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Crowbar
Most player classes have the crowbar as their first slot weapon.
It's not as powerful as the Half-Life crowbar, but if you're out
of ammo, the crowbar is your best friend. |
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Medkit
Only the medic can carry the medkit. With it, the medic can
stand next to a teammate, and facing him, replenish his health
like a wall-mounted med unit does in Half-Life. If the medic's
health is high enough, he can also give his teammates health up
to 50 points beyond their maximum. (These points decrease over
time.) |
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Knife
The knife belongs only to the spy, and can kill most player
classes with one stab to the head. It's a melee weapon, like the
crowbar, so they have to get in close to use it. But remember,
once a spy attacks, his disguise vanishes... |
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Wrench
Only the engineer can carry the wrench, which is similar to the
crowbar when used against the enemy team. But when used on
fellow teammates, it builds up their armor. When used on your
sentry gun, it uses ammo and armor in your inventory to repair
and upgrade it. |
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Single-Barreled
Shotgun
Medium-powered and used by many classes, the single-barreled
shotgun is best at close range. |
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Sniper Rifle
The whole point of being a sniper is having a sniper rifle to
snipe folks with. Needless to say, this weapon is the sniper's
alone. Using the special skill key puts the rifle into zoom
mode. To fire, hold down the attack button, aim carefully, and
let go. The longer the attack button is held, the more damage
the shot will do when released. Fully "charged," the sniper
rifle can gib most classes with a single headshot. |
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Railgun
The railgun isn't anything like the Quake 2 rifle. Only
engineers can carry this laser pistol which fires green bolts of
light. |
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Tranquilizer
Rifle
The spy's tranquilizer rifle doesn't put players to sleep, but
cuts their speed in half, so the spy can run up and slice them
with their knives, no doubt. Works better at close range.
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Double-Barreled
Shotgun
Also carried by several classes, this shotgun is similar to the
black shotgun in Half-Life, and can hold 16 shells at a time.
Lots of power at close range, but spreads too much to be
effective over large distances. |
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Auto Rifle
The sniper's sniper rifle also doubles as a machine gun, which
the sniper can use when there's an attacked getting too close.
It's not the sniper's best weapon, so use it when you have to.
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Nailgun
A decent rapid fire weapon, a couple of classes get to use this
gun, similar to its Quake TF predecessor. |
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Super Nailgun
Only medics carry the super nailgun, which fires at a higher
rate than the vanilla nailgun. Medics generally avoid firefights,
but this is a solid gun to have when one occurs. |
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Grenade
Launcher
Used only by the demoman, the grenade launcher is similar to
Quake's grenade launcher. It fires one at a time, and they
bounce around a little before exploding. |
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Flamethrower
This weapon is used only by the pyros, and it's for setting
enemies on fire. Being on fire is not good for you, as one might
imagine, and it slowly drains their health away. The flames are
also hard to see through at times, effectively blinding the
enemy for as long as the pyro is hitting them in the face.
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Rocket
Launcher
This is the soldier's main weapon, and no other classes get it.
It's weaker than the HL rocket launcher, but you can carry a
maximum of 50 rockets and fire off 4 before having to reload. It
can also be used by those with more l33t sk1llz to rocket-jump
up buildings to catch snipers unaware. |
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Assault
Cannon
The heavy weapons guy isn't called that for nothing. It's one of
the most powerful weapons in TFC. It takes a little while to
warm up, and a little while to cool down before firing again,
but as long as you're holding down the attack button, your
target is showered with death. Combined with their armor, the
HWG can stare down most opponents and win without losing much
health. The drawback is that you walk much slower when the
cannon is firing. |
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Pipebomb
Launcher
This is the demoman's primary weapon. Similar to the grenade
launcher, it fires up to 6 pipebombs that just sit there until
you detonate them with the special skill key. It's useful for
booby trapping entrances, flags, or anywhere else you don't want
the enemy to go. |
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Incendiary
Cannon
Another Pyro-only weapon, this rocket launcher look-alike fires
slower rockets that explode, setting the ground nearby on fire
for a while. |
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Hand Grenades
The poor old scout is the only guy who doesn't get these
grenades. They're the equivalent of the Glock in Half-Life:
always good in a pinch, but you'll probably want to try your
other stuff more. |
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Concussion
Grenades
Scouts and medics use these to dizzy up the girl (and boy). When
they explode, everyone in their blast radius gets a wobbling,
spinning view, making it hard to walk straight or aim.
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Caltrop
Canisters
A scout-only grenade, caltrops are little spiky things that sit
on the ground. Scouts toss them in handfuls, a couple at a time.
When someone walks over them, their speed decreases. Walk on two
and you'll be moving at a snail's pace. |
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EMP Grenades
These engineer-only grenades can detonate any explosive ammo in
their blast radius. That means if you're a soldier and you're
hit, all the rockets in your backpack explode. Think about that.
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Hallucination
Grenades
These grenades are used only by the spy. Players to walk into
the cloud of hallucinogens created by this grenade will see
explosions, grenades being tossed, and fires, and hear crowbar
sounds and footsteps. It looks like you're being attacked from
all around. While these attacks do no actual damage, they are
impossible to distinguish from real attacks. Very confusing.
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MIRV Grenades
Demomen and heavy weapons guys carry these. When thrown, they
explode, injuring those nearby and dropping four red spheres.
Then these explode as well. MIRVs do tremendous damage and are
deadly to everyone in their range, including the thrower. So
toss them and get out of there. |
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Nail Grenade
Nail grenades belong to soldiers. When thrown, they jump into
the air and spin there, firing nails every which way until they
finally explode. Useful for helping to clear a room. |
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Napalm
Grenades
Used by the pyro, these sort of look like a genie's bottle. When
dropped (rubbed the right way?), they explode and set a small
area around them on fire. Anyone walking through these flames
will be set on fire as well. Great for temporarily blocking
entry points. |