
Nullifies Cloak on enemy Spies.
Extinguishes fire on wielder and allied players.
Has a 24 second recharge time.
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Soldier
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![Equalizer](/w/images/thumb/b/ba/Item_icon_Equalizer.png/100px-Item_icon_Equalizer.png) Equalizer
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N/A
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N/A
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Base:
33–107
Crit: 3× base damage.
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When weapon is active:
Damage dealt and movement speed increase as user's remaining health decreases. (Damage formula has been tweaked.)
Deals 50% less damage when user is at full health.
Blocks healing and ÜberCharges by any friendly Medics. Suppresses Medic calling effect.
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Pyro
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![Backburner](/w/images/thumb/5/5d/Item_icon_Backburner.png/100px-Item_icon_Backburner.png) Backburner
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Fire:
- 200
Air blasts:
- 4
(same reserve)
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N/A
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Base (Max):
- 153.5 / sec.
Crit (Max):
- 460.4 / sec.
Afterburn:
- 6 / sec. × 10 secs.1
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Secondary fire blasts compressed air which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 50 ammo per blast. All reflected rockets/grenades/arrows will inflict Mini-Crit damage.
Guarantees Critical hits when attacking from behind.
Deals 10% more damage.
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![Flare Gun](/w/images/thumb/7/7b/Item_icon_Flare_Gun.png/100px-Item_icon_Flare_Gun.png) Flare Gun
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1
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16
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Base: 30
Crit: 90
Afterburn:
- 6 / sec. × 10 secs.
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On hit, ignites enemy.
Guarantees Critical damage on burning targets, regardless of the distance.
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![Flare Gun](/w/images/thumb/7/7b/Item_icon_Flare_Gun.png/100px-Item_icon_Flare_Gun.png) Detonator (New)
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1
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16
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Base: 30
Crit: 90
Afterburn:
- 6 / sec. × 10 secs.
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On hit, ignites enemy.
Alt-fire detonates flare in flight. It creates a small explosion which ignites nearby players.
Guarantees Critical damage on burning targets, regardless of the distance.
20% explosion damage vulnerability on wearer.
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![Powerjack](/w/images/thumb/c/cf/Item_icon_Powerjack.png/100px-Item_icon_Powerjack.png) Powerjack
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N/A
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N/A
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Base: 65
Crit: 195
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On kill: restores 75 health points and can overheal from maximum health.
20% more damage taken from melee sources while active.
Note: 25% damage bonus removed and random critical hits enabled.
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![Leaderboard class demoman.png](/w/images/thumb/4/47/Leaderboard_class_demoman.png/20px-Leaderboard_class_demoman.png) Demoman
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![Loch-n-Load](/w/images/thumb/6/62/Item_icon_Loch-n-Load.png/100px-Item_icon_Loch-n-Load.png) Loch-n-Load
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2
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16
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On direct hit:
- Base: 114–122
Crit: 342–367
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Grenades explode on contact with an enemy.
Grenades have zero range falloff on a direct hit.
+20% Damage done.
+25% Projectile speed.
Launched bombs shatter on surfaces.
-60% Clip size.
+25% Damage done to self.
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![Eyelander](/w/images/thumb/9/94/Item_icon_Eyelander.png/100px-Item_icon_Eyelander.png) Eyelander
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N/A
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N/A
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Base: 49 Crit: 146
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Has 37% longer melee range.
Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (~8%) and health points (15) to a maximum of 4 times each life.
Lowers maximum health by 25 points.
Deals 25% less damage.
Note: random critical hits enabled.
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![Horseless Headless Horsemann's Headtaker](/w/images/thumb/1/1f/Item_icon_Horseless_Headless_Horsemann%27s_Headtaker.png/100px-Item_icon_Horseless_Headless_Horsemann%27s_Headtaker.png) Horseless Headless Horsemann's Headtaker
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N/A
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N/A
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Base: 49 Crit: 146
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Has 37% longer melee range.
Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (~8%) and health points (15) to a maximum of 4 times each life.
Lowers maximum health by 25 points.
Deals 25% less damage.
No taunt.
Note: random critical hits enabled.
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![Claidheamh Mòr](/w/images/thumb/0/0f/Item_icon_Claidheamh_M%C3%B2r.png/100px-Item_icon_Claidheamh_M%C3%B2r.png) Claidheamh Mòr
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N/A
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N/A
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Base: 49 Crit: 146
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Has 37% longer melee range.
0.5 Sec. increase in charge duration.
Lowers maximum health by 15 points.
Deals 25% less damage.
Every killing blow decapitates the enemy, but does not increase the head counter.
Note: random critical hits enabled.
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![Ullapool Caber](/w/images/thumb/a/a5/Item_icon_Ullapool_Caber.png/100px-Item_icon_Ullapool_Caber.png) Ullapool Caber
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N/A
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N/A
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Base: 26 (149) 1
Crit: 79 (300) 1
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On a successful hit, the grenade's 'head' will explode, dealing damage to the user and to all enemies around him. The blast will launch the user upward. The grenade's 'head' will show signs of damage after exploding, and will not explode again until the user respawns or visits a supply closet.
Deals only 26 damage after exploding.
Note: random critical hits enabled.
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Heavy
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![Dalokohs Bar](/w/images/thumb/3/35/Item_icon_Dalokohs_Bar.png/100px-Item_icon_Dalokohs_Bar.png) Dalokohs Bar
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1
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∞
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N/A
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Restores 60 health points over about 4 seconds.
Raises maximum health by 50 points for 30 seconds.
Note: removed cooldown.
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![Fists of Steel](/w/images/thumb/9/9c/Item_icon_Fists_of_Steel.png/100px-Item_icon_Fists_of_Steel.png) Fists of Steel
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N/A
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N/A
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Base: 65
Crit: 195
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Secondary fire will throw a right-handed punch (no difference from left-handed punch).
40% less damage taken from ranged sources while active.
20% slower weapon switch.
100% more damage taken from melee sources while active.
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Engineer
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![Gunslinger](/w/images/thumb/c/ca/Item_icon_Gunslinger.png/100px-Item_icon_Gunslinger.png) Gunslinger
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N/A
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N/A
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Base: 49
Crit: 146
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Builds, repairs and upgrades buildings.
Able to remove Electro Sappers.
Replaces standard Sentry Gun with Combat Mini-Sentry Gun.
Increases maximum health by 25 points.
Guarantees a Critical hit on a third consecutive punch.
Deals 25% less damage.
Note: random critical hits enabled.
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![Southern Hospitality](/w/images/thumb/e/ec/Item_icon_Southern_Hospitality.png/100px-Item_icon_Southern_Hospitality.png) Southern Hospitality
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N/A
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N/A
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Base: 49
Crit: 146
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Builds, repairs and upgrades buildings.
Able to remove Electro Sappers.
On hit causes opponent to bleed for 5 seconds.
Deals 25% less damage.
Raises fire vulnerability by 20%.
Note: random critical hits enabled.
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Medic
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![Medigun](/w/images/thumb/4/4a/Item_icon_Medi_Gun.png/100px-Item_icon_Medi_Gun.png) Quick-Fix (New)
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N/A
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N/A
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N/A
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Über effect: Megaheal
Heal rate increased 3x on heal target
Heal target and medic immune to stun and damage forces
Heal rate increased 50%
ÜberCharge rate increased 50%
Not able to overheal
Match the speed of any faster heal target
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![Vita-Saw](/w/images/thumb/7/70/Item_icon_Vita-Saw.png/100px-Item_icon_Vita-Saw.png) Vita-Saw
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N/A
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N/A
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Base: 65 Crit: 195
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User retains at most 20% of a full ÜberCharge meter on death.
Allows the Medic to see the enemy's health.
Lowers max health by 10 points (140 total) on wearer.
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Sniper
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![Sydney Sleeper](/w/images/thumb/6/6a/Item_icon_Sydney_Sleeper.png/100px-Item_icon_Sydney_Sleeper.png) Sydney Sleeper
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1
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25
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Base:
- 45-50 (0% charge)
- 130-160 (100% charge)
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Charges while zoomed.
On hit at 50% charge or greater, applies Jarate effect to the target for 8 seconds.
25% faster charge.
Headshots do not Crit.
No random critical hits.
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- Note: Entries in bold show the changes with the official version.
Maps
- cp_well: Made the 2nd point defender spawn door one-way.
Patches
Bugs
- The Iron Curtain shows up on the left hand side of the screen instead of the normal right hand side.
- An Engineer can prepare to build a Mini-sentry, switch to either the Wrench or Southern Hospitality, and still deploy the Mini-Sentry without having the Gunslinger equipped. This does not work the other way around to build normal sentries with the Gunslinger equipped.
- Despite being synced with the changes in the January 10, 2011 Patch, the Kritzkrieg sound continues to play after the ÜberCharge ends.
See also
External Links