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Team Fortress Classic
Team Fotress Classic


Weapons


Play Team Fortress Classic
for just a few minutes, and you'll quickly realize that there are a boatload of new weapons in the game. Some weapons can be carried by multiple classes, like the shotgun or nailgun, while others, like the sniper rifle or assault cannon, are specific to a single class. There are also a large number of grenades, which are essential to defensemen and offensive players alike. Listed below are all the weapons and grenades you'll find in Team Fortress Classic.


Weapons

For the most part, weapons are chosen the same way they are in Half-Life. Each weapon gets assigned a slot between 1-5, and once you choose a slot you can select a weapon by pressing the fire button. When you run out of ammo, you'll need to reload just as in Half-Life. However, that's where the similarities end.

None of the classes have more than one weapon per slot, so you don't have to worry about scrolling through multiple weapons in a particular category, and in addition, there is no secondary fire for any of the weapons (although there is a "special skill" key that performs this task for a few classes). Here are all the weapons in Team Fortress Classic, along with the variousl classes that can carry them.


Slot 1 weapons

Crowbar

Crowbar

Used by: all classes except medic, spy, and engineer

The old standby, the crowbar can come in handy when you're in close with the enemy. It's been toned down a lot from Half-Life (it swings slower and does less damage) but is still useful in a pinch.



Medkit


Medkit

Used by: Medic

Carried only by the medic, the medkit can be used to either heal your teammates or infect enemies. Simply aim it at the person you'd like to use it on and fire away. If you have enough spare health, you can give teammates with full health an "adrenaline" boost, pushing them 5 points above normal health, up to 50 points over that class' maximum. The extra health will simply drain away slowly until it reaches the normal max health for that player.

 

Knife


Knife
Used by: Spy

The knife, used only by the spy, can be quite lethal and kill many players with one stab to the back of the head. Sneak up behind someone and let 'em have it!

 



Wrench and Sentry Gun


Wrench
 
Used by: Engineer

Used exclusively by the engineer, the wrench serves a few useful purposes. When selected, you can see how much metal you're carrying (to build or upgrade your sentry gun or dispenser), and if you hit your sentry gun with the wrench, you'll bring up the "maintain/upgrade sentry gun" menu. Also, if you have enough metal, you can also hit teammates with the wrench to upgrade their armor - watch for players yelling "Medic", as they'll probably need armor as well as health. .

 


Slot 2 weapons

Single-Barrel Shotgun

Single-Barrel Shotgun

Used by: Demoman, Medic, HW Guy, Pyro, Scout, Soldier

This is a medium-strength weapon carried by many classes. You'll need to get in close to use it to full effect, but shove this in someone's stomach and pull the trigger, and you'll put a bit of hurtin' on them.



Sniper Rifle


Sniper Rifle

Used by: Sniper

The sniper's pride and joy, the sniper rifle lets you pick off enemies from far off, wounding them with a leg shot or taking them out with a head shot. Use the "special skill" key to enter zoom mode, then depress the fire button to begin "charging" up a shot. When you let go of the fire button, a round will be fired off - the longer the charge, the more damage you do, so try to anticipate your enemies' movements for maximum effect.

 

Railgun

 


Railgun

Used by: Engineer

Carried only by the engineer, the railgun (not to be confused with it's Quake II counterpart) shoots out little green bursts of energy. The gun has a rather slow firing rate, and is really good only as a last resort.


Tranquilizer Gun


Tranquilizer Gun

Used by: Spy

Used exclusively by the spy, the tranquilizer gun shoots out darts that will cut the speed of any enemy they hit in half. The darts are very lightweight and travel slowly towards their target, so these are best used up close. 

 


Slot 3 weapons

Double-Barreled Shotgun

 


Double-Barrele
d Shotgun

Used by: Engineer, HW Guy, Medic, Soldier, Spy

Carried by quite a few classes, the double-barrel shotgun is a solid addition to any arsenal and bad news for anyone you hit with it up close. You can fire off 16 shells before having to reload.

Auto Rifle


Auto Rifle

Used by: Sniper

A backup mode for the sniper rifle, the auto rifle is OK in a tight spot, but if you find yourself using it a lot, you may need to re-examine your sniping strategies. Use this only when you need to and at close range.

 


Slot 4 weapons

Nailgun

 


Nailgun

Used by: Scout, Sniper, Spy

An old favorite, the nailgun makes its return from the original Quake in Team Fortress Classic, with a facelift to boot. This is not a heavy-duty weapon by any means, but can be effective against slower targets.


Super Nailgun


Super Nailgun

Used by: Medic

Carried only by the Medic, the Super Nailgun is just that: a Nailgun that shoots at an increased rate. As the medic, you shouldn't be looking for combat too often, but when it finds you, you'll be glad to have the Super Nailgun at your side.

Grenade Launcher

Grenade
Launcher

Used by: Demoman

Used exclusively by the Demoman, the grenade launcher works just like you'd  think it would: lob out a grenade, wait a few seconds, and watch it explode. 'Nuff said?


Flamethrower


Flamethrower

Used by: Pyro

A short-range weapon used by the Pyro, the Flamethrower can be used to set enemies on fire, slowly draining their health away, and is a great way to send Scout flag carriers running for cover. The huge flames also do a good job of disorienting the enemy, especially if you can get right in their face, so this is a good weapon to have around if you're escorting your flag carrier.

 


Slot 5 weapons

Rocket Launcher

 


Rocket Launcher

Used by: Soldier

The Soldier's Rocket Launcher may look like the one from Half-Life, but acts very little like it. You can carry up to 50 rockets at a time, and shoot off up to 4 in a row before reloading. There's no guidance option, but the ability to rocket jump is back - you can actually get quite a bit of air by firing a rocket at your feet and jumping simultaneously. Whee!


Assault Cannon


Assault Cannon

Used by: HW Guy

This may very well be one of the most feared weapons in TFC. Used exclusively by the Heavy Weapons Guy, this mega chaingun-on-steroids will let you dish out punishment at an alarming rate. The drawbacks: the gun has a long startup/spindown time and will reduce your walking speed to a crawl while firing, so take your enemies out quickly or you're a sitting duck. 

 

Pipebomb Launcher

Pipebomb Launcher

Used by: Demoman

The main weapon of the Demoman, the Pipebomb Launcher is sort of a secondary fire of the Grenade Laucher. Simply lob out a pipebomb or two, and press your "special skill" button to detonate them. You can fire off 6 pipebombs before having to reload, so you can boobytrap a fairly decent area if you know enemies will be coming through.


Incendiary Cannon


Incendiary Cannon

Used by: Pyro

Used by the Pyro, the Incendiary Cannon is a long-range weapon that looks like the Rocket Launcher, but leaves a red trail as the rocket flies through the air. The rockets have the added bonus of setting the area of impact on fire, making this a perfect anti-sniper weapon.

 


Grenades

There are a lot of grenades in Team Fortress Classic, and are key to playing any class to its full potential. Most classes can carry 4 hand grenades along with a second class of grenade, and you can bind each to separate keys using the TFC configuration menu.

To prime a grenade, simply press down the key you've assigned to it. Five seconds after you begin priming the key, the grenade will blow up. However, you won't actually throw the grenade until you release the key, so you have between 0-5 seconds to get rid of the grenade. In order to give enemies as little a chance to run away, you may want to prime grenades as long as possible - just don't get yourself caught in the blast!

Knowing how to recognize different grenades and steer clear of them will make you a much better player. Here are all the various grenades you'll find in the game.


Hand Grenade


Hand Grenades

Used by: all classes but Scout

The good ol' standby. These are probably the weakest of the grenades, but still darn good for clearing out crowded areas.


Concussion grenade


Concussion Grenades

Used by: Scout, Medic

Anyone caught in the fire of a concussion grenade will immediately begin to feel a bit dizzy. Your screen will begin to shake and wobble, and you'll find it hard to walk in a straight line. A great way to disorient flag carriers, you do NOT want to be using highly explosive weapons when feeling the effects of this grenade.


Caltrops


Caltrop Canisters

Used by: Scout

Used exclusively by the Scout, the caltrops are great to help slow down enemies who may be chasing you. Toss these out and any enemy running one over will take damage - if they run two over, the enemy running speed will be noticably slowed down.


EMP grenade

EMP Grenades

Used by: Engineer

The engineer's EMP grenade has a little surprise for anyone caught in it's shock wave: it will detonate any explosive ammo in it's blast radius, including that being carried by unfortunate players. That means all your rockets and grenades go BOOM...and most likely, so do you.


Hallucination Gas Grenade


Hallucination Gas Grenades
Used by: Spy

Probably one of the most enjoyable weapons in the game. Anyone caught in the gas from this grenade will completely freak out - you'll suddenly start seeing explosions, hearing sounds, and feel like you're getting whacked with the crowbar, all at random times.  Even with the in-screen indicator stating you've been hit with the grenade, you'll still feel completely paranoid trying to figure out which are real and which are fake.


MIRV grenade


MIRV Grenades
Used by: Demoman, HW Guy

Used by the big artillery boys, the Demoman and Heavy Weapons Guy, MIRV Grenades explode and release 5 additional grenades, which in turn explode themselves a few seconds later. Got someone trapped in the 2Forts flag room? Lob one of these bad boys in and watch your enemies go running for cover.


Nail Grenade


Nail Grenade
Used by: Soldier

A nasty grenade carried by the Soldier, the nail grenade will spin in the air and shoot a whole mess o' nails in every direction until it explodes a few seconds later. This is a great way to slow down enemy flag carriers if you know they're headed your way, and can also soften up enemy strongpoints for attack.


Napalm Grenade


Napalm Grenades
Used by: Pyro

Used exclusively by the Pyro, the Napalm Grenade will explode, sending flames in every direction. It will also set the immediate area on fire for a few seconds, hopefully igniting any enemies who happen to wander by.




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