Weapons (Classic)
From Team Fortress Wiki
(Redirected from Grenade (Classic))
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: instakill | 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 | 50 | 4-22 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic | Fires six pellets. |
| | Sniper Rifle | Shells | 75 | N/A | Varies | Sniper | Capable of headshooting; 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 | |||||
| | Double-Barrel Shotgun | Shells | 6 | 50 | 4-51 | Soldier, Heavy Weapons Guy, Medic, Engineer, Spy | Fires fourteen pellets. |
| | Nailgun | Nails | 200 | N/A | 9 | Scout | N/A |
| | Grenade Launcher | Rockets | 6 | 100 | 40-80 | Demoman | Detonates 2.5 seconds after shot is fired. Shares magazine with Pipebomb Launcher. |
| | Flamethrower | Cells | 200 | N/A | 20(Contact) 2(Afterburn) | Pyro | Cannot inflict afterburn on enemy Pyros. |
| | Automatic Rifle | Shells | 75 | N/A | 8 | Sniper | N/A |
Slot 4 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. |
| | Assault Cannon | Shells | 200 | N/A | 32 | Heavy Weapons Guy | N/A |
| | Super Nailgun | Nails | 150 | N/A | 12 | Medic | N/A |
| | Pipebomb Launcher | Rockets | 6 | 50 | 40-80 | Demoman | Detonates with secondary fire. Shares magazine with Grenade Launcher. |
| | Incendiary Cannon | Rockets | 20 | N/A | 30-60 | Pyro | Ignites players via splash damage. Cannot inflict afterburn on enemy Pyros. |
| | Nailgun | Nails | 100 | N/A | 9 | Sniper, Spy | N/A |
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. |
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. |
| 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
| |||||||||||