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	<updated>2026-06-01T00:50:08Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=9189</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=9189"/>
		<updated>2025-11-16T13:41:58Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Comparisons from Team Fortress 2 */&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=12&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|Knockback on target and shooter}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a large burst of 20 bullets per shot, which have a horizontal rectangular spread instead of the [[Shotgun]]&#039;s square spread of 10 bullets. Compared to the Shotgun, the Twin Barrel&#039;s ammo capacity and clip size is significantly smaller, only holding 12 reserve ammo, and only being able to hold one shot at a time. Like the [[Flare Gun]], it can reload while the weapon is inactive. The Twin Barrel can also cause knockback against an enemy. If ten or more bullets hit an enemy, that enemy suffers knockback regardless of damage or range. The angle of attack and the enemy&#039;s current velocity are the only things that affect knockback power; damage and range have no effect.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them opposite of the direction they aim. This can be used to perform a pseudo-jump in midair, opening up alternate routes for the Pyro to take and allowing them to go into areas they normally cannot reach. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. The highest vertical velocity is gained by aiming straight downwards, standing still, and shooting immediately after a jump. The highest horizontal velocity is gained by aiming slightly downwards, running backwards, and shooting immediately after a jump. With this technique, the Pyro can effectively travel as fast as a [[Scout]]. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Twin Barrel will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, and can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer [[afterburn]]. The fire is red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 12&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;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does not have any knockback against ÜberCharged enemies.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* With its ability to knockback the target and the shooter, the Twin Barrel is dubbed by the community as Pyro&#039;s own [[tf:Force-A-Nature|Force-A-Nature]]. This may also be compared to Pyro&#039;s secondary weapons, the [[tf:Detonator|Detonator]] and the [[Tf:Thermal Thruster|Thermal Thruster]].&lt;br /&gt;
** In Live &#039;&#039;TF2&#039;&#039;, the Force-A-Nature does not knock back the shooter if they are on the ground, while the Twin Barrel in &#039;&#039;TF2 Classic&#039;&#039; does.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]].&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Poster for the Twin Barrel, which players can download to use as a spray.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Status_effects&amp;diff=9188</id>
		<title>Status effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Status_effects&amp;diff=9188"/>
		<updated>2025-11-16T13:40:36Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Afterburn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Status effects are temporary conditions or modifiers applied to the player that can alter your attacks, movement, health, etc. These effects can be beneficial (buffs) or detrimental (debuffs), and are triggered by certain weapons. They often have visual indicators, sound effects, and gameplay consequences. The [[Spy]]&#039;s [[Invis Watch]] reduces the duration of negative effects. addcond commands can only be used if sv_cheats is set to 1. &lt;br /&gt;
&lt;br /&gt;
== Crit Boost ==&lt;br /&gt;
&#039;&#039;Main article: [[Critical hits]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crit boost is a beneficial effect that grants you guaranteed Critical Hits, effectively tripling your damage output. Crit-boosted players&#039; weapons will glow and crackle with team-colored energy. &lt;br /&gt;
&lt;br /&gt;
Entering addcond 11, addcond 33, addcond 34, addcond 35, addcond 37, addcond 38, addcond 39, addcond 40, addcond 56, addcond 105 and addcond 114 into the console grants a crit boost.&lt;br /&gt;
&lt;br /&gt;
The following weapons grant Crit Boost to another player or yourself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kritzkrieg]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Kritzkrieg.png|100px]]&lt;br /&gt;
| [[Medic]]&lt;br /&gt;
| The Kritzkrieg&#039;s Übercharge grants 8 seconds of guaranteed crits.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harvester]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Harvester.png|100px]]&lt;br /&gt;
| [[Pyro]]&lt;br /&gt;
| The Harvester grants a guaranteed melee crit once it&#039;s HEAT meter is filled.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Chekhov&#039;s Punch]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Chekhov&#039;s Punch.png|120px]]&lt;br /&gt;
| [[Heavy]]&lt;br /&gt;
| The Chekhov&#039;s Punch grants one guaranteed crit to all weapons on a successful hit, storing up to three. The Chekhov&#039;s Punch can only crit with three stored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players are also given a crit boost for killing the [[Civilian]] in [[VIP]] mode, being on the winning team during humiliation and for getting the first kill in [[Arena]] mode.&lt;br /&gt;
&lt;br /&gt;
== Mini-crit Boost ==&lt;br /&gt;
&#039;&#039;Main article: [[Critical hits#Mini crits|Mini crits]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini-crit boost is a beneficial effect that makes all of your attacks into Mini-crits, multiplying damage dealt by 35%. Mini-crit-boosted players&#039; weapons will glow a dim yellow.&lt;br /&gt;
&lt;br /&gt;
Entering addcond 112, addcond 123 into the console grants a Mini-crit boost.&lt;br /&gt;
&lt;br /&gt;
The following weapons grant Mini-crit Boost to another player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Umbrella]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Umbrella.png|130px]]&lt;br /&gt;
| [[Civilian]]&lt;br /&gt;
| The Umbrella&#039;s boost grants 8 seconds of guaranteed Mini-crits ta a teammate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overheal ==&lt;br /&gt;
&#039;&#039;Main article: [[Healing]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overheal is a beneficial effect that temporarily increases your health beyond its maximum, up to 150%. Overhealed players will emit team-colored healing crosses.&lt;br /&gt;
&lt;br /&gt;
The following weapons can grant Overheal to another player or yourself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medigun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Medi Gun.png|100px]]&lt;br /&gt;
| [[Medic]]&lt;br /&gt;
| The Medigun can heal teammates and grant overheal at a hate of 24-72 health per second.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kritzkrieg]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Kritzkrieg.png|100px]]&lt;br /&gt;
| [[Medic]]&lt;br /&gt;
| The Kritzkrieg can heal teammates and grant overheal at a hate of 24-72 health per second.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Rejuvenator]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Rejuvenator.png|100px]]&lt;br /&gt;
| [[Medic]]&lt;br /&gt;
| The Rejuvenator can heal teammates and grant overheal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Shock Therapy]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Shock Therapy.png|100px]]&lt;br /&gt;
| [[Medic]]&lt;br /&gt;
| The Shock Therapy with a full CHARGE meter can heal teammates for 100% of their base health, which can overheal. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harvester]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Harvester.png|100px]]&lt;br /&gt;
| [[Pyro]]&lt;br /&gt;
| Getting a melee crit with a full HEAT meter grants you 195 health, which can overheal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sandvich]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Sandvich.png|90px]]&lt;br /&gt;
| [[Heavy]]&lt;br /&gt;
| The Sandvich, while crit boosted, heals you for 360 health which can overheal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Invulnerability ==&lt;br /&gt;
&#039;&#039;Main article: [[ÜberCharge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invulnerability is a beneficial effect that makes you completely invulnerable to damage. Invulnerable players will be completely enveloped in a metallic, team-colored sheen.&lt;br /&gt;
&lt;br /&gt;
Entering addcond 5, addcond 51, addcond 52, addcond 57, addcond 119 into the console grants invulnerability. addcond 67, addcond 68 and addcond 69 grant immunity to only bullet, explosive and fire damage respectively.&lt;br /&gt;
The following weapons can grant Invulnerability to another player or yourself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medigun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Medi Gun.png|100px]]&lt;br /&gt;
| [[Medic]]&lt;br /&gt;
| The Medigun&#039;s ÜberCharge grants invulnerability to yourself and a patient for 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Rejuvenator]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Rejuvenator.png|100px]]&lt;br /&gt;
| [[Medic]]&lt;br /&gt;
| The Rejuvenator&#039;s ÜberCharge grants invulnerability to anybody inside the bubble, which lasts for 6 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Haste/Speed Boost ==&lt;br /&gt;
&#039;&#039;Main article: [[Haste]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Haste is a beneficial effect that makes you move faster, perform actions faster and recharge items faster. Hastened players will emit team-colored chevron particles.&lt;br /&gt;
&lt;br /&gt;
Entering addcond 17, addcond 32 and addcond 118 grant a speed boost. addcond 121 grants the Haste boost.&lt;br /&gt;
&lt;br /&gt;
The following weapons can grant Haste or a speed boost to another player or yourself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Derby Cane]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Derby Cane.png|100px]]&lt;br /&gt;
| [[Civilian]]&lt;br /&gt;
| The Derby Cane grants Haste to a teammate for 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[L&#039;Escampette]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_L&#039;escampette.png|100px]]&lt;br /&gt;
| [[Spy]]&lt;br /&gt;
| The L&#039;Escampette grants you a speed boost equal to that of the Haste boost without the other upsides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Resistance ==&lt;br /&gt;
Damage resistance is a general term for any reduction applied to any damage. Sources of damage resistance stack multiplicatively with each other.&lt;br /&gt;
&lt;br /&gt;
Entering addcond 111 grants 20% damage resistance.&lt;br /&gt;
&lt;br /&gt;
The following weapons can grant a damage resistance to another player or yourself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Leaderboard_class_civilian.png|80px]]&lt;br /&gt;
| [[Civilian]]&lt;br /&gt;
| The Civilian has an aura that grants 20% resistance to all damage to all nearby teammates. He is not given this resistance.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Gunboats]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Gunboats.png|100px]]&lt;br /&gt;
| [[Soldier]]/[[Demoman]]&lt;br /&gt;
| The Gunboats grant you a 60% higher resistance to [[Jumping|self blast-damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Invis Watch]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Invis Watch.png|100px]]&lt;br /&gt;
| [[Spy]]&lt;br /&gt;
| The Invis Watch grants you a 20% higher resistance to damage while cloaked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[L&#039;Escampette]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_L&#039;escampette.png|100px]]&lt;br /&gt;
| [[Spy]]&lt;br /&gt;
| The L&#039;Escampette grants you a 20% higher resistance to damage while cloaked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bleed ==&lt;br /&gt;
&#039;&#039;Main article: [[Bleed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bleed is a negative, damage over time effect that deals 4 damage per tick, 2 ticks per second. Bleed can Mini-crit, dealing 5 damage per tick instead of 4.&lt;br /&gt;
&lt;br /&gt;
Entering removecond 25 removes bleed.&lt;br /&gt;
&lt;br /&gt;
The following weapons inflict bleed to enemy players.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Fishwhacker]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Fishwhacker.png|120px]]&lt;br /&gt;
| [[Sniper]]&lt;br /&gt;
| The Fishwhacker inflicts 2 seconds of bleed to enemies.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Afterburn ==&lt;br /&gt;
&#039;&#039;Main article: [[Afterburn]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Afterburn is a negative, damage over time effect that deals 3 damage per tick, 2 ticks per second. Afterburn can Mini-crit, dealing 4 damage per tick instead of 3.&lt;br /&gt;
&lt;br /&gt;
Entering removecond 22 removes afterburn.&lt;br /&gt;
&lt;br /&gt;
The following weapons inflict afterburn to enemy players.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flame Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flame Thrower.png|120px]]&lt;br /&gt;
| [[Pyro]]&lt;br /&gt;
| The Flamethrower inflicts 10 seconds of afterburn to enemies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flare Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flare Gun.png|90px]]&lt;br /&gt;
| [[Pyro]]&lt;br /&gt;
| The Flare Gun inflicts 10 seconds of afterburn to enemies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Huntsman]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Huntsman.png|100px]]&lt;br /&gt;
| [[Sniper]]&lt;br /&gt;
| The Huntsman&#039;s arrows can be ignited by the Flame Thrower or torches on [[Medieval Mode]] maps, inflicting 10 seconds of afterburn to enemies.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Afterburn can be stopped by going into water, picking up a health pack, touching a resupply cabinet, getting airblasted by a friendly Pyro and killing the Pyro that caused afterburn on you if they are holding the [[Harvester]].&lt;br /&gt;
&lt;br /&gt;
== Tranquilization ==&lt;br /&gt;
&#039;&#039;Main article: [[Tranquilization]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tranquilization is a negative effect that reduces damage dealt by 30%, movement speed by 20%, makes you colorblind and deaf and all melee damage taken will crit.&lt;br /&gt;
&lt;br /&gt;
Entering addcond 109 tranquilizes you.&lt;br /&gt;
&lt;br /&gt;
The following weapons tranquilize enemy players.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Tranquilizer Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Tranquilizer Gun.png|100px]]&lt;br /&gt;
| [[Spy]]&lt;br /&gt;
| The Tranquilizer Gun tranquilizes enemies for 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Critical_hits&amp;diff=9187</id>
		<title>Critical hits</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Critical_hits&amp;diff=9187"/>
		<updated>2025-11-16T00:32:24Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Comparisons from Team Fortress 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical hits&#039;&#039;&#039;, often shortened to &#039;&#039;&#039;crits&#039;&#039;&#039; or full crits, is a mechanic that grants a damage multiplier randomly or under certain conditions, such as the [[Kritzkrieg]]&#039;s [[ÜberCharge]]. When an attack is a critical hit, it glows and crackles with a team-coloured glow, accompanied by a special sound effect as well as the text &amp;quot;CRITICAL HIT!!!&amp;quot; in green or &amp;quot;MINI-CRIT!&amp;quot; in yellow for critical hits and mini-crits respectively is displayed above the target&#039;s head. Melee attacks do not glow on random crits, but still display the critical hit text, and even play a different animation. [[Buildings]] are immune to any critical damage, so don&#039;t bother using a [[Kritzkrieg]] to take out a Building.&lt;br /&gt;
&lt;br /&gt;
Certain non-damaging items can be affected by critical hits as well. A crit-boosted [[Sandvich]] triples the health granted when eaten, increasing it to 360 and allowing for overheal. Thrown critical Sandviches heal as much as a full health pack instead of a medium health pack. Mini-crit boosted Mediguns have a 35% increased healing and ÜberCharge rate.&lt;br /&gt;
&lt;br /&gt;
Critical hits multiply all weapons&#039; damage by three. For example, the [[Cyclops]]&#039; bombs do 100 damage on a direct hit, while a critical pipe deals 300 damage instead. Furthermore, critical hits ignore damage ramp-up and fall-off. With maximum fall-off, the [[Hunting Revolver]] only deals 21 damage, but a critical hit ignores this while also tripling its damage, dealing 120 damage at any range. The only falloff that crits are affected by is splash falloff, such as the explosions of the [[R.P.G.]], [[Anti-Aircraft Cannon]] or [[Mine Layer]].&lt;br /&gt;
&lt;br /&gt;
== Random Critical Hits ==&lt;br /&gt;
Random critical hits is a mechanic where many [[Melee]] weapons in TF2C have a chance to randomly deal critical damage, a chance which scales based on the amount of damage and healing done recently from 12-60%. Due to this, [[Snipers]] and [[Demomen]] have the highest random crit chance due to their high damage output, alongside [[Medic]]s due to their healing abilities. The [[Admiralty Anchor]], [[Harvester]], [[Shock Therapy]], [[Chekhov&#039;s Punch]] and the [[Knife]] all cannot randomly crit.&lt;br /&gt;
&lt;br /&gt;
Random crits for non-melee weapons are disabled on official [[Vault F4]] servers and are disabled by default. Toggle it server-side using the console commands &amp;lt;code&amp;gt;tf_weapon_criticals 1&amp;lt;/code&amp;gt; for non-melee weapons and &amp;lt;code&amp;gt;tf_weapon_criticals_melee 1&amp;lt;/code&amp;gt; for melee weapons.&lt;br /&gt;
&lt;br /&gt;
== Mini-crits ==&lt;br /&gt;
Mini-crits can be thought of as less powerful critical hits. Instead of tripling a weapon&#039;s damage, they only increase it by 35%. They also ignore damage fall-off, but unlike critical hits, they factor in damage ramp-up. Full critical hits override mini crits. For instance, if you are mini-crit boosted by the [[Umbrella]] and have a crit stored from the [[Chekhov&#039;s Punch]], the mini-crit will be ignored and the damage will function as a critical hit. Because both 135% damage mini-crits and 300% damage crits are both fall under the term &amp;quot;crits&amp;quot;, 300% damage critical hits are often referred to as &amp;quot;full crits&amp;quot; to distinguish them from mini-crits. &lt;br /&gt;
&lt;br /&gt;
== Crit Boost ==&lt;br /&gt;
A crit boost is a status effect that grants guaranteed critical hits for a certain duration of time, or a certain amount of shots. A crit boost is indicated by the weapon glowing in the team&#039;s respective color, with sparks of electricity surging from it. &lt;br /&gt;
&lt;br /&gt;
There is also a mini-crit boost, but unlike its counterpart, a mini-crit boosted weapon does not emit electrical particle effects or a constant sound effect. The weapon does change color slightly, yellow for RED and turquoise for BLU. &lt;br /&gt;
&lt;br /&gt;
Crit boosts are granted in the following ways:&lt;br /&gt;
*Being [[ÜberCharge|ÜberCharged]] by the [[Kritzkrieg]] grants guaranteed critical hits to all of the recipient&#039;s weapons for 8 seconds.&lt;br /&gt;
*During Humiliation at the end of a round, the winning team is crit boosted until the round ends.&lt;br /&gt;
*The first kill in [[Arena]] grants critical hits to the killer.&lt;br /&gt;
*The [[Harvester]] can gain a critical boost when the HEAT meter is filled. This lasts until it is used to attack an enemy player.&lt;br /&gt;
*The [[Chekhov&#039;s Punch]] can gain a critical hit boost when hitting an enemy with a melee attack with the Chekhov&#039;s. This stores up to 3 critical hits which can be used on the Heavy&#039;s other weapons. The Chekhov&#039;s Punch themselves can only crit when at full capacity.&lt;br /&gt;
*The [[Civilian]]&#039;s [[Umbrella]] can grant an eight second mini-crit boost to a teammate.&lt;br /&gt;
*Killing the civilian in [[VIP]] mode grants a crit boost to the killer.&lt;br /&gt;
*If {{code|sv_cheats}} is set to {{code|sv_cheats 1}}, the console commands {{code|addcond 11}}, {{code|addcond 33}}, {{code|addcond 34}}, {{code|addcond 35}}, {{code|addcond 37}}, {{code|addcond 38}}, {{code|addcond 39}}, {{code|addcond 40}}, {{code|addcond 56}}, {{code|addcond 105}} and {{code|addcond 114}} all grant a crit boost.&lt;br /&gt;
&lt;br /&gt;
== Situational Critical Hits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Weapons that can deal situational crits or mini-crits:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Brick]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Brick.png|100px]]&lt;br /&gt;
| Scout&lt;br /&gt;
| The Brick deals mini-crit damage when hitting an opponent from a long enough range.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flame Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flame Thrower.png|100px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| Any non-critical [[airblast]]ed projectiles will deal mini-crit damage to enemies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flare Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flare_Gun.png|100px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| Flares always crit on [[afterburn|burning targets]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harvester]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Harvester.png|100px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| Deals a guaranteed critical hit after building up the HEAT meter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Anti-Aircraft Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Anti-Aircraft_Cannon.png|100px]]&lt;br /&gt;
| Heavy&lt;br /&gt;
| The Anti-Aircraft Cannon mini-crits airborne targets.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Chekhov&#039;s Punch]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Chekhov&#039;s_Punch.png|100px]]&lt;br /&gt;
| Heavy&lt;br /&gt;
| Each melee hit stores one critical hit, which can be used on Heavy&#039;s other weapons. When 3 critical hits are stored, the Heavy will deal critical hits with his melee.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Shock Therapy]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Shock Therapy.png|100px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Shock Therapy deals mini-crits to wet players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Sniper_Rifle.png|100px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| All Sniper primaries do critical damage on headshot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Huntsman]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Huntsman.png|100px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| All Sniper primaries do critical damage on headshot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hunting Revolver]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Hunting_Revolver.png|100px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| All Sniper primaries do critical damage on headshot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Knife]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Knife.png|100px]]&lt;br /&gt;
| Spy&lt;br /&gt;
| The Knife does guaranteed critical damage on a backstab.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Weapons that allow for other players or weapons to deal critical hits or mini-crits:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Admiralty Anchor]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Admiralty Anchor.png|100px]]&lt;br /&gt;
| Soldier&lt;br /&gt;
| Any projectiles that hit the Soldier with the Admiralty Anchor equipped will deal critical damage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kritzkrieg]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Kritzkrieg.png|100px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Kritzkrieg as stated earlier can crit-boost any class for 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Chekhov&#039;s Punch]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Chekhov&#039;s_Punch.png|100px]]&lt;br /&gt;
| Heavy&lt;br /&gt;
| All melee damage done to the Heavy with the Chekhov&#039;s Punch equipped will deal critical damage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Tranquilizer Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Tranquilizer_Gun.png|100px]]&lt;br /&gt;
| Spy&lt;br /&gt;
| When a player is hit with the Tranquilizer Gun, all melee damage taken will be critical.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill_as_teammate}}&lt;br /&gt;
{{Achievement|achievement_headshot_kill_midflight}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.6.0}}&lt;br /&gt;
* Added tf_weapon_criticals&lt;br /&gt;
* Added tf_weapon_criticals_melee&lt;br /&gt;
{{Update|1.6.6}}&lt;br /&gt;
* Fixed tf_weapon_criticals being at 0 giving constant crits&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Reduced crit chance to match live TF2&lt;br /&gt;
* Fixed a bug with &#039;tf_weapon_criticals&#039;&lt;br /&gt;
* Fixed &#039;tf_weapon_criticals&#039; acting inverted&lt;br /&gt;
* Fixed crit detection&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Added Crit Powerup&lt;br /&gt;
* Fixed a bug with crit multiplier&lt;br /&gt;
* Made melee weapons use ACT_VM_SWINGHARD when they&#039;re about to crit&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Fixed various issues with crit particles&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
* Fixed client crashing if player disconnects while crit boosted&lt;br /&gt;
* Fixed Kritzkrieg sound getting stuck on if player respawns while crit boosted&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Reworked the Fishwhacker: Crits on bleeding enemies.&lt;br /&gt;
* Fixed a bug preventing the attacker from hearing crit sound on headshot.&lt;br /&gt;
* Fixed disguised Critboost for the local player&lt;br /&gt;
* Disabled capture crits in CTF (0 by default, 10 before the update)&lt;br /&gt;
* Added team colored critical explosion particles.&lt;br /&gt;
* Ported crit-pumpkin, pumpkin bombs and Halloween pickups.&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Reworked the Shock Therapy: Removed guaranteed crits against wet enemies&lt;br /&gt;
* Reworked the Tranquilizer Gun: Tranquilized enemies now take full crits from Knives&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Hunting Revolver: Now has damage falloff (Does not apply to crits)&lt;br /&gt;
* Reworked the Tranquilizer Gun: Tranquilized enemies now take crits from any melee attack, effect duration is no longer affected by falloff if the weapon fires a crit or minicrit&lt;br /&gt;
* Support score is now more consistently awarded for minicrit or crit boosting teammates&lt;br /&gt;
* Bonus score is now awarded for deflecting crit projectiles, defusing crit Dynamite Packs, destroying crit stickies&lt;br /&gt;
* Added the following visual item schema tags: trail_effect, trail_effect_crit, explosion_effect, explosion_effect_crit (Azzy, Trotim)&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Crit boosted Mediguns now require tf2c_medigun_critboostable 2 to gain a heal rate bonus (set to 1 by default, only for minicrits)&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Extra damage dealt from headshots no longer contributes to the random crit chance bucket&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Updated the Harvester:&lt;br /&gt;
Afterburn tick heals while active no longer apply while crit is ready&lt;br /&gt;
&lt;br /&gt;
Crit now instantly heals for 195HP upon hit&lt;br /&gt;
&lt;br /&gt;
A sound cue audible to all players now plays when crit is ready&lt;br /&gt;
&lt;br /&gt;
Wearable now has critglows when crit is ready and weapon is holstered&lt;br /&gt;
* Updated the Minigun:&lt;br /&gt;
Each stored Chekhov&#039;s Punch crit now takes 1.5s of firing to deplete (from 0.75s)&lt;br /&gt;
* Updated the Sandvich:&lt;br /&gt;
Can now be critboosted&lt;br /&gt;
&lt;br /&gt;
Consumes one Chekhov&#039;s Punch stored crit when thrown or eaten&lt;br /&gt;
&lt;br /&gt;
Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal&lt;br /&gt;
&lt;br /&gt;
Thrown critical Sandviches heal as much as a full health pack&lt;br /&gt;
* Updated Chekhov&#039;s Punch:&lt;br /&gt;
The chain wearable now critglows in both first person and third person&lt;br /&gt;
* Updated the Fishwhacker:&lt;br /&gt;
Removed no random critical hits penalty&lt;br /&gt;
* [[Invis Watch|Cloaked]] [[Spy|Spies]] now correctly take 20% less damage even from crits&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated the Sandvich:&lt;br /&gt;
Fixed crit particles not showing on the throwable&lt;br /&gt;
* Updated Chekhov&#039;s Punch:&lt;br /&gt;
Sounds for gaining or losing crits are now audible to all players&lt;br /&gt;
&lt;br /&gt;
Crit glows are now only visible on the weapon&#039;s own model if crits are full&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Updated the Brick:&lt;br /&gt;
Now deals Mini-Crits to enemies after 0.6 seconds of being airborne&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated the Admiralty Anchor:&lt;br /&gt;
Updated sound effects for drawing, swinging and crit swinging&lt;br /&gt;
* Fixed a bug that caused a looping crit sound when killed while crit boosted&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* &#039;&#039;Team Fortress 2 Classic&#039;&#039; introduced two distinct glowing effects behind a kill icon: a yellow effect when the weapon used mini-crits on kill, and a purple effect when dealing melee kill on a tranquilized enemy. In Live &#039;&#039;TF2&#039;&#039;, Mini-Crits use the same glow as Crits.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=9186</id>
		<title>Disguise Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=9186"/>
		<updated>2025-11-16T00:31:48Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Comparison from 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://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 Classic&#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;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Spywalk and Global Disguise feature are new features added in&#039;&#039;TF2 Classic&#039;&#039;.&lt;br /&gt;
* When compared to live &#039;&#039;TF2&#039;&#039;, the cigarette flick taunt on &#039;&#039;TF2 Classic&#039;&#039; 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;Classic&#039;&#039;-exclusive feature.&lt;br /&gt;
* &amp;quot;TF2 Classic&amp;quot; now has a unique Disguise Kit model for the BLU Spy, who has a blue colored button and holds cigarettes colored in dark brown wrapping paper inside.&lt;br /&gt;
** This Disguise Kit texture was inspired from the official SFM short [https://www.youtube.com/watch?v=OR4N5OhcY9s| Meet the Spy] 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 the live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
** In &#039;&#039;TF2 Classic&#039;&#039; the GRN and YLW teams have also have received a matching disguise kit.&lt;br /&gt;
* In &#039;&#039;TF2 Classic&#039;&#039;, taunting while disguising will remove your disguise. In Live &#039;&#039;TF2&#039;&#039;, you simply cannot taunt while disguised.&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=9185</id>
		<title>Disguise Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=9185"/>
		<updated>2025-11-16T00:31:37Z</updated>

		<summary type="html">&lt;p&gt;Maw: &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://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 Classic&#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;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Spywalk and Global Disguise feature are new features added in&#039;&#039;TF2 Classic&#039;&#039;.&lt;br /&gt;
* When compared to live &#039;&#039;TF2&#039;&#039;, the cigarette flick taunt on &#039;&#039;TF2 Classic&#039;&#039; 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;Classic&#039;&#039;-exclusive feature.&lt;br /&gt;
* &amp;quot;TF2 Classic&amp;quot; now has a unique Disguise Kit model for the BLU Spy, who has a blue colored button and holds cigarettes colored in dark brown wrapping paper inside.&lt;br /&gt;
** This Disguise Kit texture was inspired from the official SFM short [https://www.youtube.com/watch?v=OR4N5OhcY9s| Meet the Spy] 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 the live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
** In &#039;&#039;TF2 Classic&#039;&#039; the GRN and YLW teams have also have received a matching disguise kit.&lt;br /&gt;
** In &#039;&#039;TF2 Classic&#039;&#039;, taunting while disguising will remove your disguise. In Live &#039;&#039;TF2&#039;&#039;, you simply cannot taunt while disguised.&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=8212</id>
		<title>Disguise Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=8212"/>
		<updated>2025-05-30T21:23:52Z</updated>

		<summary type="html">&lt;p&gt;Maw: &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://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. 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 Classic&#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;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Spywalk and Global Disguise feature are &#039;&#039;TF2 Classic&#039;&#039; exclusives.&lt;br /&gt;
* When compared to live &#039;&#039;TF2&#039;&#039;, the cigarette flick taunt on &#039;&#039;TF2 Classic&#039;&#039; 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;Classic&#039;&#039;-exclusive feature.&lt;br /&gt;
* &#039;&#039;Classic&#039;&#039; now has a unique Disguise Kit model for the BLU Spy, in which the cigarette holding inside of it appears with a dark brown wrapping paper.&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=6089</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=6089"/>
		<updated>2025-03-05T09:12:11Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=3&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout positive|+33% faster firing speed}}&lt;br /&gt;
{{Loadout negative|Stickies fizzle on a detonation attempt}}&lt;br /&gt;
{{Loadout negative|No Stickybomb charge time}}&lt;br /&gt;
{{Loadout negative|-2 max pipebombs out}}&lt;br /&gt;
{{Loadout negative|-67% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that take 0.7 seconds to become armed, and will explode after an additional 0.4 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 3 mines in its clip, and can only have 6 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a seventh mine when six are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher&#039;s stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead bouncing off and landing on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. Mine jumping deals significantly less damage than Sticky Jumping, with the Demoman being able to tank more than 3 mines, compared to him dying instantly dying when attempting a triple Stickybomb jump.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 3&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.3]]&#039;&#039;&#039;&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &lt;br /&gt;
** Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
** Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
** Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
** Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &lt;br /&gt;
** Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer:&lt;br /&gt;
** Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.2.0]]&#039;&#039;&#039;&lt;br /&gt;
* Reworked the Mine Layer:&lt;br /&gt;
** Increased max mines to 6 (from 4)&lt;br /&gt;
** Reduced clip size to 3 (from 4)&lt;br /&gt;
** Increased fire rate by 33%&lt;br /&gt;
** Removed ability to charge mines&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to Team Fortress 2&#039;s Steam Workshop in 2011.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=6088</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=6088"/>
		<updated>2025-03-05T09:11:40Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=3&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout positive|+33% faster firing speed}}&lt;br /&gt;
{{Loadout negative|Stickies fizzle on a detonation attempt}}&lt;br /&gt;
{{Loadout negative|No Stickybomb charge time}}&lt;br /&gt;
{{Loadout negative|-2 max pipebombs out}}&lt;br /&gt;
{{Loadout negative|-67% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that take 0.7 seconds to become armed, and will explode after an additional 0.4 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs. The Mine Layer can also hold down its primary fire to charge, increasing the speed (and therefore distance) that mines can be shot at. This occurs 50% faster than the Stickybomb Launcher, reaching maximum charge in 2 seconds instead of 4. As a penalty, the weapon only holds 3 mines in its clip, and can only have 6 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user shoots a fifth mine when four are out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. Unlike the Stickybomb Launcher&#039;s stickybombs, the user can see their own mines through solid walls. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead bouncing off and landing on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. Mine jumping deals significantly less damage than Sticky Jumping, with the Demoman being able to tank more than 3 mines, compared to him dying instantly dying when attempting a triple Stickybomb jump.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 3&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.3]]&#039;&#039;&#039;&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &lt;br /&gt;
** Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
** Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
** Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
** Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer: &lt;br /&gt;
** Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Mine Layer:&lt;br /&gt;
** Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.2.0]]&#039;&#039;&#039;&lt;br /&gt;
* Reworked the Mine Layer:&lt;br /&gt;
** Increased max mines to 6 (from 4)&lt;br /&gt;
** Reduced clip size to 3 (from 4)&lt;br /&gt;
** Increased fire rate by 33%&lt;br /&gt;
** Removed ability to charge mines&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to Team Fortress 2&#039;s Steam Workshop in 2011.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Healing&amp;diff=5972</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Healing&amp;diff=5972"/>
		<updated>2025-02-26T12:43:54Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Other sources */Please provide proof of this. I have tested it and it does not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spy Medi Beams.jpg|thumb|400px|alt=A Spy being healed by 4 different Medics|A BLU Spy being healed by 4 different Medics from different teams.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing&#039;&#039;&#039; refers to the ability to replenish health. Healing comes from many sources, most notable being [[Medic]]. The Medic can heal any class by using his selection of [[Medi Gun]]s, and pointing the beam on them, regenerating their health and providing overheal. In addition to this, healing also charges the [[ÜberCharge]] bar. While Medic is the primary healer, he is far from the only source of healing. The only thing Medic cannot heal (aside form the enemy team) are [[Building]]s which are repaired by the [[Engineer]]&#039;s [[Wrench]]. &lt;br /&gt;
&lt;br /&gt;
The following are sources of healing:&lt;br /&gt;
&lt;br /&gt;
== Medic ==&lt;br /&gt;
Medic is the primary healer, with his Mediguns healing at different rates depending on when they were last in combat. If the target was last damaged 10 seconds ago, they heal at 24hp/s. If they were last damaged 10 or 15 seconds ago, they are healed at a rate of 72hp/s. The tripled healing rate on patients who are out of combat is often referred to as &#039;&#039;&#039;crit healing&#039;&#039;&#039;. This mechanic is in place to encourage falling back to heal. &lt;br /&gt;
&lt;br /&gt;
[[File:Backpack Kritzkrieg.png|thumb|150px|alt=The Kritzkrieg|This thing&#039;s taunt can save your life.]]&lt;br /&gt;
&lt;br /&gt;
Note: The [[Kritzkrieg]]&#039;s taunt actually heals the Medic for 11 health over 4 seconds. This taunt, while niche can allow the Medic to survive [[afterburn]] if his health regeneration isn&#039;t going to cut it.&lt;br /&gt;
&lt;br /&gt;
=== Overheal ===&lt;br /&gt;
&#039;&#039;&#039;Overhealing&#039;&#039;&#039; is an effect where the Mediguns can temporarily increase their patient&#039;s health beyond their maximum health. The maximum overheal is 150% of a patient&#039;s base health. For example a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get 185 overheal. &lt;br /&gt;
&lt;br /&gt;
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
&lt;br /&gt;
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. It doesn&#039;t matter who, the overheal will decay at the same time. While a [[Medic]] can be boosted to 225 health and a [[Demoman]] is boosted to 260 health, they both decay in the same time. &lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge ===&lt;br /&gt;
Übercharge builds while the [[Medic]] is healing. The standard [[Medi Gun]] builds full charge in 40 seconds. However if the patient is already overhealed beyond 142.5% of their base health, the build rate is halved, this makes the charge take 80 seconds to build. This is meant to discourage pocketting (healing only one person) in favour of healing the entire team. The [[Kritzkrieg]] is different and has an increased 25% Übercharge build rate, taking only 32 seconds to fully charge, but still takes 64 seconds if pocketting someone. Pocketting is a community term for when a Medic is only healing one player.&lt;br /&gt;
&lt;br /&gt;
== Health regeneration ==&lt;br /&gt;
&#039;&#039;&#039;Health regeneration&#039;&#039;&#039; (sometimes called health regen)is when a player recovers their health themselves. This is usually slower than a Medic&#039;s healing beam, but can be crucial to surviving fights. So far there are only 3 classes with regenerative health: [[Medic]]s, [[Civilian]]s and [[Pyro]]s with the [[Harvester]] equipped. &lt;br /&gt;
&lt;br /&gt;
Medic at base has self-regenerating health, which allows him to regenerate his health at approximately 3 health per second. The health regeneration activates after some time in combat, and can save the Medic from [[fire|burning to death]]. The Civilian has similar regenerative properties, but unlike the Medic he shares the health regeneration to all of his teammates who are around him. &lt;br /&gt;
&lt;br /&gt;
[[File:Backpack Harvester.png|thumb|150px|alt=The Harvester|Creaming the Crop]]&lt;br /&gt;
&lt;br /&gt;
The [[Harvester]] effectively gives the Pyro health regeneration when active if an enemy is on fire. When the Harvester is active and an enemy is burning, the Pyro regenerates at a rate 5hp/s. This stacks with multiple targets on fire, allowing the Pyro to regenerate large chunks of health very quickly if there are multiple people on fire. This even works if the enemy is already dead, as the Harvester harvests fire off of burning corpses as well. As long as they are burning, the Harvester collects.&lt;br /&gt;
&lt;br /&gt;
== Health kits ==&lt;br /&gt;
&#039;&#039;&#039;Health kits&#039;&#039;&#039; also called health packs or pickups are pickups that restore a player&#039;s health when they are walked across. They are found in a variety of locations on a map and spawn in specific areas which are usually marked. All health kits have a 10 second respawn time and have a distinct sound when used. They all share the same turquoise and white color scheme and all restore health, albeit in different amounts.&lt;br /&gt;
&lt;br /&gt;
* Small health packs resemble pill bottles with a + label, and heal roughly a fifth (20.5%) of the player&#039;s health.&lt;br /&gt;
* Medium health packs resemble first-aid kits with a + symbol on the top, and heals half (50%) of the player&#039;s health.&lt;br /&gt;
* Large health packs resemble toolboxes toolboxes except instead of containing tools they restore your health to full (100%). And they have a + symbol on the side. &lt;br /&gt;
&lt;br /&gt;
== Other sources ==&lt;br /&gt;
* [[Payload]] carts act as a level 1 Dispenser, healing at 10 health per second.&lt;br /&gt;
* Resupply Lockers heal 100% of your health and ammo, as well as completely reloading your weapon if it needs to.&lt;br /&gt;
* [[Sandvich]] will replenish 120 health points in 30 health intervals over 4 seconds.&lt;br /&gt;
* [[Shock Therapy]] completely heals a class to full and some overheal with a full charge.&lt;br /&gt;
&lt;br /&gt;
=== Dispensers ===&lt;br /&gt;
Dispensers heal differently depending on their level, similarly to health packs.&lt;br /&gt;
&lt;br /&gt;
* Level 1 Dispensers heal at 10hp/s&lt;br /&gt;
* Level 2 Dispensers heal at 15hp/s&lt;br /&gt;
* Level 3 Dispensers heal at 20hp/s&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=5971</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=5971"/>
		<updated>2025-02-26T12:37:25Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Sniper&#039;&#039;&#039; &#039;&#039;after assassinating his most recent target&#039;&#039;|&#039;&#039;Everything above your neck&#039;s gonna be a fine red mist!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, and can assassinate any enemy that crosses his sightline. He has 125 health and 100% speed, making him fragile with average speed. His [[Sniper Rifle]] is one of the game&#039;s most powerful weapons, able to kill any class with a headshot while fully charged, and is uncontestable at range. His ability to hold a single position and punish enemies who cross it with instant death is unmatched, and the inability for enemies to mount a response means he has free reign over wherever he looks. Far from a sitting duck, his ability to move around and get sightlines from obscure map angles can lead to surprising deaths outside the standard Sniper spots, and the first sign of a skilled Sniper is usually in the post-death screenshot. He can also deal unexpectedly high damage from close up, simply by quickscoping and clicking on the enemy&#039;s head, which is enough to kill or severely wound all classes. This makes him the game&#039;s premier pick class, and a skilled shot can end an engagement before it even begins.&lt;br /&gt;
&lt;br /&gt;
The Sniper&#039;s downsides are his mediocrity in direct combat, reliance on his teammate&#039;s front line, inability to contribute to objectives, constant threat from enemy Snipers, and high skill requirements. The Sniper Rifle deals very poor sustained damage, and while the [[SMG]] is his best method of self-defense, it is not as powerful as the sidearms of other classes. Combined with the Sniper&#039;s fragility, this means he will have a hard time defending himself unless he gets a lucky scoped shot, and prefers to stay in the back lines, far behind his teammates. If his team&#039;s united front suddenly collapses, the Sniper is usually the first to die, and because he lacks movement options and is only average speed, running can just fail you. This issue is compounded by the Sniper&#039;s difficulties in capturing objectives, since his fragility and long-range specialization means he is severely disadvantaged when taking point. This is compounded by attacks from enemy Snipers, who are locked in constant duels for sightline supremacy, and failing to keep track of their positions will lead to your unexpected death. Finally, the Sniper is no class for players who cannot aim. Since the single-shot nature of the Sniper Rifle is less forgiving than that of other primary weapons, having an &amp;quot;off day&amp;quot; has significantly more impact on Sniper than on other classes. On Sniper, if you miss, you miss.&lt;br /&gt;
&lt;br /&gt;
Despite these downsides, they are mitigated by running really far away and shooting people. As he is the only class in the game that can deal meaningful damage at long range, the only appropriate counter to him is to not get seen at all - and failing that, move wildly and hope he misses. On offense, he can peek around corners and get risky kills off enemies who leave the comfort of their base, including destroying exposed [[Sentry Gun|Sentry Guns]], as well as the necessary counter-sniping. On defense, he can snuff out [[Medic|Medics]] and their patients before they have a chance to run in, neutralizing the imbalance of power and creating a more favourable defensive line. While the Sniper is dominant on wide-open maps, he is still usable with sufficient skill even on cramped maps, and his skill ceiling is practically infinite. He rewards independent play, smart positioning, quick thinking, and technical practice with unmatched power, and is the perfect class for aim-monster loner types who just want to rack up kills.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]]{{sic}} to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=5970</id>
		<title>Kritzkrieg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=5970"/>
		<updated>2025-02-26T12:36:20Z</updated>

		<summary type="html">&lt;p&gt;Maw: Need to make sure it&amp;#039;s 11 in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Medi Gun&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|ÜberCharge grants 100% critical chance}}&lt;br /&gt;
{{Loadout positive|+25% ÜberCharge rate}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Supercharges your patient&#039;s weapon to a critical level!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after ÜberCharging his teammate with crits&#039;&#039;|&#039;&#039;Auf Wiedersehen, Dummkopfs!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kritzkrieg&#039;&#039;&#039; is a secondary weapon of the [[Medic]]. It appears to be an iteration of the [[Medi Gun]]&#039;s design, consisting of a stylized fire hose with a yellow glow in its chassis, emitting a distinct, team-colored electrical beam leading to its patient, connected via rubber hose to a mysterious glowing backpack with antennae and a pressure tank. The glow is yellow regardless of which team the user is on. Patients that kill an enemy while being healed by the Kritzkrieg will give the Medic an assist. When taunting, it will heal the Medic for 10-11 health.&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg&#039;s heal and charge mechanics are the same as the Medi Gun, except for an increase in [[ÜberCharge]] rate of 25%. This means it can charge in a minimum of 32 seconds, up from 40. Just like the Medi Gun, the [[mini-crit]] boost granted by the [[Civilian]]&#039;s [[Umbrella]] will give 35% increased heal rate and 35% increased ÜberCharge rate. However, the ÜberCharge itself is radically different from that of the Medi Gun. Instead of granting invulnerability, it grants its patient [[Critical Hit|critical hits]] on all their weapons for 8 seconds. This does not extend to the Medic&#039;s weapons. Only one patient at a time can be ÜberCharged in this manner, and changing patients will instantly transfer the effect. This guaranteed critical effect means the Kritzkrieg is best used in a defensive manner, killing enemies who are trying to push through your base - though, as usual, critical hits have no effect on a Medi Gun&#039;s ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Oktoberfest&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|ÜberCharge|100% critical chance}}&lt;br /&gt;
 | effect-duration = 8 s&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | charge-fill-speed = 3.125% / s&amp;lt;br&amp;gt;{{tooltip|1.563% / s|Patient above 142.5% health}}&lt;br /&gt;
 | charge-fill-time = 32 s&amp;lt;br&amp;gt;{{tooltip|64 s|Patient above 142.5% health}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Kritzkrieg&lt;br /&gt;
|bg=Критцкригът|bg_m=Kritzkrieg&lt;br /&gt;
|en=Kritzkrieg&lt;br /&gt;
|fr=Kritzkrieg&lt;br /&gt;
|de=Kritzkrieg&lt;br /&gt;
|it=Kritzkrieg&lt;br /&gt;
|ro=Kritzkrieg&lt;br /&gt;
|ru=Крицкриг|ru_m=Kritzkrieg&lt;br /&gt;
|es=Kritzkrieg&lt;br /&gt;
|uk=Критцкриґ|uk_m=Kritzkrieg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039; &lt;br /&gt;
* Fixed [[Medic]]&#039;s &amp;quot;Ubercharge deployed&amp;quot; response not being triggered when activating Kritzkrieg charge. &lt;br /&gt;
* Fixed Medigun{{sic}} heal beams, Ubers &amp;amp; HUD not working for non-[[Medic|Medics]] in Randomizer mode &lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], [[Mine Layer|Proximity Mines]], the Kritzkrieg, and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated players who have just spawned to now receive the full heal-rate from Mediguns &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the [[Medi Gun]] and Kritzkrieg: &lt;br /&gt;
** Now play a customizable progress sound that changes pitch based on patient health&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, Kritzkrieg self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&lt;br /&gt;
* [[Critical hit|Crit]] boosted Mediguns now require tf2c_medigun_critboostable 2 to gain a heal rate bonus (set to 1 by default, only for minicrits)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the world and view models to include a higher polygon front and a less polygonal hose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name &amp;quot;Kritzkrieg&amp;quot; is named after the WW2 German tactic &amp;quot;Blitzkrieg&amp;quot; or translated as &amp;quot;lightning warfare&amp;quot;. The tactic was to quickly overwhelm your enemy with concentrated force, break defenses, and defeat the enemy in a decisive battle.&lt;br /&gt;
* If an enemy [[Spy]] kills the Medic with his own Kritzkrieg boost, the Medic will get credit for his own death. This does not happen if healing the Spy normally.&lt;br /&gt;
* The Medic cannot be ÜberCharged by the Medi Gun if he is equipping a Kritzkrieg that is using its own ÜberCharge.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Compared to &#039;&#039;Team Fortress 2&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s design, the Kritzkrieg has unique weapon model, backpack model, and a unique set of particles.&lt;br /&gt;
* The Kritzkrieg is 1 of 5 non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Huntsman]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=5969</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=5969"/>
		<updated>2025-02-26T12:30:58Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] game mode, which is the only mode he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, as this could risk a team&#039;s disadvantage. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Orson W. Jenkins&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name (Orson W. Jenkins) was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The aura&#039;s 35% damage reduction may be modeled after the live version Soldier&#039;s [[tf:Battalion&#039;s Backup|Battalion&#039;s Backup]].&lt;br /&gt;
*The aura&#039;s passive healing may have been inspired by the live version Medic&#039;s [[tf:Amputator|Amputator]] taunt.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
[[Category:Civilian]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=5968</id>
		<title>Bottle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=5968"/>
		<updated>2025-02-26T12:23:03Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, me bottle o&#039; scrumpy!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bottle&#039;&#039;&#039; is the default melee weapon of the Demoman. It is a brown, glass bottle o&#039; scrumpy, with a grey label on both sides, marked &amp;quot;XXX&amp;quot; with a year of 1808. When striking a surface (or an enemy) with a [[critical hit]], the bottle will shatter, visible to all players, and will remain shattered until the player respawns. This is purely cosmetic and does not change its stats such as damage or crit chance, and resupply cabinets will not replace the bottle.&lt;br /&gt;
&lt;br /&gt;
The Bottle deals 65 damage and attacks every 0.8 seconds. Compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. The large reload times of his other weapons means he often suffers from empty clips, making the Bottle a practical necessity. The ability to detonate [[Stickybomb Launcher|stickybombs]] while its out means the Demoman can create a zone of control where the enemy is encouraged to walk towards him, and the looming threat of the Bottle can encourage the enemy to back up to where he wants them. A lucky detonation can also bounce an enemy towards him, finishing them off with a swing. Regardless, the Demoman still has below-average speed, and so charging in swinging will lead to his swift death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Cheers&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Garrafa|pt-br_m=Bottle&lt;br /&gt;
|bg=Бутилка|bg_m=Bottle&lt;br /&gt;
|en=Bottle&lt;br /&gt;
|fr=Bouteille|fr_m=Bottle&lt;br /&gt;
|de=Flasche|de_m=Bottle&lt;br /&gt;
|it=Bottiglia|it_m=Bottle&lt;br /&gt;
|ro=Sticlă|ro_m=Bottle&lt;br /&gt;
|ru=Бутылка|ru_m=Bottle&lt;br /&gt;
|es=Botella|es_m=Bottle&lt;br /&gt;
|uk=Пляшка|uk_m=Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added particles upon breaking the bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Wikipedia:Scrumpy|Scrumpy]] is a real beverage, originating from West of England, and is an alcoholic cider produced from apples. Despite the Demoman&#039;s affinity for it, it is not a stereotypically Scottish drink.&lt;br /&gt;
=== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ===&lt;br /&gt;
* TF2 Classic has a unique killicon for the Bottle when it is smashed after dealing a fatal critical hit and killing with an already smashed one.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Territorial_Control&amp;diff=5944</id>
		<title>Territorial Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Territorial_Control&amp;diff=5944"/>
		<updated>2025-02-16T14:34:56Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Territorial Control&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;&amp;quot;TC&amp;quot;&#039;&#039;&#039;, is a symmetrical gamemode where the goal of each team is to take control of the entire map. The middle of the map is divided into four areas, each with their own [[Control point (objective)|control point]]. Each round is fought between two adjacent areas that are owned by opposite teams, with the other two areas closed off. To win each round, the teams must capture the others&#039; point, and thus, the area. When all four middle areas are owned by a single team, the final round begins. The team in control of the map takes an offensive role against the other team&#039;s base, while the other team has to defend until time runs out. If the defending team is successful, they regain control of the attacking team&#039;s area. If the attacking team captures the defending team&#039;s base, they win the game. As of the [[2.2.2]] update, only one TC map exists; Hydro, likely due to the complexity of designing such a map.&lt;br /&gt;
&lt;br /&gt;
== Maps==&lt;br /&gt;
The following is a list of official Territorial Control [[List of maps|maps]]:&lt;br /&gt;
&lt;br /&gt;
* [[Hydro (Territorial Control)|Hydro (TC)]]&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jump_Pads&amp;diff=5943</id>
		<title>Jump Pads</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jump_Pads&amp;diff=5943"/>
		<updated>2025-02-16T00:23:16Z</updated>

		<summary type="html">&lt;p&gt;Maw: &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;&lt;br /&gt;
&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;
&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 70 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. 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;
== 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;code&amp;gt;10 + fall damage * 3&amp;lt;/code&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;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&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;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&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;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&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;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&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:Jump_pad_concept_art.png|Concept art&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>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=5942</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=5942"/>
		<updated>2025-02-16T00:03:59Z</updated>

		<summary type="html">&lt;p&gt;Maw: Unnecessary personal opinion on page /hj&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] game mode, which is the only mode he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. Instead, it will grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Orson W. Jenkins&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name (Orson W. Jenkins) was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
[[Category:Civilian]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hydro&amp;diff=5941</id>
		<title>Hydro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hydro&amp;diff=5941"/>
		<updated>2025-02-15T23:50:13Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = tc_hydro.webp&lt;br /&gt;
|game-type = Territorial Control&lt;br /&gt;
|file-name = tc_hydro&lt;br /&gt;
|release-date = December 31, 2014 ([[1.0.0]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Hydro&#039;&#039;&#039; is an official [[Territorial Control]] map, and is currently the only Territorial Control map in the game, likely due to the complexity of making such a map. It is set between the BLU energy production facility and the RED radio communications facility, based around a hydroelectric dam somewhere in a desert canyon.&lt;br /&gt;
&lt;br /&gt;
Hydro is a complicated map. While each discrete section of the map is relatively simple, the map combines sections together in a sprawling and haphazard fashion. A series of gates and shutters dictates access between each section, opening and closing at the start of each round. Effectively, the flow of each game is randomized, though with a method to the madness.&lt;br /&gt;
&lt;br /&gt;
The map is structured around six Control Points: two bases for RED and BLU, and four segments in the middle, with RED and BLU owning two each to start. At any time, only two points are available, and one team must capture the other. The exceptions are at the bases, where only the base control point exists. When a team captures a point, they gain control over a segment, hence the name &amp;quot;territorial control.&amp;quot; Altogether, there are six different configurations of the middle points, and eight configurations in total.&lt;br /&gt;
&lt;br /&gt;
Before each round, the map randomly changes to two of the four middle segments, with one Control Point for each team. If a team owns all four middle segments, the next round instead changes to a base assault. The winning team must capture the base&#039;s Control Point, while the losing team must defend until time runs out. If time runs out, and the round is not a base assault, the round goes to sudden death. When a team captures all Control Points in the map, they win.&lt;br /&gt;
&lt;br /&gt;
Hydro was added to Team Fortress 2 Classic on December 31, 2014, in its initial [[1.0.0]] release. It was developed by Valve, and was one of the six maps Team Fortress 2 launched with on October 10, 2007. Its layout was later adapted for the TF2 Classic map [[Hydro (Domination)]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:TC_Hydro_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== BLU base ===&lt;br /&gt;
The BLU base is set at the tail-end of an energy production facility, deep underground with multiple paths leading to a single control point. BLU always owns this at the start of a game. If RED captures this point, RED wins the game. It is only connected to the Plant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_BLU_Base_Interior.webp|BLU base interior&lt;br /&gt;
TC_Hydro_BLU_Base_Exterior.webp|BLU base exterior&lt;br /&gt;
TC_Hydro_Base_Plant_Map.webp|BLU base vs. Plant map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A (Plant) ===&lt;br /&gt;
Point A, the &amp;quot;Plant&amp;quot;, is set in a large indoor electrical facility with the point above two turbines. BLU always owns this at the start of a game. It is connected to the BLU base, in addition to the Bridge, Dam, and Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_A.webp|Point A (Plant) overview&lt;br /&gt;
TC_Hydro_Bridge_Plant_A.webp|Point B (Bridge) route&lt;br /&gt;
TC_Hydro_Plant_Dam_A.webp|Point C (Dam) route&lt;br /&gt;
TC_Hydro_Dish_Plant_A.webp|Point D (Dish) route&lt;br /&gt;
TC_Hydro_Plant_Dam_Map.webp|Plant vs. Dam map&lt;br /&gt;
TC_Hydro_Bridge_Plant_Map.webp|Plant vs. Bridge map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B (Bridge) ===&lt;br /&gt;
Point B, the &amp;quot;Bridge&amp;quot;, is set outdoors on a tiny bridge above a river of shallow [[water]]. BLU always owns this at the start of a game. It is connected to the Plant, Dam, and Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_B.webp|Point B (Bridge) overview&lt;br /&gt;
TC_Hydro_Bridge_Plant_B.webp|Point A (Plant) route&lt;br /&gt;
TC_Hydro_Bridge_Dam_B.webp|Point C (Dam) route&lt;br /&gt;
TC_Hydro_Bridge_Dish_B.webp|Point D (Dish) route&lt;br /&gt;
TC_Hydro_Bridge_Dam_Map.webp|Bridge vs. Dam map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C (Dam) ===&lt;br /&gt;
Point C, the &amp;quot;Dam&amp;quot;, is set in a gigantic outdoors area on a road leading into a dam. RED always owns this at the start of a game. It is connected to the Plant, Bridge, and Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_C.webp|Point C (Dam) overview&lt;br /&gt;
TC_Hydro_Plant_Dam_C.webp|Point A (Plant) route&lt;br /&gt;
TC_Hydro_Bridge_Dam_C.webp|Point B (Bridge) route&lt;br /&gt;
TC_Hydro_Dish_Dam_C.webp|Point D (Dish) route&lt;br /&gt;
TC_Hydro_Dish_Plant_Map.webp|Dam vs. Plant map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point D (Dish) ===&lt;br /&gt;
Point D, the &amp;quot;Dish&amp;quot;, is set inside a radio dish with a deep bowl, with the point sheltered from the outdoors. RED always owns this at the start of a game. It is connected to the RED base, in addition to the Plant, Bridge, and Dam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_D.webp|Point D (Dish) overview&lt;br /&gt;
TC_Hydro_Dish_Plant_D.webp|Point A (Plant) route&lt;br /&gt;
TC_Hydro_Bridge_Dish_D.webp|Point B (Bridge) route&lt;br /&gt;
TC_Hydro_Dish_Dam_D.webp|Point C (Dam) route&lt;br /&gt;
TC_Hydro_Bridge_Dish_Map.webp|Dish vs. Bridge map&lt;br /&gt;
TC_Hydro_Dish_Dam_Map.webp|Dish vs. Dam map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RED base ===&lt;br /&gt;
The RED base is set in an underground bunker with a single radio dish peeking above, with many paths leading to a central point. RED always owns this at the start of a game. If BLU captures this point, BLU wins the game. It is only connected to the Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_RED_Base_Interior.webp|RED base interior&lt;br /&gt;
TC_Hydro_RED_Base_Exterior.webp|RED base exterior&lt;br /&gt;
TC_Hydro_Dish_Base_Map.webp|RED base vs. Dish map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added tc_hydro&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated select stock maps to improve clipping, fix exploits, and improve visuals&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime &lt;br /&gt;
* Cubemaps across the map now have their boundaries set in most cases (this took four hours)&lt;br /&gt;
* Reduced map size from 65MiB to 36MiB&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Teams&amp;diff=5940</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Teams&amp;diff=5940"/>
		<updated>2025-02-15T23:03:58Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Spectator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
In Team Fortress 2 Classic, two teams compete against each other: &#039;&#039;&#039;RED (Reliable Excavation &amp;amp; Demolition)&#039;&#039;&#039; and &#039;&#039;&#039;BLU (Builders League United)&#039;&#039;&#039;. These teams make up the two teams in regular maps. There are also two more teams, &#039;&#039;&#039;GRN (Global Radio Network)&#039;&#039;&#039; and &#039;&#039;&#039;YLW (Yard Logistics Workers)&#039;&#039;&#039;, which a player can join if they are playing in a [[Four-Team]] map.&lt;br /&gt;
&lt;br /&gt;
==In-game==&lt;br /&gt;
During a game, players work with their team to fulfill the objectives of the [[game mode]] they&#039;re playing. In certain gamemodes such as [[Attack / Defense]], the team&#039;s roles may be asymmetrical, in which case, RED is the defending team and BLU is the attacking team.&lt;br /&gt;
&lt;br /&gt;
Some classes have [[:Category:Weapons|weapons]] that are designed to interact with a player&#039;s team, for example, the Medic&#039;s [[Medi Gun]] is used to heal teammates and the Civilian&#039;s [[Umbrella]], once ready, grants a teammate [[Mini-crits]].&lt;br /&gt;
&lt;br /&gt;
=== Team Selection ===&lt;br /&gt;
==== RED ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RED logo.png|RED (Reliable Excavation &amp;amp; Demolition) logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== BLU ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BLU logo.png|BLU (Builders League United) logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== GRN ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GRN Logo.png|GRN (Global Radio Network) logo&lt;br /&gt;
File:GRN base concept art 1.png|Early GRN architecture concept - Blaholtzen&lt;br /&gt;
File:GRN base concept art 2.png|A similar early GRN architecture concept - Blaholtzen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== YLW ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:YLW Logo.png|YLW (Yard Logistics Workers) Logo&lt;br /&gt;
File:YLW base concept art 1.png|Early YLW architecture concept - Blaholtzen&lt;br /&gt;
File:YLW base concept art 2.png|A similar early YLW architecture concept - Blaholtzen&lt;br /&gt;
File:YLW base concept art 3.png|A concept of a YLW base, halfway through creating the designs​ - Mazern&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== All ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Team architecture shape language.png|Four-Team Shape Language - Mazern&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
{{main|Classes}}&lt;br /&gt;
A team can consist of a maximum of 32 players on Two-Team, and 16 players on [[Four-Team]], each being one of nine main [[Classes]]. Each class is designed to be functionally different than the others and has weapons, to fulfill a particular role within a team. All of the main nine classes are split into 3 sub-groups: [[:Category:Offensive classes|Offense]], [[:Category:Defensive classes|Defense]] and [[:Category:Support classes|Support]].&lt;br /&gt;
&lt;br /&gt;
===Spectator===&lt;br /&gt;
In Spectator Mode, a player can watch the match through any participating player&#039;s eyes, in either first or third person view, or alternately switch to freecam mode. Spectators can freely move around the map, in or out of bounds. Spectators cannot use weapons, nor pick a class. Unlike in live TF2, switching to spectator does &#039;&#039;&#039;not&#039;&#039;&#039; remove dominations.&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Teams&amp;diff=5939</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Teams&amp;diff=5939"/>
		<updated>2025-02-15T23:03:48Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Spectator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
In Team Fortress 2 Classic, two teams compete against each other: &#039;&#039;&#039;RED (Reliable Excavation &amp;amp; Demolition)&#039;&#039;&#039; and &#039;&#039;&#039;BLU (Builders League United)&#039;&#039;&#039;. These teams make up the two teams in regular maps. There are also two more teams, &#039;&#039;&#039;GRN (Global Radio Network)&#039;&#039;&#039; and &#039;&#039;&#039;YLW (Yard Logistics Workers)&#039;&#039;&#039;, which a player can join if they are playing in a [[Four-Team]] map.&lt;br /&gt;
&lt;br /&gt;
==In-game==&lt;br /&gt;
During a game, players work with their team to fulfill the objectives of the [[game mode]] they&#039;re playing. In certain gamemodes such as [[Attack / Defense]], the team&#039;s roles may be asymmetrical, in which case, RED is the defending team and BLU is the attacking team.&lt;br /&gt;
&lt;br /&gt;
Some classes have [[:Category:Weapons|weapons]] that are designed to interact with a player&#039;s team, for example, the Medic&#039;s [[Medi Gun]] is used to heal teammates and the Civilian&#039;s [[Umbrella]], once ready, grants a teammate [[Mini-crits]].&lt;br /&gt;
&lt;br /&gt;
=== Team Selection ===&lt;br /&gt;
==== RED ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RED logo.png|RED (Reliable Excavation &amp;amp; Demolition) logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== BLU ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BLU logo.png|BLU (Builders League United) logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== GRN ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GRN Logo.png|GRN (Global Radio Network) logo&lt;br /&gt;
File:GRN base concept art 1.png|Early GRN architecture concept - Blaholtzen&lt;br /&gt;
File:GRN base concept art 2.png|A similar early GRN architecture concept - Blaholtzen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== YLW ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:YLW Logo.png|YLW (Yard Logistics Workers) Logo&lt;br /&gt;
File:YLW base concept art 1.png|Early YLW architecture concept - Blaholtzen&lt;br /&gt;
File:YLW base concept art 2.png|A similar early YLW architecture concept - Blaholtzen&lt;br /&gt;
File:YLW base concept art 3.png|A concept of a YLW base, halfway through creating the designs​ - Mazern&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== All ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Team architecture shape language.png|Four-Team Shape Language - Mazern&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
{{main|Classes}}&lt;br /&gt;
A team can consist of a maximum of 32 players on Two-Team, and 16 players on [[Four-Team]], each being one of nine main [[Classes]]. Each class is designed to be functionally different than the others and has weapons, to fulfill a particular role within a team. All of the main nine classes are split into 3 sub-groups: [[:Category:Offensive classes|Offense]], [[:Category:Defensive classes|Defense]] and [[:Category:Support classes|Support]].&lt;br /&gt;
&lt;br /&gt;
===Spectator===&lt;br /&gt;
In Spectator Mode, a player can watch the match through any participating player&#039;s eyes, in either first or third person view, or alternately switch to freecam mode. Spectators can freely move around the map, in or out of bounds. Spectators cannot use weapons, nor pick a class. Unlike in live TF2, switching to spectator does **not** remove dominations.&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=5938</id>
		<title>Huntsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Huntsman&amp;diff=5938"/>
		<updated>2025-02-15T22:54:00Z</updated>

		<summary type="html">&lt;p&gt;Maw: &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 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&lt;br /&gt;
 | charge-fill-speed = 100% / s&lt;br /&gt;
 | charge-fill-time = 1 s&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== 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;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039; &lt;br /&gt;
* Added The Huntsman&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], Arrows, [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} Huntsman and [[Hunting Revolver]].&lt;br /&gt;
* Updated the [[Sniper]] to be able to gesture while holding the [[Sniper Rifle]] and Huntsman. &lt;br /&gt;
* Improved Arrows to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames. &lt;br /&gt;
* Improved the [[Sniper|Snipers]]{{sic}} Huntsman animations to be right-handed properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added tf2c_experimental_huntsman_enable (off by default), for bounding box-based collision for Huntsman headshots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed Huntsman fire arrows not applying [[Fire|afterburn]] on taunt kill &lt;br /&gt;
* Fixed Huntsman not respecting mod_sniper_zoom_while_jumping value&lt;br /&gt;
* Fixed burning arrows not getting extinguished underwater&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;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#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 is 1 of 5 non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Kritzkrieg]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=5937</id>
		<title>Kritzkrieg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Kritzkrieg&amp;diff=5937"/>
		<updated>2025-02-15T22:53:42Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-kind=Medi Gun&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|ÜberCharge grants 100% critical chance}}&lt;br /&gt;
{{Loadout positive|+25% ÜberCharge rate}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Supercharges your patient&#039;s weapon to a critical level!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after ÜberCharging his teammate with crits&#039;&#039;|&#039;&#039;Auf Wiedersehen, Dummkopfs!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kritzkrieg&#039;&#039;&#039; is a secondary weapon of the [[Medic]]. It appears to be an iteration of the [[Medi Gun]]&#039;s design, consisting of a stylized fire hose with a yellow glow in its chassis, emitting a distinct, team-colored electrical beam leading to its patient, connected via rubber hose to a mysterious glowing backpack with antennae and a pressure tank. The glow is yellow regardless of which team the user is on. Patients that kill an enemy while being healed by the Kritzkrieg will give the Medic an assist. When taunting, it will heal the Medic for 11 health.&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg&#039;s heal and charge mechanics are the same as the Medi Gun, except for an increase in [[ÜberCharge]] rate of 25%. This means it can charge in a minimum of 32 seconds, up from 40. Just like the Medi Gun, the [[mini-crit]] boost granted by the [[Civilian]]&#039;s [[Umbrella]] will give 35% increased heal rate and 35% increased ÜberCharge rate. However, the ÜberCharge itself is radically different from that of the Medi Gun. Instead of granting invulnerability, it grants its patient [[Critical Hit|critical hits]] on all their weapons for 8 seconds. This does not extend to the Medic&#039;s weapons. Only one patient at a time can be ÜberCharged in this manner, and changing patients will instantly transfer the effect. This guaranteed critical effect means the Kritzkrieg is best used in a defensive manner, killing enemies who are trying to push through your base - though, as usual, critical hits have no effect on a Medi Gun&#039;s ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Oktoberfest&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = {{tooltip|ÜberCharge|100% critical chance}}&lt;br /&gt;
 | effect-duration = 8 s&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | charge-fill-speed = 3.125% / s&amp;lt;br&amp;gt;{{tooltip|1.563% / s|Patient above 142.5% health}}&lt;br /&gt;
 | charge-fill-time = 32 s&amp;lt;br&amp;gt;{{tooltip|64 s|Patient above 142.5% health}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Kritzkrieg&lt;br /&gt;
|bg=Критцкригът|bg_m=Kritzkrieg&lt;br /&gt;
|en=Kritzkrieg&lt;br /&gt;
|fr=Kritzkrieg&lt;br /&gt;
|de=Kritzkrieg&lt;br /&gt;
|it=Kritzkrieg&lt;br /&gt;
|ro=Kritzkrieg&lt;br /&gt;
|ru=Крицкриг|ru_m=Kritzkrieg&lt;br /&gt;
|es=Kritzkrieg&lt;br /&gt;
|uk=Критцкриґ|uk_m=Kritzkrieg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039; &lt;br /&gt;
* Fixed [[Medic]]&#039;s &amp;quot;Ubercharge deployed&amp;quot; response not being triggered when activating Kritzkrieg charge. &lt;br /&gt;
* Fixed Medigun{{sic}} heal beams, Ubers &amp;amp; HUD not working for non-[[Medic|Medics]] in Randomizer mode &lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], [[Mine Layer|Proximity Mines]], the Kritzkrieg, and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated players who have just spawned to now receive the full heal-rate from Mediguns &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the [[Medi Gun]] and Kritzkrieg: &lt;br /&gt;
** Now play a customizable progress sound that changes pitch based on patient health&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, Kritzkrieg self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&lt;br /&gt;
* [[Critical hit|Crit]] boosted Mediguns now require tf2c_medigun_critboostable 2 to gain a heal rate bonus (set to 1 by default, only for minicrits)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the world and view models to include a higher polygon front and a less polygonal hose&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name &amp;quot;Kritzkrieg&amp;quot; is named after the WW2 German tactic &amp;quot;Blitzkrieg&amp;quot; or translated as &amp;quot;lightning warfare&amp;quot;. The tactic was to quickly overwhelm your enemy with concentrated force, break defenses, and defeat the enemy in a decisive battle.&lt;br /&gt;
* If an enemy [[Spy]] kills the Medic with his own Kritzkrieg boost, the Medic will get credit for his own death. This does not happen if healing the Spy normally.&lt;br /&gt;
* The Medic cannot be ÜberCharged by the Medi Gun if he is equipping a Kritzkrieg that is using its own ÜberCharge.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Compared to &#039;&#039;Team Fortress 2&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s design, the Kritzkrieg has unique weapon model, backpack model, and a unique set of particles.&lt;br /&gt;
* The Kritzkrieg is 1 of 5 non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Gunboats]], [[Flare Gun]], [[Sandvich]] and [[Huntsman]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sandvich&amp;diff=5936</id>
		<title>Sandvich</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sandvich&amp;diff=5936"/>
		<updated>2025-02-15T22:53:20Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Lunch Box&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Eat to regain up to 120 health.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|Alt-fire: Share Sandvich with a friend (Medium health kit)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Come closer! I will give you taste.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sandvich&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Sandvich Edible Device&#039;&#039;&#039;, is a secondary weapon for the [[Heavy]]. It&#039;s a triangle shaped half of a sandwich consisting of bread, ham, bologna, swiss cheese, lettuce, and sliced tomato, all topped off with a green pimento-stuffed olive pinned to the meal with a toothpick.&lt;br /&gt;
&lt;br /&gt;
Upon consuming the Sandvich, the user will replenish 120 health points in 30 health intervals over 4 seconds, but will not [[overheal]] if their health is full. While eating the Sandvich, the player is forced into a loud, third-person eating animation where the Heavy bites into the sandwich. The user cannot move or attack during this animation. The Sandvich eating animation counts as a taunt, having the same effects when pressing the taunt button, and cannot be eaten midair or [[water|underwater]]. The Sandvich does not consume its charge when eaten, therefore it can be eaten endlessly by Heavy.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire (default: &amp;lt;code&amp;gt;MOUSE2&amp;lt;/code&amp;gt;) allows it to be thrown, consuming its charge and acting as a deployable medium health pack that will heal any other player (including enemies) for 50% of their max health. It cannot be [[airblast|airblasted]], is not affected by [[water]], and will disappear into certain map entities. It will also be launched by [[Jump Pad|Jump Pads]], and can detonate enemy [[Mine Layer]] mines. If the user picks up their own Sandvich, it will recharge immediately without healing them. When thrown, the Sandvich takes 30 seconds to recharge, which is the length of time it takes the thrown Sandvich to disappear from the world. The recharge timer begins as soon as the Sandvich is consumed or dropped. The Heavy can instantly recharge the Sandvich by visiting a [[Resupply cabinet]], picking up his own thrown Sandvich, or collecting any [[health pickup]] while at full health. If a second Sandvich is thrown while the first one is out, the first one disappears. If the Heavy is killed while the Sandvich is out, it drops to the ground and provides health (but not ammo) as if it were thrown. However, any Sandviches already thrown will not disappear. &lt;br /&gt;
&lt;br /&gt;
The Sandvich can be [[Critical hit|critical boosted]] to increase its healing effectiveness. When eaten by the Heavy, a critical Sandvich will give 90 health per bite, with overheal, for a total of 360 health. When thrown, it will act as a full health kit, healing allies for 100% of their maximum health, with no overheal. Using a crit Sandvich from the [[Chekhov&#039;s Punch]] will consume a charge if it is eaten or thrown.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = Nomming&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|30|Per bite}} / {{tooltip|90|Critical boosted}}&amp;lt;br&amp;gt;{{tooltip|120|Total}} / {{tooltip|360|Critical boosted}}&lt;br /&gt;
 | healing-others = 50% of max health&amp;lt;br&amp;gt;{{tooltip|100% of max health|Critical boosted, with overheal}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | activation-time = {{tooltip|1 s|Per bite}}&lt;br /&gt;
 | consumption-time = 4.3 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&lt;br /&gt;
 | recharge-time = 30 s&lt;br /&gt;
 | drop-expiry = 30 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added the Sandvich&lt;br /&gt;
* The Sandvich can now be eaten by all classes in Randomizer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated dropped Sandviches from dead [[Heavy|Heavies]] to give points on pickup&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy Sandviches&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Can now be [[Critical hit|critboosted]]&lt;br /&gt;
* Consumes one [[Chekhov&#039;s Punch]] stored crit when thrown or eaten&lt;br /&gt;
* Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal&lt;br /&gt;
* Thrown critical Sandviches heal as much as a full health pack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Sandvich:&lt;br /&gt;
** [[Heavy]] now carries a lunchbox with him when equipped (SamDum)&lt;br /&gt;
** Fixed [[crit]] particles not showing on the throwable&lt;br /&gt;
** Throwable no longer detonates friendly [[Mine Layer]] mines&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Sandviche|pt-br_m=Sandvich&lt;br /&gt;
|bg=Сандвичът|bg_m=Sandwich&lt;br /&gt;
|en=Sandvich&lt;br /&gt;
|fr=Sandvich&lt;br /&gt;
|de=Sandvich&lt;br /&gt;
|it=Sandvich&lt;br /&gt;
|ro=Sandvich&lt;br /&gt;
|ru=Бутерброд|ru_m=Sandwich&lt;br /&gt;
|es=Focata|es_m=Sandvich&lt;br /&gt;
|uk=Бутерброд|uk_m=Sandwich&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* On the Sandvich&#039;s first use, its model will have a visible bite taken out of it. This persists until the Sandvich is thrown or the user reaches a resupply locker. However, the thrown Sandvich model will not have any bite marks.&lt;br /&gt;
* On the scoreboard statistics, the Heavy will gain healing points for eating his own Sandvich and for healing allies, but not for healing enemies.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Sandvich, unlike its &#039;&#039;Team Fortress 2&#039;&#039; counterpart, does not consume its charge when eaten.&lt;br /&gt;
* The Sandvich doesn&#039;t have unique properties for a crit-boosted Sandvich on live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
* The health given by Sandvich has been reverted back to when it was first released on live version, with only 120 instead of 300.&lt;br /&gt;
* The Sandvich is 1 of 5 non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Gunboats]], [[Flare Gun]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=5935</id>
		<title>Flare Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flare_Gun&amp;diff=5935"/>
		<updated>2025-02-15T22:52:44Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flaregun&lt;br /&gt;
| kill-icon-2=deflect flare&lt;br /&gt;
| kill-icon-3=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=16&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|100% critical hit vs burning players}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Send out a distress signal on behalf of that guy you just set on fire.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Flare Gun&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a plastic, team-colored flare gun with black grips and a metal sight on top. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flare Gun fires a team-colored flare projectile that deals 30 damage at any range, igniting whatever enemy it comes into contact with, causing them to suffer ten seconds of [[afterburn]]. Even though the flare itself is team-colored, the fire will always remain red. In addition, the Flare Gun will critical hit any enemy that is currently on fire, comboing with itself and dealing 90 damage. This includes enemy Pyros that have been (very briefly) set on fire. It is still able to [[random crit|randomly crit]]. The flare itself is decently fast and perfectly accurate, but suffers from gravity falloff, and can be [[airblast|reflected]] by enemy Pyros. The Flare Gun will also passively reload, meaning the user can switch weapons and still have a flare loaded. It will not fire [[water|underwater]], but can damage underwater enemies if shot from above the surface.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Flare Gun will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer afterburn. The fire is red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet, fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 30&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 90&lt;br /&gt;
 | mini-crit = 41&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 16&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma Sinalizadora|pt-br_m=Flare Gun&lt;br /&gt;
|bg=Сигналният пистолет|bg_m=Flare Gun&lt;br /&gt;
|en=Flare Gun&lt;br /&gt;
|fr=Pistolet de détresse|fr_m=Flare Gun&lt;br /&gt;
|de=Signalpistole|de_m=Flare Gun&lt;br /&gt;
|it=Pistola lanciarazzi|it_m=Flare Gun&lt;br /&gt;
|ro=Pistol de semnalizare|ro_m=Flare Gun&lt;br /&gt;
|ru=Ракетница|ru_m=Flare Gun&lt;br /&gt;
|es=Pistola de Bengalas|es_m=Flare Gun&lt;br /&gt;
|uk=Ракетниця|uk_m=Flare Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and Flares to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Now enabled in [[Medieval Mode|medieval mode]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for Flaregun{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&lt;br /&gt;
*Increased deploy speed by 15%&lt;br /&gt;
*Fixed a bug that caused fizzling flares to attempt to move ragdolls across the entire map&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Flare Gun was added to Team Fortress 2 in the 2008 [https://wiki.teamfortress.com/wiki/Pyro_Update Pyro Update].&lt;br /&gt;
* The [https://en.wikipedia.org/wiki/Hadouken Hadouken] (波動拳 in Japanese) originates from a special attack in the Street Fighter video games, where it is depicted as an orb of special energy rather than a cone of fire.&lt;br /&gt;
* The Flare Gun is 1 of 5 non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Gunboats]], [[Sandvich]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=5934</id>
		<title>Gunboats</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Gunboats&amp;diff=5934"/>
		<updated>2025-02-15T22:52:20Z</updated>

		<summary type="html">&lt;p&gt;Maw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| used-by-2=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| slot-2=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Boots&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|-60% blast damage from explosive jumps}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Lead shoe inserts! Perfect for anyone trying to cheat on the army physical.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes=&lt;br /&gt;
{{Loadout positive|-60% blast damage from explosive jumps}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Boots so good, you won&#039;t even worry about the screws drilled into your feet.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Gunboats&#039;&#039;&#039; are a passive [[:Category:Secondary weapons|secondary]] weapon for the [[Soldier]], and a passive [[:Category:Primary weapons|primary]] weapon for the [[Demoman]]. When equipped, they appear as a large pair of lead-plated soles that are bolted onto the user&#039;s existing boots. They appear on the user&#039;s model regardless of which weapon they have active. The user&#039;s footsteps will also sound significantly heavier.&lt;br /&gt;
&lt;br /&gt;
When equipped, the user cannot select the Gunboats as a weapon, and loses the use of either the [[Shotgun]] or the [[Grenade Launcher]]. In exchange, the user takes 60% less damage from their own explosive weapons. However, if the user&#039;s explosion damages an enemy player (excluding enemy buildings), the reduction is ignored and the user takes full self-damage. There is also no reduction when using the [[Dynamite]] taunt, which is a massive explosion. Despite the loadout description, the reduction is applied regardless if the user is [[Jumping|jumping]]. The Soldier&#039;s passive 60% damage reduction when rocket jumping stacks multiplicatively with the Gunboats. The distance traveled when explosive jumping is unchanged from normal. The user still takes fall damage, and damage from enemy explosions, as normal.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The Gunboats reduce weapon self-damage to the following values:&lt;br /&gt;
&lt;br /&gt;
* [[Rocket Launcher]]: 11-34&lt;br /&gt;
&lt;br /&gt;
* [[R.P.G.]]: 15-45&lt;br /&gt;
&lt;br /&gt;
* [[Stickybomb Launcher]] and [[Mine Layer]]: 18-36&lt;br /&gt;
&lt;br /&gt;
* [[Dynamite Pack]]: 26-52 (main pack), 13-26 (dynamite sticks)&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Canhoneiras|pt-br_m=Gunboats&lt;br /&gt;
|bg=Бойните ботуши|bg_m=Combat Boots&lt;br /&gt;
|en=Gunboats&lt;br /&gt;
|fr=Bottes de sûreté|fr_m=Safety Boots&lt;br /&gt;
|de=Raketenstiefel|de_m=Rocket Boots&lt;br /&gt;
|it=Cannonieri|it_m=Gunboats&lt;br /&gt;
|ro=Gunboats&lt;br /&gt;
|ru=Штурмботинки|ru_m=Stormboots&lt;br /&gt;
|es=Botas Blindadas|es_m=Armored Boots&lt;br /&gt;
|uk=Бійчоботи|uk_m=Fighting Boots&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed the Gunboats from turning dark on the [[Soldier]] or [[Demoman]]’s ragdoll if equipped. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* While Team Fortress 2 Classic allows the Gunboats to be used by by both the Soldier and Demoman, Team Fortress 2 only allows the Soldier to use them. This is because the Gunboats were released as a prize for the Soldier during the [https://wiki.teamfortress.com/wiki/WAR!_Update WAR! Update], and would have been given to the Demoman had he won instead.&lt;br /&gt;
* Despite the Soldier&#039;s backpack describing them as &amp;quot;lead shoe inserts&amp;quot;, they are very clearly worn on the outside of his shoes. Furthermore, the Demoman&#039;s backpack describes &amp;quot;screws drilled into your feet&amp;quot;, which not only contradicts the prior description, but also aren&#039;t even screws.&lt;br /&gt;
* The Gunboats is 1 of 5 non-Stock weapons ported from live &#039;&#039;Team Fortress 2&#039;&#039;, the others being the [[Flare Gun]], [[Sandvich]], [[Kritzkrieg]] and [[Huntsman]].&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Revolver&amp;diff=5933</id>
		<title>Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Revolver&amp;diff=5933"/>
		<updated>2025-02-15T22:48:01Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;For when stealth is no longer an option.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Revolver&#039;&#039;&#039; is the default primary weapon of the Spy. It is a shiny double-action revolver with an extended barrel, featuring a black metal frame and ivory grips.&lt;br /&gt;
&lt;br /&gt;
The Revolver is the Spy&#039;s best ranged weapon, featuring moderate damage, good accuracy, and a decent fire rate. When shooting a [[Sapper|sapped]] [[Sentry Gun]], the revolver will only deal 67% of its base damage (26 or 27, down from 40). It fulfills a variety of roles, mostly killing-related. Its primary use is to act as the Spy&#039;s main weapon while roaming in enemy territory, firing upon suspicious enemies before they kill the Spy. It is also useful for finishing off low-health enemies that his teammates cannot get to, walking up to them while [[Disguise Kit|disguised]] and then shooting them before they can escape. Like the [[Knife]], it will remove the Spy&#039;s current disguise. The Revolver&#039;s accuracy at range means that enemies can be shot from quite a distance without relying too much on luck. In a teamfight where stealth is not an option, it can also be used to lay on damage from aside while the enemy is focused on higher-priority teammates. And when failing a backstab, it is far better to bring out the Revolver than to foolishly swing at your target with the Knife.&lt;br /&gt;
&lt;br /&gt;
While the Revolver is not the most powerful weapon, it still functions as a reliable ranged option that can deal unexpectedly high damage at point-blank, unexpected damage at any range, and lead to kills that would not occur had the Spy tried to walk up to their target for several seconds and then die trying to stab them, rather than simply shooting them and moving on.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[SMG]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Brush off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver|pt-br_m=Revolver&lt;br /&gt;
|bg=Револвер|bg_m=Revolver&lt;br /&gt;
|en=Revolver&lt;br /&gt;
|fr=Revolver&lt;br /&gt;
|de=Revolver&lt;br /&gt;
|it=Revolver&lt;br /&gt;
|ro=Revolver&lt;br /&gt;
|ru=Револьвер|ru_m=Revolver&lt;br /&gt;
|es=Revólver|es_m=Revolver&lt;br /&gt;
|uk=Револьвер|uk_m=Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Lowered [[Coilgun]], [[SMG]], and Revolver spread by 20%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* Reduced damage penalty against sapped Sentry Guns to -33% (from -66%)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When reloading, the Revolver has a 0.1% chance of using the old Revolver reload instead of the current one.&lt;br /&gt;
* In live &#039;&#039;Team Fortress 2&#039;&#039;, the Revolver is considered a Secondary weapon, with Spy having no primaries in live.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=5932</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=5932"/>
		<updated>2025-02-15T22:46:48Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Comparisons from Team Fortress 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| kill-icon-2=deflect sticky&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance if detonated within 5 seconds of launching, and no damage fall-off if detonated after 5 seconds. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
|uk=Липучкомет|uk_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Sticky Launcher:{{sic}}&lt;br /&gt;
** Added damage ramp-up over time&lt;br /&gt;
** Immediate detonations do half damage&lt;br /&gt;
** Full damage is reached 2s after firing (1.3s after arming)&lt;br /&gt;
** Self-damage and Sticky Jumping are unchanged&lt;br /&gt;
** Damage ramp-up period starts when charging instead of upon fire.&lt;br /&gt;
** Updated Viewmodel animations to include the other arm.&lt;br /&gt;
* Fixed an issue causing sticky bomb{{sic}} detonation sound to rapidly play multiple times in a row. &lt;br /&gt;
* Added unique HUD icons for Stickybombs, [[Mine Layer|Proximity Mines]], the [[Kritzkrieg]], and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
* Improved the Stickybombs GRN and YLW textures.&lt;br /&gt;
* Fixed the Stickybomb pulse effect to properly follow the entity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed being able to push stickybombs only once&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Stickybomb Launcher:&lt;br /&gt;
** Now consistent with live TF2&#039;s stickies&lt;br /&gt;
** Fixed stickies not suffering from damage falloff&lt;br /&gt;
** Damage rampup changed to 100% (from 70%)&lt;br /&gt;
** Explosion radius rampup to 100% (from 80%)&lt;br /&gt;
** Projectiles no longer bounce off friendly buildings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Stickybombs now fizzle properly on death&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed Stickybombs and [[Mine Layer|proximity mines]] becoming invincible against bullets if they get moved without becoming airborne &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&lt;br /&gt;
*Updated stickybomb break sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Unlike on live &#039;&#039;Team Fortress 2&#039;&#039;, stickybombs can be detonated while taunting.&lt;br /&gt;
* The weapon&#039;s viewmodel correctly displays the hands holding the Stickybomb Launcher, similar to the worldmodel in &#039;&#039;TF2 Classic&#039;&#039;. Demoman&#039;s left hand does not hold the Launcher in the live version.&lt;br /&gt;
* In live &#039;&#039;Team Fortress 2&#039;&#039;, the Stickybomb Launcher&#039;s kill icon includes the weapon itself. However, in &#039;&#039;TF2 classic,&#039;&#039; it was changed to one of it&#039;s stickies, reflecting off of the Scottish Resistance&#039;s kill icon, again in live TF2.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=5931</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=5931"/>
		<updated>2025-02-15T22:46:38Z</updated>

		<summary type="html">&lt;p&gt;Maw: /* Comparisons from Team Fortress 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| kill-icon-2=deflect sticky&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance if detonated within 5 seconds of launching, and no damage fall-off if detonated after 5 seconds. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
|uk=Липучкомет|uk_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Sticky Launcher:{{sic}}&lt;br /&gt;
** Added damage ramp-up over time&lt;br /&gt;
** Immediate detonations do half damage&lt;br /&gt;
** Full damage is reached 2s after firing (1.3s after arming)&lt;br /&gt;
** Self-damage and Sticky Jumping are unchanged&lt;br /&gt;
** Damage ramp-up period starts when charging instead of upon fire.&lt;br /&gt;
** Updated Viewmodel animations to include the other arm.&lt;br /&gt;
* Fixed an issue causing sticky bomb{{sic}} detonation sound to rapidly play multiple times in a row. &lt;br /&gt;
* Added unique HUD icons for Stickybombs, [[Mine Layer|Proximity Mines]], the [[Kritzkrieg]], and the [[Medi Gun|Medigun]].{{sic}}&lt;br /&gt;
* Improved the Stickybombs GRN and YLW textures.&lt;br /&gt;
* Fixed the Stickybomb pulse effect to properly follow the entity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed being able to push stickybombs only once&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Stickybomb Launcher:&lt;br /&gt;
** Now consistent with live TF2&#039;s stickies&lt;br /&gt;
** Fixed stickies not suffering from damage falloff&lt;br /&gt;
** Damage rampup changed to 100% (from 70%)&lt;br /&gt;
** Explosion radius rampup to 100% (from 80%)&lt;br /&gt;
** Projectiles no longer bounce off friendly buildings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Stickybombs now fizzle properly on death&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed Stickybombs and [[Mine Layer|proximity mines]] becoming invincible against bullets if they get moved without becoming airborne &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.5]]&#039;&#039;&#039;&lt;br /&gt;
*Updated stickybomb break sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* Unlike on live &#039;&#039;Team Fortress 2&#039;&#039;, stickybombs can be detonated while taunting.&lt;br /&gt;
* The weapon&#039;s viewmodel correctly displays the hands holding the Stickybomb Launcher, similar to the worldmodel in &#039;&#039;TF2 Classic&#039;&#039;. Demoman&#039;s left hand does not hold the Launcher in the live version.&lt;br /&gt;
{{nav allweapons}}&lt;br /&gt;
* In live &#039;&#039;Team Fortress 2&#039;&#039;, the Stickybomb Launcher&#039;s kill icon includes the weapon itself. However, in &#039;&#039;TF2 classic,&#039;&#039; it was changed to one of it&#039;s stickies, reflecting off of the Scottish Resistance&#039;s kill icon, again in live TF2.&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian_voice_commands&amp;diff=5930</id>
		<title>Civilian voice commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian_voice_commands&amp;diff=5930"/>
		<updated>2025-02-15T22:44:10Z</updated>

		<summary type="html">&lt;p&gt;Maw: That part isn&amp;#039;t on the regular TF2 wiki anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Leaderboard class civilian.png|right|alt=The Civilian|The Civilian]]&lt;br /&gt;
&lt;br /&gt;
The following dictates the [[Civilian]] voice commands.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Voice Menu 1 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Medic!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+1&#039;&#039;&#039; or &#039;&#039;&#039;E&#039;&#039;&#039;                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian medic01.wav|&amp;quot;DOCTOR!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian_medic02.wav|&amp;quot;Medic!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian medic03.wav|&amp;quot;Doctor!&amp;quot;]]&lt;br /&gt;
*While aiming at friendly [[Medic|Medics]]:&lt;br /&gt;
**[[Media:Civilian medicfollow01.wav|&amp;quot;Uh, hello doctor, attend to me!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian medicfollow02.wav|&amp;quot;Doctor, attend to me please!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian medicfollow03.wav|&amp;quot;Excuse me, doctor&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian medicfollow04.wav|&amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian medicfollow05.wav|&amp;quot;Doctooor!&amp;quot;]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Thanks!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+2&#039;&#039;&#039;                                                                                                                                                             &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian thanks01.wav|&amp;quot;Many thanks!&amp;quot;]]&lt;br /&gt;
[[Category:Audio]]&lt;br /&gt;
*[[Media:Civilian thanks02.wav|&amp;quot;Jolly good!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian thanks03.wav|&amp;quot;Appreciated, sir!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian thanks04.wav|&amp;quot;Thank you!&amp;quot;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Go go go!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian go01.wav|&amp;quot;Could you all, please, hurry up?&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian go02.wav|&amp;quot;Hurry it up, would you?&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian go03.wav|&amp;quot;Go, go, go!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian go04.wav|&amp;quot;Full steam ahead!&amp;quot;]]                                                                                                                                                         &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Move up!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian_moveup01.wav|&amp;quot;Move the gear up!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian moveup02.wav|&amp;quot;&#039;&#039;Move the gear up!&#039;&#039;&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian moveup03.wav|&amp;quot;Move your equipment!&amp;quot;]]&lt;br /&gt;
                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Go left!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian headleft01.wav|&amp;quot;Left!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian headleft02.wav|&amp;quot;Uh, go left!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian headleft03.wav|&amp;quot;To the left!&amp;quot;]]&lt;br /&gt;
                                                                                                                                     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Go right!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian headright01.wav|&amp;quot;To the right!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian headright02.wav|&amp;quot;Go to the right!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian headright03.wav|&amp;quot;Right!&amp;quot;]]&lt;br /&gt;
                                                                                                                                     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Yes!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian yes01.wav|&amp;quot;Yes?&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian yes02.wav|&amp;quot;Absolutely.&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian yes03.wav|&amp;quot;Of course&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian yes04.wav|&amp;quot;Absolutely!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian yes05.wav|&amp;quot;M&#039;yesss.&amp;quot;]]                                                                                          &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;No!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;Z+8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian no01.wav|&amp;quot;No!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian no02.wav|&amp;quot;No.&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian no03.wav|&amp;quot;Never!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian no04.wav|&amp;quot;Uh, no.&amp;quot;]]                                                                                         &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voice Menu 2 ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Incoming!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;X+1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian incoming01.wav|&amp;quot;Incoming!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian incoming02.wav|&amp;quot;&#039;&#039;Incomiing!&#039;&#039;&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian incoming03.wav|&amp;quot;Incoming...!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Spy!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;X+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian cloakedspy01.wav|&amp;quot;Spy!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian cloakedspy02.wav|&amp;quot;&#039;&#039;Spy!&#039;&#039;&amp;quot;]]&lt;br /&gt;
*While aiming at a player:&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify01.wav|&amp;quot;The Scout is a Spy!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify02.wav|&amp;quot;Uh, the Soldier is a Spy!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify04.wav|&amp;quot;The Pyro is a Spy!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify05.wav|&amp;quot;The Demoman is a Spy!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify03.wav|&amp;quot;The Heavy is a Spy!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify08.wav|&amp;quot;The Engineer is a Spy!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify07.wav|&amp;quot;That Doctor is a Spy!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify09.wav|&amp;quot;The Sniper is a Spy&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify06.wav|&amp;quot;That Spy is a dirty, double-agent!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian cloakedspyidentify10.wav|&amp;quot;That Civilian is a spy!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Sentry Ahead!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;X+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian sentryahead01.wav|&amp;quot;Seeen-try!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian sentryahead02.wav|&amp;quot;Sentry ahead!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian sentryahead03.wav|&amp;quot;There&#039;s a sentry over there!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Teleporter here!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;X+4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian needteleporter01.wav|&amp;quot;Place a teleporter here!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Dispenser here!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;X+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian needdispenser01.wav|&amp;quot;Uh, place a dispenser here!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Sentry here!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;X+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian needsentry01.wav|&amp;quot;Place a sentry here!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Activate ÜberCharge!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;X+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian activatecharge01.wav|&amp;quot;Activate the charge!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian activatecharge02.wav|&amp;quot;Make me a &#039;&#039;God&#039;&#039;, Doctor!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian activatecharge03.wav|&amp;quot;Activate the charge, Doctor!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian activatecharge04.wav|&amp;quot;ÜberCharge me. Now!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian activatecharge05.wav|&amp;quot;Now, Doctor! ÜberCharge me!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voice Menu 3 ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Help!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian helpme01.wav|&amp;quot;Help! That is an order!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian helpme02.wav|&amp;quot;Help me!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian helpme03.wav|&amp;quot;P-please, help me!&amp;quot;]]&lt;br /&gt;
*While standing on a neutral or enemy capture point:&lt;br /&gt;
**[[Media:Civilian helpmecapture01.wav|&amp;quot;To the point, my bodyguards!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian helpmecapture02.wav|&amp;quot;Everyone to the point!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian helpmecapture03.wav|&amp;quot;Help me capture this point!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian helpmecapture04.wav|&amp;quot;To the point, my bodyguards.&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Battle cry&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian battlecry01.wav|&amp;quot;Let&#039;s get to the fun part!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian battlecry02.wav|&amp;quot;Let&#039;s teach em a lesson!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian battlecry03.wav|&amp;quot;They shall fall!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian battlecry04.wav|&amp;quot;Good day, my underpaid men!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian battlecry05.wav|&amp;quot;Show they what we&#039;re made of!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian battlecry06.wav|&amp;quot;I paid good money for you people, don&#039;t let me down!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian battlecry07.wav|&amp;quot;Ah, let&#039;s see what the odds are for this match!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian battlecry08.wav|&amp;quot;If I survive, you all get a five cent raise! Sounds good? Gooood. &amp;quot;]]&lt;br /&gt;
*While aiming at an enemy, melee weapon equipped:&lt;br /&gt;
**[[Media:Civilian domination06.wav|&amp;quot;Isn&#039;t everything grand?&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian autodejectedtie01.wav|&amp;quot;Ah, I knew this would happen...&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian domination02.wav|&amp;quot;Lovely weather, isn&#039;t it?&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian domination07.wav|&amp;quot;That one&#039;s not getting up.&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian jeers02.wav|&amp;quot;I expected &#039;&#039;much better&#039;&#039; from all of you!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian domination01.wav|&amp;quot;Ha-ha-ha! Screw you, assassin!&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian domination04.wav|&amp;quot;Brollikins smacked you good.&amp;quot;]]&lt;br /&gt;
**[[Media:Civilian success05.wav|&amp;quot;All in a day&#039;s work!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Cheers&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian cheers01.wav|&amp;quot;Marvelous, isn&#039;t it?&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian cheers02.wav|&amp;quot;Well done!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian cheers03.wav|&amp;quot;Nice!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Jeers&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian jeers01.wav|&amp;quot;Ah, truly all of my associates are dim-witted!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian jeers02.wav|&amp;quot;I expected &#039;&#039;much better&#039;&#039; from all of you!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian jeers03.wav|&amp;quot;What are we going to do!?&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian jeers04.wav|&amp;quot;Oh, certainly, not a good sign!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian jeers05.wav|&amp;quot;Our lives are over! Thanks for nothing!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Positive&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian positivevocalization01.wav|&amp;quot;Charming.&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian positivevocalization02.wav|&amp;quot;Perfect.&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian positivevocalization03.wav|&amp;quot;I may not be wasting my money after all!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Negative&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian negativevocalization01.wav|&amp;quot;So much for staying alive!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian negativevocalization02.wav|&amp;quot;This isn&#039;t what I&#039;m paying for!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian negativevocalization03.wav|&amp;quot;Oh, marvelous&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian negativevocalization04.wav|&amp;quot;Tedious. Is that all you&#039;ve got for me? &amp;quot;]]&lt;br /&gt;
*[[Media:Civilian negativevocalization05.wav|&amp;quot;&#039;&#039;(sarcastically)&#039;&#039; Oh, fantastic!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Nice shot!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+7&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian niceshot01.wav|&amp;quot;Great shot!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian niceshot02.wav|&amp;quot;You make a fine marksman!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian niceshot03.wav|&amp;quot;Right between the eyes, eh? Hoho!&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;text-align: left;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | &#039;&#039;&#039;Good job!&#039;&#039;&#039; - Default key: &#039;&#039;&#039;C+8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Media:Civilian goodjob01.wav|&amp;quot;Ah, earning that minimum wage of $0.75 an hour - I see!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian goodjob02.wav|&amp;quot;Excellent work!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian goodjob03.wav|&amp;quot;Well done. Finally, a decision that I won&#039;t regret!&amp;quot;]]&lt;br /&gt;
*[[Media:Civilian goodjob04.wav|&amp;quot;Excellent job! &#039;&#039;I&#039;ll make sure to pay you extra.&#039;&#039;&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilian]]&lt;/div&gt;</summary>
		<author><name>Maw</name></author>
	</entry>
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