Difference between revisions of "Weapons (Classic)"

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m (Removed unnecessary spaces; properly capitalized "Team Fortress 2" and "Mannpower" in the Cut weapons section.)
(Removed from the "Grenades (Classic)" category, as it isn't specifically about grenades or a type thereof.)
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[[Category:Team Fortress Classic]]
 
[[Category:Team Fortress Classic]]
 
[[Category:Weapons (Classic)]]
 
[[Category:Weapons (Classic)]]
[[Category:Grenades (Classic)]]
 

Revision as of 20:01, 21 January 2021

Slot 1 Weapons

Picture Weapon Damage Used
By
Notes / Special Abilities
HUD crowbar TFC.png Crowbar 18 Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper N/A
HUD medkit TFC.png Medkit Initial: 9
Infection: 8 per hit
Medic Used to heal teammates and infect enemies.
HUD knife TFC.png Knife Standard: 36
Back-stab: instant kill
Spy Can backstab for an instant kill.
HUD Wrench TFC.png Wrench 18 Engineer Used to upgrade buildings and repair armor.
HUD crowbar TFC.png Umbrella 18 Civilian Remodel of the Crowbar.

Slot 2 Weapons

Picture Weapon Ammo Damage Used
By
Notes / Special Abilities
Type Loaded Carried
HUD single shotgun TFC.png Single-Barrel Shotgun Shells 8 200(HeavyWG) 100(Soldier) 75(Demoman+Medic) 50(Scout) 40(Pyro) 4-22 Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic Fires six pellets.
HUD sniper rifle TFC.png Sniper Rifle Shells 75 N/A Varies Sniper Capable of headshotting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot.
HUD tranq TFC.png Tranquilizer Gun Shells 40 N/A 18 Spy Slows victim to half speed on hit.
HUD railgun TFC.png Railgun Nails 50 N/A 23 Engineer N/A

Slot 3 Weapons

Picture Weapon Ammo Damage Used
By
Notes / Special Abilities
Type Loaded Carried
HUD auto rifle TFC.png Automatic Rifle Shells 75 N/A 8 Sniper N/A
HUD double shotgun TFC.png Double-Barrel Shotgun Shells 6 200(HeavyWG) 100(Soldier) 75(Medic) (50(Engineer) 40(Spy) 4-51 Soldier, Heavy Weapons Guy, Medic, Engineer, Spy Fires fourteen pellets.

Slot 4 Weapons

Picture Weapon Ammo Damage Used
By
Notes / Special Abilities
Type Loaded Carried
HUD nail gun TFC.png Nailgun Nails 200(Scout) 100(Sniper+Spy) N/A 9 Scout, Sniper, Spy N/A
HUD grenade launcher TFC.png Grenade Launcher Rockets 6 50 40-80 Demoman Detonates 2.5 seconds after shot is fired. Shares magazine with Pipebomb Launcher.
HUD super nailgun TFC.png Super Nailgun Nails 150 N/A 12 Medic N/A
HUD flamethrower TFC.png Flamethrower Cells 200 N/A 20(Contact)
2(Afterburn)
Pyro Cannot inflict afterburn on enemy Pyros.

Slot 5 Weapons

Picture Weapon Ammo Damage Used
By
Notes / Special Abilities
Type Loaded Carried
HUD rocket launcher TFC.png Rocket Launcher Rockets 4 50 Varies Soldier Can inflict self damage; can be used to Rocketjump.
HUD pipebomb launcher TFC.png Pipebomb Launcher Rockets 6 50 40-80 Demoman Detonates with secondary fire. Shares magazine with Grenade Launcher.
HUD assault cannon TFC.png Assault Cannon Shells 200 N/A 32 Heavy Weapons Guy N/A
HUD incendiary cannon TFC.png Incendiary Cannon Rockets 20 N/A 30-60 Pyro Ignites players via splash damage. Cannot inflict afterburn on enemy Pyros.

Primary Grenades

Picture Grenade Damage Used
By
Notes / Special Abilities
Frag tfc.png Hand Grenade Varies Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper, Spy, Engineer Deals massive damage on a four second fuse.
Caltrop tfc.png Caltrop 9 Scout Causes leg injury which slows down enemies.

Secondary Grenades

Picture Grenade Damage Used
By
Notes / Special Abilities
Nail Grenade TFC.png Nail Grenade Soldier Releases nails for a short while before detonation.
Mirv tfc.png MIRV Grenade Heavy Weapons Guy, Demoman Splits into multiple grenades upon detonation, which detonate shortly afterward.
Conc tfc.png Concussion Grenade Scout, Medic While dealing no damage, it causes considerable knockback and disorientation.
Napalm tfc.png Napalm Grenade Pyro Ignites environment and enemies within blast radius for a limited amount of time upon explosion.
Gas tfc.png Hallucination Grenade Spy Continuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.
Emp tfc.png EMP Grenade Varies Engineer Detonates all of the ammo an enemy is holding.

Special

Picture Weapon Damage Used
By
Notes / Special Abilities
Detpack TFC.png Detpack Insta-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. HookMod, however, was a third-party mod in the middle days of TFC, emulating the grappling hook from before. It was added in Team Fortress 2 for the Mannpower gamemode.
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

  1. a b SDK\Half-Life Singleplayer\cl_dll\tf_defs.h
  2. PlanetFortress, Teleporters Return

See also