Talk:Weapons/Archive 1
Contents
- 1 Details
- 2 Damage Per Second?
- 3 Hidden attributes
- 4 Drop screens
- 5 The Frying Pan
- 6 Scout Bats
- 7 Number of Vintage Weapons
- 8 True Primaries (Spy & Demoman)
- 9 Oktoberfest
- 10 Build-ables
- 11 Labeling inconsistency
- 12 Weapon Level?
- 13 Table Labels
- 14 sticky bomb launchers and nade launchers
- 15 Jumper Weapons
- 16 What came first?
- 17 The sniper trivia
- 18 Weapon Levels
- 19 Weapons: Box proposal
- 20 Small question
- 21 Kill Icons
- 22 Can we divide this list up by class instead of slot?
- 23 New page for only melee weapons, etc.?
- 24 Should weapons unlocked by achievements have their required number on their individual page?
- 25 How many weapons are there in this game?
- 26 A weapons full history?
- 27 Redirects to this page via Primary/Secondary/etc.
- 28 Can we go back to slot division instead of class?
- 29 Electro-sappers
- 30 Table Rearrangement
- 31 Adding damage type to weapon infoboxes (and maybe this page)
- 32 Question as to the description of the pyro's killtaunt- Qi or ch'i?
- 33 Saxxy
- 34 Anchors
- 35 Item Distribution Question
- 36 Weapons with same functions
- 37 Animation Bugs
- 38 Add "drop" to weapons that drop
- 39 Charged Weapons?
- 40 Weapons that used to do Mini-Crits
- 41 Where do these weapon images come from?
- 42 Introduction, Weapon Availability
- 43 Demoman's Primary and Secondary weapons
- 44 "Special" and "Watch"?
- 45 Demoman Primary changes
- 46 Primary, Secondary and Melee pages
- 47 Conscientious Objector
- 48 Sniper's primaries
- 49 Change the pairings
- 50 Weekly Weapon?
- 51 Bug
- 52 Update maybe
- 53 Crusader's Crossbow
- 54 Swing (animation) time?
- 55 Mann vs Machine upgrades
- 56 Pomson 6000
- 57 Previous iterations
- 58 Why doesn't spy have primary slot
- 59 Rocket Jumper is not a Robo-Sandvich
- 60 Common attributes
- 61 Help
- 62 Equalizer mini-crit
- 63 List order
- 64 Putting Austrailium Quality into a Weapon Section
- 65 New weps with Tf2 Item Designer
- 66 Quickiebomb launcher missing
- 67 Purpose of Notes Under The affects of the quirks of the item system?
Details
I'm new here, which will explain my question. What is the meaning of the two headings in the icon column, "backpack" and "kill"? Perhaps a text legend should be added with links to pages that have a longer explanation would be in order. RobShaver 18:38, 14 July 2010 (UTC)
Should we have a "Details" or "Special" column that summarizes special attributes and non-weapon weapons (Wrangler, lunchbox items, backburner, etc.)? Strange Quirk 01:04, 14 July 2010 (UTC)
- Perhaps, but I don't think it'd fit horizontally on small screens D: — Wind 01:19, 14 July 2010 (UTC)
- The Icon column is for two things, the backpack icon, and the kill icon. There really isn't an explanation needed. As for an additional column, the details are all located on the weapon page, this page is merely for summarizing all the specific statistics of the weapon for comparison and reference. A "details" section may make it look a bit bloated. --Firestorm 18:44, 14 July 2010 (UTC)
- I've changed the Icon column so it's a bit more specific. Thoughts? --Firestorm 18:55, 14 July 2010 (UTC)
- Actually, before the move we were considering removing the weapon damage columns so that changed values only had to be kept updated on the individual weapon pages themselves, with this page acting more as a sort of hub. This would also free up some space for a details section which could describe the weapon attributes in brief. Smash is okay with it last I checked, anyone against this? --Wilsonator 19:26, 14 July 2010 (UTC)
- I prefer having the damage column here. I think a details section is unnecessary, as once you know the details of a weapon, you won't forget it, but you will forget the damage often. I like being able to compare the point-blank damage of the FaN and Scattergun (for example) and notice that a crit FaN will NOT kill a Soldier in one hit, where that info would normally be buried and not noticed as easily in the individual weapon page --Firestorm 19:32, 14 July 2010 (UTC)
- Actually, before the move we were considering removing the weapon damage columns so that changed values only had to be kept updated on the individual weapon pages themselves, with this page acting more as a sort of hub. This would also free up some space for a details section which could describe the weapon attributes in brief. Smash is okay with it last I checked, anyone against this? --Wilsonator 19:26, 14 July 2010 (UTC)
Damage Per Second?
Should we have a column for DPS? If people think the table would be too wide, should we include it in the weapon pages? Its useful information, especially when comparing weapons. If it were up to me, I would have a "short term DPS" which would only take into account time between shots, and "long term DPS" which would account for reload times, but that might be overkill. Still, how else are you going to easily find out which weapons can take out a building in the shortest time? Strange Quirk 02:54, 24 July 2010 (UTC)
- I'll add it if I don't get a response. Strange Quirk 12:38, 27 July 2010 (UTC)
- I wouldn't say there's much need for a DPS column. While it's increasingly RPGish, TF2 is still an FPS and taking imperfect aim, the generally short and explosive nature of the combat, the fact you're usually fighting more than one opponent and the firing rates of all the weapons into account, getting a standardised DPS for every one would be difficult and probably not useful enough to make it worth it. When it comes to taking out buildings, it's more down to general knowledge and the strategy sections, just a short note in the minigun/flamethrower descriptions about how they're ideal for taking out SGs would do the same thing. That and it'd be hell updating it for every weapons page and on this page whenever valve patches the damage values for a weapon. --Wilsonator 15:24, 27 July 2010 (UTC)
- Yeah, we've talked about this before. If the person really wants to know it, they can figure it out using base damage and attack interval. --Firestorm 15:59, 27 July 2010 (UTC)
- Eh, ok. Though if you want to take into account reload times its not completely trivial. I'm not going to press it further, but i think that at least for the miniguns and flamethrowers we should have DPS instead of bullet/particle damage, since those are pretty useless. Strange Quirk 19:19, 27 July 2010 (UTC)
- The DPS is listed on the individual weapon pages for those weapons --Firestorm 19:29, 27 July 2010 (UTC)
- Actually, they aren't. I couldn't find DPS or Damage per second on the pages. --Modulus365 10:44, 30 May 2011 (UTC)
- Modulus365, You can find it on pages of weapons that can have DPS, e.g. Minigun. flutterravie Talk Contribs 10:47, 30 May 2011 (UTC)
- I think DPS should be added to the weapon tabs on all melee weapons as they are able of having a stable DPS as well.
- Modulus365, You can find it on pages of weapons that can have DPS, e.g. Minigun. flutterravie Talk Contribs 10:47, 30 May 2011 (UTC)
- Actually, they aren't. I couldn't find DPS or Damage per second on the pages. --Modulus365 10:44, 30 May 2011 (UTC)
- The DPS is listed on the individual weapon pages for those weapons --Firestorm 19:29, 27 July 2010 (UTC)
- Eh, ok. Though if you want to take into account reload times its not completely trivial. I'm not going to press it further, but i think that at least for the miniguns and flamethrowers we should have DPS instead of bullet/particle damage, since those are pretty useless. Strange Quirk 19:19, 27 July 2010 (UTC)
- Yeah, we've talked about this before. If the person really wants to know it, they can figure it out using base damage and attack interval. --Firestorm 15:59, 27 July 2010 (UTC)
- I wouldn't say there's much need for a DPS column. While it's increasingly RPGish, TF2 is still an FPS and taking imperfect aim, the generally short and explosive nature of the combat, the fact you're usually fighting more than one opponent and the firing rates of all the weapons into account, getting a standardised DPS for every one would be difficult and probably not useful enough to make it worth it. When it comes to taking out buildings, it's more down to general knowledge and the strategy sections, just a short note in the minigun/flamethrower descriptions about how they're ideal for taking out SGs would do the same thing. That and it'd be hell updating it for every weapons page and on this page whenever valve patches the damage values for a weapon. --Wilsonator 15:24, 27 July 2010 (UTC)
Hidden attributes
Since it applies to multiple weapons, I'm putting it here. If you look on TF2Items/items_game.txt, you can see that certain hidden attributes present on some weapons are down right weird...
Huntsman: Primary max ammo bonus (0.5) (37=0.5)
As far as I know, you have less arrows than bullets with the sniper rifle.
Crit-a-cola: Lunch box adds mini-crits (2)
This is right under the visible "Mini-crit" attribute, so I don't know what that means.
Also, the Flare gun has an hidden attribute which is "Secondary max ammo penalty", which makes sense since it does have less ammo than the shotgun.
We're getting trolled hard by Valve D: -- Vi3trice (talk) 18:37, 12 August 2010 (UTC)
- the 0.5 "bonus" turns 25 sniper bullets into 12 arrows. A lot of these are hidden attributes because they are understood by the weapon's nature, or in the case of the huntsman/flare gun are significantly different from their base weapon, so it's unnecessary to state such attributes, because players can assume that they would be different. -- Nineaxis 19:15, 12 August 2010 (UTC)
Drop screens
I had an idea, that we could add the drop/craft screen image of each weapon. Like, for . Good idea? Same for hats too. CWalkthroughs 22:07, 18 September 2010 (UTC)
- There's no point, the backpack icons for every weapon are already on the page. -The Neotank ( | Talk) 22:30, 18 September 2010 (UTC)
- Ah yea, never thought of that. CWalkthroughs 22:37, 18 September 2010 (UTC)
The Frying Pan
The soldier's new frying pan hasn't been added to the weapons page. [1] It is a reskin of the soldier's shovel, and was added in the Mannconomy update. --Stevoisiak 19:08, 3 October 2010 (UTC)
Scout Bats
The Bat and Sandman are listed with damage range 24-46 here, and 32-39 in their individual pages. Which is correct? Hrusha 22:36, 7 October 2010 (UTC)
Number of Vintage Weapons
I counted 35. I'm not sure if Valve is planning to implement a way for the new weapons/hats to become vintage, so if they say something suggesting they do obviously my factoid is subject to change. Geno 03:45, 11 October 2010 (UTC)
- This is not true. According to the TF2 Team:
- Some items that used to be rare will become more common when they are available for purchase. We wanted to give players this option, but still recognize people who obtained those items “the old-fashioned way” in the past. So we decided to perform a one-time conversion of all the old items into "Vintage" versions, which will never be attainable in the future. This way, those older rare items remain rare (in fact, they're even rarer, because they're limited editions now).
- Now based on this, no more Vintage Items will be added. Danton 21:17, 11 October 2010 (UTC)
True Primaries (Spy & Demoman)
Forget about Crafting for a moment. According to the Animation sets, the Spy does not have a Primary Weapon Animation. His Revolver is refereed to as "Secondary". This is also why the Ambassador is a Secondary Slot craftable. Primary Weapons are usually the most important/powerful weapon that class has. You may think differently but I would rather backstab a Medic then his Heavy than shoot them with a Gun with a chance of the Heavy seeing. On another note, the Spy holds his Knife in the class selection screen while the others (excluding the Medic) are wielding their Primary. Now for the Demoman, in the Animation Sets, the Stickybomb Launcher is refereed to as "Primary" and the Pipe Bomb Launcher is "Secondary". Also the Scottish Resistance and the Chargin' Targe replace the Stickybomb Launcher. On top of this, the Stickybomb Launcher can deal more damage at once than the Grenade Launcher. The most likely reason these weapons are not the first weapon in the Buckets is probably because these weapons are not practical standard weapons. They are more so Opportunity Weapons. Danton 21:40, 11 October 2010 (UTC)
- That's lovely. We're not changing which are primary. – Smashman (talk) 21:50, 11 October 2010 (UTC)
- Good to know. I never expected you to. Just wanted to share what I have found. Danton 13:35, 12 October 2010 (UTC)
Oktoberfest
It's not a taunt attack. Sure, it's unique, but it does no damage so it shouldn't be under Taunt Attacks. Yes or no? Lemon 19:08, 7 November 2010 (UTC)
- Leave it. The Medigun doesn't kill people, but it's still a weapon. Zoolooman 19:10, 7 November 2010 (UTC)
- The medigun doesn't hurt the other team, but at the same time it can be the difference between winning and losing. It is still a weapon.Platinum Time 18:26, 1 October 2012 (PDT)
- I don't understand that what are you trying to do. This topic was ended 2 years ago. Hinaomi (talk) • (contributions) 21:18, 1 October 2012 (PDT)
Build-ables
I think the 4 sentries and teleporter should be added. The only reason i say teleporter is because of telefraging. M-NINJA 22:11, 9 November 2010 (UTC)
Labeling inconsistency
I noticed a slight discrepancy on the page when it comes to labeling the weapons, when compared to the labels on the individual class/weapon pages. The icons used for the weapons on this page are those found within the game, whereas the icons utilized on the class pages are those stylized 'angled' icons created by the community. Also, base weapons are listed as 'Standard' weapons on this page, while they are listed as 'Stock' weapons on the class/weapon pages. For the sake of consistency on the wiki, I believe one of each of the two sets should be phased out. (I'll leave the decision on which sets to keep up to more seasoned editors; I don't feel that this a decision a new editor should be making alone quite yet.) Disaster 22:23, 10 November 2010 (UTC)
- Nice eye. While I feel not much can be done about the icons as there are so many versions (Template, backpack, class page, etc.), we can definitely phase out one of the two sets through simple replacing. Have to keep a sense of uniformity among pages! --Vaught 08:52, 11 November 2010 (UTC)
Weapon Level?
I recently began to notice that some weapons have a different "Level" than others, for example my Flare Gun reads "Level 5 Flare Gun" whereas my Holy Mackerel reads "Level 42 Fish." I have also noticed some players with different variations of levels; but to get to the point; how are levels determined or are they randomly assessed to the weapon as it is found or does the weapon "level" as it is used?This may not seem important to others, but out of curiosity; bare with me on this. --Ignisviscus 08:46, 11 November 2010 (UTC)
- The Item levels article will surely satisfy your curiosity :) Moussekateer 08:47, 11 November 2010 (UTC)
Table Labels
Is it possible to put the table headers at the bottom of the table too? (Damage, ammo carried etc.). Some of the tables are far too long such that you need to scroll all the way to the top of each one to see what each box is actually referring to. -- Firestorm 21:59, 12 November 2010 (UTC)
- It's what I did on Wind's Config, and yes, I approve. Perhaps even every "class change", or every 3 class change, or something — Wind 22:00, 12 November 2010 (UTC)
- Well, if we incorporate Minip's changes(Which I like!), I propose that these are included as well. -- Firestorm 22:10, 12 November 2010 (UTC)
sticky bomb launchers and nade launchers
i thought the sticky bomb launcher/resisentence/jumper/targe was a primairy weapon, and not a secondary. and the nade launcher a secondary. edit: i just think by myself. when you have to equip them, i am right. but in the fight its wiki right. what? what you think? Jem 21:26, 15 November 2010 (UTC)
- The weapons page is organized based on Slot. Slot 1 is the weapon you equip when you press 1, same for slot 2, and slot 3 is always melee. Psychopath 07:13, 16 November 2010 (UTC)
Jumper Weapons
The Jumper weapons have kill icons. Since they do not deal damage unless the game files are modified, they logically should not have kill icons as all that is happening is that they use the default kill icon for that slot weapon for that class (rocket and sticky launcher respectively). Should we cut the jumper weapon kill icons or not? Psychopath 07:44, 16 November 2010 (UTC)
- They shouldn't have killicons to begin with since...they do no damage. And since they cannot kill, they have no need of a kill icon. So I think I can speak for everyone when I say go ahead and remove it. --Vaught 07:52, 16 November 2010 (UTC)
- Done. The only reason they have kill icons is use of the default icon for that slot weapon like I said previously. The two weapons are just a rocket launcher and sticky launcher with modified damage stats and an ammo increase. Don't know why melee weapons are different in this manner, it's weird. Psychopath 08:18, 16 November 2010 (UTC)
- http://www.youtube.com/watch?v=GSR4PMzvshc derp The Signature of the great Zook 00:43, 17 November 2010 (UTC)
- Congratulations, you missed the logic behind why they should not have associated kill icons on this page. If you're forced to manipulate game files to generate those results, then they sure as hell cannot be witnessed through normal means in-game. Psychopath 00:53, 17 November 2010 (UTC)
- Modding happens. Derp. Expect the other missing killicons within this week. The Signature of the great Zook 00:54, 17 November 2010 (UTC)
- So all you have to defend why they should stay is because people can manipulate the game files in order to obtain something that should not happen at all. The jumper weapons are just using the default kill icons for the associated class weapons for those slots. Psychopath 00:57, 17 November 2010 (UTC)
- Information is information. That is the kill icon the weapon uses, therefore it is the kill icon that would be associated with it within an organized informational list or table. Now, go play with your Dalokohs Bar before I add the kill icon and you start crying again. The Signature of the great Zook 01:01, 17 November 2010 (UTC)
- Information is information. Adding a killicon to a non-damage weapon misleads people into thinking it can kill. That is misinformation, not information. — Wind 01:04, 17 November 2010 (UTC)
- isn't it kind of confusing to the end-user that these items have kill icons or not? I mean, there are a bunch of unused kill icons, like the Ubersaw taunt kill icon, which you can get working with code. And since information is information, should we bother adding an icon that isn't used? Obviously not, since this table is the table for kill icons that the user would actually see. This site is basically a game guide for TF2, and trying to confuse readers just because something is written in the coding seems like a waste of time Balladofwindfishes 01:06, 17 November 2010 (UTC)
- Calm down, Zook. Regardless if its modded or not, in a normal game, it cannot be achieved. It cannot kill, therefor putting a killicon is useless. Same for Bonk and all the other weapons. No need to get into a fit, hun. --Vaught 01:06, 17 November 2010 (UTC)
- Wiki♥♥♥s can't take it when confronted with actual information, rather than just playing around trying to get OMG SUPER WIKI CAP. The Signature of the great Zook 01:08, 17 November 2010 (UTC)
- What are you talking about? This is about kill icons for the jumper weapons, not people's intentions for making input into this discussion Balladofwindfishes 01:09, 17 November 2010 (UTC)
- The kill icons are actual information, and they can't take the fact that someone else figured it out, and therefor are crying about it. The Signature of the great Zook 01:13, 17 November 2010 (UTC)
- What are you talking about? This is about kill icons for the jumper weapons, not people's intentions for making input into this discussion Balladofwindfishes 01:09, 17 November 2010 (UTC)
- Wiki♥♥♥s can't take it when confronted with actual information, rather than just playing around trying to get OMG SUPER WIKI CAP. The Signature of the great Zook 01:08, 17 November 2010 (UTC)
- Information is information. Adding a killicon to a non-damage weapon misleads people into thinking it can kill. That is misinformation, not information. — Wind 01:04, 17 November 2010 (UTC)
- Information is information. That is the kill icon the weapon uses, therefore it is the kill icon that would be associated with it within an organized informational list or table. Now, go play with your Dalokohs Bar before I add the kill icon and you start crying again. The Signature of the great Zook 01:01, 17 November 2010 (UTC)
- So all you have to defend why they should stay is because people can manipulate the game files in order to obtain something that should not happen at all. The jumper weapons are just using the default kill icons for the associated class weapons for those slots. Psychopath 00:57, 17 November 2010 (UTC)
- Modding happens. Derp. Expect the other missing killicons within this week. The Signature of the great Zook 00:54, 17 November 2010 (UTC)
- Congratulations, you missed the logic behind why they should not have associated kill icons on this page. If you're forced to manipulate game files to generate those results, then they sure as hell cannot be witnessed through normal means in-game. Psychopath 00:53, 17 November 2010 (UTC)
- http://www.youtube.com/watch?v=GSR4PMzvshc derp The Signature of the great Zook 00:43, 17 November 2010 (UTC)
- Done. The only reason they have kill icons is use of the default icon for that slot weapon like I said previously. The two weapons are just a rocket launcher and sticky launcher with modified damage stats and an ammo increase. Don't know why melee weapons are different in this manner, it's weird. Psychopath 08:18, 16 November 2010 (UTC)
Don't feed the troll and you'll be alright guys. — Wind 01:14, 17 November 2010 (UTC)
What came first?
The Jarate or the Razorback. These two slot 2 items were released at the same time, what should take higher precedence for their ordering: The fact that the Razorback was announced first or the fact that the Jarate is obtainable through achievements first? Psychopath 00:17, 17 November 2010 (UTC)
- I was going by the announced time, since at the time the weapons could only be acquired via drop. Then again, your way makes sense as well. Hrm..--Vaught 00:27, 17 November 2010 (UTC)
- I'd go with whatever item is first via Achievements. This is the first item the player gets, it seems to be the logical order Valve wants it. Jarate was also announced long before the Sniper update, although it was probably a joke at the time. Balladofwindfishes 00:41, 17 November 2010 (UTC)
- Yes, it was. --Vaught 00:46, 17 November 2010 (UTC)
- I'd go with whatever item is first via Achievements. This is the first item the player gets, it seems to be the logical order Valve wants it. Jarate was also announced long before the Sniper update, although it was probably a joke at the time. Balladofwindfishes 00:41, 17 November 2010 (UTC)
The sniper trivia
i think the Sniper's Skewer kill taunt trivia should be on either the huntsman's page or the skewer's page. -= M-NINJA =- 02:45, 2 December 2010 (UTC)
Weapon Levels
How do weapons level up? I have a level 10 huntsman and I saw another guy with a level 57. How does that work?DARREN 06:57, 4 December 2010 (UTC)
- The level of weapons are basically meaningless as they have no impact on performance. Hopefully the Item levels article will clear things up for you. User:K-Mac (Talk | Contrib) 07:16, 4 December 2010 (UTC)
Weapons: Box proposal
Small question
Opinion, which looks better?
Weapon | Weapon Name | Kill Icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|---|
Stock |
Flamethrower | Fire:
Air blasts:
(same reserve) |
N/A | Base (Max):
Crit (Max):
Afterburn:
|
Secondary fire blasts compressed air which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 20 ammo per blast. All reflected rockets/grenades/arrows will inflict Mini-Crit damage. |
Or
Primary
Weapon | Kill Icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Flamethrower |
Fire:
Air blasts:
(same reserve) |
N/A | Base (Max):
Crit (Max):
Afterburn:
|
Secondary fire blasts compressed air which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 20 ammo per blast. All reflected rockets/grenades/arrows will inflict Mini-Crit damage. |
Suggested it should be moved here, the same question applies. It just doesn't feel right to have the weapon icon in an unlabeled section and the rest having a label. The first creates Weapon Name column. The other merges the two, creating a bit more room. I wanted your say. And since it affects all class pages, I wanted to get the majority vote. --Vaught 07:07, 5 December 2010 (UTC)
I personally prefer the second, it is visually cleaner and more organised. TinyChell 04:37, 25 May 2012 (PDT)
TinyChell, if you noticed, that message have been posted in December, 2010. -Asplode 04:41, 25 May 2012 (PDT)
I prefer the second, it is more organized and even though it is stock, it shows the name of the weapon which may be new to some people.Platinum Time 18:19, 1 October 2012 (PDT)
Kill Icons
I've made these kill icons to contribute and replace current in-game kill icons (or lack of icons)
Comments/suggestions would be appreciated :) Bulletmagnet
- Sorry, but we want to give users an overview how the Kill Icon looks in the game. It would be irritating to also have not-official, non-ingame icons in the list. Picard talk 17:29, 16 December 2010 (UTC)
- You could however try to get these submitted to Valve. Stbeecher 19:12, 18 December 2010 (UTC)
Can we divide this list up by class instead of slot?
The more pertinent comparison is between a single class's weapons, not between the primaries and secondaries across classes. Anyone Support? :o Zoolooman 17:23, 16 December 2010 (UTC)
Support Picard talk 17:29, 16 December 2010 (UTC)
Support Any way would work to me. But what would happen to pages that have links that redirect to the PDA section like the Engy PDA page? -- Swordz (talk | contribs) 17:35, 16 December 2010 (UTC)
- We could just relink those sections to the relevant slot subsection of the class section of the page. Zoolooman 17:38, 16 December 2010 (UTC)
Oppose The individual class pages already do this, see Scout. What we need to do is write an actual article for this page and make is shorter, the images are way too large. MK 09:59, 19 December 2010 (UTC)
New page for only melee weapons, etc.?
On weapon pages for the type you can click 'melee' and are redirected to this weapons page. I think there should also be weapons sub-pages containing only that specific class (primary, secondary and melee), and it would be a more obvious place for the descriptions to link to. Any thoughts on this? Mrshoe 15:30, 18 December 2010 (UTC)
Should weapons unlocked by achievements have their required number on their individual page?
At the moment, each individual weapon page lists details about the weapons, but not how many achievements it takes to unlock them. Is it worth adding in, as at the moment you can only find out how many achievements are needed to unlock a weapon by looking at the individual class achievement pages.
So say, on the Sandmans individual page, we state that it can be unlocked by completing 16 Scout achievements, rather than having to go to the Scouts achievement list page and looking at the milestones.
How many weapons are there in this game?
Can someone do a count on this? How many unique weapons are in Team Fortress 2? And I dont mean promotional weapons that are just reskins. I mean the droppable ones with stats. Excluding the rocket and sticky jumpers of course. Does anybody know? I'm really curious on this one. --Stevoisiak 00:10, 1 January 2011 (UTC)
I counted 135 uniquely dropping weapons, including the conscientious objector, the fortified compound, and the bat outta hell; and weapon reskins that drop (so, the bootlegger and the ali baba's wee booties both counted); and not counting the rocket and sticky jumpers. I'm not entirely clear on how and when weapons that drop, drop, so this number probably needs some revision. I got this number from counting as I scrolled down this page (weapons), and the most recently released weapons are currently the tide turner, air strike, B.A.S.E. jumper, classic, and back scatter. (actually that might be the nostromo napalmer, but it doesn't drop, so...). If someone else could count them up too and compare numbers, that'd be great. Psychic Will (talk) 02:17, 20 October 2014 (PDT)
A weapons full history?
Now that each (or at least most) weapon has an update history of everytime it is modified through various patches, should the patch that it was included into the game (both stock and non-stock) also be listed along with any information not listed in the weapon's description (for example, the Razorback's speed penalty is only mentioned on the patch when it is taken out and the Sandman's original double jump penalty isn't mentioned until the 4th patch listed, which was 6 months after it came out. The issue is rather small (since previous iterations are for the most part, not necessary), but I figure newer players may occasionally hear other players talk about previous weapons and it may be handy for a reference.
BASEBALLFURIES 16:44, 3 February 2011 (UTC)
Redirects to this page via Primary/Secondary/etc.
With the new arrangement and organization here on the Weapons page (sorting weapons by class, rather than one monstrous list for each slot), it turns out the Primary/Secondary/Melee/etc. pages, which before were redirects to the applicable aforementioned monster lists, now have nowhere specific to actually redirect to on this page.
What should be done about this? Should we change the redirects to generic ones (i.e. just dump the user off at the Weapons page?) Make each class's Primary/Secondary/Melee/PDA1&2 into unique subheaders? Introduce new pages for each loadout slot that kinda talks about the general use and has a brief list of applicable items for each class? A page about loadout slots with an abbreviated version of said info that they can redirect to?
I'm in favor of one of the latter two ideas (either giving each loadout slot its own page, or a page detailing slots in brief.) But I'm a little curious as to what you guys think, hence this discussion. (: Gerk 01:53, 8 February 2011 (UTC)
- I noticed this too when trying to fix an weapon infobox. The only solution with the current page layout is a generic redirect to the weapons article. I don't think it's a big enough issue to warrant a new article or a section specifically on slots. —Moussekateer·talk 01:56, 8 February 2011 (UTC)
- Okay, I've got it...kinda. If we're linking to a certain loadout slot in the context of a certain class we can link directly to the duplicately-named sections using underscores and numbers. This, however, does not apply to the first instance of each (i.e. The Scout's sections, or the "PDA Items" slot for the Engy.)
- For example, if we're talking about the Shortstop and recommend using one of his many Secondary drink items with it, the word "Secondary" would link to Weapons#Secondary as before. Conversely, if we're talking about 'Secondary' on the Heavy page, we'd link to Weapons#Secondary_5. (And, no, for uniformity's sake we can't use Secondary_1 to link to the Scout; I tried. ;_; )
- A little complex, I know (for a non-template affair, anyway), but this is a rudimentary solution of sorts to my initial quandary. Gerk 02:24, 8 February 2011 (UTC)
- The more elegant solution would be to use anchors to link to a specific class' slot weapons. I've already changed the infobox to just link to the weapons article, I guess I could implement this anchors method.... —Moussekateer·talk 02:34, 8 February 2011 (UTC)
- On second thoughts maybe not. Cases like the pain train, where the weapon is used by more then one class, makes my intended implementation impossible. I was hoping to take the used-by attribute to link to [[Weapons#{{{used-by}}}slot|slot]] when anchors are used, but because of those weapons this makes it much more difficult to pull off. —Moussekateer·talk 02:39, 8 February 2011 (UTC)
- Oh, okay. I'm a little Wiki-illiterate so I was about to ask what exactly you meant by Anchors, since I thought anchors were like Page#Section or what have you, which was what my jury-rigged solution entailed. Right on. Gerk 02:41, 8 February 2011 (UTC)
- Anchors are these invisible tags you stick on an article page so that nomatter how the page sections are renamed or moved around the link will be present. For example ==Weapons {{Anchors|weapon|guns|weapons of mass destruction}} == means you can link to that part of the page by using Article title#guns no matter what the section title is. Quite useful in some circumstances especially as you can stick the anchors anywhere, not just in section headers. —Moussekateer·talk 02:45, 8 February 2011 (UTC)
- Oh, okay. I'm a little Wiki-illiterate so I was about to ask what exactly you meant by Anchors, since I thought anchors were like Page#Section or what have you, which was what my jury-rigged solution entailed. Right on. Gerk 02:41, 8 February 2011 (UTC)
- On second thoughts maybe not. Cases like the pain train, where the weapon is used by more then one class, makes my intended implementation impossible. I was hoping to take the used-by attribute to link to [[Weapons#{{{used-by}}}slot|slot]] when anchors are used, but because of those weapons this makes it much more difficult to pull off. —Moussekateer·talk 02:39, 8 February 2011 (UTC)
- The more elegant solution would be to use anchors to link to a specific class' slot weapons. I've already changed the infobox to just link to the weapons article, I guess I could implement this anchors method.... —Moussekateer·talk 02:34, 8 February 2011 (UTC)
Can we go back to slot division instead of class?
There's now no page where you can see all the weapons of each slot grouped together at once, where as in a previous discussion, somsone pointed out that all classes already have all their weapons listed in this format on their own character pages, making this page redundant. I'd rather this go back to slot division, preferably with just the kill icons back and no full weapon images since they all have kill icons now. The page in its current form is too long, takes a while to load on slower computers, and is a pain to get to the section you want. Support for going back, anyone?
VinLAURiA 03:16, 10 February 2011 (UTC)
- I agree with this 110%. I loved the old setup, and I know I'm not alone in this, as I recently took some heat from fellow translators for making the big push and changing the old page into the new format. If I wanted a class-specific breakdown of weapons in the past, I'd go to an individual class's page, in which they'd all be listed. Meanwhile, the weapons page served as a master list of sorts, organized by loadout slot. Pretty tidy, and I didn't see much of a reason to fix what wasn't broken...Had the vote to change it over been brought to my attention, or many other people's, I would have voiced this concern then, as well. So, Support. Gerk 09:40, 25 March 2011 (UTC)
Electro-sappers
The image redlinks. Anyone got any idea where the real image is? Electromagnet 16:33, 21 March 2011 (UTC)
Table Rearrangement
Since this is for all weapons, I suppose this is the perfect place to ask before I do it. The tab showcasing all the weapons is "sandwiched" between other tabs and its shorter in terms of length. My idea is to just simply move the tab towards the bottom so it doesn't look like its placed there without any thought of organization (not even sure how to describe it). Anyway... what do you think? (I test tried to move them to the top, but because of my limited editing skills, I can't seem to get rid of that one extra space it always makes) Yeokso 11:17, 30 May 2011 (UTC)
Adding damage type to weapon infoboxes (and maybe this page)
Right now a lot of classes have weaknesses or resistances to certain weapon types. Stuff like fire, explosion, bullet, etc. However, we don't have a good list on the Wiki on what type of weapon each weapon is. I am suggesting that right were we have the ammo information on the weapon infobox, that we add a new line "Damage Type: Whatever". Balladofwindfishes 19:49, 1 June 2011 (UTC)
- Support Makes sense to me and would be helpful as well. – Epic Eric (T | C) 00:32, 2 June 2011 (UTC)
- Neutral. There already is that in the damage and function times table, but maybe it should be implemented in the infobox. – Ohyeahcrucz [T][C] 00:33, 2 June 2011 (UTC)
- Comment In the function times table it only says "hitscan" or "projectile" or whatever. The damage vulnerabilities say "bullet damage" or "explosive damage" so there's some possible confusion that could happen Balladofwindfishes 00:37, 2 June 2011 (UTC)
Question as to the description of the pyro's killtaunt- Qi or ch'i?
It is spelled in the page as "ch'i", however, it is listed in wikipedia spelled "Qi". (see http://en.wikipedia.org/wiki/Qi). "ch'i is not even a secondary spelling, but a tertiary to "chi". I'm switching it for now; if someone feels this is a negative change then please correct me. Piogre 04:37, 6 June 2011 (UTC)
Saxxy
Is the Saxxy going to be added to every class's section? Rocket Ship BBQ 02:29, 9 June 2011 (UTC)
- I want to add them there, but it doesn't look like it. Balladofwindfishes 22:35, 9 June 2011 (UTC)
Anchors
Please use these anchors in the future, when linking weapon articles to this page. Thank you! c:
primary weapon primary weapon primary weapon primary weapon primary weapon primary weapon primary weapon primary weapon primary weapon
secondary weapon secondary weapon secondary weapon secondary weapon secondary weapon secondary weapon secondary weapon secondary weapon secondary weapon
melee weapon melee weapon melee weapon melee weapon melee weapon melee weapon melee weapon melee weapon melee weapon melee weapon
taunting taunting taunting taunting taunting taunting taunting taunting taunting
SilverHammer 10:33, 11 June 2011 (UTC)
- I thought it might be smart to provide an explanation. Basically, you link to weapons with the word "weapons" in two brackets. You'd link to, say, melee weapons, and it'd take you to the Scout's melee weapons. This got awkward when you wanted people to know what the Equalizer was. #soldiermelee is the anchor, and you can use them to link directly to the Soldier's melee weapons. The words on the right side should be changed to fit the current grammatical structure, of course. Those are how they are on almost every current weapon article, though. Keep consistent!
Click edit to see the actual links. It's pretty simple when you take a sec and look at it! c: SilverHammer 11:01, 11 June 2011 (UTC)
Item Distribution Question
The weapon availability does not list "distributed" items, yet the Saxxy has that for its listed quality. Perhaps we should add that to the box? Granted, the Saxxy is a one off item as of right now, and we can't tell whether Valve will add more of those. It would explain the distributed text, though, to anyone interested. Anubis 03:25, 23 June 2011 (PDT)
Weapons with same functions
I think it would be nice to see something like that: New players can automatically see that it's the same weapon only with a different "Skin". Neox 05:49, 2 July 2011 (PDT)
Animation Bugs
There's a bug where if you hold the secondary fire using a melee weapon, the animation quits playing when it reaches it's looping point. (If it doesn't work, you have to hold primary fire, then hold secondary fire, then quit holding primary fire.) Also, they used to stop the primary and secondary weapon animations until they disappeared for an unknown reason. Not sure if that's a bug.
Where would a nice place to put this be? Redo 23:36, 15 July 2011 (PDT)
Add "drop" to weapons that drop
Now that we have a decent bunch of weapons that don't drop but are craftable, it's not always easy to assume that "craft" also means "found in drops". Maybe we should consider adding the word "drop" on the weapons that can randomly be found in drops. I'd push even further and go for an asterisk on weapons that can't be crafted using a specific recipe, noting this fact somewhere. Balladofwindfishes 06:33, 20 July 2011 (PDT)
Charged Weapons?
In the new update, the soldier's weapons don't use ammo, but they use charges, I'm not quite sure what to write in the "Ammo" slot. DrDoughnut 21:47, 20 July 2011 (PDT)
- Just put unlimited ammo like on the pages for the weapons themselves. --CruelCow (talk) 03:31, 21 July 2011 (PDT)
Weapons that used to do Mini-Crits
- Should we mention which weapons used to do Mini-Crits but now do Crits?
- --ScoutKast 21:30, 29 July 2011 (PDT)
- Isn't that in the update history already? » Cooper Kid (Blether · Contreebs) 18:13, 30 July 2011 (PDT)
Where do these weapon images come from?
I notice they are for the most part angled the way Shugo does. However, his icon pack doesn't include a lot of the weapons featured here. Who is making the new ones and where can I view a high quality copy of them? Is there a pack to compliment Shugo's for my ingame backpack? I started to make the missing ones myself but it'd be much easier if I could just use preexisting ones rather than making my own. --Jordan 10:06, 1 August 2011 (PDT)
- A small group of people are making new images in the spirit of Shugo's style. I'm not sure of the details of their project, but you could probably ask Smashman for more details, since he seems to be the one handling it. Balladofwindfishes 10:08, 1 August 2011 (PDT)
- Thank you for the info. I'll contact him. --Jordan 19:45, 1 August 2011 (PDT)
Introduction, Weapon Availability
For an article with a big icon on the front page, this page is rather brief. No intro text, it just jumps to the contents, and then lists all of the game's weapons. The fact that it also labels all of these weapons as stock, unlockable, craftable, promotional, and distributed, but only explains what all of this means at the bottom of the page is also a huge flaw. --availn 01:21, 11 August 2011 (PDT)
- agreed. also, availability part is confusing. there are promotional weapons that can be crafted. maybe we should write "craft, promotional" since one version (unique) can be crafted and the other (genuine) is in fact promotional.Axiomus 05:24, 18 November 2012 (PST)
Demoman's Primary and Secondary weapons
Why are the shields and sticky bomb launchers refered to as Primary here and secondary everywhere else including the weapons' pages themselves?MEDUNN 06:49, 9 September 2011 (PDT)
- In regards to this page, is because they are USED as Primary weapons. With regards to every other page, is because in-game, they are considered secondary. SS2R 06:51, 9 September 2011 (PDT)
- In what context do you mean they are used as primary weapons?MEDUNN 06:52, 9 September 2011 (PDT)
- In the loadout screen; However, if you craft them, you get a secondary token. SS2R 06:58, 9 September 2011 (PDT)
- Oh right, okay then. I just thought that primary meant the weapon that the class has in their first weapon key, the one the class starts every match holding, and the seconmdary being the one for key 2 and so on. It just seemed strange having an article saying that weapon x was primary then clicking on its page which says it's secondary.MEDUNN 07:05, 9 September 2011 (PDT)
- In the loadout screen; However, if you craft them, you get a secondary token. SS2R 06:58, 9 September 2011 (PDT)
- In what context do you mean they are used as primary weapons?MEDUNN 06:52, 9 September 2011 (PDT)
"Special" and "Watch"?
On some (if not all) of the spy's weapon pages,at the bottom of the page where it says "spy weapons" the PDA1 and PDA2 slots are listed as "Special" and "Watch". Nowhere in the game are these slots named as such, and also create an inconsistency, as the engineer's weapon's are listed as "PDA1" and "PDA2", and every other weapon listed is "primary", "secondary", and "melee" on other pages. — The preceding unsigned comment was added by Zorakirby (talk) • (contribs)
- Remember, sign your posts with ~~~~. Rolandius 20:50, 18 September 2011 (PDT)
Demoman Primary changes
Since a couple of patches, the demoman primary and secondary has been switched back to the old days, could someone whit better skill in editing modify such? Eesha 16:01, 15 October 2011 (PDT)Eesha
Primary, Secondary and Melee pages
Hey, maybe we should create a page for each of these slots? There are tons of links, which leads to categories, which aren't designed to be public pages. Just want some eye-candy for every slot in-game. Limie Pie 05:13, 17 October 2011 (PDT)
Conscientious Objector
The sign (Conscientious Objector) has attack interval and attack damage stats for the spy, but the spy can't wield that weapon. I would fix it, but I'm horrible with tables and I can't find where it is. Haosys 17:41, 20 October 2011 (PDT)
- I don't see the weapon in the Spy table? —Moussekateer·talk 17:45, 20 October 2011 (PDT)
- Under the all-class weapon table. My mistake, accidentally added it. (D'oh!) Fixed. —Rocket Ship BBQ(•) 20:09, 20 October 2011 (PDT)
It can't equip by engineer and spy but why It is All Class weapon? I think we need to change All Class Weapon to Multiply Class weapon but It needs to sweep more weapons such as Lugermorpgh or Reserve Shooter so here is the question.
- Do you need to change All Class weapon to Multiply Class weapon? Hinaomi 05:57, 25 October 2011 (PDT)
- Yes, it would be a good idea to call it a Multiple Class weapon instead of All Class. » Cooper Kid (blether) • (contreebs) 06:04, 25 October 2011 (PDT)
Sniper's primaries
Should there for another row for headshots and flaming arrow shots? I was basing this on the fact that the knives have their own rows for backstabs. Pwnator 04:20, 4 November 2011 (PDT)
- A headshot just counts as a crititical hit, so the damage for that is already in the table. The Backstab is seperate because it does a different amount of damage depending on the target's health. » Cooper Kid (blether) • (contreebs) 05:31, 4 November 2011 (PDT)
Change the pairings
Many of these weapons have their stats paired with other weapons with identical functions (some of which have added cosmetic effects), like the Wrench and Golden Wrench, but this page has inconsistencies. Here's a list of needed changes:
-Pair the stats of the Boston Basher and Three Rune Blade
-Move the Original up and pair its stats with the Rocket Launcher
-Move the Apoco-fists up and pair its stats with the Fists
-Pair the stats of the Your Eternal Reward and Wanga Prick
Also, I think we should get rid of the '/craft' underneath the Apoco-fists, since it wasn't intended to be craftable. Dr. Tomoki 14:50, 20 November 2011 (PST)
- I can't deal with that kind of code, but I'll try to do these. Also, the "Craft" text for the Apoco-Fists will stay there because, even if it was not (or maybe it was?), it can be crafted. – Epic Eric (T | C) 14:56, 20 November 2011 (PST)
- But apparently the craftability was fixed in the November 16, 2011 Patch. —Rocket Ship BBQ(•) 17:24, 20 November 2011 (PST)
- Actually, it won't work to pair the Basher and Blade, and the Prick and Reward together due to the way this page is formatted. As for the other changes, I think I can format those on my own. Dr. Tomoki 19:13, 21 November 2011 (PST)
- edited Dr. Tomoki 19:53, 21 November 2011 (PST)
- But apparently the craftability was fixed in the November 16, 2011 Patch. —Rocket Ship BBQ(•) 17:24, 20 November 2011 (PST)
Weekly Weapon?
This was brought up a while back when we were discussing the Hat of the Week. Basically, there isn't an image at the top of the Weapons page, so should we have a picture of a random weapon which changes every week, in a similar fashion to the Hats and Miscellaneous Items page? It shouldn't take too much work - I already have most of the code laid down and just need some opinions on whether or not it's going to be worth it. » Cooper Kid (blether) • (contreebs) 16:30, 7 February 2012 (PST)
- I think not of the week but of the month is better. Because weapons have fewer than hats and misc items. Hinaomi 01:00, 8 February 2012 (PST)
- Neutral While I was an advocate of keeping Hat of the Month (and I'm glad that that was all resolved nicely), I feel much less strongly about this. With a picture of a hat at the top the hats article, the picture conveyed a very large amount of information on the hat in and of itself - which is easy with hats because really all there is to them is how they look and then some minor details. With weapons this is not the case, you can't really tell what a weapon does just from looking at it - sure you can tell that the pistol will probably shoot bullets, but you wouldn't really be able to gain any significant information from comparing a picture of the Pistol to a picture of the Winger. Because of this reason, I am hesitant to say that adding a weapon of the week would be a valuable addition to the Weapons article. -Mr. Magoolachub 02:46, 8 February 2012 (PST)
- Neutral Not for or against this, but weekly seems a bit much. Swap em monthly if at all. SS2R 03:06, 8 February 2012 (PST)
- Comment Just wanted to clarify some numbers: there are currently 156 weapons, 219 hats and only 108 miscellaneous items. Needless to say, the argument that there aren't enough weapons to merit a weekly image is moot. » Cooper Kid (blether) • (contreebs) 10:25, 8 February 2012 (PST)
- What are you talking about right now? Magoo nor myself never said there wasn't enough weapons to swap it weekly. I said I think it's too frequent. If it goes up, I'd say keep it in line with when the HOTM gets swapped. Perhaps it's a consistency thing with me, can't really say. SS2R 14:36, 8 February 2012 (PST)
- Hinaomi was saying that he thought there weren't enough weapons, that's all. And remember that the Hat of the Month has been replaced with the weekly image now, that's why I'm suggesting a weekly one for the weapons page. » Cooper Kid (blether) • (contreebs) 14:47, 8 February 2012 (PST)
- Wow about 156 weapons? But do you forget something? Weapons didn't come alone in 1 patch (exept promo). And Weapon update frequency is fewer than hats and misc. (Because sometimes Valve update with only 1 contributed hat add to the game with unknown reason) So I think "of the month" is better but this is only my suggestion. Hinaomi 00:50, 9 February 2012 (PST)
- Hinaomi was saying that he thought there weren't enough weapons, that's all. And remember that the Hat of the Month has been replaced with the weekly image now, that's why I'm suggesting a weekly one for the weapons page. » Cooper Kid (blether) • (contreebs) 14:47, 8 February 2012 (PST)
- What are you talking about right now? Magoo nor myself never said there wasn't enough weapons to swap it weekly. I said I think it's too frequent. If it goes up, I'd say keep it in line with when the HOTM gets swapped. Perhaps it's a consistency thing with me, can't really say. SS2R 14:36, 8 February 2012 (PST)
- Comment Just wanted to clarify some numbers: there are currently 156 weapons, 219 hats and only 108 miscellaneous items. Needless to say, the argument that there aren't enough weapons to merit a weekly image is moot. » Cooper Kid (blether) • (contreebs) 10:25, 8 February 2012 (PST)
- Disagree While the hats and miscellaneous items are good for a monthly image, the weapons page just wouldn't fit it well in my opinion. There's not much to discuss about weapons; there's no intro section to make it blend well or anything. Mozart (talk • contribs) 14:25, 8 February 2012 (PST)
- Comment/Suggestion/Thing I don't remember if this was discussed on the "Hat of the Month", but we do have the code to make a pseudo-random number generator for the weapons. I have one with most the weapons on my user-page. This would make managing it much easier, but only if it didn't cause lag on the wiki and if we came to an agreement on this featured weapon thing. 14:58, 8 February 2012 (PST)
Bug
Would the fact that most, if not all team coloured weapons (prime examples being the Cow Mangler and the Flare Gun) turn red upon character death, even if you are on BLU, be a worthy enough bug to put on the page? Taser9001 03:41, 9 February 2012 (PST)
- Now this bug happen with all weapon, hats and misc. (with team color) Hinaomi 05:12, 9 February 2012 (PST)
Update maybe
The "Mmmph" effect picture at the Pyro's section should have a picture with the Pyro using the Phlogistinator. TheNobleScout 05:17, 12 March 2012 (PDT)
Crusader's Crossbow
Negative damage? Can someone clarify this? Darkid (Talk | contribs) 11:03, 18 May 2012 (PDT)
- Negative damage = Heal damage from crossbow. Hinaomi 11:07, 18 May 2012 (PDT)
Primary
Weapon | Kill icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Critical | |||
Craft Crusader's Crossbow |
1 | 38 | Normal | 38, 75 | 56, 112 | 75, 150 | N/A | |
Critical | 113, 226 | 168, 336 | 225, 450 |
This is the format I'm going to go with. If there are no serious objections in a week (June 7), this will go up. Darkid (Talk | contribs) 18:26, 31 May 2012 (PDT)
- I realise this topic is old, but you might want to include a tooltip about long range and medium range. Eels 11:18, 18 March 2013 (PDT)
Swing (animation) time?
Does anyone know the exact swing animation time? In other words, the exact time between when you press M1 and when the damge is dealt? I figure I'd find this here, and since it's not the case, I don't know where else to look. However, for all I know, it's not written anywhere, so I might as well ask. —BobMathrotus (talk) 12:20, 5 July 2012 (PDT)
Mann vs Machine upgrades
We should make a table on each page listing all the available upgrades for the weapons in MvM mode. Of course we'll need to wait until there are servers available before listing. Guybrush20X6 10:36, 16 August 2012 (PDT)
Pomson 6000
I've noticed that the Pomson on this page has got all of its old damage values (and it also factors in the variable number of hits on target) I haven't got a pomson, and I'm not great with server tools and such so I must ask someone else to address this. TheDoctorOwning 05:18, 22 August 2012 (PDT)
Previous iterations
Just a small suggestion to include the previous loadout stats and viewmodels of a weapon if they have any. Viewmodels include the lefty huntsman and the engineer's twisted arm with the pomson (if anyone has them). Loadout stats can be followed through the patch notes- some of them- but it would be much more user friendly to just include a picture of it. All images can go under a weapon's gallery with the date it was active. BASEBALLFURIES 17:30, 5 September 2012 (PDT)
Why doesn't spy have primary slot
Doesnt the spy have a primary slot? ZapIndex 00:18, 20 September 2012 (PDT)
- The Spy's Revolver is classified as a secondary weapon despite how in-game, its equipped in the first item slot. -- FraK.a | talk 00:38, 20 September 2012 (PDT)
Rocket Jumper is not a Robo-Sandvich
If someone can fix the issue with the RJ being called the Robo-Sandvich, please do. I tried to edit it, but apparently it goes deeper than editing the name from this page. ~ ThunderGyra ϟ [talk] 22:16, 22 September 2012 (PDT)
Common attributes
I noticed that some weapons such as the golden wrench and the stock wrnech have "common" attributes and the ones that are the same are listed in one column. Some weapons, however do not have these listed such as the AWPer hand to the stock sniper and the YER to the wanga prick, or if it would be appropriate, every knife. I tried for a long time but could not figure out how to so if someone who does know read this, that would be great!
Help
I'm new here, but i wanted to add mini-crits to the weapons table (actually already did that to Scout's primary), but there's this annyoing thing that replaces the word mini-crit with some random crap :
Template:Dictionary/common strings/mini-crit
How do i fix this ? — The preceding unsigned comment was added by NoirSuede (talk) • (contribs)
You mean User:WindBOT. If you'd read the warning at the top of the page, you'd know that you should instead edit Template:Dictionary/common strings and look for the word "Mini-crit:" header. Darkid (|) 05:37, 22 December 2012 (PST)- Fixed it. Next time, look through Template:Dictionary/common strings and look for the "mini-crit:" header. Darkid (|) 06:18, 22 December 2012 (PST)
Equalizer mini-crit
Guys, the damage tab on Equalizer doesn't show the exact mini-crit and crit damage like other weapons. Can someone please make it (i don't have an Equalizer).
NoirSuede 21:03, 23 December 2012 (PST)NoirSuede
List order
To my way of thinking the order in which the weapons are displayed should be listed in the order that they were released within their particular sections. I know that the pyrovision weapons are not in the right place for example. -- Swarfega T C 10:18, 18 March 2013 (PDT)
- Reskins merged with Base weapon (Like Maul is reskin of Homewrecker), I think this is easier to known that merge = same attribute. Rikka Takanashi (talk) • (contributions) 11:11, 18 March 2013 (PDT)
Putting Austrailium Quality into a Weapon Section
Do you think we should add the austrailium version on the page of that item? E.G Rocket Launcher and some infomation on it? I'm not really sure on this one, as I'm still new to The Wiki. Let me know what you tihnk please!
TheRobin™ 01:06, 15 December 2013 (PST)
- No. Reason is, It's not really needed. They are simply just the same weapon but textured differently. Notice how there are no "Festives" or "Botkilers" on the template. If they don't belong on there than the same goes for the austrailium weapons. Ashes (talk) 01:09, 15 December 2013 (PST)
New weps with Tf2 Item Designer
There is a plugin out there called Tf2 Item Designer, and it's a plugin where you can make your own custom weps with custom attributes. The reason why I was pointing this out is because I want people to make custom weps, test them out, and submit them to valve to put them into the game. — The preceding unsigned comment was added by ZombieNubMaster (talk) • (contribs) 21:05, 30 January 2014
- And how is it related to the article...? This would be better placed on the steam forums than here. Ashes (talk) 19:53, 30 January 2014 (PST)
Quickiebomb launcher missing
All the new weapons are here but the quickibomb launcher. I cant edit the weapons list :( — The preceding unsigned comment was added by ScottishDrunkard (talk) • (contribs)
Purpose of Notes Under The affects of the quirks of the item system?
Under "These quirks do not affect gameplay, but have a bearing on crafting blueprints." There is a note that says "Note: N/A: Not Applicable. - HP: Health. - sec.: Seconds. - ∞: Unlimited." Am I missing something? Why is this here? Sutol (talk) 08:56, 19 July 2018 (UTC)
- I would say no purpose. I would say the whole Notes section, at first flush is unnecessary and not in the style of the wiki. It is generally not desired for weapon articles to discuss changes in function unless it was a fundamental and historic shift in game play, and maybe not even then. I would ask you to tag the section for deletion, which I would support and allow for anyone to identify any content of that section worthy of retention. M I K A D O 282 oOOOOo oo oo (talk) (To Do) 20:49, 19 July 2018 (UTC)
- Well, yeah - there isn't anything noteworthy in the notes in first place, just delete it. No point in discussing this, we could for example just as well note how every weapon used to have +-10% dmg, because of dmg spread etc; remove this altogether. Agree Goodjob (talk) 16:05, 20 July 2018 (UTC)
- I was just angling to give the new editor an exercise in maintenance templates. M I K A D O 282 oOOOOo oo oo (talk) (To Do) 17:59, 20 July 2018 (UTC)
- Well, yeah - there isn't anything noteworthy in the notes in first place, just delete it. No point in discussing this, we could for example just as well note how every weapon used to have +-10% dmg, because of dmg spread etc; remove this altogether. Agree Goodjob (talk) 16:05, 20 July 2018 (UTC)