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	<title>TF2 Classified Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ichiro"/>
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	<updated>2026-09-05T16:39:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=11377</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=11377"/>
		<updated>2026-09-02T15:26:40Z</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 &#039;&#039;&#039;&amp;quot;Off the Record - TF2 Classified OST&amp;quot;&#039;&#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;PrtWJG1TcHw&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;
== &amp;quot;Set Up Music&amp;quot; ==&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;hser0TNHDV0&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=11376</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=11376"/>
		<updated>2026-09-02T15:20:45Z</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;PrtWJG1TcHw&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;
| [[File:cp_class_menu_bg.wav]]&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;
| [[File:ctp_class_menu_bg.wav]]&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;
| [[File:ml_class_menu_bg.wav]]&lt;br /&gt;
| [[Medieval Mode]] music. Plays the percussions from &amp;quot;Drunken Pipe Bomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:vip_class_menu_bg.wav]]&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;
| [[File:vs_class_menu_bg.wav]]&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;
== &amp;quot;Set Up Music&amp;quot; ==&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;hser0TNHDV0&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=11375</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=11375"/>
		<updated>2026-09-02T15:19:53Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: Undid revision 10164 by Ichiro (talk)&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;
| [[File:cp_class_menu_bg.wav]]&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;
| [[File:ctp_class_menu_bg.wav]]&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;
| [[File:ml_class_menu_bg.wav]]&lt;br /&gt;
| [[Medieval Mode]] music. Plays the percussions from &amp;quot;Drunken Pipe Bomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:vip_class_menu_bg.wav]]&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;
| [[File:vs_class_menu_bg.wav]]&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=11374</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=11374"/>
		<updated>2026-09-02T15:18:32Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: Undid revision 11372 by Ichiro (talk)&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;
| [[File:cp_class_menu_bg.wav]]&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;
| [[File:ctp_class_menu_bg.wav]]&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;
| [[File:ml_class_menu_bg.wav]]&lt;br /&gt;
| [[Medieval Mode]] music. Plays the percussions from &amp;quot;Drunken Pipe Bomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:vip_class_menu_bg.wav]]&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;
| [[File:vs_class_menu_bg.wav]]&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=11373</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=11373"/>
		<updated>2026-09-02T15:17:46Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Class selection menu */&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;PrtWJG1TcHw&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;
| [[File:cp_class_menu_bg.wav]]&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;
| [[File:ctp_class_menu_bg.wav]]&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;
| [[File:ml_class_menu_bg.wav]]&lt;br /&gt;
| [[Medieval Mode]] music. Plays the percussions from &amp;quot;Drunken Pipe Bomb&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:vip_class_menu_bg.wav]]&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;
| [[File:vs_class_menu_bg.wav]]&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;
== &amp;quot;Setup Up Music&amp;quot; ==&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;hser0TNHDV0&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=11372</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soundtrack&amp;diff=11372"/>
		<updated>2026-09-02T15:15:27Z</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;PrtWJG1TcHw&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;
== &amp;quot;Setup Up Music&amp;quot; ==&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;hser0TNHDV0&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=Twin_Barrel&amp;diff=11371</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11371"/>
		<updated>2026-09-02T15:02:56Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them in the opposite direction that they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity and friction against the ground affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
* The Twin Barrel is dubbed by the players as  the Pyro&#039;s [[tf:Force-a-Nature|Force-a-Nature]] because of its ability to knock back the wielder and an enemy.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&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=Twin_Barrel&amp;diff=11370</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11370"/>
		<updated>2026-09-02T15:02:43Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them in the opposite direction that they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity and friction against the ground affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
* The Twin Barrel is dubbed by the players as  the Pyro&#039;s [[tf:Force-a-Nature|Force-a-Nature]] because of its ability to knock back the wielder and the enemy.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&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=Twin_Barrel&amp;diff=11369</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11369"/>
		<updated>2026-09-02T15:02:24Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them in the opposite direction that they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity and friction against the ground affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
* The Twin Barrel is dubbed by the players as  the Pyro&#039;s [[tf:Force-a-Nature|Force-a-Nature]] because of its ability to knock back the wielder and the shot enemy.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&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=Twin_Barrel&amp;diff=11368</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11368"/>
		<updated>2026-09-02T15:02:04Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them in the opposite direction that they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity and friction against the ground affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
* The Twin Barrel is dubbed by the players as  the Pyro&#039;s [[tf:Force-of-Nature|Force-of-Nature]] because of its ability to knock back the wielder and the shot enemy.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&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=Harvester&amp;diff=11367</id>
		<title>Harvester</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=11367"/>
		<updated>2026-09-02T14:56:13Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=harvester decapitation&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Scythe&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Burning victims fill crit meter while active}}&lt;br /&gt;
{{Loadout positive|On Hit: Steal health from your victim while meter is full}}&lt;br /&gt;
{{Loadout positive|+3 health gain per afterburn tick while active}}&lt;br /&gt;
{{Loadout negative|On Death: Burning victims are extinguished}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ask not for whom the bell tolls.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Harvester&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|A grisly utility melee that&#039;s as fearsome and traumatizing as the Halloween store animatronic it probably belongs to. With the Harvester held out, some of the afterburn damage you dish out (even on your victims&#039; charred remains!) will be returned to you as health and charge for a decapitating crit-slash! Everyone you set on fire is instantly extinguished when you die, though, so don&#039;t be surprised if your marks fight back harder than you&#039;re used to.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harvester&#039;&#039;&#039; is an alternate melee weapon for the [[Pyro]]. It&#039;s a scythe with a crooked wood handle and a damaged, curved blade bolted on. When equipped, it will appear on the Pyro&#039;s back while inactive.&lt;br /&gt;
&lt;br /&gt;
While active, [[afterburn]] damage dealt to enemies by the [[Flame Thrower]] or the [[Flare Gun]] will heal the user by three health per tick (six health per second), along with increasing the Harvester&#039;s charge meter, which will stack if multiple enemies are on fire. The Harvester&#039;s healing cannot overheal the user, and if the charge meter is full, its healing is disabled entirely until an enemy is attacked with it. The weapon also tracks the remaining afterburn on dead enemies (including extinguished corpses, such as those in [[water]]), gaining the same health and charge as when they were alive. As a penalty, all enemies who are suffering afterburn get extinguished upon the Pyro&#039;s death.&lt;br /&gt;
&lt;br /&gt;
The charge meter fills up after 30 ticks of afterburn (15 seconds), allowing for 90 points of healing per charge. When fully charged, the Harvester will allow a guaranteed critical hit, marked by a critical glow (including when not active) and a bell sound audible to all players. This crit will heal the user by 195 health, whether or not the enemy dies, and will overheal them if they&#039;re at full health. This does not happen if the Harvester is boosted by other means, such as by the [[Kritzkrieg]]. The crit will also not be used up when attacking buildings, [[ÜberCharge|ÜberCharged]] enemies, or surfaces.&lt;br /&gt;
&lt;br /&gt;
The Harvester will decapitate enemies killed by [[critical hit|critical hits]], and will gain a blood splatter on its blade that persists until the user respawns or goes [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Reaper&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|6 / s|3 per tick, while charging}}&amp;lt;br&amp;gt;{{tooltip|195|When charged, on hit}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = {{tooltip|6.66% / s|3.33% per tick, per afterburn}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|30 ticks|15 s, can be faster}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Harvester&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* [[Afterburn]] tick heals while active no longer apply while [[Critical hit|crit]] is ready&lt;br /&gt;
* Crit now instantly heals for 195HP upon hit&lt;br /&gt;
* A sound cue audible to all players now plays when crit is ready&lt;br /&gt;
* Wearable now has critglows when crit is ready and weapon is holstered&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Crits no longer have extra range&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Harvester&#039;s description, &amp;quot;Ask not for whom the bell tolls&amp;quot;, is a misquotation from the John Donne work &amp;quot;Devotions upon Emergent Occasions&amp;quot;, Meditation XVII. The average enthusiast of 17th century England would know that the &amp;quot;bell&amp;quot; in this analogy refers to church bells that declare important events.&lt;br /&gt;
* Switching to another class while an enemy has afterburn, then switching back to the Pyro, will still enable the Harvester to gain charge. The same thing will occur when switching between the Fire Axe and the Harvester.&lt;br /&gt;
* The chopped piece of wood bolted onto the Harvester&#039;s model suggests it&#039;s a repurposed farming scythe, which usually has an additional handle. As a result, to use it as a weapon in real life, you would need to pull the internal, sharp end of the blade towards yourself.&lt;br /&gt;
* According to the &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|Nito}} the Harvester was originally designed with the 3D model of the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon, the [[Tf:Baleful Beacon|Baleful Beacon]], but was later changed to the current scythe model due to &amp;quot;physics and particle issues&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_harvester.png|First-person view.&lt;br /&gt;
File:Weapon_harvester_blood.png|First-person view with blood.&lt;br /&gt;
File:Flight Or Flight Pyro.png|left|thumb|300px|Promotional artwork for the Harvester and [[Twin Barrel]].&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=Jump_Pads&amp;diff=11330</id>
		<title>Jump Pads</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jump_Pads&amp;diff=11330"/>
		<updated>2026-08-25T15:17:40Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;Jump Pad&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day1 promotional blurb]|Engineers can now switch out their Teleporters for two Jump Pads! Instead of being disassembled and reassembled on the atomic level, teammates can super-jump into battle, covering the same kind of height and distance you&#039;d expect from a perfect rocket jump. One-way drops are now two-way opportunities, explosive jumpers&#039; shortcuts are now valid flank routes, and &amp;quot;I can&#039;t focus on keeping my Teleporters up!&amp;quot; is now a piss-poor excuse not to play Engineer.}}&lt;br /&gt;
[[File:Fight or flight engineer (1).png|512px|thumb|alt=The image promoting the Fight or Flight update. It shows the BLU Engineer having the time of his life.|The BLU Engineer is having the time of his life.]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Pads&#039;&#039;&#039; are a type of building in &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; that can be constructed by the [[Engineer]] class using the [[Construction PDA|PDA: Jump Pad]]. They were added in the [[Fight or Flight]] Update and replaced the Engineer&#039;s ability to build a [[Teleporter]]. It is a circular, team-colored pad with an electronic fan covered by a metallic guard that constantly blows a current of air. It also emits team-colored wind particles, a team-colored glow, and a constant whirring noise while active. As opposed to the other buildings, the [[Engineer]] can construct up to two Jump Pads, named &#039;&#039;&#039;Jump Pad A&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Jump Pad B&#039;&#039;&#039;, that work independently of each other. When an ally presses the jump button while above a Jump Pad, that player&#039;s jump is given increased height and distance, similar to that of a &amp;quot;perfect rocket jump.&amp;quot; The specific distance is 370 Hammer Units and 390 when crouch-jumping&lt;br /&gt;
&lt;br /&gt;
The Engineer&#039;s voice lines related to the Jump Pad were provided by [https://www.getgianni.com/ Gianni Matragrano].&amp;lt;!--Despite this, he has not yet put Team Fortress 2 Classic in his portfolio.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Functionalities ==&lt;br /&gt;
[[File:Backpack PDA: Jump Pad.png|256px|thumb|PDA: Jump Pad backpack icon]]&lt;br /&gt;
=== Placement ===&lt;br /&gt;
Each Jump Pad requires 100 metal to build and cannot be upgraded unlike the Teleporter.&lt;br /&gt;
&lt;br /&gt;
The Jump Pads&#039; blueprints can be rotated by clicking the Engineer&#039;s secondary attack button (default key: &amp;lt;code&amp;gt;MOUSE2&amp;lt;/code&amp;gt;), although this has no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
They can be placed in [[water|deep water]], but will not function, showing a message saying they are flooded. If they are constructed in shallow water, they will function as normal. A Jump Pad cannot be placed on an objective, such as the control point.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
[[File:Jump_pad_topdown.png|thumb|256px|RED Jump Pad top-down view]]&lt;br /&gt;
[[File:Jump_Pad_construction_animation.mp4|256px|BLU Jump Pad construction animation|thumb]]&lt;br /&gt;
Once placed, a Jump Pad goes through a construction animation during which the building&#039;s health increases, reaching completion at 90 health. When completed, it is ready to use. It has shorter construction time than a Teleporter.&lt;br /&gt;
&lt;br /&gt;
Hitting a Jump Pad with the [[Wrench]] will speed up construction as usual on Engineer&#039;s buildings.&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
When an ally presses the jump button above a Jump Pad, the player&#039;s jump height and distance are increased. By just jumping, a player can go 370 Hammer Units vertically. By crouch-jumping, a player can go 390 Hammer Units vertically. The user&#039;s momentum depends on the momentum they had beforehand. A player can still walk or jump onto a Jump Pad without receiving the boost. The Jump Pad itself is solid, and players are slightly elevated while walking on top of it. Enemies can walk on top of the Jump Pad, but jumping on it only produces a standard jump. The [[Spy]] can use Jump Pads belonging to any team, regardless of whether he is disguised.&lt;br /&gt;
&lt;br /&gt;
Compared to the Teleporter, the cooldown on the Jump Pad is significantly shorter, so players are able to use it in short succession. The cooldown is per-user and not per Jump Pad, meaning multiple users will not affect each other&#039;s usage, and using two Jump Pads will not circumvent the user&#039;s own cooldown. If the user is on two Jump Pads at once, the animation plays on the one the user walked on first. The Jump Pad also works even in situations where the user wouldn&#039;t be able to jump, such as while crouching, while the [[Heavy]] has his minigun revved up, or while in the middle of a jump; however, it will not work while taunting. The user can continually hold the jump button to receive the Jump Pad boost. The user also does not suffer fall damage from the boost.&lt;br /&gt;
&lt;br /&gt;
A counter on the HUD tells the builder how many players, including the builder, have used it to jump. &lt;br /&gt;
&lt;br /&gt;
In addition, users of the Jump Pad who are on fire will have their [[afterburn]] extinguished.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
{{main|Destruction PDA}}&lt;br /&gt;
Jump Pads are destroyed when accumulated damage received by either end reduces the Teleporter health to zero. A destroyed Jump Pad leaves 4 unique [[gibs]], with each leaving 8 metal (for a total of 32 metal worth of scrap) on the ground, which can be collected by allies/enemies for metal and/or ammo.&lt;br /&gt;
&lt;br /&gt;
=== Sapping ===&lt;br /&gt;
When one Jump Pad is [[Sapper|sapped]], the other Jump Pad is unaffected. Any friendly Engineers can remove the Sapper by destroying the Sapper on a Jump Pad. Friendly Engineers may then proceed to repair either or both ends of the Jump Pad by using his Wrench. However, since the Spy can place an infinite number of Sappers on a Jump Pad, an Engineer may not be able to fully repair it before another Sapper is placed upon it. This results in the Jump Pad being destroyed quickly with its 90 health unless the Spy is disposed of.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The utility of the Jump Pad depends on the map and the circumstances of the team. While Teleporters enable faster movement to the frontlines, and the Jump Pad allows the Engineer to play a more versatile role, turning routes that require explosive jumps into routes that all mercenaries can traverse to. Jump Pads are also much easier to construct on the fly, a lot faster compared to Teleporters, and while initially more expensive, do not require upgrades. In addition, its ability to increase horizontal velocity partially fulfills the role of the Teleporter in getting teammates to the front lines quicker. In general, Jump Pads are more useful on defense than on offense, since the defenders are closer to their objective and therefore have little use for Teleporters. It is effective on small, open maps such as on [[Arena]] and [[King of the Hill]].&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;| Jump Pad v. Stock Teleporter&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Uses less metal to construct and to upgrade&lt;br /&gt;
➕ Provides verticality to all classes without fearing for fall damage&lt;br /&gt;
➕ Does not have recharge and can be used simultaneously by allies&lt;br /&gt;
➕️ Only one of the two Jump Pads deployed can be sapped at the same time.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less health&lt;br /&gt;
➖ Has limited distance covered&lt;br /&gt;
➖ Enemy Spies can still use it&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stomping ==&lt;br /&gt;
:&#039;&#039;Not to be confused with the &amp;lt;code&amp;gt;stomp&amp;lt;/code&amp;gt; console command.&#039;&#039;&lt;br /&gt;
If a player lands on an enemy while in the middle of a jump, they will deal significant damage to that enemy and play a &amp;quot;stomp&amp;quot; sound effect. The damage dealt uses the formula &amp;lt;math&amp;gt;10 + \text{fall damage} \times 3&amp;lt;/math&amp;gt;. The Jump Pad&#039;s power is not high enough to stomp an enemy at an equal level with it, so the user must gain more height during the jump or have the Jump Pad built above the enemy.&lt;br /&gt;
&lt;br /&gt;
== Medieval Mode ==&lt;br /&gt;
The Engineer has access to Jump Pads on [[Medieval Mode]] since version [[2.1.4]], which is the only building allowed to deploy. However, there are following differences in this mode:&lt;br /&gt;
* When pressing the [[Construction PDA]] (Default key: &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;), the Engineer omits the [[Construction PDA]] and instead equips the Jump Pad-containing toolbox.&lt;br /&gt;
** Without the said PDA, he cannot choose which Jump Pad he will deploy first. He can only instead deploy Jump Pad A first, then Jump Pad B.&lt;br /&gt;
* He cannot use the [[Destruction PDA]] to manually destroy a Jump Pad, but the Jump Pad furthest away from the player will be destroyed if both Jump Pads are built while attempting to build another.&lt;br /&gt;
&lt;br /&gt;
== Related Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_jumppad_stomp}}&lt;br /&gt;
{{Achievement|achievement_jumppad_enemy_spy_backstab}}&lt;br /&gt;
{{Achievement|achievement_jumppad_extinguish}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression_assist}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression_destroyed}}&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 Jump Pad.&lt;br /&gt;
** New [[Engineer]] voicelines by [https://twitter.com/GetGianni Gianni Matragrano].&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Fixed missing particle when landing from a jump pad as a global [[Disguise Kit|disguise]] Spy.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated Jump Pads:&lt;br /&gt;
** Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War)&lt;br /&gt;
** Can now be built in Medieval Mode&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased jump height impulse to 770 (from 750)&lt;br /&gt;
** This addresses some inconsistencies introduced in 2.1.4&lt;br /&gt;
* If both Jump Pads have been built in Medieval Mode, attempting to build another now destroys the Jump Pad that is the farthest away from the player&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The description for the Jump Pad included the phrase, &amp;quot;To air is human&amp;quot;. This is a pun on the saying &amp;quot;To err is human; to forgive, divine&amp;quot;, and is attributed to the English poet Alexander Pope.&lt;br /&gt;
* As shown in the Fight or Flight promotional image, a thrown [[Sandvich]] will be launched by the Jump Pad. The throw trajectory of it is still considered for its launch.&lt;br /&gt;
* The Fight or Flight promotional image shows a RED Engineer sitting on a Teleporter, with a second Teleporter right next to him. Logically, if both Teleporters belong to that Engineer, they should be active and teleporting him.&lt;br /&gt;
* If an enemy Spy kills an Engineer by stomping on him after using his own Jump Pad, the Engineer will get credit for his own death.&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The stomping mechanics are based on [[tf:Mantreads|Mantreads]] and [[tf:Thermal Thruster|Thermal Thruster]] of live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:concept_jump_pad.png|Concept art by {{Dev|Square}}&lt;br /&gt;
File:concept_jump_pad_2.png|Concept art by {{Dev|Drudlyclean the Skeledude}} and {{Dev|Square}}&lt;br /&gt;
2.0.3_sneak_peek.jpg|A teaser image from the official &#039;&#039;TF2C&#039;&#039; Twitter account, before the Jump Pad was announced.&lt;br /&gt;
Engie jump.jpg|A teaser image from the 2.0.3 patch notes, before the Jump Pad was announced.&lt;br /&gt;
Jump_Pad_construction_animation.mp4|Jump Pad construction animation&lt;br /&gt;
Backpack PDA: Jump Pad.png|PDA: Jump Pad backpack icon&lt;br /&gt;
Killicon_jumppad_stomp.png|Jump Pad stomp kill icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=11327</id>
		<title>Grenade Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Grenade_Launcher&amp;diff=11327"/>
		<updated>2026-08-25T15:11:47Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Comparison to Team Fortress 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe&lt;br /&gt;
| kill-icon-2=deflect promode&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=16&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Leave it to me, lad.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Demoman&#039;&#039;&#039; &#039;&#039;after blowing someone up into smithereens&#039;&#039;|KA-BOOOM!}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; is the default primary weapon of the Demoman. It is a cartoony grenade launcher with an oversized four-slot ammo chamber, held with its wooden stock and foregrip, that shoots glowing team-colored explosive canisters.&lt;br /&gt;
&lt;br /&gt;
The Grenade Launcher fires fast grenades (also known as &amp;quot;pipe bombs&amp;quot;) that arc in the air and explode on contact with enemies and their [[buildings]], dealing 100 damage against that enemy at any range, plus splash damage against any enemy nearby. If the grenade hits a surface, it will not explode on contact, instead bouncing and rolling on the ground until it naturally explodes. All grenades will explode after 2.3 seconds, even if they are soaring through the air, only dealing 60 base damage. As a consequence, grenades can be shot off map surfaces to bounce them into enemy positions, and they will still act as area denial even if the user is unable to directly hit an enemy. This makes the grenade launcher a powerful, though difficult-to-use weapon in direct combat, and one of the few weapons able to act as a threat even during indirect combat. The grenades will have significantly less velocity when shot [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own grenade explosions, they are able to use them as an [[Jumping#Pipe jumping|explosive jump]] to reach heights otherwise unobtainable. This offers less control and velocity than a similar jump from the [[Stickybomb Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kaboom&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 100&amp;lt;br&amp;gt;{{tooltip|60|After bouncing}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 300&amp;lt;br&amp;gt;{{tooltip|180|After bouncing}}&lt;br /&gt;
 | mini-crit = 135&amp;lt;br&amp;gt;{{tooltip|81|After bouncing}}&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 38-73&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&amp;lt;br&amp;gt;{{tooltip|2.3 s|Grenade explosion}}&lt;br /&gt;
 | first-reload = 1.24 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-granadas|pt-br_m=Grenade Launcher&lt;br /&gt;
|bg=Гранатомет|bg_m=Grenade Launcher&lt;br /&gt;
|en=Grenade Launcher&lt;br /&gt;
|fr=Lance-grenades|fr_m=Grenade Launcher&lt;br /&gt;
|de=Granatwerfer|de_m=Grenade Launcher&lt;br /&gt;
|it=Lanciagranate|it_m=Grenade Launcher&lt;br /&gt;
|ro=Lansator de grenade|ro_m=Grenade Launcher&lt;br /&gt;
|ru=Гранатомёт|ru_m=Grenade Launcher&lt;br /&gt;
|es=Lanzagranadas|es_m=Grenade Launcher&lt;br /&gt;
|tr=Bomba Atar|tr_m=Grenade Launcher&lt;br /&gt;
|uk=Гранатомет|uk_m=Grenade Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Clipsize is now shown on the model.&lt;br /&gt;
* Fixed an issue with grenades colliding with respawn room visualizers.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Grenades no longer sometimes bounce off of enemy [[buildings]] without exploding &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Pipes from the Grenade Launcher now spark when shattering without an explosion&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* During &#039;&#039;Team Fortress 2&#039;s&#039;&#039; development, the Grenade Launcher had a clip size of 6, with six chambers to reflect that. When the Grenade Launcher&#039;s clip size was reduced to 4, the model was left untouched. &#039;&#039;Classified&#039;&#039; changed the model to have 4 cylinders to be consistent with the gameplay.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_grenadelauncher.png|First-person view.&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=Disguise_Kit&amp;diff=11325</id>
		<title>Disguise Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=11325"/>
		<updated>2026-08-25T15:10:31Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Comparison to Team Fortress 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by= Spy&lt;br /&gt;
| slot= PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Disguise Kit&#039;&#039;&#039; [https://web.archive.org/web/20250130090816/https://tf2classic.com/fight_or_flight/day1 publicity blurb]|Our latest quality-of-life feature takes the stress and heartache out of identity theft. Spies in [[Four-Team]] matches can click past their color-coded disguises and equip a Global Disguise, which passes you off as an ally to every enemy who sees you, regardless of team. No more playing passive around triple-team fights, or finding space in your coat for 27 fake passports, or fat-fingering the &amp;quot;toggle disguise team&amp;quot; button and typing something deplorable in chat by accident.&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Disguise Kit&#039;&#039;&#039;, formally the &amp;quot;Spytron 3000 Disguise Kit&amp;quot;, is the stock PDA for the [[Spy]]. It does not show up on his loadout screen. It appears to be a metallic hinged cigarette case, but actually contains an electronic disguising mechanism with a blank screen, and one team-colored button with two glowing yellow buttons. The buttons glow yellow regardless of which team the user is on. Regardless, it still contains six unusually shiny filtered cigarettes, a seventh of which the Spy constantly smokes. The cigarette paper appears white on RED and YLW, and dark brown on BLU and GRN.&lt;br /&gt;
&lt;br /&gt;
The Disguise Kit allows the Spy to disguise as any player, from any class, from any team. These include RED and BLU on normal maps, and additionally GRN and YLW on [[Four-Team|four-team]] maps. When playing on four-team maps, he can also disguise as the unnamed &#039;gray&#039; team, which shows enemy players the Spy disguised as the current team they are on. After activating the Disguise Kit, it takes 2 seconds before it is applied, during which the Spy is covered in smoke particles. These particles will follow him while he is cloaking, having the same opacity as his body. When changing disguises while disguised, it will take 0.5 seconds to apply, and no smoke particles will be visible to the enemy. The Spy cannot disguise while taunting, and taunting while disguised will remove his disguise. Pressing the attack button will bring out the Spy&#039;s last weapon.&lt;br /&gt;
&lt;br /&gt;
While disguised, the Spy will appear to enemies as a random player using that class on the chosen team, with that player&#039;s current loadout and health, being forced to use the speed of the disguised class (Scout&#039;speed being the only exeption to this rule). He will wear a paper mask, visible to friendly players, with the face of the class he is disguised as. If nobody is on that class, a random name from that server is used instead. Pressing the &amp;quot;last disguise&amp;quot; button while disguised will change the disguise&#039;s equipped weapon to the slot the Spy is using. If the Spy reloads his weapon, the disguise will reload its weapon as well. Voice commands from the Spy will appear as that class&#039;s equivalent voice command to the enemy. If the user attacks with a weapon (except the [[Sapper]]) or selects the friendly Spy disguise, their current disguise will instantly disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TF2 Classified&#039;&#039; introduces a new feature for the Spy, known as &amp;quot;Spywalk&amp;quot;. If the user presses the shift key, the Spy can walk at his normal speed. He will walk at normal speed all the time if the &amp;quot;Use Spywalk by default&amp;quot; setting (&amp;lt;code&amp;gt;tf2c_spywalk_inverted&amp;lt;/code&amp;gt;) is enabled. He is not able to walk through enemy players or [[buildings]], and will still take damage from them (without taking knockback or visibly being hurt) as normal. However, the Spy will be afflicted with [[Fishwhacker|bleed]] and [[afterburn]] as normal, which is a dead giveaway that he is an enemy in disguise. When the Spy dies, he will lose his disguise.&lt;br /&gt;
&lt;br /&gt;
[[Sentry Gun|Sentry Guns]] cannot detect the Spy while he is disguised as their team, and he will be able to use enemy [[Dispenser|Dispensers]], [[Teleporter|Teleporters]], the [[Payload]], and walk on objectives without capturing them. If the Spy becomes undisguised in front of a Sentry, it will track the Spy even when he re-disguises, which stops once he is out of the Sentry&#039;s range, hides out of its sight, or is ignored in favor of a closer target.&lt;br /&gt;
&lt;br /&gt;
When taunting, the Spy has an 85% chance of flicking a cigarette onto the ground, with a 15% chance of performing a &amp;quot;Spycrab&amp;quot; taunt where he imitates a crab and clicks the Disguise Kit above him. When looking upwards at an angle of 60 degrees or more, he will always perform the Spycrab taunt. This makes the Disguise Kit the only weapon in the game with two taunts.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = {{tooltip|Cigarette flick|85% chance}}&amp;lt;br&amp;gt;{{tooltip|Spycrab|15% chance, or when looking 60 degrees upwards.}}&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Disguise&lt;br /&gt;
 | effect-duration = Indefinite&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | activation-time = {{tooltip|2 s|When undisguised}}&amp;lt;br&amp;gt;{{tooltip|0.5 s|While disguised}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Disguise Kit with GRN and YLW textures. &lt;br /&gt;
* Fixed disguised [[Critical hits|Critboost]] for the local player&lt;br /&gt;
* Ported the Concise Disguise menu.&lt;br /&gt;
* Enemy [[Spy|Spies]] that are disguised as Spies will now properly appear disguised.&lt;br /&gt;
* Ported concise disguise menu from live TF2. &lt;br /&gt;
* Fixed disguise weapons appearing with a wrong team color.&lt;br /&gt;
* Fixed disguised [[Spy|Spies]] using a wrong skin in certain cases.&lt;br /&gt;
* Fixed certain teams in [[4-team]] mode hearing disguised spies speaking in their normal voice and not as their disguise class.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Improved the Spy’s PDA aimmatrices when crouched. (Spycrabbing has been left untouched.) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed Spywalk not being applied clientside &lt;br /&gt;
* Fixed lastdisguise to now remember enemy vs. ally disguise, rather than absolute team color &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added Global Disguises available on [[Four-Team]] maps, allowing you to appear friendly to all enemy teams&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements are now consistent with one another&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements for controllers have been overhauled&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at [[Spy]]&#039;s regular speed while disguised as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Fixed global disguise class portraits on the HUD displaying blue team’s ones instead when [[Invis Watch|cloaked]]&lt;br /&gt;
* Fixed missing particle when landing from a [[Jump Pads|jump pad]] as a global disguise [[spy]]{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Added a Spywalk indicator on the Disguise HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Fixed crash regarding Spywalk indicator elements missing on custom HUDs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy can disguise as the [[Civilian]] if the server is using the command &amp;lt;code&amp;gt;tf2c_allow_special_classes 2&amp;lt;/code&amp;gt;, but he will not appear in the disguise menu. The player must instead use the command &amp;lt;code&amp;gt;disguise 10 -1&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When doing the cigarette flick taunt, the Spy will appear to flick his lit cigarette onto himself, then flick an unlit cigarette into the world once it has disappeared.&lt;br /&gt;
* The Disguise Kit has an unused third-person animation for pressing a button. If &amp;lt;code&amp;gt;pda_click&amp;lt;/code&amp;gt; is entered into the console, it will activate this animation.&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Spywalk and Global Disguises are features added in &#039;&#039;TF2 Classified&#039;&#039;.&lt;br /&gt;
* When compared to live &#039;&#039;TF2&#039;&#039;, the cigarette flick taunt has 5% less probability of triggering (from 90% to 85%), while the Spycrab has 5% more (from 10% to 15%). The latter taunt&#039;s activation by pressing the taunt key while looking up is a &#039;&#039;Classified&#039;&#039;-exclusive feature.&lt;br /&gt;
* &#039;&#039;TF2 Classified&#039;&#039; has a unique Disguise Kit texture on BLU, sporting a blue button and dark brown cigarettes.&lt;br /&gt;
** The texture was inspired from the official SFM short [https://www.youtube.com/watch?v=OR4N5OhcY9s| &amp;quot;Meet the Spy&amp;quot;] where it makes an appearance in the hands of the BLU Spy, hinting that Spies were originally supposed to receive a different colored disguise kit depending on their respective teams in live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
* Taunting while disguising now removes your disguise while you simply cannot on live &#039;&#039;TF2&#039;&#039;.&lt;br /&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=11324</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=11324"/>
		<updated>2026-08-25T15:07:27Z</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=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=&lt;br /&gt;
| loadout-attributes=&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 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, and 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;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has a faster attack speed&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;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zoom is reduced&lt;br /&gt;
➖ Does not passively reload&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;
|tr=Altıpatlar Av Tüfeği|tr_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;
{{Update|2.2.0}}&lt;br /&gt;
* Secondary fire delay is now separated from primary fire&lt;br /&gt;
* Removed holster delay after firing while zoomed&lt;br /&gt;
* Fixed a bug that caused uninterruptable reloads when using Hold to Zoom&lt;br /&gt;
* Fixed a bug that allowed aborting reloads while jumping&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Increased movement speed while scoped to 160 (from 120)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.11}}&lt;br /&gt;
* Removed +25 HP health bonus&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;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_huntingrevolver.png|First-person view.&lt;br /&gt;
File: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=11323</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=11323"/>
		<updated>2026-08-25T15:06:42Z</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=&lt;br /&gt;
| loadout-attributes=&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 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, and 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;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has a faster attack speed&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;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zoom is reduced&lt;br /&gt;
➖ Has to be reloaded when the clip is empty&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;
|tr=Altıpatlar Av Tüfeği|tr_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;
{{Update|2.2.0}}&lt;br /&gt;
* Secondary fire delay is now separated from primary fire&lt;br /&gt;
* Removed holster delay after firing while zoomed&lt;br /&gt;
* Fixed a bug that caused uninterruptable reloads when using Hold to Zoom&lt;br /&gt;
* Fixed a bug that allowed aborting reloads while jumping&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Increased movement speed while scoped to 160 (from 120)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.11}}&lt;br /&gt;
* Removed +25 HP health bonus&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;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_huntingrevolver.png|First-person view.&lt;br /&gt;
File: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=Flame_Thrower&amp;diff=11322</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11322"/>
		<updated>2026-08-25T15:02:43Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: /* Comparison to Team Fortress 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release an airblast}}&lt;br /&gt;
{{Loadout neutral|Airblast deflects enemies and projectiles, and extinguishes burning teammates}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
Instead of firing projectiles or bullets, the Flame Thrower releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, and adjust their speed based on the player&#039;s movement, allowing for wide coverage around them.&lt;br /&gt;
&lt;br /&gt;
The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer [[afterburn]], in which they continually take damage. This also has the effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage per 0.5 seconds for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. It is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alt-fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemy players, launching them in the air if angled upwards. It can be fired once every 0.75 seconds.&lt;br /&gt;
&lt;br /&gt;
Airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect most enemy projectiles towards where the user is aiming, the most common of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will deal mini-crit damage against enemy targets, and if the projectile or the Pyro was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
|uk=Вогнемет|uk_m=Flame Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Flamethrower{{sic}} is now lag compensated. This should dramatically improve flame hit detection at higher latency values.&lt;br /&gt;
* Improved the Pyro’s Flamethrower{{sic}} aimmatrices to match up with the Flame’s hitboxes better.&lt;br /&gt;
* Improved [[Huntsman|Arrows]] to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Made flames and [[airblast]] register more reliably&lt;br /&gt;
* Fixed the GRN flamethrower{{sic}} particles&lt;br /&gt;
* Updated players to say &amp;quot;Thanks&amp;quot; when extinguished from [[Fire|afterburn]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* [[Fire|Afterburn]] length is now 25% shorter, though total damage output is unchanged&lt;br /&gt;
* Fixed flame impact sounds on friendly [[buildings]] &lt;br /&gt;
* Fixed a bug where flames would linger between round changes or restarts&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The hitbox for [[Pyro]]&#039;s [[airblast]] is slightly shorter in its duration, and is now 4 ticks (from 6.6)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered damage by 12% (150 DPS, from 170)&lt;br /&gt;
* Support score for extinguishing is now based on remaining [[Fire|afterburn]]&lt;br /&gt;
* Support score for [[Airblast|airblasting]] is now based on amount of damage deflected&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]])&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed cases of Flame Thrower flames going through thin walls or floors&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed Flame Thrower [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed [[airblast]] sound sometimes not emitting properly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
* Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
* Fixed an issue where flames were occasionally invisible &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Airblast hitbox is now a sphere&lt;br /&gt;
* Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Players can toggle the burning-to-death animations for all non-Pyro classes by using the cvar &amp;lt;code&amp;gt;tf2c_burning_deathanim&amp;lt;/code&amp;gt;. The animations are unused content from live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* To preserve &#039;&#039;Team Fortress 2 Classified&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s 2007&amp;amp;ndash;&#039;08 vision of &#039;&#039;TF2&#039;&#039;, &#039;&#039;Classified&#039;&#039; restored the Flame Thrower&#039;s maximum-duration afterburn on contact that existed prior to the [[tf:Jungle_Inferno_Update|Jungle Inferno]] update. &#039;&#039;TF2&#039;&#039;&#039;s afterburn duration is based on how long the target is in contact with direct flames.&amp;lt;br&amp;gt;&lt;br /&gt;
* The 20 HP on extinguishing teammates from the live version is also absent for the same reason.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_flamethrower.png|First-person view.&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=Weapons&amp;diff=11320</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Weapons&amp;diff=11320"/>
		<updated>2026-08-25T14:55:13Z</updated>

		<summary type="html">&lt;p&gt;Ichiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039; are varying items that are used in combat and are selectable in the loadout menu.&lt;br /&gt;
__TOC__&lt;br /&gt;
= Main Weapons =&lt;br /&gt;
== [[Scout]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Soldier]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shovel}}&lt;br /&gt;
{{Weapon|Admiralty Anchor}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Pyro]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Demoman]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
{{Weapon|Cyclops}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Stickybomb Launcher}}&lt;br /&gt;
{{Weapon|Dynamite Pack}}&lt;br /&gt;
{{Weapon|Mine Layer}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bottle}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Heavy]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Engineer]] ==&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|PDA: Teleporter}}&lt;br /&gt;
{{Weapon|PDA: Jump Pad}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Medic]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Syringe Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Medi Gun}}&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Rejuvenator}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bonesaw}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Sniper]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Spy]] ==&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
== [[Civilian]] ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
= Other Weapons =&lt;br /&gt;
== Gamemode-Specific ==&lt;br /&gt;
=== Action ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Grappling Hook}}&lt;br /&gt;
}}&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|PASS Time JACK}}&lt;br /&gt;
}}&lt;br /&gt;
= Comparison to &#039;&#039;Team Fortress 2&#039;&#039; =&lt;br /&gt;
* Unlike &#039;&#039;Team Fortress 2&#039;&#039;, which requires weapons to be obtained before they can be equipped, &#039;&#039;Classified&#039;&#039; allows players to use any weapon from the start.&lt;br /&gt;
* Whilst &#039;&#039;Team Fortress 2&#039;&#039; uses [https://developer.valvesoftware.com/wiki/Half_Lambert Half Lambert] lighting for its first-person weapon models, &#039;&#039;Classified&#039;&#039; uses Lambert lighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Ichiro</name></author>
	</entry>
	<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>
</feed>