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	<updated>2026-05-31T19:20:46Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5354</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5354"/>
		<updated>2024-12-06T17:16:01Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Attempted to improve the Pyro&amp;#039;s weapon explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] that specializes in close-range damage, ambush manoeuvres and guarding their team&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is a homemade flamethrower that ignites enemies and inflicts [[afterburn]], which is useful for guarding areas of interest and for [[Spy]] checking. Their secondary weapons are not as strict and are designed to complement the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can allow the Pyro to quickly combo multiple sources of damage onto the opponent.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited teammates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever-present fire resistance, mitigating their close-ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies&#039; mistakes can make Pyro one of the most game-changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Pyro has been given a new line for their ‘Activate the Charge!’ voice command where they now yell &amp;quot;COME ON!&amp;quot;. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4990</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4990"/>
		<updated>2024-05-29T03:27:46Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Made a better header for scout and improved the trivia portion as well as added a comparison from tf2 section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Scout&#039;&#039;&#039; &#039;&#039;while escaping with the enemy teams flag&#039;&#039;|&#039;&#039;Wave goodbye to your secret crap, dumbass!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a young man from Boston who runs fast, talks big, loves baseball, and has an &amp;quot;in-your-face&amp;quot; attitude. He&#039;s an [[Classes#Offense|offense class]] who specializes in aggressive hit and run, flanking and objective based tactics.&lt;br /&gt;
&lt;br /&gt;
Having the highest speed out of all nine classes as well as the special ability to double jump, allows the Scout to traverse many different environments quickly and easily. This amount of mobility is great for closing in on important kills, dodging enemy fire and escaping unfavorable situations despite his low health.&lt;br /&gt;
&lt;br /&gt;
The Scout is also the only class who has twice the normal capture rate, this allows him to push [[Payload]] carts and capture [[Control point (objective)|Control Points]] much more quickly. Outside of those objectives, the Scout’s speed also makes him a great Flag runner in modes such as [[Capture the Flag]] and [[Special Delivery]].&lt;br /&gt;
&lt;br /&gt;
Whether it’s taking out the enemy [[Medic]] or [[Civilian]], holding down the flank route, or just running away with the flag. The Scout is a multipurpose class that excels at being a constant thorn in the enemy teams’ side.&lt;br /&gt;
&lt;br /&gt;
The Scout is voiced by Nathan Vetterlein.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Boston, Massachusetts, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Rapid Recovery&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special Ability:&#039;&#039;&#039; Double Jump&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Scout Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump in mid-air to quickly change direction and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …you&#039;re an excellent distraction. Catch the attention of dangerous classes like [[Heavy|Heavies]] and [[Sniper|Snipers]] to allow your team to move forward.&lt;br /&gt;
* …your [[scattergun]] is lethal at point blank range.&lt;br /&gt;
* …your [[pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[bat]] does less damage than normal melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun|nail gun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The BLU Scout&#039;s pants in &#039;&#039;TF2 Classic&#039;&#039; are now in a navy-blue color, as seen in the &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s prerelease builds and the Playstation 3 version. On TF2&#039;s PC and Xbox 360 versions, the color simply remains the same as the RED Scout&#039;s pants [https://www.youtube.com/watch?v=4ZxnOG8-Hos seemingly by mistake.]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Early on in Team Fortress 2&#039;s life, many players noticed a resemblance between Scout and Vince Offer, a famous TV pitchman. After numerous requests, Valve released new voice lines for Scout based on Vince Offer in the February 24, 2009 Scout Update.&lt;br /&gt;
** These lines include &#039;&#039;&amp;quot;If you order now, I&#039;ll throw in a second beatin&#039;, absolutely free.&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;No otha&#039; class gonna do dat!&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;Pop quiz: How long&#039;s it take to beat a moron to death? (buzzer imitation) Sorry, time&#039;s up, you&#039;re dead.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4989</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4989"/>
		<updated>2024-05-29T03:11:40Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Improved the first line for Pyro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] who specializes in close range damage, ambush maneuvers and guarding their teams territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is usually a homemade incendiary weapon that ignites enemies and inflicts [[afterburn]], useful for [[Spy]] checking. Their secondary weapons are not as strict and are designed to combo into the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited team mates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever present fire resistance, mitigating their close ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies mistakes can make Pyro one of the most game changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Pyro has been given a new line for their ‘Activate the Charge!’ voice command where they now yell &amp;quot;COME ON!&amp;quot;. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4982</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4982"/>
		<updated>2024-05-28T05:21:22Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Fixed a spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are a [[Classes#Offense|offense class]] who specializes in dealing close range damage, ambush maneuvers and guarding their teams territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is usually a homemade incendiary weapon that ignites enemies and inflicts [[afterburn]], useful for [[Spy]] checking. Their secondary weapons are not as strict and are designed to combo into the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited team mates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever present fire resistance, mitigating their close ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies mistakes can make Pyro one of the most game changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Pyro has been given a new line for their ‘Activate the Charge!’ voice command where they now yell &amp;quot;COME ON!&amp;quot;. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4981</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4981"/>
		<updated>2024-05-28T05:20:36Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added a &amp;quot;Comparison from TF2&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is a unknown individual in a flame retardant suit with an affinity for all things fire. They are a [[Classes#Offense|offense class]] who specializes in dealing close range damage, ambush maneuvers and guarding their teams territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is usually a homemade incendiary weapon that ignites enemies and inflicts [[afterburn]], useful for [[Spy]] checking. Their secondary weapons are not as strict and are designed to combo into the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited team mates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever present fire resistance, mitigating their close ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies mistakes can make Pyro one of the most game changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Pyro has been given a new line for their ‘Activate the Charge!’ voice command where they now yell &amp;quot;COME ON!&amp;quot;. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4977</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4977"/>
		<updated>2024-05-28T00:44:00Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Fixed a capital letter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is a unknown individual in a flame retardant suit with an affinity for all things fire. They are a [[Classes#Offense|offense class]] who specializes in dealing close range damage, ambush maneuvers and guarding their teams territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is usually a homemade incendiary weapon that ignites enemies and inflicts [[afterburn]], useful for [[Spy]] checking. Their secondary weapons are not as strict and are designed to combo into the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited team mates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever present fire resistance, mitigating their close ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies mistakes can make Pyro one of the most game changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4976</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4976"/>
		<updated>2024-05-28T00:43:29Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Corrected some mistakes and improved the writing for Pyro&amp;#039;s main description while also elaborating and correcting some trivia.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is a unknown individual in a flame retardant suit with an affinity for all things fire. They are a [[Classes#Offense|offense class]] who specializes in dealing close range damage, ambush maneuvers and guarding their teams territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is usually a homemade incendiary weapon that ignites enemies and inflicts [[afterburn]], useful for [[Spy]] checking. Their secondary weapons are not as strict and are designed to combo into the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited team mates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever present fire resistance, mitigating their close ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies mistakes can make Pyro one of the most game changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command. This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4974</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4974"/>
		<updated>2024-05-26T02:33:24Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Bolded parts of the bio section, corrected &amp;quot;he&amp;quot; to &amp;quot;they&amp;quot; in trivia since we don&amp;#039;t know their gender, and made a trivia related to the mystery of pyros gender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Fully clad in a flame retardant suit and having an affinity for all things fire. The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an [[Classes#Offense|Offense Class]] who specializes in dealing close range damage, sowing chaos through ambush maneuvers and guarding their teams territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is usually a homemade incendiary weapon that ignites enemies and inflicts [[afterburn]], a great choice for [[Spy]] checking. Their secondary weapons however are not as strict and are designed to combo into the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited team mates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
While the Pyro&#039;s weaknesses lie in their close ranged nature, they are mitigated through careful play and quick thinking. With enough time and understanding, players can explore the full spectrum of Pyro&#039;s nuance and take joy in setting the world ablaze… for their team of course.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout the development of Team Fortress 2, whenever a conceptual face for Pyro was created they were predominantly depicted as male.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where they now says &amp;quot;COME ON!&amp;quot;. This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon; by extension, this also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4973</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4973"/>
		<updated>2024-05-25T22:36:40Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Completely rewrote pyro&amp;#039;s description to be much more concise, information found in the previous version was either redundant or belonged on an advanced tactics page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Fully clad in a flame retardant suit and having an affinity for all things fire. The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an [[Classes#Offense|Offense Class]] who specializes in dealing close range damage, sowing chaos through ambush maneuvers and guarding their teams territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is usually a homemade incendiary weapon that ignites enemies and inflicts [[afterburn]], a great choice for [[Spy]] checking. Their secondary weapons however are not as strict and are designed to combo into the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited team mates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
While the Pyro&#039;s weaknesses lie in their close ranged nature, they are mitigated through careful play and quick thinking. With enough time and understanding, players can explore the full spectrum of Pyro&#039;s nuance and take joy in setting the world ablaze… for their team of course.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of origin:	Unknown&lt;br /&gt;
&lt;br /&gt;
Job: Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where he now says ‘COME ON!&amp;quot;, This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon; this, by extension, also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4969</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4969"/>
		<updated>2024-05-25T13:20:03Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Completely rewrote the Scouts description to be much more concise and interesting as a header, any excess information should be moved to advanced tactic pages or weapon pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Scout&#039;&#039;&#039; &#039;&#039;after taking the enemy&#039;s intelligence&#039;&#039;|&#039;&#039;Wave goodbye to your secret crap, dumbass!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is an [[Classes#Offense|Offense Class]] who specializes in aggressive hit and run, flanking and objective based tactics.&lt;br /&gt;
&lt;br /&gt;
Having the highest speed out of all nine classes as well as the special ability to double jump, allows the Scout to traverse many different environments quickly and easily. This amount of mobility is great for closing in on important kills, dodging enemy fire and escaping unfavorable situations despite his low health.&lt;br /&gt;
&lt;br /&gt;
The Scout is also the only class who has twice the normal capture rate, this allows him to push [[Payload]] carts and capture [[Control point (objective)|Control Points]] much more quickly. Outside of those objectives, the Scout’s speed also makes him a great Flag runner in modes such as [[Capture the Flag]] and [[Special Delivery]].&lt;br /&gt;
&lt;br /&gt;
Whether it’s taking out the enemy [[Medic]] or [[Civilian]], holding down the flank route, or just running away with the flag. The Scout is a multipurpose class that excels at being a constant thorn in the enemy teams’ side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Scout is voiced by Nathan Vetterlein.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Boston, Massachusetts, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Rapid Recovery&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special Ability:&#039;&#039;&#039; Double Jump&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Scout Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump in mid-air to quickly change direction and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …you&#039;re an excellent distraction. Catch the attention of dangerous classes like [[Heavy|Heavies]] and [[Sniper|Snipers]] to allow your team to move forward.&lt;br /&gt;
* …your [[scattergun]] is lethal at point blank range.&lt;br /&gt;
* …your [[pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[bat]] does less damage than normal melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun|nail gun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BLU Scout&#039;s pants in &#039;&#039;TF2 Classic&#039;&#039; are now in a navy-blue color, as seen in the &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s prerelease builds and the Playstation 3 version. On TF2&#039;s PC and Xbox 360 versions, the color simply remains the same as the RED Scout&#039;s pants [https://www.youtube.com/watch?v=4ZxnOG8-Hos seemingly by mistake.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4963</id>
		<title>Dustbowl</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4963"/>
		<updated>2024-05-14T04:01:03Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added Stage 1 Control Point B&amp;#039;s section and fixed some other mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_dustbowl&lt;br /&gt;
|map-image = CP_Dustbowl_Main.jpg&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|release-date = 2007&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dustbowl&#039;&#039;&#039; is a linear-style [[Attack / Defense]] map and is a remake of the &#039;&#039;Team Fortress Classic&#039;&#039; map of the same name. Dustbowl resembles a coal mining facility in a desert, with minecart tracks winding out of stage 1 BLU spawn. RED must defend a number of [[Control Points]] from BLU.&lt;br /&gt;
&lt;br /&gt;
This map is divided into 3 stages, each consisting of two control labelled A and B, making a total of 6 control points. in each stage BLU must capture the control points in the given time while RED must defend in the given time. A must be captured first and then B. If BLU manages to capture all control points in the given time, they win. If not RED wins. Once a control point is taken, it is locked and cannot be re-captured by RED.&lt;br /&gt;
== Goal ==&lt;br /&gt;
BLU is attacking and must capture both points, A and B in all three stages to win the match. RED must prevent BLU from achieving their goal. Do note that A and B must be captured in that order. &lt;br /&gt;
This here is text dialog&lt;br /&gt;
==Locations==&lt;br /&gt;
===Stage 1, Control Point A===&lt;br /&gt;
*&#039;&#039;&#039;BLU Spawn:&#039;&#039;&#039; This mineshaft has three exits, left, right and center. The right exit is the longest, the left and center exit are the shortest. While the left exit does have a resupply cabinet, it also has a ramp nearby leading  straight to the exit doors, making it very vulnerable to enemy fire, especially projectiles when the door is open.&lt;br /&gt;
*&#039;&#039;&#039;The Canyon:&#039;&#039;&#039; A long, narrow and straight trench that cuts through the battleground and leads right to the backdoor of Control Point A and Tunnel Entrances. It tends to attract Snipers of both teams.&lt;br /&gt;
*&#039;&#039;&#039;Left Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed with a ladder to the roof. Inside contains a large health and ammo kit. The path leads straight to Control Point A&#039;s front door, making it a highly contested area.&lt;br /&gt;
*&#039;&#039;&#039;Right Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed that contains a large health and ammo kit, this one however has two doors. The path leads into the Canyons exit point.&lt;br /&gt;
*&#039;&#039;&#039;Control Point A:&#039;&#039;&#039; Control Point A is set up inside a small building with a large health and ammo kit. It contains stairs leading towards one of the tunnel entrances. This building has two exits as along with a balcony up the stairs.&lt;br /&gt;
*&#039;&#039;&#039;Tunnel Entrances:&#039;&#039;&#039; All three Tunnel Entrances lead towards Control Point B, there are two on ground level and an Upper Entrance that&#039;s accessible through Control Point A&#039;s stairs. The Upper Entrance also contains a large health kit.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Blu Spawn.jpg| BLU Spawn&#039;s Exterior&lt;br /&gt;
CP Dustbowl Canyon.jpg| The Canyon&lt;br /&gt;
CP Dustbowl Left Exit Shed.jpg| Left Exit Shed&lt;br /&gt;
CP Dustbowl Right Exit Shed.jpg| Right Exit Shed&lt;br /&gt;
CP Dustbowl Point A Exterior.jpg| Control Point A Exterior&lt;br /&gt;
CP Dustbowl Control Point A.jpg| Control Point A Interior&lt;br /&gt;
CP Dustbowl Tunnel Entrances.jpg| Tunnel Entrances&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Stage 1, Control Point B===&lt;br /&gt;
*&#039;&#039;&#039;Upper Tunnel:&#039;&#039;&#039; Primarily accessed through Control Point A, this mineshaft contains a medium health and ammo kit as well as two exits. One is an open rock face to fight from, and the other has a one way gate which leads into Control Point B and Bridge.&lt;br /&gt;
*&#039;&#039;&#039;Left Tunnel:&#039;&#039;&#039; Left Tunnel leads straight into both a path to Control Point B as well as a short walk towards Right Tunnels bottom exit.&lt;br /&gt;
*&#039;&#039;&#039;Right Tunnel:&#039;&#039;&#039; Right Tunnel contains a large health and ammo kit as well as two paths which lead to a bottom exit as well as a set of stairs that exits onto Platform.&lt;br /&gt;
*&#039;&#039;&#039;Platform:&#039;&#039;&#039; An open platform situated on top of the Right Tunnels bottom exit. A bridge connects it to the Upper Tunnels one way exit doors.&lt;br /&gt;
*&#039;&#039;&#039;Control Point B:&#039;&#039;&#039; Control Point B is housed inside of a larger building with a small health and ammo kit as well as three different exits. Two from ground level and one near Upper Tunnels one way exit doors.&lt;br /&gt;
*&#039;&#039;&#039;RED Spawn:&#039;&#039;&#039; RED Spawn is situated just right of Control Point B. RED Team exits from the far right side forcing them to exit from a sheltered zone. There is also a stair case near by leading a raised area and a bridge to RED Spawns Roof.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Upper Tunnel.jpg| Upper Tunnel Interior&lt;br /&gt;
CP Dustbowl Platform and Bridge.jpg| Right Tunnel Exits, Platform and Bridge&lt;br /&gt;
CP Dustbowl Upper Tunnel Exit and Bridge.jpg| Upper Tunnel Exits and Bridge&lt;br /&gt;
CP Dustbowl Stage 2 Control Point B.jpg| Control Point B Exterior&lt;br /&gt;
CP Dustbowl Stage 1 Control Point B Interior.jpg| Control Point B Interior&lt;br /&gt;
CP Dustbowl Stage 1 Red Spawn.jpg| RED Spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dustbowl and Gravel Pit were the first Attack/Defense maps for &#039;&#039;Team Fortress 2&#039;&#039; and one of the six initial maps included on the game&#039;s initial release.&lt;br /&gt;
* Dustbowl is featured in both &amp;lt;em&amp;gt;Meet the Heavy&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;Meet the Sandvich&amp;lt;/em&amp;gt;, specifically stage 1 close to BLU spawn.&lt;br /&gt;
* The &#039;&#039;&#039;Dust Bowl&#039;&#039;&#039; was an economic crisis in the 1930s in the Midwestern United States and Canada consisting of a period of severe dust storms.&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Stage_1_Control_Point_B_Interior.jpg&amp;diff=4962</id>
		<title>File:CP Dustbowl Stage 1 Control Point B Interior.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Stage_1_Control_Point_B_Interior.jpg&amp;diff=4962"/>
		<updated>2024-05-14T03:47:35Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Stage_1_Red_Spawn.jpg&amp;diff=4961</id>
		<title>File:CP Dustbowl Stage 1 Red Spawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Stage_1_Red_Spawn.jpg&amp;diff=4961"/>
		<updated>2024-05-14T03:44:50Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Upper_Tunnel_Exit_and_Bridge.jpg&amp;diff=4960</id>
		<title>File:CP Dustbowl Upper Tunnel Exit and Bridge.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Upper_Tunnel_Exit_and_Bridge.jpg&amp;diff=4960"/>
		<updated>2024-05-14T03:43:53Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Stage_2_Control_Point_B.jpg&amp;diff=4959</id>
		<title>File:CP Dustbowl Stage 2 Control Point B.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Stage_2_Control_Point_B.jpg&amp;diff=4959"/>
		<updated>2024-05-14T03:43:05Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Upper_Tunnel.jpg&amp;diff=4958</id>
		<title>File:CP Dustbowl Upper Tunnel.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Upper_Tunnel.jpg&amp;diff=4958"/>
		<updated>2024-05-14T03:42:17Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Platform_and_Bridge.jpg&amp;diff=4957</id>
		<title>File:CP Dustbowl Platform and Bridge.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Platform_and_Bridge.jpg&amp;diff=4957"/>
		<updated>2024-05-14T03:41:10Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4956</id>
		<title>Dustbowl</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4956"/>
		<updated>2024-05-13T18:33:32Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: fixed spelling mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_dustbowl&lt;br /&gt;
|map-image = CP_Dustbowl_Main.jpg&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|release-date = 2007&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dustbowl&#039;&#039;&#039; is a linear-style [[Attack / Defense]] map and is a remake of the &#039;&#039;Team Fortress Classic&#039;&#039; map of the same name. Dustbowl resembles a coal mining facility in a desert, with minecart tracks winding out of stage 1 BLU spawn. RED must defend a number of [[Control Points]] from BLU.&lt;br /&gt;
&lt;br /&gt;
This map is divided into 3 stages, each consisting of two control labelled A and B, making a total of 6 control points. in each stage BLU must capture the control points in the given time while RED must defend in the given time. A must be captured first and then B. If BLU manages to capture all control points in the given time, they win. If not RED wins. Once a control point is taken, it is locked and cannot be re-captured by RED.&lt;br /&gt;
== Goal ==&lt;br /&gt;
BLU is attacking and must capture both points, A and B in all three stages to win the match. RED must prevent BLU from achieving their goal. Do note that A and B must be captured in that order. &lt;br /&gt;
This here is text dialog&lt;br /&gt;
==Locations==&lt;br /&gt;
===Blu Spawn===&lt;br /&gt;
*&#039;&#039;&#039;Blu Spawn Interior:&#039;&#039;&#039; This mineshaft has three exits, left, right and center. The right exit is the longest, the left and center exit are the shortest. While the left exit does have a resupply cabinet, it also has a ramp nearby leading  straight to the exit doors, making it very vulnerable to enemy fire, especially projectiles when the door is open.&lt;br /&gt;
*&#039;&#039;&#039;The Canyon:&#039;&#039;&#039; A long, narrow and straight trench that cuts through the battleground and leads right to the backdoor of Control Point A and Tunnel Entrances. It tends to attract Snipers of both teams.&lt;br /&gt;
*&#039;&#039;&#039;Left Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed with a ladder to the roof. Inside contains a large health and ammo kit. The path leads straight to Control Point A&#039;s front door, making it a highly contested area.&lt;br /&gt;
*&#039;&#039;&#039;Right Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed that contains a large health and ammo kit, this one however has two doors. The path leads into the Canyons exit point.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Blu Spawn Interior.jpg| Blu Spawn&#039;s Interior&lt;br /&gt;
CP Dustbowl Blu Spawn.jpg| Blu Spawn&#039;s Exterior&lt;br /&gt;
CP Dustbowl Left Exit Shed.jpg| Left Exit Shed&lt;br /&gt;
CP Dustbowl Right Exit Shed.jpg| Right Exit Shed&lt;br /&gt;
CP Dustbowl Canyon.jpg| The Canyon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dustbowl and Gravel Pit were the first Attack/Defense maps for &#039;&#039;Team Fortress 2&#039;&#039; and one of the six initial maps included on the game&#039;s initial release.&lt;br /&gt;
* Dustbowl is featured in both &amp;lt;em&amp;gt;Meet the Heavy&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;Meet the Sandvich&amp;lt;/em&amp;gt;, specifically stage 1 close to BLU spawn.&lt;br /&gt;
* The &#039;&#039;&#039;Dust Bowl&#039;&#039;&#039; was an economic crisis in the 1930s in the Midwestern United States and Canada consisting of a period of severe dust storms.&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4955</id>
		<title>Dustbowl</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4955"/>
		<updated>2024-05-13T02:41:49Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Made the first detailed description for Blu spawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_dustbowl&lt;br /&gt;
|map-image = CP_Dustbowl_Main.jpg&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|release-date = 2007&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dustbowl&#039;&#039;&#039; is a linear-style [[Attack / Defense]] map and is a remake of the &#039;&#039;Team Fortress Classic&#039;&#039; map of the same name. Dustbowl resembles a coal mining facility in a desert, with minecart tracks winding out of stage 1 BLU spawn. RED must defend a number of [[Control Points]] from BLU.&lt;br /&gt;
&lt;br /&gt;
This map is divided into 3 stages, each consisting of two control labelled A and B, making a total of 6 control points. in each stage BLU must capture the control points in the given time while RED must defend in the given time. A must be captured first and then B. If BLU manages to capture all control points in the given time, they win. If not RED wins. Once a control point is taken, it is locked and cannot be re-captured by RED.&lt;br /&gt;
== Goal ==&lt;br /&gt;
BLU is attacking and must capture both points, A and B in all three stages to win the match. RED must prevent BLU from echieveing their goal. Do note that A and B must be captured in that order. &lt;br /&gt;
This here is text dialog&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Blu Spawn===&lt;br /&gt;
*&#039;&#039;&#039;Blu Spawn Interior:&#039;&#039;&#039; This mineshaft has three exits, left, right and center. The right exit is the longest, the left and center exit are the shortest. While the left exit does have a resupply cabinet, it also has a ramp nearby leading  straight to the exit doors, making it very venerable to enemy fire and especially projectiles when they are open.&lt;br /&gt;
*&#039;&#039;&#039;The Canyon:&#039;&#039;&#039; A long, narrow and straight trench that cuts through the battleground and leads right to the backdoor of Control Point A and Tunnel Entrances. It tends to attract Snipers of both teams.&lt;br /&gt;
*&#039;&#039;&#039;Left Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed with a ladder to the roof. Inside contains a large health and ammo kit. The path leads straight to Control Point A&#039;s front door, making it a highly contested area.&lt;br /&gt;
*&#039;&#039;&#039;Right Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed that contains a large health and ammo kit, this one however has two doors. The path leads into the Canyons exit point.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Blu Spawn Interior.jpg| Blu Spawn&#039;s Interior&lt;br /&gt;
CP Dustbowl Blu Spawn.jpg| Blu Spawn&#039;s Exterior&lt;br /&gt;
CP Dustbowl Left Exit Shed.jpg| Left Exit Shed&lt;br /&gt;
CP Dustbowl Right Exit Shed.jpg| Right Exit Shed&lt;br /&gt;
CP Dustbowl Canyon.jpg| The Canyon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dustbowl and Gravel Pit were the first Attack/Defense maps for &#039;&#039;Team Fortress 2&#039;&#039; and one of the six initial maps included on the game&#039;s initial release.&lt;br /&gt;
* Dustbowl is featured in both &amp;lt;em&amp;gt;Meet the Heavy&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;Meet the Sandvich&amp;lt;/em&amp;gt;, specifically stage 1 close to BLU spawn.&lt;br /&gt;
* The &#039;&#039;&#039;Dust Bowl&#039;&#039;&#039; was an economic crisis in the 1930s in the Midwestern United States and Canada consisting of a period of severe dust storms.&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Blu_Spawn.jpg&amp;diff=4948</id>
		<title>File:CP Dustbowl Blu Spawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Blu_Spawn.jpg&amp;diff=4948"/>
		<updated>2024-05-11T23:40:14Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Clanker707 uploaded a new version of File:CP Dustbowl Blu Spawn.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Point_A_Exterior.jpg&amp;diff=4947</id>
		<title>File:CP Dustbowl Point A Exterior.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Point_A_Exterior.jpg&amp;diff=4947"/>
		<updated>2024-05-11T22:38:05Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Blu_Spawn_Interior.jpg&amp;diff=4946</id>
		<title>File:CP Dustbowl Blu Spawn Interior.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Blu_Spawn_Interior.jpg&amp;diff=4946"/>
		<updated>2024-05-11T22:25:53Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Blu_Spawn.jpg&amp;diff=4945</id>
		<title>File:CP Dustbowl Blu Spawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Blu_Spawn.jpg&amp;diff=4945"/>
		<updated>2024-05-11T22:25:33Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Right_Exit_Shed.jpg&amp;diff=4944</id>
		<title>File:CP Dustbowl Right Exit Shed.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Right_Exit_Shed.jpg&amp;diff=4944"/>
		<updated>2024-05-11T22:23:04Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Left_Exit_Shed.jpg&amp;diff=4943</id>
		<title>File:CP Dustbowl Left Exit Shed.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Left_Exit_Shed.jpg&amp;diff=4943"/>
		<updated>2024-05-11T22:22:28Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Tunnel_Entrances.jpg&amp;diff=4942</id>
		<title>File:CP Dustbowl Tunnel Entrances.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Tunnel_Entrances.jpg&amp;diff=4942"/>
		<updated>2024-05-11T22:21:07Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Control_Point_A.jpg&amp;diff=4941</id>
		<title>File:CP Dustbowl Control Point A.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Control_Point_A.jpg&amp;diff=4941"/>
		<updated>2024-05-11T22:19:45Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Canyon.jpg&amp;diff=4940</id>
		<title>File:CP Dustbowl Canyon.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Canyon.jpg&amp;diff=4940"/>
		<updated>2024-05-11T22:18:58Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4939</id>
		<title>Dustbowl</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=4939"/>
		<updated>2024-05-11T22:14:36Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added new main image to dustbowl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_dustbowl&lt;br /&gt;
|map-image = CP_Dustbowl_Main.jpg&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|release-date = 2007&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dustbowl&#039;&#039;&#039; is a linear-style [[Attack / Defense]] map and is a remake of the &#039;&#039;Team Fortress Classic&#039;&#039; map of the same name. Dustbowl resembles a coal mining facility in a desert, with minecart tracks winding out of stage 1 BLU spawn. RED must defend a number of [[Control Points]] from BLU.&lt;br /&gt;
&lt;br /&gt;
This map is divided into 3 stages, each consisting of two control labelled A and B, making a total of 6 control points. in each stage BLU must capture the control points in the given time while RED must defend in the given time. A must be captured first and then B. If BLU manages to capture all control points in the given time, they win. If not RED wins. Once a control point is taken, it is locked and cannot be re-captured by RED.&lt;br /&gt;
== Goal ==&lt;br /&gt;
BLU is attacking and must capture both points, A and B in all three stages to win the match. RED must prevent BLU from echieveing their goal. Do note that A and B must be captured in that order. &lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dustbowl and Gravel Pit were the first Attack/Defense maps for &#039;&#039;Team Fortress 2&#039;&#039; and one of the six initial maps included on the game&#039;s initial release.&lt;br /&gt;
* Dustbowl is featured in both &amp;lt;em&amp;gt;Meet the Heavy&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;Meet the Sandvich&amp;lt;/em&amp;gt;, specifically stage 1 close to BLU spawn.&lt;br /&gt;
* The &#039;&#039;&#039;Dust Bowl&#039;&#039;&#039; was an economic crisis in the 1930s in the Midwestern United States and Canada consisting of a period of severe dust storms.&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Main.jpg&amp;diff=4938</id>
		<title>File:CP Dustbowl Main.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:CP_Dustbowl_Main.jpg&amp;diff=4938"/>
		<updated>2024-05-11T22:13:03Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Main Image for Dustbowl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Main Image for Dustbowl&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Umbrella&amp;diff=4935</id>
		<title>Umbrella</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Umbrella&amp;diff=4935"/>
		<updated>2024-05-10T19:20:36Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added quote to the umbrella&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Civilian&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Give mini-crit boost to a teammate}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Keep yourself dry from both rain and bloodshed during your evening commute.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;after capturing the intelligence&#039;&#039;|&#039;&#039;I knew Mr. Umbrella and I could pull it off!&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;&#039;Umbrella&#039;&#039;&#039; is a melee weapon used by the [[Civilian]], and is his only weapon. It is a folded team-colored umbrella, held upside-down with its handle facing the enemy.&lt;br /&gt;
&lt;br /&gt;
It is identical to the [[Bat]], except for its alternate fire ability, which grants 8 seconds of [[mini-crits]] to any teammate the user is looking at. It also allows giving mini-crits to the [[Medi Gun]] and [[Kritzkrieg]], which increases their heal rate and Ubercharge gain rate by 35%. The charge meter refills after 15 seconds, is empty when respawning, and does not refill at resupply cabinets.&lt;br /&gt;
&lt;br /&gt;
As the Civilian is the most important class on his team (by definition, being the [[VIP]]), and the one which every single enemy wants to kill, aggressively charging at enemies will rapidly cause him to lose his life, and most likely the game. However, in the scenario where a low-health enemy (such as a [[Scout]] or [[Spy]]) gets too close to the Civilian, such as when contesting a point, he may freely charge at them and rack up some damage, which will surely be of help to his teammates trying to keep him alive.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Payday&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 35&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 105&lt;br /&gt;
 | mini-crit = 47&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
 | charge-fill-speed = 6.66% / s&lt;br /&gt;
 | charge-fill-time = 15 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Чадър|bg_m=Umbrella&lt;br /&gt;
|de=Regenschirm|de_m=Umbrella&lt;br /&gt;
|en=Umbrella&lt;br /&gt;
|es=Paraguas|es_m=Umbrella&lt;br /&gt;
|fr=Parapluie|fr_m=Umbrella&lt;br /&gt;
|hu=Esernyő|hu_m=Umbrella&lt;br /&gt;
|it=Ombrello|it_m=Umbrella&lt;br /&gt;
|pl=Parasol|pl_m=Umbrella&lt;br /&gt;
|pt-br=Guarda-Chuva|pt-br_m=Umbrella&lt;br /&gt;
|ro=Umbrelă|ro_m=Umbrella&lt;br /&gt;
|ru=Зонтик|ru_m=Umbrella&lt;br /&gt;
|tr=Şemsiye|tr_m=Umbrella&lt;br /&gt;
|uk=Парасолька|uk_m=Umbrella&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Plays a sound when alt-fire is unsuccessful&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4934</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4934"/>
		<updated>2024-05-10T19:14:24Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Reverting changes to this pages quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Scout&#039;&#039;&#039; &#039;&#039;after taking the enemy&#039;s intelligence&#039;&#039;|&#039;&#039;Wave goodbye to your secret crap, dumbass!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] whose purpose is to deal massive damage at close range with minimal downtime, supplemented with the highest speed in the game and the unique ability to double jump. He has 125 health, 133% speed, and has double capture rate, meaning he is able to capture [[Control point (objective)|control points]] and push [[payload]] carts at twice the speed of all other classes. Despite having the lowest health in the game, his innate mobility means he can dodge and weave around space better than the enemy can control it. His speed allows him to pick and choose his battles, looking for openings in the enemy&#039;s defense to kill important classes (especially the [[Medic]] and [[Civilian]]), or finding the perfect opportunity to steal an objective. This makes him an ideal class for taking risks and sacrificing himself for the good of the team, hoping to find payoffs that will allow his team to win, even when they don&#039;t always pay out.&lt;br /&gt;
&lt;br /&gt;
The Scout&#039;s biggest downsides are his susceptibility to splash damage, lack of crowd control, near-uselessness against enemy [[buildings]], and his predictability when his double jump is used up. He also doesn&#039;t have any exceptional tricks that can turn the tide of battle, such as the [[Pyro|Pyro&#039;s]] [[airblast]] or the [[Demoman|Demoman&#039;s]] [[Stickybomb Launcher|stickybomb traps]]. He is by and large an &amp;quot;honest&amp;quot; class that wins by killing the enemy or running away, and success with the Scout relies on having exceptional aim while managing his mobility. Surprisingly for such a high skill ceiling class, his fundamentals are based on movement shooter basics: running and shooting. Failing to manage this mobility means he will immediately die to a wayward enemy, especially when running down tight corridors and cramped rooms. His specialization in 1v1 combat also means he has little to no influence against large groups of enemies, and cannot act as an omnipresent threat in the same way the [[Heavy]] or [[Engineer]] is. And the low accuracy of his primary weapon at range means he isn&#039;t the best against enemy [[Sentry Gun|Sentry Guns]], which have a habit of immediately killing him. His [[Pistol]] gives him an option to shoot Sentry Guns, but the Scout still has to find a sightline outside of the Sentry Gun&#039;s range to gun it down.&lt;br /&gt;
&lt;br /&gt;
Regardless, when his strengths are abused, and his weaknesses are managed, the Scout is one of the most powerful classes in the game, able to act as a deadly counter to enemies caught out of position and able to finish off injured enemies who are trying to run away. On offense, he is essential for pressuring the enemy to defend their objectives, and though he is less useful on defense, he is still able to punish players who push too far into allied quarters. He is an excellent class for those looking to play independently while still contributing to the team when the opportunity arises, and acts as a high-skill class for those who want to stack the odds in their favour while still winning in fair combat.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Boston, Massachusetts, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Rapid Recovery&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special Ability:&#039;&#039;&#039; Double Jump&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Scout Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump in mid-air to quickly change direction and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …you&#039;re an excellent distraction. Catch the attention of dangerous classes like [[Heavy|Heavies]] and [[Sniper|Snipers]] to allow your team to move forward.&lt;br /&gt;
* …your [[scattergun]] is lethal at point blank range.&lt;br /&gt;
* …your [[pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[bat]] does less damage than normal melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun|nail gun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The BLU Scout&#039;s pants in &#039;&#039;TF2 Classic&#039;&#039; are now in a navy-blue color, as seen in the &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s prerelease builds and the Playstation 3 version. On TF2&#039;s PC and Xbox 360 versions, the color simply remains the same as the RED Scout&#039;s pants [https://www.youtube.com/watch?v=4ZxnOG8-Hos seemingly by mistake.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=4933</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=4933"/>
		<updated>2024-05-10T19:13:44Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4916 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_soldier&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=80}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Soldier&#039;&#039;&#039; &#039;&#039;on the enemies mortality&#039;&#039;|&#039;&#039;If God had wanted you to live,&#039;&#039; &#039;&#039;&#039;&#039;&#039;He would not have created me!&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Soldier&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] which can fulfill a variety of roles for his team, acting as a jack-of-all-trades that can easily adapt to different situations. He has 200 health, 80% speed, and weapons which cover every distance. His ability to [[Jumping|rocket jump]] can give him unexpectedly high mobility if the user is skilled enough, and even an inexperienced user can find flank routes and means of escape that other classes cannot. This comes at the cost of health, to the point where the Soldier often arrives to battles far slower than the other classes, or arrives there with less health than the others. The ability to dive in and out of combat, given proper health management and team coordination, means the Soldier can pressure objectives in a way that few other classes can, and makes him a persistent threat that must be dealt with. His splash damage from the [[Rocket Launcher]] also gives him good crowd control and ease of use, and is devastating when [[critical]] boosted from a friendly [[Medic]]&#039;s [[Kritzkrieg]]. These attributes make him a powerful and versatile class that can be easily picked up by new players, while offering deep mechanical gameplay for players who master the intricacies of rocket jumping.&lt;br /&gt;
&lt;br /&gt;
The Soldier&#039;s biggest downsides are his low speed when not rocket jumping, reliance on health sources to be effective, and reliance on predicting enemy movement. His slow speed means he is easily outmaneuvered by more mobile classes such as [[Scout]] and [[Pyro]]. While his rocket launcher deals good, reliable damage, it is not too exceptional, and can easily die to a surprise attack from an enemy if he does not have an escape route, even from his own self-damage. Additionally his Rocket Launcher has a small clip, which can hinder his primary damage output. His large frame means he often takes damage from enemy projectiles, and rocket jumping will always damage him. This means he requires a constant source of healing to be at peak capacity, whether from health packs, friendly Medics, or friendly [[Dispenser|Dispensers]]. A Soldier starved of health has very little capacity to move around, and therefore is stuck in the backlines with little influence. Like [[Demoman]], Soldier suffers from self-damage from his own rockets, which even have the capability to kill himself in close quarters. Even landing direct hits on an enemy in close range can self-damage him. Luckily, his [[Shotgun]] can help him defend himself. In addition, rocket jumping into battles (sometimes called &amp;quot;bombing&amp;quot;) is often an all-or-nothing endeavour - if he misjudges the situation, he will die upon arrival without a chance to fight back. And finally, although his Rocket Launcher deals splash damage, the speed of the rockets are quite slow, and so it&#039;s necessary to predict the enemy&#039;s reactions to land hits - a difficult task in the face of mobile Scouts and [[airblast|airblasting]] Pyros, or even a sufficiently slippery Medic.&lt;br /&gt;
&lt;br /&gt;
When properly executed, and when backed up by a competent team, the Soldier is one of the game&#039;s most powerful classes. His ability to deal devastating damage at point-blank while appearing anywhere on the map makes him a force to be reckoned with. However, without proper team support, or the ability to execute his technically-demanding rocket jumps, he ends up being a class that is above-average in many ways but does not excel at anything. On offense, he usually takes point in the absence of a friendly [[Heavy]], acting as the team&#039;s damage sponge while picking off anyone who gets close to him, including enemy [[Sentry Gun|Sentry Guns]]. On defense, his splash damage makes him a potent area denier that can clear out any enemy who tries to contest the objective. This makes him a good class for people just starting out with the game and want to try out a variety of roles without committing to any single one, while making him an excellent class for those committed to understanding his movement without requiring too much skill in aiming.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Midwest, USA&lt;br /&gt;
&lt;br /&gt;
Job: Shock &amp;amp; Awe&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;I&#039;m a Rocket Man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Favorite World War: 2&lt;br /&gt;
&lt;br /&gt;
Special ability: Rocket jump&lt;br /&gt;
&lt;br /&gt;
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shovel}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Soldier Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Soldier…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you can [[Jumping|rocket jump]] to great heights by firing a rocket at your feet while jumping.&lt;br /&gt;
* …aim rockets at enemies&#039; feet to ensure they can&#039;t avoid the explosion damage.&lt;br /&gt;
* …make sure you keep your [[Rocket Launcher|rocket launcher]] loaded. Hit {{RELOAD}} to reload it at any time.&lt;br /&gt;
* …your rockets have strong knockback. Use this to jostle enemies or knock them airborne.&lt;br /&gt;
* …use your [[shotgun]] to conserve rockets and avoid waiting for your rocket launcher to reload in the middle of combat.&lt;br /&gt;
* …use your [[shovel]] to deal consistent close-range damage without having to worry about reloading.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from rocket jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …your [[RPG|RPG&#039;s]] rockets can shoot over cover. Be sure to aim your rockets carefully.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Войник|bg_m=Soldier&lt;br /&gt;
|de=Soldier&lt;br /&gt;
|en=Soldier&lt;br /&gt;
|es=Soldier&lt;br /&gt;
|fr=Soldier&lt;br /&gt;
|hu=Katona|hu_m=Soldier&lt;br /&gt;
|it=Soldato|it_m=Soldier&lt;br /&gt;
|pl=Żołnierz|pl_m=Soldier&lt;br /&gt;
|pt-br=Soldier&lt;br /&gt;
|ro=Soldier&lt;br /&gt;
|ru=Солдат|ru_m=Soldier&lt;br /&gt;
|tr=Soldier&lt;br /&gt;
|uk=Солдат|uk_m=Soldier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The ability of rocket-wielders being able to use their rockets to jump higher originated from Quake and was a bug in the original Team Fortress games. Valve embraced it in TF2, as evidenced by the addition of weapons such as the Rocket Jumper found in TF2 and Soldier rocket jumping in the first modern TF2 trailer.&lt;br /&gt;
*Despite the Soldier&#039;s Grenades acting more as decoration than actual weaponry, they were intended to be used as a weapon during Team Fortress 2&#039;s development.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldier]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4932</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4932"/>
		<updated>2024-05-10T19:13:14Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4917 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] who acts both as an independent roamer and a bodyguard for their team, guarding flank routes from enemy assault and having excellent close-range crowd control that punishes enemies who group too close together. With 175 health and 100% speed, they have a good balance between speed and health, and can run straight into enemies who cannot kill them in time, such as [[Medic]] and [[Spy]]. The [[Flame Thrower]]&#039;s ability to cut off entrances is a constant consideration for enemies trying to sneak into allied defences, and a surprise attack with the Flame Thrower, which penetrates through multiple enemies, can be devastating to a frontal assault. The ability to set enemies on fire from a single flame, dealing 10 seconds of [[afterburn]] damage, gives the Pyro the ability to stay comfortably away from enemies on fire, blasting them with the [[Shotgun]] while racking up afterburn damage. They are an extremely hard counter to the Spy, whose trickery is useless when flames are being blasted into every corner. Their [[airblast]] ability also gives them potent crowd control with the ability to push enemies (and their projectiles) where they want them, including [[ÜberCharge|ÜberCharged]] enemies, as well as extinguishing allies. With this wide variety of abilities, the Pyro can change their role as the situation calls for, making for a class that rewards reading the situation with exceptional abilities.&lt;br /&gt;
&lt;br /&gt;
The Pyro&#039;s biggest downsides are their reliance on ammo, lack of mobility options, weakness at long range, and an be quite predictable playstyle. Pyro&#039;s primary weapon, being automatic and drawing directly from the ammo reserve, spends a lot of ammo. . Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas mid-fight and said Pyro dying. The Pyro is not exceptional in a fair fight, can often get caught off guard by [[Scout|Scouts]] and [[Heavy|Heavies]] who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. But that is what secondaries are for. The [[Twin Barrel]] shores up Pyro&#039;s long range weakness in exchange for consistent midrange damage., the [[Shotgun]] helps deal with enemies beyond close range, and the [[Flare Gun]] helps Pyros deal frightening amount of damage to potentially infinite range, scaring off [[Sniper]]s who could otherwise easily deal with a Pyro. In addition, their main option for killing enemies is to run up to them and hold the attack button. However, this is a linear pattern that smart enemies will simply walk backwards from, which means Pyros must get creative with how to approach enemies. There are multiple ways a Pyro can get around their short range. This includes but is not limited to: combining damage-centric secondaries and primary weapons to put out more damage from range, closing the distance with mobility options such as the Twin Barrel, hiding in spaces that and waiting for enemies to come to the Pyro, coming from unexpected angles, and trapping them in tiny spaces they cannot run away from. Creativity is a Pyro&#039;s best tool.&lt;br /&gt;
&lt;br /&gt;
While the Pyro is not the best class for every scenario, when there&#039;s an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. While they are considered an offensive class, they are effectively a jack of all trades, and while not the best in any specific scenario, can be second best in every scenario. On offense, pushing the [[Payload]] or capturing [[Control Points|control points]] is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied [[Sentry Gun|Sentry]] nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro&#039;s weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro&#039;s endless nuance and become the world&#039;s best enemy team nuisance.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of origin:	Unknown&lt;br /&gt;
&lt;br /&gt;
Job: Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro&#039;s voice actor, Dennis Bateman, also voices the [[Spy]] class.&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where he now says ‘COME ON!&amp;quot;, This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon; this, by extension, also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=4931</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=4931"/>
		<updated>2024-05-10T19:12:42Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4918 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_demo&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Demoman&#039;&#039;&#039; &#039;&#039;after blowing up an enemy mercenary&#039;&#039;|&#039;&#039;Oh, they&#039;re goin&#039; ta have to glue you back together... IN HELL!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Demoman&#039;&#039;&#039; is a [[Classes#Defense|defensive class]] who specializes in explosive area denial, lethal burst damage, and destruction of enemy encampments. He has 175 health and 93% speed, which makes him slightly tankier and slower than normal. His ability to deal massive damage on direct hits with the [[Grenade Launcher]], combined with the splash damage of its indirect fire, makes him excellent at denying enemies the ability to fortify a position. This is bolstered by the [[Stickybomb Launcher|Stickybomb Launcher&#039;s]] ability to lay down traps that can blow up any enemy who steps close to them, as well as acting as a potent offensive option against enemies who don&#039;t respect the Demoman&#039;s space. Stickybombs are also the greatest existential threat to an [[Engineer]] encampment, who will find his buildings immediately destroyed if he does not kill the Demoman. He also has the ability to [[Jumping|sticky jump]] into battle at the cost of a great deal of health, which also provides an escape option if the scenario itself gets sticky. These traits mean that the Demoman has the ability to totally deny an area from enemy assault, as well as denying enemies the ability to fortify their own defenses, making him both an offensive and defensive powerhouse depending on the situation.&lt;br /&gt;
&lt;br /&gt;
The Demoman&#039;s biggest downsides are his weakness in close-range combat, his slow reload speed, his reliance on his teammates to destroy enemy buildings, and necessity of predicting enemy movement. While the Demoman deals very good damage, he does not have any sort of hitscan option, which means his only ways to attack an enemy are to land direct grenade hits, or hope they run into his stickybombs. This makes him especially vulnerable to [[Scout|Scouts]] and [[Pyro|Pyros]], who will overwhelm him at close range and make it hard to get clean shots on them. This is amplified by his slow reload speed, which gives him a lot of downtime once his grenades and stickies are used up, and catching him off-guard is an easy kill. This is also amplified by his slow walking speed, being the 3rd slowest in the game, meaning running away isn&#039;t usually a good option either. Sticky-jumping is an option too, but unless he has the health to survive the blast and fall, he may end up blowing up himself or breaking his own legs. While he is exceptional at destroying enemy buildings, a [[Sentry Gun]] will usually be positioned in such a way where his weapons are too far away to reach, or will simply kill the Demoman first. This means he needs his teammates to make space, such as with an [[ÜberCharge]], or an overhealed [[Heavy]] tanking the damage. And finally, no matter how good a player is, they cannot hit all their grenades all the time. Sometimes they will simply miss, and when the Demoman misses, he usually dies.&lt;br /&gt;
&lt;br /&gt;
The Demoman&#039;s weaknesses are more than made up for with his strengths, and these attributes make him an extremely powerful class that is lethal in the hands of a skilled player. Even an unskilled player is still able to contribute through placing sticky traps in high-traffic areas, getting free kills on unaware enemies. On offense, the Demoman is able to clear through groups of enemies with his splash damage, and is the go-to class in case of an Engineer infestation. On defense, he is able to wall out enemies by creating webs of stickybombs that will explode anyone who crosses, as well as spamming out a single area to prevent enemies from pushing. While he requires a good bit of skill to use effectively, he is an ideal class for people who are interested in fat damage, high-skill shots, and blatantly unfair kills, and is an asset to any team interested in winning the game.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of origin: Ullapool, Scotland, United Kingdom&lt;br /&gt;
&lt;br /&gt;
Job: House Cleaning&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Boom Boom Baby.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special ability: Stickybomb jump&lt;br /&gt;
&lt;br /&gt;
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, back at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy&#039;s bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Stickybomb Launcher}}&lt;br /&gt;
{{Weapon|Dynamite Pack}}&lt;br /&gt;
{{Weapon|Mine Layer}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bottle}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Demoman Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Demoman…&lt;br /&gt;
* …use your [[Grenade Launcher|grenade launcher]] for direct combat. Grenades detonate upon impact with an enemy unless they touch the ground first.&lt;br /&gt;
* …hit {{Attack}} to fire [[Stickybomb Launcher|Stickybombs]] and then use {{Attack2}} to detonate them later.&lt;br /&gt;
* …the longer you hold down the fire button with the sticky launcher{{sic}}, the farther the shot will go.&lt;br /&gt;
* …set off Stickybombs beneath your feet to [[Jumping|Stickybomb jump]] up to great heights.&lt;br /&gt;
* …shoot Stickybombs onto walls and ceilings where they&#039;re hard to spot.&lt;br /&gt;
* …crouch when preparing for a Stickybomb jump in order to achieve maximum height.&lt;br /&gt;
* …your [[bottle]] can be used for close combat without having to worry about aiming or detonation times.&lt;br /&gt;
* …your bottle does the same amount of damage whether it is smashed open or not.&lt;br /&gt;
* …throw your [[Dynamite Pack]] onto [[Control point (objective)|Control Points]] in order to clear off enemies.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from Stickybomb jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …the [[Mine Layer]] shoots proximity mines that detonate if an enemy is standing close to them. Use it when the grenade launcher is your main weapon of choice.&lt;br /&gt;
* …the Mine Layer&#039;s mines can be deactivated all at once by pressing {{Attack2}}.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разрушител|bg_m=Destroyer&lt;br /&gt;
|de=Demoman&lt;br /&gt;
|en=Demoman&lt;br /&gt;
|es=Demoman&lt;br /&gt;
|fr=Demoman&lt;br /&gt;
|hu=Robbantós|hu_m=?&lt;br /&gt;
|it=Demolitore|it_m=Demoman&lt;br /&gt;
|pl=Demoman&lt;br /&gt;
|pt-br=Demoman&lt;br /&gt;
|ro=Demoman&lt;br /&gt;
|ru=Подрывник|ru_m=Demoman&lt;br /&gt;
|tr=Demoman&lt;br /&gt;
|uk=Підривник|uk_m=Demoman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Demoman]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Demoman&#039;s voice actor, Gary Schwartz, also voices the [[Heavy]] class.&lt;br /&gt;
*The beta prototype of the Demoman was supposed to have a stereotypical Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes.&lt;br /&gt;
*The emblem on the Demoman&#039;s arm was originally a stick of dynamite, which was later changed to a bomb.&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=4930</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=4930"/>
		<updated>2024-05-10T19:12:16Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4919 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_heavy&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=300&lt;br /&gt;
| overhealed=450&lt;br /&gt;
| speed=77}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Heavy&#039;&#039;&#039; &#039;&#039;commenting on the enemies miniscule weaponry&#039;&#039;|&#039;&#039;You are going to need much bigger guns!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy&#039;&#039;&#039; is a [[Classes#Defense|defensive class]], whose role is to act as the main damage dealer and damage sponge in an offensive or defensive attack. With 300 health and 77% speed, he is the tankiest and slowest class. The [[Minigun]] is the most powerful weapon in the game when revved up, able to destroy any class and enemy [[building]] in a close-range scenario, and his huge health makes it difficult for any class to kill in him a fair fight. His ability to deny solo players from approaching acts as a hard stop against roaming enemies, and his unmatched sustained damage acts as crowd control in its own right. He is also the single biggest target for enemy attacks, especially when paired with a [[Medic]], and acts as bait for friendly classes to slip around unnoticed. The presence of a revved-up Heavy is an threat that must be addressed, and these properties make him the prime choice for immediate frontal assault, or a defense that exhausts the enemy.&lt;br /&gt;
&lt;br /&gt;
The Heavy&#039;s biggest downsides are his terrible mobility, total commitment when attacking, predictable play pattern, reliance on allied support, and weakness to map geometry. His speed being the worst in the game is a massive downside when faced with highly mobile classes like [[Scout]] or [[Soldier]], to the point where it&#039;s difficult to even keep up with the [[Payload]] or [[VIP]]. Revving up with the Minigun is an all-or-nothing committment, and revving up in the wrong situation can lead to his death before he gets a shot off. His slow speed also makes him prime bait for a [[Sniper]] or [[Spy]] to get an easy kill. Although the Heavy is a perpetual threat, his linear playstyle and lack of mobility means that he has very limited options besides shooting everything in his sight. This means that he cannot sustain himself for long periods of time, as his large ammo consumption and unavoidable assault from enemies requires friendly support to be effective. And finally, he cannot shoot what he cannot see, so smart enemies will simply hide behind a wall and peek out to shoot, making it difficult to ever return fire. For a class that kills everything, his biggest weakness is corners.&lt;br /&gt;
&lt;br /&gt;
While the Heavy is not effective in wide-open areas where the enemy can run away, or for mobile assaults that rely on a coordinated push, he is extremely powerful in a scenario where he can stay in a small area and kill anything nearby. This makes him an excellent asset when defending an objective or when assaulting a static encampment. On offense, he must be killed immediately, or it will lead to the swift death of their team and the destruction of their buildings. On defense, he must be addressed to successfully capture the point he is guarding, otherwise an assault will simply fail. These attributes make him a powerful, yet situational class that is an ideal pick for players with a focus on teamwork and who take enjoyment out of unsubtly killing everything in sight, making them the main character of any engagement the Heavy is in.&lt;br /&gt;
&lt;br /&gt;
The Heavy is voiced by Gary Schwartz, who also voiced the [[Demoman]].&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Russia&lt;br /&gt;
&lt;br /&gt;
Job: Mow Down&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Shooting Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that&#039;s often confused with napping, the Heavy isn&#039;t dumb, he&#039;s not your big friend, and he generally wishes you&#039;d just shut up before he has to make you shut up.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Regular classes]]&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Heavy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Heavy…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you&#039;re a great Medic buddy. Keep a clear line of sight to your Medic to keep the [[Medi Gun|medigun]]{{sic}} on you.&lt;br /&gt;
* …you&#039;re a prime target for [[Spy|Spies]]. Use your arsenal to keep them at bay, and look behind yourself often.&lt;br /&gt;
* …hold {{Attack2}} to keep your [[minigun]] spinning, ready for approaching enemies.&lt;br /&gt;
* …your minigun chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …you don&#039;t lose momentum while spinning up your minigun in the air. Use this to surprise enemies around corners!&lt;br /&gt;
* …your [[shotgun]] can deal high burst damage, and allows you to move faster while attacking compared to spinning your minigun.&lt;br /&gt;
* …your high health allows you to win most melee fights. Don&#039;t be afraid to use your [[fists]]!&lt;br /&gt;
* …with the [[Sandvich]] equipped, be sure to press {{Attack2}} in order to heal your teammates.&lt;br /&gt;
* …be sure to find a safe place to eat your Sandvich, otherwise you may be rudely interrupted.&lt;br /&gt;
* …your [[Anti-Aircraft Cannon|anti-aircraft cannon]] deals high burst damage, and is ideal for handling crowds.&lt;br /&gt;
* …your anti-aircraft cannon deals [[Critical hit#Mini Crits|mini-crits]] to airborne enemies. Use it to knock down [[Soldier|Soldiers]] or enemies using [[Jump Pads|jump pads]].&lt;br /&gt;
* …the [[Chekhov&#039;s Punch]] will store critical hits on successful hit. Use it with your minigun for guaranteed critical hits!&lt;br /&gt;
* …the Chekhov&#039;s Punch will cause you to take guaranteed critical damage from enemy melee attacks. Be cautious during close combat.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Картечар|bg_m=Gunner&lt;br /&gt;
|de=Heavy&lt;br /&gt;
|en=Heavy&lt;br /&gt;
|es=Heavy&lt;br /&gt;
|fr=Heavy&lt;br /&gt;
|hu=Gépágyús|hu_m=Gunner&lt;br /&gt;
|it=Grosso|it_m=Heavy&lt;br /&gt;
|pl=Gruby|pl_m=Heavy&lt;br /&gt;
|pt-br=Heavy&lt;br /&gt;
|ro=Heavy&lt;br /&gt;
|ru=Пулемётчик|ru_m=Gunner&lt;br /&gt;
|tr=Heavy&lt;br /&gt;
|uk=Кулеметник|uk_m=Gunner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Heavy’s reload animations to be lower on the screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Heavy is the first and only class with a non-stock weapon in each of his weapon slots since the [[Fight or Flight]] update.&lt;br /&gt;
*The official name of the class is the &amp;quot;&#039;&#039;&#039;Heavy Weapons Guy&#039;&#039;&#039;&amp;quot;; though, the Heavy is never referred to as this in-game.&lt;br /&gt;
*The emblem on the Heavy&#039;s arm was originally a skull, which was later changed to a fist.&lt;br /&gt;
*In Team Fortress 2 Classic, Heavy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says ‘до свидания!&amp;quot; (‘Da svidaniya!’ Translation: &amp;quot;Goodbye!&amp;quot;) This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=4929</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=4929"/>
		<updated>2024-05-10T19:11:53Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4920 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_engineer&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Engineer&#039;&#039;&#039; &#039;&#039;talking to a recently deceased corpse&#039;&#039;|&#039;&#039;How&#039;d that plan turn out for ya, dummy?&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a [[Classes#Defense|defensive class]], whose specialization is in constructing powerful and potent [[Buildings|buildings]] that change the flow of a game. He has 125 health, 100% speed, and 200 metal, which is a currency earned from ammo sources and spent to construct and upgrade buildings. His [[Sentry Gun]] is a major threat to any enemy in its sight, capable of shredding any threat in seconds. His [[Dispenser]] acts as a constant source of health and ammo, shoring up his teammates and sustaining a forward position. His [[Teleporter]] can send his entire team to the front lines, dramatically increasing their response time. And, optionally, his [[Jump Pads]] are a more mobile movement option that opens up innovative means of travel. He is subpar in direct combat, but the power, durability, and immediate effect of his buildings means that he dictates the flow of the game around him, acting as the single biggest obstacle to a successful enemy push. By no means is he completely useless in a straight fight, as a Shotgun is still a Shotgun, but that is not what he typically brings to a fight. When successfully set up and maintained, an Engineer encampment can single-handedly win the game.&lt;br /&gt;
&lt;br /&gt;
His weaknesses are his fragility, extremely slow setup time, predictability when using Level 3s, and punishing deaths. The Engineer is a weak class in direct combat, and though his [[Shotgun]] deals large amounts of damage, his low health and high kill priority means he will not survive a direct encounter. His buildings take a lot of time to set up, even when given optimal metal, and proactive enemies can spam out known encampment positions to impede the Engineer&#039;s progress. Since there are only a few viable Sentry spots for fully upgraded Sentries per map, meaning a defensive Engineer has little flexibility to change his tactics, meaning he is stuck defending his encampment in the same position each game. Since it&#039;s rarely viable to move an entire encampment to a different position, mobile scenarios are not his strong suit, including most offensive situations. He is usually stuck hauling a single upgraded building and destroying the other ones. And since the Engineer is the only class that can upgrade and repair his buildings, unless there are other friendly Engineers, a single death can lead to the rapid dismantlement of all his hard work, and with it, the chance of victory.&lt;br /&gt;
&lt;br /&gt;
But that is not the only way to Engineer a victory. Fully upgrading Buildings is not a requirement, meaning a particularly bloodthirsty Engineer (usually called a Battle Engineer) can build a Level 1 Sentry near an objective and start spilling blood himself with his primary weapon, or leading enemies into his Sentry Gun. This flips a lot of the Engineer&#039;s weaknesses on it&#039;s head, but some stay. Instead of being restricted to a few viable Sentry spots and being stuck babysitting his Buildings, he is much more flexible and is free to help take names and objectives. This also allows Engineers to focus on supportive Buildings such as Jump Pads and Dispensers rather than just his Sentry. Level 1 Sentries still function as good area denial tools and because it can be moved much faster than a Level 3 and can be replaced much more easily, this allows an Engineer to be much more aggressive and creative with his Sentry spots. Make no mistake, a Level 3 Sentry will always deal out more damage than a Level 1, but a Level 1 is much more mobile and flexible. The Engineer is still very fragile however, sharing the lowest base health in the game and lacking tools such as speed, long range or invisibility as other light classes, and his Shotgun doesn&#039;t offer the same damage as other primaries. Desite that, a good Battle Engineer can be a deadly threat the enemy team, denying valuable flank routes and killing off stragglers, and just when they kill the Sentry, whoops, theres another.&lt;br /&gt;
&lt;br /&gt;
Despite haing many weaknesses, both obvious and not, the capacity of an Engineer to warp the entire game around his encampments makes him the most powerful defensive class in the game. His buildings are priority targets for any enemy to destroy, and the game simply cannot go on if there is a Sentry Gun defending an objective, and even Level 1 Buildings still offer incredibly support to teammates and annoyances for enemies. On offense using upgraded Buildings is generally not a good idea, unless there is a specific spot that the attacking team has difficulty pushing through, in which case he can set up shop there. Or alternatively he can follow his team with Level 1 Sentries and help take out enemies. On defense, he is impossible for a solo player to deal with when properly positioned, and requires a coordinated team effort to destroy entirely. While he is difficult to play optimally, and requires a lot of management of his buildings, the archetypal building spots are easy to pick up as a new player, and does not require sophisticated knowledge of the game&#039;s mechanics to be effective. This makes him appealing across a wide variety of skill levels, especially for those who don&#039;t mind building an empire, seeing it turn to rubble, and starting all over again. &lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Bee Cave, Texas, USA&lt;br /&gt;
&lt;br /&gt;
Job: Area Denial&lt;br /&gt;
&lt;br /&gt;
Motto:	&amp;quot;I like to make things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This amiable, soft-spoken good ol&#039; boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Wrench}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Construction PDA}}&lt;br /&gt;
{{Weapon|Destruction PDA}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Engineer Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Engineer…&lt;br /&gt;
* …you need metal to build, repair, and upgrade your [[buildings]]. Collect fallen weapons to get more metal.&lt;br /&gt;
* …you can do more than just maintain your buildings. Use your [[shotgun]] and your [[pistol]] to assist in fights and to defend your buildings.&lt;br /&gt;
* …your pistol has a lot of reserve ammo. Use it to lead enemies towards you and your [[Sentry Gun|sentry gun]], or go for a more offensive approach.&lt;br /&gt;
* …keep an eye out for enemy [[Spy|Spies]] attaching [[Sapper|sappers]] to your buildings. Use your [[wrench]] to remove sappers.&lt;br /&gt;
* …you are able to defuse the [[Dynamite Pack]] by hitting it with a wrench.&lt;br /&gt;
* …use the [[construction PDA]] to place sentry guns and other supportive buildings.&lt;br /&gt;
* …hit your sentrygun{{sic}} with your wrench to upgrade it with metal. Each level adds more health and firepower.&lt;br /&gt;
* …sentryguns aren&#039;t restricted to just defensive measures. Deploy them quickly in hidden locations in order to aid in an offensive push.&lt;br /&gt;
* …build [[Dispenser|dispensers]] to provide your teammates with health and ammo. They also generate metal for you to use.&lt;br /&gt;
* …build [[teleporters]] to help your team reach the front line faster.&lt;br /&gt;
* …remember to upgrade your buildings. Level 3 teleporters recharge much faster, allowing your team to keep the pressure on.&lt;br /&gt;
* …hit either the entrance or the exit of your teleporter with your wrench in order to repair and upgrade both sides.&lt;br /&gt;
* …hit {{Attack2}} to rotate building blueprints before you hit {{Attack}} to build. Use this in order to orient teleporters away from walls.&lt;br /&gt;
* …fully charged shots from your [[Coilgun]] can ricochet off walls and deal more damage.&lt;br /&gt;
* …the Coilgun will cause an explosion if you overcharge it. Use it to reach previously inaccessible areas.&lt;br /&gt;
* …you can swap out your teleporter in favor of [[Jump Pads|jump pads]]. Jump pads allow you and your team to reach high places.&lt;br /&gt;
* …your jump pads allow your teammates to jump forward with a lot of momentum. Deploy them in places that allow for quick rollouts.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Инженер|bg_m=Engineer&lt;br /&gt;
|de=Engineer&lt;br /&gt;
|en=Engineer&lt;br /&gt;
|es=Engineer&lt;br /&gt;
|fr=Engineer&lt;br /&gt;
|hu=Mérnök|hu_m=Engineer&lt;br /&gt;
|it=Ingegnere|it_m=Engineer&lt;br /&gt;
|pl=Inżynier|pl_m=Engineer&lt;br /&gt;
|pt-br=Engineer&lt;br /&gt;
|ro=Engineer&lt;br /&gt;
|ru=Инженер|ru_m=Engineer&lt;br /&gt;
|tr=Engineer&lt;br /&gt;
|uk=Інженер|uk_m=Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added the Engineers{{sic}} pelvis hitbox. &lt;br /&gt;
* Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. &lt;br /&gt;
* Fixed Engineers being to build out of bounds and building inside nobuilds &lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the Engineer&#039;s and [[Scout]]&#039;s reloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano]&lt;br /&gt;
* Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Engineer was added to the original [https://wiki.teamfortress.com/wiki/Team_Fortress &#039;&#039;Team Fortress&#039;&#039;] mod to appeal to players who lacked skills required to perform well in first-person shooters.&lt;br /&gt;
**He was also added due to the developers of &#039;&#039;Team Fortress&#039;&#039; being inspired by the construction mechanics of the real-time strategy game [[Wikipedia:Command_%26_Conquer_(1995_video_game)|&#039;&#039;Command &amp;amp; Conquer&#039;&#039;]].&lt;br /&gt;
*He wears his hard hat backwards; however, this is not an uncommon practice among construction personnel.&lt;br /&gt;
*His favorite equation is, in fact, part of the equation that governs character lighting in-game, known as “Phong” on the Valve Developer Community.&lt;br /&gt;
*In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, the Engineer gets another line for his “Battle Cry” voice command where he says “Remember the Alamo!”, this voice line was lifted from Prerelease versions of Team Fortress 2 and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Engineer]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=4928</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=4928"/>
		<updated>2024-05-10T19:11:26Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Reverting changes to the quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_medic&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=150&lt;br /&gt;
| overhealed=225&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;on his profession&#039;&#039;|&#039;&#039;Ze healing is not as revarding as ze hurting.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a [[Classes#Support|support class]], whose purpose is to provide continuous health and intermittent invulnerability to his team. He has 150 health and 107% speed, and heals himself by 6 health per second, reduced to 3 health per second when damaged within 10 seconds, and with double regeneration when healing an injured teammate. His [[Medi Gun]] provides a continual beam of health to his patient, giving them significantly more effective health and an unfair advantage against enemies without a Medic. This also allows overhealing them to 150% of their max health, which tapers off over time. By constantly keeping his team healthy, he can fortify positions and reduce the effectiveness of enemy attacks, making chip damage a non-factor and allowing his patients to run into enemy positions. In addition, when the Medi Gun is fully charged, he can [[ÜberCharge]] his patient, turning them invulnerable for 9 seconds and allowing free reign over the enemy. These abilities make him the most useful class in the game to a team of any competence, sustaining an overwhelming assault complemented by overwhelming effects.&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s downsides are his terrible combat weapons, high kill priority, reliance on teammates to be of any effectiveness at all, and punishing deaths. The Medic&#039;s only ranged weapon is the [[Syringe Gun]], which is a contender for the worst in the game, and is not able to deal meaningful damage to any enemy in a fair fight. This is especially bad for Medic considering that he is the most important target for any enemy to kill, which means he will be constantly targeted by suicidal enemies, especially [[Scout|Scouts]] and [[Spy|Spies]], just for an attempt to get a kill on him. As a result, he is heavily reliant on his teammates to defend him, and choosing a bad patient will lead to both their deaths. This also means that a bad team composition, such as one without power classes such as a [[Heavy]] or [[Demoman]], is unable to make meaningful progress despite the presence of a Medic. And finally, since his ÜberCharge meter disappears on death and takes a significant time to charge, dying is a significant handicap to the Medic&#039;s team. When fully charged, he will often have to use it prematurely to avoid dying, as stated by the mantra [https://www.youtube.com/watch?v=yz5BU44_h74 &amp;quot;pop it, don&#039;t drop it&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s significant downsides represent a class that excels within a skilled team, and is terrible when on a bad team. While borderline useless in combat, his healing abilities make him an exceptionally strong class, and a team with a Medic has a significant advantage compared to a team without. On offense, he can overheal patients to storm over an objective, using the increase in health to kill enemies that try to contest them, and then ÜberCharge them at the perfect moment to destroy enemy defenses. On defense, his ability to keep his entire team healthy will wall out enemy attempts to thin the ranks, and the alternative [[Kritzkrieg]] ÜberCharge can deal [[Critical hit|critical]] damage to wipe out anyone who tries to push through. These qualities make Medic a highly team-focused class that excels when hiding out of sight of enemies, rewarding careful positioning with overpowering abilities, and encouraging players to make smart decisions about how to maximize their healing potential. While this makes his skill potential lesser than other classes, he is a good class for those who are just starting out with the game, and experienced players can abuse his qualities to become the best Medic a team can get.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Stuttgart, Germany&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Doctor Assisted Homicide&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Syringe Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Medi Gun}}&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bonesaw}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Medic Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Medic…&lt;br /&gt;
* …you fill your [[ÜberCharge]] faster by healing teammates who are more hurt.&lt;br /&gt;
* …your ÜberCharge will build much faster during setup time.&lt;br /&gt;
* …fill your ÜberCharge meter by healing teammates, then hit {{Attack2}} to ÜberCharge.&lt;br /&gt;
* …keep alert for teammates calling for your help. Use the cross speech bubbles onscreen to find them.&lt;br /&gt;
* …remember that [[Syringe Gun|syringes]] travel in arcs and have a travel time. Lead your targets and aim higher in order to land successful hits.&lt;br /&gt;
* …your [[Medi Gun|Medi Gun&#039;s]] ÜberCharge makes both you and your target invulnerable for a short time.&lt;br /&gt;
* …use your Medi Gun to heal teammates, and buff them up to 150%%{{sic}} of their normal health.&lt;br /&gt;
* …you cannot capture a [[Control point (objective)|Control Point]] or pick up the [[Intelligence|Intelligence briefcase]] while invulnerable.&lt;br /&gt;
* …your [[bonesaw]] can be used in defensive situations when you are separated from your target.&lt;br /&gt;
* …your [[Kritzkrieg]] gives your target guaranteed [[Critical hit|crits]]. Use it in areas where there are a lot of enemies.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less maximum health when equipped with it.&lt;br /&gt;
* …the [[Shock Therapy]] will deal more damage the more it&#039;s charged. Its charge will be fully depleted on any hit you land on enemies.&lt;br /&gt;
* …the Shock Therapy can be used to fully heal a teammate at full charge, but lowers your main heal rate.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Медик|bg_m=Medic&lt;br /&gt;
|de=Medic&lt;br /&gt;
|es=Medic&lt;br /&gt;
|en=Medic&lt;br /&gt;
|fr=Medic&lt;br /&gt;
|hu=Szanitéc|hu_m=Medic?&lt;br /&gt;
|it=Medico|it_m=Medic&lt;br /&gt;
|pl=Medyk|pl_m=Medic&lt;br /&gt;
|pt-br=Medic&lt;br /&gt;
|ro=Medic&lt;br /&gt;
|ru=Медик|ru_m=Medic&lt;br /&gt;
|tr=Medic&lt;br /&gt;
|uk=Медик|uk_m=Medic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Ported Medic heal target marker from live TF2.&lt;br /&gt;
* Ported Medic auto callers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, Medic passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In Team Fortress 2 Classic, Medic gains another line for his &amp;quot;Go Go Go!&amp;quot; voice command where he says &amp;quot;Los los!&amp;quot;, this voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=4927</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=4927"/>
		<updated>2024-05-10T19:10:38Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Reverting changes to this page back to the civilians quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] game mode, which is the only mode he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. Instead, it will grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], itself a bad weapon, and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Orson W. Jenkins&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Civilian]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=4926</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=4926"/>
		<updated>2024-05-10T19:09:35Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4914 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|Class selection description|Boost teammate to give an advantage in battle!&amp;lt;br&amp;gt;Stay near teammates to give them damage resistance and passive healing!&amp;lt;br&amp;gt;Be helpless in fights!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] game mode, which is the only mode he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. Instead, it will grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], itself a bad weapon, and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Orson W. Jenkins&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Civilian]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=4925</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=4925"/>
		<updated>2024-05-10T19:07:54Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4923 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] whose purpose is to immediately kill unsuspecting enemies at great personal risk. He has 125 health and 107% speed, making him slightly faster than usual. His [[Disguise Kit]] allows him to camouflage himself as an enemy teammate, while still taking damage from them as usual. His [[Invis Watch]] allows him to cloak and turn invisible, only being revealed when he bumps into an enemy, or is shot by them. These allow him to sneak into enemy lines without being detected, giving him freedom to roam around the map. With his [[Knife|Knife&#039;s]] backstab feature, he can instantly kill any enemy looking away from him, which is especially valuable against [[Medic|Medics]] and [[Heavy|Heavies]]. His [[Revolver]] acts as a reliable backup weapon for when he is inevitably caught, able to blast pursuers close-up and finish off enemies from afar. Finally, his [[Sapper]] allows destruction of enemy [[buildings]], disabling them and dealing constant damage to them. This skillset is designed to allow the Spy to kill enemies undetected and be able to sneak away, with limited combat abilities outside of espionage.&lt;br /&gt;
&lt;br /&gt;
The Spy faces unique issues compared to other classes. These issues include the triviality of spy-checking, the commitment of cloaking, his lack of combat ability, a reliance on luck despite his high skill requirements, and disproportionately hard counters from [[Pyro]], multiple [[Engineer|Engineers]], and any player who simply turns around. Players have learned to blast any &amp;quot;ally&amp;quot; that approaches them, and this will kill the Spy before he gets a chance to return fire. As his cloak is revealed when taking damage (such as unwittingly getting caught in crossfire), and he is helpless for a long period of time after uncloaking, he has no good response when he is revealed. Even if he could respond right away, his weapons are below par. The Revolver is merely decent, not exceptional, and the Knife is a terrible melee weapon outside of backstabs. This makes it difficult for Spy to win in a 1v1 fight, even with perfect aim.&lt;br /&gt;
&lt;br /&gt;
As a result of these numerous downsides, the Spy is considered the weakest class in the game. Despite this distinction, he is by no means unusable, and is still able to find success if the circumstances are right. On offense, his main goal is to destroy the enemy Sentry Gun, which is accomplished by killing the Engineer and sapping all his buildings. He can also go deep into enemy territory to sneakily capture an objective, something which other classes have a hard time achieving. On defense, his main role is to constantly kill the enemy Medic and his patient, preventing them from building up enough momentum to mount a successful assault. A Spy standing around an obscure corner can get more kills than even a Heavy standing there, and is especially useful in killing the [[VIP]]. While the Spy is not a good class for anyone desiring consistency, his playstyle and mechanics are unlike any other, with a technical skillset that takes full advantage of the player&#039;s game knowledge. He is terrible for new players, but acts as an amusing option for experienced players to try out, pushing their luck to see just how far they can take the so-called &amp;quot;worst class in the game&amp;quot;, and finding joy in the unexpected depths of his mediocre brilliance.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: France&lt;br /&gt;
&lt;br /&gt;
Job: Uncloak &amp;amp; Dagger&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contraptions: Disguise Kit / Cloaking Watch&lt;br /&gt;
&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* The move speed increase from tf2c_gun_mettle_spy now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by tf2c_spy_gun_mettle 2, the new default setting for tf2c_spy_gun_mettle; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In Team Fortress 2 Classic, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;Prego&amp;quot; (&amp;quot;Translation: &amp;quot;You&#039;re welcome&amp;quot;). This was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=4924</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=4924"/>
		<updated>2024-05-10T19:07:08Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Undo revision 4922 by Ichiro (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Sniper&#039;&#039;&#039; &#039;&#039;after assassinating his most recent target&#039;&#039;|&#039;&#039;Everything above your neck&#039;s gonna be a fine red mist!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, and can assassinate any enemy that crosses his sightline. He has 125 health and 100% speed, making him fragile with average speed. His [[Sniper Rifle]] is one of the game&#039;s most powerful weapons, able to kill any class with a headshot while fully charged, and is uncontestable at range. His ability to hold a single position and punish enemies who cross it with instant death is unmatched, and the inability for enemies to mount a response means he has free reign over wherever he looks. Far from a sitting duck, his ability to move around and get sightlines from obscure map angles can lead to surprising deaths outside the standard Sniper spots, and the first sign of a skilled Sniper is usually in the post-death screenshot. He can also deal unexpectedly high damage from close up, simply by quickscoping and clicking on the enemy&#039;s head, which is enough to kill or severely wound all classes. This makes him the game&#039;s premier pick class, and a skilled shot can end an engagement before it even begins.&lt;br /&gt;
&lt;br /&gt;
The Sniper&#039;s downsides are his mediocrity in direct combat, reliance on his teammate&#039;s front line, inability to contribute to objectives, constant threat from enemy Snipers, and high skill requirements. The Sniper Rifle deals very poor sustained damage, and while the [[SMG]] is his best method of self-defense, it is not as powerful as the sidearms of other classes. Combined with the Sniper&#039;s fragility, this means he will have a hard time defending himself unless he gets a lucky scoped shot, and prefers to stay in the back lines, far behind his teammates. If his team&#039;s united front suddenly collapses, the Sniper is usually the first to die, and because he lacks movement options and is only average speed, running can just fail you. This issue is compounded by the Sniper&#039;s difficulties in capturing objectives, since his fragility and long-range specialization means he is severely disadvantaged when taking point. This is compounded by attacks from enemy Snipers, who are locked in constant duels for sightline supremacy, and failing to keep track of their positions will lead to your unexpected death. Finally, the Sniper is no class for players who cannot aim. Since the single-shot nature of the Sniper Rifle is less forgiving than that of other primary weapons, having an &amp;quot;off day&amp;quot; has significantly more impact on Sniper than on other classes. On Sniper, if you miss, you miss.&lt;br /&gt;
&lt;br /&gt;
Despite these downsides, they are mitigated by running really far away and shooting people. As he is the only class in the game that can deal meaningful damage at long range, the only appropriate counter to him is to not get seen at all - and failing that, move wildly and hope he misses. On offense, he can peek around corners and get risky kills off enemies who leave the comfort of their base, including destroying exposed [[Sentry Gun|Sentry Guns]], as well as the necessary counter-sniping. On defense, he can snuff out [[Medic|Medics]] and their patients before they have a chance to run in, neutralizing the imbalance of power and creating a more favourable defensive line. While the Sniper is dominant on wide-open maps, he is still usable with sufficient skill even on cramped maps, and his skill ceiling is practically infinite. He rewards independent play, smart positioning, quick thinking, and technical practice with unmatched power, and is the perfect class for aim-monster loner types who just want to rack up kills.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]] to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=4868</id>
		<title>Sapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=4868"/>
		<updated>2024-05-06T06:13:38Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added quote to sapper page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=obj attachment sapper&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Sapper&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sapper&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Disables enemy buildings and drains their health, without removing your disguise}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Who left that there?&amp;quot;}}&lt;br /&gt;
}} {{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;destroying an engineers building after disposing of him&#039;&#039;|&#039;&#039;I murdered your toys as well.&#039;&#039;}} The &#039;&#039;&#039;Sapper&#039;&#039;&#039; is the stock and only sapper for the [[Spy]]. It is a boxy &amp;quot;electro-sapper&amp;quot; device that resembles a radio, with two switches, a dial, and a meter of unknown measurement on the front, with a carrying handle and two thick wires with electrical jacks. The needle on the meter will move to the right when in front of a targetable building.&lt;br /&gt;
&lt;br /&gt;
The Sapper is a unique weapon that is used to disable and destroy enemy buildings, despite technically being classified as a &amp;quot;building&amp;quot; itself. It has no other purpose, and cannot be used on organic enemies. When in range of an enemy building that can be sapped, a white outline appears.  Placing the sapper does not remove the Spy&#039;s [[Disguise Kit|disguise]], and it has infinite ammo with practically no cooldown. While a building is sapped, it is totally disabled and does not function, with the Sapper dealing 25 damage per second to it, creating a loud and conspicuous electrical sound that alerts all nearby enemies to the Spy&#039;s presence. If one [[Teleporter]] is sapped, the other is automatically sapped as well, and destroying one Sapper destroys the other. When the Spy attacks a sapped [[Sentry Gun]], his weapons deal 67% as much damage as usual.&lt;br /&gt;
&lt;br /&gt;
It will also alert the [[Engineer]] who owns the building with a flashing symbol on his construction interface and an automatic voice response. If that player has the &amp;quot;Sapper awareness&amp;quot; setting activated (&amp;lt;code&amp;gt;tf2c_building_sapper_awareness&amp;lt;/code&amp;gt;), most other game audio will have its volume lowered until the Sapper is destroyed. When the Sapper brings a building&#039;s health down to 0, it will explode as usual. The Engineer&#039;s [[Wrench]] can remove Sappers by hitting the affected building twice, preventing it from being repaired, with continual replacement of the Sapper causing the building to eventually be destroyed. The Sapper itself has 100 health, yet the only thing that can deal damage to it is the Wrench. Sapper health and sapped building health of the first Sapper placed will also be marked on the Spy&#039;s interface. Sentry Guns are still disabled for 0.5 seconds after the Sapper is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = {{tooltip|25 / s|Only against buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Disable&lt;br /&gt;
 | effect-duration = {{tooltip|3.6 s|Jump Pad}}&amp;lt;br&amp;gt;{{tooltip|6 s|Level 1 buildings}}&amp;lt;br&amp;gt;{{tooltip|7.2 s|Level 2 buildings}}&amp;lt;br&amp;gt;{{tooltip|8.64 s|Level 3 buildings}}&amp;lt;br&amp;gt;&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = Infinite&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Sabotador|pt-br_m=Sapper&lt;br /&gt;
|bg=Саботьор|bg_m=Sapper&lt;br /&gt;
|en=Sapper&lt;br /&gt;
|fr=Saboteur|fr_m=Sapper&lt;br /&gt;
|de=Sapper&lt;br /&gt;
|it=Sabotatore|it_m=Sapper&lt;br /&gt;
|ro=Sapper&lt;br /&gt;
|ru=Жучок|ru_m=Bug&lt;br /&gt;
|es=Zapador|es_m=Sapper&lt;br /&gt;
|uk=Глушилка|uk_m=Jammer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed [[Buildings]] that&#039;re{{sic}} Destroyed by a Sapper Not Showing Up in the Killfeed&lt;br /&gt;
* Fixed [[Spy|Spies]] being able to destroy their own sappers.{{sic}} &lt;br /&gt;
* Fixed the [[Heavy]], [[Pyro]], and Soldier’s Place Sapper animations to be left-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier&lt;br /&gt;
* Fixed Sappers being hard to place on top of [[buildings]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Sapper outline is no longer visible when sapper is not yet ready to be placed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sapper has updated animations that include the Spy flipping a switch on the device as he pulls it out.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Invis_Watch&amp;diff=4867</id>
		<title>Invis Watch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Invis_Watch&amp;diff=4867"/>
		<updated>2024-05-06T06:10:42Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added quote to invis watch page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Watch&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Turn invisible}}&lt;br /&gt;
{{Loadout neutral|Cannot attack while invisible, and bumping into enemies or taking damage will make you slightly visible}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Stylish. A shame they&#039;ll never see it.&amp;quot;}}&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after achieving revenge and disappearing&#039;&#039;|&#039;&#039;This&#039;&#039; &#039;&#039;&#039;&#039;&#039;will&#039;&#039;&#039;&#039;&#039; &#039;&#039;be the last time you see me.&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;&#039;Invis Watch&#039;&#039;&#039;, short for &amp;quot;Invisibility Watch&amp;quot;, is the default watch for the [[Spy]]. It is a futuristic digital wristwatch with a silver band and 7 buttons on its face, showing a glowing series of blue line segments that represents its remaining charge. The line segments appear blue regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
The Invis Watch can be used at any time by pressing the alternative fire key, causing the Spy&#039;s body opacity to fade into a cloaked state, which makes him fully invisible to the enemy team after 1 second. While cloaked by any amount, he cannot use, reload, or fire any weapon (except for the [[Disguise Kit]]), but will have 20% damage resistance and reduced debuff duration. The damage resistance does not apply against taunt attacks. When decloaking, the Spy becomes visible again, and there is a 1.8 second delay before he can use his weapons. The Invis Watch operates on a charge meter, which lasts for 10 seconds while cloaked, including partially cloaked. When it runs out of charge, it cannot be used until it has regained at least 5% charge, and will passively recharge 3.33% per second for a total of 30 seconds. It will gain charge from sources of ammo such as [[Buildings|Dispensers]] or ammo boxes, including while invisible, gaining 20%, 50%, or 100% cloak from small, medium, or large ammo packs. This will reveal the Spy&#039;s presence if the enemy notices a dropped weapon or ammo pack disappearing into thin air.&lt;br /&gt;
&lt;br /&gt;
If the Spy takes damage, such as fall damage, bullet damage, explosion damage, [[Flame Thrower|afterburn]] damage, bleed damage, or is simply walked into by an enemy, his cloak will flash for about 0.35 seconds, or will remain visible indefinitely if he is constantly taking damage or making contact with an enemy. Afterburn, bleed, tranquilizer particles, emerging-from-water droplets, and disguise kit smoke effects (which follow him while partially cloaked) will create conspicuous particles on the Spy&#039;s body that instantly reveal him. His voice lines, water splashes, and footstep sounds will also reveal his position without affecting him visually. In addition, the very sound of him cloaking and uncloaking is enough of a tell for experienced enemies to know he is in the area, especially while right behind his [[Knife|backstab]] target. His corpse will decloak once he is killed.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | consumption-time = 10 s&lt;br /&gt;
 | cloak-fade = 1.0 s&lt;br /&gt;
 | uncloak-fade = 1.8 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&lt;br /&gt;
 | charge-fill-time = 30 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Relógio de Invisibilidade|pt-br_m=Invisibility Watch&lt;br /&gt;
|bg=Часовник за невидимост|bg_m=Invisibility Clock&lt;br /&gt;
|en=Invis Watch&lt;br /&gt;
|fr=Montre d&#039;invisibilité|fr_m=Invisibility Watch&lt;br /&gt;
|de=Unsichtbarkeitsuhr|de_m=Invisibility Clock&lt;br /&gt;
|it=Orologio dell&#039;invisibilità|it_m=Invisibility Clock&lt;br /&gt;
|ro=Ceas de invizibilitate|ro_m=Invisibility Watch&lt;br /&gt;
|ru=Часы невидимости|ru_m=Invisibility Clock&lt;br /&gt;
|es=Reloj de Invisibilidad|es_m=Invisibility Clock&lt;br /&gt;
|uk=Годинник невидимості|uk_m=Invisibility Clock&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed player being able to reload [[Tranquilizer Gun]] while cloaked.&lt;br /&gt;
* Fixed an attack delay bug after cloaking.&lt;br /&gt;
* Fixed an issue where the cloak/uncloak sounds would play too loudly to the cloaking player. &lt;br /&gt;
* Fixed cloaking [[Spy|Spies]] being able to pick up [[CTF]] flags&lt;br /&gt;
* Added an uncloaking effect to dying cloaked Spies.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* Healing indicators will no longer appear over invisible enemy players&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while cloaked&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* [[Spy|Spies]] now gain double the amount of cloak from [[Buildings|building]] gibs&lt;br /&gt;
* Cloaked [[Spy|Spies]] now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy&#039;s wristwatch arm will still appear even when the &amp;quot;invisible arms&amp;quot; setting, &amp;lt;code&amp;gt;tf2c_invisible_arms = 1&amp;lt;/code&amp;gt;, is enabled.&lt;br /&gt;
* Reloading while cloaking will make the Spy appear to have three arms - one holding the gun, the second using the Invis Watch, and the third reloading the chamber.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=4866</id>
		<title>Knife</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=4866"/>
		<updated>2024-05-06T06:06:12Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added quote to knife page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=backstab&lt;br /&gt;
| kill-icon-3=taunt spy&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Attack an enemy from behind to backstab them for a one-hit kill}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;For the man who loves to watch things unfold.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after backstabbing an enemy&#039;&#039;|&#039;&#039;You got blood on my suit.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Knife&#039;&#039;&#039; is the default melee weapon for the [[Spy]]. It is a butterfly knife with solid wooden handles and black grips around them. After backstabbing an enemy, but not after killing them normally, the blade will be covered in blood until the user respawns or goes [[water|underwater]]. As expected, the blood is red regardless of which team the user is on, or which team the killed enemy is on.&lt;br /&gt;
&lt;br /&gt;
Unlike other melee weapons, it only deals 40 damage per hit, and does not [[random crit|randomly crit]]. When slashing a [[Sapper|sapped]] [[Sentry Gun]], the Knife will only deal 67% of its base damage (26 or 27, down from 40). As an upside, it attacks instantly without the 0.2 second delay that other melee weapons have, even though it still attacks at 0.8 second intervals. Uniquely, hitting an enemy&#039;s back (defined as a 180° radius behind them) causes the player to backstab the enemy, causing an instantaneous kill by dealing six times their current health as critical damage. This will not kill invulnerable enemies, but will deal a large amount knockback to them. When an enemy is backstabbed, they will loudly scream while performing a unique death animation, alerting nearby enemies of the Spy&#039;s presence. Like the [[Revolver]], swinging the knife will remove the Spy&#039;s current disguise, and cannot be used while cloaked.&lt;br /&gt;
&lt;br /&gt;
Outside of backstabs, the Knife is the weakest melee weapon in the game, and attempting to &amp;quot;butterknife&amp;quot; a full-health enemy by stabbing them multiple times will rarely end well. As a consequence, stealth is paramount when wielding it, and going loud is best left to the Revolver. Due to the inherent unpredictability of Team Fortress 2 Classic&#039;s netcode, the backstab detection will often behave in strange ways, including failing to backstab when it appeared possible, or successfully backstabbing when it appeared impossible. The former is called a &amp;quot;failstab&amp;quot; and the latter is called a &amp;quot;facestab&amp;quot;. Manipulating enemies to reveal their 180° backstab angle, even for an instant, is a core part of many Spy techniques, collectively called &amp;quot;trickstabs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Knife will perform the &amp;quot;Fencing&amp;quot; kill taunt. When taunting, the Spy will swing the Knife two times in front of him, dealing 25 damage for each swing, and then deal a final thrust of 500 damage. Despite appearances, the range of each attack is the same. The attack cannot be aimed vertically, and will always occur in front of the Spy. Each attack can deal damage to multiple enemies, and enemy buildings, at once. The first two swings will not deal any knockback, but the final thrust will. The taunt cannot deal [[Critical hit|critical hits]], but it can mini-crit.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Fencing&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 120&amp;lt;br&amp;gt;{{tooltip|6x health|On backstab}}&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Faca|pt-br_m=Knife&lt;br /&gt;
|bg=Нож|bg_m=Knife&lt;br /&gt;
|en=Knife&lt;br /&gt;
|fr=Couteau|fr_m=Knife&lt;br /&gt;
|de=Messer|de_m=Knife&lt;br /&gt;
|it=Coltello|it_m=Knife&lt;br /&gt;
|ro=Cuțit|ro_m=Knife&lt;br /&gt;
|ru=Нож|ru_m=Knife&lt;br /&gt;
|es=Mariposa|es_m=Butterfly Knife&lt;br /&gt;
|uk=Ніж|uk_m=Knife&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Knife:&lt;br /&gt;
** Added blood upon backstabbing Enemies.&lt;br /&gt;
** Blood washes off in [[water]].&lt;br /&gt;
* Implemented &amp;quot;backstab ready&amp;quot; animations for Knife. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Fencing kill taunt also suffers the damage penalty on sapped Sentry Guns, dealing 16 damage on the first slash, 17 damage on the second slash, then 330 damage on the final thrust.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=4865</id>
		<title>Überspritze</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=4865"/>
		<updated>2024-05-05T21:55:03Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: added quote to the uber syringe page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=ubersaw&lt;br /&gt;
| kill-icon-2=taunt_medic&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Syringe&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On Hit: 25% ÜberCharge added}}&lt;br /&gt;
{{Loadout negative|-10 max health on wearer}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;This doctor has a backup plan!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after extracting Über from his recently deceased &amp;quot;patient&amp;quot;&#039;&#039;|&#039;&#039;Haha! Vhat a bloodbazh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Überspritze&#039;&#039;&#039; is an alternative melee weapon for the [[Medic]]. It is an oversized, metal syringe containing a team colored liquid displayed through measuring glass. It has two finger rings around the bottom and has blood stains around the tip. The liquid inside increases alongside the Medic&#039;s ÜberCharge percentage.&lt;br /&gt;
&lt;br /&gt;
When the Überspritze hits an enemy, 25% ÜberCharge is given to the user regardless of damage. This occurs even on cloaked enemies, but not invulnerable or disguised ones, nor enemies that are cloaked and disguised at the same time. As a penalty, the Überspritze removes 10 points of maximum health from the user, bringing the [[Medic]]&#039;s base health down to 140 (215 when overhealed). Its stats are otherwise identical to the [[Bonesaw]]. Because the Überspritze can increase the Über meter faster than it drains, it&#039;s possible to indefinitely sustain an Übercharge by attacking enemies while one is active.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Überspritze, or pressing the alternate fire key, activates the Uberslice kill taunt, where the Medic stabs into an enemy and pulls the weapon out. The initial stab deals 1 damage and stuns for 3.7 seconds, filling the Über meter by 25%. The pull out deals 500 damage, does not stun, and fills the Über meter by 100%. The initial stab stuns invulnerable enemies, but does not give Über. The pull out gives Über on invulnerable enemies, or regardless of if the enemy dies. The taunt has a longer range than the regular melee swing and cannot deal critical hits, but can deal mini-crits. It will not damage buildings.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Uberslice&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039; &lt;br /&gt;
* Reworked the UberSaw:&lt;br /&gt;
** Renamed the Ubersaw to the Uberspritze.&lt;br /&gt;
** Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
** Can now Taunt Kill.&lt;br /&gt;
** Updated the Taunt Kill voicelines to fit the model.&lt;br /&gt;
** Updated Viewmodel animations to reduce clipping from the plunger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&lt;br /&gt;
* Removed -20% fire rate penalty&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Убер-Спринцовка|bg_m=Über-Syringe&lt;br /&gt;
|de=Uberspritze&lt;br /&gt;
|en=Uberspritze&lt;br /&gt;
|es=Überspritze&lt;br /&gt;
|fr=Überspritze&lt;br /&gt;
|hu=Túloltó|hu_m=?&lt;br /&gt;
|it=Überspritze&lt;br /&gt;
|pl=Überspritze&lt;br /&gt;
|pt-br=Uberspritze&lt;br /&gt;
|ro=Uberspritze&lt;br /&gt;
|ru=Убер-шприц|ru_m=Über-Syringe&lt;br /&gt;
|tr=Überspritze&lt;br /&gt;
|uk=Убершприц|uk_m=Über-Syringe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* &amp;quot;Überspritze&amp;quot; roughly means &amp;quot;Super Syringe&amp;quot; in German.&lt;br /&gt;
* The model was originally submitted to the Team Fortress 2 Workshop in 2015 as the [https://steamcommunity.com/sharedfiles/filedetails/?id=433097312 Hypodermic Injector]. It was inspired by the unused [[tf:Syringe|Syringe]] weapon from Team Fortress 2&#039;s development, whose model can be found in the tray of a level 2 and 3 [[Dispenser]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=4864</id>
		<title>Shock Therapy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=4864"/>
		<updated>2024-05-05T21:52:59Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: added quote to shock therapy page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=taser&lt;br /&gt;
| kill-icon-2=skull&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Taser&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Hit teammates at maximum charge to fully heal them}}&lt;br /&gt;
{{Loadout negative|-15% heal rate}}&lt;br /&gt;
{{Loadout neutral|Damage is affected by current charge}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;CLEAR!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after electrocuting some poor soul into ash&#039;&#039;|&#039;&#039;Oops! Zat vas not Medizin!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039; is a melee weapon for the [[Medic]]. It&#039;s an arm-mounted gadget, powered by a team-colored battery, with two large prongs that emit a current of electricity. The opacity of the electricity going through the prongs is proportional to how much charge the weapon has. As a hidden attribute, it has a 70% increase in melee range compared to other weapons.&lt;br /&gt;
&lt;br /&gt;
The Shock Therapy operates using a charge meter. When the meter is full, attacking an enemy (including enemy buildings) consumes it entirely, dealing 100 damage. When attacking an ally (excluding allied buildings) on a charged hit, it also consumes it, healing 100% of their max health value and [[Healing|overhealing]] if their health would be full. Once depleted, the meter will recharge after 30 seconds, after respawning, or after visiting a resupply locker. While recharging, attacking an enemy consumes the remaining charge and deals between 1 and 99 damage. Attacking an ally while recharging does nothing. Attacking a [[Spy]] disguised as an ally will heal them instead of hurt them. Attacking an invulnerable enemy will consume the charge without dealing damage.&lt;br /&gt;
&lt;br /&gt;
The Shock Therapy also deals [[Critical hit|mini-crits]] against wet enemies, such as those [[water|underwater]], recently escaping water, or in shallow water - but not [[Fish whacker|bleeding]] enemies. Its charge will be set to 0% as long as the user is underwater, making it deal no damage at all. It will still damage underwater enemies as long as the user is above the surface.&lt;br /&gt;
&lt;br /&gt;
As a penalty, the Shock Therapy cannot randomly crit (as a hidden attribute), and gives 15% less heal rate (including overheal rate) on the [[Medi Gun]] and [[Kritzkrieg]]. This means the heal rate is changed to a minimum of 20.4 HP/s (from 24) and a maximum of 61.2 HP/s (from 72). This has the side effect of building [[ÜberCharge]] faster, as the Medic receives less Über meter when healing allies above 142.5% health.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Glove snap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 0&lt;br /&gt;
 | base-damage-percentage = 0%&lt;br /&gt;
 | charged-damage = 100&lt;br /&gt;
 | charged-damage-percentage = 100%&lt;br /&gt;
 | critical = 3-297&lt;br /&gt;
 | critical-charged = 300&lt;br /&gt;
 | mini-crit = 1-134&lt;br /&gt;
 | mini-crit-charged = 135&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-others = {{tooltip|100% of max health|Also overheals}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&lt;br /&gt;
 | charge-fill-time = 30 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039; &lt;br /&gt;
* Added The Shock Therapy &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* 15% slower heal rate on all Mediguns when equipped&lt;br /&gt;
* Decreased the amount of healing done on hit to 100% (from 150%) of a classes health&lt;br /&gt;
* Health is given to the target instantly&lt;br /&gt;
* No longer uses [[Knife]] impact sounds when hitting players&lt;br /&gt;
* Removed guaranteed [[Critical hit|crits]] against [[Water|wet]] enemies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Shock Therapy:&lt;br /&gt;
** Healing is now properly networked, causing less false-positives&lt;br /&gt;
** Now has a unique particle for healing teammates&lt;br /&gt;
** Updated kill icon&lt;br /&gt;
** Now has a unique icon for [[building]] kills&lt;br /&gt;
* Heal points are now given for Shock Therapy healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Електрошокова терапия|bg_m=Electroshock Therapy&lt;br /&gt;
|de=Schocktherapie|de_m=Shock Therapy&lt;br /&gt;
|en=Shock Therapy&lt;br /&gt;
|es=Electrochoque|es_m=Electroshock&lt;br /&gt;
|fr=Électrochoc|fr_m=Electroshock&lt;br /&gt;
|hu=Sokkterápia|hu_m=Shock Therapy&lt;br /&gt;
|it=Elettroshock|it_m=Electroshock&lt;br /&gt;
|pl=Terapia szokowa|pl_m=Shock Therapy&lt;br /&gt;
|pt-br=Terapia de Choque|pt-br_m=Shock Therapy&lt;br /&gt;
|ro=Terapie de șoc|ro_m=Shock Therapy&lt;br /&gt;
|ru=Шоковая терапия|ru_m=Shock Therapy&lt;br /&gt;
|tr=Şok Terapisi|tr_m=Shock Therapy&lt;br /&gt;
|uk=Шокова терапія|uk_m=Shock Therapy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name of this weapon refers to [[Wikipedia:Electroconvulsive_therapy|electroconvulsive therapy]], which uses electricity to treat mental disorders.&lt;br /&gt;
* The internal name for the Shock Therapy is &amp;quot;tf_weapon_taser&amp;quot;, in reference to the [[Wikipedia:Taser|real-life electric weapon with the same name]].&lt;br /&gt;
* If the Shock Therapy destroys a [[building]], the kill icon will be the generic &amp;quot;skull&amp;quot; icon.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=4863</id>
		<title>Kritzkrieg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=4863"/>
		<updated>2024-05-05T21:49:45Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: added quote to krits page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Medi Gun&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|ÜberCharge grants 100% critical chance}}&lt;br /&gt;
{{Loadout positive|+25% ÜberCharge rate}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Supercharges your patient&#039;s weapon to a critical level!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after ÜberCharging his teammate with crits&#039;&#039;|&#039;&#039;Auf Wiedersehen, Dummkopfs!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kritzkrieg&#039;&#039;&#039; is a secondary weapon of the [[Medic]]. It appears to be an iteration of the [[Medi Gun]]&#039;s design, consisting of a stylized fire hose with a yellow glow in its chassis, emitting a distinct, team-colored electrical beam leading to its patient, connected via rubber hose to a mysterious glowing backpack with antennae and a pressure tank. The glow is yellow regardless of which team the user is on. Patients that kill an enemy while being healed by the Kritzkrieg will give the Medic an assist. When taunting, it will heal the Medic for 11 health.&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg&#039;s heal and charge mechanics are the same as the Medi Gun, except for an increase in ÜberCharge rate of 25%. This means it can charge in a minimum of 32 seconds, up from 40. Just like the Medi Gun, the [[mini-crit]] boost granted by the [[Civilian]]&#039;s [[Umbrella]] will give 35% increased heal rate and 35% increased ÜberCharge rate. However, the ÜberCharge itself is radically different from that of the Medi Gun. Instead of granting invulnerability, it grants its patient [[Critical Hit|critical hits]] on all their weapons for 8 seconds. This does not extend to the Medic&#039;s weapons. Only one patient at a time can be ÜberCharged in this manner, and changing patients will instantly transfer the effect. This guaranteed critical effect means the Kritzkrieg is best used in a defensive manner, killing enemies who are trying to push through your base - though, as usual, critical hits have no effect on a Medi Gun&#039;s ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Oktoberfest&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|ÜberCharge|100% critical chance}}&lt;br /&gt;
 | effect-duration = 8 s&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | charge-fill-speed = 3.125% / s&amp;lt;br&amp;gt;{{tooltip|1.563% / s|Patient above 142.5% health}}&lt;br /&gt;
 | charge-fill-time = 32 s&amp;lt;br&amp;gt;{{tooltip|64 s|Patient above 142.5% health}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Kritzkrieg&lt;br /&gt;
|bg=Критцкригът|bg_m=Kritzkrieg&lt;br /&gt;
|en=Kritzkrieg&lt;br /&gt;
|fr=Kritzkrieg&lt;br /&gt;
|de=Kritzkrieg&lt;br /&gt;
|it=Kritzkrieg&lt;br /&gt;
|ro=Kritzkrieg&lt;br /&gt;
|ru=Крицкриг|ru_m=Kritzkrieg&lt;br /&gt;
|es=Kritzkrieg&lt;br /&gt;
|uk=Критцкриґ|uk_m=Kritzkrieg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039; &lt;br /&gt;
* Fixed [[Medic]]&#039;s &amp;quot;Ubercharge deployed&amp;quot; response not being triggered when activating Kritzkrieg charge. &lt;br /&gt;
* Fixed Medigun{{sic}} heal beams, Ubers &amp;amp; HUD not working for non-[[Medic|Medics]] in Randomizer mode &lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], [[Mine Layer|Proximity Mines]], the Kritzkrieg, and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated players who have just spawned to now receive the full heal-rate from Mediguns &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the [[Medi Gun]] and Kritzkrieg: &lt;br /&gt;
** Now play a customizable progress sound that changes pitch based on patient health&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, Kritzkrieg self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&lt;br /&gt;
* [[Critical hit|Crit]] boosted Mediguns now require tf2c_medigun_critboostable 2 to gain a heal rate bonus (set to 1 by default, only for minicrits)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the world and view models to include a higher polygon front and a less polygonal hose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Compared to &#039;&#039;Team Fortress 2&#039;&#039;&#039;s design, the Kritzkrieg has a unique weapon model, a unique backpack model, and a unique set of particles.&lt;br /&gt;
* The name &amp;quot;Kritzkrieg&amp;quot; is named after the WW2 German tactic &amp;quot;Blitzkrieg&amp;quot; or translated as &amp;quot;lightning warfare&amp;quot;. The tactic was to quickly overwhelm your enemy with concentrated force, break defenses, and defeat the enemy in a decisive battle.&lt;br /&gt;
* If an enemy [[Spy]] kills the Medic with his own Kritzkrieg boost, the Medic will get credit for his own death. This does not happen if healing the Spy normally.&lt;br /&gt;
* The Medic cannot be ÜberCharged by the Medi Gun if he is equipping a Kritzkrieg that is using its own ÜberCharge.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medi_Gun&amp;diff=4862</id>
		<title>Medi Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medi_Gun&amp;diff=4862"/>
		<updated>2024-05-05T21:47:46Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added quote to the medigun page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;The Gods will feel the pain of what they&#039;ve allowed to be created in this world.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after ÜberCharging a teammate&#039;&#039;|&#039;&#039;Get zem.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Raus, Raus!&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medi Gun&#039;&#039;&#039; is the default secondary weapon of the [[Medic]]. It is a fire hose which has been modified into a device of mad science, emitting a team-colored energy beam leading to his patient, and attached to a hybrid transformer and pressure tank on the Medic&#039;s back by means of a rubber hose. Patients that kill an enemy while being healed by the Medi Gun will give the Medic an assist.&lt;br /&gt;
&lt;br /&gt;
The Medi Gun is not a traditional weapon, designed to kill enemies. It instead heals allies (and disguised enemy [[Spy|Spies]]) by connecting them to the Medi Gun, through means of a scientific beam of health-providing energy. The amount of health given per second ranges between 24 and 72, depending on the last time the patient took damage. If they took damage within 10 seconds, it heals for its minimum rate. If they took damage over 15 seconds ago, it heals for its maximum. Patients who took damage between 10 and 15 seconds ago are healed somewhere inbetween, scaling linearly. If the patient is at full health, the Medi Gun will overheal them, up to 1.5 times their base health. &lt;br /&gt;
&lt;br /&gt;
It addition, it has an [[ÜberCharge]] meter which fills at 2.5% per second while healing, reduced to 1.25% when healing a patient at 142.5% health. For maps with a pre-round setup timer, the charge rate is tripled during it, as well as during the post-round humiliation if the Medic&#039;s team has won. If a patient is being healed by another source, such as a [[Dispenser]], the [[Payload]], or another Medi Gun, the charge rate is halved for each source. While [[mini-crit]] boosted by the [[Civilian]]&#039;s [[Umbrella]], the Medi Gun gives 35% increased heal rate and gains 35% increased ÜberCharge rate.&lt;br /&gt;
&lt;br /&gt;
When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 8 seconds, granting them invulnerability and a team-colored metallic shine. This protection from damage makes it trivial to push through enemy fortifications, clearing a path for the rest of his team to capture the objective. It does not give protection from knockback effects, such as explosions, a [[Sentry Gun|Sentry Gun&#039;s]] bullets, or a [[Pyro]]&#039;s [[airblast]]. It also does not prevent death from certain map hazards, such as trains and bottomless pits. Multiple patients can be ÜberCharged at once, increasing the rate of charge drained for each invulnerable patient. If the Medic switches away from the Medi Gun while invulnerable, the patient remains invulnerable for 1 second, while the Medic loses invulnerability until he switches back. This also includes when the ÜberCharge is about to expire, effectively making it last for 9 seconds. ÜberCharged players generally cannot contribute to objectives, such as capturing [[Control Points]] or picking up [[Capture the Flag|flags]]. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Bow&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|ÜberCharge|Invulnerability}}&lt;br /&gt;
 | effect-duration = 9 s&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | charge-fill-speed = 2.5% / s&amp;lt;br&amp;gt;{{tooltip|1.25% / s|Patient above 142.5% health}}&lt;br /&gt;
 | charge-fill-time = 40 s&amp;lt;br&amp;gt;{{tooltip|80 s|Patient above 142.5% health}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;font-size: 16px;background-color: #583a31;color: white; | Duration !! style=&amp;quot;text-align: center;font-size: 16px;background-color: #583a31;color: white; | Patients&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 9 s || style=&amp;quot;background-color: #dee8ed; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 9 s || style=&amp;quot;background-color: #dee8ed; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 6.33 s || style=&amp;quot;background-color: #dee8ed; | 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 5 s || style=&amp;quot;background-color: #dee8ed; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 4.2 s || style=&amp;quot;background-color: #dee8ed; | 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 3.66 s || style=&amp;quot;background-color: #dee8ed; | 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma Médica|pt-br_m=Medical Gun&lt;br /&gt;
|bg=Медикаментозното оръжие|bg_m=Medical Gun&lt;br /&gt;
|en=Medi Gun&lt;br /&gt;
|fr=Medigun&lt;br /&gt;
|de=Medigun&lt;br /&gt;
|it=Pistola medica|it_m=Medical Gun&lt;br /&gt;
|ro=Armă medicală|ro_m=Medical Gun&lt;br /&gt;
|ru=Лечебная пушка|ru_m=Medical Gun&lt;br /&gt;
|es=Pistola Médica|es_m=Medical Gun&lt;br /&gt;
|uk=Медгармата|uk_m=Medi Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Ported Uber draining faster when healing multiple patients. &lt;br /&gt;
* Fixed Medigun{{sic}} heal beams, Ubers &amp;amp; HUD not working for non-[[Medic|Medics]] in Randomizer mode &lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], [[Mine Layer|Proximity Mines]], the [[Kritzkrieg]], and the Medigun.{{sic}}&lt;br /&gt;
* Improved Uber textures to now be modular with custom skins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated players who have just spawned to now receive the full heal-rate from Mediguns &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* The Medigun{{sic}} no longer sometimes fails to activate its charge after your first spawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Medi Gun and [[Kritzkrieg]]: &lt;br /&gt;
** Now play a customizable progress sound that changes pitch based on patient health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&lt;br /&gt;
* [[Critical hit|Crit]] boosted Mediguns now require tf2c_medigun_critboostable 2 to gain a heal rate bonus (set to 1 by default, only for minicrits)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The seconds an ÜberCharge lasts per number of patients healed follows the simple and intuitive formula, &amp;lt;code&amp;gt;f(x) = (16 / (x + 1)) + 1&amp;lt;/code&amp;gt;.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=4861</id>
		<title>Syringe Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=4861"/>
		<updated>2024-05-05T21:44:31Z</updated>

		<summary type="html">&lt;p&gt;Clanker707: Added a quote to the syringe gun page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| kill-icon=syringegun medic&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| ammo-carried=150&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;I&#039;ll make sure you won&#039;t leave unharmed!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after killing multiple enemies with his syringe gun&#039;&#039;|&#039;&#039;Eins, zwei, drei... Ugh, I do not zhink ve brought enough body bags.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Syringe Gun&#039;&#039;&#039; is the default primary weapon of the [[Medic]]. It is a bulky, experimental, pneumatic syringe launcher with a team-colored canister that launches team-colored syringes.&lt;br /&gt;
&lt;br /&gt;
The Syringe Gun carries 40 syringe projectiles in a clip, dealing 10 damage each, and will rapidly fire in a stream. Unlike in Team Fortress 2, syringes deal slight knockback on enemies, have 25% decreased spread, are visually larger, and reload in 1.2 seconds instead of 1.5 seconds. The syringes are reasonably accurate at medium range, yet their slow speed and sharp gravity falloff makes it difficult to connect them with moving enemies. The Syringe Gun&#039;s damage ramp-up is limited to 120%, as opposed to the 150% of most weapons. It is significantly weaker than other weapons, including the Medic&#039;s own [[Bonesaw]], and so is best used as a deterrent against pursuing enemies rather than as a viable weapon. The syringes cannot be [[airblast|airblasted]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Glove snap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 10&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 5&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 30&lt;br /&gt;
 | mini-crit = 14&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
 | carried = 150&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&lt;br /&gt;
 | reload = 1.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Seringas|pt-br_m=Syringe Gun&lt;br /&gt;
|bg=Спринцовко-изстрелвач|bg_m=Syringe Shooter&lt;br /&gt;
|en=Syringe Gun&lt;br /&gt;
|fr=Pistolet à seringues|fr_m=Syringe Gun&lt;br /&gt;
|de=Spritzen-MG|de_m=Syringe Gun&lt;br /&gt;
|it=Pistola spara-siringhe|it_m=Syringe Gun&lt;br /&gt;
|ro=Pușcă de seringă|ro_m=Syringe Gun&lt;br /&gt;
|ru=Шприцемёт|ru_m=Syringe Gun&lt;br /&gt;
|es=Pistola de Jeringas|es_m=Syringe Gun&lt;br /&gt;
|uk=Шприцомет|uk_m=Syringe Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Reverted Syringe Gun&#039;s projectile speed back to 1000 (was buffed to 1500 at some point in 2015)&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], Syringes and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable)&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players.&lt;br /&gt;
* Disabled muzzle light on Syringe Gun and [[Nail Gun|Nailgun]].{{sic}}&lt;br /&gt;
* Fixed the Syringegun&#039;s{{sic}} Glass from being rendered behind viewmodels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Updated [[Nail Gun|nail]]/syringe projectiles: &lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Lowered the reload time to 1.2s (from 1.5s) to match the reload animation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Now deals knockback against enemies&lt;br /&gt;
* Lowered [[Nail Gun|Nailgun]],{{sic}} [[Pistol]] and Syringe Gun spread by 25%&lt;br /&gt;
* Added [[Nail Gun|nail]]/syringe impact sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed [[Nail Gun|nail]] and syringe projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Medical devices known as &amp;quot;syringe guns&amp;quot; do exist in real life, being a pistol-grip mechanism which holds a single-use syringe. There is also a related device known as a &amp;quot;[https://en.wikipedia.org/wiki/Jet_injector jet injector]&amp;quot;, which pneumatically injects liquids into patients.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Clanker707</name></author>
	</entry>
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