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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.
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Weapons |
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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.
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Slot 1
weapons |
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Crowbar
Used by: all classes except
medic, spy, and engineerThe
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.
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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.
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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!
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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. .
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Slot 2 weapons |
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Single-Barrel Shotgun
Used by: Demoman, Medic, HW
Guy, Pyro, Scout, SoldierThis 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.
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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.
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Railgun
Used by: EngineerCarried
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.
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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.
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Slot 3 weapons |
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Double-Barreled Shotgun
Used by: Engineer, HW Guy,
Medic, Soldier, SpyCarried 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.
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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.
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Slot 4 weapons |
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Nailgun
Used by: Scout, Sniper, SpyAn 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.
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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.
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Grenade Launcher
Used by: DemomanUsed 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?
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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.
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Slot 5 weapons |
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Rocket Launcher
Used by: SoldierThe 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!
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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.
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Pipebomb Launcher
Used by: DemomanThe 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.
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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.
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Grenades |
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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.
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Hand Grenades
Used by: all classes but ScoutThe good ol' standby. These are probably the weakest of the
grenades, but still darn good for clearing out crowded areas.
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Concussion Grenades
Used by: Scout, MedicAnyone
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.
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Caltrop Canisters
Used by: ScoutUsed
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.
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EMP Grenades
Used by: EngineerThe
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.
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Hallucination Gas Grenades
Used by: SpyProbably
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.
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MIRV Grenades
Used by: Demoman, HW GuyUsed
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.
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Nail Grenade
Used by: SoldierA
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.
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Napalm Grenades
Used by: PyroUsed
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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Contents | Setup | Basics
| Classes | Weapons
| Maps | Comms
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