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Team Fortress Classic - TFC Weapons


There are lots of weapons in TFC, and no one class gets to use all of them. It's this balance that makes TFC's gameplay a lot more strategic than plain old deathmatch Let's see what you're up against.
 
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.
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.)
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...
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.
Single-Barreled Shotgun
Medium-powered and used by many classes, the single-barreled shotgun is best at close range.
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.
Railgun
The railgun isn't anything like the Quake 2 rifle. Only engineers can carry this laser pistol which fires green bolts of light.
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.
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.
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.
Nailgun
A decent rapid fire weapon, a couple of classes get to use this gun, similar to its Quake TF predecessor.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

 

 

 
   
 

Last update was on Friday, 19 July 2002