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	<updated>2026-05-31T19:59:00Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10046</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10046"/>
		<updated>2026-03-02T15:46:05Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: /* Chekhov&amp;#039;s Punch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP Escort.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The Heavy is the true tank of Team Fortress 2 Classified. His health pool of 300 combined with his 50% resistance to all sources of knockback makes him the most durable class in the game and allows him to hold ground like no other mercenary. The Heavy is the natural anchor of his team, often rallied around and supported as he defends or attacks an area. His Minigun can output massive damage at close to medium range, and its bullets spread out in a wide cone, allowing him to demolish attackers and flankers alike as they run into him foolishly. The rest of his kit is quite flexible, granting him [[Anti-Aircraft Cannon|explosive damage]], [[Sandvich|healing]] for both himself and his teammates, and guaranteed [[Chekhov&#039;s Punch|critical charges]]. With all of this survivability, raw power, and presence combined, the Heavy is one of the most threatening killers on the battlefield.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets, which deal very little damage individually but output monstrous damage total at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has a wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Anti-Aircraft Cannon is an alternative primary weapon for the Heavy. In contrast to the Minigun, which fires bullets, the Anti-Aircraft Cannon fires flak rounds that deal damage in a small splash radius, allowing you to hit enemies in spots that you cannot see, such as around corners. It will also deal mini-crit damage to any enemy who is 128 Hammer Units above the ground, which will assist you in dealing with double-jumping [[Scout|Scouts]], explosive-jumping [[Soldier|Soldiers]] and [[Demoman|Demomen]], or enemies using [[Jump Pad|Jump Pads]]. However, the Anti-Aircraft Cannon has a hard limited range of 900 Hammer Units, and its explosions can also damage you, so it is best to fire at medium range where you can blow up enemies and buildings without also exploding yourself.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is vital.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Sandvich is an alternative secondary weapon for the Heavy. It is not a traditional weapon but instead a lunchbox item that can be eaten with the primary attack key. Upon eating, the Heavy will enter third-person view, become immobile and defenseless, and emit loud chewing noises for a short period of time as you heal. You can also throw it to a teammate, which will heal them for half of their maximum hit points. The Sandvich is ideal for defending dangerous areas, staying alive without a Medic, or saving teammates from death. Using the Sandvich means lacking the Shotgun, however, so you are at a large disadvantage when caught off-guard or attacked from behind cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point.&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Chekhov&#039;s Punch is an alternative melee weapon for the Heavy. It functions identically to the Fists in terms of base damage and attack speed. Upon punching an enemy, you will gain 1 critical charge with a maximum amount of 3. These critical charges can be used for any weapon in your kit, however you can only deal critical melee damage at 3 charges, and successive critical melee hits do not use any. As a penalty, regardless of which weapon you have deployed, having the Chekhov&#039;s Punch equipped causes you to take critical damage from all melee attacks. You are also unable to achieve random critical melee hits. Use the Chekhov&#039;s Punch in situations where you can safely land hits on an enemy, such as ambushes or Spy attacks. Be very cautious during melee combat, as you must rely on movement to avoid being beaten or bludgeoned to death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10041</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10041"/>
		<updated>2026-03-01T07:46:34Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: /* Sandvich */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP Escort.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The Heavy is the true tank of Team Fortress 2 Classified. His health pool of 300 combined with his 50% resistance to all sources of knockback makes him the most durable class in the game and allows him to hold ground like no other mercenary. The Heavy is the natural anchor of his team, often rallied around and supported as he defends or attacks an area. His Minigun can output massive damage at close to medium range, and its bullets spread out in a wide cone, allowing him to demolish attackers and flankers alike as they run into him foolishly. The rest of his kit is quite flexible, granting him [[Anti-Aircraft Cannon|explosive damage]], [[Sandvich|healing]] for both himself and his teammates, and guaranteed [[Chekhov&#039;s Punch|critical charges]]. With all of this survivability, raw power, and presence combined, the Heavy is one of the most threatening killers on the battlefield.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets, which deal very little damage individually but output monstrous damage total at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has a wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Anti-Aircraft Cannon is an alternative primary weapon for the Heavy. In contrast to the Minigun, which fires bullets, the Anti-Aircraft Cannon fires flak rounds that deal damage in a small splash radius, allowing you to hit enemies in spots that you cannot see, such as around corners. It will also deal mini-crit damage to any enemy who is 128 Hammer Units above the ground, which will assist you in dealing with double-jumping [[Scout|Scouts]], explosive-jumping [[Soldier|Soldiers]] and [[Demoman|Demomen]], or enemies using [[Jump Pad|Jump Pads]]. However, the Anti-Aircraft Cannon has a hard limited range of 900 Hammer Units, and its explosions can also damage you, so it is best to fire at medium range where you can blow up enemies and buildings without also exploding yourself.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is vital.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Sandvich is an alternative secondary weapon for the Heavy. It is not a traditional weapon but instead a lunchbox item that can be eaten with the primary attack key. Upon eating, the Heavy will enter third-person view, become immobile and defenseless, and emit loud chewing noises for a short period of time as you heal. You can also throw it to a teammate, which will heal them for half of their maximum hit points. The Sandvich is ideal for defending dangerous areas, staying alive without a Medic, or saving teammates from death. Using the Sandvich means lacking the Shotgun, however, so you are at a large disadvantage when caught off-guard or attacked from behind cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point.&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Chekhov&#039;s Punch is an alternative melee weapon for the Heavy. It functions identically to the Fists in terms of base damage and attack speed. Upon punching an enemy, you will gain 1 critical charge with a maximum amount of 3. These critical charges can be used for any weapon in your kit, using 1 charge for every 1.5 seconds of Minigun fire, 1 charge for every Anti-Aircraft Cannon shot, 1 charge for every Shotgun shot, 1 for any Sandvich usage, and 1 for every landed melee hit. You can only deal critical melee damage at 3 charges, and successive critical melee hits do not use any charges. However, regardless of which weapon you have deployed, having the Chekhov&#039;s Punch equipped causes you to take critical damage from all melee attacks, as well as lose your ability to achieve random critical melee hits. Be very cautious during melee combat, as you must rely on movement to avoid being beaten or bludgeoned to death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classic&amp;diff=10040</id>
		<title>Team Fortress 2 Classic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classic&amp;diff=10040"/>
		<updated>2026-03-01T07:04:30Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: HayRobbie moved page Team Fortress 2 Classic to Team Fortress 2 Classified: Game name changed from Team Fortress 2 Classic to Team Fortress 2 Classified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Team Fortress 2 Classified]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=10039</id>
		<title>Team Fortress 2 Classified</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=10039"/>
		<updated>2026-03-01T07:04:30Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: HayRobbie moved page Team Fortress 2 Classic to Team Fortress 2 Classified: Game name changed from Team Fortress 2 Classic to Team Fortress 2 Classified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;i&amp;gt;Team Fortress 2 Classified&amp;lt;/i&amp;gt;}}&lt;br /&gt;
{{Quotation|[https://tf2classic.com/ Team Fortress 2 Classified main page]|&lt;br /&gt;
Team Fortress 2 Classified is a free Sourcemod that aims to re-imagine the 2008/2009 era of the original Team Fortress 2. New features range from weapons and maps to gamemodes such as VIP and Four-Team.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tf2classic_logo.png|500px|right]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Team Fortress 2 Classified&#039;&#039;&#039;&#039;&#039;, previously known as &#039;&#039;&#039;&#039;&#039;Team Fortress 2 Classic&#039;&#039;&#039;&#039;&#039; is a source mod for &#039;&#039;[[Team Fortress 2]]&#039;&#039;, the team-based multiplayer first-person shooter developed by Valve Software as part of the game bundle The &#039;&#039;Orange Box&#039;&#039;. The mod aims to re-image the 2008/2009 era of the original &#039;&#039;Team Fortress 2&#039;&#039;. It was originally released on December 31, 2014. However, it was taken down by Valve as it used source code from Team Fortress 2 but was later put back up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classified&#039;&#039; has retained the cartoon-like visual artstyle of Team Fortress 2, based on art from artists such as [[w:Dean Cornwell|Dean Cornwell]], [[w:J. C. Leyendecker|J. C Leyendecker]], and [[w:Norman Rockwell|Norman Rockwell]]. &#039;&#039;Team Fortress 2&#039;&#039; followed a popular trend in CGI films at the time, in particular, films made by &#039;&#039;[[w:Pixar Animation Studios|Pixar]]&#039;&#039;, such as &#039;&#039;[[w:The Incredibles|The Incredibles]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Like its predecessors, &#039;&#039;Team Fortress 2 Classified&#039;s&#039;&#039; gameplay revolves around teams competing for objective, whether that be pushing a [[Payload|bomb cart]], [[Capture the Flag|capturing intelligence]] from another team&#039;s base or [[Control Points|capturing]] [[Attack / Defense|points]] along a map. The most common teams are Reliable Explosive Demolition or RED and Builder&#039;s League United or BLU respectively. However in [[4-team]] maps there are 2 additional teams, Global Radio Network or GRN and Yard Logistics Workers, Inc. or YLW. Players in each team can select from 9 classes, except in [[VIP]] where a player is chosen to play as a 10th class, the [[Civilian]]. Each class has it&#039;s own respective strengths and weaknesses. For instance, the [[Heavy]] is a tank with enormous base [[health]] but is incredibly slow and has to rev-up his main weapon, while the [[Scout]] is incredibly mobile and has enormous burst damage but has a lot less base health.&lt;br /&gt;
&lt;br /&gt;
Also like its predecessors, &#039;&#039;Team Fortress 2 Classified&#039;&#039; retains statistics for gameplay such as the number of kills in a single life as a class, the most points accumulated, time spent playing as a class and more. Similar statistics are also present in the scoreboard during matches, including &lt;br /&gt;
a K/D ratio. These persistent statistics can be used to gauge a player&#039;s experience such as if they are nearing their record for kills in a single life. Points are awarded for actions such as killing enemy players, healing teammates, capturing objectives. While statistics let a player guage their experience, scoreboard statistics let a player gauge their progress in a single match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classified&#039;&#039; also features [[achievements]] where upon a player reaching a certain milestones or performing a certain action they are rewarded with achievements. Achievements can range from dealing a certain amount of damage in a single life or killing certain classes. New sets of class-specific achievements were added in updates after release, usually meant to encourage players to try out new weapons or abilities.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&#039;&#039;Main article: [[Maps|List of Maps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classified&#039;&#039; has a series of maps where the gameplay takes place. The official maps are commonly themed with a &#039;60s evil genius or retro-spy tech mentality, with secret bases that are concealed within industrial warehouses, as well as exaggerated super weapons such as laser cannons and missile launch facilities taking the role of objectives. The first few official maps are all bases camouflaged onto industrial facilities in the desert areas of [[w:New Mexico|New Mexico]], but they have expanded to numerous other locations such as cities, mountains, forests, and even other countries like [[w:Egypt|Egypt]].&lt;br /&gt;
&lt;br /&gt;
When players join a type of map for a game mode they haven&#039;t played before, a black-and-white introductory video projection inspired by military mission briefings will play, showing the inner workings of the mode.&lt;br /&gt;
&lt;br /&gt;
== Game modes ==&lt;br /&gt;
&#039;&#039;Main article: [[:Category:Gamemodes|List of gamemodes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game modes are modes where the objectives, mechanics, or number of teams can change. Most core game modes from &#039;&#039;Team Fortress 2&#039;&#039; have been retained in &#039;&#039;Team Fortress 2 Classified&#039;&#039;, aside from a few such as Mann vs. Machine and Pass Time. A few original modes for &#039;&#039;Team Fortress 2 Classified&#039;&#039; include all 4-team variations of maps, [[Territorial Domination]], the scrapped game mode VIP, and more to come.&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=10038</id>
		<title>Team Fortress 2 Classified</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=10038"/>
		<updated>2026-03-01T07:03:16Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Edited to keep up-to-date with the Steam release, as well as fix grammatical errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;i&amp;gt;Team Fortress 2 Classified&amp;lt;/i&amp;gt;}}&lt;br /&gt;
{{Quotation|[https://tf2classic.com/ Team Fortress 2 Classified main page]|&lt;br /&gt;
Team Fortress 2 Classified is a free Sourcemod that aims to re-imagine the 2008/2009 era of the original Team Fortress 2. New features range from weapons and maps to gamemodes such as VIP and Four-Team.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tf2classic_logo.png|500px|right]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Team Fortress 2 Classified&#039;&#039;&#039;&#039;&#039;, previously known as &#039;&#039;&#039;&#039;&#039;Team Fortress 2 Classic&#039;&#039;&#039;&#039;&#039; is a source mod for &#039;&#039;[[Team Fortress 2]]&#039;&#039;, the team-based multiplayer first-person shooter developed by Valve Software as part of the game bundle The &#039;&#039;Orange Box&#039;&#039;. The mod aims to re-image the 2008/2009 era of the original &#039;&#039;Team Fortress 2&#039;&#039;. It was originally released on December 31, 2014. However, it was taken down by Valve as it used source code from Team Fortress 2 but was later put back up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classified&#039;&#039; has retained the cartoon-like visual artstyle of Team Fortress 2, based on art from artists such as [[w:Dean Cornwell|Dean Cornwell]], [[w:J. C. Leyendecker|J. C Leyendecker]], and [[w:Norman Rockwell|Norman Rockwell]]. &#039;&#039;Team Fortress 2&#039;&#039; followed a popular trend in CGI films at the time, in particular, films made by &#039;&#039;[[w:Pixar Animation Studios|Pixar]]&#039;&#039;, such as &#039;&#039;[[w:The Incredibles|The Incredibles]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Like its predecessors, &#039;&#039;Team Fortress 2 Classified&#039;s&#039;&#039; gameplay revolves around teams competing for objective, whether that be pushing a [[Payload|bomb cart]], [[Capture the Flag|capturing intelligence]] from another team&#039;s base or [[Control Points|capturing]] [[Attack / Defense|points]] along a map. The most common teams are Reliable Explosive Demolition or RED and Builder&#039;s League United or BLU respectively. However in [[4-team]] maps there are 2 additional teams, Global Radio Network or GRN and Yard Logistics Workers, Inc. or YLW. Players in each team can select from 9 classes, except in [[VIP]] where a player is chosen to play as a 10th class, the [[Civilian]]. Each class has it&#039;s own respective strengths and weaknesses. For instance, the [[Heavy]] is a tank with enormous base [[health]] but is incredibly slow and has to rev-up his main weapon, while the [[Scout]] is incredibly mobile and has enormous burst damage but has a lot less base health.&lt;br /&gt;
&lt;br /&gt;
Also like its predecessors, &#039;&#039;Team Fortress 2 Classified&#039;&#039; retains statistics for gameplay such as the number of kills in a single life as a class, the most points accumulated, time spent playing as a class and more. Similar statistics are also present in the scoreboard during matches, including &lt;br /&gt;
a K/D ratio. These persistent statistics can be used to gauge a player&#039;s experience such as if they are nearing their record for kills in a single life. Points are awarded for actions such as killing enemy players, healing teammates, capturing objectives. While statistics let a player guage their experience, scoreboard statistics let a player gauge their progress in a single match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classified&#039;&#039; also features [[achievements]] where upon a player reaching a certain milestones or performing a certain action they are rewarded with achievements. Achievements can range from dealing a certain amount of damage in a single life or killing certain classes. New sets of class-specific achievements were added in updates after release, usually meant to encourage players to try out new weapons or abilities.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&#039;&#039;Main article: [[Maps|List of Maps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classified&#039;&#039; has a series of maps where the gameplay takes place. The official maps are commonly themed with a &#039;60s evil genius or retro-spy tech mentality, with secret bases that are concealed within industrial warehouses, as well as exaggerated super weapons such as laser cannons and missile launch facilities taking the role of objectives. The first few official maps are all bases camouflaged onto industrial facilities in the desert areas of [[w:New Mexico|New Mexico]], but they have expanded to numerous other locations such as cities, mountains, forests, and even other countries like [[w:Egypt|Egypt]].&lt;br /&gt;
&lt;br /&gt;
When players join a type of map for a game mode they haven&#039;t played before, a black-and-white introductory video projection inspired by military mission briefings will play, showing the inner workings of the mode.&lt;br /&gt;
&lt;br /&gt;
== Game modes ==&lt;br /&gt;
&#039;&#039;Main article: [[:Category:Gamemodes|List of gamemodes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game modes are modes where the objectives, mechanics, or number of teams can change. Most core game modes from &#039;&#039;Team Fortress 2&#039;&#039; have been retained in &#039;&#039;Team Fortress 2 Classified&#039;&#039;, aside from a few such as Mann vs. Machine and Pass Time. A few original modes for &#039;&#039;Team Fortress 2 Classified&#039;&#039; include all 4-team variations of maps, [[Territorial Domination]], the scrapped game mode VIP, and more to come.&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10037</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10037"/>
		<updated>2026-03-01T06:54:04Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Added missing weapon info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP Escort.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The Heavy is the true tank of Team Fortress 2 Classified. His health pool of 300 combined with his 50% resistance to all sources of knockback makes him the most durable class in the game and allows him to hold ground like no other mercenary. The Heavy is the natural anchor of his team, often rallied around and supported as he defends or attacks an area. His Minigun can output massive damage at close to medium range, and its bullets spread out in a wide cone, allowing him to demolish attackers and flankers alike as they run into him foolishly. The rest of his kit is quite flexible, granting him [[Anti-Aircraft Cannon|explosive damage]], [[Sandvich|healing]] for both himself and his teammates, and guaranteed [[Chekhov&#039;s Punch|critical charges]]. With all of this survivability, raw power, and presence combined, the Heavy is one of the most threatening killers on the battlefield.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets, which deal very little damage individually but output monstrous damage total at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has a wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Anti-Aircraft Cannon is an alternative primary weapon for the Heavy. In contrast to the Minigun, which fires bullets, the Anti-Aircraft Cannon fires flak rounds that deal damage in a small splash radius, allowing you to hit enemies in spots that you cannot see, such as around corners. It will also deal mini-crit damage to any enemy who is 128 Hammer Units above the ground, which will assist you in dealing with double-jumping [[Scout|Scouts]], explosive-jumping [[Soldier|Soldiers]] and [[Demoman|Demomen]], or enemies using [[Jump Pad|Jump Pads]]. However, the Anti-Aircraft Cannon has a hard limited range of 900 Hammer Units, and its explosions can also damage you, so it is best to fire at medium range where you can blow up enemies and buildings without also exploding yourself.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is vital.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Sandvich is an alternative secondary weapon for the Heavy. It is not a traditional weapon but instead a lunchbox item that can be eaten with the primary attack key. Upon use of the primary attack key, the Heavy will enter third-person view, become immobile and defenseless, and emit loud chewing noises for a short period of time. This will gradually heal you for {{tooltip|120|360, if crit-boosted by the Kritzkrieg, Chekhov&#039;s Punch, or other means}} hit points over the course of the duration. Upon use of the secondary attack key, the Sandvich will be thrown a very short distance in front of you as a pickup, and will heal the teammate who collects it for {{tooltip|half|Full health, if crit-boosted by the Kritzkrieg, Chekhov&#039;s Punch, or other means}} of their max hit points. Using the Sandvich means lacking the Shotgun, so you are at a large disadvantage when caught off-guard or attacked from behind cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point.&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Chekhov&#039;s Punch is an alternative melee weapon for the Heavy. It functions identically to the Fists in terms of base damage and attack speed. Upon punching an enemy, you will gain 1 critical charge with a maximum amount of 3. These critical charges can be used for any weapon in your kit, using 1 charge for every 1.5 seconds of Minigun fire, 1 charge for every Anti-Aircraft Cannon shot, 1 charge for every Shotgun shot, 1 for any Sandvich usage, and 1 for every landed melee hit. You can only deal critical melee damage at 3 charges, and successive critical melee hits do not use any charges. However, regardless of which weapon you have deployed, having the Chekhov&#039;s Punch equipped causes you to take critical damage from all melee attacks, as well as lose your ability to achieve random critical melee hits. Be very cautious during melee combat, as you must rely on movement to avoid being beaten or bludgeoned to death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=10036</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=10036"/>
		<updated>2026-02-28T03:23:44Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_heavy&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=300&lt;br /&gt;
| overhealed=450&lt;br /&gt;
| speed=77}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Heavy&#039;&#039;&#039; &#039;&#039;commenting on the enemies miniscule weaponry&#039;&#039;|&#039;&#039;You are going to need much bigger guns!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy&#039;&#039;&#039; is a [[Classes#Defense|defensive class]] who hails from Russia. He is a large passionate man who loves his job and loves mowing down his enemies even more. As a [[Classes#Defense|defensive class]], the Heavy specializes in suppressive fire at medium to close range using his [[Minigun]] and is a powerhouse in his own right with the immense damage his weapon deals at closer range alongside his large health pool.&lt;br /&gt;
&lt;br /&gt;
Having the slowest movement speed in the game and the highest health pool as well, the Heavy is a force to be reckoned with and exploited. These stats allow for the Heavy to be a dangerous force on the battlefield when his Minigun is fully revved up and firing. Paired with a [[Medic]], the Heavy becomes a large threat that is able to soak up loads of damage and deal back just as much. The Minigun itself boasts impressive damage output and many applicable situations to use it in. With all this power comes the cost of being the slowest moving class in the game, making it difficult for the Heavy to be timely with appearing in team fights and being able to be easily outmaneuvered by long range classes and other close-range classes.&lt;br /&gt;
&lt;br /&gt;
Being one of the very few classes whose damage isn&#039;t mainly burst fire, but a sustained damage stream of bullets allows the Heavy to take part in more fights than most classes would be able to.&lt;br /&gt;
&lt;br /&gt;
With all these impressive traits the Heavy possesses, he is a class who excels in multipurpose combat and suppression tactics in controlling the battlefield.&lt;br /&gt;
&lt;br /&gt;
The Heavy is voiced by Gary Schwartz, who also voiced the [[Demoman]].&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Russia&lt;br /&gt;
&lt;br /&gt;
Job: Mow Down&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Shooting Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that&#039;s often confused with napping, the Heavy isn&#039;t dumb, he&#039;s not your big friend, and he generally wishes you&#039;d just shut up before he has to make you shut up.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Heavy strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Heavy…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you&#039;re a great Medic buddy. Keep a clear line of sight to your Medic to keep the [[Medi Gun|medigun]]{{sic}} on you.&lt;br /&gt;
* …you&#039;re a prime target for [[Spy|Spies]]. Use your arsenal to keep them at bay, and look behind yourself often.&lt;br /&gt;
* …hold {{Attack2}} to keep your [[minigun]] spinning, ready for approaching enemies.&lt;br /&gt;
* …your minigun chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …you don&#039;t lose momentum while spinning up your minigun in the air. Use this to surprise enemies around corners!&lt;br /&gt;
* …your [[shotgun]] can deal high burst damage, and allows you to move faster while attacking compared to spinning your minigun.&lt;br /&gt;
* …your high health allows you to win most melee fights. Don&#039;t be afraid to use your [[fists]]!&lt;br /&gt;
* …with the [[Sandvich]] equipped, be sure to press {{Attack2}} in order to heal your teammates.&lt;br /&gt;
* …be sure to find a safe place to eat your Sandvich, otherwise you may be rudely interrupted.&lt;br /&gt;
* …your [[Anti-Aircraft Cannon|anti-aircraft cannon]] deals high burst damage, and is ideal for handling crowds.&lt;br /&gt;
* …your anti-aircraft cannon deals [[Critical hit#Mini Crits|mini-crits]] to airborne enemies. Use it to knock down [[Soldier|Soldiers]] or enemies using [[Jump Pads|jump pads]].&lt;br /&gt;
* …the [[Chekhov&#039;s Punch]] will store critical hits on successful hit. Use it with your minigun for guaranteed critical hits!&lt;br /&gt;
* …the Chekhov&#039;s Punch will cause you to take guaranteed critical damage from enemy melee attacks. Be cautious during close combat.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Картечар|bg_m=Gunner&lt;br /&gt;
|de=Heavy&lt;br /&gt;
|en=Heavy&lt;br /&gt;
|es=Heavy&lt;br /&gt;
|fr=Heavy&lt;br /&gt;
|hu=Gépágyús|hu_m=Gunner&lt;br /&gt;
|it=Grosso|it_m=Heavy&lt;br /&gt;
|pl=Gruby|pl_m=Heavy&lt;br /&gt;
|pt-br=Heavy&lt;br /&gt;
|ro=Heavy&lt;br /&gt;
|ru=Пулемётчик|ru_m=Gunner&lt;br /&gt;
|tr=Heavy&lt;br /&gt;
|uk=Кулеметник|uk_m=Gunner&lt;br /&gt;
|zh-hans=机枪手|zh-hans_m=Heavy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Heavy’s reload animations to be lower on the screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Heavy is the first and only class with a non-stock weapon in each of his weapon slots since the [[Fight or Flight]] update.&lt;br /&gt;
*The official name of the class is the &amp;quot;&#039;&#039;&#039;Heavy Weapons Guy&#039;&#039;&#039;&amp;quot;; though, the Heavy is never referred to as this in-game.&lt;br /&gt;
*The emblem on the Heavy&#039;s arm was originally a skull, which was later changed to a fist.&lt;br /&gt;
*In &#039;&#039;&#039;Team Fortress 2 Classified&#039;&#039;&#039;, Heavy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says ‘до свидания!&amp;quot; (‘&#039;&#039;Da svidaniya!&#039;&#039;’ Translation: &amp;quot;&#039;&#039;Goodbye!&#039;&#039;&amp;quot;) This voice line was lifted from Prerelease versions of &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_Strategy&amp;diff=10035</id>
		<title>Basic Heavy Strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_Strategy&amp;diff=10035"/>
		<updated>2026-02-28T03:22:30Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: HayRobbie moved page Basic Heavy Strategy to Basic Heavy strategy: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Basic Heavy strategy]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10034</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10034"/>
		<updated>2026-02-28T03:22:30Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: HayRobbie moved page Basic Heavy Strategy to Basic Heavy strategy: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP Escort.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The Heavy is the true tank of Team Fortress 2 Classified. His health pool of 300 combined with his 50% resistance to all sources of knockback makes him the most durable class in the game and allows him to hold ground like no other mercenary. The Heavy is the natural anchor of his team, often rallied around and supported as he defends or attacks an area. His Minigun can output massive damage at close to medium range, and its bullets spread out in a wide cone, allowing him to demolish attackers and flankers alike as they run into him foolishly. The rest of his kit is quite flexible, granting him [[Anti-Aircraft Cannon|explosive damage]], [[Sandvich|healing]] for both himself and his teammates, and guaranteed [[Chekhov&#039;s Punch|critical charges]]. With all of this survivability, raw power, and presence combined, the Heavy is one of the most threatening killers on the battlefield.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets, which deal very little damage individually but output monstrous damage combined at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has a wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Functioning identically to the Shotguns belonging to Soldier, Pyro and Engineer, the Shotgun holds 6 rounds and fires at a 0.625s interval. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is important.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Like every default melee weapon besides the Bat and the Knife, the Fists deal 65 damage per hit at a 0.8s interval. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point (no pun intended).&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10032</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10032"/>
		<updated>2026-02-27T20:06:24Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP Escort.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The Heavy is the true tank of Team Fortress 2 Classified. His health pool of 300 combined with his 50% resistance to all sources of knockback makes him the most durable class in the game and allows him to hold ground like no other mercenary. The Heavy is the natural anchor of his team, often rallied around and supported as he defends or attacks an area. His Minigun can output massive damage at close to medium range, and its bullets spread out in a wide cone, allowing him to demolish attackers and flankers alike as they run into him foolishly. The rest of his kit is quite flexible, granting him [[Anti-Aircraft Cannon|explosive damage]], [[Sandvich|healing]] for both himself and his teammates, and guaranteed [[Chekhov&#039;s Punch|critical charges]]. With all of this survivability, raw power, and presence combined, the Heavy is one of the most threatening killers on the battlefield.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets, which deal very little damage individually but output monstrous damage combined at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has a wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Functioning identically to the Shotguns belonging to Soldier, Pyro and Engineer, the Shotgun holds 6 rounds and fires at a 0.625s interval. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is important.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Like every default melee weapon besides the Bat and the Knife, the Fists deal 65 damage per hit at a 0.8s interval. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point (no pun intended).&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10031</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10031"/>
		<updated>2026-02-27T18:06:02Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Added summary paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP Escort.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The Heavy is the true tank of Team Fortress 2 Classified. His health pool of 300 combined with his 50% resistance to all sources of knockback makes him the most durable class in the game, and allows him to hold ground like no other mercenary. The Heavy is the natural anchor of his team, often rallied around and supported as he defends or attacks an area. His Minigun can output massive damage at close to medium range and its bullets spread out in a wide cone, allowing him to demolish attackers and flankers alike as they run into him foolishly. The rest of his kit is quite flexible, granting him [[Anti-Aircraft Cannon|explosive damage]], [[Sandvich|healing]] for both himself and his teammates, and guaranteed [[Chekhov&#039;s Punch|critical charges]]. All of this survivability, raw power, and presence combined, and the Heavy is one of the most threatening killers on the battlefield.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets which deal very little damage individually, but output monstrous damage combined at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Functioning identically to the Shotguns belonging to Soldier, Pyro and Engineer, the Shotgun holds 6 rounds and fires at a 0.625s interval. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is important.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Like every default melee weapon besides the Bat and the Knife, the Fists deal 65 damage per hit at a 0.8s interval. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you, or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point (no pun intended).&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10030</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10030"/>
		<updated>2026-02-27T17:10:22Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Added picture.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP Escort.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets which deal very little damage individually, but output monstrous damage combined at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Functioning identically to the Shotguns belonging to Soldier, Pyro and Engineer, the Shotgun holds 6 rounds and fires at a 0.625s interval. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is important.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Like every default melee weapon besides the Bat and the Knife, the Fists deal 65 damage per hit at a 0.8s interval. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you, or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point (no pun intended).&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10029</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10029"/>
		<updated>2026-02-27T15:49:56Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Fixed typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets which deal very little damage individually, but output monstrous damage combined at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Functioning identically to the Shotguns belonging to Soldier, Pyro and Engineer, the Shotgun holds 6 rounds and fires at a 0.625s interval. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is important.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Like every default melee weapon besides the Bat and the Knife, the Fists deal 65 damage per hit at a 0.8s interval. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you, or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point (no pun intended).&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov&#039;s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov&#039;s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10028</id>
		<title>Basic Heavy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Heavy_strategy&amp;diff=10028"/>
		<updated>2026-02-27T15:47:09Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Created page. Unfinished.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBA&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Minigun]] ===&lt;br /&gt;
[[File:Backpack_Minigun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Minigun is the default primary weapon for the Heavy. It fires a sustained volley of bullets which deal very little damage individually, but output monstrous damage combined at close and even medium range. Unlike other weapons, the Minigun must be spun up for 1 second before it is able to be fired, so it is important to prepare for combat by spinning it up before you engage. Additionally, having it spun up slows you down heavily, so positioning is also very important when committing to a fight with the Minigun. You can keep it spinning without firing by holding your right mouse button indefinitely, which is useful for conserving ammo or getting ready for incoming danger. The Minigun has wide bullet spread, allowing it to damage multiple enemies in an area.&lt;br /&gt;
&lt;br /&gt;
=== [[Anti-Aircraft Cannon]] ===&lt;br /&gt;
[[File:Backpack_Anti-Aircraft_Cannon.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the default secondary weapon for the Heavy. Functioning identically to the Shotguns belonging to Soldier, Pyro and Engineer, the Shotgun holds 6 rounds and fires at a 0.625s interval. Unlike the Minigun, the Shotgun fires instantly and is completely silent before firing a shot. It is the ideal weapon for mobile assaults and escapes, as you are not slowed down while using it, and its damage is consistent at close to medium range. The Shotgun covers the weaknesses of the Minigun but has its own weaknesses as well, so knowing when and when not to use it is important.&lt;br /&gt;
&lt;br /&gt;
=== [[Sandvich]] ===&lt;br /&gt;
[[File:Backpack_Sandvich.png|100px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fists]] ===&lt;br /&gt;
[[File:Backpack_Fists.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Fists are the default melee weapon for the Heavy. Like every default melee weapon besides the Bat and the Knife, the Fists deal 65 damage per hit at a 0.8s interval. Due to the Heavy’s slow movement speed, chasing an enemy with your Fists out is ineffective; instead, either corner your enemy so they can’t escape you, or catch them off-guard with a surprise attack from around a corner or above a platform. Pressing the taunt key with your Fists out will have the Heavy perform the High Noon taunt, which will kill any enemy in front of you if your timing is on point (no pun intended).&lt;br /&gt;
&lt;br /&gt;
=== [[Chekhov’s Punch]] ===&lt;br /&gt;
[[File:Backpack_Chekhov’s_Punch.png|150px]]&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Backpack_Mine_Layer.png&amp;diff=9981</id>
		<title>File:Backpack Mine Layer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Backpack_Mine_Layer.png&amp;diff=9981"/>
		<updated>2026-02-25T01:15:32Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: HayRobbie uploaded a new version of File:Backpack Mine Layer.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Mine Layer]] backpack icon&lt;br /&gt;
[[Category:Backpack images]]&lt;br /&gt;
[[Category:Weapon images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=9980</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=9980"/>
		<updated>2026-02-24T23:48:47Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated description to match current in-game description.&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;I&#039;ll blast &#039;em straight up inta Heaven meself if I need ta.&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&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.2 s|Haste boosted}}&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;
{{Update|2.0.0}}&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;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed being able to push stickybombs only once&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&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;
{{Update|2.1.0}}&lt;br /&gt;
* Stickybombs now fizzle properly on death&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Fixed Stickybombs and [[Mine Layer|proximity mines]] becoming invincible against bullets if they get moved without becoming airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Updated stickybomb break sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Unlike on live &#039;&#039;Team Fortress 2&#039;&#039;, stickybombs can be detonated while taunting.&lt;br /&gt;
* The weapon&#039;s viewmodel correctly displays the hands holding the Stickybomb Launcher, similar to the worldmodel in &#039;&#039;TF2 Classified&#039;&#039;. Demoman&#039;s left hand does not hold the Launcher in the live version.&lt;br /&gt;
* In live &#039;&#039;Team Fortress 2&#039;&#039;, the Stickybomb Launcher&#039;s kill icon includes the weapon itself. However, in &#039;&#039;TF2 Classified&#039;&#039;, it was changed to one of it&#039;s stickies, reflecting off of the Scottish Resistance&#039;s kill icon, again in live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=9979</id>
		<title>Grenade Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=9979"/>
		<updated>2026-02-24T23:45:57Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Removed mention of now-removed Dynamite Pack extra max primary ammo stat.&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;
{{Quotation|&#039;&#039;&#039;Demoman&#039;&#039;&#039; &#039;&#039;after blowing someone up into smithereens&#039;&#039;|KA-BOOOM!}}&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 four-slot ammo chamber, held with its wooden stock and foregrip, that shoots glowing team-colored explosive canisters.&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|0.45 s|Haste boosted}}&amp;lt;br&amp;gt;{{tooltip|2.3 s|Grenade explosion}}&lt;br /&gt;
 | first-reload = 1.24 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&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;
{{Update|2.0.0}}&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;
{{Update|2.0.4}}&lt;br /&gt;
* Grenades no longer sometimes bounce off of enemy [[buildings]] without exploding &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&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 &#039;&#039;Team Fortress 2&#039;&#039;&#039;s development, the Grenade Launcher loaded six grenades instead of four, which is why the model has six chambers in the live game. This was fixed in &#039;&#039;Team Fortress 2 Classified&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=9978</id>
		<title>Harvester</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=9978"/>
		<updated>2026-02-24T23:43:42Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=harvester decapitation&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Scythe&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Burning victims fill crit meter while active}}&lt;br /&gt;
{{Loadout positive|On Hit: Steal health from your victim while meter is full}}&lt;br /&gt;
{{Loadout positive|+5 health gain per afterburn tick while active}}&lt;br /&gt;
{{Loadout negative|On Death: Burning victims are extinguished}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ask not for whom the bell tolls.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Harvester&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|A grisly utility melee that&#039;s as fearsome and traumatizing as the Halloween store animatronic it probably belongs to. With the Harvester held out, some of the afterburn damage you dish out (even on your victims&#039; charred remains!) will be returned to you as health and charge for a decapitating crit-slash! Everyone you set on fire is instantly extinguished when you die, though, so don&#039;t be surprised if your marks fight back harder than you&#039;re used to.}}&lt;br /&gt;
The &#039;&#039;&#039;Harvester&#039;&#039;&#039; is a melee weapon for the [[Pyro]]. It is a scythe with a crooked wood handle and a damaged, curved blade bolted on. While equipped, it will appear on the Pyro&#039;s back regardless of which weapon the user is wielding. It will decapitate enemy players if the Harvester kills them from a [[critical hit]], and will gain a symmetrical blood splatter on its blade, which will persist until the user respawns or goes [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
The Harvester deals the same damage and has the same attack speed as the [[Fire Axe]]. While it is the active weapon, [[afterburn]] damage dealt to an enemy by the [[Flame Thrower]] or the [[Flare Gun]] will heal the user by five health per tick (ten health per second) while increasing the Harvester&#039;s charge meter. If the user&#039;s health is full, the health gained does not turn into [[overheal]], and if the charge meter is full, afterburn no longer heals the user. Separate instances of afterburn stack per enemy, linearly increasing the health and charge gained. The weapon also tracks the remaining afterburn on dead enemies (including extinguished corpses, such as those in [[water]]), gaining the same health and charge as when they were alive. As a penalty, all enemies who are suffering afterburn get extinguished upon the Pyro&#039;s death.&lt;br /&gt;
&lt;br /&gt;
The charge meter fills up after 30 ticks of afterburn (15 seconds), allowing for 150 points of healing per charge. When fully charged, the Harvester will allow a guaranteed critical hit, marked by a critical glow (including when not active) and a bell sound audible to all players. This critical hit will also heal the user by 195 health, whether or not the enemy dies, and will overheal if their health is full. If the Harvester is crit boosted by other means, such as the [[Kritzkrieg]], the healing will not occur, and the charge will not be used. The critical hit will also not be used if attacking buildings, [[ÜberCharge|ÜberCharged]] enemies, or surfaces. The amount of damage dealt by either afterburn or the critical hit has no effect on the charge and health gained. As a penalty, the Harvester is unable to randomly crit.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&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;
}}&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 = Reaper&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;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|10 / s|5 per tick, while charging}}&amp;lt;br&amp;gt;{{tooltip|195|When charged, on hit}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = {{tooltip|6.66% / s|3.33% per tick, per afterburn}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|30 ticks|15 s, can be faster}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Harvester&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* [[Afterburn]] tick heals while active no longer apply while [[Critical hit|crit]] is ready&lt;br /&gt;
* Crit now instantly heals for 195HP upon hit&lt;br /&gt;
* A sound cue audible to all players now plays when crit is ready&lt;br /&gt;
* Wearable now has critglows when crit is ready and weapon is holstered&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Crits no longer have extra range&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Harvester&#039;s description, &amp;quot;Ask not for whom the bell tolls&amp;quot;, is a misquotation from the John Donne work &amp;quot;Devotions upon Emergent Occasions&amp;quot;, Meditation XVII. The average enthusiast of 17th century England would know that the &amp;quot;bell&amp;quot; in this analogy refers to church bells that declare important events.&lt;br /&gt;
* Pulling out the Harvester will appear to delete all the flame particles created by your [[Flame Thrower]]. This is only visual, and does not prevent enemies from being set on fire.&lt;br /&gt;
* Switching to another class while an enemy has afterburn, then switching back to the Pyro, will still enable the Harvester to gain charge. The same thing will occur when switching between the Fire Axe and the Harvester.&lt;br /&gt;
* The chopped piece of wood bolted onto the Harvester&#039;s model suggests it&#039;s a repurposed farming scythe, which usually has an additional handle. As a result, to use it as a weapon in real life, you would need to pull the internal, sharp end of the blade towards yourself.&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortresss 2&#039;&#039; ==&lt;br /&gt;
* According to the &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|Nito}} the Harvester was originally designed with the 3D model of the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon, the [[Tf:Baleful Beacon|Baleful Beacon]], but was later changed to the current scythe model due to &amp;quot;&#039;&#039;physics and particle issues&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Flight Or Flight Pyro.png|left|thumb|300px|Promotional artwork for the Harvester and [[Twin Barrel]].]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=9977</id>
		<title>Flare Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=9977"/>
		<updated>2026-02-24T23:38:37Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&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|Deals crits to burning victims}}&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;Someone&#039;s on fire! Quick, send out a distress signal!&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. Compared to the default Shotgun, the Flare Gun deploys 15% faster (0.57 s), which is a feature unique to Team Fortress 2 Classic.&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&amp;lt;br&amp;gt;{{tooltip|1.5 s|Haste boosted}}&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;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Added the Flare Gun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and Flares to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now enabled in [[Medieval Mode|medieval mode]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for Flaregun{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased deploy speed by 15%&lt;br /&gt;
* Fixed a bug that caused fizzling flares to attempt to move ragdolls across the entire map&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Players can toggle the burning-to-death animations for all non-Pyro classes in the settings. The animations are unused content for live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* The Flare Gun is one of five non-Stock weapons ported from live &#039;&#039;TF2&#039;&#039;, the others being the [[Gunboats]], [[Sandvich]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=9976</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=9976"/>
		<updated>2026-02-24T23:36:17Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&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;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a large burst of 20 bullets per shot, which have a horizontal rectangular spread instead of the [[Shotgun]]&#039;s square spread of 10 bullets. Compared to the Shotgun, the Twin Barrel&#039;s ammo capacity and clip size is significantly smaller, only holding 8 reserve ammo, and only being able to hold one shot at a time. Like the [[Flare Gun]], it can reload while the weapon is inactive. The Twin Barrel can also cause knockback against an enemy. If ten or more bullets hit an enemy, that enemy suffers knockback regardless of damage or range. The angle of attack and the enemy&#039;s current velocity are the only things that affect knockback power; damage and range have no effect.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them opposite of the direction they aim. This can be used to perform a pseudo-jump in midair, opening up alternate routes for the Pyro to take and allowing them to go into areas they normally cannot reach. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. The highest vertical velocity is gained by aiming straight downwards, standing still, and shooting immediately after a jump. The highest horizontal velocity is gained by aiming slightly downwards, running backwards, and shooting immediately after a jump. With this technique, the Pyro can effectively travel as fast as a [[Scout]]. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Twin Barrel 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, and 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 = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&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;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does not have any knockback against ÜberCharged enemies.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* With its ability to knockback the target and the shooter, the Twin Barrel is dubbed by the community as Pyro&#039;s own [[tf:Force-A-Nature|Force-A-Nature]]. This may also be compared to Pyro&#039;s secondary weapons, the [[tf:Detonator|Detonator]] and the [[Tf:Thermal Thruster|Thermal Thruster]].&lt;br /&gt;
** In Live &#039;&#039;TF2&#039;&#039;, the Force-A-Nature does not knock back the shooter if they are on the ground, while the Twin Barrel in &#039;&#039;TF2 Classified&#039;&#039; does.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]].&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Poster for the Twin Barrel, which players can download to use as a spray.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=9975</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=9975"/>
		<updated>2026-02-24T23:35:00Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&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 an airblast}}&lt;br /&gt;
{{Loadout neutral|Airblast deflects enemies and projectiles, and extinguishes burning teammates}}&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, and adjust their speed based on the player&#039;s movement, 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&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&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;
{{Update|2.0.0}}&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;
{{Update|2.0.1}}&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;
{{Update|2.0.2}}&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;
{{Update|2.0.4}}&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;
{{Update|2.1.0}}&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;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed cases of Flame Thrower flames going through thin walls or floors&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed Flame Thrower [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed [[airblast]] sound sometimes not emitting properly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
* Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
* Fixed an issue where flames were occasionally invisible &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Airblast hitbox is now a sphere&lt;br /&gt;
* Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Players can toggle the burning-to-death animations for all non-Pyro classes in the settings. The animations are unused content for live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* To preserve &#039;&#039;Team Fortress 2 Classified&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s 2007&amp;amp;ndash;&#039;08 vision of &#039;&#039;TF2&#039;&#039;, &#039;&#039;Classified&#039;&#039; restored the Flame Thrower&#039;s maximum-duration afterburn on contact of which it exists prior to the [[tf:Jungle_Inferno_Update|Jungle Inferno]] update in 2017 from live &#039;&#039;Team Fortress 2&#039;&#039;. Live version&#039;s afterburn duration is based on how long the target is in contact with direct flames.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=9974</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=9974"/>
		<updated>2026-02-24T23:32:38Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&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 = Kamikaze&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&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately {{code|(((velocity/30)*airtime)*distance from target)}}, where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after ana mount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ No random crits&lt;br /&gt;
➖ Projectile vulnerability while in midair&lt;br /&gt;
➖ Use of the earthquake ability results in a lot of self-damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=9973</id>
		<title>Gunboats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=9973"/>
		<updated>2026-02-24T23:30:22Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&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% self-inflicted explosive damage}}&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% self-inflicted explosive damage}}&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&amp;amp;ndash;damage to the following values:&lt;br /&gt;
&lt;br /&gt;
* [[Rocket Launcher]]: 11&amp;amp;ndash;34&lt;br /&gt;
&lt;br /&gt;
* [[R.P.G.]]: 15&amp;amp;ndash;45&lt;br /&gt;
&lt;br /&gt;
* [[Stickybomb Launcher]] and [[Mine Layer]]: 18&amp;amp;ndash;36&lt;br /&gt;
&lt;br /&gt;
* [[Dynamite Pack]]: 26&amp;amp;ndash;52 (main pack), 13&amp;amp;ndash;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;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
* Added Gunboats for both the Soldier and the Demoman&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&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 &#039;&#039;Team Fortress 2 Classified&#039;&#039; allows the Gunboats to be used by by both the Soldier and Demoman, &#039;&#039;Team Fortress 2&#039;&#039; only allows the Soldier to use them. This is because the Gunboats were released as a prize for the Soldier during the &amp;quot;[https://wiki.teamfortress.com/wiki/WAR!_Update WAR! Update]&amp;quot;, 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;
* The Gunboats is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Flare Gun]], [[Sandvich]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Backpack_R.P.G..png&amp;diff=9972</id>
		<title>File:Backpack R.P.G..png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Backpack_R.P.G..png&amp;diff=9972"/>
		<updated>2026-02-24T22:54:11Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: HayRobbie uploaded a new version of File:Backpack R.P.G..png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[R.P.G.]] backpack icon&lt;br /&gt;
[[Category:Backpack images]]&lt;br /&gt;
[[Category:Weapon images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=9971</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=9971"/>
		<updated>2026-02-24T22:41:51Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Added last period to end of R.P.G.&amp;#039;s name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; is an alternative primary weapon for the [[Soldier]]. Visually, it is a greener version of the [[Rocket Launcher]], with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The damage rampup is capped at 125%, down from 150%, although still dealing more damage than the Rocket Launcher. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&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 = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&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 = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage&lt;br /&gt;
➕ Arc-trajectory rocket is effective in long distances and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Only loads one rocket&lt;br /&gt;
➖ Deals more damage to self when rocket jumping&lt;br /&gt;
➖ Has slow projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on &#039;&#039;Team Fortress 2&#039;&#039;&#039;s beta Rocket Launcher appearance. The rendition in &#039;&#039;Team Fortress 2 Classified&#039;&#039; has a greener color.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:W_rpg_large.png&amp;diff=9970</id>
		<title>File:W rpg large.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:W_rpg_large.png&amp;diff=9970"/>
		<updated>2026-02-24T22:37:37Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: RPG backpack image as of 3.0.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
RPG backpack image as of 3.0.0.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=9969</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=9969"/>
		<updated>2026-02-24T22:29:54Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; is an alternative primary weapon for the [[Soldier]]. Visually, it is a greener version of the [[Rocket Launcher]], with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The damage rampup is capped at 125%, down from 150%, although still dealing more damage than the Rocket Launcher. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&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 = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&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 = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage&lt;br /&gt;
➕ Arc-trajectory rocket is effective in long distances and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Only loads one rocket&lt;br /&gt;
➖ Deals more damage to self when rocket jumping&lt;br /&gt;
➖ Has slow projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on &#039;&#039;Team Fortress 2&#039;&#039;&#039;s beta Rocket Launcher appearance. The rendition in &#039;&#039;Team Fortress 2 Classified&#039;&#039; has a greener color.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9968</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9968"/>
		<updated>2026-02-24T22:26:54Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated description to match current in-game description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Didn’t think you were THAT slow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] 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 = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&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;
| 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 = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Has very high knockback&lt;br /&gt;
➕ Deals Mini-crits at long range&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Uses a slower, airblastable projectile&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot; [https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=9967</id>
		<title>Nail Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=9967"/>
		<updated>2026-02-24T22:25:22Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated description to match current in-game description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=nailgun&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=125&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Yeah, lost that job pretty quick.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Nail Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Scout]]. It is a white and gray pneumatic nail gun, with an oversized drum magazine attached to the barrel, holding a belt of nails. The nails leave faint team-colored trails behind them.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Scattergun]], the Nail Gun is an automatic magazine-fed weapon that shoots a fast stream of small nail projectiles that embed themselves into enemies. The nails have a base damage of 12 each, are shot at a rate of 10 per second, are slightly affected by gravity, and are inaccurate at long range.&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 = Show off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 18&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 12  / {{tooltip|10|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 6&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 36&lt;br /&gt;
 | mini-crit = 16&lt;br /&gt;
 | mini-crit-ramp-up = 24&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 125&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.1s&amp;lt;/br&amp;gt;{{tooltip|0.08s|Haste boosted}}&lt;br /&gt;
 | reload = 1.15 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Nail Gun deals slightly less damage per second than the Scattergun, but has sustained fire which enables a constant barrage of chip damage against an enemy. This is especially true at midrange, where the Scout can harass enemies while staying out of range from their attacks, including cutting off their pursuit by shooting nails down their path of travel. It acts as a potent [[Sentry Gun]] destroyer, able to destroy buildings outside the Scout&#039;s typical range within seconds. As a consequence, the Nail Gun is more comparable to the [[Pistol]] in terms of use, featuring a similar midrange playstyle, albeit trading off the reliability of bullets for the entertainment value of nails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Nail Gun v. Stock Scattergun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals continuous damage&lt;br /&gt;
➕ Effective in mid and long range&lt;br /&gt;
➕ Nails&#039; arc trajectory is effective in long distances and blind spots&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_kill_sentry_with_nailgun}}&lt;br /&gt;
{{Achievement|achievement_nailgun_range}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Pregos|pt-br_m=Nail Gun&lt;br /&gt;
|bg=Пистолет за пирони|bg_m=Nail Gun&lt;br /&gt;
|en=Nail Gun&lt;br /&gt;
|fr=Pistolet à clous|fr_m=Nail Gun&lt;br /&gt;
|de=Nagelpistole|de_m=Nail Gun&lt;br /&gt;
|it=Sparachiodi|it_m=Nail Gun&lt;br /&gt;
|ro=Armă de cui|ro_m=Nail Weapon&lt;br /&gt;
|ru=Гвоздемёт|ru_m=Nail Gun&lt;br /&gt;
|es=Pistola de Clavos|es_m=Nail Gun&lt;br /&gt;
|uk=Цвяхомет|uk_m=Nail Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.0.0}}&lt;br /&gt;
* Added the Nail Gun to the game.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.4.0}}&lt;br /&gt;
* Changed Nailgun{{sic}} spread.&lt;br /&gt;
* Changed the nail projectile gravity back to what it used to be, as per request.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.5.0}}&lt;br /&gt;
* Nailgun{{sic}} now uses metal for ammo.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.6.4}}&lt;br /&gt;
* Nerfed Nailgun{{sic}} (set dmg to 12)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fires slower than before.&lt;br /&gt;
* Nerfed the clipsize down to 25.&lt;br /&gt;
* Nails now do more damage than before.&lt;br /&gt;
* Added a new taunt when equipped with the Nailgun.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players. &lt;br /&gt;
* Added special Class Select animations for the Nailgun{{sic}}, [[Huntsman]] and [[Hunting Revolver]].&lt;br /&gt;
* Improved the Nailgun’s{{sic}} projectile trails. &lt;br /&gt;
* Improved the Scout’s Nailgun{{sic}} animations. &lt;br /&gt;
* Disabled muzzle light on [[Syringe Gun]] and Nailgun.{{sic}} &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Damage rampup increased to 175% (from 150%) to match [[Scattergun]] (Max damage now 20 up from 17)&lt;br /&gt;
* Increased fire rate to 0.1s (from 0.115s)&lt;br /&gt;
* Clip size &amp;amp; max ammo reduced by 20%&lt;br /&gt;
* Updated nail/syringe projectiles:&lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Reverted back to its 2.0.0 stats&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered Nailgun,{{sic}} [[Pistol]] and [[Syringe Gun]] spread by 25%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed nail and [[Syringe Gun|syringe]] projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Increased fire rate by ~12.5% (to 0.1s, from 0.115s)&lt;br /&gt;
* Updated first person model to animate the ammo belt (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced building damage to 10 (from 12)&lt;br /&gt;
{{Update|3.0.0||}}&lt;br /&gt;
* Removed -25% spread bonus&lt;br /&gt;
* Removed damage penalty against buildings&lt;br /&gt;
{{Update|3.0.5||}}&lt;br /&gt;
* Fixed an issue where the Nail Gun did not have damage ramp up ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/488 #488])&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nail Gun originated from &#039;&#039;Team Fortress Classic&#039;&#039;. It was planned to make a reappearance in &#039;&#039;TF2&#039;&#039;, but was cut during development. It can be seen in the [https://www.youtube.com/watch?v=MwwcWTTw4PU Orange Box 2006 PlayStation 3 trailer.]&lt;br /&gt;
* The Nail Gun&#039;s model is directly taken from &amp;lt;i&amp;gt;TF2&amp;lt;/i&amp;gt;&#039;s files and the textures were taken from pre-release &#039;&#039;TF2&#039;&#039; files.&lt;br /&gt;
* The Nail Gun&#039;s playermodel shows Scout holding its magazine with his left hand, while holding the top of the gun in worldmodel.&lt;br /&gt;
* When holding down the attack button, the Nail Gun&#039;s ammo count does not update smoothly enough to reflect the precise amount of nails fired, often stuttering its ammo count inaccurately until the clip is empty.&lt;br /&gt;
* The &amp;quot;show off&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039; game files that went unused.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9966</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9966"/>
		<updated>2026-02-24T21:57:05Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits airborne enemies}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the &#039;&#039;&#039;A.A. Cannon&#039;&#039;&#039;, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 900 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 6.5x6.5x6.5 Hammer Unit collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro, and will not destroy enemy [[Stickybomb Launcher|stickybombs]]. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy. The Minigun&#039;s damage penalty against [[Sentry Gun|Sentry Guns]] does not apply to the Anti-Aircraft Cannon.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&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 / {{tooltip|70|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 46&lt;br /&gt;
 | maximum-fall-off-percentage = 76.4%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 90 HU&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 0.9 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&amp;lt;br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Anti-Aircraft Cannon v. Stock Minigun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Shoots explosive rounds that can deal splash damage&lt;br /&gt;
➕ Deals mini-crit damage to airborne enemies&lt;br /&gt;
➕ Has perfect accuracy&lt;br /&gt;
➕ Higher damage per shot&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has limited range&lt;br /&gt;
➖ Can deal self-damage &lt;br /&gt;
➖ Much lower DPS&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&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;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Anti-Aircraft Cannon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced blast radius from 110HU to 90HU wide&lt;br /&gt;
* Reduced damage from 60 to 55&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Reduced bullet hull size to 6.5HU (from 10HU)&lt;br /&gt;
* Increased base damage to 58 (from 55)&lt;br /&gt;
* Fixed the Heavy&#039;s voicelines and expressions not playing while revved and firing&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Overhauled weapon model&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
* Implemented lag compensation to the delayed explosion&lt;br /&gt;
* Overhauled killfeed icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated the model and textures (SamDum)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased base damage back to 60 (from 58)&lt;br /&gt;
* Increased damage against buildings to 70 (from 58)&lt;br /&gt;
* Fixed bullets colliding with certain projectiles&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated firing and rev sounds&lt;br /&gt;
* Added unique explosion sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Now uses player hitboxes instead of player hulls&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* Although the Anti-Aircraft Cannon&#039;s model was overhauled in 2.1.3, the original model released with the Fight or Flight update can still be seen in the promotional art produced for the update pages, and on the achievement icons for Duck Season, Policy of Containment, and Red Scare. In the game files, a vtf file remains of an ao bake texture from an older version of the model.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The weapon&#039;s 40 ammo capacity and its slow, single-shot firing rate may be inspired by Pyro&#039;s [[tf:Dragon&#039;s Fury|Dragon&#039;s Fury]]. Both weapons offer different playstyles from their stock counterparts which have high damage per second.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight heavy.png|Promotional image by {{dev|boba}} and {{dev|Hunter R. Thompson}} of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. [[Chekhov&#039;s Punch]] is in his back pocket.&lt;br /&gt;
File:concept_aa_cannon.png|Concept art by {{Dev|Mazern}}&lt;br /&gt;
File:Backpack_Anti-Aircraft_Cannon_v1.png|Pre-2.1.3 model and backpack icon by {{Dev|Wendy}}&lt;br /&gt;
File:Killicon aa cannon v1.png|Pre-2.1.3 kill icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=9965</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=9965"/>
		<updated>2026-02-24T21:50:03Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Added missing update history. If this is wrong, please revert my edit.&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;
| kill-icon-3=mirv_direct&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|Splits into 4 small 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. It 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. When thrown, the Dynamite Pack will beep three times and light up with three team-colored lights, indicating its impending detonation.&lt;br /&gt;
&lt;br /&gt;
The Dynamite pack is a thrown projectile that explodes on a timer, creating an initial high-damage explosion which spreads four smaller sticks of dynamite (known as &amp;quot;bomblets&amp;quot;), 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. 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 carries 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. 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 an enemy [[Engineer]] hitting it with the [[Wrench]], but the bomblets are immune to this. The 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 the thrower), dealing no impact damage. It will still 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&amp;lt;br&amp;gt;{{tooltip|5 s|Haste boosted}}&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;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Dynamite Pack&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&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;
{{Update|2.0.2}}&lt;br /&gt;
* Added the ability to taunt kill your enemies while holding the weapon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&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;
{{Update|2.2.2}}&lt;br /&gt;
* Defused Dynamite Packs are no longer able to apply the stun effect from direct hits&lt;br /&gt;
* Tauntkill now spawns bomblets &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Removed +50% max primary ammo on wearer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for &#039;&#039;Team Fortress 2&#039;&#039; during its pre-release stages, as a re-imaging of &#039;&#039;Team Fortress Classic&#039;&#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>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=9963</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=9963"/>
		<updated>2026-02-24T21:32:02Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Removed mention of +50% max primary ammo stat, which is no longer in-game.&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;
| kill-icon-3=mirv_direct&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|Splits into 4 small 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. It 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. When thrown, the Dynamite Pack will beep three times and light up with three team-colored lights, indicating its impending detonation.&lt;br /&gt;
&lt;br /&gt;
The Dynamite pack is a thrown projectile that explodes on a timer, creating an initial high-damage explosion which spreads four smaller sticks of dynamite (known as &amp;quot;bomblets&amp;quot;), 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. 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 carries 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. 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 an enemy [[Engineer]] hitting it with the [[Wrench]], but the bomblets are immune to this. The 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 the thrower), dealing no impact damage. It will still 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&amp;lt;br&amp;gt;{{tooltip|5 s|Haste boosted}}&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;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Dynamite Pack&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&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;
{{Update|2.0.2}}&lt;br /&gt;
* Added the ability to taunt kill your enemies while holding the weapon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&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;
{{Update|2.2.2}}&lt;br /&gt;
* Defused Dynamite Packs are no longer able to apply the stun effect from direct hits&lt;br /&gt;
* Tauntkill now spawns bomblets &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for &#039;&#039;Team Fortress 2&#039;&#039; during its pre-release stages, as a re-imaging of &#039;&#039;Team Fortress Classic&#039;&#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>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=9962</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=9962"/>
		<updated>2026-02-24T21:30:16Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&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;
| kill-icon-3=mirv_direct&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|Splits into 4 small 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. It 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. When thrown, the Dynamite Pack will beep three times and light up with three team-colored lights, indicating its impending detonation.&lt;br /&gt;
&lt;br /&gt;
The Dynamite pack is a thrown projectile that explodes on a timer, creating an initial high-damage explosion which spreads four smaller sticks of dynamite (known as &amp;quot;bomblets&amp;quot;), 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. 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 carries 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 gives the Demoman a 50% increase in max primary ammo. This means that the [[Grenade Launcher]] and the [[Cyclops]] have 24 carried ammo each, instead of the usual 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 an enemy [[Engineer]] hitting it with the [[Wrench]], but the bomblets are immune to this. The 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 the thrower), dealing no impact damage. It will still 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&amp;lt;br&amp;gt;{{tooltip|5 s|Haste boosted}}&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;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Dynamite Pack&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&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;
{{Update|2.0.2}}&lt;br /&gt;
* Added the ability to taunt kill your enemies while holding the weapon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&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;
{{Update|2.2.2}}&lt;br /&gt;
* Defused Dynamite Packs are no longer able to apply the stun effect from direct hits&lt;br /&gt;
* Tauntkill now spawns bomblets &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for &#039;&#039;Team Fortress 2&#039;&#039; during its pre-release stages, as a re-imaging of &#039;&#039;Team Fortress Classic&#039;&#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>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=9938</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=9938"/>
		<updated>2026-02-24T15:35:04Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Added missing update history.&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. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether 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 [https://www.youtube.com/watch?v=8RjDM6-nLxc 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 (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) 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. Going underwater will extinguish the burning arrow, and 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. If the arrow is on fire, it will set the enemy on fire. 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. 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&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&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;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &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. ({{code|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;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&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 will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=9937</id>
		<title>Minigun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=9937"/>
		<updated>2026-02-24T12:26:38Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: 0.87s to 1s&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;Sascha not even listen to Heavy. You think she listen to YOU?&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 1 second 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 runs out of ammo while firing, 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;
 | spread = {{tooltip|0.08|In radians}}&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&amp;lt;br&amp;gt;{{tooltip|0.071 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&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;
{{Update|2.0.0}}&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;
{{Update|2.0.2}}&lt;br /&gt;
* Reduced the bullet spread to 0.08 (from 0.1)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Fixed sound channels being overloaded when multiple Miniguns and [[SMG|SMGs]] are fired at once&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Each stored [[Chekhov&#039;s Punch]] crit now takes 1.5s of firing to deplete (from 0.75s)&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Heavy has nicknamed his Minigun &#039;&#039;Sasha&#039;&#039;, (which is a commonly used Russian nickname given to women named &#039;&#039;Alexandra&#039;&#039;) 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>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9936</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9936"/>
		<updated>2026-02-24T12:13:38Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Changed “Minigun” to “Stock Minigun” in Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the &#039;&#039;&#039;A.A. Cannon&#039;&#039;&#039;, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 900 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 6.5x6.5x6.5 Hammer Unit collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro, and will not destroy enemy [[Stickybomb Launcher|stickybombs]]. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy. The Minigun&#039;s damage penalty against [[Sentry Gun|Sentry Guns]] does not apply to the Anti-Aircraft Cannon.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&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 / {{tooltip|70|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 46&lt;br /&gt;
 | maximum-fall-off-percentage = 76.4%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 90 HU&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 0.9 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&amp;lt;br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Anti-Aircraft Cannon v. Stock Minigun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Shoots explosive rounds that can deal splash damage&lt;br /&gt;
➕ Deals mini-crit damage to airborne enemies&lt;br /&gt;
➕ Has perfect accuracy&lt;br /&gt;
➕ Higher damage per shot&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has limited range&lt;br /&gt;
➖ Can deal self-damage &lt;br /&gt;
➖ Much lower DPS&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&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;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Anti-Aircraft Cannon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced blast radius from 110HU to 90HU wide&lt;br /&gt;
* Reduced damage from 60 to 55&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Reduced bullet hull size to 6.5HU (from 10HU)&lt;br /&gt;
* Increased base damage to 58 (from 55)&lt;br /&gt;
* Fixed the Heavy&#039;s voicelines and expressions not playing while revved and firing&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Overhauled weapon model&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
* Implemented lag compensation to the delayed explosion&lt;br /&gt;
* Overhauled killfeed icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated the model and textures (SamDum)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased base damage back to 60 (from 58)&lt;br /&gt;
* Increased damage against buildings to 70 (from 58)&lt;br /&gt;
* Fixed bullets colliding with certain projectiles&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated firing and rev sounds&lt;br /&gt;
* Added unique explosion sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Now uses player hitboxes instead of player hulls&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* Although the Anti-Aircraft Cannon&#039;s model was overhauled in 2.1.3, the original model released with the Fight or Flight update can still be seen in the promotional art produced for the update pages, and on the achievement icons for Duck Season, Policy of Containment, and Red Scare. In the game files, a vtf file remains of an ao bake texture from an older version of the model.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The weapon&#039;s 40 ammo capacity and its slow, single-shot firing rate may be inspired by Pyro&#039;s [[tf:Dragon&#039;s Fury|Dragon&#039;s Fury]]. Both weapons offer different playstyles from their stock counterparts which have high damage per second.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight heavy.png|Promotional image by {{dev|boba}} and {{dev|Hunter R. Thompson}} of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. [[Chekhov&#039;s Punch]] is in his back pocket.&lt;br /&gt;
File:concept_aa_cannon.png|Concept art by {{Dev|Mazern}}&lt;br /&gt;
File:Backpack_Anti-Aircraft_Cannon_v1.png|Pre-2.1.3 model and backpack icon by {{Dev|Wendy}}&lt;br /&gt;
File:Killicon aa cannon v1.png|Pre-2.1.3 kill icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=9934</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=9934"/>
		<updated>2026-02-23T22:38:37Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats and updated properties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=16&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=EMP Grenade Launcher&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout neutral|Hold Fire: Prevent grenade detonation}}&lt;br /&gt;
{{Loadout positive|Explosion destroys enemy grenades and detonates your own}}&lt;br /&gt;
{{Loadout negative|-10% explosion radius}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;In the land of the blind, you are king.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Demoman&#039;&#039;&#039;|&lt;br /&gt;
&#039;&#039;I had me good eye on you the whole time!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cyclops&#039;&#039;&#039; is a [[weapon#demomanprimary|primary weapon]] for the [[Demoman]] which was added in the [[1.7.3]] update, later removed in the [[Death &amp;amp; Taxes|Death &amp;amp; Taxes Update]], then finally re-added in the [[Double Down|Double Down Update]]. It is a modified grenade launcher that fires EMP grenades that detonate your own explosives in its explosion radius, such as [[Stickybomb Launcher|sticky bombs]], [[Mine Layer|mines]] and the [[Dynamite Pack]], and causes enemy projectiles to fizzle out, rendering them ineffective. You can make use of this mechanic by, for example, throwing a dynamite pack, and detonating an EMP grenade on it with an enemy nearby to not only have them take damage from the grenade, but also the instant detonation of the dynamite. Killing an enemy in this way will result in a &amp;quot;COMBO!&amp;quot; indicator in the killfeed. The Cyclops holds only one grenade in the clip at a time, which explode only when you release the fire button after firing, or on direct contact with an enemy without bouncing. Due to this, unlike the [[Grenade Launcher]], you can only have one grenade active at once. This allows for more precise detonations and grenade jumps, but will require you to be more engaged with each grenade you fire, and to have a good sense of timing.&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|95|After bouncing}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 300&amp;lt;br&amp;gt;{{tooltip|285|After bouncing}}&lt;br /&gt;
 | mini-crit = 135&amp;lt;br&amp;gt;{{tooltip|129|After bouncing}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = {{tooltip|132 HU|Untested}}&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = {{tooltip|1% / 2.88 HU|Untested}}&lt;br /&gt;
 | self-damage = 28-56&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.49 s&lt;br /&gt;
 | reload = 1.24 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Cyclops is best used in tandem with your secondaries to best take advantage of the combo mechanic.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Cyclops v. Stock Grenade Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Full control over detonation&lt;br /&gt;
➕ Allows for projectile denial&lt;br /&gt;
➕ Allows for huge damage combos when used in tandem with your secondaries&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Not effective against multiple enemies&lt;br /&gt;
➖ Smaller blast radius&lt;br /&gt;
➖ Smaller clip size&lt;br /&gt;
➖ Requires more engagement with each shot&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_cyclops_hugecombo}}&lt;br /&gt;
{{Achievement|achievement_cyclops_airborne}}&lt;br /&gt;
{{Achievement|achievement_cyclops_blind}}&lt;br /&gt;
{{Achievement|achievement_cyclops_jump}}&lt;br /&gt;
{{Achievement|achievement_destroy_proj_cyclops}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3.1}}&lt;br /&gt;
* Fixed materials for Cyclops/Grenade Launcher when on GRN/YLW&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new Cyclops and Beta [[RPG]] sounds by Omniary&lt;br /&gt;
* The Cyclops is now named The Heavy Ordance{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.1}}&lt;br /&gt;
* Changed The Heavy Ordnance back to Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Removed the Cyclops &amp;lt;!-- todo: confirm, it just kinda disappears around this patch, with no note of its removal in any patch notes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Now gives 1 Bonus Point if 3 or more enemy stickies are destroyed at once&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reduced combo explosion radius to 131 (from 192)&lt;br /&gt;
* Adjusted defuse mechanic to affect armed Dynamite Packs that have touched the ground, bringing it in line with how it interacts with Sticky Bombs and Mines&lt;br /&gt;
* Successfully performing a combo now plays a unique audio cue&lt;br /&gt;
* Updated explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scattergun&amp;diff=9933</id>
		<title>Scattergun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scattergun&amp;diff=9933"/>
		<updated>2026-02-23T21:54:34Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated description to match current in-game description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=32&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Relax, pal, I just winged ya!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Scattergun&#039;&#039;&#039; is the stock primary weapon of the [[Scout]]. It&#039;s a short, double-barreled, lever-action shotgun with metal sights, and dark wood on its handle and grip.&lt;br /&gt;
&lt;br /&gt;
The Scattergun is the Scout&#039;s primary means of dealing damage, encouraging hit-and-run encounters at close range, swooping in to deal lethal damage and then running away to reload. It is almost identical to the [[Shotgun]], with the exception of it having an extra 25% ramp-up damage (for a total of 175%) and a faster reload. This means a point-blank shot will deal 105 damage, up from 90. On subsequent reloads, its reload speed is increased from 0.7 to 0.5 seconds per shell, encouraging users to reload multiple shells at a time. Like the Shotgun, the Scattergun fires 10 bullets in a 3 by 3 pattern, with 2 pellets landing in the center of the shot. This means the Scattergun can deal a deceptively high amount of damage at long range, assuming the vertical pellets all land on its target.&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 = Thigh slap&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 105&lt;br /&gt;
 | maximum-ramp-up-percentage = 175%&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 = 141&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&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 0.7 s&amp;lt;/br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.5 s&amp;lt;/br&amp;gt;{{tooltip|0.3 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|tr=Çifte|tr_m=Scattergun&lt;br /&gt;
|pt-br=Espingarda|pt-br_m=?&lt;br /&gt;
|bg=Ракетомет|bg_m=?&lt;br /&gt;
|en=Scattergun&lt;br /&gt;
|fr=Fusil à dispersion|fr_m=Scattergun&lt;br /&gt;
|de=Scattergun&lt;br /&gt;
|it=Fucile a canne mozze|it_m=Sawn-off Shotgun&lt;br /&gt;
|ro=Scattergun&lt;br /&gt;
|ru=Обрез|ru_m=?&lt;br /&gt;
|es=Escopeta|es_m=Shotgun&lt;br /&gt;
|uk=Розсіювач|uk_m=Scatterer&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=9932</id>
		<title>Minigun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=9932"/>
		<updated>2026-02-23T21:53:16Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated description to match current in-game description.&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;Sascha not even listen to Heavy. You think she listen to YOU?&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 runs out of ammo while firing, 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;
 | spread = {{tooltip|0.08|In radians}}&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&amp;lt;br&amp;gt;{{tooltip|0.071 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&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;
{{Update|2.0.0}}&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;
{{Update|2.0.2}}&lt;br /&gt;
* Reduced the bullet spread to 0.08 (from 0.1)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Fixed sound channels being overloaded when multiple Miniguns and [[SMG|SMGs]] are fired at once&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Each stored [[Chekhov&#039;s Punch]] crit now takes 1.5s of firing to deplete (from 0.75s)&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Heavy has nicknamed his Minigun &#039;&#039;Sasha&#039;&#039;, (which is a commonly used Russian nickname given to women named &#039;&#039;Alexandra&#039;&#039;) 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>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9931</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9931"/>
		<updated>2026-02-23T21:51:18Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the &#039;&#039;&#039;A.A. Cannon&#039;&#039;&#039;, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 900 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 6.5x6.5x6.5 Hammer Unit collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro, and will not destroy enemy [[Stickybomb Launcher|stickybombs]]. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy. The Minigun&#039;s damage penalty against [[Sentry Gun|Sentry Guns]] does not apply to the Anti-Aircraft Cannon.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&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 / {{tooltip|70|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 46&lt;br /&gt;
 | maximum-fall-off-percentage = 76.4%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 90 HU&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 0.9 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&amp;lt;br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Anti-Aircraft Cannon v. Minigun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Shoots explosive rounds that can deal splash damage&lt;br /&gt;
➕ Deals mini-crit damage to airborne enemies&lt;br /&gt;
➕ Has perfect accuracy&lt;br /&gt;
➕ Higher damage per shot&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has limited range&lt;br /&gt;
➖ Can deal self-damage &lt;br /&gt;
➖ Much lower DPS&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&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;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Anti-Aircraft Cannon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced blast radius from 110HU to 90HU wide&lt;br /&gt;
* Reduced damage from 60 to 55&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Reduced bullet hull size to 6.5HU (from 10HU)&lt;br /&gt;
* Increased base damage to 58 (from 55)&lt;br /&gt;
* Fixed the Heavy&#039;s voicelines and expressions not playing while revved and firing&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Overhauled weapon model&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
* Implemented lag compensation to the delayed explosion&lt;br /&gt;
* Overhauled killfeed icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated the model and textures (SamDum)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased base damage back to 60 (from 58)&lt;br /&gt;
* Increased damage against buildings to 70 (from 58)&lt;br /&gt;
* Fixed bullets colliding with certain projectiles&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated firing and rev sounds&lt;br /&gt;
* Added unique explosion sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Now uses player hitboxes instead of player hulls&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* Although the Anti-Aircraft Cannon&#039;s model was overhauled in 2.1.3, the original model released with the Fight or Flight update can still be seen in the promotional art produced for the update pages, and on the achievement icons for Duck Season, Policy of Containment, and Red Scare. In the game files, a vtf file remains of an ao bake texture from an older version of the model.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The weapon&#039;s 40 ammo capacity and its slow, single-shot firing rate may be inspired by Pyro&#039;s [[tf:Dragon&#039;s Fury|Dragon&#039;s Fury]]. Both weapons offer different playstyles from their stock counterparts which have high damage per second.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight heavy.png|Promotional image by {{dev|boba}} and {{dev|Hunter R. Thompson}} of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. [[Chekhov&#039;s Punch]] is in his back pocket.&lt;br /&gt;
File:concept_aa_cannon.png|Concept art by {{Dev|Mazern}}&lt;br /&gt;
File:Backpack_Anti-Aircraft_Cannon_v1.png|Pre-2.1.3 model and backpack icon by {{Dev|Wendy}}&lt;br /&gt;
File:Killicon aa cannon v1.png|Pre-2.1.3 kill icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=9930</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=9930"/>
		<updated>2026-02-23T21:49:06Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Updated stats to match current in-game stats.&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 neutral|Alt-Fire: Fizzle proximity mines}}&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout negative|-4 max stickybombs out}}&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 take 0.7 seconds to become armed, and will explode after an additional 0.4 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. Mines cannot stick to walls, and a mine will bounce off the wall onto the floor once shot. 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. 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 attempts to deploy another mine when four are already out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. 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. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead 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. Mine jumping deals significantly less damage than Sticky Jumping, with the Demoman being able to tank more than 3 mines, compared to him dying instantly when attempting a triple Stickybomb jump.&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 = Rump shake&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 = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stock Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Mines detonate automatically when an enemy is near&lt;br /&gt;
➕ Higher fire rate&lt;br /&gt;
➕ Higher damage per second&lt;br /&gt;
➕ Less self-damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate mines manually&lt;br /&gt;
➖ Can only have 4 mines active at a time instead of 8&lt;br /&gt;
➖ Disguised Spies can walk near mines without detonating them&lt;br /&gt;
➖ Unable to launch mines further due to lack of charge&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related 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 Launcher&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;
{{Update|2.0.0}}&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;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&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;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&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;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&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 &#039;&#039;Team Fortress 2&#039;&#039;s &amp;quot;Steam Workshop&amp;quot; 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;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:HayRobbie&amp;diff=9929</id>
		<title>User:HayRobbie</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:HayRobbie&amp;diff=9929"/>
		<updated>2026-02-23T21:41:07Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Created page with &amp;quot;Sup? My name’s Robbie, and I’ve abandoned the stinky live TF2 to run away with my beloved TF2 Classified. I like to (try to) keep the Wiki up-to-date.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sup? My name’s Robbie, and I’ve abandoned the stinky live TF2 to run away with my beloved TF2 Classified. I like to (try to) keep the Wiki up-to-date.&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=9928</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=9928"/>
		<updated>2026-02-23T20:54:19Z</updated>

		<summary type="html">&lt;p&gt;HayRobbie: Stat card updated to match current in-game stat card&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 positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&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 [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] 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 the Sniper Rifle&#039;s laser dot. 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&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&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=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;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] 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;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&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;
{{Update|2.1.0}}&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;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]], but retains the ability to headshot like any other sniper primary.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HayRobbie</name></author>
	</entry>
</feed>