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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8196</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8196"/>
		<updated>2025-05-19T00:56:54Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: /* Bio */ Removed Civvie&amp;#039;s real name here, to be consistent with the other Class pages. His real name is still mentioned in the trivia section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects. During a VIP Race match, it&#039;s two competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide wich of the two truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, as this could risk a team&#039;s disadvantage. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
* …As a Civilian, your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of Engineers.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The aura&#039;s 35% damage reduction may be modeled after the live version Soldier&#039;s [[tf:Battalion&#039;s Backup|Battalion&#039;s Backup]].&lt;br /&gt;
*The aura&#039;s passive healing may have been inspired by the live version Medic&#039;s [[tf:Amputator|Amputator]] taunt.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8195</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8195"/>
		<updated>2025-05-19T00:56:17Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects. During a VIP Race match, it&#039;s two competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide wich of the two truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, as this could risk a team&#039;s disadvantage. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Orson W. Jenkins&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
* …As a Civilian, your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of Engineers.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The aura&#039;s 35% damage reduction may be modeled after the live version Soldier&#039;s [[tf:Battalion&#039;s Backup|Battalion&#039;s Backup]].&lt;br /&gt;
*The aura&#039;s passive healing may have been inspired by the live version Medic&#039;s [[tf:Amputator|Amputator]] taunt.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mercenary&amp;diff=8194</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mercenary&amp;diff=8194"/>
		<updated>2025-05-19T00:45:37Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Typo fixes and structure improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=150&lt;br /&gt;
| overhealed=450&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
The &#039;&#039;&#039;Mercenary&#039;&#039;&#039; was a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that was designed around and only usable in the [[Deathmatch]] gamemode. During a round of Deathmatch, Mercenary only started with his default weapons, the [[Pistol]] and [[Crowbar]], and had to pick up other weapons around the map to replace them and get more points. Mercenary was as tall as the [[Soldier]], with a health of 150 and a speed of 107%, the same speed as a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
He was able to be used outside of Deathmatch using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Mercenary was voiced by Jonathon &amp;quot;{{dev|Stachekip}}&amp;quot; Biondi.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Crowbar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* W.I.P Mercenary model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for Mercenary and [[Civilian]] HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Remade every class icon (hud, selection screen, etc)&lt;br /&gt;
* Updated Mercenary model + texture}}&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=7700</id>
		<title>Basic Demoman strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=7700"/>
		<updated>2025-04-09T21:09:05Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Added the Cyclops, plus changed some info due to rebalances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Demoman]] is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. His toolkit contains many versatile weapons that can be aimed over obstacles while staying out of sight. Due to his immense damage output, the Demoman is fantastic at fighting multiple opponents and demolishing Engineer buildings. However, he is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage, making him weaker to classes such as the [[Scout]] or [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Grenade Launcher]] ===&lt;br /&gt;
[[File:Backpack_Grenade_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires pipebombs in an arc, dealing 100 damage on a direct hit at any range, plus splash damage against any enemy nearby. As with the [[Soldier|Soldier&#039;s]] [[Rocket Launcher]], damage is most concentrated in the centre of the blast, and it is necessary to lead your shots and predict where the enemy will be to deal maximum damage. The Grenade Launcher will be your primary weapon during firefights and excels at mid-range. Although direct hits deal the most damage, grenades that don&#039;t immediately hit enemies will still bounce and explode after a short time, so it is still viable to spam out the enemy over a corner or at range. However, you only have 20 pipes in total before needing to scavenge for ammo, so don&#039;t spam too recklessly. The [[Dynamite Pack]] gives you +50% max ammo for your Grenade Launcher when equipped, so use that if you value mid-range spam over trapping with the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
=== [[Gunboats]] ===&lt;br /&gt;
[[File:Backpack_Gunboats.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Gunboats trade your Grenade Launcher for -60% self-damage from your [[Stickybomb Launcher|Stickybombs]], which can allow you to [[Jumping|Sticky jump]] far more often. However, if your explosion damages an enemy player (excluding enemy buildings), the damage reduction is ignored, and the user takes full self-damage, so be careful of explosive jumping around enemies. Demomen who prefer to roam the map will find this weapon very useful for extra mobility. However, given that you no longer have a primary weapon when equipped, you will need to make up for your lack of immediate mid-range damage.&lt;br /&gt;
&lt;br /&gt;
=== [[Cyclops]] ===&lt;br /&gt;
[[File:Backpack_Cyclops.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Cyclops completely changes the way you approach playing Demoman. Instead of launching pipebombs that detonate after a short time, it launches EMP grenades that can be detonated at will. This allows you to have more control over the fights you end up in and lets you time an explosive jump if you fire it on the ground. However, the real star of the show is how its explosions interact with Demoman&#039;s secondaries. Not only can an explosion from the Cyclops immediately fizzle out any enemy stickybombs, mines, or dynamite packs/sticks, but it also instantly detonates any of your own, allowing for combo kills. You can either set up a sneaky trap and bait the enemy to walk into it, or charge head-first at them with stickies, mines, or dynamite and blow them to smitherines with a more aggressive combo-focused playstyle. This playstyle combos especially well with the [[Dynamite Pack]], as you can slow down the enemy with a direct hit from your cluster and fire at them with the Cyclops to land an easy combo.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Stickybomb Launcher]] ===&lt;br /&gt;
[[File:Backpack_Stickybomb_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher is an extremely useful trapping and spam tool. Stickies attach themselves to walls and ceilings and must be detonated with your alternate fire. You can use the sticky&#039;s adhesive properties to create clever &amp;quot;sticky traps&amp;quot; for unsuspecting enemies to walk into. Stickies can also be used to blast-jump if detonated under you. However, unlike Soldier, Demoman does not have a passive resistance to his own explosive damage (unless equipped with the [[Gunboats]]), so don&#039;t jump too haphazardly. Additionally, the Stickybomb Launcher is a very useful backup tool for when your Grenade Launcher runs out of ammo. They can be charged for up to 4 seconds to be shot farther distances, which can be great for sniping low-health players from range. However, stickybombs can be destroyed by any stray bullet, so enemies aware of your plans will be able to take down your trap easily. Additionally, stickybombs take 0.7 seconds to detonate after firing, so you must detonate with good timing to deal maximum damage. The Stickbomb Launcher also has a very long reload time due to the large clip, so make sure to find good cover to reload and get back in the fight.&lt;br /&gt;
&lt;br /&gt;
=== [[Dynamite Pack]] ===&lt;br /&gt;
[[File:Backpack_Dynamite_Pack.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Dynamite Pack replaces your Stickybomb Launcher with a throwable cluster of dynamite sticks. Hold down the primary fire to charge your throw; the longer you charge, the farther the cluster will be thrown. Once thrown, it will beep three times before exploding and creating four small bomblets. These bomblets will detonate individually at 1-2 second intervals. The Dynamite Pack has a cooldown of only 10 seconds, making it very useful to spam at unaware enemies at mid-range or throw over cover. A cluster that directly hits an enemy will slow them down for 0.5 seconds, which can have the niche use of delaying an enemy push. However, [[Engineer|Engineers]] can defuse the main cluster with their [[wrench]], and [[Pyro|Pyros]] can defuse the bomblets with their [[airblast]], so it may be smarter not to target these classes with it.&lt;br /&gt;
&lt;br /&gt;
=== [[Mine Layer]] ===&lt;br /&gt;
[[File:Backpack_Mine_Layer.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Mine Layer is a great &amp;quot;fire-and-forget&amp;quot; trapping tool. It trades self-detonation for automatic detonation, allowing you to defend multiple areas at the same time. You are also able to view outlines of your deployed mines through walls, allowing you to always keep track of your mines, even if you&#039;re on the other side of the map. However, you are only allowed to have 6 mines deployed at the same time, so be resourceful with how many mines your traps have and how many areas you defend at once. Also, keep in mind that mines always audibly beep and detonate 0.4 seconds after being walked over, so enemies that are aware of your shenanigans can easily exploit your traps. Pressing your alternate fire while you have mines deployed will make said mines fizzle out without an explosion. While this sounds like a negative, it can be used to quickly set up another mine trap if your previous one didn&#039;t work out.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bottle]] ===&lt;br /&gt;
[[File:Backpack_Bottle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Bottle functions like any other default melee and deals 65 damage. However, compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. Since Demoman suffers self-damage from his weapons at point-blank range, combined with very long reload times for his other weapons, the Bottle is often Demoman&#039;s &amp;quot;Hail Mary&amp;quot;. However, charging at the enemy head-on for a swing is not a smart move; it&#039;s recommended to bait them to get in close range before going in for the kill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demoman]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=7695</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=7695"/>
		<updated>2025-04-09T17:32:04Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Capitalisation fix&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;
}}&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 Team Fortress 2 Classic, Heavy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says ‘до свидания!&amp;quot; (‘Da svidaniya!’ Translation: &amp;quot;Goodbye!&amp;quot;) This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=7693</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=7693"/>
		<updated>2025-04-09T07:58:49Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_engineer&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Engineer&#039;&#039;&#039; &#039;&#039;talking to a recently deceased corpse&#039;&#039;|&#039;&#039;How&#039;d that plan turn out for ya, dummy?&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a [[Classes#Defense|defensive class]], whose specialization is in constructing powerful and potent [[Buildings|buildings]] that change the flow of a game. He has 125 health, 100% speed, and 200 metal, which is a currency earned from ammo sources and spent to construct and upgrade buildings. His [[Sentry Gun]] is a major threat to any enemy in its sight, capable of shredding any threat in seconds. His [[Dispenser]] acts as a constant source of health and ammo, shoring up his teammates and sustaining a forward position. His [[Teleporter]] can send his entire team to the front lines, dramatically increasing their response time. And, optionally, his [[Jump Pads]] are a more mobile movement option that opens up innovative means of travel. He is subpar in direct combat, but the power, durability, and immediate effect of his buildings means that he dictates the flow of the game around him, acting as the single biggest obstacle to a successful enemy push. By no means is he completely useless in a straight fight, as a Shotgun is still a Shotgun, but that is not what he typically brings to a fight. When successfully set up and maintained, an Engineer encampment can single-handedly win the game.&lt;br /&gt;
&lt;br /&gt;
His weaknesses are his fragility, extremely slow setup time, predictability when using Level 3s, and punishing deaths. The Engineer is a weak class in direct combat, and though his [[Shotgun]] deals large amounts of damage, his low health and high kill priority means he will not survive a direct encounter. His buildings take a lot of time to set up, even when given optimal metal, and proactive enemies can spam out known encampment positions to impede the Engineer&#039;s progress. Since there are only a few viable Sentry spots for fully upgraded Sentries per map, meaning a defensive Engineer has little flexibility to change his tactics, meaning he is stuck defending his encampment in the same position each game. Since it&#039;s rarely viable to move an entire encampment to a different position, mobile scenarios are not his strong suit, including most offensive situations. He is usually stuck hauling a single upgraded building and destroying the other ones. And since the Engineer is the only class that can upgrade and repair his buildings, unless there are other friendly Engineers, a single death can lead to the rapid dismantlement of all his hard work, and with it, the chance of victory.&lt;br /&gt;
&lt;br /&gt;
But that is not the only way to Engineer a victory. Fully upgrading Buildings is not a requirement, meaning a particularly bloodthirsty Engineer (usually called a Battle Engineer) can build a Level 1 Sentry near an objective and start spilling blood himself with his primary weapon, or leading enemies into his Sentry Gun. This flips a lot of the Engineer&#039;s weaknesses on their head, but some stay. Instead of being restricted to a few viable Sentry spots and being stuck babysitting his Buildings, he is much more flexible and is free to help take names and objectives. This also allows Engineers to focus on supportive Buildings such as Jump Pads and Dispensers rather than just his Sentry. Level 1 Sentries still function as good area denial tools and because it can be moved much faster than a Level 3 and replaced much more easily, an Engineer can be much more aggressive and creative with his Sentry spots. Make no mistake, a Level 3 Sentry will always deal out more damage than a Level 1, but a Level 1 is much more mobile and flexible. The Engineer is still very fragile however, sharing the lowest base health in the game and lacking tools such as speed, long range or invisibility as other light classes, and his Shotgun doesn&#039;t offer the same damage as other primaries. Despite that, a good Battle Engineer can be a deadly threat to the enemy team, denying valuable flank routes and killing off stragglers, and just when they kill the Sentry, there&#039;s another.&lt;br /&gt;
&lt;br /&gt;
Despite having many weaknesses, both obvious and not, the capacity of an Engineer to warp the entire game around his encampments makes him the most powerful defensive class in the game. His buildings are priority targets for any enemy to destroy, and the game simply cannot go on if a Sentry Gun is defending an objective. Even Level 1 Buildings still offer incredible support to teammates and annoyances for enemies. On offense, using upgraded Buildings is generally not a good idea, unless there is a specific spot that the attacking team has difficulty pushing through, in which case he can set up shop there. Alternatively, he can follow his team with Level 1 Sentries and help take out enemies. On defense, he is impossible for a solo player to deal with when properly positioned, and requires a coordinated team effort to destroy entirely. While he is difficult to play optimally, and requires a lot of management of his buildings, the archetypal building spots are easy to pick up as a new player, and do not require sophisticated knowledge of the game&#039;s mechanics to be effective. This makes him appealing across a wide variety of skill levels, especially for those who don&#039;t mind building an empire, seeing it turn to rubble, and starting all over again. &lt;br /&gt;
&lt;br /&gt;
The Engineer is voiced by Grant Goodeve.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Bee Cave, Texas, USA&lt;br /&gt;
&lt;br /&gt;
Job: Area Denial&lt;br /&gt;
&lt;br /&gt;
Motto:	&amp;quot;I like to make things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This amiable, soft-spoken good ol&#039; boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Wrench}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Construction PDA}}&lt;br /&gt;
{{Weapon|Destruction PDA}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Engineer Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Engineer…&lt;br /&gt;
* …you need metal to build, repair, and upgrade your [[buildings]]. Collect fallen weapons to get more metal.&lt;br /&gt;
* …you can do more than just maintain your buildings. Use your [[shotgun]] and your [[pistol]] to assist in fights and to defend your buildings.&lt;br /&gt;
* …your pistol has a lot of reserve ammo. Use it to lead enemies towards you and your [[Sentry Gun|sentry gun]], or go for a more offensive approach.&lt;br /&gt;
* …keep an eye out for enemy [[Spy|Spies]] attaching [[Sapper|sappers]] to your buildings. Use your [[wrench]] to remove sappers.&lt;br /&gt;
* …you are able to defuse the [[Dynamite Pack]] by hitting it with a wrench.&lt;br /&gt;
* …use the [[construction PDA]] to place sentry guns and other supportive buildings.&lt;br /&gt;
* …hit your sentrygun{{sic}} with your wrench to upgrade it with metal. Each level adds more health and firepower.&lt;br /&gt;
* …sentryguns aren&#039;t restricted to just defensive measures. Deploy them quickly in hidden locations in order to aid in an offensive push.&lt;br /&gt;
* …build [[Dispenser|dispensers]] to provide your teammates with health and ammo. They also generate metal for you to use.&lt;br /&gt;
* …build [[teleporters]] to help your team reach the front line faster.&lt;br /&gt;
* …remember to upgrade your buildings. Level 3 teleporters recharge much faster, allowing your team to keep the pressure on.&lt;br /&gt;
* …hit either the entrance or the exit of your teleporter with your wrench in order to repair and upgrade both sides.&lt;br /&gt;
* …hit {{Attack2}} to rotate building blueprints before you hit {{Attack}} to build. Use this in order to orient teleporters away from walls.&lt;br /&gt;
* …fully charged shots from your [[Coilgun]] can ricochet off walls and deal more damage.&lt;br /&gt;
* …the Coilgun will cause an explosion if you overcharge it. Use it to reach previously inaccessible areas.&lt;br /&gt;
* …you can swap out your teleporter in favor of [[Jump Pads|jump pads]]. Jump pads allow you and your team to reach high places.&lt;br /&gt;
* …your jump pads allow your teammates to jump forward with a lot of momentum. Deploy them in places that allow for quick rollouts.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Инженер|bg_m=Engineer&lt;br /&gt;
|de=Engineer&lt;br /&gt;
|en=Engineer&lt;br /&gt;
|es=Engineer&lt;br /&gt;
|fr=Engineer&lt;br /&gt;
|hu=Mérnök|hu_m=Engineer&lt;br /&gt;
|it=Ingegnere|it_m=Engineer&lt;br /&gt;
|pl=Inżynier|pl_m=Engineer&lt;br /&gt;
|pt-br=Engineer&lt;br /&gt;
|ro=Engineer&lt;br /&gt;
|ru=Инженер|ru_m=Engineer&lt;br /&gt;
|tr=Engineer&lt;br /&gt;
|uk=Інженер|uk_m=Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Engineers{{sic}} pelvis hitbox. &lt;br /&gt;
* Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. &lt;br /&gt;
* Fixed Engineers being to build out of bounds and building inside nobuilds &lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the Engineer&#039;s and [[Scout]]&#039;s reloads.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano]&lt;br /&gt;
* Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Engineer was added to the original [https://wiki.teamfortress.com/wiki/Team_Fortress &#039;&#039;Team Fortress&#039;&#039;] mod to appeal to players who lacked skills required to perform well in first-person shooters.&lt;br /&gt;
**He was also added due to the developers of &#039;&#039;Team Fortress&#039;&#039; being inspired by the construction mechanics of the real-time strategy game [[Wikipedia:Command_%26_Conquer_(1995_video_game)|&#039;&#039;Command &amp;amp; Conquer&#039;&#039;]].&lt;br /&gt;
*He wears his hard hat backwards; however, this is not an uncommon practice among construction personnel.&lt;br /&gt;
*His favorite equation is, in fact, part of the equation that governs character lighting in-game, known as “Phong” on the Valve Developer Community.&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*&#039;&#039;Team Fortress 2 Classic&#039;&#039; gave quality-of-life improvements to the Engineer that is absent and/or has not been fixed on live &#039;&#039;TF2&#039;&#039;:&lt;br /&gt;
**Fixed the face textures of an [[Ubercharge|Übercharged]] Engineer, where he previously had his glowing goggles either not present or misplaced.&lt;br /&gt;
**Restored the world model animations after playing a “Thanks!” or a positive voice command.&lt;br /&gt;
**Restored a “Battle Cry” voice command where he says “Remember the Alamo!”. This voice line was lifted from prerelease versions of Team Fortress 2 and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]].&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=7692</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=7692"/>
		<updated>2025-04-09T07:58:22Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Typo fixes and structure improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_engineer&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Engineer&#039;&#039;&#039; &#039;&#039;talking to a recently deceased corpse&#039;&#039;|&#039;&#039;How&#039;d that plan turn out for ya, dummy?&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a [[Classes#Defense|defensive class]], whose specialization is in constructing powerful and potent [[Buildings|buildings]] that change the flow of a game. He has 125 health, 100% speed, and 200 metal, which is a currency earned from ammo sources and spent to construct and upgrade buildings. His [[Sentry Gun]] is a major threat to any enemy in its sight, capable of shredding any threat in seconds. His [[Dispenser]] acts as a constant source of health and ammo, shoring up his teammates and sustaining a forward position. His [[Teleporter]] can send his entire team to the front lines, dramatically increasing their response time. And, optionally, his [[Jump Pads]] are a more mobile movement option that opens up innovative means of travel. He is subpar in direct combat, but the power, durability, and immediate effect of his buildings means that he dictates the flow of the game around him, acting as the single biggest obstacle to a successful enemy push. By no means is he completely useless in a straight fight, as a Shotgun is still a Shotgun, but that is not what he typically brings to a fight. When successfully set up and maintained, an Engineer encampment can single-handedly win the game.&lt;br /&gt;
&lt;br /&gt;
His weaknesses are his fragility, extremely slow setup time, predictability when using Level 3s, and punishing deaths. The Engineer is a weak class in direct combat, and though his [[Shotgun]] deals large amounts of damage, his low health and high kill priority means he will not survive a direct encounter. His buildings take a lot of time to set up, even when given optimal metal, and proactive enemies can spam out known encampment positions to impede the Engineer&#039;s progress. Since there are only a few viable Sentry spots for fully upgraded Sentries per map, meaning a defensive Engineer has little flexibility to change his tactics, meaning he is stuck defending his encampment in the same position each game. Since it&#039;s rarely viable to move an entire encampment to a different position, mobile scenarios are not his strong suit, including most offensive situations. He is usually stuck hauling a single upgraded building and destroying the other ones. And since the Engineer is the only class that can upgrade and repair his buildings, unless there are other friendly Engineers, a single death can lead to the rapid dismantlement of all his hard work, and with it, the chance of victory.&lt;br /&gt;
&lt;br /&gt;
But that is not the only way to Engineer a victory. Fully upgrading Buildings is not a requirement, meaning a particularly bloodthirsty Engineer (usually called a Battle Engineer) can build a Level 1 Sentry near an objective and start spilling blood himself with his primary weapon, or leading enemies into his Sentry Gun. This flips a lot of the Engineer&#039;s weaknesses on their head, but some stay. Instead of being restricted to a few viable Sentry spots and being stuck babysitting his Buildings, he is much more flexible and is free to help take names and objectives. This also allows Engineers to focus on supportive Buildings such as Jump Pads and Dispensers rather than just his Sentry. Level 1 Sentries still function as good area denial tools and because it can be moved much faster than a Level 3 and replaced much more easily, an Engineer can be much more aggressive and creative with his Sentry spots. Make no mistake, a Level 3 Sentry will always deal out more damage than a Level 1, but a Level 1 is much more mobile and flexible. The Engineer is still very fragile however, sharing the lowest base health in the game and lacking tools such as speed, long range or invisibility as other light classes, and his Shotgun doesn&#039;t offer the same damage as other primaries. Despite that, a good Battle Engineer can be a deadly threat to the enemy team, denying valuable flank routes and killing off stragglers, and just when they kill the Sentry, whoops, theres another.&lt;br /&gt;
&lt;br /&gt;
Despite having many weaknesses, both obvious and not, the capacity of an Engineer to warp the entire game around his encampments makes him the most powerful defensive class in the game. His buildings are priority targets for any enemy to destroy, and the game simply cannot go on if a Sentry Gun is defending an objective. Even Level 1 Buildings still offer incredible support to teammates and annoyances for enemies. On offense, using upgraded Buildings is generally not a good idea, unless there is a specific spot that the attacking team has difficulty pushing through, in which case he can set up shop there. Alternatively, he can follow his team with Level 1 Sentries and help take out enemies. On defense, he is impossible for a solo player to deal with when properly positioned, and requires a coordinated team effort to destroy entirely. While he is difficult to play optimally, and requires a lot of management of his buildings, the archetypal building spots are easy to pick up as a new player, and do not require sophisticated knowledge of the game&#039;s mechanics to be effective. This makes him appealing across a wide variety of skill levels, especially for those who don&#039;t mind building an empire, seeing it turn to rubble, and starting all over again. &lt;br /&gt;
&lt;br /&gt;
The Engineer is voiced by Grant Goodeve.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Bee Cave, Texas, USA&lt;br /&gt;
&lt;br /&gt;
Job: Area Denial&lt;br /&gt;
&lt;br /&gt;
Motto:	&amp;quot;I like to make things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This amiable, soft-spoken good ol&#039; boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Wrench}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Construction PDA}}&lt;br /&gt;
{{Weapon|Destruction PDA}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Engineer Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Engineer…&lt;br /&gt;
* …you need metal to build, repair, and upgrade your [[buildings]]. Collect fallen weapons to get more metal.&lt;br /&gt;
* …you can do more than just maintain your buildings. Use your [[shotgun]] and your [[pistol]] to assist in fights and to defend your buildings.&lt;br /&gt;
* …your pistol has a lot of reserve ammo. Use it to lead enemies towards you and your [[Sentry Gun|sentry gun]], or go for a more offensive approach.&lt;br /&gt;
* …keep an eye out for enemy [[Spy|Spies]] attaching [[Sapper|sappers]] to your buildings. Use your [[wrench]] to remove sappers.&lt;br /&gt;
* …you are able to defuse the [[Dynamite Pack]] by hitting it with a wrench.&lt;br /&gt;
* …use the [[construction PDA]] to place sentry guns and other supportive buildings.&lt;br /&gt;
* …hit your sentrygun{{sic}} with your wrench to upgrade it with metal. Each level adds more health and firepower.&lt;br /&gt;
* …sentryguns aren&#039;t restricted to just defensive measures. Deploy them quickly in hidden locations in order to aid in an offensive push.&lt;br /&gt;
* …build [[Dispenser|dispensers]] to provide your teammates with health and ammo. They also generate metal for you to use.&lt;br /&gt;
* …build [[teleporters]] to help your team reach the front line faster.&lt;br /&gt;
* …remember to upgrade your buildings. Level 3 teleporters recharge much faster, allowing your team to keep the pressure on.&lt;br /&gt;
* …hit either the entrance or the exit of your teleporter with your wrench in order to repair and upgrade both sides.&lt;br /&gt;
* …hit {{Attack2}} to rotate building blueprints before you hit {{Attack}} to build. Use this in order to orient teleporters away from walls.&lt;br /&gt;
* …fully charged shots from your [[Coilgun]] can ricochet off walls and deal more damage.&lt;br /&gt;
* …the Coilgun will cause an explosion if you overcharge it. Use it to reach previously inaccessible areas.&lt;br /&gt;
* …you can swap out your teleporter in favor of [[Jump Pads|jump pads]]. Jump pads allow you and your team to reach high places.&lt;br /&gt;
* …your jump pads allow your teammates to jump forward with a lot of momentum. Deploy them in places that allow for quick rollouts.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Инженер|bg_m=Engineer&lt;br /&gt;
|de=Engineer&lt;br /&gt;
|en=Engineer&lt;br /&gt;
|es=Engineer&lt;br /&gt;
|fr=Engineer&lt;br /&gt;
|hu=Mérnök|hu_m=Engineer&lt;br /&gt;
|it=Ingegnere|it_m=Engineer&lt;br /&gt;
|pl=Inżynier|pl_m=Engineer&lt;br /&gt;
|pt-br=Engineer&lt;br /&gt;
|ro=Engineer&lt;br /&gt;
|ru=Инженер|ru_m=Engineer&lt;br /&gt;
|tr=Engineer&lt;br /&gt;
|uk=Інженер|uk_m=Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Engineers{{sic}} pelvis hitbox. &lt;br /&gt;
* Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. &lt;br /&gt;
* Fixed Engineers being to build out of bounds and building inside nobuilds &lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the Engineer&#039;s and [[Scout]]&#039;s reloads.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano]&lt;br /&gt;
* Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Engineer was added to the original [https://wiki.teamfortress.com/wiki/Team_Fortress &#039;&#039;Team Fortress&#039;&#039;] mod to appeal to players who lacked skills required to perform well in first-person shooters.&lt;br /&gt;
**He was also added due to the developers of &#039;&#039;Team Fortress&#039;&#039; being inspired by the construction mechanics of the real-time strategy game [[Wikipedia:Command_%26_Conquer_(1995_video_game)|&#039;&#039;Command &amp;amp; Conquer&#039;&#039;]].&lt;br /&gt;
*He wears his hard hat backwards; however, this is not an uncommon practice among construction personnel.&lt;br /&gt;
*His favorite equation is, in fact, part of the equation that governs character lighting in-game, known as “Phong” on the Valve Developer Community.&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*&#039;&#039;Team Fortress 2 Classic&#039;&#039; gave quality-of-life improvements to the Engineer that is absent and/or has not been fixed on live &#039;&#039;TF2&#039;&#039;:&lt;br /&gt;
**Fixed the face textures of an [[Ubercharge|Übercharged]] Engineer, where he previously had his glowing goggles either not present or misplaced.&lt;br /&gt;
**Restored the world model animations after playing a “Thanks!” or a positive voice command.&lt;br /&gt;
**Restored a “Battle Cry” voice command where he says “Remember the Alamo!”. This voice line was lifted from prerelease versions of Team Fortress 2 and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]].&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=7483</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=7483"/>
		<updated>2025-03-20T02:09:05Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Gave his elongated name as well. It only felt right, y&amp;#039;know&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 Weapons Guy&#039;&#039;&#039;, more commonly known as the &#039;&#039;&#039;Heavy&#039;&#039;&#039;, is a [[Classes#Defense|defensive class]], whose role is to act as the main damage dealer and damage sponge in an offensive or defensive attack. With 300 health and 77% speed, he is the tankiest and slowest class. The [[Minigun]] is the most powerful weapon in the game when revved up, able to destroy any class and enemy [[building]] in a close-range scenario, and his huge health makes it difficult for any class to kill in him a fair fight. His ability to deny solo players from approaching acts as a hard stop against roaming enemies, and his unmatched sustained damage acts as crowd control in its own right. He is also the single biggest target for enemy attacks, especially when paired with a [[Medic]], and acts as bait for friendly classes to slip around unnoticed. The presence of a revved-up Heavy is an threat that must be addressed, and these properties make him the prime choice for immediate frontal assault, or a defense that exhausts the enemy.&lt;br /&gt;
&lt;br /&gt;
The Heavy&#039;s biggest downsides are his terrible mobility, total commitment when attacking, predictable play pattern, reliance on allied support, and weakness to map geometry. His speed being the worst in the game is a massive downside when faced with highly mobile classes like [[Scout]] or [[Soldier]], to the point where it&#039;s difficult to even keep up with the [[Payload]] or [[VIP]]. Revving up with the Minigun is an all-or-nothing committment, and revving up in the wrong situation can lead to his death before he gets a shot off. His slow speed also makes him prime bait for a [[Sniper]] or [[Spy]] to get an easy kill. Although the Heavy is a perpetual threat, his linear playstyle and lack of mobility means that he has very limited options besides shooting everything in his sight. This means that he cannot sustain himself for long periods of time, as his large ammo consumption and unavoidable assault from enemies requires friendly support to be effective. And finally, he cannot shoot what he cannot see, so smart enemies will simply hide behind a wall and peek out to shoot, making it difficult to ever return fire. For a class that kills everything, his biggest weakness is corners.&lt;br /&gt;
&lt;br /&gt;
While the Heavy is not effective in wide-open areas where the enemy can run away, or for mobile assaults that rely on a coordinated push, he is extremely powerful in a scenario where he can stay in a small area and kill anything nearby. This makes him an excellent asset when defending an objective or when assaulting a static encampment. On offense, he must be killed immediately, or it will lead to the swift death of their team and the destruction of their buildings. On defense, he must be addressed to successfully capture the point he is guarding, otherwise an assault will simply fail. These attributes make him a powerful, yet situational class that is an ideal pick for players with a focus on teamwork and who take enjoyment out of unsubtly killing everything in sight, making them the main character of any engagement the Heavy is in.&lt;br /&gt;
&lt;br /&gt;
The Heavy is voiced by Gary Schwartz, who also voiced the [[Demoman]].&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Russia&lt;br /&gt;
&lt;br /&gt;
Job: Mow Down&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Shooting Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that&#039;s often confused with napping, the Heavy isn&#039;t dumb, he&#039;s not your big friend, and he generally wishes you&#039;d just shut up before he has to make you shut up.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Heavy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Heavy…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you&#039;re a great Medic buddy. Keep a clear line of sight to your Medic to keep the [[Medi Gun|medigun]]{{sic}} on you.&lt;br /&gt;
* …you&#039;re a prime target for [[Spy|Spies]]. Use your arsenal to keep them at bay, and look behind yourself often.&lt;br /&gt;
* …hold {{Attack2}} to keep your [[minigun]] spinning, ready for approaching enemies.&lt;br /&gt;
* …your minigun chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …you don&#039;t lose momentum while spinning up your minigun in the air. Use this to surprise enemies around corners!&lt;br /&gt;
* …your [[shotgun]] can deal high burst damage, and allows you to move faster while attacking compared to spinning your minigun.&lt;br /&gt;
* …your high health allows you to win most melee fights. Don&#039;t be afraid to use your [[fists]]!&lt;br /&gt;
* …with the [[Sandvich]] equipped, be sure to press {{Attack2}} in order to heal your teammates.&lt;br /&gt;
* …be sure to find a safe place to eat your Sandvich, otherwise you may be rudely interrupted.&lt;br /&gt;
* …your [[Anti-Aircraft Cannon|anti-aircraft cannon]] deals high burst damage, and is ideal for handling crowds.&lt;br /&gt;
* …your anti-aircraft cannon deals [[Critical hit#Mini Crits|mini-crits]] to airborne enemies. Use it to knock down [[Soldier|Soldiers]] or enemies using [[Jump Pads|jump pads]].&lt;br /&gt;
* …the [[Chekhov&#039;s Punch]] will store critical hits on successful hit. Use it with your minigun for guaranteed critical hits!&lt;br /&gt;
* …the Chekhov&#039;s Punch will cause you to take guaranteed critical damage from enemy melee attacks. Be cautious during close combat.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Картечар|bg_m=Gunner&lt;br /&gt;
|de=Heavy&lt;br /&gt;
|en=Heavy&lt;br /&gt;
|es=Heavy&lt;br /&gt;
|fr=Heavy&lt;br /&gt;
|hu=Gépágyús|hu_m=Gunner&lt;br /&gt;
|it=Grosso|it_m=Heavy&lt;br /&gt;
|pl=Gruby|pl_m=Heavy&lt;br /&gt;
|pt-br=Heavy&lt;br /&gt;
|ro=Heavy&lt;br /&gt;
|ru=Пулемётчик|ru_m=Gunner&lt;br /&gt;
|tr=Heavy&lt;br /&gt;
|uk=Кулеметник|uk_m=Gunner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{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 Team Fortress 2 Classic, Heavy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says ‘до свидания!&amp;quot; (‘Da svidaniya!’ Translation: &amp;quot;Goodbye!&amp;quot;) This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=5352</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=5352"/>
		<updated>2024-11-26T00:55:39Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Another correction I missed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout positive|Max charge time decreased by 50%}}&lt;br /&gt;
{{Loadout negative|Stickies fizzle on a detonation attempt}}&lt;br /&gt;
{{Loadout negative|-2 max pipebombs out}}&lt;br /&gt;
{{Loadout negative|-50% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that 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. 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. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 4 mines in its clip, and can only have 4 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a fifth mine when four are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher&#039;s stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. 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. &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 = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine 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;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.3]]&#039;&#039;&#039;&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &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;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &lt;br /&gt;
** Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer:&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;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to Team Fortress 2&#039;s Steam Workshop in 2011.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=5351</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=5351"/>
		<updated>2024-11-26T00:54:16Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Fixed incorrect listed clip size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout positive|Max charge time decreased by 50%}}&lt;br /&gt;
{{Loadout negative|Stickies fizzle on a detonation attempt}}&lt;br /&gt;
{{Loadout negative|-2 max pipebombs out}}&lt;br /&gt;
{{Loadout negative|-50% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that 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. 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. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 4 mines in its clip, and can only have 4 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a seventh mine when six are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher&#039;s stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. 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. &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 = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine 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;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.3]]&#039;&#039;&#039;&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &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;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &lt;br /&gt;
** Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer:&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;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to Team Fortress 2&#039;s Steam Workshop in 2011.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5350</id>
		<title>Basic Demoman strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5350"/>
		<updated>2024-11-26T00:51:50Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Demoman]] is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. His toolkit contains many versatile weapons that can be aimed over obstacles while staying out of sight. Due to his immense damage output, the Demoman is fantastic at fighting multiple opponents and demolishing Engineer buildings. However, he is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage, making him weaker to classes such as the [[Scout]] or [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Grenade Launcher]] ===&lt;br /&gt;
[[File:Backpack_Grenade_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires pipebombs in an arc, dealing 100 damage on a direct hit at any range, plus splash damage against any enemy nearby. As with the [[Soldier|Soldier&#039;s]] [[Rocket Launcher]], damage is most concentrated in the centre of the blast, and it is necessary to lead your shots and predict where the enemy will be to deal maximum damage. The Grenade Launcher will be your primary weapon during firefights and excels at mid-range. Although direct hits deal the most damage, grenades that don&#039;t immediately hit enemies will still bounce and explode after a short time, so it is still viable to spam out the enemy over a corner or at range. However, you only have 20 pipes in total before needing to scavenge for ammo, so don&#039;t spam too recklessly. The [[Dynamite Pack]] gives you +50% max ammo for your Grenade Launcher when equipped, so use that if you value mid-range spam over trapping with the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
=== [[Gunboats]] ===&lt;br /&gt;
[[File:Backpack_Gunboats.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Gunboats trade your Grenade Launcher for -60% self-damage from your [[Stickybomb Launcher|Stickybombs]], which can allow you to [[Jumping|Sticky jump]] far more often. However, if your explosion damages an enemy player (excluding enemy buildings), the damage reduction is ignored and the user takes full self-damage, so be careful of explosive jumping around enemies. Demomen who prefer to roam the map will find this weapon very useful for extra mobility. However, given that you no longer have a primary weapon when equipped, you will need to make up for your lack of immediate mid-range damage.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Stickybomb Launcher]] ===&lt;br /&gt;
[[File:Backpack_Stickybomb_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher is an extremely useful trapping and spam tool. Stickies attach themselves to walls and ceilings and must be detonated with your alternate fire. You can use the sticky&#039;s adhesive properties to create clever &amp;quot;sticky traps&amp;quot; for unsuspecting enemies to walk into. Stickies can also be used to blast jump if detonated under you. However, unlike Soldier, Demoman does not have a passive resistance to his own explosive damage (unless equipped with the [[Gunboats]]), so don&#039;t jump too haphazardly. Additionally, the Stickybomb Launcher is a very useful backup tool for when your Grenade Launcher runs out of ammo. They can be charged for up to 4 seconds to be shot farther distances, which can be great for sniping low-health players from range. However, stickybombs can be destroyed by any stray bullet, so enemies aware of your plans will be able to take down your trap easily. Additionally, stickybombs take 0.7 seconds to detonate after firing, so you must detonate with good timing to deal maximum damage. The Stickbomb Launcher also has a very long reload time due to the large clip, so make sure to find good cover to reload and get back in the fight.&lt;br /&gt;
&lt;br /&gt;
=== [[Dynamite Pack]] ===&lt;br /&gt;
[[File:Backpack_Dynamite_Pack.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Dynamite Pack replaces your Stickybomb Launcher with a throwable cluster of dynamite sticks. Hold down the primary fire to charge your throw; the longer you charge, the farther the cluster will be thrown. Once thrown, it will beep three times before exploding and creating four small bomblets. These bomblets will detonate individually at 1-2 second intervals. The Dynamite Pack has a cooldown of only 10 seconds, making it very useful to spam at unaware enemies at mid-range or throw over cover. A cluster that directly hits an enemy will slow them down for 0.5 seconds, which can have the niche use of delaying an enemy push. However, [[Engineer|Engineers]] can defuse the main cluster with their [[wrench]], and [[Pyro|Pyros]] can defuse the bomblets with their [[airblast]], so be careful when aiming for these classes.&lt;br /&gt;
&lt;br /&gt;
=== [[Mine Layer]] ===&lt;br /&gt;
[[File:Backpack_Mine_Layer.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Mine Layer is a great &amp;quot;fire-and-forget&amp;quot; trapping tool. It trades self-detonation for automatic detonation, allowing you to defend multiple areas at the same time. You are also able to view outlines of your deployed mines through walls, allowing you to always keep track of your mines, even if you&#039;re on the other side of the map. However, you are only allowed to have 4 mines deployed at the same time, so be resourceful with how many mines your traps have and how many areas you defend at once. Also keep in mind that mines always audibly beep, and detonate 0.4 seconds after being walked over, so enemies that are aware of your shenanigans can easily exploit your traps. Pressing your alternate fire while you have mines deployed will make said mines fizzle out without an explosion. While this sounds like a negative, it can be used to quickly set up another mine trap if your previous one didn&#039;t work out.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bottle]] ===&lt;br /&gt;
[[File:Backpack_Bottle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Bottle functions like any other default melee and deals 65 damage. However, compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. Since Demoman suffers self-damage from his weapons at point-blank range, combined with very long reload times for his other weapons, the Bottle is often Demoman&#039;s &amp;quot;Hail Mary&amp;quot;. However, charging at the enemy head-on for a swing is not a smart move; it&#039;s recommended to bait them to get in close range before going in for the kill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demoman]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5349</id>
		<title>Basic Demoman strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5349"/>
		<updated>2024-11-24T21:32:10Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Added categories to the bottom of the page. Whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Demoman]] is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. His toolkit contains many versatile weapons that can be aimed over obstacles while staying out of sight. Due to his immense damage output, the Demoman is fantastic at fighting multiple opponents and demolishing Engineer buildings. However, he is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage, making him weaker to classes such as the [[Scout]] or [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Grenade Launcher]] ===&lt;br /&gt;
[[File:Backpack_Grenade_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires pipebombs in an arc, dealing 100 damage on a direct hit at any range, plus splash damage against any enemy nearby. As with the [[Soldier|Soldier&#039;s]] [[Rocket Launcher]], damage is most concentrated in the centre of the blast, and it is necessary to lead your shots and predict where the enemy will be to deal maximum damage. The Grenade Launcher will be your primary weapon during firefights and excels at mid-range. Although direct hits deal the most damage, grenades that don&#039;t immediately hit enemies will still bounce and explode after a short time, so it is still viable to spam out the enemy over a corner or at range. However, you only have 20 pipes in total before needing to scavenge for ammo, so don&#039;t spam too recklessly. The [[Dynamite Pack]] gives you +50% max ammo for your Grenade Launcher when equipped, so use that if you value mid-range spam over trapping with the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
=== [[Gunboats]] ===&lt;br /&gt;
[[File:Backpack_Gunboats.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Gunboats trade your Grenade Launcher for -60% self-damage from your [[Stickybomb Launcher|Stickybombs]], which can allow you to [[Jumping|Sticky jump]] far more often. However, if your explosion damages an enemy player (excluding enemy buildings), the damage reduction is ignored and the user takes full self-damage, so be careful of explosive jumping around enemies. Demomen who prefer to roam the map will find this weapon very useful for extra mobility. However, given that you no longer have a primary weapon when equipped, you will need to make up for your lack of immediate mid-range damage.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Stickybomb Launcher]] ===&lt;br /&gt;
[[File:Backpack_Stickybomb_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher is an extremely useful trapping and spam tool. Stickies attach themselves to walls and ceilings and must be detonated with your alternate fire. You can use the sticky&#039;s adhesive properties to create clever &amp;quot;sticky traps&amp;quot; for unsuspecting enemies to walk into. Stickies can also be used to blast jump if detonated under you. However, unlike Soldier, Demoman does not have a passive resistance to his own explosive damage (unless equipped with the [[Gunboats]]), so don&#039;t jump too haphazardly. Additionally, the Stickybomb Launcher is a very useful backup tool for when your Grenade Launcher runs out of ammo. They can be charged for up to 4 seconds to be shot farther distances, which can be great for sniping low-health players from range. However, stickybombs can be destroyed by any stray bullet, so enemies aware of your plans will be able to take down your trap easily. Additionally, stickybombs take 0.7 seconds to detonate after firing, so you must detonate with good timing to deal maximum damage. The Stickbomb Launcher also has a very long reload time due to the large clip, so make sure to find good cover to reload and get back in the fight.&lt;br /&gt;
&lt;br /&gt;
=== [[Dynamite Pack]] ===&lt;br /&gt;
[[File:Backpack_Dynamite_Pack.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Dynamite Pack replaces your Stickybomb Launcher with a throwable cluster of dynamite sticks. Hold down the primary fire to charge your throw; the longer you charge, the farther the cluster will be thrown. Once thrown, it will beep three times before exploding and creating four small bomblets. These bomblets will detonate individually at 1-2 second intervals. The Dynamite Pack has a cooldown of only 10 seconds, making it very useful to spam at unaware enemies at mid-range or throw over cover. A cluster that directly hits an enemy will slow them down for 0.5 seconds, which can have the niche use of delaying an enemy push. However, [[Engineer|Engineers]] can defuse the main cluster with their [[wrench]], and [[Pyro|Pyros]] can defuse the bomblets with their [[airblast]], so be careful when aiming for these classes.&lt;br /&gt;
&lt;br /&gt;
=== [[Mine Layer]] ===&lt;br /&gt;
[[File:Backpack_Mine_Layer.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Mine Layer is a great &amp;quot;fire-and-forget&amp;quot; trapping tool. It trades self-detonation for automatic detonation, allowing you to defend multiple areas at the same time. You are also able to view outlines of your deployed mines through walls, allowing you to always keep track of your mines, even if you&#039;re on the other side of the map. However, you are only allowed to have 6 mines deployed at the same time, so be resourceful with how many mines your traps have and how many areas you defend at once. Also keep in mind that mines always audibly beep, and detonate 0.4 seconds after being walked over, so enemies that are aware of your shenanigans can easily exploit your traps. Pressing your alternate fire while you have mines deployed will make said mines fizzle out without an explosion. While this sounds like a negative, it can be used to quickly set up another mine trap if your previous one didn&#039;t work out.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bottle]] ===&lt;br /&gt;
[[File:Backpack_Bottle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Bottle functions like any other default melee and deals 65 damage. However, compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. Since Demoman suffers self-damage from his weapons at point-blank range, combined with very long reload times for his other weapons, the Bottle is often Demoman&#039;s &amp;quot;Hail Mary&amp;quot;. However, charging at the enemy head-on for a swing is not a smart move; it&#039;s recommended to bait them to get in close range before going in for the kill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demoman]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5348</id>
		<title>Basic Demoman strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5348"/>
		<updated>2024-11-24T21:29:39Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: /* Stickybomb Launcher */ Capitalisation fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Demoman]] is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. His toolkit contains many versatile weapons that can be aimed over obstacles while staying out of sight. Due to his immense damage output, the Demoman is fantastic at fighting multiple opponents and demolishing Engineer buildings. However, he is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage, making him weaker to classes such as the [[Scout]] or [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Grenade Launcher]] ===&lt;br /&gt;
[[File:Backpack_Grenade_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires pipebombs in an arc, dealing 100 damage on a direct hit at any range, plus splash damage against any enemy nearby. As with the [[Soldier|Soldier&#039;s]] [[Rocket Launcher]], damage is most concentrated in the centre of the blast, and it is necessary to lead your shots and predict where the enemy will be to deal maximum damage. The Grenade Launcher will be your primary weapon during firefights and excels at mid-range. Although direct hits deal the most damage, grenades that don&#039;t immediately hit enemies will still bounce and explode after a short time, so it is still viable to spam out the enemy over a corner or at range. However, you only have 20 pipes in total before needing to scavenge for ammo, so don&#039;t spam too recklessly. The [[Dynamite Pack]] gives you +50% max ammo for your Grenade Launcher when equipped, so use that if you value mid-range spam over trapping with the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
=== [[Gunboats]] ===&lt;br /&gt;
[[File:Backpack_Gunboats.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Gunboats trade your Grenade Launcher for -60% self-damage from your [[Stickybomb Launcher|Stickybombs]], which can allow you to [[Jumping|Sticky jump]] far more often. However, if your explosion damages an enemy player (excluding enemy buildings), the damage reduction is ignored and the user takes full self-damage, so be careful of explosive jumping around enemies. Demomen who prefer to roam the map will find this weapon very useful for extra mobility. However, given that you no longer have a primary weapon when equipped, you will need to make up for your lack of immediate mid-range damage.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Stickybomb Launcher]] ===&lt;br /&gt;
[[File:Backpack_Stickybomb_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher is an extremely useful trapping and spam tool. Stickies attach themselves to walls and ceilings and must be detonated with your alternate fire. You can use the sticky&#039;s adhesive properties to create clever &amp;quot;sticky traps&amp;quot; for unsuspecting enemies to walk into. Stickies can also be used to blast jump if detonated under you. However, unlike Soldier, Demoman does not have a passive resistance to his own explosive damage (unless equipped with the [[Gunboats]]), so don&#039;t jump too haphazardly. Additionally, the Stickybomb Launcher is a very useful backup tool for when your Grenade Launcher runs out of ammo. They can be charged for up to 4 seconds to be shot farther distances, which can be great for sniping low-health players from range. However, stickybombs can be destroyed by any stray bullet, so enemies aware of your plans will be able to take down your trap easily. Additionally, stickybombs take 0.7 seconds to detonate after firing, so you must detonate with good timing to deal maximum damage. The Stickbomb Launcher also has a very long reload time due to the large clip, so make sure to find good cover to reload and get back in the fight.&lt;br /&gt;
&lt;br /&gt;
=== [[Dynamite Pack]] ===&lt;br /&gt;
[[File:Backpack_Dynamite_Pack.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Dynamite Pack replaces your Stickybomb Launcher with a throwable cluster of dynamite sticks. Hold down the primary fire to charge your throw; the longer you charge, the farther the cluster will be thrown. Once thrown, it will beep three times before exploding and creating four small bomblets. These bomblets will detonate individually at 1-2 second intervals. The Dynamite Pack has a cooldown of only 10 seconds, making it very useful to spam at unaware enemies at mid-range or throw over cover. A cluster that directly hits an enemy will slow them down for 0.5 seconds, which can have the niche use of delaying an enemy push. However, [[Engineer|Engineers]] can defuse the main cluster with their [[wrench]], and [[Pyro|Pyros]] can defuse the bomblets with their [[airblast]], so be careful when aiming for these classes.&lt;br /&gt;
&lt;br /&gt;
=== [[Mine Layer]] ===&lt;br /&gt;
[[File:Backpack_Mine_Layer.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Mine Layer is a great &amp;quot;fire-and-forget&amp;quot; trapping tool. It trades self-detonation for automatic detonation, allowing you to defend multiple areas at the same time. You are also able to view outlines of your deployed mines through walls, allowing you to always keep track of your mines, even if you&#039;re on the other side of the map. However, you are only allowed to have 6 mines deployed at the same time, so be resourceful with how many mines your traps have and how many areas you defend at once. Also keep in mind that mines always audibly beep, and detonate 0.4 seconds after being walked over, so enemies that are aware of your shenanigans can easily exploit your traps. Pressing your alternate fire while you have mines deployed will make said mines fizzle out without an explosion. While this sounds like a negative, it can be used to quickly set up another mine trap if your previous one didn&#039;t work out.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bottle]] ===&lt;br /&gt;
[[File:Backpack_Bottle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Bottle functions like any other default melee and deals 65 damage. However, compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. Since Demoman suffers self-damage from his weapons at point-blank range, combined with very long reload times for his other weapons, the Bottle is often Demoman&#039;s &amp;quot;Hail Mary&amp;quot;. However, charging at the enemy head-on for a swing is not a smart move; it&#039;s recommended to bait them to get in close range before going in for the kill.&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5347</id>
		<title>Basic Demoman strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Demoman_strategy&amp;diff=5347"/>
		<updated>2024-11-24T21:28:27Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Created Basic Demoman Strategy. Feel free to add on to and/or correct things I missed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Demoman]] is a well-rounded artillery class that excels at indirect combat, crowd control, and area denial. His toolkit contains many versatile weapons that can be aimed over obstacles while staying out of sight. Due to his immense damage output, the Demoman is fantastic at fighting multiple opponents and demolishing Engineer buildings. However, he is most vulnerable at close range, where his weapons are more difficult to aim, take time to arm, and can inflict self-damage, making him weaker to classes such as the [[Scout]] or [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Grenade Launcher]] ===&lt;br /&gt;
[[File:Backpack_Grenade_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires pipebombs in an arc, dealing 100 damage on a direct hit at any range, plus splash damage against any enemy nearby. As with the [[Soldier|Soldier&#039;s]] [[Rocket Launcher]], damage is most concentrated in the centre of the blast, and it is necessary to lead your shots and predict where the enemy will be to deal maximum damage. The Grenade Launcher will be your primary weapon during firefights and excels at mid-range. Although direct hits deal the most damage, grenades that don&#039;t immediately hit enemies will still bounce and explode after a short time, so it is still viable to spam out the enemy over a corner or at range. However, you only have 20 pipes in total before needing to scavenge for ammo, so don&#039;t spam too recklessly. The [[Dynamite Pack]] gives you +50% max ammo for your Grenade Launcher when equipped, so use that if you value mid-range spam over trapping with the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
=== [[Gunboats]] ===&lt;br /&gt;
[[File:Backpack_Gunboats.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Gunboats trade your Grenade Launcher for -60% self-damage from your [[Stickybomb Launcher|Stickybombs]], which can allow you to [[Jumping|Sticky jump]] far more often. However, if your explosion damages an enemy player (excluding enemy buildings), the damage reduction is ignored and the user takes full self-damage, so be careful of explosive jumping around enemies. Demomen who prefer to roam the map will find this weapon very useful for extra mobility. However, given that you no longer have a primary weapon when equipped, you will need to make up for your lack of immediate mid-range damage.&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Stickybomb Launcher]] ===&lt;br /&gt;
[[File:Backpack_Stickybomb_Launcher.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher is an extremely useful trapping and spam tool. Stickies attach themselves to walls and ceilings and must be detonated with your alternate fire. You can use the sticky&#039;s adhesive properties to create clever &amp;quot;sticky traps&amp;quot; for unsuspecting enemies to walk into. Stickies can also be used to blast jump if detonated under you. However, unlike Soldier, Demoman does not have a passive resistance to his own explosive damage (unless equipped with the [[Gunboats]]), so don&#039;t jump too haphazardly. Additionally, the Stickybomb Launcher is a very useful backup tool for when your Grenade Launcher runs out of ammo. They can be charged for up to 4 seconds to be shot farther distances, which can be great for sniping low-health players from range. However, stickybombs can be destroyed by any stray bullet, so enemies aware of your plans will be able to take down your trap easily. Additionally, Stickybombs take 0.7 seconds to detonate after firing, so you must detonate with good timing to deal maximum damage. The Stickbomb Launcher also has a very long reload time due to the large clip, so make sure to find good cover to reload and get back in the fight.&lt;br /&gt;
&lt;br /&gt;
=== [[Dynamite Pack]] ===&lt;br /&gt;
[[File:Backpack_Dynamite_Pack.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Dynamite Pack replaces your Stickybomb Launcher with a throwable cluster of dynamite sticks. Hold down the primary fire to charge your throw; the longer you charge, the farther the cluster will be thrown. Once thrown, it will beep three times before exploding and creating four small bomblets. These bomblets will detonate individually at 1-2 second intervals. The Dynamite Pack has a cooldown of only 10 seconds, making it very useful to spam at unaware enemies at mid-range or throw over cover. A cluster that directly hits an enemy will slow them down for 0.5 seconds, which can have the niche use of delaying an enemy push. However, [[Engineer|Engineers]] can defuse the main cluster with their [[wrench]], and [[Pyro|Pyros]] can defuse the bomblets with their [[airblast]], so be careful when aiming for these classes.&lt;br /&gt;
&lt;br /&gt;
=== [[Mine Layer]] ===&lt;br /&gt;
[[File:Backpack_Mine_Layer.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Mine Layer is a great &amp;quot;fire-and-forget&amp;quot; trapping tool. It trades self-detonation for automatic detonation, allowing you to defend multiple areas at the same time. You are also able to view outlines of your deployed mines through walls, allowing you to always keep track of your mines, even if you&#039;re on the other side of the map. However, you are only allowed to have 6 mines deployed at the same time, so be resourceful with how many mines your traps have and how many areas you defend at once. Also keep in mind that mines always audibly beep, and detonate 0.4 seconds after being walked over, so enemies that are aware of your shenanigans can easily exploit your traps. Pressing your alternate fire while you have mines deployed will make said mines fizzle out without an explosion. While this sounds like a negative, it can be used to quickly set up another mine trap if your previous one didn&#039;t work out.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bottle]] ===&lt;br /&gt;
[[File:Backpack_Bottle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Bottle functions like any other default melee and deals 65 damage. However, compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. Since Demoman suffers self-damage from his weapons at point-blank range, combined with very long reload times for his other weapons, the Bottle is often Demoman&#039;s &amp;quot;Hail Mary&amp;quot;. However, charging at the enemy head-on for a swing is not a smart move; it&#039;s recommended to bait them to get in close range before going in for the kill.&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=5346</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=5346"/>
		<updated>2024-11-24T20:16:57Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Added a missing apostrophe in the quote panel thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Scout&#039;&#039;&#039; &#039;&#039;while escaping with the enemy team&#039;s flag&#039;&#039;|&#039;&#039;Wave goodbye to your secret crap, dumbass!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a young man from Boston who runs fast, talks big, loves baseball, and has an &amp;quot;in-your-face&amp;quot; attitude. He&#039;s an [[Classes#Offense|offense class]] who specializes in aggressive hit and run, flanking and objective based tactics.&lt;br /&gt;
&lt;br /&gt;
Having the highest speed out of all nine classes as well as the special ability to double jump, allows the Scout to traverse many different environments quickly and easily. This amount of mobility is great for closing in on important kills, dodging enemy fire and escaping unfavorable situations despite his low health.&lt;br /&gt;
&lt;br /&gt;
The Scout is also the only class who has twice the normal capture rate, this allows him to push [[Payload]] carts and capture [[Control point (objective)|Control Points]] much more quickly. Outside of those objectives, the Scout’s speed also makes him a great Flag runner in modes such as [[Capture the Flag]] and [[Special Delivery]].&lt;br /&gt;
&lt;br /&gt;
Whether it’s taking out the enemy [[Medic]] or [[Civilian]], holding down the flank route, or just running away with the flag, the Scout is a multipurpose class that excels at being a constant thorn in the enemy teams’ side.&lt;br /&gt;
&lt;br /&gt;
The Scout is voiced by Nathan Vetterlein.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Boston, Massachusetts, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Rapid Recovery&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special Ability:&#039;&#039;&#039; Double Jump&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
{{Main|Basic Scout Strategy}}&lt;br /&gt;
&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump in mid-air to quickly change direction and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …you&#039;re an excellent distraction. Catch the attention of dangerous classes like [[Heavy|Heavies]] and [[Sniper|Snipers]] to allow your team to move forward.&lt;br /&gt;
* …your [[Scattergun|scattergun]] is lethal at point blank range.&lt;br /&gt;
* …your [[Pistol|pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[Bat|bat]] does less damage than normal melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun|nail gun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The BLU Scout&#039;s pants in &#039;&#039;TF2 Classic&#039;&#039; are now in a navy-blue color, as seen in the &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s prerelease builds and the Playstation 3 version. On TF2&#039;s PC and Xbox 360 versions, the color simply remains the same as the RED Scout&#039;s pants [https://www.youtube.com/watch?v=4ZxnOG8-Hos seemingly by mistake.]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Early on in Team Fortress 2&#039;s life, many players noticed a resemblance between Scout and Vince Offer, a famous TV pitchman. After numerous requests, Valve released new voice lines for Scout based on Vince Offer in the February 24, 2009 Scout Update.&lt;br /&gt;
** These lines include &#039;&#039;&amp;quot;If you order now, I&#039;ll throw in a second beatin&#039;, absolutely free.&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;No otha&#039; class gonna do dat!&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;Pop quiz: How long&#039;s it take to beat a moron to death? (buzzer imitation) Sorry, time&#039;s up, you&#039;re dead.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User_talk:HyperStormH&amp;diff=5345</id>
		<title>User talk:HyperStormH</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User_talk:HyperStormH&amp;diff=5345"/>
		<updated>2024-11-24T20:03:22Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Created page with &amp;quot;Howdy, and welcome to Haru&amp;#039;s talk page! If you need to bring something up to them, please do so here. Just be respectful, of course. =)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Howdy, and welcome to Haru&#039;s talk page! If you need to bring something up to them, please do so here. Just be respectful, of course. =)&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:HyperStormH&amp;diff=5344</id>
		<title>User:HyperStormH</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:HyperStormH&amp;diff=5344"/>
		<updated>2024-11-24T20:02:58Z</updated>

		<summary type="html">&lt;p&gt;HyperStormH: Howdy!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;Haru&#039;&#039;&#039; | Be your best you. }}&lt;br /&gt;
&lt;br /&gt;
Howdy! The name&#039;s Haru (or HyperStormH). I am &#039;&#039;&#039;nonbinary&#039;&#039;&#039; and go by &#039;&#039;&#039;they/them&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
I started playing TF2 seriously in September 2022, but recently, I&#039;ve been gravitating more towards TF2C due to my preferences leaning more towards what TF2 used to be. If you see me in-game, feel free to say hi!&lt;/div&gt;</summary>
		<author><name>HyperStormH</name></author>
	</entry>
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