|“Gotta move that gear up!”
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Well-balanced and possessing both survivability and mobility, the Soldier is considered one of the most flexible classes in Team Fortress 2. Despite his low ground movement speed, he is capable of using rocket jumps to reach his destination quickly. His large health pool is second only to that of the Heavy, and his wide array of armaments and weaponry allows him to bring whatever weapon or equipment is best suited to the situation at hand.
- 1 Current featured article
- 2 Previous featured articles
- 2.1 ConTracker
- 2.2 Teleporters
- 2.3 Gunslinger
- 2.4 Decorated (quality)
- 2.5 Duck Journal
- 2.6 Mann vs. Machine
- 2.7 Engineer Update
- 2.8 Mechanics
- 2.9 Haunted Hallowe'en Special
- 2.10 First Annual Saxxy Awards
- 2.11 Über Update
- 2.12 Non-player characters
- 2.13 ÜberCharge
- 2.14 Patches
- 2.15 Item quality
- 2.16 Medieval Mode
- 2.17 Bonk! Atomic Punch
- 2.18 Comics
- 2.19 Movies
- 2.20 Sandvich
- 2.21 Wrangler
- 2.22 2Fort
- 2.23 Taunts
- 2.24 Critical hits
- 2.25 Medic
- 2.26 Hydro
- 2.27 List of game modes
- 2.28 Team Fortress Classic
- 2.29 Backstab
- 2.30 Buff Banner
- 2.31 Dispenser
- 2.32 Spy
- 2.33 Dalokohs Bar
- 2.34 Crafting
- 2.35 Engineer
- 2.36 Eyelander
- 2.37 Administrator
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Previous featured articles
The ConTracker is a Main Menu contract-tracking application that may be started by clicking the ConTracker icon on the Main Menu or by using the premium Jungle Inferno ConTracker Backpack Item to "View Contracts". The HUD may also indicate to the player which key to press to open the ConTracker to activate or turn in Contracts.
When opened, the ConTracker appears as a PDA that lets the player navigate, select, and track available Contracts, including, presently, the premium Mercenary Park Contracts of the Jungle Inferno Campaign (if the player has purchased and used the Jungle Inferno Campaign Pass or the Jungle Inferno Contracts Pass) and the free Pyroland Contracts. During Scream Fortress 2017, the application introduced the management of Halloween Contracts. Using this tool, players may browse through available Contracts, view completion rewards, select personalized Contract paths, consider both Primary and Bonus Objectives, activate Contracts, and turn in completed Contracts.
Teleporters are a type of building that can be constructed by an Engineer using the Build Tool. Two components make up a complete and functional Teleporter set: the Teleporter Entrance and the Teleporter Exit. Both ends appear as team-colored devices that rotate quickly to form glowing, circular pads.
Players who stand on a fully charged Teleporter Entrance are instantly transported to the corresponding Teleporter Exit in a flash of light and team-colored particles. After a brief period of recharging, another teammate can pass through. A team can easily have their offensive push or defensive setup crumble if they lack prompt reinforcements, while one with a judiciously-placed Exit can apply constant pressure and even sneak into an unaware enemy's territory.
The Gunslinger is an unlockable melee weapon for the Engineer. It is a robotic prosthetic hand which replaces the Engineer's right hand. It grants the Engineer an additional 25 max health (raising his total health to 150) at the cost of disabling random critical hits with the weapon.
Using the Gunslinger allows the Engineer to build the Combat Mini-Sentry Gun instead of the standard Sentry Gun. The Mini-Sentry builds, rotates, and fires much faster than the standard Sentry Gun. However, it cannot be upgraded, each shot deals lower damage compared to that of a normal Level 1 Sentry Gun, and the gibs from a destroyed Combat Mini-Sentry Gun do not grant the Engineer any Metal.
Decorated weapons are cosmetic "skins" with 6 levels of rarity referred to as Grades and a separate ranking of exterior wear referred to as "Wear." The only methods to obtain a Decorated item is through contract completion and unboxing specific weapon cases. Strange variants add a Stat Clock to the side of the weapon that tracks kills, and Civilian Grade weapons can also have a Stat Clock applied to them using a Civilian Grade Stat Clock.
For the duration of the event, which ran from December 8, 2014 to January 7, 2015, the duck collection mini-game allowed players to accumulate Duck XP and rank up their Duck Journals through collecting ducks dropped during matches. Duck Journals ranked up once for every 5000 Duck XP, and could be upgraded through purchasing Duck Tokens via the Mann Co. Store.}}
The Mann vs. Machine Update was a major content update that introduced a new co-op game mode and map. The update was announced on August 13, 2012, followed by daily reveals until its release on August 15, 2012.
In the newly added Mann vs. Machine game mode, a team of up to six players attempt to prevent a horde of AI-controlled robot versions of the mercs from carrying a bomb to their base.
It was unique in that rather than announcing new content for the update regularly, new content was announced every time 25 Golden Wrenches were found through crafting. With 100 Wrenches to be found in total, there were 4 announcements prior to the final release of the update which added a new core mechanic for the Engineer, Hauling, along with several new Engineer weapons and maps.
The Haunted Hallowe'en Special, officially known as the Terrifying Team Fortress Haunted Hallowe'en Special, was the first update in what would later become an annual event. The update was first revealed in a blog post on October 29, 2009, and the update was released on the same day. Aside from fixing a few issues, the update introduced two new maps: Harvest and Harvest Event. The release of these maps was unique as it was the first time that the same map had been released in both a standard and an event variety. The patch also introduced two new hazards: the ghost of Zepheniah Mann, which was exclusive to Harvest Event, and the Pumpkin Bomb, which only appears on Halloween-themed maps. Two new hats were also introduced, the Mildly Disturbing Halloween Mask and the Ghastly Gibus, as was a pack of five Halloween-themed achievements known as Scarechievements. Finally, the patch introduced the Halloween pumpkin; a special pickup item that only appears on Halloween-themed maps and randomly drops when a player is killed.
The First Annual Saxxy Awards was a contest held amongst the community to create a replay in order to earn "the most prestigious virtual award in combat filmmaking: a foot-high bust of an almost entirely naked Australian man." The competition was announced alongside the Replay Update.
The Über Update is a major content update for Team Fortress 2 and was released on June 23, 2011 Patch. It was heralded as "The biggest, most ambitious update in the history of Team Fortress 2." Similar to other major updates, such as the Sniper vs. Spy Update and the Engineer Update, the Über Update followed a four-day-long system of daily content previews, the last of which featured the release of Meet the Medic.
Non-player characters, commonly abbreviated as NPCs, are characters in the Team Fortress 2 setting which are not one of the nine playable classes. While most are uninvolved in gameplay, they still add extra background to the Team Fortress 2 setting.
ÜberCharge (German for "supercharge" or "overcharge", translated as "Überladung" in the German version) is an ability of the Medic. ÜberCharge is built up as the Medic heals players with his secondary weapon. Each healing tool has its own unique ÜberCharge effect, which the Medic can unleash once his charge meter reaches 100%.
Major updates are patches that add new weapons, game modes, or maps. Previously, major updates had centered around one or two particular classes and included new content released predominantly for that class. More recent updates, however, have focused on a particular theme or holiday celebration such as Halloween.
Patches to the game are deployed to Windows and Mac OS X platforms via Steam, and must be downloaded and applied before the game can be launched. While both platforms retain the same codebase and any updates are released to both simultaneously, the version of the game on Xbox 360 platform is separate and does not receive frequent updates, due to restrictions imposed on game developers by Microsoft. To date, there have been only four patches to Team Fortress 2 on Xbox 360, compared to the 723 patches that have been released to Windows and Mac OS X since 2007.
All items have an assigned quality. Quality determines the color of the item's displayed name and influences its perceived trade value.
An item may only have one assigned quality at a time, which cannot be altered except through certain circumstances by Valve.
The names of the various qualities are defined in the game files.
Currently, there is only one official map that uses Medieval mode, DeGroot Keep. The game mode is unique in that it does not allow players to use any weapons of their choice - it restricts them to a set list of allowed weapons, mainly focusing on melee weapons. The goal of the game mode is similar to a control point game, in that there are a number of control points which the attacking team must capture and the defending team must defend. However, in the only currently official map, the attackers must capture the first two control points in order to gain access to the last control point, which, if not captured in a set amount of time, will subsequently close and all control points will revert to being uncaptured.
Bonk! Atomic Punch is an unlockable secondary weapon for the Scout class. It is a small energy drink can with a team-appropriate label; RED's flavor of Bonk! is "Cherry Fission", while BLU's is "Blutonium Berry".
Upon consumption, Bonk! Atomic Punch provides invincibility from most incoming damage to the player for 6 seconds. This item does not, however, protect from environmental damage or telefragging. The player's view is forced into third-person mode upon drinking. There, they are able to maneuver and jump as they see fit, but will be unable to use weapons. When any type of bullet or projectile hits a Scout under Bonk's effects, a "Miss!" signal will appear above their head followed by one of many responses. The player has unlimited Bonk! cans at their disposal, but cannot take out another can until the item's cooldown period, shown in the HUD, is over.
The story of Team Fortress 2 boasts a very loose continuity. Though comics serve to explain concepts such as the origins of a weapon, some events may conflict.
Several short-animated movies have been created by Valve to promote Team Fortress 2. The most prominent of the shorts are contained in the Meet the Team series, which feature each of the classes in their own narrative. Other movies have centered around major game updates or depicted various game development processes, such as the creation of maps. Typically, each video lasts from three to four minutes.
The Sandvich, known in full as the Sandvich Edible Device, is an unlockable secondary weapon for the Heavy. It is half of a sandwich, consisting of two triangular slices of bread containing lettuce, tomatoes, Swiss cheese and an indeterminate meat referred to as both ham and bologna by the Heavy. Topping it is a green stuffed olive pinned to the Sandvich by a toothpick.
The Sandvich can be consumed by pressing the correct bound keys for either primary fire or taunting. When eaten, it will replenish 100% health, 300 HP, over a four second duration. During this time, the player will be forced into the third-person view as the Heavy stops and makes a loud munching noise whilst eating.
The Wrangler is an unlockable secondary weapon for the Engineer. It appears to be the remains of a wooden pistol grip implemented under an early-80's single-button style joystick, with a small, square radar dish protruding from the front.
When in use, the Wrangler allows the Engineer to manually take control of his Sentry Gun. Upon doing so, the Sentry Gun loses its default autoaim and automatic firing abilities. Instead, the Engineer can direct the building to fire in any direction with the primary fire button being used to fire the turrets. If the player utilizes manual control over a level 3 Sentry Gun, the alternate fire button is used to fire rockets. When firing either the turrets or rockets, the Sentry Gun has no maximum range however the rockets suffer from damage falloff based on the Engineer's distance to the target.
2Fort is a Capture the Flag map and is the subsequent remake of the Team Fortress Classic map of the same name; these maps are both based on the Team Fortress map "2fort5." 2Fort was the first official CTF map for Team Fortress 2. It was one of the six initial maps included with the game's release.
Two similar forts oppose each other, which are separated by a water-filled moat. A covered bridge spans the moat and battlements on each fort provide excellent positions to assault oncoming players.
Taunts can be performed with most weapons, each possessing their own unique animation and dialog line(s). Several lines of dialog are chosen at semi-random during a taunt, with one line being chosen at random and every line after it following a specific order.
Taunts are generally used for gloating purposes after killing an opponent, to celebrate a victory, provoke living opponents or simply for comedic effect. Generally, taunts have no direct effect on gameplay. However, certain taunts (known as "taunt attacks" or "taunt kills") have effects such as healing the player and stunning, damaging or even killing opponents.
Critical hits, also known as "Crits", are attacks that do extra damage and have distinctive sounds both when fired and when hitting a target. Players on the receiving end of the attack will have the words "Critical hit!!!" appear over their head in green letters, accompanied by a loud ding.
Critical hits can be easily distinguished from normal hits. Melee weapons have a unique swinging animation. Explosives projectiles, such as rockets or Stickybombs, have a team-colored glow and sparkle effects. Bullets have team-colored trails.
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
Hydro is a Territorial Control map and was one of the six initial maps included with the game's release. So far, Hydro is the only official territorial control map of its kind, most possibly due to the complexity and difficulty of designing such a map type.
The goal of Hydro is to take over the entire map by capturing "territories." Each game is randomly selected from the six available layouts in a "point against point" game where both teams must capture the opposite point while preventing their own. After a team successfully captures the enemy control point, the next round will start, taking place in a different area of the map (which is also randomly generated). After a team captures all four territories, the attacking team must capture the enemy team's base while the other defends for their life. If the Base point is captured, the attacking team wins the round. When the next round begins, territories are reset and a new random game is selected.
Team Fortress 2 has eight official game modes. Initially, the game shipped with three game modes: Capture the Flag, Control Point, and Territorial Control. Numerous updates have added five new game modes (Payload, Arena, King of the Hill, Payload Race and Medieval Mode) and two training maps. These game modes are spread across 41 official maps and offer a great variety of play styles and games in Team Fortress 2.
Team Fortress Classic, also known as Team Fortress 1.5, usually abbreviated as TFC, is the predecessor of Team Fortress 2 and a porting of the original Team Fortress, originally a mod for the popular game Quake, to the Half-Life engine.
Team Fortress Classic is a team-based multiplayer first-person shooter video game developed by Valve. A remake of the Team Fortress modification for Quake, Team Fortress Classic was originally released for Windows on May 30, 1999 as a free addition to Half-Life. A standalone version was later released with Valve's Steam system in 2003. The development of Team Fortress Classic was led by John Cook and Robin Walker, the designers of the original Team Fortress modification.
A Backstab is a context-sensitive attack with the Spy's Knife, Your Eternal Reward or Conniver's Kunai that results in a one-hit kill. A Spy may backstab an enemy as long as the enemy is close enough to be hit with a melee attack, and the Spy is within a 180° range of the enemy's back. Backstabs deal damage equal to 600% of the target's current health and always Critically hit (unless otherwise prevented by a Battalion's Backup, although it will not cause a damage reduction). Due to the mechanics of the Spy's melees, unlike most melee weapons, backstabs connect instantly upon activation. To indicate that a Spy is within the required range to perform a backstab, he will turn his Knife downward, primed for a kill. The Knife will remain in this position until the target is no longer in reach, or the Spy attempts a backstab by attacking.
The Buff Banner (also known as the BB, Bugle or just Banner) is an unlockable secondary weapon for the Soldier. It appears as a tattered battle standard, mounted on a small backpack and accompanied with a dented bugle. The war flag itself remains hidden in the backpack until it is activated, at which point it will appear on a pole mounted to the pack.
Equipping the Buff Banner makes a "Rage Meter" visible to the Soldier, which is filled by dealing damage to enemies. The Rage Meter becomes full after the Soldier has dealt 600 damage in a single life, at which point he can sound his bugle to rally his teammates. Note that telefragging an enemy results in a fully charged rage meter regardless of previous charge or the type of class killed. During the 10 seconds following this rallying call, all hits made by allies positioned within 450 units of the Soldier (including his own) become Mini-Crits. Buffed players within the radius emit team-colored rings of light from their feet, and their weapons brighten similarly to a Crit boost.
A Dispenser is a building that can be constructed by an Engineer, providing health, ammo and metal to nearby teammates. Engineers rely heavily on metal from their Dispensers to construct and maintain their Sentry Guns and other buildings. Any player may replenish their supplies by simply standing next to the Dispenser.
Dispensers can prove to be invaluable in supporting a team when used effectively. As well as providing a steady health increase for teammates, Dispensers act as a portable ammo source, and can provide additional Metal for other Engineers to use. Dispensers will also attract many teammates to one area which can help to better forward an attack, particularly if the team is scattered and ungrouped.
Hailing from an indeterminate region of France, the Spy is an aficionado of sharp suits and even sharper knives who relies on stealth and trickery to aid the team. Using his unique array of Cloaking watches, he can render himself invisible and even fake his own death, leaving unaware opponents off-guard. His disguise kit lets him take on the form of any class, allowing him to blend in and sneak behind enemy lines before stabbing his unsuspecting 'teammates', quite literally, in the back. In fact, a swift backstab from behind with the Spy's trusty Knife will take out any foe in a single hit.
In addition to being able to assassinate key enemies quickly and efficiently, the Spy is great against the Engineer. Using his Electro Sappers, he can disable his buildings, slowly draining their health until they are destroyed.
The Dalokohs Bar (pronounced ʻDah-lock-ussʻ) is an unlockable secondary 'Lunchbox' item for the Heavy, and was released in the March 18, 2010 Patch as part of the first series of community-created content. When consumed, the vitamin-enriched candy-bar heals the Heavy for 60 HP - 20% of his maximum health. In addition, his maximum health is increased temporarily for the next 30 seconds, like a semi-permanent overheal. Note that the additional health does not count towards base health for the purpose of further overheal as maximum health after overheal remains at 450. Like his Sandvich variant the Heavy will be immobile when eating, does not extinguish fire, nor can be eaten underwater. The Dalokohs bar, however, cannot be dropped to heal his team mates. An eaten Dalokohs bar has a cooldown of 30 seconds unless the Heavy dies or gets another one at a Resupply cabinet.
Crafting is an in-game system allowing players to create specific items, such as a weapon, hat or materials for further crafting, using unwanted or duplicate items gained normally via the Item drop system.
To create these items, the player must follow explicit blueprints, some of which are initially available and others of which must be discovered by the player by experimentation. After following a valid, undiscovered blueprint recipe, the player will both gain the item specified by the blueprint, and the blueprint will be added to the player's list of known blueprints. If the player attempts to craft an item without a corresponding blueprint, they will be notified that no such recipe exists, and no items will be lost.
A soft-spoken, amiable Texan with a knack for all things mechanical, the Engineer chooses to build and maintain buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry gun, an automated turret that fires at any enemy in range, the Dispenser, a device that replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray.
However, the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies; a good Engineer must keep his gear under a watchful eye and in good repair at all times. When the Engineer needs to get his hands dirty, his trio of generic, yet capable weapons combined with the assistance of his helpful hardware make him more than capable of holding his own in a fight.
The Eyelander is the unlockable melee weapon for the Demoman. First hinted at on a hidden page during the WAR! Update. It is an exceptional claymore, being "harmonically-balanced, made from pattern-welded Damascus steel, and slow-forged in the bowels of captured English kings." It is, unfortunately, also haunted by a bloodthirsty, malevolent spirit.
Wielding the Eyelander results in an initial penalty of 25 to the wielder's health, resulting in a total of 150; however, for every victim the wielder claims with it, they will gain a boost to speed and 15 maximum health (four times per life). On the downside, you cannot gain random Critical Hits but it is possible to guarantee one with the Chargin' Targe special ability. Kills using the Eyelander results in the decapitation of the victim's head. As the Demoman’s head count increases, his eye will glow with an increasing intensity.
The Administrator, also referred to as the TF Announcer or simply the Announcer, is the CEO of both RED and BLU as well as TF Industries. She is the source of the mysterious, disembodied voice that issues commands and announces vital events during matches. An aged and thoroughly evil mastermind of a woman, the Administrator possesses both a piercing gaze and the sort of voice that commands total and unwavering obedience...or else. Her general demeanor tends towards either slight anger or various stages of bitter disappointment.
The Administrator wields considerable influence and power. Her ownership of both the RED and BLU holding corporations grants her, by extension, control over every major government on the planet. She tends to keeps her operations top secret, manipulating events from behind the scenes. Any development that may chance unwanted attention is swiftly terminated with extreme prejudice.