Weapons (Classic)
(Redirected from Weapons (Team Fortress Classic))
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Contents
Slot 1 Weapons
Weapon | HUD icon | Classes | Attack interval | Damage |
---|---|---|---|---|
Crowbar |
Scout Sniper Soldier Demoman Heavy Weapons Guy Pyro |
0.4 seconds | 18 | |
Medkit |
Medic | 0.4 seconds | 9 | |
8 (Infection) | ||||
Knife |
Spy | 0.4 seconds | 36 | |
Instant kill (Backstab) | ||||
Wrench |
Engineer | 0.4 seconds | 18 | |
Umbrella |
Civilian | 0.4 seconds | 18 |
Slot 2 Weapons
Weapon | HUD icon | Classes | Ammo | Damage | ||
---|---|---|---|---|---|---|
Type | Loaded | Carried | ||||
Single-Barrel Shotgun |
Scout Soldier Demoman Medic Heavy Weapons Guy Pyro |
Shells | 8 | 50 (Scout) 100 (Soldier) 75 (Demoman) 75 (Medic) 200 (Heavy Weapons Guy) 40 (Pyro) |
4-24 | |
Sniper Rifle |
Sniper | Shells | 75 | N/A | Varies | |
Tranquilizer Gun |
Spy | Shells | 40 | N/A | 18 | |
Railgun |
Engineer | Nails | 50 | N/A | 23 |
Slot 3 Weapons
Weapon | HUD icon | Classes | Ammo | Damage | ||
---|---|---|---|---|---|---|
Type | Loaded | Carried | ||||
Automatic Rifle |
Sniper | Shells | 75 | N/A | 8 | |
Double-Barrel Shotgun |
Soldier Medic Heavy Weapons Guy Spy Engineer |
Shells | 16 | 100 (Soldier) 75 (Medic) 200 (Heavy Weapons Guy) 40 (Spy) 50 (Engineer) |
4-56 |
Slot 4 Weapons
Weapon | HUD icon | Classes | Ammo | Damage | ||
---|---|---|---|---|---|---|
Type | Loaded | Carried | ||||
Nailgun |
Scout Sniper Spy |
Nails | 200 (Scout) 100 (Sniper) 100 (Spy) |
N/A | 9 | |
Grenade Launcher |
Demoman | Rockets | 6 | 50 | 40-80 | |
Super Nailgun |
Medic | Nails | 150 | N/A | 12 | |
Flamethrower |
Pyro | Cells | 200 | N/A | 20 | |
2 (Afterburn) |
Slot 5 Weapons
Weapon | HUD icon | Classes | Ammo | Damage | ||
---|---|---|---|---|---|---|
Type | Loaded | Carried | ||||
Rocket Launcher |
Soldier | Rockets | 4 | 50 | Varies | |
Pipebomb Launcher |
Demoman | Rockets | 6 | 50 | 40-80 | |
Assault Cannon |
Heavy Weapons Guy | Shells | 200 | N/A | 32 | |
Incendiary Cannon |
Pyro | Rockets | 20 | N/A | 30-60 |
Primary Grenades
Weapon | 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
Weapon | 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 |
Deals no damage, but 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
Weapon | Damage | Used by | Notes / Special Abilities |
---|---|---|---|
Detpack |
Instant 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. It was added in Team Fortress 2 for the Mannpower game mode. |
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. |
Flare | Grenade | Sniper | The Sniper's secondary grenade. Cut for unknown reasons. |
See also
References
- ↑ a b Half-Life SDK
- ↑ PlanetFortress, Teleporters Return
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