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Team Fortress 2 Weapons
Team Fortress 2 isn't by any means a watered down product, no no.
Even with the exclusion of grenades in TF2, there are still 27 weapons
and devices (one more than Team Fortress Classic) for your morbid
enjoyment. From simple but powerful melee weapons to PDAs and mini guns,
Team Fortress 2 has something for everyone!
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Machete
Melee Weapon (Sniper)
The machete is a basic melee weapon, which rounds out the sniper’s
arsenal with a short range weapon to go along with the long range rifle,
and the short medium range machine pistol. It does decent damage as far
as melee weapons go, and is useful for a last resort weapon. Also it
can be used to conserve ammunition in the case of a sniper creeping up
on an unaware enemy, with little or no ammunition left. |
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Übersaw
Melee Weapon (Medic), Unlockable
The most interesting of the Medic unlocks, the Übersaw charges your Über
for every successful hit. A magnificent weapon in every way -
especially if enemy spies are making themselves too friendly with you.
Be sure to use it to charge up that delectable Über, so that you can
Übercharge your snipers and engineers at an even faster pace! |
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Axtinguisher
Melee Weapon (Pyro), Unlockable
This mighty axe guarantees critical hits on any enemy that’s currently
on fire, although it’s significantly weaker against enemies who aren’t. A
great combination with the The Flare Gun, or with another Pyro buddy
riding alongside doing the igniting. |
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Baseball Bat
Melee Weapon (Scout)
As any good scout would have it, this class likes to get down and dirty
by taking a swing at the other team. Every now and then it is really
nice to just hit one out of the park and take a blunt, steel object to
the back of someone’s head. This weapon is a either a last resort weapon
for a scout that is out of ammunition, or it is a viciously aggressive
weapon with which the Scout can use to sneak up behind someone and bash
them over the cranium. |
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Shovel
Melee Weapon (Soldier)
Most shovels are used for various landscaping and home improvement
projects, or even for digging trenches. But only the Soldier class from
Team Fortress 2 would dream of holding one of these up against another
player. In a disappointing respect the Soldier cannot actually dig with
the shovel (joking), he can use it to put dents in several heads before
going down. |
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Fire Axe
Melee Weapon (Pyro)
Usually utilized by people trying to break into, and stop fires, this
fire axe happens to be wielded by one who starts the fires. The Pyro
uses this melee weapon as a closing power weapon in order to catch an
opponent off-guard. Although very few times does this wood chopper get
used in combat, it is a very effective close range weapon if wielded
correctly. Mostly axes are used as lifesaving tools, but in this case
the business end sucks and usually splits the axe-ee in two. |
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Sandvich
Melee Weapon (Heavy Weapons Guy), Unlockable
The Sandvich tastes as good as it looks and heals 120 health. Like in
real life, the decision to eat a Sandvich must not be taken lightly; The
Heavy is completely vulnerable during the four second eating process,
and his loud, happy sounds of vigorous chewing will draw enemies like
tiny ant cowards to a picnic. OF DEATH. On the bright side, the Heavy’s
Sandvich supply is unlimited, so his only real concern is being caught
short while enjoying this delicious edible device. |
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Whiskey Bottle
Melee Weapon (Demoman)
The Demo only carries the strongest stuff with him, in case he needs to
pop open a bottle before each battle. In case there is any doubt about
how strong this bottle is, merely check the side to see the triple X’s.
Yeah, that stuff is the $h!#. Just clunk opponents over the head and
they will feel more drunk than you can get with the actual brew inside. |
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Fists
Melee Weapon (Heavy Weapons Guy)
"Real men don’t need guns” and, "Guns don’t kill people, I kill people!”
seem to be the Heavy’s favorite sayings. This shows because instead of
an actual weapon for his melee, he uses his calloused, gloved fists. It
is only funny until a heavy comes up behind someone and punches the crap
out of the back of his head. Then no one is laughing except for the
Heavy. |
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Wrench
Melee Weapon (Engineer)
The Engineer seems to have taken a trick from the Ratchet and Clank©
games. The wrench turns into a vicious weapon when used against enemies
knee caps, which adds more depth to something that usually causes life
to machines, not death. Just as effective as any other, the wrench is a
good choice for close quarters battles. |
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Medical Saw
Melee Weapon (Medic)
What would any good doctor be without his amputation device? Crude, but
this weapon works particularly well at severing the jugular of an
opposing player. Sawing through bones and flesh is no problem with the
medical saw and it seems to be more fun than any other melee weapon
besides the butterfly knife. |
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Killing Gloves of Boxing (K.G.B)
Melee Weapon (Heavy Weapons Guy), Unlockable
The unlockable for the Heaviest pugilists out there is the K.G.B. Any
time a Heavy kills an enemy with the K.G.B he receives five seconds of
guaranteed critical hits. This crit-boost can be used to punch and kill
further enemies, extending the boost time. Alternatively, the Heavy can
switch to another weapon and use the boost to take out an enemy at
range. The Heavy's slow movement speed, and the K.G.B's slower swing
speed, make it a risky prospect. |
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Butterfly Knife
Melee Weapon (Spy)
Easily the most disappointing weapon to be killed by, the butterfly
knife brings some hefty melee damage, along with an instant kill from
behind the back. Coupled with disguises and cloaks, and you get a major
disruption tactic against the heavier foes, or maybe just an engineer
that won’t part from his sentry gun. |
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Scatter Gun
Short Range Weapon (Scout)
While the scatter gun for the Scout is one of the most powerful weapons
in Team Fortress 2, it is only incredibly powerful if the prey is at
close range. Outside of 15 feet or so the scatter gun is basically
useless except for finishing a foe off. It helps the Scout a lot since
he is a fast character and can close the gap between his enemies fairly
quickly, but at the end of the day it only works if your opponent is
confused by the speed factor of the Scout. |
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Syringe Gun
Short Range Weapon (Medic)
The syringe gun is one of the less powerful guns in the game, but it is
deceptively useful. Instead of just being a weapon that causes a small
amount of damage, it is a powerful distraction tool. If an enemy is
pinned down behind a corner and doesn’t want to come out, the medic can
keep firing the syringe gun past the corner so that the enemy knows to
stay behind the corner. While the opponent is hunkered down, have a
heavy or soldier storm through and clean up the mess. The syringes used
by the gun arch down pretty quickly, so firing level is not a smart
idea. Firing up is the only choice if the player wants to hit anything
besides dirt. |
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Medi-Gun
Short Range Weapon (Medic)
Many players fear the medi-gun because of what it can do when coupled
with the right class. Given enough time the medic can build up an
uber-charge that makes the medic and the one he has been healing
invulnerable for a small amount of time. This can mean just enough time
to capture a control point, or just enough time to clean out a room full
of baddies and all of the sentry guns nearby. Not only does it
regenerate a lot of health in a short amount of time, but it never runs
out of ammunition, and the health bar of the one being healed can go
above what the original maximum is (only to slowly drain). |
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9MM Pistol
Short Range Weapon (Scout, Engineer)
Although the pistol is the staple in many games, it basically sucks in
Team Fortress 2. Yes, you can get numerous kills with it. Yes, you can
actually hit people with it, but it does next to nothing for damage. It
practically takes two clips to put someone down from full health. The
first shot is usually very accurate, but firing rapidly seriously
depletes any ability to hit a target outside of a few feet. This adds a
sort-of accurate weapon to the engineer’s arsenal and leaves him less
vulnerable than if he had just the shotgun and the wrench. Apparently
these guys at Valve are pretty experienced with balancing weapon
loadouts. |
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Flamethrower
Short Range Weapon (Pyro)
Heavy-killer is a little nickname that is given to the flamethrower
because it can knock down the bigger opponents rather quickly, given the
fact that the tougher foes move slower and are hit much more by the
actual flame instead of just being set on fire and dodging the
sequential flame for seconds after while killing the Pyro and leaving
his flame behind. |
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Backburner
Short Range Weapon (Pyro), Unlockable
Another Pyro unlockable is The Backburner. This flamethrower is built
for the Pyro who likes to ambush their opponents. It removes the
compression blast capability, instead guaranteeing critical hits
whenever it’s used on an opponent from behind. To aid in survivability,
it grants the Pyro an extra fifty health. |
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Blutsauger
Short Range Weapon (Medic), Unlockable
The Blutsauger is the most useful of all the medic unlocks. Just like
your syringe gun, it shoots little sharp objects that do nothing more
than give your enemies a slight itch; but this time, you get health back
for it! Think of it as your divorced wife, sucking the life blood out
of your veins, and using it to regenerate her forsaken horns and demonic
vocal cords. |
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Kritzkrieg
Short Range Weapon (Medic), Unlockable
The Kritzkrieg was created for one purpose - to give Soldiers 100%
critical damage chance for ten seconds. Sure, as the counter-part to the
Übercharge, it could be used on anyone. But it is best used on anything
with a rocket launcher. Sometimes you'll have to settle for a fat
heavy, but trust me on this - I have seen servers literally explode from
the highly concentrated amounts of win barreling out of a Kritzkrieg'd
Soldier's rocket launcher. |
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Impact Grenade Launcher
Medium Range Weapon (Demoman)
This grenade launcher is very effective at defense or offense, as it
shoots out grenades that bounce and detonate on impact with any enemy or
enemy structure. If they do not impact an enemy or enemy structure, the
grenades will bounce until they finally lie still on the ground, and
detonate after several seconds. |
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Remote Grenade Launcher
Medium Range Weapon (Demoman)
Besides the sentry gun, this is probably the most effective defensive
weapon in the game. The remote grenade launcher allows the player to
fire out anywhere up to 10 remote grenades at a time, and then detonate
them at any time with the alternate fire button. A handy little fact is
that the remote grenades can be stuck to any surface. So one effective
tactic is placing them around the top of a doorway or chokepoint so that
the enemy cannot see them, and then detonating as they run past. |
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Minigun
Medium Range Weapon (Heavy Weapons Guy)
Ahhhhh, don’t you just love the smell of napalm and spent bullet casings
in the morning? That is exactly how the Heavy feels about his
six-barreled rotating minigun. Politely named Sasha, this gun has
nothing to do with polite, in fact it would tear the cutest, furriest
bunny into a million pieces if you mentioned the word polite around it.
This gun is powerful and fast, but kills the movement speed of the
already slow heavy when rotating. Although the gun takes about a second
to spin up before firing, it is possible to keep the minigun rotating
ahead of time so that instant firing is possible. |
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Shotgun
Medium Range Weapon (Soldier, Heavy Weapons Guy, Engineer, Pyro)
As a relatively large portion of the Team Fortress 2’s classes use the
shotgun (4 of the classes), this is a very average weapon in terms of
damage, range and accuracy. Although one shot will almost always hit the
enemy if aimed correctly, the shotgun does not do an enormous amount of
damage. It is a stable close quarters weapon, and can be easily
switched out for the main weapon at any time, except for the engineer
where it is his main weapon. |
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Machine Pistol
Medium Range Weapon (Sniper)
As mostly a defensive weapon, the machine pistol is surprisingly
effective. It is a weapon that carries 100 total rounds, starting off
with 25 already in the chambers. Doing a good amount of damage per hit,
the machine pistol is easily capable of taking down multiple lighter
foes, and maybe taking down one or two soldiers/heavies. Given enough
skill, the sniper may turn to the machine pistol and strive to get up
close and personal rather than sit back and blow up craniums. |
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Natascha
Medium Range Weapon (Heavy Weapons Guy), Unlockable
Arguably the least useful unlockable for Heavies, Natascha slows enemies
with her bullets. Anyone damaged by her will move slower for an
instant, encouraging them to find cover or turn and face the Heavy,
mano-a-tiny-itty-bitty-mano. Unfortunately, Natascha is slightly weaker
than Sasha, so she takes longer to finish off a victim. As a result,
Natascha's great against fleeing cowards, such as Scouts & Medics,
and less great against anyone actively trying to kill her master.
Heavies that like to jump around corners and surprise groups of startled
enemy crybabies will also find her very useful, although they should
look for a Sasha-wielding enemy Heavy before they leap. |
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Revolver
Medium Range Weapon (Spy)
A very stealthy looking gun, this marble-handled six-shooter gets the
job done in loud fashion. Although the revolver only seats six shells at
a time, the spy reloads like it is his freaking job. He can almost
reload faster than he can fire off two consecutive shells, which is very
pleasing considering how hard it is to hit someone that is jumping and
dodging/parrying every time a frame is built on screen. |
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Rocket Launcher
Long Range Weapon (Soldier)
Long has the rocket launcher been used in any first person shooter that
has ever been of any worth, but Team Fortress 2 really brings out the
usefulness of this devastating weapon. All four possible uses of the
rocket launcher are used in Team Fortress 2: One, destroying any
deployable building on the field; two, destroying any enemy on the field
with the exception of a knowledgeable scout; three, blowing one’s self
up to reach greater heights (!?!?); four, blowing up teammates for them
to reach greater heights(!!!!!). Don’t worry though, a rocket fired at
one’s feet will only damage him about ¼ of his maximum health, and
friendly fire is disengaged so catapulting a friend to a new platform is
perfectly harmless, although very hard to time. |
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Flare Gun
Long Range Weapon (Pyro), Unlockable
A Pyro unlockable, The Flare Gun, replaces the shotgun. It allows the
Pyro to ignite an enemy at long range, but does require careful aim on
their part. It’s particularly useful for causing havoc on Snipers and
Engineers who want to keep their distance. |
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Sniper Rifle
Long Range Weapon (Sniper)
As the most powerful single shot weapon in the game, the Sniper Rifle
lives up to its name. The Sniper Rifle is a very unique weapon, in the
regard that it charges up the longer the zoom is engaged. This can help
for clearing troublesome sentry guns. When at 100% the Sniper Rifle can
take out any sentry gun in one hit. Also, when this charge is combined
with a headshot no foe can stand the damage that the rifle puts out. Of
course, the only downsides of the Sniper Rifle are the "one shot and
then reload” chamber, and the lack of peripheral vision when zoomed.
Also, the rifle has no crosshairs when it is not zoomed, making it
incredibly hard to hit anyone unless they are directly in front of the
Sniper. |
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Deploy PDA
Equipment (Engineer)
The Engineer deploys all of his various machines with the deploy PDA.
The sentry gun, dispenser, teleporter entrance, and teleporter exit all
come from the PDA. While the PDA is not a weapon it is used to create
one of the most devastating weapons in the game (sentry gun for those of
you who are slow). This is probably the most influential item in the
game. The Engineer needs metal to construct contraptions, and this metal
can be taken from ammunition packs lying around, a dispenser that has
ammunition charged, or the guns of fallen players. |
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Destroy PDA
Equipment (Engineer)
Although this may not seem as a very helpful piece of equipment, seeing
as it destroys buildings that engineers work so hard to put up, but it
can come in handy when a teleporter or dispenser has been misplaced or
simply needs to be moved. It can even be used to give spies a little
surprise when they decide to lay a sapper on top of a sentry gun. Right
when they move close, hit the detonate button and that little spy is no
longer a problem. Now instead of having just a dead sentry gun, you have
a dead sentry gun and a dead spy! |
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Electro-Sapper
Equipment (Spy)
Just like a spy would have it, he can sabotage even the best machines.
With the electro sapper, any machine built can be taken down with
relative ease. Not only do these things drain a machine until it
explodes, but the disguise that the spy wears is not revealed when one
of the sappers is placed. Sappers can be removed by a hard-working
engineer, but that means that while the engineer is working it is time
to stab him in the back and get a twofer. |
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Disguise
Equipment (Spy)
This piece of equipment is pretty self-explanatory. Pick any one of the 9
classes in Team Fortress 2, and the disguise will be fitted on top of
the spy. Don’t go rushing in without a disguise on and then throw one on
at the last second, because it takes about 2-3 seconds for a disguise
to take effect after selection. Be wary though, if you select a class
that the other team has yet to select, anyone who rolls the cursor over
the spy will get their own name back, sort of an alert to the person
rolling the cursor over. |
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Cloaking Device
Equipment (Spy)
Another self-explanatory name, the cloaking device cloaks the spy that
utilizes it for a temporary amount of time. A meter is displayed on the
spy’s watch when the cloak is engaged. It tells you about how much time
you have left without using any concrete numbers. The cloak makes a spy
hard to see, not completely invisible. So anyone with good enough eyes
will pick out the spy and eventually make his entrails show. |
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Категория: Team Fortress 2 | Добавил: demon304dima (28.09.2011)
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