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    Главная » Статьи » Team Fortress » Team Fortress Classic

    Team Fortress Classic Weapons

    Team Fortress Classic Weapons

    There are a lot 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've got to work with.

    Crowbar
    Melee Weapon

    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
    Melee Weapon/Tool

    Only the medic can carry the medkit. With it, the medic can stand facing a teammate and replenish his health (even over the maximum amount!). Healing with the medkit also removes various negative conditions from friendly teammates. If the medic activates the medkit on an enemy, the enemy will become infected with a contagious virus that slowly decreases their health.

    Knife
    Melee Weapon

    The knife belongs only to the spy, and can kill most player classes with one stab to the head or small of the back. Attacking other areas of the body yeilds about twice as much damage as the crowbar. It's a melee weapon like the crowbar, so you have to get in close to use it.

    Wrench
    Melee Weapon/Tool

    Only the engineer can carry the wrench, which is similar to the crowbar when used against the enemy team. When used on fellow teammates, however it builds up their armor (much like the medkit does to health). When used on your sentry gun, it uses ammo and armor in your inventory to repair and upgrade the gun.

    Shotgun
    Shotgun

    Medium-powered and used by many classes, the single-barreled shotgun is best at close range. It has a faster rate of fire and quicker reload time than its double-barreled cousin, but packs much less of a punch.

    Sniper Rifle
    Ranged Weapon

    The whole point of being a sniper is to use 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 zoomed 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
    Hand Gun

    The railgun isn't anything like the Quake 2 rifle. Only engineers can carry this laser pistol which fires green bolts of light. It does nearly no damage and has a fairly low rate of fire; use this only as a last resort.

    Tranquilizer Gun
    Hand Gun

    The spy's tranquilizer gun doesn't put players to sleep, but cuts their speed in half, making knife attacks much easier. The rate of fire is extremely slow and the projectile moves slowly, so a lot of skill (and a little bit of luck) is required to use this weapon effectively.

    Super Shotgun
    Shotgun

    Carried by several of the heavier classes, this shotgun is similar to the shotgun in Half-Life and can hold 16 shells at a time. It provides lots of power at close range, but spreads too much to be very effective over large distances.

    Auto Rifle
    Automatic Rifle

    The sniper's sniper rifle also doubles as a machine gun, which the sniper can use when there's an attacker getting too close. It has no reload, is accurate over short to medium distances and fires at a very high rate. Even so, it's not the sniper's best weapon, so use it only when you have to.

    Nailgun
    Projectile Weapon

    A decent rapid fire weapon, the nailgun is used by a couple of the lighter classes. It is similar to its Quake TF predecessor. It is very good for taking out sentry guns and other stationary targets.

    Super Nailgun
    Projectile Weapon

    Only medics carry the super nailgun, which fires at a higher rate and does more damage than the vanilla nailgun. Medics generally avoid firefights, but this is a solid gun to have when one occurs. It is even more adept at destroying sentry guns than it's smaller relative.

    Grenade Launcher
    Explosive Weapon

    Used only by the demoman, the grenade launcher is similar to Quake's grenade launcher. It fires one grenade at a time, and they bounce around a little before exploding. Direct hits to enemy players will result in an immediate (and powerful) explosion.

    Flamethrower
    Incendiary Weapon

    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. Jumping in water immediately extinguishes you if you happen to be on fire.

    Rocket Launcher
    Explosive Weapon

    This is the soldier's main weapon, and no other classes get it. It's weaker than the Half-Life 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 and reach areas more quickly.

    Assault Cannon
    Mini Gun

    The heavy weapons guy isn't called that for nothing! The assault cannon is one of the most powerful weapons in TFC. It takes a little while to warm up, but as long as you're holding down the attack button your target is showered with death. The drawback is that you walk much slower when the cannon is firing, and it's accuracy sucks at long ranges.

    Pipebomb Launcher
    Explosive Weapon

    This is the demoman's primary weapon. Similar to the grenade launcher, it fires up to 6 green 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
    Incendiary Weapon

    Another pyro-only weapon, this rocket launcher look-alike fires slower rockets that explode, setting anyone nearby on fire for a while. While its rockets travel much slower and provide less damage than the soldier's rocket launcher, the incendiary cannon does not require a reload, meaning you can fire off all 20 rockets one after another if you want to.

    Caltrops
    Crippling Weapon

    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 for a relatively long period of time. Bragging rights are awarded if you manage to kill someone with these, as they dish out a very small amount of damage.

    Concussion Grenade
    Disorienting Weapon

    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. With enough practice, these grenades can also be used to propel yourself (or teammates) at high speeds across maps in an act called "concing."

    Hand Grenade
    Explosive Weapon

    The poor old scout is the only guy who doesn't get these grenades. Just like your typical frag grenade, these babies explode after three seconds and cause death and destruction in their immediate vicinity, and reduced damage at more distance. Combined with splash damage from other explosive weaponry, high levels of damage can be dealt in a very short period of time.

    Nail Grenade
    Projectile/Explosive Weapon

    Nail grenades belong to soldiers. When thrown, they jump into the air and spin there, firing nails every which way until they finally explode. They are very useful for helping to clear a room or to keep enemies from following you.

    MIRV
    Explosive Weapon

    Demomen and heavy weapons guys carry these. When thrown, they explode like a normal grenade, injuring those nearby and dropping four red spheres. Then these babies 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!

    Napalm Grenade
    Incendiary Weapon

    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 for a period of time. Anyone walking through these flames will be set on fire as well. They are great for temporarily blocking entry points.

    Hallucination Grenade
    Disorienting Weapon

    These grenades are used only by the spy. Players that walk into the cloud of hallucinogens created by this grenade will see explosions, grenades being tossed, fires, and will hear crowbar sounds and footsteps. It looks like you're being attacked from all around. While these attacks do no actual damage, they are nearly impossible to distinguish from real attacks—very confusing.

    EMP Grenade
    Explosive Weapon

    These engineer-only grenades are not inherently damaging, but due to their ability to detonate any explosive ammo in their blast radius and to go through walls/floors/ceilings, they have the potential to be one of the most damaging weapons in the entire game. That means if you're a soldier and you get hit, all the rockets in your backpack will explode. Think about that. EMPs can also be used to detonate pipebombs.
    Категория: Team Fortress Classic | Добавил: demon304dima (28.09.2011)
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