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Team fortress 2 how to craft dead ringer

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Team fortress 2 how to craft dead ringer
October 07, 2018 Books 3 comments

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MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMOII7777IIIIIIIIIIIIIIIIIIIIIIIIII MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMOII7777IIIIIIIIIIIIIIIIIIIIIIIIIII MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM8II777777777IIIIIIIIIIIIIIIIIIIIIII Team Fortress 2 FAQ/Strategy Guide For the PC By Raining Metal Version 1.65 =================== >Table of Contents< =================== 1.0 Introduction 1.1 Version History 2.00 Basics 2.10 Controls 2.11 Heads Up Display 2.20 Class Info 2.21 Scout 2.22 Soldier 2.23 Pyro 2.24 Demoman 2.25 Heavy Weapons Guy 2.26 Engineer 2.27 Medic 2.28 Sniper 2.29 Spy 2.30 Voice Commands 2.40 Differences between PC and Console Versions 2.50 The Loadout 2.51 Hats & Accessories 2.52 Crafting 3.0 Multiplayer 3.1 Modes 3.2 Maps 3.3 Achievements 3.4 Taunts 3.5 Item Pickups 3.6 The Scoreboard 3.7 Glossary 3.8 Machinima and Videos 4.00 Strategies 4.10 Class Tips 4.11 Scout Tips 4.12 Soldier Tips 4.13 Pyro Tips 4.14 Demoman Tips 4.15 Heavy Tips 4.16 Engineer Tips 4.17 Medic Tips 4.18 Sniper Tips 4.19 Spy Tips 4.20 Map Tips 4.21 CTF Tips 4.22 CP (Push) Tips 4.23 CP (Assault) Tips 4.24 Payload Tips 4.25 Payload Race Tips 4.26 Arena Tips 4.27 King of the Hill Tips 4.30 Other Tips 4.31 Spy-Checking 4.32 Using Sentries 4.33 Using Dispensers 4.34 Using Teleporters 4.35 The Ubercharge and Kritzkrieg 4.36 Miscellaneous 5.1 And The Rest! 5.1 F.A.Q 5.2 Email Guide 5.3 Website List 5.4 Credits 5.5 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 1.0) and press Ctrl + C, then F, and then V. This will activate a search system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 >Introduction< ================== It's been a long while since I made my last guide, but I've made a comeback! Team Fortress Classic, an unforgettable explosive multiplayer action game, was a smash hit, and people have waited around a decade for its sequel! Also, I made this guide because the PC version of the game (and the Orange Box) only came with a pamphlet going over the controls as its instructions manual. Hopefully, this guide will act as a good substitute for a manual. Well, here it is folks, and enjoy my guide! --------------------- 1.1 >Version History< --------------------- Verison 1.65 Made adjustments according to the latest patch. ------------------------------------------------------------------------------- Version 1.64 Added more and more tips! When will it end?! ------------------------------------------------------------------------------- Version 1.63 Made a few adjustments according to the latest patch. ------------------------------------------------------------------------------- Version 1.62 Added even more tips to the guide. ------------------------------------------------------------------------------- Version 1.61 Made a few adjustments to the guide. ------------------------------------------------------------------------------- Version 1.60 Added the content included in the War Update (Soldier vs Demoman). Added Crafting and other new additions to this guide. ------------------------------------------------------------------------------- Version 1.57 Added new ASCII art to the title. ------------------------------------------------------------------------------- Version 1.56 Produced the Hats & Accessories section. ------------------------------------------------------------------------------- Version 1.55 Added the extra content from the "Halloween Haunt" pack. ------------------------------------------------------------------------------- Version 1.52 Made various adjustments in accordance with the latest patch. ------------------------------------------------------------------------------- Version 1.51 Added various notes on the sins of idling (too bad I was also a sinner due to the ignorance of the GameFAQs community). ------------------------------------------------------------------------------- Version 1.50 Added the content included with the Classless pack (King of the Hill, more Hats, etc). ------------------------------------------------------------------------------- Version 1.46 Made a few edits regarding the latest patch. ------------------------------------------------------------------------------- Version 1.45 Added the Heads Up Display and Scoreboard sections. ------------------------------------------------------------------------------- Version 1.44 Made a few more adjustments to the new weapons, added more tips, and put the reintroduced milestone system into consideration (much to everyone's relief). ------------------------------------------------------------------------------- Version 1.43 Added the content included with the Assassin's pack (Payload Race, the new weapons, hats, and the new unlock system, etc). ------------------------------------------------------------------------------- Version 1.33 Added the Item Pickups section, made adjustments to the Disguises section, and made a few other notes on the latest patch. ------------------------------------------------------------------------------- Verison 1.32 Made a few more minor edits to various parts to this guide. ------------------------------------------------------------------------------- Version 1.31 Added the Scout Unlockable Weapons, Achievements, and the Egypt, Junction, and Watchtower Maps. Made a few other adjustments to this guide. ------------------------------------------------------------------------------- Version 1.29 Made a few more minor adjustments. The next version of this guide will cover up the Scout update. ------------------------------------------------------------------------------- Version 1.28 Made a few adjustments regarding the latest patch. ------------------------------------------------------------------------------- Verison 1.27 Added the Differences between PC and Console Versions section. ------------------------------------------------------------------------------- Version 1.26 Added the Tutorial Videos for each Class. ------------------------------------------------------------------------------- Version 1.25 Added a few tips for Achievements. ------------------------------------------------------------------------------- Version 1.24 Made a few more corrections as a minor update. ------------------------------------------------------------------------------- Version 1.23 Added the rest of the Tips section, and made a correction regarding Teleporters. Added the Machinima and Videos section, and much more! ------------------------------------------------------------------------------- Version 1.20 Made a HUGE makeover to this guide. Accurate Weapon Damage, corrections, and other missing information (such as the fact that Sticky Bombs are best against Sentries) have been added, along with a separate Tips section! Expect to see more updates to this guide in the future. ------------------------------------------------------------------------------- Version 1.09 Added the extra information on the Engineer's Structures, and made extra notes regarding the latest patch. ------------------------------------------------------------------------------- Version 1.08 Added more class and map tips. Could use some map tips on Turbine and Fastlane. ------------------------------------------------------------------------------- Version 1.07 Removed the Backburner health details. Added spelling corrections on "Akubra". ------------------------------------------------------------------------------- Version 1.06 Added the Heavy Unlockable Weapons, Achievements, Arena Maps, Steel Map, and added the Modes section. Removed the "Broken" Medic Taunt. ------------------------------------------------------------------------------- Version 1.04 Added the Pyro Unlockable Weapons, Achievements, and the Turbine and Fastlane Maps. ------------------------------------------------------------------------------- Version 1.03 Added the Medic Unlockable Weapons, Achievements, and the Goldrush Map. ------------------------------------------------------------------------------- Version 1.02 Added some bits by Thomas Page and Michael "EN4CER420" Bilberry. ------------------------------------------------------------------------------- Version 1.01 Changed the Guide Status. Added the Suggested amount of Players status for each Class, as well as more tips and more key commands. ------------------------------------------------------------------------------- Version 1.00 Initial Release ============= 2.00 >Basics< ============= These will provide some of the basic tips and know-hows to own some noobs in this game. --------------- 2.10 >Controls< --------------- These are the default controls for Team Fortress 2. Note that the controls can be changed via the Options menu. Mouse: Look around. W: Move Forward. A: Move Left. S: Move Backward. D: Move Right. Primary Mouse Button: Fire. Secondary Mouse Button: Special Ability. Space Bar: Jump. Ctrl: Crouch (Hold). E: Call for Medic. R: Reload. Q: Switch to previous weapon (Quickswitch). G: Taunt. L: Drop Intelligence. T: Draw Spray. Y: Talk to all. U: Talk with team. M: Change Class Weapon sets. B: Quick Redisguise, Apply weapon to Disguise (Spy only). Z,X,C: Voice Commands. 1-5: Weapons. ,: Change Class. .: Change Team. TAB: Toggle Scoreboard Esc: Pause menu. F5: Take a Screenshot. The crosshairs can also be changed in the options menu. By default, the crosshairs changes depending on what weapon is being used. Custom crosshairs will not change regardless of which weapon is being used, and can also be coloured differently. There are different shapes for each crosshair available. ----------------------- 2.11 >Heads Up Display< ----------------------- This is a brief description of the Heads Up Display, which is visible throughout any adventure in the world of Team Fortress 2. The following are displayed in the HUD: -Current Health (bottom-left) -Current Class (bottom-left) -Location & Status of Intelligence/Status of Control Points/Status of Payload Carts (bottom-center) -Current Ammo (bottom-right) -Weapon (bottom-right) -Crosshair (dead center) -Time left in the round (top-center) -Recent kills and events (top-right) -Currently used voice-cheat (right) -Special Ability Bar (left of Ammo, certain Classes only) -Current Sticky Bombs planted (left of Ammo, Demoman only) -Trajectory of current Sticky Bomb launch (under Ammo, Demoman only) -Status of Structures (top-left, Engineer only) -Current metal (left of Ammo, Engineer only) -Ubercharge meter (bottom-right, Medic only) -Any Medic calls (all over the place, Medic only) -Sniper Rifle charge (dead center, Sniper only) -Huntsman charge (under Ammo, Sniper only) -Current Diguise (right of Current Class, Spy only) -Sapper status (top-left, Spy only) For the Special Ability Bar, the HUD will beep once it is full. Very useful for Buff Banners, Jarate, and Sandman Balls. ----------------- 2.20 >Class Info< ----------------- Now onto the big parts of this guide, the list of characters! When choosing, try to pick a Class no one else on the team is using. Please not that all damage for each weapon is recorded for each bullet, swing, bomb, particle, etc., and that all Speeds apply when moving FORWARD. Reloading can be cancelled by firing. Offense Classes include the Scout, Soldier, and Pyro. Their primary strengths are to create chaos and destruction, as well as rattle the enemy's cages. They are also quite mobile, making them prime candidates for seizing objectives. Defensive Classes include the Demoman, Heavy, and Engineer. These classes often stay put or hardly move, and can deal a lot of damage at once. They are also ideal for defending objectives. Support Classes include the Medic, Sniper, and Spy. Support Classes can turn tide of the battle in seconds, whether it be providing health and invulnerability, or assassinating certain targets. ------------ 2.21 >Scout< ------------ The Scout, a teenage punk from the east USA, likes to torment his opponents and ridicule n00bs. He also scoffs at slow characters like the Heavy, who he also enjoys to tease (though he also loathes the rest of his enemies). In TFC, the Scout was made for Capturing the Flag, Getting the Flag to the Control Point, and little else! In TF2, he can do much more than that. Thanks to his newer and more useful weaponry, he's deadly at close range. Those who like to rush their victims and getting up close will enjoy playing as the perky vandal. In addition, he can double-jump, and while doing so, can change directions. Last, but not least, he can Capture Control Points twice as fast. His set of unlockable weapons are capable of enhancing the Scout's mobility, or imparing the mobility of his enemies. Maximum Health: 125 (110 with Sandman equipped). Maximum Overheal: 185 (165 with Sandman equipped). Speed: 133% (78% after drinking the Punch). Suggested Players: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Scout Weapons: ************ *Scattergun* ************ Clip Size: 6. Carrying Capacity: 32. Power: -Close Range: 85-105. -Medium Range: 10-40. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Semi (slow). Range: Very Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. The Scattergun, as explained above, is what makes the Scout deadly up close. Like all "Shotgun Reloading" weapons, don't be afraid to press R whenever possible. The Scattergun is better up close than the regular Shotgun. It also doesn't need to pump. ******** *Pistol* ******** Clip Size: 12. Carrying Capacity: 36. Power: -Close Range: 20-22. -Medium Range: 10-15. -Long Range: 8-9. -Mini Crit: 20. -Critical Hit: 45. Accuracy: Medium. Rate of Fire: Semi (fast). Range: Medium. Reload Speed: Fast. Weapon Slot: 2. Alt-Fire: None. The Scout's Secondary Weapon. This is useful when shooting bad guys from afar, or when the Scattergun is empty. It reloads much faster than the Scattergun as well. It can also be used when on the run. ************** *Baseball Bat* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 24-46. -Mini-Crit: 47. -Critical Hit: 105. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Because of the Scout's Speed, his melee weapon is more important to him than melee weapons would be to other classes. Even though this has the least amount of damage output, the Scout's speed takes care of that. Also, the Baseball Bat swings faster than any other melee weapon. Playball! **************** *Force-A-Nature* **************** Clip Size: 2. Carrying Capacity: 32. Power: -Close Range: 82-101. -Medium Range: 10-39. -Long Range: 3-10. -Mini Crit: 7/pellet. -Critical Hit: 16/pellet. Accuracy: Low. Rate of Fire: Semi (fast). Range: Very Short. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Can be unlocked with: 10 Scout Achievements. Replaces: Scattergun. The Force-A-Nature is the more ruthless cousin of the Scattergun. While it can only hold two shells at a time, and that it takes a long time to reload this shotgun, the Force-A-Nature is capable is blowing away its targets (that is, anyone hit by the Force-A-Nature will be blown backward, literally). With the extra knockback feature, the Force-A-Nature can act as a third jump for the Scout (on top of his Double-Jump ability, as long as he is in midair). The triple jump is only possible when the Scout is already in midair. The Force-A-Nature shots are more concentrated than the Scattergun's shots (and the gun itself fires faster), so the Force-A-Nature is even more effective up close than the Scattergun! When reloading, the Force-A-Nature automatically reloads both of its shells, so if there's a shell in the gun when the Scout reloads, it will be discarded. FaN shots cannot juggle targets, and the distance the target is launched is determined by how much damage the target took. ******************** *Bonk! Atomic Punch* ******************** Purpose: Provides temporary damage immunity. Weapon Slot: 2. Alt-Fire: None. Can be unlocked with: 22 Scout Achievements. Replaces: Pistol. When the Scout takes a drink from this new juice can, the Scout is invulnerable for six seconds. When he is in this condition, however, the Scout cannot attack or pick up any Intelligence. He must also control himself in Third Person Mode. After the effects of the Punch wear off, the Scout can only walk at 56% of his normal speed (78% of normal speed). The Scout cannot drink the Punch when he is carrying the Intelligence Case. The Punch does not make the Scout immune to the Sentry Gun's Knockback effect or any burning effects caused by fire. Punch Cans are in unlimited supply, but the Scout cannot drink again until the negative effects of his drink wears off. ************* *The Sandman* ************* Clip Size: 1 (Baseball). Carrying Capacity: N/A. Power: -Close Range (Bat): 24-46. -Mini Crit (Bat): 47. -Critical Hit (Bat): 105. -Ball: 5. -Mini Crit (Ball): 5. -Critical Hit (Ball): 15. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Launch Ball. Can be unlocked with: 16 Scout Achievements. Replaces: Baseball Bat. The Sandman is a wooden Baseball Bat that throws a Baseball at a target whenever he wants to (right-click to launch a Ball). The Baseball is capable of stunning its victim for a second. Scouts with Sandman Bats have their maximum health reduced to 110. The farther the Ball is thrown at the victim, the longer the victim is stunned. Usually, stunned players will not be able to attack. If the Ball is thrown far enough, the player cannot move either. The Scout gets a new Baseball after ten seconds of throwing his previous one. Baseballs can also be picked up from the ground, or can be given to the Scout when he visits a Resupply Cabinet. Baseballs are not found in Ammo Packs or on dropped weapons. -------------- 2.22 >Soldier< -------------- The Soldier just wishes to be in the Second World War, just look at his uniform! He always likes to boss people around, courtesy to the inspiration he got from his instructor. The Soldier hasn't changed much from TFC. Since he's got the second most health, he's a good buddy for the Medic if a Heavy Weapons Guy isn't around. As well as besieging enemy bases, he's also capable of defending one in a jiffy. The Soldier also has an ability known as Rocket Jumping. Aim at the ground (with the Rocket Launcher), and while firing, crouch and jump. This costs health though. All of the Soldier's unlockable weapons can enhance his performance (and the performance of his allies) on the battlefield. Maximum Health: 200. Maximum Overheal: 300. Speed: 80% (80%-128% with Equalizer equipped). Suggested Players: 2-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Soldier Weapons: ***************** *Rocket Launcher* ***************** Clip Size: 4. Carrying Capacity: 20. Power: -Close Range: 105-112. -Medium Range: 50-90. -Long Range: 45-60. -Direct Contact: 112. -Splash Damage: 48. -Mini Crit: 122. -Critical Hit: 270. -Rocket-Jumping: 27-46. Accuracy: High. Rate of Fire: Semi (medium). Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. The Soldier's Primary Weapon. Since the Rocket is a tad bit slow, the Rocket Launcher is only effective at closer ranges and in tight corners. But since the Rocket Launcher packs a punch, it's an effective way to take out Heavies when outgunned. The Rocket Launcher has a much shorter clip size than any other "Shotgun Reloading" weapon (along with the Grenade Launcher), so reload frequently! It's also an excellent way to take out Sentry Guns if a Spy or Demoman aren't present, along with other slower-moving targets. ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. The Shotgun is the Secondary Weapon of the Soldier. If the Rocket Launcher is out of ammo, use the Shotgun when up close. The Soldier can also use this if he doesn't want to hurt himself in the process of taking out his target. There's not much else to say about the Shotgun. ******* *Spade* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. The Spade is the Soldier's fighting weapon (up close), and has pretty much the same capabilities of most other Melee Weapons. Disclaimer: The Soldier's Spade is not intended for digging, and cannot be used to find treasure. ************ *Direct Hit* ************ Clip Size: 4. Carrying Capacity: 20. Power: -Close Range: 131-140. -Medium Range: 63-113. -Long Range: 56-75. -Direct Contact: 140. -Splash Damage: 57. -Mini Crit: 153. -Critical Hit: 338. -Rocket-Jumping: 27-46. Accuracy: Very High. Rate of Fire: Semi (medium). Range: Medium/Long. Reload Speed: Varies Weapon Slot: 1. Alt-Fire: None. Can be unlocked with: 11 Soldier Achievements. Replaces: Rocket Launcher. Nothing makes a Soldier feel better than when his Rockets hit the stomachs of weaklings. Now he can enjoy it more with the Direct Hit! With its faster Rocket velocities, the Direct Hit Rocket Launcher can really deal damage against targets! Of course, since it must travel faster, it must sacrifice its splash radius. Bonus points for hitting targets launched in mid-air by explosions (and that's not just for bragging rights!). ************* *Buff Banner* ************* Purpose: Enables Mini-Crits for all teammates within area. Weapon Slot: 2. Alt-Fire: None. Can be unlocked with: 17 Soldier Achievements. Replaces: Shotgun. Want everybody to feel the rush of adrenaline? Want to bring on the hurt on the enemy? Buy a Buff Banner today! The sound of the bugle and the raising of the colours is all that's needed to enable Mini Crits to the Soldier's comrades. Of course, he really needs to get into the mood to shout, so he'll have to kill some people and hurt some others in order to be able to motivate his team. Once the Soldier's Rage meter has been completely filled, he can initiate the benefits of his Buff Banner. He'll be able to shoot again after he's blown his horn. ********** *Gunboats* ********** Purpose: Decreases Rocket-Jumping damage by 75%. Weapon Slot: N/A. Alt-Fire: None. Can be unlocked with: N/A. Replaces: Shotgun. What the description says. The Soldier and the Demoman were fighting over this weapon, and the Soldier won. Gunboats can only be obtained randomly or through Crafting. *********** *Equalizer* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 33. -Below 150 HP: 65. -Below 100 HP: 98. -Below 58 HP: 125. -Below 50 HP: 130. -Below 20 HP: 150. -1 HP: 162. -Mini Crit: 46-219. -Critical Hit: 99-450. Accuracy: N/A. Rate of Fire: Swing (medium-fast). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: None. Can be unlocked with: 5 Soldier Achievements. Replaces: Spade. Anyone trying to smack down a Soldier using an Equalizer better be careful; when the Soldier's Health goes down, the strength AND swinging speed of the Equalizer begins to increase! The running speed of the Soldier also increases. The effects of the running speed are only applied if the Soldier has it in his hand, and he cannot be healed by Medics while carrying it. ----------- 2.23 >Pyro< ----------- The Pyro is an enigma. Nobody knows who he is, what the colour of his skin is, or even if he's a guy! The only thing we know about this person is that he/she's obsessed with fire. The Pyro is a deadly up-close fighter. One moment in front of a hostile Pyro's face and then prepare to have a plan to find some water! Since the Pyro is deadly up close, the maniac dislikes being out in the open. Because the Pyro plays with fire, the Pyro's effectiveness is decreased in the water. The Pyro can use the Compression Blast to reflect explosive projectiles away, making the Pyro more effective against Soldiers and Demomen these days. The Air Blast can also be used against enemy Ubercharges and other Pyros, and can be used to extinguish fires on teammates. The Pyro's unlockable weapons enhance the Pyro's fighting skills in extremely close or far ranges. Maximum Health: 175. Maximum Overheal: 260. Speed: 100%. Suggested Players: 1-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Pyro Weapons: ************** *Flamethrower* ************** Clip Size: None. Carrying Capacity: 200. Power (per particle): -Short Range: 6.8. -Mini Crit: 10. -Critical Hit: 20.4. -Burn Damage: 5-6 per second. Accuracy: High. Rate of Fire: Automatic (very fast). Range: Very Short. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Air Blast. The Flamethrower is pretty much self explanatory. The lethal insturment of destruction lights its victims on fire, and makes them lose damage over time. In TFC, it only lit people on fire. In TF2, using the Flamethrower on a person already on fire not only prolongs their period of insanity, but also gives them incredible damage! This weapon is also useful for Spy-Checking. A Flamethrower combined with Critical Hits is very effective. Whenever the Fires from the Flamethrower hit an enemy, it will make a sizzling sound. Additionally, the Flamethrower features the Compression Blast, which uses up 25 Flamethrower cells. The Compression Blast can also blow other players away, without doing damage, as well as explosive projectiles and Ubercharged players. Whenever someone is on fire, they also glow as their colour on their team. This also applies to Disguised Spies, so be sure to Spy-Check whenever possible to reveal any traitors' true colours! ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. The Secondary Weapon for the Pyro. The Shotgun is the Pyro's only chance of fighting at ranges. It also allows the Pyro to finish of his/her victims when they are on fire. If the Pyro has to fight in bodies of water, use this Weapon. ***** *Axe* ***** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. This is pretty much a simple fireman's tool to chop down doors (but not the ones in battlefields), as well as hostile foes. ************ *Backburner* ************ Clip Size: None. Carrying Capacity: 200. Power (per particle): -Short Range: 6.8. -Mini Crit: 10. -Critical Hit: 20.4. -Burn Damage: 5-6 per second. Accuracy: High. Rate of Fire: Automatic (very fast). Range: Very Short. Reload Speed: None. Weapon Slot: 1. Alt-Fire: None. Can be unlocked with: 16 Pyro Achievements. Replaces: Flamethrower. The Backburner removes the Compression Blast ability, but will always fire Critical Hits when using this weapon on a victim's back. With the Backburner, the Pyro must think more like a Spy. Also, the Backburner is NOT designed for any suicidal charges. *********** *Flare Gun* *********** Clip Size: N/A. Carrying Capacity: 16. Power: -Base: 30. -Mini Crit: 41. -Critical Hit: 90. -Burn Damage: 5-6 per second Accuracy: High. Rate of Fire: Single (slow). Range: Long. Reload Speed: Long. Weapon Slot: 2. Alt-Fire: None. Can be unlocked with: 10 Pyro Achievements. Replaces: Shotgun. The Flare Gun gives Pyros a better chance of survival in the open. The Flare Gun causes enemies to get lit on fire even if the Pyro isn't up close and personal. The Flare Gun deals more damage to those who are already on fire. ************** *Axtinguisher* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 23-43. -Mini Crit: 45. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: None. Can be unlocked with: 22 Pyro Achievements. Replaces: Axe. This special Axe only does half the damage the regular Axe does, but will always have Critical Hits on firey targets. Use this for ambushing. -------------- 2.24 >Demoman< -------------- A Black, Scottish, Cyclops warrior, the Demoman is always jealous of many of his opponents, often because they have two eyes! He may be drunk, but he also knows where to "Set up them the Bomb", being drunk or sober! The Demoman excells at making traps. Planting Sticky Bombs on the right places can turn the tide of the battle! Regular Grenades can also hold the enemy off for a while, as well as making certain Engineers angry. Like the Soldier, the Demoman can jump to amazing heights with his Sticky Bombs, and is quite durable. The Demoman is also one of the prime candidates for destroying enemy Sentry Guns, thanks to his Sticky Bombs. Arguably, the Demoman proves to be one of the most versitale Classes in the game. With his new unlockable gear, the Demoman can either choose to be a direct warrior, or a sneaky trapster. Maximum Health: 175 (150-210 with Eyelander equipped). Maximum Overheal: 260 (225-315 with Eyelander equipped). Speed: 93% (93%-123% with Eyelander equipped). Suggested Players: 1-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Demoman Weapons: ****************** *Grenade Launcher* ****************** Clip Size: 4. Carrying Capacity: 16. Power: -Direct Hit: 81-111. -After Bouncing: 22-64. -Mini Crit Direct: -Mini Crit After Bouncing: -Critical Direct Hit: 280-300. -Critical Hit After Bouncing: 190. Accuracy: N/A. Rate of Fire: Semi (medium). Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: Detonate Sticky Bombs. The Grenade Launcher is the Demoman's Basic Weapon. If he ever needs to fight a foe directly, he should use this. This is good for attacking heavily-armoured bad guys, as well as Sentry Guns. It's also possible to fire above certain boundaries of the map and into an area where the enemy could be present. The grenades will explode in a few seconds or when it hits a target. If the grenade does not hit a target during launch, the grenade simply rolls and explodes eventually. ********************** *Sticky Bomb Launcher* ********************** Clip Size: 8. Carrying Capacity: 24. Power: -Close to Bomb: 47-90. -Very close to Bomb: 60-124. -Directly on top of Bomb: 74-153. -Mini Crit: 162. -Critical Close to Bomb: 180. -Critical Very close to Bomb: 261. -Critical Directly on top of Bomb: 353. Accuracy: N/A. Rate of Fire: Semi (medium). Range: Varies. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: Detonate Sticky Bombs. The Demoman can also plant some explosives on key areas. The Demoman can place up to Eight bombs in the whole map. Hold the trigger to fire the Bomb farther. Simply use Alt-Fire to detonate the Sticky Bombs. In TFC, the two weapons were the same weapon, and had to be reloaded at the same time. In TF2, the weapons and ammunition are separate, and now the Demoman can defend himself, even if he's recently planted a trap. The Demoman can reach insanely tall heights like the Soldier. To do this, plant a single Sticky Bomb on the ground, then detonate it when on top of it (whilist jumping). The Sticky Launcher is an excellent weapon for taking out enemy Sentries as well. Highly skilled Demomen are capable of using Sticky Bombs against almost every target by planting Sticky Bombs under or near their targets. Be warned as Sticky Bombs can be destroyed by bullets and Scottish Resistance Bombs. They can also be scattered by the Air Blast and explosions. Sticky Bombs also disappear if the Demoman who planted them gets killed. ******** *Bottle* ******** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Detonate Sticky Bombs. The Bottle is the only weapon that the Demoman has that isn't explosive, and has instant contact. Other than that, the Bottle isn't that special other than breaking during critical hits. **************** *Chargin' Targe* **************** Purpose: Grants the Demoman 50% Fire resistance and 50% Explosion resistance. Alternate Fire causes the Demoman to charge in a line. Weapon Slot: N/A. Alt-Fire: Targe Charge. Can be unlocked with: 5 Demoman Achievements. Replaces: Sticky Bomb Launcher. The Chargin' Targe is akward to use, but it does give the Demoman substantial benefits towards Soldiers, Demomen, and Pyros. He can also charge in a straight line (not unlike Left 4 Dead 2's Charger), which can deal a bit of damage on its own. Charging is best done with a Melee Weapon, as charging causes Melee Weapons to become more powerful moments after charging (that is, if the Demoman charged far enough). Charge wisely... ********************* *Scottish Resistance* ********************* Clip Size: 8. Carrying Capacity: 36. Power: -Close to Bomb: 47-90. -Very close to Bomb: 60-124. -Directly on top of Bomb: 74-153. -Mini Crit: 162. -Critical Close to Bomb: 180. -Critical Very close to Bomb: 261. -Critical Directly on top of Bomb: 353. Accuracy: N/A. Rate of Fire: Semi (medium). Range: Varies. Reload Speed: Varies Weapon Slot: 2. Alt-Fire: Detonate Sticky Bombs. Can be unlocked with: 17 Demoman Achievements. Replaces: Sticky Bomb Launcher. Demoman not defensive enough? Try using the ol' Scottish Resistance! The Demoman can plant up to 14 Sticky Bombs with this toy, and he can also pick which ones to detonate by simply looking at them! Of course, it takes a bit longer to prime these Bombs, but hopefully the Demoman is able to keep a good eye on each of the Sticky Bombs traps he planted! Stickies underneath the Demoman will also detonate. Additionally, the more powerful Scottish Resistance Bombs can detonate other enemy Sticky Bombs! *********** *Eyelander* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 65. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Detonate Sticky Bombs. Can be unlocked with: 11 Demoman Achievements. Replaces: Bottle. Nothing beats a magical sword for chopping off people's heads! In addition to decapitating enemies, the Eyelander grants the Demoman increased maximum Health and Speed with every victim killed with the Eyelander (up to four heads). However, it does force the Demoman to sacrifice some of his armour in return for the mass of this weapon, and it is unable to have Critical Hits without the aid of the Chargin' Targe. When souls are devoured, the Demoman's eye will begin to glow... ------------------------ 2.25 >Heavy Weapons Guy< ------------------------ A huge, jolly Russian, the Heavy likes his Minigun, and he likes to go on crazy killing sprees. He even named his guns "Sasha" and "Natascha" and will pummel anybody who dares to touch them. The Heavy is a "Point and Kill" Class. In tight areas, he's deadly, and in the open, he can block an entry point. Being the Class with the most Health, biggest size, and slow speed, he's a good friend with the Medic. Because of his simple deeds, he's a good character for beginners to learn the basics of TF2. The Heavy's unlockable equipment will make him more or less reliant on teammates, or force him to think quickly. Maximum Health: 300. Maximum Overheal: 450. Speed: 77% (27% with Minigun Spinning). Suggested Players: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Heavy Weapons: ******************* *Sasha the Minigun* ******************* Clip Size: None. Carrying Capacity: 200. Power: -Short Range: 50-54. -Medium Range: 5-30. -Long Range: 5-10. -Mini Crit: 15-58. -Critical Hit: 27-108. Accuracy: Low. Rate of Fire: Automatic (fast). Range: Medium. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Spin Minigun. Sasha is a Machine Gun. Self-Explanatory, this weapon consumes its ammunition at an alarming rate. To keep the gun spinning, hold right-click. This allows the Heavy to react more quickly to enemeis without having to revolve Sasha again. When spinning the Minigun, the Heavy's speed decreases dramatically. ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. If the Heavy doesn't want to risk his speed, or doesn't have time to charge up his Minigun, he can use this instead. In TFC, the Minigun used Shell Ammo as well as the Shotgun. In TF2, the Ammunition types are separate, so if he ever runs out of Minigun ammo, he can also resort to his smaller Weapon. The Shotgun is also effective at longer ranges than the Minigun. ******* *Fists* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. The Heavy is tough enough that he can use his own fists for melee brawls. The other two of his Weapons are far better though. An interesting note is that the left mouse button controls his left fist, and the same applies to the right button and his right fist. The only exception is during Critical Hits, where he performs a right-handed upper-cut. If a Heavy is killed while using his Fists, he will simply drop a Minigun. ********************** *Natascha the Minigun* ********************** Clip Size: None. Carrying Capacity: 200. Power: -Short Range: 32-36. -Medium Range: 3-20. -Long Range: 3-6. -Mini Crit: 10-48. -Critical Hit: 18-72. Accuracy: Low. Rate of Fire: Automatic (fast). Range: Medium. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Spin Minigun. Can be unlocked with: 16 Heavy Achievements. Replaces: Sasha. Natascha is Sasha's archenemy, and is the alternate Minigun for the Heavy. Natascha deals less damage than Sasha, but it can slow down enemies, making it useful against Scouts, Medics, and retreating enemies. It is also effective for getting Assists (since it slows down enemies, it makes it easier for others to pick them off). The effects of Natascha can stack on enemy targets. ********** *Sandvich* ********** Purpose: Replenishes 120 HP (300 HP by Taunting). Weapon Slot: 2. Alt-Fire: Throw Sandvich. Can be unlocked with: 10 Heavy Achievements. Replaces: Shotgun. Yes, a snack replaces a weapon. If there are no Medics or Dispensers around, the Heavy can always rely on eating a Sandvich. It takes 4 seconds to eat, so be well protected when eating. The Heavy can also drop the Sandvich for others to eat. To regain the Sandvich, the Heavy must use a Health Kit when he is already at full health, or return to a Resupply Locker. A dropped Sandvich is capable of giving the receiver 50% of his maximum health. *********** *The K.G.B* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (slow). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Can be unlocked with: 22 Heavy Achievements. Replaces: Fists. The Heavy now has Boxing Gloves, named "The Killing Gloves of Boxing" to honour the agency he previously worked with. It has a slower firing rate, but it will grant the Heavy 5 seconds of guaranteed Critical Hits if he manages to kill someone with this weapon! Like the Fists, the Heavy will drop his Minigun when he gets killed. --------------- 2.26 >Engineer< --------------- Hailing from the west, the Engineer likes to sing folk songs while his Sentry Guns protect him. He often dislikes vandals (especially Spies) that destroy his machines. His answer to anything? Use a gun. Engineers truly define Defense (although they shouldn't be forsaken on Offense either). He can set up a Mini-Base far from his main spawn points, as well as keeping the enemy busy with his Sentry Guns. He can also give his troops infinite rations of Ammunition with his Dispensers. The bane of the Engineer is, of course, explosives and Spies. Engineers can also be used on offense, as his Teleporters and Dispensers can prevent most trips to and from the resupply area, and their Sentries can pin down any Defenders. Maximum Health: 125. Maximum Overheal: 185. Speed: 100%. Suggested Numbers: 2-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Engineer Weapons: ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. Unlike most Classes, the Shotgun is the Engineer's Primary Weapon. He may need to use this when he catches a Spy "Sappin' his Sentry/Dispenser/Teleporter". He can also use this to give support to fellow teammates. Most of the time, though, he uses this for self-defense. ******** *Pistol* ******** Clip Size: 12. Carrying Capacity: 200. Power: -Close Range: 20-22. -Medium Range: 10-15. -Long Range: 8-9. -Mini Crit: 20. -Critical Hit: 45. Accuracy: Medium. Rate of Fire: Semi (fast). Range: Medium. Reload Speed: Fast. Weapon Slot: 2. Alt-Fire: None. Like the Scout, this weapon is better for the Engineer at far ranges. Unlike Scout, however, he can carry much more ammunition. Occurances where he runs out of Ammo for this Weapon are extremely rare. ******** *Wrench* ******** Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. The Wrench is the most important Melee Weapon, the other being the Spy's Knife. It can repair, re-equip, and upgrade existing Structures. Metal can be obtained by collecting Ammunition, using Dispensers, and salvaging Weapons from casualties. Whacking a machine during construction speeds up its process as well. Remember to maintain structures; a careless Engineer is a worthless Engineer! ****************** *Construction PDA* ****************** Purpose: Builds Sentry Guns, Dispensers, and Teleporter Entrances/Exits. Weapon Slot: 4. Alt-Fire: Rotate Structure. To select certain projects, 1 is for the Sentry Gun, 2 is for the Dispenser, 3 is for the Entrance, and 4 is for the Exit. After doing so, place the building where desired, and wait for 10/20 seconds. Be sure to protect it during construction! Sentries, Dispensers, and Teleporters can be Upgraded to up to three levels. Upgrading a Sentry increases its firepower, Upgrading a Dispenser allows it to donate more Health, Ammo, and Metal to other nearby Teammates, and Upgrading a Teleporter decreases its charge time. The Teleporter can be Upgraded through either the Entrance or the Exit, and upgrading one of them will upgrade the other. ***************** *Destruction PDA* ***************** Purpose: Destroys existing Sentry Guns, Dispensers, and Teleporter Entrances/ Exits. Weapon Slot: 5. Alt-Fire: None. Like the Construction PDA, the keys are the same. Detonate the structure when out of usable sight. ------------ 2.27 >Medic< ------------ A German Doctor, the Medic always likes to stick with his teammates. Because he sticks around his buddies, he's pretty much to blame for many kills. He's also a bit crazy, so refuse any of his offers for free injections. His best friend is the Heavy Weapons Guy. The Medic is a dedicated Support Class. With his Healing Power, he can prolong the lives of his mates, and when the moment arrives, he can team up with a tough player to advance through the most lethal obstacles. In TFC, he was able to poison enemies as well as heal teammates, but he had to get up close. This hampered his healing ability and made him little more than a heavy Scout. In TF2, he's now a dedicated healer, and is not meant for fighting. The Medic can also perform what's called an "Ubercharge", which makes him and his Healing target invulnerable for some time. Another unique trait to the Medic is that he can heal over time when not in combat (very slowly). The best teams always have a Medic. The Medic's unlockable gear enhances his fighting ability, and can also enhance the firepower of his teammates (in exchange for their invulnerability). Maximum Health: 150. Maximum Overheal: 225. Speed: 107%. Suggested Numbers: 1-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Medic Weapons: ************* *Syringe Gun* ************* Clip Size: 40. Carrying Capacity: 150. Power: -Short Range: 10-15. -Medium Range: 5-10. -Long Range: 5-6. -Mini Crit: 14. -Critical Hit: 30. Accuracy: Medium. Rate of Fire: Automatic (medium). Range: Short. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. The Medic's Primary means of defending himself. The projectiles fly in an arced trajectory, so aim a little higher at longer ranges. The gun is weak, so stick around teammates for self-defense. ********* *Medigun* ********* Purpose: Heals other friendly Players, as well as activating Invulnerable Ubercharge at 100%. Heals at 24 HP/sec. Weapon Slot: 2. Alt-Fire: Activate Ubercharge. The Medigun is what the Medic is all about. As well as Healing a target at a fast rate, Healing targets can also gather Energy for Ubercharge, an ability that makes the Medic and his Healing target invulnerable for a valuable ten seconds! During the process of Healing, the Medic can also boost his target's Health to 50% more than what that class usually has at maximum. By default, the Medic must hold the trigger to keep healing people with the Medigun. An option in the options menu allows the Medic to choose his target, and simply click once to heal constantly. To stop healing, switch weapons or get out of range of the healing target. ********* *Bonesaw* ********* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. The Bonesaw is another average Melee Weapon. However, the Bonesaw is a much better choice for the Medic to fend off bad guys, Spies in particular, up close. ************ *Blutsauger* ************ Clip Size: 40. Carrying Capacity: 150. Power: -Short Range: 10-15. -Medium Range: 5-10. -Long Range: 5-6. -Mini Crit: 14. -Critical Hit: 30. Accuracy: Medium. Rate of Fire: Automatic (medium). Range: Short. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Can be unlocked with: 10 Medic Achievements. Replaces: Syringe Gun. The Blutsauger is the first of the Medic's unlockable weapons. In exchange for decreasing the Medic's default self-healing rate, it will give the Medic health if the projectiles manage to hit an enemy (3 health per shot). Because of this, it is useful for keeping the Medic alive when in combat (but makes the Medic unable to patch up as quickly when out of combat). ************ *Kritzkrieg* ************ Purpose: Heals other friendly Players, as well as activating Full-Crit Ubercharge at 100%. Weapon Slot: 2. Alt-Fire: Activate Ubercharge. Can be unlocked with: 16 Medic Achievements. Replaces: Medigun. The Kritkrieg, when fully charged, allows the Medic to give his (friendly) target fully Critical Shots (every shot he fires will be Critical) for ten seconds. However, it does NOT provide invulnerability to players. The Kritzkrieg's Ubercharge will gain power 25% faster than the Medigun. Taunting with this weapon will replenish 10 points of Health for the Medic. ********* *Ubersaw* ********* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (slow). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Can be unlocked with: 22 Medic Achievements. Replaces: Bonesaw. The Ubersaw, when hitting an enemy, will charge the Medic's Medigun/Kritzkrieg by 25%. It swings slower than the Bonesaw, but the Medic's speed can make up for this loss. ------------- 2.28 >Sniper< ------------- The Australian Rifleman enjoys fighting from large distances, and has a knack for looking at people's heads. The Crocodile Hunter wannabe wears his trusty Akubra, and has an adventurous attitude. The Sniper, of course, is a Long-Range destroyer. Unlike most Snipers in games, he needs to charge up his Rifle for maximum firepower. He also has a few other Weapons if anybody tries to attack him from up close. In TFC, he had to hold the trigger to charge his shots. In TF2, he simply needs to use his scope, resulting in less sore index fingers for the Commonwealth Marksman. The Sniper's alternate set of equipment allow him to fare better at shorter (but still relatively long) ranges, and even provides him a way to help out his teammates. Maximum Health: 125. Maximum Overheal: 185. Speed: 100% (27% with Rifle zoomed in, 45% with the Huntsman drawn). Suggested Numbers: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Sniper Weapons: ************** *Sniper Rifle* ************** Clip Size: None. Carrying Capacity: 25. Power: -100% Charged Body Shot: 99-201. -1% to 99% Charged Body Shot: 34-66. -100% Charged Headshot: 450. -1% to 99% Charged Headshot: 150. -Mini Crit: 68-203. -Critical Hit: 150. Accuracy: Very High. Rate of Fire: Single (slow). Range: Long. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Scope. The Sniper Rifle is the ultimate weapon for the Sniper. Aiming for the head is critical to dispatching enemies from a distance. Use the Scope to charge the shots for extra firepower. Charging takes time. The density of the Dot seen through the Scope and the amount of units in the meter indicates the shot's power. Headshots are always considered Critical Hits, so ALWAYS try to aim for the head! A fully charged Headshot will kill even the toughest of all targets. **************** *Submachine Gun* **************** Clip Size: 25. Carrying Capacity: 75. Power: -Short Range: 8-12. -Medium Range: 4-6. -Long Range: 4-5. -Mini Crit: 11. -Critical Hit: 24. Accuracy: Medium. Rate of Fire: Automatic (medium). Range: Medium. Reload Speed: Fast. Weapon Slot: 2. Alt-Fire: None. The Sniper's Secondary Weapon. If the Sniper ever needs to fight in close areas, he should use this Weapon. He can also use the Submachine Gun on the move, or to finish off opponents that have been impaled with arrows. ******* *Kukri* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. This is the Sniper's Melee Weapon. The Sniper can use this as his up close weapon with his SMG, or he can use this against Spies who try to cut his back. ****************** *The Huntsman Bow* ****************** Clip Size: 1. Carrying Capacity: 12. Power: -100% Charged Body Shot: 108-132. -1% to 99% Charged Body Shot: 50-60. -100% Charged Headshot: 360 . -1% to 99% Charged Headshot: 165. Accuracy: High. Rate of Fire: Single (medium). Range: Medium-Long. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: Cancel Bow shot. Can be unlocked with: 5 Sniper Achievements. Replaces: Sniper Rifle. The Huntsman is a bow that charges faster than the Sniper Rifle, and works better at shorter ranges than the Sniper Rifle. The Sniper also moves faster when charging his shot for the Huntsman than charging with the Sniper Rifle, and the Huntsman does not emit a laser that can compromise the Sniper's presence. Huntsman Arrows can also be lit by friendly Pyros, allowing the Sniper to light his targets on fire. The Sniper can only keep charging the Huntsman for so long until his aim becomes unsteady and inaccurate. To charge with the Huntsman, simply hold fire (Left-Click) and release to fire. To cancel a shot, Right-Click. ******** *Jarate* ******** Purpose: Can be splashed on enemies to make them 35% more vulnerable to damage for a period of time. Jarate can also extinguish fires on the Sniper or on his teammates. Weapon Slot: 2. Alt-Fire: None. Can be unlocked with: 11 Sniper Achievements. Replaces: Submachine Gun. First conceived as a joke, the Jarate program gave the Sniper some jars of urine. Jarate can be used against enemies in order to make them more vulnerable to damage. Jarate can also be used to extinguish fires, whether it be on the Sniper or on his friends. The effects of Jarate can be quickly removed by jumping into water. Jarate also obscures the vision of the target. Much like Sandman Balls, Jarate can be regained by either heading back to a Resupply Cabinet, or it will regenerate on its own. Anyone hit by Jarate will be dripping with pee, including Spies attempting to cloak (causing them to be clearly visible). *************** *The Razorback* *************** Purpose: Shocks any Spies that try to Backstab the Sniper, preventing them from using their Knife and from switching weapons for a short period of time. The Razorback breaks upon any Backstab. Weapon Slot: N/A. Alt-Fire: None. Can be unlocked with: 17 Sniper Achievements. Replaces: Submachine Gun. The Razorback is a bit of cheap insurance for the Sniper against enemy Spies. The Razorback can only counter one Backstab, as it will be destroyed thereafter. To regain the Razorback, head back to the Resupply Cabinet (the other way is to die and respawn). ---------- 2.29 >Spy< ---------- The French Master of Espionage and suave tactics makes his debut in TF2. He may not be the legendary 007 Agent, but he's pretty damn close. Known to practically shapeshift as other people, he's a master of disguise, and vandalism. Sometimes it's not wise to trust him. The Spy is the master of disguise. Get into some clothing, and he'll start acting accordingly. With only a Revolver and a Knife for self defense, he's not very good at direct combat, with his low Health only making the job worse. He's more professional at infiltration and causing trouble within enemy territory. He's also got a new trick up his sleeve: The Cloak. The Spy's newest gadgets allow the Spy to use different tactics getting in or out of combat, as well as another way to pick off his targets. Maximum Health: 125. Maximum Overheal: 185. Speed: 100%. Suggested Numbers: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Spy Weapons: ********** *Revolver* ********** Clip Size: 6. Carrying Capacity: 24. Power: -Short Range: 55-60. -Medium Range: 35-45. -Long Range: 20-25. -Mini Crit: 54. -Critical Hit: 120. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. The Revolver is the Spy's Primary and only ranged Weapon. The Revolver is quite powerful and versatile, but for the Spy, it just isn't meant for Wild West shootouts. Whenever the Spy loses his cover though, he can use this. The Revolver is also fairly accurate, which can kill enemies at long ranges. ******** *Sapper* ******** Purpose: Saps an Engineer's Structure. The Spy does not lose his disguise while placing a Sapper, and can place more than one. Weapon Slot: 2. Alt-Fire: None. As explained above, the Sapper is what usually angers Engineers. The Sapper, when planted, prevents the structure affected by the Sapper from doing its normal task and receives damage over time. A Sapper can only be removed by two whacks by the Engineer's Wrench. Sappers need to be placed up close. Engineers will be alerted when a Sapper is placed. Sappers placed on Teleporters will affect the Entrance and Exit simultaneously. Similarily, the Engineer can remove Sappers on both ends by removing a Sapper on one side. The Sapper destroys Dispensers, Teleporters, and Level 1 Sentries in 7 seconds, while it destroyed Level 2 and Level 3 Sentries in 8 and 10 seconds, respectively (assuming the structures are at full health). ******* *Knife* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 28-54 -Mini Crit: 54. -Critical Hit: 120. -Backstab: 450. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. The Knife is, like the Engineer's Wrench, one of the two most important Melee Weapons in the game. When facing the back or at the back parts of the side of a victim, the Spy Backstabs his target and recieves an instant kill. Try not to use the Knife from the front. ****************** *Spytron 3000 Kit* ****************** Purpose: To Select Disguises, as either part of the enemy or of the friendly teams. Weapon Slot: 4. Alt-Fire: None. The Spytron 3000 (or Disguise Kit) is another vital part of the Spy's arsenal. After selecting the Kit, the Numbers 1-9 indicate the Classes to Select. Press the "-" key to switch from Hostile or Friendly uniforms. Spy cannot Capture Control Points or carry Intelligence when he is Disguised or Cloaked, and the Spy loses his Disguise whenever he uses his Revolver or Knife. A friendly Disguised Spy appears as a Spy with a mask over his face. The Spy is engulfed in a cloud of smoke when he puts on a Disguise. When the Spy puts on his Disguise, the weapon his Disguise will be holding will always start as the primary weapon for that Disguise (A Sniper Rifle for the Sniper Disguise, etc). To change the weapon the Disguise is holding, simply change weapons, and press "Redisguise" (the "B" key by default). The weapon the Disguise is holding is indicated below the type of Disguise the Spy is using. These are the available fake weapons for each weapon the Spy is holding: Revolver: Scattergun/Force-A-Nature, Rocket Launcher/Direct Hit, Flamethrower/ Backburner, Grenade Launcher, Sasha/Natascha the Minigun, Shotgun, Syringe Gun/Blutsauger, Sniper Rifle/Huntsman, Revolver/Ambassador. Sapper: Pistol/Bonk Punch, Shotgun/Flare Gun/Sandvich, Sticky Bomb Launcher/ Scottish Resistance, Medigun/Kritzkrieg, SMG/Jarate. Knife: Bat/Sandman, Spade/Equalizer, Axe/Axtinguisher, Bottle/Eyelander, Fists/The KGB, Wrench, Bonesaw/Ubersaw, Kukri, Knife. In short, the Spy can wield any fake weapons as their according class except for the Construction/Destruction PDAs, the Sapper, and the Disguise Kit. The weapon the Spy is using in Disguise is displayed in the bottom-left corner of the screen, along with the name he is using. *************** *Spytech Watch* *************** Purpose: Renders the Spy invisible. Weapon Slot: N/A. Alt-Fire: Activate Cloak. One of the most well-known contraptions Spytech Industries has built, the Watch allows the Spy to sneak past his foes in enemy territory. Simply use the Special Ability command (Right-Click) to activate the Cloak. The Watch recharges overtime, but can also be recharged even faster by picking up Ammunition or using Dispensers. The Spy cannot reload his Revolver when Cloaked, nor can he attack nor place Sappers. Beware! The Cloak does not allow Spies to pass through walls or enemies, so try not to bump into anyone! The Cloak also begins to lose effect when bumping into enemies, or when being fired at. The Spy must also wait for around half a second for the Cloak to fully activate upon use. Cloaks are essentially useless for Spies that are on fire/dripping with pee. **************** *The Ambassador* **************** Clip Size: 6. Carrying Capacity: 24. Power: -Short Range: 46-56. -Medium Range: 31-37. -Long Range: 15-19. -Mini Crit: 46. -Headshot: 102. Accuracy: Very High/Low. Rate of Fire: Semi (slow). Range: Medium/Long. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Can be unlocked with: 5 Spy Achievements. Replaces: Revolver. The Ambassador is a silver variant of the Revolver. The Ambassador also has more accuracy than the Revolver on its first shot (comparable to that of the Sniper Rifle), but will become much poorer during the short period after shooting. Also like the Sniper Rifle, the Ambassador also benefits from Headshots. The Ambassador, by default, has a slower firing rate than the regular Revolver, and can only benefit from the Headshot bonus if the gun's accuracy is stable (the crosshair is about halfway shrunk). ********************** *Cloak & Dagger Watch* ********************** Purpose: Renders the Spy invisible. Weapon Slot: N/A. Alt-Fire: Activate Cloak. Can be unlocked with: 11 Spy Achievements. Replaces: Spytech Watch. The Cloak & Dagger Watch only uses its battery power when the Spy moves, allowing the Spy to remain invisible forever as long as he stays perfectly still. The amount of power drained depends on how fast the Spy moves, making it suitable for ambushes and monitoring. ******************* *Dead Ringer Watch* ******************* Purpose: Renders the Spy invisible when shot at with Watch out. Weapon Slot: N/A. Alt-Fire: Bring out Watch. Can be unlocked with: 17 Spy Achievements. Replaces: Spytech Watch. The Dead Ringer Pocket Watch allows the Spy to feign his death upon getting hit, and automatically Cloaks the Spy for up to 7 seconds (as long as he is using the watch like the Spytech Watch upon being hit), as long as the Spy has it out upon being hit. The hit will only do 10% of its normal damage. After being hit, the Spy cannot use the Dead Ringer again until its batteries are 100% charged once more. The Spy cannot use the Dead Ringer to cloak manually; it will only cloak the Spy once he gets hit. Emerging from a Dead Ringer Cloak will consume a bit of the watch's power. Much like the Spytech Watch, the Dead Ringer recharges overtime, or can be recharged through Ammunition (but less so than the Spytech Watch). If the Dead Ringer is deactivated before its batteries are completely drained, the deactivation process only takes up 40% of the entire battery capacity. --------------------- 2.30 >Voice Commands< --------------------- Voice Commands are a quick and effective way with communicating with teammates. Some voice commands show up on the dialogue box while others don't. Voice Commands with the * on them show on the dialogue box. Voice Commands with the # on them will display a symbol on that person's head. Voice Menu 1 (Z): 1 - Medic! *# 2 - Thanks! * 3 - Go go go! * 4 - Move Up! * 5 - Flank Left * 6 - Flank Right * 7 - Yes * 8 - No * Voice Menu 2 (X): 1 - Incoming! *# 2 - Spy! * 3 - Sentry Ahead! * 4 - Need a Teleporter here 5 - Need a Dispenser here 6 - Need a Sentry here 7 - Activate Charge! * 8 - Ubercharge Ready (Medic Only) Voice Menu 3 (C): 1 - Help! *# 2 - Battle Cry 3 - Cheers 4 - Jeers 5 - Positive 6 - Negative 7 - Nice Shot 8 - Good Job The "Medic!" Command can also be used with E. If someone calls for help when they are on a Control Point, they will ask for help for either Defending or Capturing the Point. A player that points to another player while using the "Spy!" Command will say that the player is a spy rather than that a Cloaked Spy is around. Press 9 in any of the menus to exit the voice menu. Characters will also say other things upon doing certain actions, such as getting their Revenge, or upon Capturing a Control Point, etc. Some classes have more lines than others, such as the Scout, who likes to act like Vince Offer when he's having a good time. -------------------------------------------------- 2.40 >Differences between PC and Console Versions< -------------------------------------------------- Yes, TF2 also happens to be on other Console systems. However, since Valve is primarily a PC Game developer, many of the features in the PC version are not available in the Console Versions. Here are the details that make Console Versions different: -There are NO Class Unlockables, Hats, nor Achievements. -The only Voice Commands are "Medic" and Taunts. -Taunts cannot kill. -Custom Maps are unavailable. -The only official maps available on the Console Versions are 2Fort, Well, Granary, Gravelpit, Dustbowl, and Hydro (the maps the PC version was initially stuck with). Basically, Valve "heavily dislikes" consoles. ------------------ 2.50 >The Loadout< ------------------ The Loadout contains all the information on one's stats and inventory in TF2. The Loadout tab provides the details of all the weapons currently armed for each Class, and how many obtainable Items they have available. It also contains the Backpack, which is a storage area for all Items collected. The Backpack has two pages of room available. Unneeded Items can be deleted in the Backpack. The Stats page shows one's stats in one's total gameplay. From most Kills in one life to most amount of time spent alive, these stats can tell one's favourite classes. In order to safely record stats, it's recommended to disconnect from the server and then quit the game (be sure NOT to quit the game without disconnecting!). Also, it is said that one should die before disconnecting and quitting. ------------------------- 2.51 >Hats & Accessories< ------------------------- This is the Hat list for each class. All Class-specific Hats can only be randomly obtained during gameplay (3% of all drops are Hats!), while the Generic Hats can only be obtained through certain Achievements or events, and can never be obtained through the random drop system. ****** *Hats* ****** Scout: -Batter's Cap -Bonk Punch Helm -Ye Olde Baker Boy -Sports Shine Soldier: -Helmet Stash attachment -Tyrant's Barbarian Helm -Stainless Cooking Pot -Gentle Manne's Medal Pyro: -Propeller Beanie -Firefighter Brigade Helmet -Respectless Rubber Glove Demoman: -Afro Shine -Glengarry Bonnet -Scottsman's Stove Pipe Hat Heavy: -Football Helmet -Comrade Officer's Ushanka -Tough Guy's Tuque Engineer: -Mining Light attatchment -Texas Ten Gallon -Train Engineer's Cap -Dome Shine Medic: -Pickelhaube Helmet -Vintage Tyrolean -Otolaryngologist's Mirror Sniper: -Tooth Trophy Belt attatchment -Professional's Panama -Jarate Yellow Belt -Hair Fixative Shine Spy: -Detective's Fedora -Backbiter's Billycock Generic: -Cheater's Lament -Ghastly Gibus -Mildly Disturbing Halloween Mask -Bill's Beret ************* *Accessories* ************* Soldier: -Gentle Manne's Medal Spy: -Camera Beard The Gentle Manne's Medal was given to the first 11,111 people who visited a hidden page in the Team Fortress website. They're fresh out now. During the Steamstats era, some people wanted Hats so badly that they used third-party programs to obtain Hats. Months later, Valve punished those who used such programs by removing any items obtained through these programs and gave the Cheater's Lament to anyone who refused to use them. In the Halloween Haunt, the Ghastly Gibus and the Mildly Disturbing Halloween Mask were available through two Achievements. The Ghastly Gibus was also given out much like the Gentle Manne's Medal to allow the Gibus fad to spread. The Mask is only wearable during the Halloween Haunt. Before the Infection in Left 4 Dead, Bill had to warn the past of the upcoming virus that would strike humanity. However, he could only donate his spare Beret. He sent it into some sort of time machine and had the Mann Co duplicate the Hat. The Hat would be given as a warning of the upcoming Infection to both RED and BLU members who pre-ordered Left 4 Dead 2. They'd best prepare for the zombie hordes! --------------- 2.52 >Crafting< --------------- Remember how all those duplicate items found during battles were nothing but excuses for annoying notices and pointless collecting? Now in the Crafting age, that's only a bad memory! Introducing Crafting, the best way to put all those extra items to use! ************ *Blueprints* ************ Metal Creation: -Smelt Identical Weapons: 3 Identical Weapons/Items = 1 Unit of Scrap Metal. -Smelt Class Weapons: 3 Class Weapons = 1 Unit of Scrap Metal. Metal Refining: -Combine Scrap Metal: 3 Units of Scrap Metal = 1 Unit of Reclaimed Metal. -Combine Reclaimed Metal: 3 Units of Reclaimed Metal = 1 Unit of Refined Metal. Token Creation: -Create Class Token: 4 Class Weapons = 1 Class Token. -Create Slot Token: 4 Slot Weapons = 1 Slot Token. -Change Class Token: Class Token and 1 different Class Weapon = 1 different Class Token. -Change Slot Token: Slot Token and 1 different Slot Weapon = 1 different Slot Token. Hat Making: -Fabricate Hat: 3 Units of Refined Metal = 1 Random Hat. -Fabricate Specific Hat: 4 Units of Refined Metal and a Class Token = 1 Class Hat. -Change Hat: 2 Hats = 1 different Hat. Weapon Making: -Fabricate Weapon: A Class Token, a Slot Token, and 1 Unit of Scrap Metal = 1 Class Slot Weapon. The results of what type of Token is being made all depend on what's being used to Craft them. The results of what type of Hat or Weapon all depend on what Tokens are being used to Craft them (unless Changing Hats or making a Random Hat). ********************** *What's best to Craft* ********************** This goes pretty much without saying, but: -Weapons with odd levels in them (it's easier to select different Weapons in the Loadout, trust me). -Weapons for disliked Classes. -Duplicate Weapons. -Crappy Weapons (Backburners and Razorbacks). ================= 3.0 >Multiplayer< ================= Here's some more Strategies when actually being in the Battlefiels of TF2. ----------- 3.1 >Modes< ----------- Here are the styles of gameplay in TF2. ---------------------- Capture the Flag (CTF) ---------------------- This mode contains two Intelligence Boxes that must be captured by the opposing teams and brought back to their base. The team that captures the enemy Intelligence enough times wins the round. Should the Intelligence be captured, the team who captured it will be granted with ten seconds of critical shots! Maps: -2Fort -Well -Turbine -Sawmill -Doublecross ----------------------- Control Point Push (CP) ----------------------- There are often five Control Points, two already belonging to the REDs and the BLUs. The objective is to control all five Control Points. Time is added whenever a Control Point switches sides. Control Points at the frontlines will be capturable by the opposing team, while Control Points near the spawn points will be locked until the Control Point in front of it is captured. Maps: -Well -Granary -Badlands -Fastlane -Yukon -------------------------- Control Point Assault (CP) -------------------------- In this Control Point mode, the BLU team must attack RED's base by capturing the Control Points. Time is added whenever BLU siezes a CP from RED. When time runs out, RED wins. Control Points captured by BLU cannot be taken back by RED. Some Control Points can only be captured when BLU has captured other certain Control Points (in most cases, the Control Points must be captured consecutively). Maps: -Dustbowl -Gravelpit -Steel -Egypt -Junction -Gorge ------------------------ Territorial Control (TC) ------------------------ The map in this mode consists of multiple areas where RED and BLU duke it out. Each phase has two CPs, and the team that manages to take the enemy CP and hold their own wins the round. Then that area becomes theirs. Victory is achieved by controlling all areas on the map. Maps: -Hydro ------------ Payload (PL) ------------ In these maps, the BLU team must escort a cart full of explosives along a track towards the RED HQ. The cart acts like a mobile dispenser, and the map is separated into 3 phases. The cart must be escorted to different checkpoints in order for BLU to gain more time before it runs out. The cart moves faster if there are more BLU players next to it, and it will stop if there's a RED player next to it. If BLU doesn't get to the cart before the time indicated on the cart runs out, the cart will begin to move backwards slowly. Maps: -Goldrush -Badwater Basin -Hoodoo ------------------ Payload Race (PLR) ------------------ Like Payload, this alternative involves the advance of a Cart towards the enemy base to gain victory. However, both teams must push their respective Cart to the enemy base while preventing the enemy team from getting their Cart to the base (which means there are two separate sets of tracks). Although neither Cart will automatically move backwards when its according team members do not try to push it soon enough, the Carts will fall down ramps rather quickly if not pushed. Winning in one round allows the Cart to have a head start over the other at the start of the next round. Maps: -Pipeline ------------- Arena (Arena) ------------- Arena mode is much like Counter-Strike; the round ends when one team runs out of its players, and the other team wins. Unlike Counter-Strike, there's a lone Capture Point in the middle of the map that is activated when enough time has passed. If a team manages to control that point, they win. The player who kills another player gets a bonus known as "First Blood". First Blood allows the player who received the first kill to have 100% Critical Shots for a brief period. Maps: -Well -Badlands -Granary -Lumberyard -Ravine -Watchtower -Sawmill -Nucleus -Offblast ----------------------- King of the Hill (KOTH) ----------------------- The objective of King of the Hill is to hold out a certain area for three minutes. The Control Point starts out neutral, so it's up for the taking of both teams! Each team has a timer that they need to tick by holding the Point. Should the Control Point fall under the control of a different team, that team's timer will start ticking and the other team's will freeze. When the Control Point becomes contested near the end of the round, the Announcer may become so excited that she'll keep saying "Overtime!". Maps: -Viaduct -Nucleus -Sawmill -Harvest ---------- 3.2 >Maps< ---------- This is the (always incomplete) list of maps for TF2. --------------- >Official Maps< --------------- ----- 2Fort ----- One of the most popular Maps in the Team Fortress Series, the 2Forts have made some drastic changes in TF2. There are two identical bases, separated by a pool and a bridge with a roof. There are also underground entrances to both bases, which are no longer full of water, but instead, shallow entrances with a good place to construct a Mini-Base within. There is a Sniper's ledge on the bases, and the vital Intelligence boxes are located in the underground Lobby. There's three restoration rooms, and many corridors that can be baited with traps. -------- Dustbowl -------- Another popular Map from TFC, this one is about Assault. There are three stages that the Reliable Excavation & Demolition (RED) Faction must defend from the takeover of the Builder's League United (BLU) Organization. For every stage, there are two Capture Points that RED must defend against BLU. When the first is Captured, the Defenders must defend the second Control point. Each stage has lots of action, so be prepared for a violent gunfight! ---- Well ---- This Map, by far, has the most changes from its TFC counterpart. While the basic layout is slightly similar, its size is not. In the Control Point Mode, the two Teams must take over all of the Control Points, meaning that the Teams have to assault each others' base! The action starts at the central Control Point, which is inside a Train Tunnel. Noobs must be aware of the train lights. In the CTF version, the Intelligence Case is located in each of the bases. ------- Granary ------- The first of the new Maps, the open fields is another equally balanced CP Map. There's many buildings for cover, and many bridges and catwalks for Snipers. There's nothing much else to say about this map. --------- Gravelpit --------- There are three Control Points that RED must protect against BLU. Two are available for grabs against BLU, but the third cannot be taken over until both of the first two Control Points have been Captured. One of the first ones overlook a cliff while the other one is in the center of a field. The third is a tall tower which is difficult to defend and besiege. It's going to be a difficult battle for RED! ----- Hydro ----- In this Hydroelectric Map, the two Teams must secure the entire Map, which is divided into four sectors. On each round, two opposing sectors are controlled by each of the Teams, and the goal is to control the enemy sector. No two battles are ever the same! Victory occurs when a Team captures the final Control Point from the other Team. This is the only official, and perhaps just the only Territorial Control map to date. -------- Badlands -------- In this map, the action takes place in the Arizona. Two bases oppose each other, with a capturable spire outside. The only thing standing between these two Bases is a lone Bridge. Like Well, the majority of layout in this map has changed drastically from its predecessor in TFC. -------- Goldrush -------- The first Payload map, the areas around the tracks are very linear. Like Dustbowl, this map consists of three phases. It's a difficult assault for BLU! -------------- Badwater Basin -------------- Like Goldrush, Badwater Basin is another Payload map, except this map only has one phase, and is more open than Goldrush. With its many turns, who will win this fight? -------- Fastlane -------- A custom map turned into an official map, this is a wide push CP map with many hills, twists, turns, and pathways. ------- Turbine ------- Another custom map turned official, this CTF Map takes place completley indoors, and has many vents, and tight spots. ----- Steel ----- Another custom map that's now official. It is an assault map with 5 Control Points. While the BLU Team must capture the central CP from RED, they can also capture the other surrounding CPs in order to be able to capture the central point faster. It's an evil genius' base come true! ------ Ravine ------ A dry Arena map, has a tower and two tight areas. ---------- Lumberyard ---------- A forest with three cabins, this place is anything but cozy! ----- Egypt ----- Set in the ancient desert, RED must defend an ancient tomb from the BLU grave robbers. Much like Dustbowl, Egypt is divided into three sections, each with two Control Points. BLU must capture the forward Control Point before the second Control Point in each phase of the mission. A mix of tight corners, dark hallways, and open sunny areas make this place a level of both ambushing and direct combat. Egypt also has a lot of vertical action, giving Soldiers, Demomen, and Scouts an advantage. Now an official map as of the Scout Update. -------- Junction -------- An indoor facility with three Control Points. Much like Gravelpit's layout, BLU must Capture the first two Control Points before assaulting RED's final Control Point. Another custom map with the Valve seal of quality. ---------- Watchtower ---------- A fan-made Arena map in the mountains. This crater includes a tower and lots of pipes, with lots of vertical action. Snipers, Scouts, Soldiers, and Demomen will have the edge here. -------- Pipeline -------- The first Paylaod Race map. Dark and gloomy, the Pipeline railroad is divided into three sections. The first two involve the Carts moving in opposite directions. The last phase involve both Carts moving up a steep ramp up to the final destination. ------- Sawmill ------- A sawmill on a stormy mountain, there's also a secret underground base, (along with two leaky underground rooms in CTF). Watch out for the sawblades! ------- Nucleus ------- A base with a doomsday device, and a bottomless pit below. The Arena's Control Point is located beneath the core of the device. This truly defines Arena and King of the Hill mode! ------ Hoodoo ------ First as a homemade custom Payload map, the BLU team must move the Cart though some formerly fertile farmland, through buildings, all the way to the RED HQ, a garage. Hoodoo has its share of twists, turns, and the usual gore and violence. -------- Offblast -------- Another former community-made map, Offblast is located at the peak of a mountain. A secret compound is located within the mountain, and there's no getting back up the edges of the cliffs! ------- Viaduct ------- A snowy hill with a base on top, each team must rush to the hill and seize it from the enemy! Try not to freeze to death! ----- Yukon ----- Time to fight, eh? Set in an abandoned coal mine, this Push map contains plenty of tunnels, logs, and the like! Recently awarded with the "Valve certificate of excellence". ------- Harvest ------- Boo! Ghosts, Pumpkins, and a creepy sense doesn't stop RED and BLU from fighting in this farmland! Sometimes, during the night hours of this map, the ghost of Zepheniah Mann may appear throughout the area to scare a few RED and BLU members! It is also a popular place to steal Gibus Hats and obtaining Halloween masks. Beware of those explosive pumpkins! ----- Gorge ----- A short and simple map in the middle of the forest. The BLU team must take this small outpost from RED by seizing its two Control Points. ----------- Doublecross ----------- The bridge is the only thing standing between RED and BLU in this CTF map. There are multiple entrances to the insides of both bases, and there's more than one way to actually reach the bases. ----------------- >Unofficial Maps< ----------------- ------ Convoy ------ This map consists of two large vehicles (trains, maybe?) driving quickly across a desert. The intel is located inside the driving terminal area, while the spawn points are in the middle of the vehicles. Only a few catwalks and bridges connect the two trucks together. -------- Orange X -------- A push map that has only Orange textures, this map is a Sniper's dream. There's a tower in the middle of the battlefield, which is often difficult to Capture. There are many versions of this map. ------ Mach_4 ------ Another exciting CTF map that includes two huge bases. There are many twists and turns in each of the bunkers, as well as a defunct sewer system and many Sniper ports. -------------- Melee Mountain -------------- A pointless but still fun melee-only map that consists of a mountain with Boxing rings on it. ---- Wolf ---- The BLU team tries to take the RED radar station in this map. There are three CPs (like in Gravelpit), and there are many alternative paths to take. ---------- Black Mesa ---------- Much like the infamous research labratory in Half-Life, this map features white rooms, experimental dormitories, offices, and a wide arena that has catwalks and a deadly pit (a nearly bottomless floor or a pool of radioactive waste). There are many versions of this map. -------- Frontier -------- A Payload Map that takes place in the woods in the mountains, BLU must escort a locomotive through the forest to the RED headquarters. There are tons of buildings to the sides of the rails. At the end, the locomotive will simply fall into the pit below the tracks and into the RED base. ------------------ 3.3 >

By the time your adversary races towards your 'body' to frisk you for cash and pull gold fillings out of your mouth, you'll already be behind him, poised for the killing blow.

Dead Ringer publicity blurb

The Dead Ringer is an unlockable PDA weapon for the Spy. It is a gold-plated pocket watch with an engraving of a hummingbird on its lid, and a circular Cloak display within.

This weapon's main attribute is to Cloak the user for 7 seconds upon being injured if it is held out, leaving behind a fake Spy ragdoll corpse to distract and deceive enemies. The Cloak generated is instantaneous and can generate certain information in-game that enhances the legitimacy of the user's "death" (shown below). If the player is disguised as a friendly class, activation drops a ragdoll corpse of that class (which, to your team, will appear as a ragdoll of you wearing a mask of the class you were disguised as). To use this cloak, the Spy must be holding the watch by pressing secondary fire before taking damage. The watch must be fully charged before it can be held, and holding the watch prevents the Spy from attacking. This also means the Spy is unable to cloak on command and will have to rely on damage instead.

Upon activation, the Cloak meter will immediately drop to 50%, and the Spy will receive a 3-second speed boost. The Spy takes 75% reduced damage for the initial attack that activates the cloak and will gain damage resistance depending on how much time is left for his cloak (from a maximum of 65% to a minimum of 20% after 3 seconds). The initial damage reduction allows the player to survive massive amounts of damage as long as the user has a sufficient amount of Health before the attack was made, with the exception of fully charged headshots by Snipers using the Machina, backstabs from enemy Spies, and Taunt kills.

During the first 3 seconds of cloak, the Spy will not flicker on contact with enemies or upon being shot, and he gains immunity to afterburn. This returns to standard cloak once 3 seconds pass (cloak flickers on contact, 20% reduced damage). The cloak takes 7 seconds to fully drain (from 50%) down to zero.

The Dead Ringer uncloaks with a very loud and distinct sound. The uncloak noise is noticeably loud up-close but rapidly fades with distance. Unlike the standard Invisibility Watch, Dispensers and ammo cannot replenish the Cloak meter.

Activating the Dead Ringer will heal the Spy from certain status effects:

However, other status effects are unaffected. Notably:

  • Covering-inflict weapons and water will still coat the cloaked Spy.

Therefore, feigning whilst suffering under these effects will not be convincing. In addition, once the player is cloaked, the Spy is not immune to status effects, although such effects will have a reduced duration, similar to the Invis Watch.

The Dead Ringer is automatically given to any player who obtains 17 Spy achievements.

Feign death effects

Feign deaths have certain characteristics that affect the game. Some kill effects are replicated or faked as if the Spy is actually killed, while others are not, which may alert vigilant players of the feign.

Replicated mechanics
  • Certain achievements and achievement counters
  • First Blood in Arena
  • Weapon pickup (by the user or others)
  • Heads for the Eyelander, Horseless Headless Horsemann's Headtaker and Nessie's Nine Iron
  • The bloody blade and removal of self-damaging weapon switching of the Half-Zatoichi
  • A health pack drop in Medieval Mode
  • Vaporization effect from the Cow Mangler 5000, Righteous Bison, Pomson 6000, Phlogistinator, Manmelter, Third Degree, Neon Annihilator, Batsaber, Shooting Star, and C.A.P.P.E.R
  • Killstreaks
  • Critical hit or mini-crit overhead display
  • "Killstreak Ended" notification if the Spy is using a killstreak weapon
Faked mechanics
  • Kill feed for the enemy team
  • Domination notifications (not reflected on scoreboard)
  • Medium ammo box (does not provide ammo or metal when picked up)
  • Death state on scoreboard (does not last as long as a true death)
Unreplicated mechanics

Function times

Function times (in seconds)
Effect

Upon activation:

  Drop a fake corpse, 75% damage reduction, remove some status effects


For the first 3 seconds:

  Speed boost, no cloak shimmer upon collision with a enemy, up to 65% damage reduction


Subsequently:

  Normal invisibility


Cloak maximum duration 7.0 s
8.2 s
6.0 s
7.6 s
Cloak fade time Instant
Decloak fade time

Player:

2.2 s

World:

1.8 s
Recharge time 20 s
Activation time Instant
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

As a crafting ingredient

Strange variant

Related achievements

After a sort absence in Team Fortress I have returned and tried to play spy. I shortly noticed I have looked around and haven't found a recipe for crafting it.. Whenever I Who would like to trade a dead ringer of yours for something of mine! 2.

The match seems to be going terribly. My teammates don’t appear to be interested in defending the capture point, and about half of the enemy team have dominations – meaning they’ve killed the same player multiple times without that person getting revenge. Yet weirdly, the game continues.

I’m dead, tabbing through the viewpoints of everyone who’s alive, when I realise why. One of our Red pyros is dancing with six members of Team Blu, keeping them occupied through the use of a taunt.

Team Fortress 2 is weirder than ever.

I’ve jumped back in to play some of the Jungle Inferno update, which came out last week and added six new maps, five new weapons and a bunch of balance changes. Four of the new weapons are for the Pyro, who won more votes than the heavy in a 2016 community event to see which class would get an update first. It’s not a good time to be a spy.

As with every class update Valve have ever done, the servers are swamped with people exclusively playing as the recently revamped character. With everyone eager to try out the new weapons, it’s not uncommon to see eight pyros or more on each team.

Instead of being craftable, the new items can only be unlocked by fulfilling contract missions – which also explains why so many people are playing pyro. You get access to pyro items for free, though not if you’re a fool like me and don’t realise that until you’ve ponied up £4.59 for a campaign pass. That pass provides access to a separate, more extensive set of contracts which unlock new cosmetics.

The campaign is an updated version of the system Valve introduced in the Gun Mettle update back in 2015, where you can now pick which contracts you want to fulfill rather than having them randomly assigned. Each of the new weapons has its own contract, which can be completed simply by earning points – though there are bonus objectives too, like getting kills with airblast-reflected projectiles. If you’re in a party, your friends can help fulfil those objectives with you.

How long it takes you to get the new stuff will depend on how good/lucky you are. I’ve been playing for several hours and only have the first two, though that’s partly because I got distracted by the non-pyro specific contracts. As with the Gun Mettle update, the contracts succeed in adding purpose to a game that’s otherwise structureless outside of the context of each match. While it’ll take a while to get all the new items, it’s still a significantly smaller time investment for new players than if they had to wait until they had enough spare items to craft them.

As part of the update, every flamethrower has been reworked so that the flame particle effects better reflect where damage is being dealt – though not being a regular pyro player, I can’t say I’ve noticed. The same goes for the other changes to airblasts and how afterburn damage works; she seems like the same old pyro to me, though players with more experience will no doubt beg to differ. The main thing I’ve noticed is how much more mobile pyros are with the newly added jetpack as a secondary weapon. I’ve already lost count of the amount of times one has escaped my clutches at the last second by rocketing away.

You have to complete the first three contracts before you can start unlocking the jetpack, so I’ve only had a brief go. If you manage to land on someone you damage them, which is excellent and correct, though easier said than done. The new main weapon, the Dragon’s Fury, has a similarly high skill ceiling – it fires a single shot at range that does miniscule damage on the first hit, but does 300% more if your target is already on fire.

What I have had ample experience with are the newly balanced spy weapons. He was hit the hardest in the latest update, with the Dead Ringer and the Ambassador both receiving substantial nerfs. The former no longer gets its cloak meter refilled by picking up ammo, and the latter now does reduced damage on headshots depending on distance. Elsewhere, the Eternal Reward knife now allows you to put on a disguise by consuming all of your cloak meter, but drains 33% faster. The combined effect of those changes has been to make me swap over from mainly using the Ambassador to the L’etranger, which extends cloak duration time and fills up the meter a little with each shot.

Most of the other classes have had several items majorly re-reworked too, with the scout’s Sandman Bat and Bonk Punch both being toned down, but his Pocket Pistol being buffed with a life stealing effect. It’s worth considering a lot of them as entirely new items, which makes this a more substantial update than it first appears. I’ll leave you to peruse the patch notes for the rest of the changes at your leisure.

Of the new maps, Bananna Bay is easily my favourite. It’s a dual payload map where rather than simply escorting a cart to the end of a track, once it’s there each team has to wait for a train to run it over. Being surrounded by the sea on all sides helps sell the tropical theme, with the highlight being a section of the track that goes underwater. It’s a merciful respite from the flames of the many, many pyros currently running around.

I’m less fond of the control point map Mercenary Park, which is Valve’s own submission alongside the community maps. It’s like a more enclosed version of Granary, and I’ve never really enjoyed the chokepoints that inevitably feature in TF2’s indoor sections. Mossrock, the other control point map, doesn’t have as much of a chokepoint problem – though the the last objective can be a frustratingly tough nut to crack.

Enclosure is a payload map that’s more open than the name suggests. It’s got some good scenery, though doesn’t play around enough with verticality for my tastes. Brazil is a functional king of the hill map, though I prefer Lazarus with its crumbling temple and glowing mushroom lit caves. Neither of them have anything like Sawmill’s spinning blades to keep them interesting for long however, and king of the hill has always been my least favourite mode. That’s largely to do with how much spy I play though, so your mileage may vary.

I know this gets said a lot, but it really is remarkable that a game made in 2007 can still hold my attention a decade later. Jungle Inferno is TF2’s 40th major update, and it seems entirely plausible that we’ll get another 40. Presumably the Heavy is in line for a revamp, and Valve probably won’t stop there. This update nerfed my favourite weapons and has (temporarily) flooded every match with people playing the direct counter to my favourite class. Even so, last night when I was deciding whether to boot up this or Overwatch, TF2 won out.

Pyros and spy lows: thoughts on TF2's Jungle Inferno

team fortress 2 how to craft dead ringer

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I don't know who to thank first... oh, I know, me!

The Scout earning an achievement item

Achievement items are unique items, weapons, action items, taunts and cosmetics, that can be obtained via the completion of achievements in Team Fortress 2. Each individual class has 3 Milestone achievements. Completing each Milestone will grant the player a specific weapon for that class. Other achievements award items to players for completing other tasks, such as defeating bosses. Items earned via achievements can not be traded. Items given from achievements are only received the first time a player completes said achievement. They will not be given via a reset achievement.

Weapons

Main article: Weapons

Milestone achievements

Each class can earn three Milestone achievements. Milestone achievements are awarded for earning 5, 11, and 17 achievements in a class; or 10, 16, and 22 achievements in a class; depending on the class. Each Milestone achievement counts towards future Milestone achievements.

The following classes earn Milestone achievements at 5, 11, and 17 class achievements:

The following classes earn Milestone achievements at 10, 16, and 22 class achievements:

2014: Merasmachievements

Cosmetics

Main article: Cosmetic items

Tools

Main article: Tools

Action items

Main article: Action items

Taunts

Main article: Taunts

Non-Team Fortress 2 achievement items

See also: Promotional items

There are a variety of Valve and or Steam games that have unlockable items such as Poker Night at the Inventory which contains 5 items.

Alien Swarm

See also: Alien Swarm (Wikipedia)

Alliance of Valiant Arms

See also: Alliance of Valiant Arms (Wikipedia)


Black Rose
Weapons (Melee) February 14, 2012 Patch Awarded to players who had earned the 1st One Down achievement in Alliance of Valiant Arms on Steam.

This achievement item is no longer available due to the game having shut down.

CrimeCraft GangWars

See also: Crimecraft (Wikipedia)

Poker Night at the Inventory

See also: Poker Night at the Inventory (Wikipedia)

Note: While this game can no longer be bought on Steam, players who have it in their Libraries can still earn the achievements and receive the items.

Poker Night 2

See also: Poker Night 2 (Wikipedia)

Note: While this game can no longer be bought on Steam, players who have it in their Libraries can still earn the achievements and receive the items.

SpaceChem

See also: SpaceChem (Wikipedia)

Spiral Knights

See also: Spiral Knights (Wikipedia)

Super Monday Night Combat

See also: Super Monday Night Combat (Wikipedia)

A massive Team Fortress 2 Mann-conomy Update has just added the ability to you can buy with real money is also available to find or craft for free? The Dead Ringer's an interesting match, creating a Spy who's unable to.

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Show only blueprints available in Free to Play accounts

Blueprints

Crafting

Common

NameRequiresResult
Fabricate Class Weapons (Scout, Primary)

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Fabricate Class Weapons (Scout, Secondary)

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Fabricate Class Weapons (Scout, Melee)

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Fabricate Class Weapons (Sniper, Primary)

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Fabricate Class Weapons (Sniper, Secondary)

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Fabricate Class Weapons (Sniper, Melee)

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Fabricate Class Weapons (Soldier, Primary)

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Fabricate Class Weapons (Soldier, Secondary)

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Fabricate Class Weapons (Soldier, Melee)

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Fabricate Class Weapons (Demoman, Primary)

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Fabricate Class Weapons (Demoman, Secondary)

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Fabricate Class Weapons (Demoman, Melee)

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Fabricate Class Weapons (Heavy, Primary)

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Fabricate Class Weapons (Heavy, Secondary)

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Fabricate Class Weapons (Heavy, Melee)

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Fabricate Class Weapons (Medic, Primary)

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Fabricate Class Weapons (Medic, Secondary)

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Fabricate Class Weapons (Medic, Melee)

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Fabricate Class Weapons (Pyro, Primary)

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Fabricate Class Weapons (Pyro, Secondary)

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Fabricate Class Weapons (Pyro, Melee)

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Fabricate Class Weapons (Spy, Secondary)

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Fabricate Class Weapons (Spy, Melee)

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team fortress 2 how to craft dead ringer

WATCH THE VIDEO ON THEME: Dead Ringer Tutorial (MrPaladin)

Team Fortress 2/Crafting Below are all the blueprints for crafting weapons and hats. . Fabricate L'Etranger: Uses 1 reclaimed metal and 1 Dead Ringer.

team fortress 2 how to craft dead ringer
Written by Yozshur
3 Comments
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