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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.
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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. |
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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."
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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.
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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.
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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!
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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.
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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.
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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.
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Категория: Team Fortress Classic | Добавил: demon304dima (28.09.2011)
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