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	<updated>2026-05-31T20:24:12Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=10212</id>
		<title>Chekhov&#039;s Punch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=10212"/>
		<updated>2026-04-02T02:15:31Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=chekhov&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Chains&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On hit: Store up to 3 critical hits}}&lt;br /&gt;
{{Loadout positive|Stored crits are consumed by all weapons}}&lt;br /&gt;
{{Loadout negative|Melee damage taken will crit on wearer}}&lt;br /&gt;
{{Loadout negative|Melee will crit only at full capacity}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;If one is to equip these chains, then they should be punched with.&amp;quot;}}&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Hitting enemies with Chekhov&#039;s Punch stores critical hits, which you&#039;ll consume and activate whenever you attack with your other weapons. And you&#039;re going to need them—you take guaranteed crit damage from all melee sources if you&#039;re carrying Chekhov&#039;s Punch, even if you have another weapon in your hands.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; is an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy&#039;s own [[Fists]], wrapped in chains. Chains appear on the Heavy&#039;s arms when the weapon is equipped, regardless of whether it is active. The user can left or right click to throw a left or right punch, but this has no effect on usage. When dealing critical damage, instead of the typical uppercut, the Heavy&#039;s fists will both come down at once and cause the enemy to violently explode. In addition, Chekhov&#039;s Punch lacks the taunt kill of the Fists. As a hidden attribute, Chekhov&#039;s Punch has a 65% increase in attack range compared to all other melee weapons.&lt;br /&gt;
&lt;br /&gt;
They are identical to the Fists in terms of damage. However, each hit on an enemy (except for invulnerable enemies and disguised [[Spy|Spies]]) stores up to 3 [[critical hits]], which are shared between all of Heavy&#039;s weapons. When the Heavy has a critical charge, his hands and weapons will glow with a crit-boost effect. In exchange, the Heavy takes critical damage from all melee hits, whether or not Chekhov&#039;s Punch is active or has any charges. In addition, it will only deal critical damage during melee attacks if the user has exactly 3 crits stored. If the Heavy has less than 3 charges, his hands will glow, but will lack the typical electric particle effect.&lt;br /&gt;
&lt;br /&gt;
Using a charge will give 1.5 seconds of crits to automatic weapons and a single crit on single-shot weapons. Missing a charged hit will not use up the charge. If the user is crit-boosted through other means, no charges will be consumed. &lt;br /&gt;
&lt;br /&gt;
Using a critical [[Sandvich]] will also consume a charge, giving 360 health with overheal when eaten, or giving 100% health to an ally when thrown. A charge will be consumed even if the player is at 450 health when eaten, and picking up a thrown critical Sandvich will not refund a charge.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Knockout&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Chekhov&#039;s Punch v. Fists&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Each attack stores a guaranteed crit for all weapons to a maximum of three&lt;br /&gt;
➕ Deals guaranteed crits when the crits are fully stored&lt;br /&gt;
➕ Has higher attacks range&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Melee damage taken deals critical damage on the wearer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added Chekhov&#039;s Punch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Updated the [[Minigun]]:&lt;br /&gt;
** Each stored Chekhov&#039;s Punch [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s)&lt;br /&gt;
* Updated the [[Sandvich]]:&lt;br /&gt;
** Consumes one Chekhov&#039;s Punch stored [[Critical hit|crit]] when thrown or eaten&lt;br /&gt;
* The chain wearable now [[Critical hit|critglows]] in both first person and third person&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Sounds for gaining or losing [[crit]]s are now audible to all players&lt;br /&gt;
* [[Critical hits|Critglows]] are now only visible on the [[weapon]]&#039;s own model if [[crit]]s are full&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* No longer loses crits on missed melee swings&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name Chekhov&#039;s Punch comes from the term &amp;quot;[https://en.wikipedia.org/wiki/Chekhov%27s_gun Chekhov&#039;s Gun]&amp;quot;, a trope where something is shown at the beginning of a story and is used at the end. This matches the theme of this weapon, as it stores crits for later.&lt;br /&gt;
* The backpack icon for Chekhov&#039;s Punch has Heavy&#039;s arms colored significantly darker than usual.&lt;br /&gt;
* Switching to the Fists from Chekhov&#039;s Punch allows you to keep and use the critical charges gained. This also allows the Fists to use critical hits on any number of charges. The crits are not used on the Fists&#039; &amp;quot;High Noon&amp;quot; taunt kill.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fight or flight heavy.png|left|thumb|Promotional image of the Heavy with Chekhov&#039;s Punch in his back pocket, and also the [[Anti-Aircraft Cannon]].]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10211</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10211"/>
		<updated>2026-04-02T02:06:08Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately {{code|(((velocity/30)*airtime)*distance from target)}}, where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10210</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10210"/>
		<updated>2026-04-02T02:02:27Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of their hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10209</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10209"/>
		<updated>2026-03-31T07:51:18Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10208</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10208"/>
		<updated>2026-03-31T07:48:57Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Has less movement speed reduction when charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10207</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10207"/>
		<updated>2026-03-31T07:44:55Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Has less movement speed reduction when the weapon is charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10206</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10206"/>
		<updated>2026-03-31T07:44:09Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has faster attack speed&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10205</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10205"/>
		<updated>2026-03-31T07:43:25Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has more attack speed&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10204</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10204"/>
		<updated>2026-03-31T07:43:00Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has higher attack speed&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10203</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10203"/>
		<updated>2026-03-31T07:42:32Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when the weapon is charging&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10202</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10202"/>
		<updated>2026-03-31T07:41:15Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Didn’t think you were THAT slow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Deals mini-crits at long range&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Knocks back farther on hit&lt;br /&gt;
➕ Passes through friendly buildings&lt;br /&gt;
➕ Does not require ammunition&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six-second recharge time&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;[https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10201</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10201"/>
		<updated>2026-03-31T07:39:27Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Didn’t think you were THAT slow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Deals mini-crits at long range&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Knocks back farther on hit&lt;br /&gt;
➕ Passes through friendly buildings&lt;br /&gt;
➕ Does not require ammunition&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;[https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10200</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10200"/>
		<updated>2026-03-31T07:38:59Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Didn’t think you were THAT slow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Deals mini-crits at long range&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Knocks back farther on hit&lt;br /&gt;
➕ Passes through friendly buildings&lt;br /&gt;
➕ Does not require ammunition&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;[https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10199</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10199"/>
		<updated>2026-03-31T07:38:16Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage&lt;br /&gt;
➕ Charged shots knocks back farther on hit&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10198</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10198"/>
		<updated>2026-03-31T07:37:54Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage&lt;br /&gt;
➕ Charged shots have higher knockback on hit&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10197</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10197"/>
		<updated>2026-03-31T07:37:13Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Didn’t think you were THAT slow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Deals mini-crits at long range&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Has higher knockback on hit&lt;br /&gt;
➕ Passes through friendly buildings&lt;br /&gt;
➕ Does not require ammunition&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;[https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10196</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=10196"/>
		<updated>2026-03-31T07:35:02Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Didn’t think you were THAT slow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Deals mini-crits at long range&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Has very high knockback&lt;br /&gt;
➕ Passes through friendly buildings&lt;br /&gt;
➕ Does not require ammunition&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;[https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10195</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10195"/>
		<updated>2026-03-31T07:33:54Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when the weapon was drawn&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10194</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10194"/>
		<updated>2026-03-31T07:33:45Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when the weapon was drawn&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10193</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=10193"/>
		<updated>2026-03-31T07:33:37Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Related achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=huntsman&lt;br /&gt;
| kill-icon-2=huntsman headshot&lt;br /&gt;
| kill-icon-3=deflect arrow&lt;br /&gt;
| kill-icon-4=huntsman flyingburn&lt;br /&gt;
| kill-icon-5=huntsman burning&lt;br /&gt;
| kill-icon-6=taunt sniper&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Bow&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Whatever happened to chivalry?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Huntsman&#039;&#039;&#039; is an alternative primary weapon for the [[Sniper]]. It is a simple recurve bow made from wood and metal, its riser held on with black tape, and with additional asymmetrical tape on the limbs. When equipped, the Sniper&#039;s quiver will have three arrows sticking out of it, regardless of whether the Huntsman is the active weapon.  Its arrows leave behind a team-colored trail when fired. Enemies killed by the Huntsman may have their corpses pinned to nearby walls.&lt;br /&gt;
&lt;br /&gt;
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge.&lt;br /&gt;
&lt;br /&gt;
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.&lt;br /&gt;
&lt;br /&gt;
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]&#039;s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.&lt;br /&gt;
&lt;br /&gt;
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation&#039;s apparent range. The user&#039;s crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Arrow Stab&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 240%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|Afterburn|If arrow is on fire}}&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.94 s&amp;lt;/br&amp;gt;{{tooltip|0.97 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = 100% / s&amp;lt;/br&amp;gt;{{tooltip|200% / s|Haste boosted}}&lt;br /&gt;
 | charge-fill-time = 1 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Hunstman v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Is available on Medieval mode&lt;br /&gt;
➕ Charges faster&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Sniper moves faster when the weapon was drawn&lt;br /&gt;
➕ Arrows can be lit on fire to deal afterburn damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per shot&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Needs to be fully charged to travel at an almost-straight trajectory&lt;br /&gt;
➖ Does not have scope nor laser pointer&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sniper_fire}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Caçador|pt-br_m=Huntsman&lt;br /&gt;
|bg=Ловецът|bg_m=Huntsman&lt;br /&gt;
|en=Huntsman&lt;br /&gt;
|fr=Huntsman&lt;br /&gt;
|de=Huntsman&lt;br /&gt;
|it=Arco da cacciatore|it_m=Huntsman&#039;s Bow&lt;br /&gt;
|ro=Huntsman&lt;br /&gt;
|ru=Охотник|ru_m=Huntsman&lt;br /&gt;
|es=Cazador|es_m=Huntsman&lt;br /&gt;
|uk=Мисливець|uk_m=Huntsman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added {{code|tf2c_experimental_huntsman_enable}} (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reworked hit detection&lt;br /&gt;
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}&lt;br /&gt;
* Updated the drawing animation to sync with the charge meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper will still have three arrows sticking out of his quiver even if the Huntsman has less than three arrows remaining.&lt;br /&gt;
* An arrow launched while taunting will not play its firing sound effect.&lt;br /&gt;
* The Huntsman is one of five non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039; with others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]]. &lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*There are general and quality-of-life changes related to the Huntsman that is unique to &#039;&#039;Team Fortress 2 Classic&#039;&#039;:&lt;br /&gt;
** The Huntsman&#039;s viewmodel animation was reworked in &#039;&#039;TF2 Classic&#039;&#039; and now mirrors the worldmodel animation, obstructing the player&#039;s vision less when not aiming.&lt;br /&gt;
** The &amp;lt;i&amp;gt;TF2 Classic&amp;lt;/i&amp;gt;&#039;s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.&lt;br /&gt;
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.&lt;br /&gt;
** According to current developer and former lead developer (2022&amp;amp;ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10192</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10192"/>
		<updated>2026-03-31T07:21:44Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage and knocks back enemies&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10191</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10191"/>
		<updated>2026-03-31T07:20:53Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage and knocks back enemies&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has slower firing speed&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10190</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10190"/>
		<updated>2026-03-31T07:15:39Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage and knocks back enemies&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has slower firing speed&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10189</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10189"/>
		<updated>2026-03-31T07:15:13Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ has faster firing speed&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10188</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10188"/>
		<updated>2026-03-31T07:11:32Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage and knocks back enemies&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has lower firing speed&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10187</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=10187"/>
		<updated>2026-03-31T07:10:56Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the Engineer is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the next Coilgun shot.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The Engineer will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the Engineer&#039;s position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.&lt;br /&gt;
&lt;br /&gt;
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage and knocks back enemies&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Register a hit using a player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has lower firing speed&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The unique death animation from a Coilgun shot was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]].&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10186</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10186"/>
		<updated>2026-03-31T06:12:13Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10185</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10185"/>
		<updated>2026-03-31T06:11:33Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10184</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10184"/>
		<updated>2026-03-31T06:10:56Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Compression_blast&amp;diff=10183</id>
		<title>Compression blast</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Compression_blast&amp;diff=10183"/>
		<updated>2026-03-31T06:04:16Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
When using the [[Flame Thrower]], pressing the alternate fire button will use 20 ammo to release a sphere of compressed air, which is also referred to as an &amp;quot;airblast&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air, the angle at which the airblast is used does not affect velocity in any way. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the [[Pyro]]. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple [[Pyro]]s will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the [[Pyro]]) was crit boosted, then that projectile will also be crit-boosted. When a [[Pyro]] kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the [[Pyro]] will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Even though compression blast is the official name, the source code still refers to it as airblast.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10182</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10182"/>
		<updated>2026-03-30T14:47:42Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Headshots deal more damage per second&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10181</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10181"/>
		<updated>2026-03-30T14:46:01Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Headshots deal more damage per second&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Both headshots and bodyshots deal less damage per shot&lt;br /&gt;
➖ Bodyshots deal less damage per second&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10180</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10180"/>
		<updated>2026-03-30T14:45:32Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Headshots deal more damage per second&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Both headshots and bodyshots deal less damage per shot&lt;br /&gt;
➖ Bodyshots deal less damage per second&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10179</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10179"/>
		<updated>2026-03-30T14:44:33Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Headshots deal more damage per second&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Both headshots and bodyshots deal less damage per shot&lt;br /&gt;
➖ Bodyshots deal less damage per second&lt;br /&gt;
➖ Has damage ramp-up and fall-off&lt;br /&gt;
➖ Zooming magnifies at a smaller rate&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10178</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=10178"/>
		<updated>2026-03-30T14:38:20Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Names in other languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+25 max health on wearer}}&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled [https://en.wikipedia.org/wiki/Colt%27s_New_Model_revolving_rifle| revolving rifle] fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Sniper Rifle]], the Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, can shoot 6 consecutive times before reloading, increases the Sniper&#039;s base health from 125 to 150, and also has 100% accuracy. It can only zoom without a scope, allowing for increased visibility and decreased movement speed penalty at the cost of zoom magnitude, and lacks the Sniper Rifle&#039;s laser dot. The Hunting Revolver cannot charge its shots, and so only deals 120 damage on a headshot regardless of time spent zoomed. As such, single headshots are significantly weaker, but multiple of them can be done in a short amount of time. Like the Sniper Rifle, the user needs to zoom in for 0.2 seconds before being able to headshot, and creates a tracer on each of its shots, visible to all players. The Hunting Revolver cannot reload while zoomed, and if reloading, will cancel the reload. Unlike every other weapon, its damage falloff occurs at double the range of usual.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Gives more health&lt;br /&gt;
➕ Headshots deal more damage per second&lt;br /&gt;
➕ Has more clip size&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Both headshots and bodyshots deal less damage per shot&lt;br /&gt;
➖ Bodyshots deal less damage per second&lt;br /&gt;
➖ Has damage ramp-up and fall-off&lt;br /&gt;
➖ Has less &lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Does not have laser pointer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]] and its ability to headshot is maybe inspired by the Spy&#039;s [[TF:Ambassador|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=10177</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=10177"/>
		<updated>2026-03-30T14:27:56Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (rocket-propelled grenade) is an alternative primary weapon for the [[Soldier]]. Visually, it is a greener version of the [[Rocket Launcher]], with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The damage rampup is capped at 125%, down from 150%, although still dealing more damage than the Rocket Launcher. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arc-trajectory rocket is effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Arc-trajectory rocket is not effective on long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has slow projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on &#039;&#039;Team Fortress 2&#039;&#039;&#039;s beta Rocket Launcher appearance. The rendition in &#039;&#039;Team Fortress 2 Classified&#039;&#039; has a greener color.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10176</id>
		<title>Magnum Opus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10176"/>
		<updated>2026-03-30T14:15:56Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|{{Dev|Ram99}}|TF2&#039;s Sniper Theme Has always been a convoluted topic. It is a rearrangement of &#039;&#039;Magnum Force&#039;&#039;. Not too similar to get into legal trouble for Valve, but also not too different for them to comfortably release it. &lt;br /&gt;
The TF2 Classic team did not want to risk it, so I made this theme as the official track for TF2 Classic&#039;s Sniper!}}&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Magnum Opus&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was first heard as the music for the &#039;&#039;Classified&#039;&#039; version of &amp;quot;Meet the Sniper&amp;quot; on 2 September 2025 and the full version was released on streaming platforms on 11 December 2025. The latter was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:47 in length.&lt;br /&gt;
&lt;br /&gt;
It was made for the [[Sniper]] to have his own theme in the game which the original &amp;quot;Meet the Sniper&amp;quot; theme was missing on live &#039;&#039;TF2&#039;&#039; because it was  rearrangement of the copyrighted &amp;quot;Main Title&amp;quot; written by Lalo Schifrin for the 1973 film &#039;&#039;Magnum Force&#039;&#039;. &lt;br /&gt;
== Video ==&lt;br /&gt;
===  Meet The Sniper But With Original Music (Magnum Opus) ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;Kz7ROJV19vU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Music ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;KFq28S8Ihlg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;2e61CMiDd4o&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10175</id>
		<title>Magnum Opus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10175"/>
		<updated>2026-03-30T14:14:22Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|{{Dev|Ram99}}|TF2&#039;s Sniper Theme Has always been a convoluted topic. It is a rearrangement of &#039;&#039;Magnum Force&#039;&#039;. Not too similar to get into legal trouble for Valve, but also not too different for them to comfortably release it. &lt;br /&gt;
The TF2 Classic team did not want to risk it, so I made this theme as the official track for TF2 Classic&#039;s Sniper!}}&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Magnum Opus&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was first heard as the music for the &#039;&#039;Classified&#039;&#039; version of &amp;quot;Meet the Sniper&amp;quot; on 2 September 2025 and the full version was released on streaming platforms on 11 December 2025. The latter was added on &#039;&#039;Classified&#039;&#039; at version [[3.0.0]]. It is 1:19 in length.&lt;br /&gt;
&lt;br /&gt;
It was made for the [[Sniper]] to have his own theme in the game which the original &amp;quot;Meet the Sniper&amp;quot; theme was missing on live &#039;&#039;TF2&#039;&#039; because it was  rearrangement of the copyrighted &amp;quot;Main Title&amp;quot; written by Lalo Schifrin for the 1973 film &#039;&#039;Magnum Force&#039;&#039;. &lt;br /&gt;
== Video ==&lt;br /&gt;
===  Meet The Sniper But With Original Music (Magnum Opus) ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;Kz7ROJV19vU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Music ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;KFq28S8Ihlg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;2e61CMiDd4o&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10174</id>
		<title>Full Steam Ahead</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10174"/>
		<updated>2026-03-30T14:06:15Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;&#039;Full Steam Ahead&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was released as the music for the official trailer of &amp;lt;i&amp;gt;Classified&amp;lt;/i&amp;gt;&#039;s [[Steam release]]. The song was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:14 in length.&lt;br /&gt;
&lt;br /&gt;
The ttile is a reference to the [[Civilian]]&#039;s &amp;quot;Go! Go! Go!&amp;quot; voice command.&lt;br /&gt;
== Video ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=12Por2vBt6E&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=10173</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=10173"/>
		<updated>2026-03-30T14:05:15Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Comparison from Team Fortress 2 */&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 soft-spoken, amiable man from Texas that has a love for all things mechanical, especially guns. He specializes in constructing and maintaining [[Buildings|buildings]] to help support his team, of which can be upgraded to a total of three stages, making him a suitable defense class.&lt;br /&gt;
&lt;br /&gt;
Such buildings include the [[Sentry Gun]], a turret that when placed serves as effective area denial. The [[Dispenser]], a building that acts as a constant source of ammo and health to teammates surrounding it, shoring them and helping them maintain a forward position, though, it can also be taken advantage of by [[Spy|Spies]]. The [[Teleporter]], which is constructed to bring you from one place to the next instanteously. Optionally, he can also build a [[Jump Pad]], a building which provides more mobile movement option via going great distances in the air that can constructed twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
The Engineer is voiced by Grant Goodeve, with additional voice lines provided by Gianni Matragrano.&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Bee Cave, Texas, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; [[Wikipedia:Area denial weapons|Area Denial]]&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039;	&amp;quot;I like to make things&amp;quot;.&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;
&amp;lt;/poem&amp;gt;&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;
|zh-hans=工程师|zh-hans_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 [[Coilgun]]&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;
* Added the PDA: [[Jump Pad]]&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;
{{Update|2.2.0}}&lt;br /&gt;
* Increased Jump Pad build cost to 100 metal (from 70)&lt;br /&gt;
* Increased Jump Pad build time to 8 seconds (from 5)&lt;br /&gt;
* Players using Jump Pad are now properly marked as airborne&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 Team Fortress 2 ==&lt;br /&gt;
*&#039;&#039;Team Fortress 2 Classified&#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 previously his glowing goggles are either absent on BLU Engineer or misplaced to RED Engineer&#039;s cheeks.&lt;br /&gt;
**Restored the world model animations of Engineer making gestures with his right arm when playing &amp;quot;MEDIC!&amp;quot;, &amp;quot;Thanks!&amp;quot;, &amp;quot;Battle Cry&amp;quot; or &amp;quot;Cheers&amp;quot; or any directional 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 &#039;&#039;Team Fortress 2&#039;&#039; and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]].&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10172</id>
		<title>Full Steam Ahead</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10172"/>
		<updated>2026-03-30T14:01:59Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;&#039;Full Steam Ahead&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was released as the music for the official trailer of &amp;lt;i&amp;gt;Classified&amp;lt;/i&amp;gt;&#039;s [[Steam release]]. The song was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:14 in length.&lt;br /&gt;
== Video ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=12Por2vBt6E&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Steam_release&amp;diff=10171</id>
		<title>Steam release</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Steam_release&amp;diff=10171"/>
		<updated>2026-03-30T14:01:18Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: Redirected page to 3.0.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[3.0.0]]&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10170</id>
		<title>Full Steam Ahead</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10170"/>
		<updated>2026-03-30T14:01:04Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;&#039;Full Steam Ahead&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was released as the music for the official trailer of &amp;lt;i&amp;gt;Classified&amp;lt;/i&amp;gt;&#039;s [[Steam release]]. on 2 September 2025 and was released on streaming platforms three days later. The song was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:14 in length.&lt;br /&gt;
== Video ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=12Por2vBt6E&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10169</id>
		<title>Full Steam Ahead</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Full_Steam_Ahead&amp;diff=10169"/>
		<updated>2026-03-30T14:00:30Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: Created page with &amp;quot;&amp;quot;&amp;#039;&amp;#039;&amp;#039;Full Steam Ahead&amp;#039;&amp;#039;&amp;#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &amp;#039;&amp;#039;Team Fortress 2 Classified&amp;#039;&amp;#039; soundtrack. It was released as the music for the official trailer of &amp;lt;i&amp;gt;Classified&amp;lt;/i&amp;gt;&amp;#039;s release on Steam. on 2 September 2025 and was released on streaming platforms three days later. The song was added on &amp;#039;&amp;#039;Classified&amp;#039;&amp;#039; as an in-game menu music on version 3.0.0. It is 1:14 in length. == Video == &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=12Por2vBt6E&amp;lt;/youtube&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;&#039;Full Steam Ahead&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was released as the music for the official trailer of &amp;lt;i&amp;gt;Classified&amp;lt;/i&amp;gt;&#039;s release on Steam. on 2 September 2025 and was released on streaming platforms three days later. The song was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:14 in length.&lt;br /&gt;
== Video ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=12Por2vBt6E&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10168</id>
		<title>Magnum Opus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10168"/>
		<updated>2026-03-30T13:59:43Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|{{Dev|Ram99}}|TF2&#039;s Sniper Theme Has always been a convoluted topic. It is a rearrangement of &#039;&#039;Magnum Force&#039;&#039;. Not too similar to get into legal trouble for Valve, but also not too different for them to comfortably release it. &lt;br /&gt;
The TF2 Classic team did not want to risk it, so I made this theme as the official track for TF2 Classic&#039;s Sniper!}}&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Magnum Opus&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was released as the music for the &#039;&#039;Classified&#039;&#039; version of &amp;quot;Meet the Sniper&amp;quot; on 2 September 2025 and was released on streaming platforms three days later. The song was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:19 in length.&lt;br /&gt;
&lt;br /&gt;
It was made for the [[Sniper]] to have his own theme in the game which the original &amp;quot;Meet the Sniper&amp;quot; theme was missing on live &#039;&#039;TF2&#039;&#039; because it was  rearrangement of the copyrighted &amp;quot;Main Title&amp;quot; written by Lalo Schifrin for the 1973 film &#039;&#039;Magnum Force&#039;&#039;. &lt;br /&gt;
== Video ==&lt;br /&gt;
===  Meet The Sniper But With Original Music (Magnum Opus) ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;Kz7ROJV19vU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Music ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;KFq28S8Ihlg&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10167</id>
		<title>Magnum Opus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10167"/>
		<updated>2026-03-30T13:53:05Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|{{Dev|Ram99}}|TF2&#039;s Sniper Theme Has always been a convoluted topic. It is a rearrangement of &#039;&#039;Magnum Force&#039;&#039;. Not too similar to get into legal trouble for Valve, but also not too different for them to comfortably release it. &lt;br /&gt;
The TF2 Classic team did not want to risk it, so I made this theme as the official track for TF2 Classic&#039;s Sniper!}}&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Magnum Opus&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was released as the music for the &#039;&#039;Classified&#039;&#039; version of &amp;quot;Meet the Sniper&amp;quot; on 2 September 2025 and was released on streaming platforms three days later. The song was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:19 in length and can be heard on the game&#039;s [[main menu]].&lt;br /&gt;
&lt;br /&gt;
It was made for the [[Sniper]] to have his own theme in the game which the original &amp;quot;Meet the Sniper&amp;quot; theme was missing on live &#039;&#039;TF2&#039;&#039; because it was  rearrangement of the copyrighted &amp;quot;Main Title&amp;quot; written by Lalo Schifrin for the 1973 film &#039;&#039;Magnum Force&#039;&#039;. &lt;br /&gt;
== Video ==&lt;br /&gt;
===  Meet The Sniper But With Original Music (Magnum Opus) ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;Kz7ROJV19vU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Music ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;KFq28S8Ihlg&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10166</id>
		<title>Magnum Opus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Magnum_Opus&amp;diff=10166"/>
		<updated>2026-03-30T13:52:49Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|{{Dev|Ram99}}|TF2&#039;s Sniper Theme Has always been a convoluted topic. It is a rearrangement of &#039;&#039;Magnum Force&#039;&#039;. Not too similar to get into legal trouble for Valve, but also not too different for them to comfortably release it. &lt;br /&gt;
The TF2 Classic team did not want to risk it, so I made this theme as the official track for TF2 Classic&#039;s Sniper!}}&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Magnum Opus&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Ram99}} for the &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; soundtrack. It was released as the music for the &#039;&#039;Classified&#039;&#039; version of &amp;quot;Meet the Sniper&amp;quot; on 2 September 2025 and was released on streaming platforms three days later. The song was added on &#039;&#039;Classified&#039;&#039; as an in-game menu music on version [[3.0.0]]. It is 1:19 in length and can be heard on the game&#039;s [[main menu]].&lt;br /&gt;
&lt;br /&gt;
It was made for the [[Sniper]] to have his own theme in the game which the original &amp;quot;Meet the Sniper&amp;quot; theme was missing from live &#039;&#039;TF2&#039;&#039; because it was  rearrangement of the copyrighted &amp;quot;Main Title&amp;quot; written by Lalo Schifrin for the 1973 film &#039;&#039;Magnum Force&#039;&#039;. &lt;br /&gt;
== Video ==&lt;br /&gt;
===  Meet The Sniper But With Original Music (Magnum Opus) ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;Kz7ROJV19vU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Music ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;KFq28S8Ihlg&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=A_Call_to_Arms&amp;diff=10165</id>
		<title>A Call to Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=A_Call_to_Arms&amp;diff=10165"/>
		<updated>2026-03-30T13:51:22Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;&#039;A Call to Arms&#039;&#039;&#039;&amp;quot; is a song written by {{Dev|Magnus}} and {{Dev|MrModez}} for the &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; soundtrack. The song is also part of the &#039;&#039;[https://openfortress.fun/ Open Fortress]&#039;&#039; soundtrack, with the title &amp;quot;&#039;&#039;&#039;DEATHMATCH!&#039;&#039;&#039;&amp;quot;. It is 1:38 in length and can be heard on the game&#039;s [[main menu]].&lt;br /&gt;
&lt;br /&gt;
This song can be heard in the [[Fight or Flight]] update trailer.&lt;br /&gt;
&lt;br /&gt;
== Song ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;-4i9wUMnkyw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
[[Category:Audio]]&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=10164</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=10164"/>
		<updated>2026-03-30T13:50:09Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The music for &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; includes a selection of songs from the [[tf:Team_Fortress_2_Official_Soundtrack|official &#039;&#039;Team Fortress 2&#039;&#039; soundtrack]], written by [[Wikipedia:Mike Morasky|Mike Morasky]] and performed by Valve Music Orchestra, as well as compositions exclusive to &#039;&#039;TF2 Classified&#039;&#039; by {{Dev|2P}}, {{Dev|Magnus}}, {{Dev|MrModez}} and {{Dev|Ram99}}.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Opening Video Theme&amp;quot; ==&lt;br /&gt;
MrModez composed the music for &amp;lt;i&amp;gt;TF2 Classified&amp;lt;/i&amp;gt;&#039;s opening video. The song is a remix of the music heard when launching a Valve game.&lt;br /&gt;
&amp;lt;youtube&amp;gt;Kyzg4OzeB4w&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Main menu ==&lt;br /&gt;
Soundtracks can be heard from the &amp;lt;i&amp;gt;Team Fortress 2 Classified&amp;lt;/i&amp;gt; [[main menu]].&lt;br /&gt;
&lt;br /&gt;
Tracks include &amp;quot;[[tf:Team_Fortress_2_(Main_Theme)_(Soundtrack)|Team Fortress 2 (Main Theme)]]&amp;quot;, &amp;quot;[[tf:Playing_With_Danger_(Soundtrack)|Playing With Danger]]&amp;quot;, music from &amp;quot;Meet the Team&amp;quot; videos by Morasky that are taken on live &amp;lt;i&amp;gt;TF2&amp;lt;/i&amp;gt;&#039;s in-game files and the following exclusive to &#039;&#039;Classified&#039;&#039;:&lt;br /&gt;
*&amp;quot;[[tf:Sandwich_Maker_(Soundtrack)|Sandwich Maker]]&amp;quot;&lt;br /&gt;
*&amp;quot;[[Team Fortress 2 Classified Main Theme]]&amp;quot; (MrModez)&lt;br /&gt;
*&amp;quot;[[Team Fortress 2 Theme Medley]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[They&#039;ve Got The Intelligence]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[The Fortress Takeover]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[Sniper&#039;s Saturday Morning Drive]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[A Call to Arms]]&amp;quot; - (Magnus, MrModez)&lt;br /&gt;
*&amp;quot;[[Fifth of a Dime]]&amp;quot; - (Magnus)&lt;br /&gt;
*&amp;quot;[[Business Casual]]&amp;quot; - (Magnus)&lt;br /&gt;
*&amp;quot;[[Friendly Competition]]&amp;quot; - (Ram99)&lt;br /&gt;
*&amp;quot;[[Magnum Opus]]&amp;quot; - (Ram99)&lt;br /&gt;
*&amp;quot;[[Full Steam Ahead]]&amp;quot; - (Ram99)&lt;br /&gt;
&lt;br /&gt;
== Class selection menu ==&lt;br /&gt;
A looping piece of music plays when opening the class selection menu. Enabling the &amp;quot;class selection menu music&amp;quot; option or setting the &amp;lt;code&amp;gt;tf2c_classmenu_music&amp;lt;/code&amp;gt; cvar to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; will play the default music. Selecting &amp;quot;gamemode specific&amp;quot; in the &amp;quot;class selection menu music&amp;quot; option or setting the &amp;lt;code&amp;gt;tf2c_classmenu_music&amp;lt;/code&amp;gt; cvar to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; will play music based on the gamemode being played. All music are exclusive to &#039;&#039;TF2 Classified&#039;&#039; with the exception of the default music (which was originated from live &#039;&#039;TF2&#039;&#039;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Class selection menu music&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Audio&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/e/ef/Class_menu_bg.wav &amp;lt;code&amp;gt;class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
|&lt;br /&gt;
Default music. Only plays in [[Payload]], [[Payload Race]] and custom gamemodes if music is set to &amp;quot;gamemode specific&amp;quot;. Plays the percussions from &amp;quot;Playing With Danger&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/8/8b/Cp_class_menu_bg.wav &amp;lt;code&amp;gt;cp_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Attack / Defense]], [[Control Points]], [[Domination]], and [[Territorial Domination]] music by 2P. Interpolated from &amp;quot;Red Bread&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/5/53/Ctf_class_menu_bg.wav &amp;lt;code&amp;gt;ctf_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Capture the Flag]] and [[Special Delivery]] music by 2P. Samples the bassline from &amp;quot;Playing With Danger&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/c/ca/Ml_class_menu_bg.wav &amp;lt;code&amp;gt;ml_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Medieval Mode]] music. Plays the percussions from &amp;quot;Drunken Pipe Bomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/f/f6/Vip_class_menu_bg.wav &amp;lt;code&amp;gt;vip_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[VIP]] and [[VIP Race]] music. Plays the bass line from &amp;quot;Business Casual&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/e/e1/Vs_class_menu_bg.wav &amp;lt;code&amp;gt;vs_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Arena]] mode music. Plays a sample from &amp;quot;Playing With Danger&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup time music ==&lt;br /&gt;
A music sampled from &amp;quot;Three Days to Live&amp;quot; starts to play at the 30-second mark of the setup time. It will only play if a match&#039;s setup time goes above 30 seconds.&lt;br /&gt;
&amp;lt;youtube&amp;gt;PzlR2ghSYtg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
[[Category:Audio]]&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=10163</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=10163"/>
		<updated>2026-03-30T13:49:18Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The music for &#039;&#039;[[Team Fortress 2 Classified]]&#039;&#039; includes songs from the [[tf:Team_Fortress_2_Official_Soundtrack|official &#039;&#039;Team Fortress 2&#039;&#039; soundtrack]], written by [[Wikipedia:Mike Morasky|Mike Morasky]] and performed by Valve Music Orchestra, as well as compositions exclusive to &#039;&#039;TF2 Classified&#039;&#039; by {{Dev|2P}}, {{Dev|Magnus}}, {{Dev|MrModez}} and {{Dev|Ram99}}.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Opening Video Theme&amp;quot; ==&lt;br /&gt;
MrModez composed the music for &amp;lt;i&amp;gt;TF2 Classified&amp;lt;/i&amp;gt;&#039;s opening video. The song is a remix of the music heard when launching a Valve game.&lt;br /&gt;
&amp;lt;youtube&amp;gt;Kyzg4OzeB4w&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Main menu ==&lt;br /&gt;
Soundtracks can be heard from the &amp;lt;i&amp;gt;Team Fortress 2 Classified&amp;lt;/i&amp;gt; [[main menu]].&lt;br /&gt;
&lt;br /&gt;
Tracks include &amp;quot;[[tf:Team_Fortress_2_(Main_Theme)_(Soundtrack)|Team Fortress 2 (Main_Theme)]]&amp;quot;, &amp;quot;[[tf:Playing_With_Danger_(Soundtrack)|Playing With Danger]]&amp;quot;, music from &amp;quot;Meet the Team&amp;quot; videos by Morasky that are taken on live &amp;lt;i&amp;gt;TF2&amp;lt;/i&amp;gt;&#039;s in-game files and the following:&lt;br /&gt;
*&amp;quot;[[tf:Sandwich_Maker_(Soundtrack)|Sandwich Maker]]&amp;quot;&lt;br /&gt;
*&amp;quot;[[Team Fortress 2 Classified Main Theme]]&amp;quot; (MrModez)&lt;br /&gt;
*&amp;quot;[[Team Fortress 2 Theme Medley]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[They&#039;ve Got The Intelligence]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[The Fortress Takeover]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[Sniper&#039;s Saturday Morning Drive]]&amp;quot; - (MrModez)&lt;br /&gt;
*&amp;quot;[[A Call to Arms]]&amp;quot; - (Magnus, MrModez)&lt;br /&gt;
*&amp;quot;[[Fifth of a Dime]]&amp;quot; - (Magnus)&lt;br /&gt;
*&amp;quot;[[Business Casual]]&amp;quot; - (Magnus)&lt;br /&gt;
*&amp;quot;[[Friendly Competition]]&amp;quot; - (Ram99)&lt;br /&gt;
*&amp;quot;[[Magnum Opus]]&amp;quot; - (Ram99)&lt;br /&gt;
*&amp;quot;[[Full Steam Ahead]]&amp;quot; - (Ram99)&lt;br /&gt;
&lt;br /&gt;
== Class selection menu ==&lt;br /&gt;
A looping piece of music plays when opening the class selection menu. Enabling the &amp;quot;class selection menu music&amp;quot; option or setting the &amp;lt;code&amp;gt;tf2c_classmenu_music&amp;lt;/code&amp;gt; cvar to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; will play the default music. Selecting &amp;quot;gamemode specific&amp;quot; in the &amp;quot;class selection menu music&amp;quot; option or setting the &amp;lt;code&amp;gt;tf2c_classmenu_music&amp;lt;/code&amp;gt; cvar to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; will play music based on the gamemode being played. All music are exclusive to &#039;&#039;TF2 Classified&#039;&#039; with the exception of the default music (which was originated from live &#039;&#039;TF2&#039;&#039;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Class selection menu music&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Audio&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/e/ef/Class_menu_bg.wav &amp;lt;code&amp;gt;class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
|&lt;br /&gt;
Default music. Only plays in [[Payload]], [[Payload Race]] and custom gamemodes if music is set to &amp;quot;gamemode specific&amp;quot;. Plays the percussions from &amp;quot;Playing With Danger&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/8/8b/Cp_class_menu_bg.wav &amp;lt;code&amp;gt;cp_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Attack / Defense]], [[Control Points]], [[Domination]], and [[Territorial Domination]] music by 2P. Interpolated from &amp;quot;Red Bread&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/5/53/Ctf_class_menu_bg.wav &amp;lt;code&amp;gt;ctf_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Capture the Flag]] and [[Special Delivery]] music by 2P. Samples the bassline from &amp;quot;Playing With Danger&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/c/ca/Ml_class_menu_bg.wav &amp;lt;code&amp;gt;ml_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Medieval Mode]] music. Plays the percussions from &amp;quot;Drunken Pipe Bomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/f/f6/Vip_class_menu_bg.wav &amp;lt;code&amp;gt;vip_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[VIP]] and [[VIP Race]] music. Plays the bass line from &amp;quot;Business Casual&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [https://wiki.tf2classic.com/w/images/e/e1/Vs_class_menu_bg.wav &amp;lt;code&amp;gt;vs_class_menu_bg.wav&amp;lt;/code&amp;gt;]&lt;br /&gt;
| [[Arena]] mode music. Plays a sample from &amp;quot;Playing With Danger&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup time music ==&lt;br /&gt;
A music sampled from &amp;quot;Three Days to Live&amp;quot; starts to play at the 30-second mark of the setup time. It will only play if a match&#039;s setup time goes above 30 seconds.&lt;br /&gt;
&amp;lt;youtube&amp;gt;PzlR2ghSYtg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
[[Category:Audio]]&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
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