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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4296</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4296"/>
		<updated>2023-12-26T18:31:21Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up 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 before the fight even begins. 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. While the [[Twin Barrel]] shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class.&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. 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.&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;
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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=3881</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=3881"/>
		<updated>2023-09-05T14:37:08Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up 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 before the fight even begins. 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. While the [[Twin Barrel]] shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class.&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. 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.&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;
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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=3712</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=3712"/>
		<updated>2023-08-18T21:23:06Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout positive|Max charge time decreased by 50%}}&lt;br /&gt;
{{Loadout negative|Stickies fizzle on a detonation attempt}}&lt;br /&gt;
{{Loadout negative|-4 max pipebombs out}}&lt;br /&gt;
{{Loadout negative|-50% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that explode after 0.6 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs, and take 0.8 seconds to become active. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 4 mines in its clip, and can only have 4 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a fifth mine when four are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher&#039;s stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. Mines shot at enemies will not stick to them, bouncing off and landing on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.8 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.4 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcehr&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&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 Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.3]]&#039;&#039;&#039;&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to Team Fortress 2&#039;s Steam Workshop in 2011.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* Even though the model&#039;s magazine implies that 6 mines can be loaded, the final weapon only holds 4 at once.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=3711</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=3711"/>
		<updated>2023-08-18T21:22:21Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout positive|Max charge time decreased by 50%}}&lt;br /&gt;
{{Loadout negative|Stickies fizzle on a detonation attempt}}&lt;br /&gt;
{{Loadout negative|-4 max pipebombs out}}&lt;br /&gt;
{{Loadout negative|-50% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that explode after 0.6 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs, and take 0.8 seconds to become active. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 4 mines in its clip, and can only have 4 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a fifth mine when four are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher&#039;s stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. Mines shot at enemies will not stick to them, bouncing off and landing on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.8 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.4 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcehr&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&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 Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.3]]&#039;&#039;&#039;&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to Team Fortress 2&#039;s Steam Workshop in 2011.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* Even though the model&#039;s magazine implies that 6 mines can be loaded, the final weapon only holds 4 at once.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=3710</id>
		<title>Überspritze</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=3710"/>
		<updated>2023-08-18T21:20:36Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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% Über 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;
* The Überspritze is a rebalanced version of the &#039;&#039;Ubersaw&#039;&#039; with a new appearance. In the &#039;&#039;[[Death &amp;amp; Taxes]]&#039;&#039; update page, it was featured and revealed alongside the other returning weapons from &#039;&#039;Team Fortress 2&#039;&#039;. In fact, in earlier versions of &#039;&#039;Team Fortress 2 Classic&#039;&#039;, it was directly called the &#039;&#039;Ubersaw&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&amp;quot;Überspritze&amp;quot;&#039;&#039; roughly means &#039;&#039;&amp;quot;Super Syringe&amp;quot;&#039;&#039; in German.&lt;br /&gt;
* The model was originally submitted to the &#039;&#039;Team Fortress 2 Workshop&#039;&#039; in 2015 as the &#039;&#039;[https://steamcommunity.com/sharedfiles/filedetails/?id=433097312 Hypodermic Injector].&lt;br /&gt;
* The model was inspired by the scrapped and unused [[tf:Syringe|Syringe]] weapon from &#039;&#039;Team Fortress 2&#039;&#039;&#039;s development.&lt;br /&gt;
* The model that inspired the Überspritze can still be found in the tray of a level 2 and 3 Dispenser.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=3709</id>
		<title>Gunboats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=3709"/>
		<updated>2023-08-18T21:20:13Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| used-by-2=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| slot-2=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Boots&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|-60% blast damage from explosive jumps}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Lead shoe inserts! Perfect for anyone trying to cheat on the army physical.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes=&lt;br /&gt;
{{Loadout positive|-60% blast damage from explosive jumps}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Boots so good, you won&#039;t even worry about the screws drilled into your feet.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Gunboats&#039;&#039;&#039; are a passive [[:Category:Secondary weapons|secondary]] weapon for the [[Soldier]], and a passive [[:Category:Primary weapons|primary]] weapon for the [[Demoman]]. When equipped, they appear as a large pair of lead-plated soles that are bolted onto the user&#039;s existing boots. They appear on the user&#039;s model regardless of which weapon they have active. The user&#039;s footsteps will also sound significantly heavier.&lt;br /&gt;
&lt;br /&gt;
When equipped, the user cannot select the Gunboats as a weapon, and loses the use of either the [[Shotgun]] or the [[Grenade Launcher]]. In exchange, the user takes 60% less damage from their own explosive weapons. However, if the user&#039;s explosion damages an enemy player (excluding enemy buildings), the reduction is ignored and the user takes full self-damage. There is also no reduction when using the [[Dynamite]] taunt, which is a massive explosion. Despite the loadout description, the reduction is applied regardless if the user is [[Jumping|jumping]]. The Soldier&#039;s passive 60% damage reduction when rocket jumping stacks multiplicatively with the Gunboats. The distance traveled when explosive jumping is unchanged from normal. The user still takes fall damage, and damage from enemy explosions, as normal.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The Gunboats reduce weapon self-damage to the following values:&lt;br /&gt;
&lt;br /&gt;
* [[Rocket Launcher]]: 11-34&lt;br /&gt;
&lt;br /&gt;
* [[R.P.G.]]: 15-45&lt;br /&gt;
&lt;br /&gt;
* [[Stickybomb Launcher]] and [[Mine Layer]]: 18-36&lt;br /&gt;
&lt;br /&gt;
* [[Dynamite Pack]]: 26-52 (main pack), 13-26 (dynamite sticks)&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Canhoneiras|pt-br_m=Gunboats&lt;br /&gt;
|bg=Бойните ботуши|bg_m=Combat Boots&lt;br /&gt;
|en=Gunboats&lt;br /&gt;
|fr=Bottes de sûreté|fr_m=Safety Boots&lt;br /&gt;
|de=Raketenstiefel|de_m=Rocket Boots&lt;br /&gt;
|it=Cannonieri|it_m=Gunboats&lt;br /&gt;
|ro=Gunboats&lt;br /&gt;
|ru=Штурмботинки|ru_m=Stormboots&lt;br /&gt;
|es=Botas Blindadas|es_m=Armored Boots&lt;br /&gt;
|uk=Бійчоботи|uk_m=Fighting Boots&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 the Gunboats from turning dark on the [[Soldier]] or [[Demoman]]’s ragdoll if equipped. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* While Team Fortress 2 Classic allows the Gunboats to be used by by both the Soldier and Demoman, Team Fortress 2 only allows the Soldier to use them. This is because the Gunboats were released as a prize for the Soldier during the [https://wiki.teamfortress.com/wiki/WAR!_Update WAR! Update], and would have been given to the Demoman had he won instead.&lt;br /&gt;
* Despite the Soldier&#039;s backpack describing them as &amp;quot;lead shoe inserts&amp;quot;, they are very clearly worn on the outside of his shoes. Furthermore, the Demoman&#039;s backpack describes &amp;quot;screws drilled into your feet&amp;quot;, which not only contradicts the prior description, but also aren&#039;t even screws.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Umbrella&amp;diff=3708</id>
		<title>Umbrella</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Umbrella&amp;diff=3708"/>
		<updated>2023-08-18T21:11:26Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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 cabinet.&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;
== Trivia ==&lt;br /&gt;
* Despite the Civilian usually only being playable on BLU team, the backpack icon for the Umbrella is colored red. This is because RED is the default team on the loadout screen.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=3707</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=3707"/>
		<updated>2023-08-18T21:10:48Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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;
Name: Orson W. Jenkins&lt;br /&gt;
&lt;br /&gt;
Location of origin: Dorset, England&lt;br /&gt;
&lt;br /&gt;
Job: Escape (Oil Baron)&lt;br /&gt;
&lt;br /&gt;
Motto: No Motto&lt;br /&gt;
&lt;br /&gt;
Special ability: Boost&lt;br /&gt;
&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;
&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;
&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 had a surgical procedure performed by 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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=3706</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=3706"/>
		<updated>2023-08-18T21:10:01Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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. In theory, 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;
In practice, there are numerous issues with the Spy&#039;s design that makes him underperform 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. The most immediate issue is that Spy is a stealth class with terrible stealth. 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. This issue is supposed to be nullified through cloaking, yet his cloak is revealed when taking damage (such as projectiles that weren&#039;t even aimed at him), and he is helpless for a long period of time after uncloaking, meaning 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;
Despite the Spy being a high-risk, high-reward class, the risks are extreme and the reward mediocre, usually dying to factors out of his control in exchange for trying to get a single backstab against an enemy that will respawn anyway. It is also far easier to kill the Spy than it is for the Spy to kill you, as a single competent Pyro can destroy a Spy&#039;s hopes of ever approaching the enemy. Multiple Engineers also make the Spy obsolete, as it is only practical to ever kill one at a time, and the other Engineer&#039;s [[Sentry Gun]] will immediately blow him up. Finally, the Spy is also made obsolete by basic game sense. Other classes are good because they can kill enemies that are looking right at them. If the Spy is facing an enemy in a fair fight, the Spy will usually die, and he is totally useless against multiple enemies.&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 succeed against a particularly unaware team 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, or any player with a serious desire to succeed, 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;
He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You&#039;re dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).&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;
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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Invis_Watch&amp;diff=3705</id>
		<title>Invis Watch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Invis_Watch&amp;diff=3705"/>
		<updated>2023-08-18T21:09:02Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
}}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]]). 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. If moving in a straight line while cloaking, it will not be hard for them to predict where the Spy will move next. His corpse will decloak once he is killed.&lt;br /&gt;
&lt;br /&gt;
The Invis Watch allows the Spy to make it behind enemy lines without being seen, assuming he is not revealed by being shot, exploded, burned to death, or simply walked into first. As is apparent, invisibility is not the most reliable stealth tool, but it is still the Spy&#039;s only realistic option for getting behind enemy lines without being discovered. If the user is able to navigate around teamfights, chokepoints, and the mere presence of enemies, and survive decloaking without being killed while helpless, then they will be able to get to their desired position without resorting to the Spy&#039;s underwhelming combat abilities.&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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=3704</id>
		<title>Knife</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=3704"/>
		<updated>2023-08-18T21:08:09Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
}}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 33% of its base damage (13, 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 8 damage 2 times, then 165 damage on the final thrust.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=3703</id>
		<title>Sapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sapper&amp;diff=3703"/>
		<updated>2023-08-18T21:07:37Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
}}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 33% 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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Tranquilizer_Gun&amp;diff=3702</id>
		<title>Tranquilizer Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Tranquilizer_Gun&amp;diff=3702"/>
		<updated>2023-08-18T21:06:34Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tranq&lt;br /&gt;
| kill-icon-2=skull&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On Hit: Color blind victim, slow their movement, and decrease ranged gun damage for 5s}}&lt;br /&gt;
{{Loadout positive|Tranquilized enemies take guaranteed crits from melee attacks}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;In your dreams, chéri.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Tranquilizer Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Spy]]. It is a metal, pistol-shaped pneumatic dart gun that shoots a single large syringe dart, loaded by placing one in its barrel via a metal hinge. Even though the darts have a team-colored tracer, they will always appear black when embedded in the world.&lt;br /&gt;
&lt;br /&gt;
The Tranquilizer Gun fires one dart at a time, dealing 20 damage regardless of range, that will tranquilize an enemy player for 5 seconds. The length of time tranquilized decreases with distance, down to 1.5 seconds at long range. There is no time reduction if the dart dealt [[Critical hit|critical]] or mini-crit damage. The effect will only last 50% as long if being healed by a [[Medi Gun]] or a [[Dispenser]]. While tranquilized, that player will have their movement speed reduced by 20% and ranged damage (excluding [[afterburn]] and [[bleed]]) reduced by 30%, with a black-and-white colorblind effect that fades over time. The damage reduction includes projectiles that were fired before the enemy was tranquilized. [[Critical]] damage is only reduced by 10%. In addition, all melee weapons, including the Spy&#039;s own [[Knife]], will deal guaranteed critical damage against that player. The Tranquilizer Gun can also damage enemy [[buildings]], but it will not apply the tranquilize effect. When shooting a [[Sapper|sapped]] [[Sentry Gun]], it will only deal 33% of its base damage (6 or 7, down from 20). Shooting the gun will remove the Spy&#039;s current [[Disguise Kit|disguise]].&lt;br /&gt;
&lt;br /&gt;
The dart travels extremely fast, is 100% accurate, and is only affected by gravity by a small amount, making it viable to shoot enemies from a long distance away with minimal compensation. It will not deal any knockback. Like most projectiles, the dart can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&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 = Brush off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 20&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 60&lt;br /&gt;
 | mini-crit = 27&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Tranquilize&lt;br /&gt;
 | tranquilize-duration = {{tooltip|5 s|Close range}}&amp;lt;br&amp;gt;{{tooltip|1.5 s|Long range}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&lt;br /&gt;
 | reload = 1.9 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_kill}}&lt;br /&gt;
{{Achievement|achievement_tranq_support_progression}}&lt;br /&gt;
{{Achievement|achievement_tranq_hit_blastjump}}&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
{{Achievement|achievement_tranq_counter_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma Tranquilizante|pt-br_m=Tranquilizer Gun&lt;br /&gt;
|bg=Успокоителният пистолет|bg_m=Tranquilizer Gun&lt;br /&gt;
|en=Tranquilizer Gun&lt;br /&gt;
|fr=Pistolet tranquillisant|fr_m=Tranquilizer Gun&lt;br /&gt;
|de=Betäubungspistole|de_m=Tranquilizer Gun&lt;br /&gt;
|it=Pistola tranquillante|it_m=Tranquilizer Gun&lt;br /&gt;
|ro=Pistol tranchilizant|ro_m=Tranquilizer Gun&lt;br /&gt;
|ru=Транквилизатор|ru_m=Tranquilizer&lt;br /&gt;
|es=Pistola Sedante|es_m=Sedative Gun&lt;br /&gt;
|uk=Транквілізатор|uk_m=Tranquilizer&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 Tranquilizer Gun:&lt;br /&gt;
** Uses a new model.&lt;br /&gt;
** Color blind&#039;s{{sic}} victims and reduces their move and turn speed for 5s.&lt;br /&gt;
** Tranqed enemies draw, reload and swing weapons slower.&lt;br /&gt;
** Reloads faster.&lt;br /&gt;
** Reloads whilst holstered.&lt;br /&gt;
** Tranqed enemies now have Snooze Particles to indicate they&#039;ve been hit.&lt;br /&gt;
** Dart Projectiles now work more like [[Flare Gun|Flares]].&lt;br /&gt;
** Has no damage fall-off.&lt;br /&gt;
* Fixed player being able to reload Tranquilizer Gun while cloaked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Effect duration is now affected by distance falloff&lt;br /&gt;
* Effect reworked: Colorblinds victim, and slows their movements by 33% for up to 5s&lt;br /&gt;
* Slowing affects: Move speed, reload speed, weapon switch speed, melee attack speed, and [[Minigun]] spin-up and spin-down speed&lt;br /&gt;
* No longer affects mouse sensitivity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Tranquilized enemies now take full crits from [[Knife|Knives]]&lt;br /&gt;
* Fixed the tranquilized debuff being near instantly removed by healing, now halves duration as intended&lt;br /&gt;
* Fixed tranquilized particles from staying on the player after immediately switching weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Tranquilizer Gun:&lt;br /&gt;
** Dart trails have been heavily optimized and given a new appearance&lt;br /&gt;
** Increased projectile speed by 20%&lt;br /&gt;
** Tranquilized enemies now take [[Critical hits|crits]] from any melee attack&lt;br /&gt;
** Lowered tranquilized condition&#039;s movement speed penalty from -33% to -20%&lt;br /&gt;
** Tranquilized enemies now deal 20% less damage&lt;br /&gt;
** Does not apply to damage over time or melee damage&lt;br /&gt;
** Tranquilized enemies no longer have a melee firerate penalty&lt;br /&gt;
** Tranquilized effect duration is no longer affected by falloff if the weapon fires a crit or minicrit&lt;br /&gt;
* Support score is now awarded for damage dealt to enemies the player tranquilized&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Tranquilizer originates from Team Fortress Classic, and was originally intended to return in Team Fortress 2, making it as far as the game&#039;s first trailer. It is unknown what the Team Fortress 2 version&#039;s stats were.&lt;br /&gt;
* Even though the [[Flight or Fight]] Day 3 update page states that &amp;quot;Tranquilized enemies now deal 20% less damage&amp;quot;, the actual reduction in-game is 30%.&lt;br /&gt;
* If a player dies from a reflected dart, the kill icon will appear as the generic &amp;quot;skull&amp;quot; kill icon.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Revolver&amp;diff=3701</id>
		<title>Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Revolver&amp;diff=3701"/>
		<updated>2023-08-18T21:05:52Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;For when stealth is no longer an option.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Revolver&#039;&#039;&#039; is the default primary weapon of the Spy. It is a shiny double-action revolver with an extended barrel, featuring a black metal frame and ivory grips.&lt;br /&gt;
&lt;br /&gt;
The Revolver is the Spy&#039;s best ranged weapon, featuring moderate damage, good accuracy, and a decent fire rate. When shooting a [[Sapper|sapped]] [[Sentry Gun]], the revolver will only deal 33% of its base damage (13, down from 40). It fulfills a variety of roles, mostly killing-related. Its primary use is to act as the Spy&#039;s main weapon while roaming in enemy territory, firing upon suspicious enemies before they kill the Spy. It is also useful for finishing off low-health enemies that his teammates cannot get to, walking up to them while [[Disguise Kit|disguised]] and then shooting them before they can escape. Like the [[Knife]], it will remove the Spy&#039;s current disguise. The Revolver&#039;s accuracy at range means that enemies can be shot from quite a distance without relying too much on luck. In a teamfight where stealth is not an option, it can also be used to lay on damage from aside while the enemy is focused on higher-priority teammates. And when failing a backstab, it is far better to bring out the Revolver than to foolishly swing at your target with the Knife.&lt;br /&gt;
&lt;br /&gt;
While the Revolver is not the most powerful weapon, it still functions as a reliable ranged option that can deal unexpectedly high damage at point-blank, unexpected damage at any range, and lead to kills that would not occur had the Spy tried to walk up to their target for several seconds and then die trying to stab them, rather than simply shooting them and moving on.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[SMG]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Brush off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver|pt-br_m=Revolver&lt;br /&gt;
|bg=Револвер|bg_m=Revolver&lt;br /&gt;
|en=Revolver&lt;br /&gt;
|fr=Revolver&lt;br /&gt;
|de=Revolver&lt;br /&gt;
|it=Revolver&lt;br /&gt;
|ro=Revolver&lt;br /&gt;
|ru=Револьвер|ru_m=Revolver&lt;br /&gt;
|es=Revólver|es_m=Revolver&lt;br /&gt;
|uk=Револьвер|uk_m=Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Lowered [[Coilgun]], [[SMG]], and Revolver spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fishwhacker&amp;diff=3700</id>
		<title>Fishwhacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fishwhacker&amp;diff=3700"/>
		<updated>2023-08-18T21:04:49Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=fishwhacker&lt;br /&gt;
| kill-icon-2=bleed kill&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Club&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On Hit: Bleed for 2 seconds}}&lt;br /&gt;
{{Loadout positive|100% critical hit vs bleeding players}}&lt;br /&gt;
{{Loadout negative|On Miss: Mark yourself for death for 3s}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hold &#039;er steady, mate. She tends to throw splinters.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fishwhacker&#039;&#039;&#039; is an alternative melee weapon for the [[Sniper]]. It&#039;s an old wooden fish priest, splintered at the top, fitted with a leather grip and wrist belt.&lt;br /&gt;
&lt;br /&gt;
The Fishwhacker&#039;s attributes are the same as the [[Kukri]], with the added benefit of dealing 2 seconds of [[bleed]] on hit enemies. As the initial 4 damage of bleed is always applied on the first hit, this means the Fishwhacker deals at least 69 damage initially and 81 damage in total. In addition, the Fishwhacker will deal guaranteed [[Critical hit|critical hits]] upon bleeding enemies, comboing with itself. This critical hit does not affect the damage of the bleed. As a penalty, missing a swing while outside the melee range of an enemy will result in the user being Marked For Death (with a skull above their head) for 3 seconds, turning all damage received into [[mini-crit]] damage. The Fishwhacker also cannot randomly 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 = Hat doff&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;
| status-effects-column = true&lt;br /&gt;
 | effect = Bleed&lt;br /&gt;
 | bleed = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | bleed-mini-crit =  {{tooltip|5 / tick|10 per second}}&lt;br /&gt;
 | bleed-duration = 2 s&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 Fishwhacker:&lt;br /&gt;
** Swings slower.&lt;br /&gt;
** Causes concussional [[Bleed|bleeding]] on hit for 2s.&lt;br /&gt;
** [[Critical hits|Crits]] on bleeding enemies.&lt;br /&gt;
** Marked for death whilst holding the Fishwhacker.&lt;br /&gt;
** Updated Viewmodel animations to all be overhanded.&lt;br /&gt;
** Uses new impact sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Removed -20% slower fire rate&lt;br /&gt;
* Replaced &amp;quot;Marked for Death while active&amp;quot; with &amp;quot;On Miss: Marked for Death for 3s&amp;quot;&lt;br /&gt;
* Updated the description and item type&lt;br /&gt;
* Added particles on impact to add to the new description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Mata-peixes|pt-br_m=Fish Killer&lt;br /&gt;
|bg=Рибарникът|bg_m=Fisherman&lt;br /&gt;
|en=Fishwhacker&lt;br /&gt;
|fr=Matraque à poisson|fr_m=Fish Baton&lt;br /&gt;
|de=Fischknüppel|de_m=Fish Baton&lt;br /&gt;
|it=Bacchetta di pesce|it_m=Fish Baton&lt;br /&gt;
|ro=Vânător de pește|ro_m=Fish Hunter&lt;br /&gt;
|ru=Рыбодробилка|ru_m=Fishwhacker&lt;br /&gt;
|es=Machacapeces|es_m=Fishwhacker&lt;br /&gt;
|uk=Рибоглушилка|uk_m=Fishwhacker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Fishwhacker is actually what&#039;s known as a &amp;quot;fish priest&amp;quot;, a tool commonly used to kill fish as soon as they are caught. The &amp;quot;priest&amp;quot; name comes from the notion of giving a fish their &amp;quot;last rites&amp;quot;.&lt;br /&gt;
* Team Fortress 2 Classic&#039;s model of the Fishwhacker is based on both concept art and an untextured model found within the retail files of Team Fortress 2.&lt;br /&gt;
* Unlike Team Fortress 2 Classic, the Fishwhacker was originally meant to be Snipers stock melee weapon during the development of TF2. Despite its exclusion the Kukri is still referred to as a &amp;quot;club&amp;quot; in the game code.&lt;br /&gt;
* The Sniper&#039;s regular melee crit animation will not play on on the Fishwhacker unless it is critical boosted.&lt;br /&gt;
* If the user swings from outside melee range, then steps into the melee range of an enemy, the user will still be Marked for Death, in contravention of the usual mechanics. The inverse occurs if the user is within melee range and steps outside of it.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Kukri&amp;diff=3699</id>
		<title>Kukri</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Kukri&amp;diff=3699"/>
		<updated>2023-08-18T21:04:06Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=club&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;A little of the ol&#039; &#039;chop-chop&#039;!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Kukri&#039;&#039;&#039; is the default melee weapon for the [[Sniper]]. It is a large kukri with a flat spine, a wooden handle, and a slightly chipped blade.&lt;br /&gt;
&lt;br /&gt;
The Kukri deals 65 damage, and can attack once every 0.8 seconds. As the Sniper is usually seen in the far back lines of his team, his opportunity to use the blade is limited. Against an approaching enemy, the best option is usually deterring them with the [[SMG]]. In the event that an enemy is at point-blank range of the Sniper (usually involving a [[Spy]]&#039;s failed assassination attempt), the Kukri will partially compensate for his weakness in fair combat. The potential to instantly kill a class with a [[random crit]] is potent, even when the Sniper&#039;s average speed and low health makes landing the hit a challenge. As a consequence, the Kukri is a rarely-seen aspect of his arsenal, proving that the best way for him to kill someone is to run really far away and shoot them.&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 = Hat doff&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;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Kukri&lt;br /&gt;
|bg=Кукри|bg_m=Kukri&lt;br /&gt;
|en=Kukri&lt;br /&gt;
|fr=Kukri&lt;br /&gt;
|de=Kukri&lt;br /&gt;
|it=Machete|it_m=Machete&lt;br /&gt;
|ro=Kukri&lt;br /&gt;
|ru=Кукри|ru_m=Kukri&lt;br /&gt;
|es=Kukri&lt;br /&gt;
|uk=Кукрі|uk_m=Kukri&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the Sniper&#039;s Australian origins, the [https://en.wikipedia.org/wiki/Kukri kukri] style of blade originates from the Indian subcontinent, and is rarely seen outside of the region. &lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=3698</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=3698"/>
		<updated>2023-08-18T21:03:32Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=smg&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=75&lt;br /&gt;
| reload-type=Magazine&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;It&#039;s a good thing to have at hand when things start getting personal, mate.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;SMG&#039;&#039;&#039; is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine.&lt;br /&gt;
&lt;br /&gt;
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy and no damage falloff (unlike in Team Fortress 2), even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range.&lt;br /&gt;
&lt;br /&gt;
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 8&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 24&lt;br /&gt;
 | mini-crit = 11&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 75&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 = 1.1 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Submetralhadora|pt-br_m=Submachine Gun&lt;br /&gt;
|bg=Лек автомат|bg_m=Light Machine Gun&lt;br /&gt;
|en=SMG&lt;br /&gt;
|fr=Mitraillette|fr_m=Submachine Gun&lt;br /&gt;
|de=SMG&lt;br /&gt;
|it=SMG&lt;br /&gt;
|ro=SMG&lt;br /&gt;
|ru=Пистолет-пулемёт|ru_m=Submachine Gun&lt;br /&gt;
|es=Metralleta|es_m=Machine Gun&lt;br /&gt;
|uk=Пістолет-кулемет|uk_m=Submachine Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Lowered [[Coilgun]], SMG, and [[Revolver]] spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In older versions of Team Fortress 2 Classic, the [[Scout]] had the SMG as an alternative secondary weapon. It was removed for competing with the [[Nail Gun]] and [[Pistol]] in terms of use.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=3697</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=3697"/>
		<updated>2023-08-18T21:02:41Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|No scope}}&lt;br /&gt;
{{Loadout neutral|Reduced zoom}}&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout positive|+55% faster firing speed}}&lt;br /&gt;
{{Loadout negative|No damage charge}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled revolver fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks a laser sight which warns opponents. However, the Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&lt;br /&gt;
 | reload = 1.55 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 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 Poachers Pride:&lt;br /&gt;
** Renamed to the Hunting Revolver.&lt;br /&gt;
** Uses a new model.&lt;br /&gt;
** Fires 6 shots, rather than 2.&lt;br /&gt;
** Added damage fall-off for bodyshots.&lt;br /&gt;
** Can only headshot while zoomed in.&lt;br /&gt;
** Shortened the Zoom distance.&lt;br /&gt;
** Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the Death &amp;amp; Taxes update, the Hunting Revolver was originally known as the Poacher&#039;s Pride and was a completely different weapon.&lt;br /&gt;
* Releasing the zoom key while in the air will cancel the Hunting Revolver&#039;s current reload, even though the weapon is unable to zoom while airborne. Holding the zoom key while in the air will prevent it from playing its reload animation if it hasn&#039;t started - or, if it has started, will play its animation without ever reloading. The reload will not cancel if are no bullets in its clip.&lt;br /&gt;
* The Hunting Revolver has the same damage and ammo count as the [[Spy]]&#039;s [[Revolver]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Hunting Revolver concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=3696</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=3696"/>
		<updated>2023-08-18T21:01:56Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. While equipped, the Sniper will have a large quiver with three arrows sticking out of it, whether or not the Huntsman is the active weapon. Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that headshots can succeed or fail in non-intuitive ways. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. The arrows are not affected by water and will remain on fire even while the user is underwater. This means that a fire arrow shot by an underwater Sniper can set an above-ground enemy on fire. Enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. If the arrow is on fire, it will not cause afterburn, or even a flaming corpse. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&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 = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&lt;br /&gt;
 | charge-fill-speed = 100% / s&lt;br /&gt;
 | charge-fill-time = 1 s&lt;br /&gt;
 | aim-fatigue = 5 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;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added tf2c_experimental_huntsman_enable (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting with the Huntsman will not play its firing sound effect.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=3695</id>
		<title>Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=3695"/>
		<updated>2023-08-18T21:01:08Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; is the default primary weapon of the [[Sniper]]. It is a simple, single-shot, bolt-action rifle repurposed for long-range action via use of a telescopic sight and a laser dot wired to the scope. When firing, it will shoot a white and team-colored tracer, visible to all players.&lt;br /&gt;
&lt;br /&gt;
The Sniper Rifle is unique among all other weapons in that it is designed for action at great distances,&lt;br /&gt;
having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy&#039;s head after scoping for 0.2 seconds, deals guaranteed [[critical]] damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user&#039;s crosshair position is at, which is visible to prospective targets. If the user is shot, on [[Flame Thrower|fire]], or [[Fishwhacker|bleeding]] while zoomed-in, they will receive a small amount of visual recoil, also known as &amp;quot;aimpunch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A careful reading of the Sniper Rifle&#039;s statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the [[Civilian]]&#039;s 20% damage reduction and an overhealed [[Heavy]]. Since it is difficult to click an enemy&#039;s head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. Furthermore, since the user gains damage during charge, it can be worth it to zoom in for a little bit, without fully charging, to deal more damage against heavier classes. Because of these properties, and the failures of other weapons to have similar damage at range, the Sniper Rifle is disproportionately powerful and is by and large uncontestable at long range, except by another Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Wave&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 150&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 450&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 203&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.5 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | charge-fill-speed = {{tooltip|33.3% / s|First 33.3% of charge does not affect damage.}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|3.075 s|0.075 s delay, 3 s charge time.}}&lt;br /&gt;
 | scoped-charge-delay = 0.075 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Rifle de Sniper|pt-br_m=Sniper Rifle&lt;br /&gt;
|bg=Снайперистка винтовка|bg_m=Sniper Rifle&lt;br /&gt;
|en=Sniper Rifle&lt;br /&gt;
|fr=Fusil de sniper|fr_m=Sniper Rifle&lt;br /&gt;
|de=Scharfschützengewehr|de_m=Sniper Rifle&lt;br /&gt;
|it=Fucile di precisione|it_m=Sniper Rifle&lt;br /&gt;
|ro=Pușcă cu lunetă|ro_m=Sniper Rifle&lt;br /&gt;
|ru=Снайперская винтовка|ru_m=Sniper Rifle&lt;br /&gt;
|es=Rifle de Francotirador|es_m=Sniper Rifle&lt;br /&gt;
|uk=Снайперська гвинтівка|uk_m=Sniper Rifle&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 full charge bell to Sniper Rifle.&lt;br /&gt;
* Updated the Sniper to be able to gesture while holding the Sniper Rifle and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* [[Sniper]] dots now properly match where the client is looking, and update more quickly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Sniper Rifle:&lt;br /&gt;
** Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades&lt;br /&gt;
** Toggled by tf2c_sniperrifle_tracer, and set to 1 by default; can be changed by server operators&lt;br /&gt;
** The client no longer plays a sound when headshotting until the server confirms it&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Setting the console command &amp;lt;code&amp;gt;cl_autorezoom 1&amp;lt;/code&amp;gt; allows for [https://www.youtube.com/watch?v=2Ltfnz_Gt38 bypassing the 0.2 second headshot delay] by jumping after shooting while zoomed-in, and then holding down the zoom button while in the air. This enables significantly faster headshots than usual.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=3694</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=3694"/>
		<updated>2023-08-18T21:00:17Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in unfair long-range combat, who assassinates 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 the [[SMG]] is a weak sidearm. Combined with the Sniper&#039;s fragility, this means he cannot defend himself unless he gets extremely lucky scoped shots, 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. This issue is compounded by the Sniper&#039;s difficulties in capturing objectives, since his fragility and long-range specialization means he is terrible when exposed. 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. This also means that having an &amp;quot;off day&amp;quot; has significantly more impact on Sniper than on other classes. You either hit your shot, or you don&#039;t, and if you don&#039;t hit your shots, you&#039;re the most useless member on the team.&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, which makes him disproportionately powerful compared to every other class. 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 easily abused 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;
In his former life as a tracker of dangerous game in the unforgiving Australian outback, the Sniper would spend months by himself. Prolonged isolation taught him a valuable lesson: You don&#039;t have to rely on other people if you never miss.&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;
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;
&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=3693</id>
		<title>Shock Therapy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shock_Therapy&amp;diff=3693"/>
		<updated>2023-08-18T20:59:32Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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 has the side effect of building [[ÜberCharge]] faster, as the Medic receives less Über meter when healing allies at full health.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&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;
== 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 [https://en.wikipedia.org/wiki/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 [https://en.wikipedia.org/wiki/Taser real-life electric weapon].&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bonesaw&amp;diff=3690</id>
		<title>Bonesaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bonesaw&amp;diff=3690"/>
		<updated>2023-08-18T20:56:29Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Come over here. I promise I will heal you!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bonesaw&#039;&#039;&#039; is the default melee weapon of the [[Medic]]. It is a rounded, rusty surgical saw with a damaged serrated edge.&lt;br /&gt;
&lt;br /&gt;
The Bonesaw deals 65 damage per swing, with an attack speed of 0.8 seconds. As the Medic&#039;s weaponry is limited, having to choose between the [[Syringe Gun]] and this, the Bonesaw acts as the close-quarters option between the two. As the Medic is highly unlikely to be dealing damage, the weapon&#039;s [[random crit]] rate will stay at the base chance of 15%, making the Bonesaw&#039;s damage even less impressive. The user might have the opportunity to kill an enemy that is carelessly positioned, such as a wayward [[Spy]] or [[Scout]], doing a quick burst of damage before going back to healing. However, if the Medic is being targeted, he is better served running away and firing the Syringe Gun rather than trying to run towards his attackers, leaving the Bonesaw as a weapon of desperation.&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 = Violin&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;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Serra de Ossos|pt-br_m=Bonesaw&lt;br /&gt;
|bg=Ампутационен трион|bg_m=Amputation Saw&lt;br /&gt;
|en=Bonesaw&lt;br /&gt;
|fr=Scie à amputation|fr_m=Amputation Saw&lt;br /&gt;
|de=Knochensäge|de_m=Bonesaw&lt;br /&gt;
|it=Segaossa|it_m=Bonesaw&lt;br /&gt;
|ro=Ferăstrui de oase|ro_m=Bonesaw&lt;br /&gt;
|ru=Медицинская пила|ru_m=Medical Saw&lt;br /&gt;
|es=Serrucho|es_m=Saw&lt;br /&gt;
|uk=Косторізка|uk_m=Bonesaw&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=3689</id>
		<title>Kritzkrieg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=3689"/>
		<updated>2023-08-18T20:54:40Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medi_Gun&amp;diff=3688</id>
		<title>Medi Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medi_Gun&amp;diff=3688"/>
		<updated>2023-08-18T20:53:16Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=3687</id>
		<title>Syringe Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Syringe_Gun&amp;diff=3687"/>
		<updated>2023-08-18T20:52:08Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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;
| 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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=3685</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=3685"/>
		<updated>2023-08-18T20:46:27Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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 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, 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 &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 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;
Location of Origin: Stuttgart, Germany&lt;br /&gt;
&lt;br /&gt;
Job: Doctor Assisted Homicide&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
&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;
&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;
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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Construction_PDA&amp;diff=3684</id>
		<title>Construction PDA</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Construction_PDA&amp;diff=3684"/>
		<updated>2023-08-18T20:45:38Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Construction PDA&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Everything an Engineer like myself needs, all in this little device here.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes=&lt;br /&gt;
{{Loadout neutral|Jump Pads cannot be upgraded}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Trust me, feller. This one&#039;ll blow you away.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Construction PDA&#039;&#039;&#039; is the stock PDA for the [[Engineer]], which is used to construct his various [[buildings]]. It appears as a gray handheld device with a small, blank screen, a red switch on top, and 8 face buttons, including a large yellow button. The red switch appears red, and the yellow button appears yellow, regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
The Construction PDA comes in two forms: the default &#039;&#039;&#039;PDA: Teleporter&#039;&#039;&#039; and the alternative &#039;&#039;&#039;PDA: Jump Pad&#039;&#039;&#039;, which are visually the same, yet enables construction of different buildings. When the Construction PDA is the active weapon, a menu will appear on the user&#039;s interface, enabling construction of 4 buildings. Both PDAs allow construction of the [[Sentry Gun]] and [[Dispenser]]. If the PDA: Teleporter is active, it will allow building the [[Teleporter]] entrance and exit. If the PDA: Jump Pad is active, it allows building two [[Jump Pads]], designated Jump Pad A and Jump Pad B. If the user already owns that building, or they don&#039;t have enough metal to build it, the Construction PDA will deny the ability to build it.&lt;br /&gt;
&lt;br /&gt;
When the desired building is chosen, it will appear as a white outline on top of a blueprint, demonstrating the position it will have once built. The Engineer will hold a toolbox during this, and will drop it when he dies. Unlike the toolbox held while hauling a building, he can freely switch weapons from it. The user can right-click while the blueprint is out to rotate the blueprints, and therefore the building. If the building cannot be placed at that position, such as while in the air, in a wall, or on certain map geometry, then the outline will disappear and a red &amp;quot;X&amp;quot; will take its place instead. Once a building is placed, the Engineer will immediately switch to the [[Wrench]], so that he can whack his newly-born building. If the attack button is pressed while the Construction PDA is out, the user will switch to their last weapon.&lt;br /&gt;
&lt;br /&gt;
If the user wishes to destroy the buildings they have created, then the Construction PDA is useless, as it is designed for construction. Instead, they must seek out the power of the [[Destruction PDA]], which is designed for destruction.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=ПДА за изграждане|bg_m=Construction PDA&lt;br /&gt;
|de=Konstruktions-PDA|de_m=Construction PDA&lt;br /&gt;
|en=Construction PDA&lt;br /&gt;
|es=PDA de Construcción|es_m=Construction PDA&lt;br /&gt;
|fr=PDA de construction|fr_m=Construction PDA&lt;br /&gt;
|hu=Építő PDA|hu_m=Construction PDA&lt;br /&gt;
|it=PDA da costruzione|it_m=Construction PDA&lt;br /&gt;
|pl=PDA budowy|pl_m=Construction PDA&lt;br /&gt;
|pt-br=PDA de construção|pt-br_m=Construction PDA&lt;br /&gt;
|ro=PDA de construcție|ro_m=Construction PDA&lt;br /&gt;
|ru=Строительный КПК|ru_m=Construction PDA&lt;br /&gt;
|tr=Kurulum PDA|tr_m=Construction PDA&lt;br /&gt;
|uk=Будівельний КПК|uk_m=Construction PDA&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 aimmatrices to the [[Engineer]]&#039;s PDA animations. (Previously would never look around when moving around the players view.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] [[Disguise Kit|disguise]] HUD elements are now consistent with one another&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] [[Disguise Kit|disguise]] HUD elements for controllers have been overhauled&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the user selects a building they cannot construct, the Engineer will appear to press a button on the Construction PDA. This is only visible to other players. This can also be replicated with the &amp;lt;code&amp;gt;pda_click&amp;lt;/code&amp;gt; console command.&lt;br /&gt;
* The building blueprints all appear at different heights when obstructed by a wall. The Sentry Gun blueprint will appear slightly through the floor, the Dispenser blueprint will appear slightly above the floor, and the Teleporter and Jump Pad blueprints will be significantly above the floor.&lt;br /&gt;
* The Teleporter blueprint is built at a slightly longer range than the Sentry Gun, Dispenser, and Jump Pad blueprints. This means that the Teleporter cannot be built from the same positions as the other buildings if the user is facing an obstruction.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Wrench&amp;diff=3683</id>
		<title>Wrench</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Wrench&amp;diff=3683"/>
		<updated>2023-08-18T20:44:24Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Upgrades, repairs, and speeds up construction of friendly buildings on hit}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I do a little bit of everything.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Wrench&#039;&#039;&#039; is the default melee weapon of the [[Engineer]]. It is a monkey wrench of standard design, with wooden grips riveted on. While the Wrench is equipped and is not being swung, the Engineer will constantly smack it against his palm, creating a soft plapping sound effect.&lt;br /&gt;
&lt;br /&gt;
Unique among melee weapons, it is used to speed up the construction of the Engineer&#039;s [[buildings]], as well as heal and upgrade them - including those of allied Engineers. Enemy buildings are instead damaged as usual, including that of the [[Spy]]&#039;s [[Sapper]], which takes two hits to destroy. It can also defuse the Demoman&#039;s [[Dynamite Pack]] by whacking it - but not the secondary dynamite sticks. When striking a building-in-progress with the Wrench, it speeds up the rate of construction by almost double, which is additive for multiple Wrenches. If the building is constructed, and the user has sufficient metal, the Wrench will allow upgrading that building by up to 25 metal per swing. If a building is instead damaged, the Wrench will use that metal to repair it, up to 102 damage per hit. The Wrench itself does not facilitate building, as that is the job of the [[Construction PDA]].&lt;br /&gt;
&lt;br /&gt;
As an actual weapon, the Wrench does not see nearly as much use. While it&#039;s useful for killing cloaked and disguised Spies, the Engineer&#039;s low health and average speed means that rushing at enemies with the Wrench will not end well. His [[Sentry Gun]] is likely to kill anything within its proximity anyway, and if the user is setting up a base, then the [[Shotgun]] will see much more use. As damage from the Sentry Gun counts towards the Wrench&#039;s [[random crit]] chance, it has a much higher than expected rate of random crits, and so might be worth using against overhealed enemies who are too focused on killing a Sentry Gun to notice its owner swinging right at them.&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 = Mad laugh&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;
| construction-column = true&lt;br /&gt;
 | repair-per-hit = 102&lt;br /&gt;
 | upgrade-per-hit = 25&lt;br /&gt;
 | cost-per-repair = Damage / 3&lt;br /&gt;
 | cost-per-ammo = 1 / bullet, 40 / hit&amp;lt;br&amp;gt;2 / rocket, 16 / hit&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;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Chave Inglesa|pt-br_m=Wrench&lt;br /&gt;
|bg=Гаечен ключ|bg_m=Wrench&lt;br /&gt;
|en=Wrench&lt;br /&gt;
|fr=Clé|fr_m=Wrench&lt;br /&gt;
|de=Schraubenschlüssel|de_m=Wrench&lt;br /&gt;
|it=Chiave inglese|it_m=Wrench&lt;br /&gt;
|ro=Cheie|ro_m=Wrench&lt;br /&gt;
|ru=Гаечный ключ|ru_m=Wrench&lt;br /&gt;
|es=Llave Inglesa|es_m=Wrench&lt;br /&gt;
|uk=Ключ|uk_m=Wrench&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=3682</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=3682"/>
		<updated>2023-08-18T20:42:33Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. By default, holding the primary fire button shoots a series of low-damage lasers that disappear on contact. When they hit a target, they deal 25 damage regardless of distance. By holding the alternate fire button, a user can charge up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the user&#039;s next Coilgun shot. All Coilgun projectiles can be [[Flame Thrower|airblasted]], and will ricochet if reflected while charged.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The user will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the user&#039;s position. When the Coilgun explodes, the user takes 60 damage and deals up to 50 damage to any enemies nearby. The user is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The user gains more height by crouching, and the most height by jumping while crouched before the explosion.&lt;br /&gt;
&lt;br /&gt;
As a consequence of the Coilgun&#039;s alternate fire, the user cannot pick up their buildings while it is equipped. However, if timed precisely, the user can pick up their buildings during an overcharge jump by switching to another weapon and pressing the alternate fire key.&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 = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&lt;br /&gt;
 | reload = 1.5 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&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 Coilgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from Team Fortress Classic. That game&#039;s version did not have a ricochet function.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* When a charged laser hits an ÜberCharged enemy, it will impact them as normal instead of bouncing off.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=3681</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=3681"/>
		<updated>2023-08-18T20:40:57Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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, instantly killing any class. 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. 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, uselessness in mobile assaults, 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 per map, he has no real 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, he is terrible in mobile scenarios, 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, 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;
Despite these obvious weaknesses, 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. On offense he is impotent, unless there is a specific spot that the attacking team has difficulty pushing through, in which case he can set up shop there. 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;
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 Team Fortress mod to appeal to players who lacked tradition skills required to perform well in first-person shooters.&lt;br /&gt;
*The Engineer was also added due to the developers of Team Fortress being inspired by the construction mechanics of the real-time strategy game Command &amp;amp; Conquer.&lt;br /&gt;
*The Engineer wears his default helmet backwards; however, this is not an uncommon practice among construction workers.&lt;br /&gt;
*The Engineer&#039;s 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 Team Fortress 2 Classic, 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 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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fists&amp;diff=3680</id>
		<title>Fists</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fists&amp;diff=3680"/>
		<updated>2023-08-18T20:38:04Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=fists&lt;br /&gt;
| kill-icon-2=taunt_heavy&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Fists&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;I am not done with you yet!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fists&#039;&#039;&#039; are the default melee weapon for the [[Heavy]]. They are the Heavy&#039;s own hands, curled up into fists, wearing black, fingerless gloves. Pressing the primary fire key swings a left punch, pressing the secondary fire key swings a right punch, and performing a [[critical hit]] deals a right-handed uppercut regardless of button pressed. There is no difference in function between left and right punches.&lt;br /&gt;
&lt;br /&gt;
Each hits deals 65 damage and has an attack speed of 0.8. As the Heavy is the slowest class, he is unlikely to connect his fists with any enemy who simply runs away from him, and so are outclassed by the [[Shotgun]] for mobile assaults. Regardless, his high health means a trapped enemy is unlikely to kill him before he closes the gap, and in such a scenario where the Shotgun is out of ammo, the player may wish to pull them out. If an enemy is foolish enough to attempt a melee duel with the Heavy, his massive health gives him an advantage compared to all other classes.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Fists will perform the High Noon kill taunt, which shoots an invisible bullet at the user&#039;s crosshair (horizontally and vertically) up to 500 Hammer units away, dealing 500 damage to the first enemy in its wake. The bullet will not penetrate through multiple enemies at once, and will not damage buildings. It cannot deal [[critical]] hits, but it can deal mini-crits, and will knockback invulnerable enemies.&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 = High Noon&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;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Punhos|pt-br_m=Fists&lt;br /&gt;
|bg=Юмруци|bg_m=Fists&lt;br /&gt;
|en=Fists&lt;br /&gt;
|fr=Poings|fr_m=Fists&lt;br /&gt;
|de=Fäuste|de_m=Fists&lt;br /&gt;
|it=Pugni|it_m=Fists&lt;br /&gt;
|ro=Pumni|ro_m=Fists&lt;br /&gt;
|ru=Кулаки|ru_m=Fists&lt;br /&gt;
|es=Puños|es_m=Fists&lt;br /&gt;
|uk=Кулаки|uk_m=Fists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the Heavy taunt kills an enemy holding a melee weapon, it will count towards the &amp;quot;If He Dies...&amp;quot; achievement.&lt;br /&gt;
* When the &amp;quot;invisible arms&amp;quot; option, &amp;lt;code&amp;gt;tf2c_invisible_arms = 1&amp;lt;/code&amp;gt;, is enabled from the [[settings]], the Fists (including the black gloves) will become totally invisible.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sandvich&amp;diff=3679</id>
		<title>Sandvich</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sandvich&amp;diff=3679"/>
		<updated>2023-08-18T20:37:07Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Lunch Box&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Eat to regain up to 120 health.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|Alt-fire: Share Sandvich with a friend (Medium health kit)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Come closer! I will give you taste.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sandvich&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Sandvich Edible Device&#039;&#039;&#039;, is a secondary weapon for the [[Heavy]]. It&#039;s a triangle shaped half of a sandwich consisting of bread, ham, bologna, swiss cheese, lettuce, and sliced tomato, all topped off with a green pimento-stuffed olive pinned to the meal with a toothpick.&lt;br /&gt;
&lt;br /&gt;
Upon consuming the Sandvich, the user will replenish 120 health points in 30 health intervals over 4 seconds, but will not [[overheal]] if their health is full. While eating the Sandvich, the player is forced into a loud, third-person eating animation where the Heavy bites into the sandwich. The user cannot move or attack during this animation. The Sandvich eating animation counts as a taunt, having the same effects when pressing the taunt button, and cannot be eaten midair or [[water|underwater]]. The Sandvich, unlike its Team Fortress 2 counterpart, does not consume its charge when eaten.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire allows it to be thrown, consuming its charge and acting as a deployable medium health pack that will heal any other player (including enemies) for 50% of their max health. It cannot be [[airblast|airblasted]], is not affected by [[water]], and will disappear into certain map entities. It will also be launched by [[Jump Pad|Jump Pads]], and can detonate enemy [[Mine Layer]] mines. If the user picks up their own Sandvich, it will recharge immediately without healing them. When thrown, the Sandvich takes 30 seconds to recharge, which is the length of time it takes the thrown Sandvich to disappear from the world. If a second Sandvich is thrown while the first one is out, the first one disappears. If the Heavy is killed while the Sandvich is out, it drops to the ground and provides health (but not ammo) as if it were thrown. However, any Sandviches already thrown will not disappear.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Nomming&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|30|Per bite}}&amp;lt;br&amp;gt;{{tooltip|120|Total}}&lt;br /&gt;
 | healing-others = 50% of max health&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | activation-time = {{tooltip|1 s|Per bite}}&lt;br /&gt;
 | consumption-time = 4.3 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&lt;br /&gt;
 | recharge-time = 30 s&lt;br /&gt;
 | drop-expiry = 30 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&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 Sandvich&lt;br /&gt;
* The Sandvich can now be eaten by all classes in Randomizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated dropped Sandviches from dead [[Heavy|Heavies]] to give points on pickup&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 Sandviches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Sandviche|pt-br_m=Sandvich&lt;br /&gt;
|bg=Сандвичът|bg_m=Sandwich&lt;br /&gt;
|en=Sandvich&lt;br /&gt;
|fr=Sandvich&lt;br /&gt;
|de=Sandvich&lt;br /&gt;
|it=Sandvich&lt;br /&gt;
|ro=Sandvich&lt;br /&gt;
|ru=Бутерброд|ru_m=Sandwich&lt;br /&gt;
|es=Focata|es_m=Sandvich&lt;br /&gt;
|uk=Бутерброд|uk_m=Sandwich&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* On the Sandvich&#039;s first use, its model will have a visible bite taken out of it. This persists until the Sandvich is thrown or the user reaches a resupply locker. However, the thrown Sandvich model will not have any bite marks.&lt;br /&gt;
* On the scoreboard statistics, the Heavy will gain healing points for eating his own Sandvich and for healing allies, but not for healing enemies.&lt;br /&gt;
* The Sandvich can be [[crit]] boosted, but this will not change its properties.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=3678</id>
		<title>Minigun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=3678"/>
		<updated>2023-08-18T20:36:09Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=200&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Sasha&#039;s voice cries out when there are men to kill.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Minigun&#039;&#039;&#039; is the stock primary weapon of the [[Heavy]]. It is a Gatling-style machine gun constructed out of various parts, with a rotating barrel, an underslung ammunition barrel and rotation mechanism joined via pipes, and two carrying handles.&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the Minigun must be spun up before firing. When the user presses the primary fire button, the Minigun will spin for 0.87 seconds before firing, producing a distinctive revving sound. The user can also hold the secondary fire button to spin the barrel indefinitely without firing, producing a more passive spinning sound. While spun up, the user is slowed down significantly, cannot jump, cannot move while crouching, and cannot switch weapons. It can still spin up while in the air, including while jumping, preserving the momentum gained. The user can switch weapons a short time after winding down, unlike in Team Fortress 2, where the entire winding down animation must play.&lt;br /&gt;
&lt;br /&gt;
While firing, the Minigun shoots a large, inaccurate cone of about 38 bullets per second, shooting 4 bullets per ammo spent, dealing huge amounts of damage to point-blank targets and barely any to long-range targets. This potentially gives the Minigun the highest damage-per-second in the entire game. Unlike in Team Fortress 2, it does not become more accurate over time, and does not have an initial damage penalty. However, it maintains the property of dealing 15% less damage on level 2 [[Sentry Gun|Sentry Guns]], and 20% less damage on level 3 Sentries. If the Minigun is out of ammo, it will remain spun up, but will produce a clicking sound without firing any bullets.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|54|13.5 / bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|36|9 / bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|19|4.752 / bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|108|27 / bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|48|12 / bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|73|18.13 / bullet}}&lt;br /&gt;
 | bullet-count = 4&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Metralhadora Giratória|pt-br_m=Rotating Machine Gun&lt;br /&gt;
|bg=Картечница|bg_m=Machine Gun&lt;br /&gt;
|en=Minigun&lt;br /&gt;
|fr=Minigun&lt;br /&gt;
|de=Minigun&lt;br /&gt;
|it=Mitargliatrice pesante|it_m=Heavy Machine Gun&lt;br /&gt;
|ro=Minigun&lt;br /&gt;
|ru=Пулемёт|ru_m=Machine Gun&lt;br /&gt;
|es=Ametralladora|es_m=Machine Gun&lt;br /&gt;
|uk=Мініґан|uk_m=Minigun&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 Minigun:&lt;br /&gt;
** Shortened the un-deploy time to allow for faster weapon switching after firing.&lt;br /&gt;
** Updated Viewmodel animations to lock the hand to the front grip.&lt;br /&gt;
* Fixed an issue causing Minigun barrel to spin up/down too fast at high network latency values.&lt;br /&gt;
* Added shells to the Minigun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Reduced the bullet spread to 0.08 (from 0.1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed sound channels being overloaded when multiple Miniguns and [[SMG|SMGs]] are fired at once&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Heavy has nicknamed his Minigun &amp;quot;Sasha&amp;quot;, as seen in the [https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy] short.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=3677</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=3677"/>
		<updated>2023-08-18T20:34:30Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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. This 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 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;
== 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;
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&#039;s voice actor, Gary Schwartz, also voices the [[Demoman]] class.&lt;br /&gt;
*The official name of the class is the ‘Heavy Weapons Guy’; 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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=3676</id>
		<title>Grenade Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=3676"/>
		<updated>2023-08-18T20:32:55Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe&lt;br /&gt;
| kill-icon-2=deflect promode&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=16&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Leave it to me, lad.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; is the default primary weapon of the Demoman. It is a cartoony grenade launcher with an oversized six-slot ammo chamber, held with its wooden stock and foregrip, that shoots glowing team-colored explosive canisters. Despite having six chambers on its model, the Grenade Launcher only loads four grenades at a time.&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires fast grenades, also known as &amp;quot;pipe bombs&amp;quot;, that arc in the air and explode on contact with enemies and their buildings, dealing 100 damage against that enemy at any range, plus splash damage against any enemy nearby. If the grenade hits a surface, it will not explode on contact, instead bouncing and rolling on the ground until it naturally explodes. All grenades will explode after 2.3 seconds, even if they are soaring through the air, only dealing 60 base damage. As a consequence, grenades can be shot off map surfaces to bounce them into enemy positions, and they will still act as area denial even if the user is unable to directly hit an enemy. This makes the grenade launcher a powerful, though difficult-to-use weapon in direct combat, and one of the few weapons able to act as a threat even during indirect combat. The grenades will have significantly less velocity when shot [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own grenade explosions, they are able to use them as an [[jumping|explosive jump]] to reach heights otherwise unobtainable. This offers less control and velocity than a similar jump from the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kaboom&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 100&amp;lt;br&amp;gt;{{tooltip|60|After bouncing}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 300&amp;lt;br&amp;gt;{{tooltip|180|After bouncing}}&lt;br /&gt;
 | mini-crit = 135&amp;lt;br&amp;gt;{{tooltip|81|After bouncing}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 38-73&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|2.3 s|Grenade explosion}}&lt;br /&gt;
 | first-reload = 1.24 s&lt;br /&gt;
 | further-reloads = 0.6 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-granadas|pt-br_m=Grenade Launcher&lt;br /&gt;
|bg=Гранатомет|bg_m=Grenade Launcher&lt;br /&gt;
|en=Grenade Launcher&lt;br /&gt;
|fr=Lance-grenades|fr_m=Grenade Launcher&lt;br /&gt;
|de=Granatwerfer|de_m=Grenade Launcher&lt;br /&gt;
|it=Lanciagranate|it_m=Grenade Launcher&lt;br /&gt;
|ro=Lansator de grenade|ro_m=Grenade Launcher&lt;br /&gt;
|ru=Гранатомёт|ru_m=Grenade Launcher&lt;br /&gt;
|es=Lanzagranadas|es_m=Grenade Launcher&lt;br /&gt;
|uk=Гранатомет|uk_m=Grenade Launcher&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;
* Clipsize is now shown on the model.&lt;br /&gt;
* Fixed an issue with grenades colliding with respawn room visualizers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* Grenades no longer sometimes bounce off of enemy [[buildings]] without exploding &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Pipes from the Grenade Launcher now spark when shattering without an explosion&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* During Team Fortress 2&#039;s development, the Grenade Launcher loaded six grenades instead of four, which is why the model has six chambers.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=3675</id>
		<title>Bottle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=3675"/>
		<updated>2023-08-18T20:32:16Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, me bottle o&#039; scrumpy!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bottle&#039;&#039;&#039; is the default melee weapon of the Demoman. It is a brown, glass bottle o&#039; scrumpy, with a grey label on both sides, marked &amp;quot;XXX&amp;quot; with a year of 1808. When striking a surface (or an enemy) with a [[critical hit]], the bottle will shatter, visible to all players, and will remain shattered until the player respawns. This does not change its damage, and resupply cabinets will not replace the bottle.&lt;br /&gt;
&lt;br /&gt;
The Bottle deals 65 damage and attacks every 0.8 seconds. Compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. The large reload times of his other weapons means he often suffers from empty clips, making the Bottle a practical necessity. The ability to detonate [[Stickybomb Launcher|stickybombs]] while its out means the Demoman can create a zone of control where the enemy is encouraged to walk towards him, and the looming threat of the Bottle can encourage the enemy to back up to where he wants them. A lucky detonation can also bounce an enemy towards him, finishing them off with a swing. Regardless, the Demoman still has below-average speed, and so charging in swinging will lead to his swift death.&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 = Cheers&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;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Garrafa|pt-br_m=Bottle&lt;br /&gt;
|bg=Бутилка|bg_m=Bottle&lt;br /&gt;
|en=Bottle&lt;br /&gt;
|fr=Bouteille|fr_m=Bottle&lt;br /&gt;
|de=Flasche|de_m=Bottle&lt;br /&gt;
|it=Bottiglia|it_m=Bottle&lt;br /&gt;
|ro=Sticlă|ro_m=Bottle&lt;br /&gt;
|ru=Бутылка|ru_m=Bottle&lt;br /&gt;
|es=Botella|es_m=Bottle&lt;br /&gt;
|uk=Пляшка|uk_m=Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added particles upon breaking the bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Scrumpy Scrumpy] is a real beverage, originating from West of England, and is an alcoholic cider produced from apples. Despite the Demoman&#039;s affinity for it, it is not a stereotypically Scottish drink.&lt;br /&gt;
* While wielding the Bottle, the Demoman&#039;s idle animation has an exaggerated stagger compared to all other classes, suggesting he is somehow off his balance.&lt;br /&gt;
* When taunting, the Demoman will still drink from a broken bottle, apparently too drunk to care.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=3674</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=3674"/>
		<updated>2023-08-18T20:29:41Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=mirv_projectile&lt;br /&gt;
| kill-icon-2=mirv_bomb&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Grenade&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+50% max primary ammo on wearer}}&lt;br /&gt;
{{Loadout neutral|Splits into 4 smaller bomblets upon exploding}}&lt;br /&gt;
{{Loadout neutral|Can be defused by the Wrench}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ye&#039;ll be in bits tomorrow.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Dynamite Pack&#039;&#039;&#039; is a throwable secondary weapon that consists of a team-colored bundle of five dynamite sticks, held together with a thick strap, which has an electronic keypad with nine buttons on it, attached to the pack with a thick yellow wire. The wire appears yellow regardless of which team the user is on. Three lights will glow on the screen, along with three beeps, to indicate how long until it detonates.&lt;br /&gt;
&lt;br /&gt;
The Dynamite pack creates an initial high-damage explosion which spreads four smaller sticks of dynamite, which then finally explode themselves. It can be charged up to two seconds, increasing the speed of the thrown pack. Hitting an enemy with the pack will deal 30 damage regardless of range, and slow the enemy&#039;s movement for 0.5 seconds. As a side effect, it will also cause an enemy [[Heavy]] to unrev their [[Minigun]]. If the main pack hits a surface after it is thrown, it will bounce in a random direction before coming to rest. Once it is thrown, the main pack will detonate after 2.5 seconds, dealing massive splash damage. During the main explosion, it randomly spreads out its four remaining dynamite sticks, which then randomly detonate between 1 and 2 seconds after.&lt;br /&gt;
&lt;br /&gt;
The Demoman can only carry one Dynamite Pack at a time. After it is thrown, it recharges after 10 seconds, after visiting a resupply locker, or after respawning. If thrown [[water|underwater]], it will have significantly reduced velocity, but will still explode as normal. In addition, equipping the Dynamite Pack also gives the Demoman a 50% increase in max primary ammo. This means that the [[Grenade Launcher]] has 24 carried ammo instead of the default 16. This increase has no effect when using the [[Gunboats]]. As a hidden attribute, the Dynamite Pack allows switching to it in 0.3 seconds instead of the default of 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
A thrown Dynamite Pack can be defused by the [[Engineer]] by hitting it with the [[Wrench]], but not the smaller dynamite sticks. The smaller bomblets can be defused by [[Pyro]]&#039;s [[airblast]], but not the main dynamite pack, which can only be moved away. Although the pack can be airblasted out of the air, it will pass through players on the Demoman&#039;s team (including he who threw it), dealing no impact damage. It will steal deal impact damage to players on the Pyro&#039;s team.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Dynamite Pack will cause the Demoman to blow himself up after 3.8 seconds, dealing between 900 and 450 damage to any enemy in the explosion radius, and 750 damage to himself. This will also damage enemy buildings, dealing up to 1000 damage, and deal a huge amount of knockback to invulnerable enemies. The Gunboats do not reduce self-damage from this taunt. If the user somehow survives the explosion, such as through an [[ÜberCharge]], the Dynamite Pack will be consumed, and the user will be launched upwards a significant amount.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kablooey&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = {{tooltip|170|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|85|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|30|Pack impact}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = {{tooltip|510|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|255|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|90|Pack impact}}&lt;br /&gt;
 | mini-crit = {{tooltip|230|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|115|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|41|Pack impact}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = {{tooltip|135-68|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|63-32|Stick explosion}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.7 s&lt;br /&gt;
 | activation-time = {{tooltip|2.5 s|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|3.5 s|First stick explosion}}&amp;lt;br&amp;gt;{{tooltip|4.5 s|Final stick explosion}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
 | recharge-time = 10 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_taunt_kill_mirv}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Динамит|bg_m=Dynamite&lt;br /&gt;
|de=Dynamitbündel|de_m=Dynamite Bundle&lt;br /&gt;
|en=Dynamite Pack&lt;br /&gt;
|es=Pack de Dinamita|es_m=Dynamite Pack&lt;br /&gt;
|fr=Pack de dynamite|fr_m=Dynamite Pack&lt;br /&gt;
|hu=Dinamitcsomó|hu_m=Dynamite Bundle&lt;br /&gt;
|it=Pacco di dinamiti|it_m=Dynamite Pack&lt;br /&gt;
|pl=Ładunek Dynamitu|pl_m=Dynamite Charge&lt;br /&gt;
|pt-br=Pacote de Dinamite|pt-br_m=Dynamite Pack&lt;br /&gt;
|ro=Pachet de dinamită|ro_m=Dynamite Pack&lt;br /&gt;
|ru=Связка динамита|ru_m=Dynamite Bundle&lt;br /&gt;
|tr=Dinamit Paketi|tr_m=Dynamite Pack&lt;br /&gt;
|uk=Зв’язка динаміту|uk_m=Dynamite Bundle&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 Dynamite Pack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Recharge time slowed to 10s (from 7s)&lt;br /&gt;
* Decreased throw charging time to 2s (from 4s)&lt;br /&gt;
* [[Airblast]], bullets, and melees push the main Dynamite Pack slightly further&lt;br /&gt;
* Airblasting Dynamite Bomblets now extinguishes their fuse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added the ability to taunt kill your enemies while holding the weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Dynamite Pack:&lt;br /&gt;
** Now deals 30 damage when directly hitting a player&lt;br /&gt;
** Damage is not affected by range&lt;br /&gt;
** Now briefly slows enemies on direct hit&lt;br /&gt;
** Increased primary ammo on wearer by 50%&lt;br /&gt;
** Doubled taunt kill damage and radius&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming Dynamite Packs, and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* Bonus score is now awarded for deflecting [[Critical hit|crit]] projectiles, defusing crit Dynamite Packs, destroying crit [[Stickybomb Launcher|stickies]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for Team Fortress 2 during its pre-release stages, as a re-imaging of Team Fortress Classic&#039;s [[tf:MIRV Grenade (Classic)|MIRV Grenade]]. It is unknown if it was ever intended to act as its own weapon.&lt;br /&gt;
* The achievement for taunt killing an enemy with the Dynamite Pack is named &amp;quot;1, 1, 1, Uhh...&amp;quot;, which is a reference to a joke from the Meet The Spy video. Despite this, the Demoman only presses the button three times on the Dynamite Pack, instead of four times.&lt;br /&gt;
* The Dynamite Pack taunt explosion slightly shifts the Demoman&#039;s position downwards, assuming he is not instantly exploded. This allows an invulnerable Demoman to get stuck in certain slopes, unable to escape until death.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3672</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3672"/>
		<updated>2023-08-18T20:27:42Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| kill-icon-2=deflect sticky&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance if detonated within 5 seconds of launching, and no damage fall-off if detonated after 5 seconds. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
|uk=Липучкомет|uk_m=Stickybomb Launcher&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 Sticky Launcher:{{sic}}&lt;br /&gt;
** Added damage ramp-up over time&lt;br /&gt;
** Immediate detonations do half damage&lt;br /&gt;
** Full damage is reached 2s after firing (1.3s after arming)&lt;br /&gt;
** Self-damage and Sticky Jumping are unchanged&lt;br /&gt;
** Damage ramp-up period starts when charging instead of upon fire.&lt;br /&gt;
** Updated Viewmodel animations to include the other arm.&lt;br /&gt;
* Fixed an issue causing sticky bomb{{sic}} detonation sound to rapidly play multiple times in a row. &lt;br /&gt;
* Added unique HUD icons for Stickybombs, [[Mine Layer|Proximity Mines]], the [[Kritzkrieg]], and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
* Improved the Stickybombs GRN and YLW textures.&lt;br /&gt;
* Fixed the Stickybomb pulse effect to properly follow the entity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed being able to push stickybombs only once&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Stickybomb Launcher:&lt;br /&gt;
** Now consistent with live TF2&#039;s stickies&lt;br /&gt;
** Fixed stickies not suffering from damage falloff&lt;br /&gt;
** Damage rampup changed to 100% (from 70%)&lt;br /&gt;
** Explosion radius rampup to 100% (from 80%)&lt;br /&gt;
** Projectiles no longer bounce off friendly buildings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Stickybombs now fizzle properly on death&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Unlike in Team Fortress 2, stickybombs can be detonated while taunting.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=3671</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=3671"/>
		<updated>2023-08-18T20:25:29Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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. 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;
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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fire_Axe&amp;diff=3652</id>
		<title>Fire Axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fire_Axe&amp;diff=3652"/>
		<updated>2023-08-18T20:13:05Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=fireaxe&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Teach the valuable lesson of fire safety.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fire Axe&#039;&#039;&#039; is the stock melee weapon for the [[Pyro]]. It is a firefighter&#039;s axe with its head (but not blade) painted a worn-out red color, atop a curved wooden handle. The axe head appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Like most melee weapons, each hit deals 65 points of damage, and can be swung every 0.8 seconds. As the Pyro specializes in close-range damage, especially that of their [[Flame Thrower]], the utility of such a weapon is questionable. Regardless, the Pyro&#039;s average speed and above-average health means they have a higher chance of connecting their hits without dying. The Fire Axe&#039;s ability to deal 195 damage on a [[random crit]] gives the user a chance to immediately kill most classes, with a potent backup in the Flame Thrower if the enemy survives. This makes the Fire Axe a slightly more viable melee weapon compared to other classes, but still unimpressive compared to the Pyro&#039;s primary and secondary weapons.&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 = Guitar&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;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Machado de Incêndio|pt-br_m=Fire Axe&lt;br /&gt;
|bg=Пожарникарска брадва|bg_m=Fireman&#039;s Axe&lt;br /&gt;
|en=Fire Axe&lt;br /&gt;
|fr=Hache|fr_m=Axe&lt;br /&gt;
|de=Feueraxt|de_m=Fire Axe&lt;br /&gt;
|it=Accetta|it_m=Axe&lt;br /&gt;
|ro=Topor de foc|ro_m=Fire Axe&lt;br /&gt;
|ru=Пожарный топор|ru_m=Fire Axe&lt;br /&gt;
|es=Hacha de Bombero|es_m=Fire Axe&lt;br /&gt;
|uk=Пожежна сокира|uk_m=Fire Axe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=3651</id>
		<title>Flare Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=3651"/>
		<updated>2023-08-18T20:11:16Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flaregun&lt;br /&gt;
| kill-icon-2=deflect flare&lt;br /&gt;
| kill-icon-3=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=16&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|100% critical hit vs burning players}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Send out a distress signal on behalf of that guy you just set on fire.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Flare Gun&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a plastic, team-colored flare gun with black grips and a metal sight on top. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flare Gun fires a team-colored flare projectile that deals 30 damage at any range, igniting whatever enemy it comes into contact with, causing them to suffer ten seconds of [[afterburn]]. Even though the flare itself is team-colored, the fire will always remain red. In addition, the Flare Gun will critical hit any enemy that is currently on fire, comboing with itself and dealing 90 damage. This includes enemy Pyros that have been (very briefly) set on fire. It is still able to [[random crit|randomly crit]]. The flare itself is decently fast and perfectly accurate, but suffers from gravity falloff, and can be [[airblast|reflected]] by enemy Pyros. The Flare Gun will also passively reload, meaning the user can switch weapons and still have a flare loaded. It will not fire [[water|underwater]], but can damage underwater enemies if shot from above the surface.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Flare Gun will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer afterburn. The fire is red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet, fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 30&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 90&lt;br /&gt;
 | mini-crit = 41&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 16&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 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 Sinalizadora|pt-br_m=Flare Gun&lt;br /&gt;
|bg=Сигналният пистолет|bg_m=Flare Gun&lt;br /&gt;
|en=Flare Gun&lt;br /&gt;
|fr=Pistolet de détresse|fr_m=Flare Gun&lt;br /&gt;
|de=Signalpistole|de_m=Flare Gun&lt;br /&gt;
|it=Pistola lanciarazzi|it_m=Flare Gun&lt;br /&gt;
|ro=Pistol de semnalizare|ro_m=Flare Gun&lt;br /&gt;
|ru=Ракетница|ru_m=Flare Gun&lt;br /&gt;
|es=Pistola de Bengalas|es_m=Flare Gun&lt;br /&gt;
|uk=Ракетниця|uk_m=Flare 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;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and Flares to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Now enabled in [[Medieval Mode|medieval mode]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Flare Gun was added to Team Fortress 2 in the 2008 [https://wiki.teamfortress.com/wiki/Pyro_Update Pyro Update].&lt;br /&gt;
* The [https://en.wikipedia.org/wiki/Hadouken Hadouken] (波動拳 in Japanese) originates from a special attack in the Street Fighter video games, where it is depicted as an orb of special energy rather than a cone of fire. &lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=3650</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=3650"/>
		<updated>2023-08-18T20:09:51Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up 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 before the fight even begins. 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. While the [[Twin Barrel]] shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class.&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. 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.&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;
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=Палій|uk_m=Arsonist&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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=3649</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=3649"/>
		<updated>2023-08-18T20:09:17Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up 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 before the fight even begins. 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. While the [[Twin Barrel]] shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class.&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. 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.&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;
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=Палій|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;
&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=3648</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=3648"/>
		<updated>2023-08-18T20:07:43Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release a blast of compressed air}}&lt;br /&gt;
{{Loadout neutral|Airblast pushes enemies, deflects projectiles, and extinguishes burning allies}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer a status effect called [[afterburn]], in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. Afterburn is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the Pyro. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
|uk=Вогнемет|uk_m=Flame Thrower&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;
* Flamethrower{{sic}} is now lag compensated. This should dramatically improve flame hit detection at higher latency values.&lt;br /&gt;
* Improved the Pyro’s Flamethrower{{sic}} aimmatrices to match up with the Flame’s hitboxes better.&lt;br /&gt;
* Improved [[Huntsman|Arrows]] to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Made flames and [[airblast]] register more reliably&lt;br /&gt;
* Fixed the GRN flamethrower{{sic}} particles&lt;br /&gt;
* Updated players to say &amp;quot;Thanks&amp;quot; when extinguished from [[Fire|afterburn]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* [[Fire|Afterburn]] length is now 25% shorter, though total damage output is unchanged&lt;br /&gt;
* Fixed flame impact sounds on friendly [[buildings]] &lt;br /&gt;
* Fixed a bug where flames would linger between round changes or restarts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* The hitbox for [[Pyro]]&#039;s [[airblast]] is slightly shorter in its duration, and is now 4 ticks (from 6.6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Lowered damage by 12% (150 DPS, from 170)&lt;br /&gt;
* Support score for extinguishing is now based on remaining [[Fire|afterburn]]&lt;br /&gt;
* Support score for [[Airblast|airblasting]] is now based on amount of damage deflected&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* It is possible to kill a player behind the setup time gates by aiming downwards and shooting flames at their feet.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shovel&amp;diff=3647</id>
		<title>Shovel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shovel&amp;diff=3647"/>
		<updated>2023-08-18T20:06:02Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;We almost died on that hill! But dammit, we took it, didn&#039;t we?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Shovel&#039;&#039;&#039; is the default melee weapon for the [[Soldier]]. It is a worn-out folding trench shovel with a damaged wooden handle.&lt;br /&gt;
&lt;br /&gt;
The Shovel deals 65 damage and attacks every 0.8 seconds. Unimpressive even by the low standards of melee weapons, the Soldier&#039;s slow speed makes landing hits a difficult task, even if his high health gives him a higher chance of survival. Attempting to close the gap by [[Jumping|rocket jumping]] is counter-productive, as that rocket would best be shot at the enemy you are trying to kill. Regardless, if the Soldier is out of ammo, cannot reload before he is killed, and cannot rocket jump away from the enemy trying to kill him, it will remain a functional weapon that is best used as a weapon of last resort.&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 = Helmet smack&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;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pá|pt-br_m=Shovel&lt;br /&gt;
|bg=Лопата|bg_m=Shovel&lt;br /&gt;
|en=Shovel&lt;br /&gt;
|fr=Pelle|fr_m=Shovel&lt;br /&gt;
|de=Schaufel|de_m=Shovel&lt;br /&gt;
|it=Pala|it_m=Shovel&lt;br /&gt;
|ro=Lopată|ro_m=Shovel&lt;br /&gt;
|ru=Лопата|ru_m=Shovel&lt;br /&gt;
|es=Pala|es_m=Shovel&lt;br /&gt;
|uk=Лопата|uk_m=Shovel&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shotgun&amp;diff=3646</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shotgun&amp;diff=3646"/>
		<updated>2023-08-18T20:03:19Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| used-by-2=Soldier&lt;br /&gt;
| used-by-3=Pyro&lt;br /&gt;
| used-by-4=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| slot-2=Secondary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=32&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Sometimes, you just have to do things yourself.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes={{Loadout neutral|&amp;quot;My shotgun disagrees with your will to live, maggot!&amp;quot;}}&lt;br /&gt;
| loadout-3=yes&lt;br /&gt;
| loadout-3-attributes={{Loadout neutral|&amp;quot;Let this do the talking.&amp;quot;}}&lt;br /&gt;
| loadout-4=yes&lt;br /&gt;
| loadout-4-attributes={{Loadout neutral|&amp;quot;Heavy will make do with this.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Shotgun&#039;&#039;&#039; is the default primary weapon for the [[Engineer]] and the default secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. It&#039;s a sawed-off, pump-action shotgun, with a dark metal barrel, and a wooden stock and forearm.&lt;br /&gt;
&lt;br /&gt;
The Shotgun has the same statistics on all classes, with the exception of slightly different reload times. It holds 6 shells at a time, firing  10 bullets in a 9x9 pattern with the 10th bullet overlapping the center bullet. This naturally leads to the shotgun landing more bullets at closer ranges, making it an excellent option for dealing burst damage. This is supplemented by its large base damage of 6 per bullet, 150% damage ramp-up for 9 damage per bullet at point-blank, and a fast firing speed of about once every 0.6 seconds. Despite being relegated to a sidearm, the Shotgun is one of the most reliable weapons in the game, and its deadliness should not be underestimated.&lt;br /&gt;
&lt;br /&gt;
The strategy and usage of the Shotgun is slightly different for each class, with a shared theme of increased mobility, mid-range viability, and close-range damage:&lt;br /&gt;
&lt;br /&gt;
* On Engineer, the Shotgun is used as his primary weapon, and is his best source of damage when he is caught without a [[Sentry Gun]]. When defending his buildings from enemy assault, the Shotgun can supplement Sentry damage and kill enemies before they have a chance to destroy it. It is especially effective against enemy [[Spy|Spies]] who get too close to his encampment.&lt;br /&gt;
* On Soldier, the Shotgun is used to supplement the low clip size of the [[Rocket Launcher]], being a backup weapon in case he cannot reload his rockets in time, or if usage of such would cause him to explode. It is also used for finishing off enemies that are running away, where the slow velocity of the rockets may not reach them in time. In addition, it functions as an anti-Pyro weapon, countering the [[Flame Thrower]]&#039;s ability to [[airblast]] away his rockets.&lt;br /&gt;
* On Pyro, the Shotgun is used to shoot enemies that are out of range of their Flame Thrower, in addition to dealing more damage per second than the Flame Thrower against a singular target. It is often used as the main weapon against an enemy that is suffering afterburn, and offers the Pyro a degree of mobility that is not viable when using the Flame Thrower. In addition, it is highly effective against enemy Pyros, or other enemies hiding [[water|underwater]]. Taunting with the Shotgun will cause the Pyro to do the Hadouken kill taunt, shared with the [[Flare Gun]] and [[Twin Barrel]].&lt;br /&gt;
* On Heavy, the Shotgun is used for mobile assaults, such as when chasing an enemy that is hiding out of sight of his [[Minigun]], or when travelling in a space where the Minigun cannot be spun up in time. The high ammo consumption of the Minigun also makes usage of the Shotgun a necessity when sources of ammo are scarce.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = {{tooltip|Hoedown|On Engineer}}&amp;lt;br&amp;gt;{{tooltip|Juggling|On Soldier}}&amp;lt;br&amp;gt;{{tooltip|Hadouken|On Pyro}}&amp;lt;br&amp;gt;{{tooltip|Cutthroat|On Heavy}}&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 90&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 60&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 32&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 10&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 32&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.625 s&lt;br /&gt;
 | first-reload = {{tooltip|1 s|On Soldier and Pyro}}&amp;lt;br&amp;gt;{{tooltip|0.87 s|On Engineer and Heavy}}&lt;br /&gt;
 | further-reloads = 0.51 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Ловджийска пушка|bg_m=Shotgun&lt;br /&gt;
|de=Schrotflinte|de_m=Shotgun&lt;br /&gt;
|en=Shotgun&lt;br /&gt;
|es=Escopeta|es_m=Shotgun&lt;br /&gt;
|fr=Fusil à pompe|fr_m=Shotgun&lt;br /&gt;
|hu=Sörétes puska|hu_m=Shotgun&lt;br /&gt;
|it=Fucile a pompa|it_m=Shotgun&lt;br /&gt;
|pl=Strzelba|pl_m=Shotgun&lt;br /&gt;
|pt-br=Escopeta|pt-br_m=Shotgun&lt;br /&gt;
|ro=Shotgun&lt;br /&gt;
|ru=Дробовик|ru_m=Shotgun&lt;br /&gt;
|tr=Av Tüfeği|tr_m=Shotgun&lt;br /&gt;
|uk=Рушниця|uk_m=Shotgun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In old versions of Team Fortress 2 Classic, the [[Medic]] had the Shotgun as an alternative primary weapon. However, it was considered harmful for his class design, as players preferred to fight with the Shotgun instead of healing teammates.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=3645</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=3645"/>
		<updated>2023-08-18T20:02:07Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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 he deals good damage, it is not exceptional, and can easily die to a surprise attack from an enemy if he does not have an escape route. 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. In addition, rocket jumping into battles 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;
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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=3644</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=3644"/>
		<updated>2023-08-18T20:00:15Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&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;
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, 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. 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 weapons at range means he is effectively useless against enemy [[Sentry Gun|Sentry Guns]], which have a habit of immediately killing him.&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;
Location of Origin: Boston, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
Job: Rapid Recovery&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special Ability: Double Jump&lt;br /&gt;
&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;
&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;
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 Team Fortress 2 Classic is now a navy blue color as seen in the prerelease builds of Team Fortress 2; in release Team Fortress 2, the color simply remains the same as the RED Scout&#039;s pants.&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>Fish Bait</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bat&amp;diff=3643</id>
		<title>Bat</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bat&amp;diff=3643"/>
		<updated>2023-08-18T19:58:56Z</updated>

		<summary type="html">&lt;p&gt;Fish Bait: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;This thing creates the best concaves when it comes to it — real useful!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bat&#039;&#039;&#039; is the default melee weapon of the [[Scout]]. It&#039;s an aluminum baseball bat with a slight dent near the top side, a rubber tape grip, and a faded label.&lt;br /&gt;
&lt;br /&gt;
On hit, the Bat deals 35 points of damage, with a critical hit dealing 105 points of damage - much lower than other melee weapons. However it has a 37.5% faster swing speed, allowing the user to land multiple strikes (and potentially critical hits) on an opponent in a short period of time. As a weapon, it remains unimpressive compared to the [[Scattergun]] and [[Pistol]]. Despite the Scout&#039;s high speed, the limiting factor in his melee prowess is his low health, making it easy for an enemy to kill him as soon as they hear the Bat&#039;s telltale bonk. Therefore, blindly charging in and swinging often leads to the user&#039;s death, and so should only be used against a trapped, low-health class in a situation where you are not confident in your aim.&lt;br /&gt;
&lt;br /&gt;
The [[Umbrella]] has the same functionality as the Bat, except it can grant 8 seconds of mini-crits to allied players.&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 = Bonk!&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;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Taco|pt-br_m=Bat&lt;br /&gt;
|bg=Бухалка|bg_m=Bat&lt;br /&gt;
|en=Bat&lt;br /&gt;
|fr=Batte|fr_m=Bat&lt;br /&gt;
|de=Schläger|de_m=Bat&lt;br /&gt;
|it=Mazza|it_m=Bat&lt;br /&gt;
|ro=Bâtă|ro_m=Bat&lt;br /&gt;
|ru=Бита|ru_m=Bat&lt;br /&gt;
|es=Bate|es_m=Bat&lt;br /&gt;
|uk=Бита|uk_m=Bat&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Fish Bait</name></author>
	</entry>
</feed>