<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Melt</id>
	<title>TF2 Classified Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Melt"/>
	<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/wiki/Special:Contributions/Melt"/>
	<updated>2026-06-01T00:48:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0-beta</generator>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=2304</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=2304"/>
		<updated>2023-05-17T03:51:54Z</updated>

		<summary type="html">&lt;p&gt;Melt: /* VIP achievements */ added missing from gamemodes and map packs&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;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a special class for the [[VIP]] game mode, where he needs to be escorted by his body guards, the [[Teams|BLU]] team, while attempting to avoid being killed by the assassins who are on the [[Teams|RED]] team. The Civilian is designed to be weak but useful to his team, somewhat like the [[Medic]].&lt;br /&gt;
&lt;br /&gt;
He has the fastest capture-rate out of all classes in the game, capturing five times faster than normal, and he can grant mini-crit boosts to his teammates while providing a passive 20% damage resistance boost to any teammate around him. In addition, granting a mini-crit boost to the medic will increase both the heal and Über rate. However, he&#039;s only equipped with the [[Umbrella]] which is functionally identical to the [[bat]], he&#039;s also rather slow, only moving as fast as a [[Demoman]]. Even with 200 health points, he should be staying behind the front lines otherwise he can easily get killed quickly, especially by any assassins who are willing to die in order to take his life.&lt;br /&gt;
&lt;br /&gt;
In the [[VIP]] game mode, his goal is to reach the escape zone before the time runs out. His team serves as body guards escorting him while clearing out any assassins. Most of the time, his death results in time being removed, giving less time for the Civilian to reach the escape zone once he respawns. In certain maps, such as [[Trainyard]], his death can result to an instantaneous defeat for his team, no matter how much time there was left.&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;
Name: William D. Billingsworth (real name: Orson W. Jenkins)&lt;br /&gt;
&lt;br /&gt;
Location of origin: Dorset, England&lt;br /&gt;
&lt;br /&gt;
Job: Escape (Oil Baron)&lt;br /&gt;
&lt;br /&gt;
Motto: No Motto&lt;br /&gt;
&lt;br /&gt;
Special ability: Boost&lt;br /&gt;
&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;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&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;
* …hit {{attack2}} on a teammate to give them a 10 second boost of mini-crits.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] the fastest out of any other class.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
&amp;lt;!-- * …you are the strongest class in the game. Take [[Sniper|Snipers]] head-on with your powerful [[umbrella]]!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&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;
}}&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 had a surgical procedure performed by the [[Medic]] to gain an Übercharge implant.&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;
[[Category:Civilian]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fight_or_Flight&amp;diff=2286</id>
		<title>Fight or Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fight_or_Flight&amp;diff=2286"/>
		<updated>2023-05-15T05:21:18Z</updated>

		<summary type="html">&lt;p&gt;Melt: initial page for the update, needs editing, this time on the correct page HAHAHA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fight_or_flight_logo.png|thumb|right|x250px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fight or Flight&#039;&#039;&#039; update was the second major update for [[Team Fortress 2 Classic]]. &lt;br /&gt;
&lt;br /&gt;
The update introduced 7 new weapons, 5 new maps, a new gamemode, 54 new achievements, and various fixes and changes to the core gameplay. &lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
The Fight or Flight page officially began on April 26, 2023, as announced on the [https://tf2classic.com/fight_or_flight/day1 Team Fortress 2 Classic Website].&lt;br /&gt;
* &#039;&#039;&#039;Day 1&#039;&#039;&#039;: Introduced the [[Jump Pads]], the [[L&#039;escampette]], a quality of life change to disguises on Four-Team matches, and maps [[Frigid]] and [[Floodgate]].&lt;br /&gt;
* &#039;&#039;&#039;Day 2&#039;&#039;&#039;: Introduced the [[Anti-Aircraft Cannon]], [[Chekhov&#039;s Punch]], the [[Twin Barrel]], and the [[Harvester]], and maps [[Jinn]] and [[Krepost]].&lt;br /&gt;
* &#039;&#039;&#039;Day 3&#039;&#039;&#039;: The new [[Territorial Domination]] gamemode was introduced along with the map [[Caper]]. 54 new achievements were announced, and a change log was posted, including a reference to the [[Brick]]. The update was also officially released.&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
=== Maps ===&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Game mode&lt;br /&gt;
! File name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Floodgate]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Arena]] ([[Four-Team]])&#039;&#039;&#039;&lt;br /&gt;
| {{code|arena_floodgate}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Domination]] ([[Four-Team]] [[Medieval]])&#039;&#039;&#039;&lt;br /&gt;
| {{code|dom_krepost}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Frigid]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[King of the Hill]] ([[Four-Team]])&#039;&#039;&#039;&lt;br /&gt;
| {{code|koth_frigid}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Jinn]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Payload]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|pl_jinn}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Caper]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Territorial Domination]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|td_caper}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Pyro]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Heavy]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|PDA: Teleporter}}&lt;br /&gt;
{{Weapon|PDA: Jump Pad}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Spy]] ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update Gallery ==&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Death_%26_Taxes&amp;diff=2285</id>
		<title>Death &amp; Taxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Death_%26_Taxes&amp;diff=2285"/>
		<updated>2023-05-15T05:19:56Z</updated>

		<summary type="html">&lt;p&gt;Melt: Undo revision 2284 by Melt (talk) WHOOPS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Death and Taxes Update Teaser Image.png|thumb|right|x250px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Death &amp;amp; Taxes&#039;&#039;&#039; update was the first major update for [[Team Fortress 2 Classic]]. &lt;br /&gt;
&lt;br /&gt;
The update focused on cut content from &#039;&#039;Team Fortress 2&#039;&#039;, including the [[VIP]] gamemode, the [[Civilian]] class, and various weapons such as the [[Nail Gun]] and [[Tranquilizer Gun]]. The update also introduced new original maps, gamemodes, weapons, achievements, and other features.&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
The Death &amp;amp; Taxes page officially began on July 4th, 2020, as announced on the [https://tf2classic.com/death_and_taxes/day1 Team Fortress 2 Classic Website].&lt;br /&gt;
* &#039;&#039;&#039;Day 1&#039;&#039;&#039;: Introduced the VIP gamemode, Civilian class, and maps [[Mineside]], [[Harbor]] and [[Trainyard]].&lt;br /&gt;
* &#039;&#039;&#039;Day 2&#039;&#039;&#039;: The [[Nail Gun]], The [[R.P.G.]], The [[Dynamite Pack]], The [[Tranquilizer Gun]] and The [[Fishwhacker]] were re-introduced as weapons, along with The [[Hunting Revolver]], The [[Mine Layer]], The [[Shock Therapy]] and The [[Coilgun]] as new additions.&lt;br /&gt;
* &#039;&#039;&#039;Day 3&#039;&#039;&#039;: The new [[Domination]] gamemode was introduced along with the map [[Oil Canyon]]. The new [[Four-Team]] gamemode, along with GRN and YLW teams, was also announced with the maps [[Flask]] and [[Hydro (Domination)]].&lt;br /&gt;
* &#039;&#039;&#039;Day 4&#039;&#039;&#039;: [[Badwater Basin (VIP)]] was announced with 6 returning weapons from &#039;&#039;Team Fortress 2&#039;&#039;: The [[Kritzkrieg]], The [[Überspritze]], The [[Huntsman]], The [[Flare Gun]], The [[Gunboats]] and The [[Sandvich]]. Scoreboard medals for developers, content contributors, and beta testers, bot improvements, and a new achievement pack were also announced. The update was also officially released.&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
=== Maps ===&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Game mode&lt;br /&gt;
! File name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flask]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Flask 1.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[Arena]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|arena_flask}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Hydro 3.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|dom_hydro}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Oil Canyon]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:OilCanyon.png|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|dom_oilcanyon}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Badwater (VIP)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:VipBadwater.png.png|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_badwater}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harbor]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Harbor.png|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_harbor}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mineside]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_mineside.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_mineside}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Trainyard]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Trainyard 2.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_trainyard}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Soldier]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Pyro]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Demoman]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Dynamite Pack}}&lt;br /&gt;
{{Weapon|Mine Layer}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Heavy]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Medic]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Sniper]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Spy]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name of the update is a reference to a [https://en.wikipedia.org/wiki/Death_and_taxes_(idiom) famous quote] from Benjamin Franklin: &amp;quot;&#039;&#039;Our new Constitution is now established, and has an appearance that promises permanency; but in this world nothing can be said to be certain, except &#039;&#039;&#039;death and taxes&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* The Civilian class and the VIP gamemode were originally planned for &#039;&#039;Team Fortress 2&#039;&#039; but were cut.&lt;br /&gt;
* A lot of the weapons were cut from earlier versions of Tf2 or cut entirely. Some can even be seen in the [https://www.youtube.com/watch?v=MwwcWTTw4PU Orange Box 2006 Playstation trailer.]&lt;br /&gt;
== Update Gallery ==&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Death_%26_Taxes&amp;diff=2284</id>
		<title>Death &amp; Taxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Death_%26_Taxes&amp;diff=2284"/>
		<updated>2023-05-15T05:18:35Z</updated>

		<summary type="html">&lt;p&gt;Melt: initial page for the update, needs editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fight_or_flight_logo.png|thumb|right|x250px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fight or Flight&#039;&#039;&#039; update was the second major update for [[Team Fortress 2 Classic]]. &lt;br /&gt;
&lt;br /&gt;
The update introduced 7 new weapons, 5 new maps, a new gamemode, 54 new achievements, and various fixes and changes to the core gameplay. &lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
The Fight or Flight page officially began on April 26, 2023, as announced on the [https://tf2classic.com/fight_or_flight/day1 Team Fortress 2 Classic Website].&lt;br /&gt;
* &#039;&#039;&#039;Day 1&#039;&#039;&#039;: Introduced the [[Jump Pads]], the [[L&#039;Escampette]], a quality of life change to disguises on Four-Team matches, and maps [[Frigid]] and [[Floodgate]].&lt;br /&gt;
* &#039;&#039;&#039;Day 2&#039;&#039;&#039;: Introduced the [[Anti-Aircraft Cannon]], [[Chekhov&#039;s Punch]], the [[Twin Barrel]], and the [[Harvester]], and maps [[Jinn]] and [[Krepost]].&lt;br /&gt;
* &#039;&#039;&#039;Day 3&#039;&#039;&#039;: The new [[Territorial Domination]] gamemode was introduced along with the map [[Caper]]. 54 new achievements were announced, and a change log was posted, including a reference to the [[Brick]]. The update was also officially released.&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
=== Maps ===&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Game mode&lt;br /&gt;
! File name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Floodgate]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Arena]] ([[Four-Team]])&#039;&#039;&#039;&lt;br /&gt;
| {{code|arena_floodgate}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Domination]] ([[Four-Team]] [[Medieval]])&#039;&#039;&#039;&lt;br /&gt;
| {{code|dom_krepost}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Frigid]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[King of the Hill]] ([[Four-Team]])&#039;&#039;&#039;&lt;br /&gt;
| {{code|koth_frigid}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Jinn]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Payload]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|pl_jinn}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Caper]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;[[Territorial Domination]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|td_caper}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Pyro]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Heavy]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|PDA: Teleporter}}&lt;br /&gt;
{{Weapon|PDA: Jump Pad}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Spy]] ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update Gallery ==&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Fight_or_flight_logo.png&amp;diff=2283</id>
		<title>File:Fight or flight logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Fight_or_flight_logo.png&amp;diff=2283"/>
		<updated>2023-05-15T05:02:49Z</updated>

		<summary type="html">&lt;p&gt;Melt: Fight or Flight update logo (wheat) from artwork page

https://tf2classic.com/artwork&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Fight or Flight update logo (wheat) from artwork page&lt;br /&gt;
&lt;br /&gt;
https://tf2classic.com/artwork&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=2282</id>
		<title>Chekhov&#039;s Punch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=2282"/>
		<updated>2023-05-15T05:00:32Z</updated>

		<summary type="html">&lt;p&gt;Melt: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Infobox weapon&lt;br /&gt;
| kill-icon=chekhov&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Chains&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Oh hit: Store up to 3 critical hits}}&lt;br /&gt;
{{Loadout positive|Stored crits are consumered by all weapons}}&lt;br /&gt;
{{Loadout negative|Melee damage taken will crit on wearer}}&lt;br /&gt;
{{Loadout negative|Melee will only crit at full capacity}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;If one is to equip these chains, they should be punched with&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; publicity blurb|Hitting enemies with Chekhov&#039;s Punch stores critical hits, which you&#039;ll consume and activate whenever you attack with your other weapons. And you&#039;re going to need them—you take guaranteed crit damage from all melee sources if you&#039;re carrying Chekhov&#039;s Punch, even if you have another weapon in your hands.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; are an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy&#039;s own hands, but wrapped in chains.&lt;br /&gt;
&lt;br /&gt;
Each hits deals 65 damage, however each hit stores up to 3 critical hits which are shared between all of Heavy&#039;s weapons. However in exchange every melee hit towards the Heavy is [[Critical Hits|critical]].&lt;br /&gt;
&lt;br /&gt;
This weapon operates on a simple concept: You melee hit an enemy you get a stored crit. If an enemy melee hits you they get a crit. Because the downside of melee vulnerability is universal no matter what weapon the Heavy is holding one should be careful. If an enemy is close enough you can melee them for a stored crit but they in turn can melee you. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name Chekhov&#039;s Punch comes from the trope Chekhov&#039;s Gun, a trope where something is shown at the beginning of a story and is used at the end. This matches with this weapon, as it stores crits for later.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=2281</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=2281"/>
		<updated>2023-05-15T04:40:16Z</updated>

		<summary type="html">&lt;p&gt;Melt: Rewrote overview to be more clear, fixed typos, and changed style to be less informal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Buildings&#039;&#039;&#039; are machines that can be constructed by the [[Engineer]] using his [[PDA|Construction PDA]]. These buildings include the [[Sentry Gun]], [[Dispenser|Dispensers]], [[Jump Pads]] and [[Teleporters|Teleporter]].&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Community_Engineer_Strategy_Header.png|250px|framed|right|Engie Building a Sentry]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Engineer uses his [[Construction PDA]] in order to construct his buildings. One a building is selected, blueprints of the respective building appears in front of the Engineer, which can be rotated 90 degrees before deploying them (default key: MOUSE 2). If the building can be constructed on the given location, a 3D sketch of the completed building will appear. If the building is above an invalid location (uneven surface, another colliding entity on location, not enough space), then a red cross will appear on the blueprints instead. The construction of these buildings requires [[Metal]], a resource that is exclusive to the Engineer. Each building has an associated amount of [[Metal|metal]] required to construct the building. An Engineer can carry a maximum of 200 reserve [[metal]], which is consumed upon placing a building and can be regained through [[Ammo]] boxes, resupply cabinets, destroyed building parts, and [[Dispensers]]. Once a building is placed, the building will automatically construct, but the Engineer can hit it with his [[Wrench]] in order to speed up construction. This method of accelerated construction is not exclusive to the Engineer&#039;s own buildings but can also be applied to those constructed by team members.&lt;br /&gt;
&lt;br /&gt;
In Team Fortress 2 Classic, the Engineer class can construct five types of buildings as of version 2.1.0. These include the Sentry Gun, which provides area defense, the Dispenser for healing and ammunition replenishment, and Teleporters for rapid teammate transport. When equipped with the PDA, Engineers can also construct Jump Pads, which replace Teleporters and provide access to routes typically reserved for explosive jumpers. The Metal costs for each building are as follows: Sentries require 130, Dispensers 100, Teleporter Entrances and Exits 50 each, and Jump Pads 70 each. &lt;br /&gt;
&lt;br /&gt;
At the start of construction, buildings appear with 0 [[health]], which increases to its maximum value as construction continues. However, they are still susceptible to damage as they construct, so they are more easily destroyed while building compared to fully constructed. Visual indicators, such as smoke, sparks, and flames, appear as a building is damaged. However, buildings cannot be set on fire, and any fire particles are purely visual indicators for a damaged building. Once a building is destroyed, they leave various pieces of scrap and gibs around their location, which can be collected by the Engineer in the form of metal or by the [[Spy]] to recharge his cloak. Metal is also consumed to repair, upgrade and for Sentries specifically, reload. This can be achieved by hitting an Engineer&#039;s Buildings with a [[Wrench]]. &lt;br /&gt;
&lt;br /&gt;
If a building is at full health, the Engineer is able to upgrade his buildings in order to improve their functionality and maximum health. Each Wrench swing uses 25 metal, and each building requires 200 metal to upgrade. Teleporters, Sentry Guns, and Dispensers can all be upgraded twice to a maximum level of 3, while the Jump Pads cannot be upgraded. &lt;br /&gt;
&lt;br /&gt;
An enemy Spy is able to place a [[Sapper]] on a building, which disables it and draining its health. Once a Building is sapped, the Engineer who built it will receive an indication that their Building is sapped and make an associated voice call. Sappers can be removed by the Engineer himself or any other Engineer on the Engineer&#039;s Team.&lt;br /&gt;
&lt;br /&gt;
== Hauling ==&lt;br /&gt;
&lt;br /&gt;
A Building can be hauled by the Engineer who built it by pressing alt-fire while standing close to it. While carrying a building, the Engineer&#039;s speed is decreased and he cannot switch weapons or fire until he puts down the Building he is hauling. While hauling a building the Engineer appears to everyone else to be carrying a toolbox over his shoulder, while from the player&#039;s view it is the same as constructing a Building. Buildings that are sapped cannot be hauled.&lt;br /&gt;
&lt;br /&gt;
While hauling a Building it retains all of its health as well as its stats such as the kill count for Sentries, and its number of uses for Teleporters. If the Engineer is killed while hauling, both he and the Building will be destroyed with a special toolbox icon for the destroyed Building. Once a Building is redeployed it will go through all of its upgrade phases before being operative, albeit slightly faster than if it were upgraded manually. A Building cannot be re-hauled if it is being redeployed and will not work until it is fully re-constructed, so be careful where you put them down.&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Once a Building&#039;s health reaches 0, it explodes into Buildings gibs that can be picked up for Metal and Ammo. Using the destruction tool, an Engineer can manually destroy their buildings from any distance. However, sapped buildings cannot be destroyed using this method, and the Engineer must wait for the building to be destroyed or destroy the sapper. Buildings can be destroyed by any weapon or by a Sapper. A Building destruction is worth one point and is recorded on the scoreboard. A destruction can only be assisted by a Spy who has sapped it or by [[Medic]] healing the Building destroyer. &lt;br /&gt;
&lt;br /&gt;
[[File:Dispenser Destruction 1.jpg|200px]]&lt;br /&gt;
[[File:Dispenser Destruction 2.jpg|200px]]&lt;br /&gt;
[[File:Dispenser Destruction 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_invis_recharge_cloaked}}&lt;br /&gt;
{{Achievement|achievement_teleporter_progression}}&lt;br /&gt;
{{Achievement|achievement_teleporter_enemy_spy_kill}}&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;
== Update History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
- Buildings can continue to show visual indicators of damage even after being repaired. This is a known bug. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engineer]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=2255</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=2255"/>
		<updated>2023-05-14T10:41:18Z</updated>

		<summary type="html">&lt;p&gt;Melt: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Buildings&#039;&#039;&#039; are machines that can be constructed by the [[Engineer]] using his [[PDA|Construction PDA]]. These buildings include the [[Sentry Gun]], [[Dispenser|Dispensers]], [[Jump Pads]] and [[Teleporters|Teleporter]].&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Community_Engineer_Strategy_Header.png|250px|framed|right|Engie Building a Sentry]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In order for a building to be constructed the Engineer must have enough [[Metal|metal]]. The Engineer has 200 reserve metal to start with, and is consumed upon placing a building. Extra metal can be gained through ammo packs, resupply cabinets, building [[gibs]] and dispensers. Afterwards he can use his PDA to cosntruct a building. The Engineer can only place his buildings on reasonably flat surfaces with enough space. The Engineer can rotate buildings before deploying them (default key: MOUSE2). Each time the rotate key is pressed, the building is turned 90° counterclockwise. Once a building is placed, the Engineer can hit it with his [[Wrench]] in order to speed up construction. Multiple Engineers can stack this effect. Once a building is fully completed it immediately begins operation. &lt;br /&gt;
&lt;br /&gt;
Like players, buildings have [[health]] and are destroyed when it is reduced to zero. Buildings gain health as they construct, so Engineers can leave buildings to build themselves, for example leaving a teleporter to construct while they find a spot to build. Players can focus their crosshair on a building to determine its current health just like other players, though weak buildings also display visible signs of damage such as smoke, sparks, and flames. &lt;br /&gt;
&lt;br /&gt;
Buildings can be repaired, upgrades and in the case of the Sentry Gun, reloaded by hitting them with a Wrench, but only if the Engineer has enough metal. Some buildings such as Jump Pads cannot be upgraded at all. Repairing a building takes metal priority, then resupply and then finally upgrades, with limits to how much metal can go per strike. Upgrading a building takes a total of 200 metal and increases its health in addition to improving its abilities. Buildings can be upgraded twice to reach level 3, with the exception of the Jump Pad. Buildings can also be used for vertical mobility; a dispenser can be placed and used as a stool to reach higher ledges.&lt;br /&gt;
&lt;br /&gt;
Buildings can be disabled by the [[Spy]]&#039;s [[Sapper]]. If a Sapper is applied to a building, it immediately ceases functioning and alerts the owner, in addition to being drained of health. Sappers can be removed by an Engineer&#039;s melee weapon, which restores the building&#039;s operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or manually demolished while being sapped. A sapper takes approximately 3 hits to remove.&lt;br /&gt;
&lt;br /&gt;
If the Engineer wishes, he can destroy any of his buildings with the [[Demolish Tool]]. This instantly causes the building to explode as if it were destroyed by an enemy. The building&#039;s gibs can be picked up as ammo and/or reused as metal. Buildings being sapped cannot be demolished. The Engineer&#039;s buildings are not vulnerable to his other weapons or to his Sentry Gun (unlike the Engineer himself).&lt;br /&gt;
&lt;br /&gt;
== Hauling ==&lt;br /&gt;
&lt;br /&gt;
Buildings can be picked up and moved by their builders by pressing alt-fire while looking at the building and standing next to them. This allows for the redeployment of a building without having to destroy and completely build a new one, thus saving metal, effort and time. This also preserves any score tallies a building may have. Packing up is sintant, and the Engineer appears to be carrying a toolbox over his shoulder to all players, while from first person he carries a toolbox as a normal building construction. Damaged buildings can be packed up, but still retain their damage while being hauled. Sapped buildings cannot be hauled at all.&lt;br /&gt;
&lt;br /&gt;
Only one building can be hauled at a time, and doing so reduces the Engineer&#039;s speed, regardless of type or level of said building. Additionally, the Engineer cannot switch weapons or taunt while hauling, but can still use teleporters, his own or another player&#039;s. Unless of course the Engineer starts to haul one end of a teleporter. &lt;br /&gt;
&lt;br /&gt;
If an Engineer is killed while hauling a building, the building will also be destroyed, indicated with a special kill icon showing a toolbox.&lt;br /&gt;
&lt;br /&gt;
Redeploying a building after hauling is similar to constructing a new building, however it is much faster, and an Engineer can speed it up even more. Higher level buildings must cycle through all of their upgrade animations with a short delay between each, so it is inadvisable to place a level 3 sentry in the middle of a firefight. &lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_invis_recharge_cloaked}}&lt;br /&gt;
{{Achievement|achievement_teleporter_progression}}&lt;br /&gt;
{{Achievement|achievement_teleporter_enemy_spy_kill}}&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;
== Update History ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Engineer]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jump_Pads&amp;diff=2254</id>
		<title>Jump Pads</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jump_Pads&amp;diff=2254"/>
		<updated>2023-05-14T10:32:33Z</updated>

		<summary type="html">&lt;p&gt;Melt: added category and fall damage info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Pads&#039;&#039;&#039; are a type of building that can be constructed by the an [[Engineer]] using the [[Construction PDA|PDA: Jump Pad]]. The [[Engineer]] can construct two Jump Pads that work independently of each other, and emit a blue glow and wind particles when active. When a player is directly on top of a Jump Pad and jumps, the player&#039;s jump is given increased height and distance, similar to that of a rocket jump. The player also negates fall damage for the jump. &lt;br /&gt;
&lt;br /&gt;
Unlike the [[Teleporters|Teleporter]], there is no cooldown, so many players can use the Jump Pad in short succession. While [[Teleporters]] enable faster movement to the frontline, the Jump Pad is allows the Engineer to play a more versatile role, turning one way flanks and shortcuts that require explosive jumps into routes that all players can use. The utility of the Jump Pad depends on the map and the circumstances of the team. &lt;br /&gt;
&lt;br /&gt;
The Jump Pads require 70 metal to build, and cannot be upgraded. Jump Pads have 90 health, which means they can be destroyed with one rocket or pipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The [[Spy]] can use the Jump Pads of opposing teams.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Teleporters&amp;diff=2253</id>
		<title>Teleporters</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Teleporters&amp;diff=2253"/>
		<updated>2023-05-14T10:31:32Z</updated>

		<summary type="html">&lt;p&gt;Melt: Added category and spy trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Engybuild.png|right|400px|The Engineer setting up a teleporter]]&lt;br /&gt;
&#039;&#039;&#039;Teleporters&#039;&#039;&#039; are a type of building that can be constructed by an [[Engineer]] using the [[Construction PDA|PDA: Teleporter]]. While non-functional individually, the construction of both a &#039;&#039;&#039;Teleporter Entrance&#039;&#039;&#039; and a &#039;&#039;&#039;Teleporter Exit&#039;&#039;&#039; activates the buildings and allows players of the same team to teleport between the two. When active, both the Teleporter Entrance and Exit emit a circular glow of their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Teleporter Entrance allows for unidirectional teleportation to the Exit. A player of the same team must stand still on the Teleporter for a short time before being teleported, arriving with team-colored particles that persist and leave a short trail behind them as they move. Once a player uses the Teleporter, the building must recharge for a short period before another player can use it. If multiple teammates or the Engineer stand on the Teleporter Entrance at the same time, the player who stepped onto the Teleporter Entrance first will be teleported first, like first-in-first-out queue. &lt;br /&gt;
&lt;br /&gt;
The Teleporter is often a core component to a successful team, as it allows for players to reach the frontline quickly and skip long traversals across the map. The Teleporter can allow for a faster flow of players into the fray or bring teammates to more advantageous positions, so they are also an important target to pursue. A shrewd Engineer can also use the Teleporter to influence teammates through a particular route of the map. &lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
&lt;br /&gt;
Both the Teleporter Entrance and Exit require 50 metal to build. While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. These are to visually distinct them from each other while placing.&lt;br /&gt;
&lt;br /&gt;
The Teleporter can be upgraded twice, each requiring 200 metal. At each level, the recharge rate of the Teleporter is increased, allowing for more players to go through at a faster rate. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The [[Spy]] can use the Teleporter of opposing teams.&lt;br /&gt;
&lt;br /&gt;
Placing a [[Sapper]] on either the Teleporter Entrance or Exit will place a [[Sapper]] on both the Entrance and Exit. &lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jump_Pads&amp;diff=2252</id>
		<title>Jump Pads</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jump_Pads&amp;diff=2252"/>
		<updated>2023-05-14T10:29:40Z</updated>

		<summary type="html">&lt;p&gt;Melt: Initial write for jump pads, needs editing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Pads&#039;&#039;&#039; are a type of building that can be constructed by the an [[Engineer]] using the [[Construction PDA|PDA: Jump Pad]]. The [[Engineer]] can construct two Jump Pads that work independently of each other, and emit a blue glow and wind particles when active. When a player is directly on top of a Jump Pad and jumps, the player&#039;s jump is given increased height and distance, similar to that of a rocket jump.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Teleporters|Teleporter]], there is no cooldown, so many players can use the Jump Pad in short succession. While [[Teleporters]] enable faster movement to the frontline, the Jump Pad is allows the Engineer to play a more versatile role, turning one way flanks and shortcuts that require explosive jumps into routes that all players can use. The utility of the Jump Pad depends on the map and the circumstances of the team. &lt;br /&gt;
&lt;br /&gt;
The Jump Pads require 70 metal to build, and cannot be upgraded. Jump Pads have 90 health, which means they can be destroyed with one rocket or pipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The [[Spy]] can use the Jump Pads of opposing teams.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Teleporters&amp;diff=2251</id>
		<title>Teleporters</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Teleporters&amp;diff=2251"/>
		<updated>2023-05-14T10:08:28Z</updated>

		<summary type="html">&lt;p&gt;Melt: change link to Construction PDA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Engybuild.png|right|400px|The Engineer setting up a teleporter]]&lt;br /&gt;
&#039;&#039;&#039;Teleporters&#039;&#039;&#039; are a type of building that can be constructed by an [[Engineer]] using the [[Construction PDA|PDA: Teleporter]]. While non-functional individually, the construction of both a &#039;&#039;&#039;Teleporter Entrance&#039;&#039;&#039; and a &#039;&#039;&#039;Teleporter Exit&#039;&#039;&#039; activates the buildings and allows players of the same team to teleport between the two. When active, both the Teleporter Entrance and Exit emit a circular glow of their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Teleporter Entrance allows for unidirectional teleportation to the Exit. A player of the same team must stand still on the Teleporter for a short time before being teleported, arriving with team-colored particles that persist and leave a short trail behind them as they move. Once a player uses the Teleporter, the building must recharge for a short period before another player can use it. If multiple teammates or the Engineer stand on the Teleporter Entrance at the same time, the player who stepped onto the Teleporter Entrance first will be teleported first, like first-in-first-out queue. &lt;br /&gt;
&lt;br /&gt;
The Teleporter is often a core component to a successful team, as it allows for players to reach the frontline quickly and skip long traversals across the map. The Teleporter can allow for a faster flow of players into the fray or bring teammates to more advantageous positions, so they are also an important target to pursue. A shrewd Engineer can also use the Teleporter to influence teammates through a particular route of the map. &lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
&lt;br /&gt;
Both the Teleporter Entrance and Exit require 50 metal to build. While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. These are to visually distinct them from each other while placing.&lt;br /&gt;
&lt;br /&gt;
The Teleporter can be upgraded twice, each requiring 200 metal. At each level, the recharge rate of the Teleporter is increased, allowing for more players to go through at a faster rate. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The [[Spy]] can use the Teleporter of opposing teams.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Teleporters&amp;diff=2250</id>
		<title>Teleporters</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Teleporters&amp;diff=2250"/>
		<updated>2023-05-14T10:05:23Z</updated>

		<summary type="html">&lt;p&gt;Melt: Rewritten to be distinct from the TF2 wiki. Needs editing (please look!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Engybuild.png|right|400px|The Engineer setting up a teleporter]]&lt;br /&gt;
&#039;&#039;&#039;Teleporters&#039;&#039;&#039; are a type of building that can be constructed by an [[Engineer]] using the [[PDA|PDA: Teleporter]]. While non-functional individually, the construction of both a &#039;&#039;&#039;Teleporter Entrance&#039;&#039;&#039; and a &#039;&#039;&#039;Teleporter Exit&#039;&#039;&#039; activates the buildings and allows players of the same team to teleport between the two. When active, both the Teleporter Entrance and Exit emit a circular glow of their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Teleporter Entrance allows for unidirectional teleportation to the Exit. A player of the same team must stand still on the Teleporter for a short time before being teleported, arriving with team-colored particles that persist and leave a short trail behind them as they move. Once a player uses the Teleporter, the building must recharge for a short period before another player can use it. If multiple teammates or the Engineer stand on the Teleporter Entrance at the same time, the player who stepped onto the Teleporter Entrance first will be teleported first, like first-in-first-out queue. &lt;br /&gt;
&lt;br /&gt;
The Teleporter is often a core component to a successful team, as it allows for players to reach the frontline quickly and skip long traversals across the map. The Teleporter can allow for a faster flow of players into the fray or bring teammates to more advantageous positions, so they are also an important target to pursue. A shrewd Engineer can also use the Teleporter to influence teammates through a particular route of the map. &lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
&lt;br /&gt;
Both the Teleporter Entrance and Exit require 50 metal to build. While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. These are to visually distinct them from each other while placing.&lt;br /&gt;
&lt;br /&gt;
The Teleporter can be upgraded twice, each requiring 200 metal. At each level, the recharge rate of the Teleporter is increased, allowing for more players to go through at a faster rate. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The [[Spy]] can use the Teleporter of opposing teams.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_blu_yard.webp&amp;diff=2243</id>
		<title>File:Cp granary blu yard.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_blu_yard.webp&amp;diff=2243"/>
		<updated>2023-05-14T09:24:02Z</updated>

		<summary type="html">&lt;p&gt;Melt: Melt uploaded a new version of File:Cp granary blu yard.webp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blu last point on cp_granary.&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_mid.webp&amp;diff=2242</id>
		<title>File:Cp granary mid.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_mid.webp&amp;diff=2242"/>
		<updated>2023-05-14T09:23:26Z</updated>

		<summary type="html">&lt;p&gt;Melt: Melt uploaded a new version of File:Cp granary mid.webp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Middle point on cp_granary.&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Engybuild.png&amp;diff=2241</id>
		<title>File:Engybuild.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Engybuild.png&amp;diff=2241"/>
		<updated>2023-05-14T08:47:44Z</updated>

		<summary type="html">&lt;p&gt;Melt: source of image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Teammates waiting for a teleporter ride.&lt;br /&gt;
&lt;br /&gt;
Pulled from the TF2 Wiki&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=2240</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=2240"/>
		<updated>2023-05-14T08:44:03Z</updated>

		<summary type="html">&lt;p&gt;Melt: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Buildings&#039;&#039;&#039; are machines that can be constructed by the [[Engineer]] using his [[PDA|Construction PDA]]. These buildings include the [[Sentry Gun]], [[Dispenser|Dispensers]], [[Jump Pads]] and [[Teleporters|Teleporter]].&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Community_Engineer_Strategy_Header.png|250px|framed|right|Engie Building a Sentry]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In order for a building to be constructed the Engineer must have enough [[Metal|metal]]. The Engineer has 200 reserve metal to start with, and is consumed upon placing a building. Extra metal can be gained through ammo packs, resupply cabinets, building [[gibs]] and dispensers. Afterwards he can use his PDA to cosntruct a building. The Engineer can only place his buildings on reasonably flat surfaces with enough space. The Engineer can rotate buildings before deploying them (default key: MOUSE2). Each time the rotate key is pressed, the building is turned 90° counterclockwise. Once a building is placed, the Engineer can hit it with his [[Wrench]] in order to speed up construction. Multiple Engineers can stack this effect. Once a building is fully completed it immediately begins operation. &lt;br /&gt;
&lt;br /&gt;
Like players, buildings have [[health]] and are destroyed when it is reduced to zero. Buildings gain health as they construct, so Engineers can leave buildings to build themselves, for example leaving a teleporter to construct while they find a spot to build. Players can focus their crosshair on a building to determine its current health just like other players, though weak buildings also display visible signs of damage such as smoke, sparks, and flames. &lt;br /&gt;
&lt;br /&gt;
Buildings can be repaired, upgrades and in the case of the Sentry Gun, reloaded by hitting them with a Wrench, but only if the Engineer has enough metal. Some buildings such as Jump Pads cannot be upgraded at all. Repairing a building takes metal priority, then resupply and then finally upgrades, with limits to how much metal can go per strike. Upgrading a building takes a total of 200 metal and increases its health in addition to improving its abilities. Buildings can be upgraded twice to reach level 3, with the exception of the Jump Pad. Buildings can also be used for vertical mobility; a dispenser can be placed and used as a stool to reach higher ledges.&lt;br /&gt;
&lt;br /&gt;
Buildings can be disabled by the [[Spy]]&#039;s [[Sapper]]. If a Sapper is applied to a building, it immediately ceases functioning and alerts the owner, in addition to being drained of health. Sappers can be removed by an Engineer&#039;s melee weapon, which restores the building&#039;s operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or manually demolished while being sapped. A sapper takes approximately 3 hits to remove.&lt;br /&gt;
&lt;br /&gt;
If the Engineer wishes, he can destroy any of his buildings with the [[Demolish Tool]]. This instantly causes the building to explode as if it were destroyed by an enemy. The building&#039;s gibs can be picked up as ammo and/or reused as metal. Buildings being sapped cannot be demolished. The Engineer&#039;s buildings are not vulnerable to his other weapons or to his Sentry Gun (unlike the Engineer himself).&lt;br /&gt;
&lt;br /&gt;
== Hauling ==&lt;br /&gt;
&lt;br /&gt;
Buildings can be picked up and moved by their builders by pressing alt-fire while looking at the building and standing next to them. This allows for the redeployment of a building without having to destroy and completely build a new one, thus saving metal, effort and time. This also preserves any score tallies a building may have. Packing up is sintant, and the Engineer appears to be carrying a toolbox over his shoulder to all players, while from first person he carries a toolbox as a normal building construction. Damaged buildings can be packed up, but still retain their damage while being hauled. Sapped buildings cannot be hauled at all.&lt;br /&gt;
&lt;br /&gt;
Only one building can be hauled at a time, and doing so reduces the Engineer&#039;s speed, regardless of type or level of said building. Additionally, the Engineer cannot switch weapons or taunt while hauling, but can still use teleporters, his own or another player&#039;s. Unless of course the Engineer starts to haul one end of a teleporter. &lt;br /&gt;
&lt;br /&gt;
If an Engineer is killed while hauling a building, the building will also be destroyed, indicated with a special kill icon showing a toolbox.&lt;br /&gt;
&lt;br /&gt;
Redeploying a building after hauling is similar to constructing a new building, however it is much faster, and an Engineer can speed it up even more. Higher level buildings must cycle through all of their upgrade animations with a short delay between each, so it is inadvisable to place a level 3 sentry in the middle of a firefight. &lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_invis_recharge_cloaked}}&lt;br /&gt;
{{Achievement|achievement_teleporter_progression}}&lt;br /&gt;
{{Achievement|achievement_teleporter_enemy_spy_kill}}&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;
== Update History ==&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_blu_yard.webp&amp;diff=2182</id>
		<title>File:Cp granary blu yard.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_blu_yard.webp&amp;diff=2182"/>
		<updated>2023-05-03T06:12:24Z</updated>

		<summary type="html">&lt;p&gt;Melt: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blu last point on cp_granary.&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_mid.webp&amp;diff=2181</id>
		<title>File:Cp granary mid.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_mid.webp&amp;diff=2181"/>
		<updated>2023-05-03T06:11:49Z</updated>

		<summary type="html">&lt;p&gt;Melt: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Middle point on cp_granary.&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Granary_(Control_Points)&amp;diff=2180</id>
		<title>Granary (Control Points)</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Granary_(Control_Points)&amp;diff=2180"/>
		<updated>2023-05-03T06:04:31Z</updated>

		<summary type="html">&lt;p&gt;Melt: Created page with &amp;quot;{{Stub}}  {{Infobox map |map-image = Cp_granary_mid.webp |game-type = Control Points |file-name = cp_granary |developer = Valve |release-date = October 10, 2007 &amp;lt;br&amp;gt; (Team Fortress 2 Launch)  |map-environment = Farmland |map-setting = Daylight, sunny }} &amp;#039;&amp;#039;&amp;#039;Granary&amp;#039;&amp;#039;&amp;#039; is a Valve created Control Points map originally made for Team Fortress 2. == Trivia == * Granary is one of six original maps to release with Team Fortress 2, being one of two Control Points|Contro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Cp_granary_mid.webp&lt;br /&gt;
|game-type = Control Points&lt;br /&gt;
|file-name = cp_granary&lt;br /&gt;
|developer = [[Valve]]&lt;br /&gt;
|release-date = October 10, 2007 &amp;lt;br&amp;gt; (Team Fortress 2 Launch) &lt;br /&gt;
|map-environment = Farmland&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Granary&#039;&#039;&#039; is a Valve created [[Control Points]] map originally made for Team Fortress 2.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Granary is one of six original maps to release with Team Fortress 2, being one of two [[Control Points|Control Point]] maps at the time.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cp_granary_blu_yard.webp|The yard outside of Blu spawn, viewing the control point as well as a large shipping vessel.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_mid.webp&amp;diff=2179</id>
		<title>File:Cp granary mid.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_mid.webp&amp;diff=2179"/>
		<updated>2023-05-03T06:02:12Z</updated>

		<summary type="html">&lt;p&gt;Melt: Middle point on cp_granary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Middle point on cp_granary.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_blu_yard.webp&amp;diff=2178</id>
		<title>File:Cp granary blu yard.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_granary_blu_yard.webp&amp;diff=2178"/>
		<updated>2023-05-03T06:00:32Z</updated>

		<summary type="html">&lt;p&gt;Melt: Blu last point on cp_granary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blu last point on cp_granary.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_Attributes&amp;diff=2155</id>
		<title>Template:Weapon Attributes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_Attributes&amp;diff=2155"/>
		<updated>2023-05-02T09:07:10Z</updated>

		<summary type="html">&lt;p&gt;Melt: table alignment testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; scope=&amp;quot;col&amp;quot;| Attribute&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Value&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{ProjectileType|}}}|&lt;br /&gt;
! ProjectileType&lt;br /&gt;
{{!}} {{{ProjectileType}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{WeaponType|}}}|&lt;br /&gt;
! WeaponType&lt;br /&gt;
{{!}} {{{WeaponType}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{MeleeWeapon|}}}|&lt;br /&gt;
! MeleeWeapon&lt;br /&gt;
{{!}} {{{MeleeWeapon}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Damage|}}}|&lt;br /&gt;
! Damage&lt;br /&gt;
{{!}} {{{Damage}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
! damage&lt;br /&gt;
{{!}} {{{damage}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{BulletsPerShot|}}}|&lt;br /&gt;
! BulletsPerShot&lt;br /&gt;
{{!}} {{{BulletsPerShot}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{AmmoPerShot|}}}|&lt;br /&gt;
! AmmoPerShot&lt;br /&gt;
{{!}} {{{AmmoPerShot}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Spread|}}}|&lt;br /&gt;
! Spread&lt;br /&gt;
{{!}} {{{Spread}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_TimeFireDelay|}}}|&lt;br /&gt;
! Secondary_TimeFireDelay&lt;br /&gt;
{{!}} {{{Secondary_TimeFireDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{bucket_position|}}}|&lt;br /&gt;
! bucket_position&lt;br /&gt;
{{!}} {{{bucket_position}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{MaxAmmo|}}}|&lt;br /&gt;
! MaxAmmo&lt;br /&gt;
{{!}} {{{MaxAmmo}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_AmmoPerShot|}}}|&lt;br /&gt;
! Secondary_AmmoPerShot&lt;br /&gt;
{{!}} {{{Secondary_AmmoPerShot}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{DamageRadius|}}}|&lt;br /&gt;
! DamageRadius&lt;br /&gt;
{{!}} {{{DamageRadius}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TracerFreq|}}}|&lt;br /&gt;
! TracerFreq&lt;br /&gt;
{{!}} {{{TracerFreq}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{clip_size|}}}|&lt;br /&gt;
! clip_size&lt;br /&gt;
{{!}} {{{clip_size}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Range|}}}|&lt;br /&gt;
! Range&lt;br /&gt;
{{!}} {{{Range}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeIdle|}}}|&lt;br /&gt;
! TimeIdle&lt;br /&gt;
{{!}} {{{TimeIdle}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeIdleEmpty|}}}|&lt;br /&gt;
! TimeIdleEmpty&lt;br /&gt;
{{!}} {{{TimeIdleEmpty}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{UseRapidFireCrits|}}}|&lt;br /&gt;
! UseRapidFireCrits&lt;br /&gt;
{{!}} {{{UseRapidFireCrits}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{HasCritExplosions|}}}|&lt;br /&gt;
! HasCritExplosions&lt;br /&gt;
{{!}} {{{HasCritExplosions}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{secondary_ammo|}}}|&lt;br /&gt;
! secondary_ammo&lt;br /&gt;
{{!}} {{{secondary_ammo}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_Damage|}}}|&lt;br /&gt;
! Secondary_Damage&lt;br /&gt;
{{!}} {{{Secondary_Damage}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeFireDelay|}}}|&lt;br /&gt;
! TimeFireDelay&lt;br /&gt;
{{!}} {{{TimeFireDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{bucket|}}}|&lt;br /&gt;
! bucket&lt;br /&gt;
{{!}} {{{bucket}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{SmackDelay|}}}|&lt;br /&gt;
! SmackDelay&lt;br /&gt;
{{!}} {{{SmackDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{SpawnAmmo|}}}|&lt;br /&gt;
! SpawnAmmo&lt;br /&gt;
{{!}} {{{SpawnAmmo}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{PunchAngle|}}}|&lt;br /&gt;
! PunchAngle&lt;br /&gt;
{{!}} {{{PunchAngle}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_SmackDelay|}}}|&lt;br /&gt;
! Secondary_SmackDelay&lt;br /&gt;
{{!}} {{{Secondary_SmackDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{default_clip|}}}|&lt;br /&gt;
! default_clip&lt;br /&gt;
{{!}} {{{default_clip}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeReload|}}}|&lt;br /&gt;
! TimeReload&lt;br /&gt;
{{!}} {{{TimeReload}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeReloadStart|}}}|&lt;br /&gt;
! TimeReloadStart&lt;br /&gt;
{{!}} {{{TimeReloadStart}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeReloadRefill|}}}|&lt;br /&gt;
! TimeReloadRefill&lt;br /&gt;
{{!}} {{{TimeReloadRefill}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_Attributes&amp;diff=2154</id>
		<title>Template:Weapon Attributes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_Attributes&amp;diff=2154"/>
		<updated>2023-05-02T09:02:50Z</updated>

		<summary type="html">&lt;p&gt;Melt: fixed issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Attribute&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Value&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{ProjectileType|}}}|&lt;br /&gt;
! ProjectileType&lt;br /&gt;
{{!}} {{{ProjectileType}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{WeaponType|}}}|&lt;br /&gt;
! WeaponType&lt;br /&gt;
{{!}} {{{WeaponType}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{MeleeWeapon|}}}|&lt;br /&gt;
! MeleeWeapon&lt;br /&gt;
{{!}} {{{MeleeWeapon}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Damage|}}}|&lt;br /&gt;
! Damage&lt;br /&gt;
{{!}} {{{Damage}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
! damage&lt;br /&gt;
{{!}} {{{damage}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{BulletsPerShot|}}}|&lt;br /&gt;
! BulletsPerShot&lt;br /&gt;
{{!}} {{{BulletsPerShot}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{AmmoPerShot|}}}|&lt;br /&gt;
! AmmoPerShot&lt;br /&gt;
{{!}} {{{AmmoPerShot}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Spread|}}}|&lt;br /&gt;
! Spread&lt;br /&gt;
{{!}} {{{Spread}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_TimeFireDelay|}}}|&lt;br /&gt;
! Secondary_TimeFireDelay&lt;br /&gt;
{{!}} {{{Secondary_TimeFireDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{bucket_position|}}}|&lt;br /&gt;
! bucket_position&lt;br /&gt;
{{!}} {{{bucket_position}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{MaxAmmo|}}}|&lt;br /&gt;
! MaxAmmo&lt;br /&gt;
{{!}} {{{MaxAmmo}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_AmmoPerShot|}}}|&lt;br /&gt;
! Secondary_AmmoPerShot&lt;br /&gt;
{{!}} {{{Secondary_AmmoPerShot}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{DamageRadius|}}}|&lt;br /&gt;
! DamageRadius&lt;br /&gt;
{{!}} {{{DamageRadius}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TracerFreq|}}}|&lt;br /&gt;
! TracerFreq&lt;br /&gt;
{{!}} {{{TracerFreq}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{clip_size|}}}|&lt;br /&gt;
! clip_size&lt;br /&gt;
{{!}} {{{clip_size}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Range|}}}|&lt;br /&gt;
! Range&lt;br /&gt;
{{!}} {{{Range}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeIdle|}}}|&lt;br /&gt;
! TimeIdle&lt;br /&gt;
{{!}} {{{TimeIdle}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeIdleEmpty|}}}|&lt;br /&gt;
! TimeIdleEmpty&lt;br /&gt;
{{!}} {{{TimeIdleEmpty}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{UseRapidFireCrits|}}}|&lt;br /&gt;
! UseRapidFireCrits&lt;br /&gt;
{{!}} {{{UseRapidFireCrits}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{HasCritExplosions|}}}|&lt;br /&gt;
! HasCritExplosions&lt;br /&gt;
{{!}} {{{HasCritExplosions}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{secondary_ammo|}}}|&lt;br /&gt;
! secondary_ammo&lt;br /&gt;
{{!}} {{{secondary_ammo}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_Damage|}}}|&lt;br /&gt;
! Secondary_Damage&lt;br /&gt;
{{!}} {{{Secondary_Damage}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeFireDelay|}}}|&lt;br /&gt;
! TimeFireDelay&lt;br /&gt;
{{!}} {{{TimeFireDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{bucket|}}}|&lt;br /&gt;
! bucket&lt;br /&gt;
{{!}} {{{bucket}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{SmackDelay|}}}|&lt;br /&gt;
! SmackDelay&lt;br /&gt;
{{!}} {{{SmackDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{SpawnAmmo|}}}|&lt;br /&gt;
! SpawnAmmo&lt;br /&gt;
{{!}} {{{SpawnAmmo}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{PunchAngle|}}}|&lt;br /&gt;
! PunchAngle&lt;br /&gt;
{{!}} {{{PunchAngle}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Secondary_SmackDelay|}}}|&lt;br /&gt;
! Secondary_SmackDelay&lt;br /&gt;
{{!}} {{{Secondary_SmackDelay}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{default_clip|}}}|&lt;br /&gt;
! default_clip&lt;br /&gt;
{{!}} {{{default_clip}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeReload|}}}|&lt;br /&gt;
! TimeReload&lt;br /&gt;
{{!}} {{{TimeReload}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeReloadStart|}}}|&lt;br /&gt;
! TimeReloadStart&lt;br /&gt;
{{!}} {{{TimeReloadStart}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{TimeReloadRefill|}}}|&lt;br /&gt;
! TimeReloadRefill&lt;br /&gt;
{{!}} {{{TimeReloadRefill}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_Attributes&amp;diff=2151</id>
		<title>Template:Weapon Attributes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_Attributes&amp;diff=2151"/>
		<updated>2023-05-02T08:51:57Z</updated>

		<summary type="html">&lt;p&gt;Melt: Initial test for weapon attributes template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Value&lt;br /&gt;
{{#if: {{{ProjectileType|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! ProjectileType&lt;br /&gt;
{{!}} {{{ProjectileType}}}&lt;br /&gt;
}}{{#if: {{{WeaponType|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! WeaponType&lt;br /&gt;
{{!}} {{{WeaponType}}}&lt;br /&gt;
}}{{#if: {{{MeleeWeapon|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! MeleeWeapon&lt;br /&gt;
{{!}} {{{MeleeWeapon}}}&lt;br /&gt;
}}{{#if: {{{Damage|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Damage&lt;br /&gt;
{{!}} {{{Damage}}}&lt;br /&gt;
}}{{#if: {{{damage|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! damage&lt;br /&gt;
{{!}} {{{damage}}}&lt;br /&gt;
}}{{#if: {{{BulletsPerShot|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! BulletsPerShot&lt;br /&gt;
{{!}} {{{BulletsPerShot}}}&lt;br /&gt;
}}{{#if: {{{AmmoPerShot|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! AmmoPerShot&lt;br /&gt;
{{!}} {{{AmmoPerShot}}}&lt;br /&gt;
}}{{#if: {{{Spread|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Spread&lt;br /&gt;
{{!}} {{{Spread}}}&lt;br /&gt;
}}{{#if: {{{Secondary_TimeFireDelay|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Secondary_TimeFireDelay&lt;br /&gt;
{{!}} {{{Secondary_TimeFireDelay}}}&lt;br /&gt;
}}{{#if: {{{bucket_position|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! bucket_position&lt;br /&gt;
{{!}} {{{bucket_position}}}&lt;br /&gt;
}}{{#if: {{{MaxAmmo|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! MaxAmmo&lt;br /&gt;
{{!}} {{{MaxAmmo}}}&lt;br /&gt;
}}{{#if: {{{Secondary_AmmoPerShot|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Secondary_AmmoPerShot&lt;br /&gt;
{{!}} {{{Secondary_AmmoPerShot}}}&lt;br /&gt;
}}{{#if: {{{DamageRadius|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! DamageRadius&lt;br /&gt;
{{!}} {{{DamageRadius}}}&lt;br /&gt;
}}{{#if: {{{TracerFreq|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! TracerFreq&lt;br /&gt;
{{!}} {{{TracerFreq}}}&lt;br /&gt;
}}{{#if: {{{clip_size|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! clip_size&lt;br /&gt;
{{!}} {{{clip_size}}}&lt;br /&gt;
}}{{#if: {{{Range|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Range&lt;br /&gt;
{{!}} {{{Range}}}&lt;br /&gt;
}}{{#if: {{{TimeIdle|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! TimeIdle&lt;br /&gt;
{{!}} {{{TimeIdle}}}&lt;br /&gt;
}}{{#if: {{{TimeIdleEmpty|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! TimeIdleEmpty&lt;br /&gt;
{{!}} {{{TimeIdleEmpty}}}&lt;br /&gt;
}}{{#if: {{{UseRapidFireCrits|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! UseRapidFireCrits&lt;br /&gt;
{{!}} {{{UseRapidFireCrits}}}&lt;br /&gt;
}}{{#if: {{{HasCritExplosions|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! HasCritExplosions&lt;br /&gt;
{{!}} {{{HasCritExplosions}}}&lt;br /&gt;
}}{{#if: {{{secondary_ammo|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! secondary_ammo&lt;br /&gt;
{{!}} {{{secondary_ammo}}}&lt;br /&gt;
}}{{#if: {{{Secondary_Damage|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Secondary_Damage&lt;br /&gt;
{{!}} {{{Secondary_Damage}}}&lt;br /&gt;
}}{{#if: {{{TimeFireDelay|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! TimeFireDelay&lt;br /&gt;
{{!}} {{{TimeFireDelay}}}&lt;br /&gt;
}}{{#if: {{{bucket|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! bucket&lt;br /&gt;
{{!}} {{{bucket}}}&lt;br /&gt;
}}{{#if: {{{SmackDelay|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! SmackDelay&lt;br /&gt;
{{!}} {{{SmackDelay}}}&lt;br /&gt;
}}{{#if: {{{SpawnAmmo|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! SpawnAmmo&lt;br /&gt;
{{!}} {{{SpawnAmmo}}}&lt;br /&gt;
}}{{#if: {{{PunchAngle|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! PunchAngle&lt;br /&gt;
{{!}} {{{PunchAngle}}}&lt;br /&gt;
}}{{#if: {{{Secondary_SmackDelay|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Secondary_SmackDelay&lt;br /&gt;
{{!}} {{{Secondary_SmackDelay}}}&lt;br /&gt;
}}{{#if: {{{default_clip|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! default_clip&lt;br /&gt;
{{!}} {{{default_clip}}}&lt;br /&gt;
}}{{#if: {{{TimeReload|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! TimeReload&lt;br /&gt;
{{!}} {{{TimeReload}}}&lt;br /&gt;
}}{{#if: {{{TimeReloadStart|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! TimeReloadStart&lt;br /&gt;
{{!}} {{{TimeReloadStart}}}&lt;br /&gt;
}}{{#if: {{{TimeReloadRefill|}}}|&lt;br /&gt;
{{!}}-&lt;br /&gt;
! TimeReloadRefill&lt;br /&gt;
{{!}} {{{TimeReloadRefill}}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=2087</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=2087"/>
		<updated>2023-05-01T09:43:54Z</updated>

		<summary type="html">&lt;p&gt;Melt: added achievements and new weapons to heavy page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_heavy&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=300&lt;br /&gt;
| overhealed=450&lt;br /&gt;
| speed=77}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy&#039;&#039;&#039; is a [[Classes#Defensive|defensive class]]. The Heavy is the slowest class but has the highest HP, letting him stand up to a lot. With his [[Minigun]] he&#039;s able to deal sustained damage to enemies.&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Russia&lt;br /&gt;
&lt;br /&gt;
Job: Mow Down&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Shooting Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that&#039;s often confused with napping, the Heavy isn&#039;t dumb, he&#039;s not your big friend, and he generally wishes you&#039;d just shut up before he has to make you shut up.&lt;br /&gt;
&lt;br /&gt;
== [[Heavy]] ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Regular classes]]&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Heavy…&lt;br /&gt;
&lt;br /&gt;
* …hold {{attack2}} to keep your [[minigun]] spinning, ready for approaching enemies.&lt;br /&gt;
* …you&#039;re a great [[Medic]] buddy. Keep a clear line of sight to your [[Medic]] to keep the [[medigun]] on you.&amp;quot;&lt;br /&gt;
* …your [[minigun]] chews up a lot of [[ammo]]. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …you don&#039;t lose momentum while spinning up your [[minigun]] in the air. Use this to surprise enemies around corners!&lt;br /&gt;
* …with the [[sandvich]] equipped, be sure to press {{attack2}} in order to heal your teammates.&lt;br /&gt;
* …be sure to find a safe place to eat your [[sandvich]], otherwise you will be rudely interupted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Картечар|bg_m=Gunner&lt;br /&gt;
|de=Heavy&lt;br /&gt;
|en=Heavy&lt;br /&gt;
|es=Heavy&lt;br /&gt;
|fr=Heavy&lt;br /&gt;
|hu=Gépágyús|hu_m=Gunner&lt;br /&gt;
|it=Grosso|it_m=Heavy&lt;br /&gt;
|pl=Gruby|pl_m=Heavy&lt;br /&gt;
|pt-br=Heavy&lt;br /&gt;
|ro=Heavy&lt;br /&gt;
|ru=Пулемётчик|ru_m=Gunner&lt;br /&gt;
|tr=Heavy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Heavy&#039;s voice actor, Gary Schwartz, also voices the [[Demoman]] class.&lt;br /&gt;
*The official name of the class is the ‘Heavy Weapons Guy’; though, the Heavy is never referred to as this in-game.&lt;br /&gt;
*The emblem on the Heavy&#039;s arm was originally a Skull, which was later changed to a Fist.&lt;br /&gt;
*In Team Fortress 2 Classic, Heavy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says ‘до свидания!&amp;quot; (‘Da svidaniya!’ Translation: &amp;quot;Goodbye!&amp;quot;), This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=2086</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=2086"/>
		<updated>2023-05-01T09:39:21Z</updated>

		<summary type="html">&lt;p&gt;Melt: added achievements and new weapons to pyro page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an [[Classes#Offensive|offensive class]]. Using their [[Flame Thrower]], they specialise in flanking enemies and lighting them on [[fire]] to deal damage after the encounter is over.&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of origin:	Unknown&lt;br /&gt;
&lt;br /&gt;
Job: Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …your [[flamethrower]] does more damage the closer you are to the enemy.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your [[flamethrower]]. Use corners to your advantage.&lt;br /&gt;
* …your [[flamethrower]] chews up a lot of [[ammo]]. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …switch to your [[shotgun]] if enemies retreat beyond the short range of your [[flamethrower]].&lt;br /&gt;
* …you can often set enemies on [[fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or [[#Melee|melee weapons]] against enemy Pyros in order to counter this.&lt;br /&gt;
* …the [[flamethrower]]&#039;s [[compression blast]] ({{attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your [[flamethrower]] can extinguish burning teammates with {{attack2}}.&lt;br /&gt;
* …your [[flaregun]] can catch enemies on [[fire]] at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{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;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro&#039;s voice actor, Dennis Bateman, also voices the [[Spy]] class.&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where he now says ‘COME ON!&amp;quot;, This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon; this, by extension, also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=2085</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=2085"/>
		<updated>2023-05-01T09:34:40Z</updated>

		<summary type="html">&lt;p&gt;Melt: /* Secondary */ added missing brick to scout page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is an [[Classes#Offensive|offense class]]. While having one of the lowest max-HPs in the game, the Scout is the fastest class and is able to perform a double jump (pressing {{Jump}} while in the air), giving him great maneuverability. The Scout also has a doubled capture rate, meaning he is able to capture [[Control point (objective)|control points]] and push [[payload]] carts at twice the speed of all other classes.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Boston, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
Job: Rapid Recovery&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special Ability: Double Jump&lt;br /&gt;
&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Scout…&lt;br /&gt;
&lt;br /&gt;
* …jump again in mid-air to change direction, and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] and push carts twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …your [[scattergun]] is lethal at point-blank range.&lt;br /&gt;
* …your [[pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[Nail Gun|nailgun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BLU Scout&#039;s pants in Team Fortress 2 Classic is now a navy blue color as seen in the prerelease builds of Team Fortress 2; in release Team Fortress 2, the color simply remains the same as the RED Scout&#039;s pants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=2084</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=2084"/>
		<updated>2023-05-01T09:29:32Z</updated>

		<summary type="html">&lt;p&gt;Melt: fixed broken achievement and added new cloak to weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a support-class. Using his [[Invis Watch]] and [[Disguise Kit]], he infiltrates enemy lines to take out key classes like the [[Medic]] or dismantle an [[Engineer]]&#039;s nest.&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: France&lt;br /&gt;
&lt;br /&gt;
Job: Uncloak &amp;amp; Dagger&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contraptions: Disguise Kit / Cloaking Watch&lt;br /&gt;
&lt;br /&gt;
He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You&#039;re dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Spy…&lt;br /&gt;
&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy [[Sentry Guns|sentry guns]] to destroy them. [[Disguise Kit|Disguises]] aren&#039;t lost when placing [[Sapper|sappers]].&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{callmedic}} while disguised.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …use your [[Tranquilizer Gun|tranquilizer gun]] in order to color-blind enemys. [[Disguise Kit|Disguises]] are lost when shooting tranquilizer darts.&lt;br /&gt;
* …use your [[Tranquilizer Gun|tranquilizer gun]] to slow down enemies that may be chasing you. This helps when running away from enemy [[Pyro|Pyros]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Spy in &#039;&#039;Team Fortress 2&#039;&#039; has a slightly faster movement speed (107%) compared to &#039;&#039;Team Fortress 2 Classic&#039;&#039; (100%).&lt;br /&gt;
*In TF2, Spy is canonically the father of [[Scout]], however due to the comics being non canon to Team Fortress 2 Classic but Spy&#039;s Meet the Team video still within canon, it is still debatable whether or not Spy is still related to [[Scout]]&lt;br /&gt;
*In Team Fortress 2 Classic, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;Prego.&amp;quot; (&amp;quot;Translation: &amp;quot;You&#039;re welcome&amp;quot;), This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Construction_PDA&amp;diff=2083</id>
		<title>Construction PDA</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Construction_PDA&amp;diff=2083"/>
		<updated>2023-05-01T08:28:04Z</updated>

		<summary type="html">&lt;p&gt;Melt: Modified to cover both PDA types. Not sure about this change, needs feedback. (keep PDAs separate or combine to one page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Construction PDA&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Everything an Engineer like myself needs, all in this little device.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes=&lt;br /&gt;
{{Loadout neutral|Jump Pads cannot be upgraded}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Trust me, feller. This one&#039;ll blow you away.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Construction PDA&#039;&#039;&#039; is the stock PDA for the [[Engineer]], which is uses to construct his various [[buildings]]. The Teleporter PDA variant enables the Engineer to construct [[Teleporters]], allowing their team to quickly move over any distance, while the Jump Pad PDA variant allows the Engineer to build [[Jump Pads]] that propel players into the air, granting them increased mobility and access to hard-to-reach areas or vantage points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=ПДА за изграждане|bg_m=Construction PDA&lt;br /&gt;
|de=Konstruktions-PDA|de_m=Construction PDA&lt;br /&gt;
|en=Construction PDA&lt;br /&gt;
|es=PDA de Construcción|es_m=Construction PDA&lt;br /&gt;
|fr=PDA de construction|fr_m=Construction PDA&lt;br /&gt;
|hu=Építő PDA|hu_m=Construction PDA&lt;br /&gt;
|it=PDA da costruzione|it_m=Construction PDA&lt;br /&gt;
|pl=PDA budowy|pl_m=Construction PDA&lt;br /&gt;
|pt-br=PDA de construção|pt-br_m=Construction PDA&lt;br /&gt;
|ro=PDA de construcție|ro_m=Construction PDA&lt;br /&gt;
|ru=Строительный КПК|ru_m=Construction PDA&lt;br /&gt;
|tr=Kurulum PDA|tr_m=Construction PDA&lt;br /&gt;
}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=L%27escampette&amp;diff=2082</id>
		<title>L&#039;escampette</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=L%27escampette&amp;diff=2082"/>
		<updated>2023-05-01T08:25:18Z</updated>

		<summary type="html">&lt;p&gt;Melt: created page for l&amp;#039;escampette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Infobox weapon&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Watch&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Invis Watch&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Cloak Type: Speedy}}&lt;br /&gt;
{{Loadout positive|+30% faster move speed while cloaked}}&lt;br /&gt;
{{Loadout negative|+100% faster cloak consumption}}&lt;br /&gt;
{{Loadout negative|-15% cloak when damaged under cloak}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Make it quick.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;L&#039;escampette&#039;&#039;&#039; is an alternate [[Invis Watch]] for the [[Spy]]. It resembles a stopwatch that is held rather than worn on the wrist. &lt;br /&gt;
&lt;br /&gt;
Compared to the [[Invis Watch]], the L&#039;escampette increases the speed of it&#039;s user while cloaked at the cost of a faster cloak drain rate. This tradeoff allows the Spy to move into position or escape a sticky situation at great speed. However, the Spy must not move predictably, as any damage dealt while invisible will drain 15% of his cloak. Picking up ammo crates while cloaked will refill the meter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=PDA:_Jump_Pad&amp;diff=2073</id>
		<title>PDA: Jump Pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=PDA:_Jump_Pad&amp;diff=2073"/>
		<updated>2023-04-30T20:56:42Z</updated>

		<summary type="html">&lt;p&gt;Melt: added achievements, missing nav weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Construction PDA&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Jump Pads cannot be upgraded}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Trust me, feller. This one&#039;ll blow you away.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;PDA: Teleporter&#039;&#039;&#039; is the stock PDA for the [[Engineer]], which the Engineer uses to construct his various [[buildings]]. The Jump Pad PDA variant allows the Engineer to build [[Jump Pads]] that propel players into the air, granting them increased mobility and access to hard-to-reach areas or vantage points.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&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;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=2072</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=2072"/>
		<updated>2023-04-30T20:54:09Z</updated>

		<summary type="html">&lt;p&gt;Melt: /* Related achievements */ fixed broken achievement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=mirv_projectile&lt;br /&gt;
| kill-icon-2=mirv_bomb&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Grenade&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+50% max primary ammo on wearer}}&lt;br /&gt;
{{Loadout neutral|Splits into 4 smaller bomblets upon exploding}}&lt;br /&gt;
{{Loadout neutral|Can be defused by the Wrench}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ye&#039;ll be in bits tomorrow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Dynamite Pack&#039;&#039;&#039; is a throwable secondary weapon that explodes into four smaller bomblets on detonation. Successfully hitting a target with the initial throw briefly slows the enemy as well as damages them. A thrown Dynamite Pack can be defused by the [[Engineer]] by hitting it with the [[Wrench]], while the smaller bomblets can be defused by [[Pyro]]&#039;s airblast. It has a 10 seconds cooldown before it can be used again.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Динамит|bg_m=Dynamite&lt;br /&gt;
|de=Dynamitbündel|de_m=Dynamite Bundle&lt;br /&gt;
|en=Dynamite Pack&lt;br /&gt;
|es=Pack de Dinamita|es_m=Dynamite Pack&lt;br /&gt;
|fr=Pack de dynamite|fr_m=Dynamite Pack&lt;br /&gt;
|hu=Dinamitcsomó|hu_m=Dynamite Bundle&lt;br /&gt;
|it=Pacco di dinamiti|it_m=Dynamite Pack&lt;br /&gt;
|pl=Ładunek Dynamitu|pl_m=Dynamite Charge&lt;br /&gt;
|pt-br=Pacote de Dinamite|pt-br_m=Dynamite Pack&lt;br /&gt;
|ro=Pachet de dinamită|ro_m=Dynamite Pack&lt;br /&gt;
|ru=Связка динамита|ru_m=Dynamite Bundle&lt;br /&gt;
|tr=Dinamit Paketi|tr_m=Dynamite Pack&lt;br /&gt;
}}&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 Dynamite Pack&lt;br /&gt;
&#039;&#039;&#039;2.0.1&#039;&#039;&#039;&lt;br /&gt;
*Recharge time slowed from 7s to 10s&lt;br /&gt;
*Faster throw charging time from 4s to 2s&lt;br /&gt;
*Airblast, bullets and melees push the main Dynamite Pack slightly further&lt;br /&gt;
*Airblasting Dynamite Bomblets now extinguishes their fuse&lt;br /&gt;
&#039;&#039;&#039;2.0.2&#039;&#039;&#039;&lt;br /&gt;
*Added the ability to taunt kill your enemies with this weapon&lt;br /&gt;
&#039;&#039;&#039;2.1.0&#039;&#039;&#039;&lt;br /&gt;
*Now deals 30 damage when directly hitting a player (Damage is not affected by range)&lt;br /&gt;
*Now briefly slows enemies on direct hit&lt;br /&gt;
*Increased primary ammo on wearer by 50%&lt;br /&gt;
*Doubled taunt kill damage and radius &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for Team Fortress 2 during it&#039;s pre-release stages, as a re-imaging of Team Fortress Classic&#039;s [[tf:MIRV Grenade (Classic)|MIRV Grenade]]. It is unknown if it was ever intended to act as it&#039;s own weapon. &lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=2068</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=2068"/>
		<updated>2023-04-30T10:43:50Z</updated>

		<summary type="html">&lt;p&gt;Melt: initial page for the brick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hit the bricks pal, you&#039;re done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]] that is thrown in an arc as a [[projectile]]. Successfully hitting a target with the brick will deal damage and knockback.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=2066</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=2066"/>
		<updated>2023-04-30T10:34:05Z</updated>

		<summary type="html">&lt;p&gt;Melt: Added 2.1.0 update information and snippet on initial throw damage/changes to loadout attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=mirv_projectile&lt;br /&gt;
| kill-icon-2=mirv_bomb&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Grenade&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+50% max primary ammo on wearer}}&lt;br /&gt;
{{Loadout neutral|Splits into 4 smaller bomblets upon exploding}}&lt;br /&gt;
{{Loadout neutral|Can be defused by the Wrench}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ye&#039;ll be in bits tomorrow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Dynamite Pack&#039;&#039;&#039; is a throwable secondary weapon that explodes into four smaller bomblets on detonation. Successfully hitting a target with the initial throw briefly slows the enemy as well as damages them. A thrown Dynamite Pack can be defused by the [[Engineer]] by hitting it with the [[Wrench]], while the smaller bomblets can be defused by [[Pyro]]&#039;s airblast. It has a 10 seconds cooldown before it can be used again.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|kill_demo_with_ownmirv}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Динамит|bg_m=Dynamite&lt;br /&gt;
|de=Dynamitbündel|de_m=Dynamite Bundle&lt;br /&gt;
|en=Dynamite Pack&lt;br /&gt;
|es=Pack de Dinamita|es_m=Dynamite Pack&lt;br /&gt;
|fr=Pack de dynamite|fr_m=Dynamite Pack&lt;br /&gt;
|hu=Dinamitcsomó|hu_m=Dynamite Bundle&lt;br /&gt;
|it=Pacco di dinamiti|it_m=Dynamite Pack&lt;br /&gt;
|pl=Ładunek Dynamitu|pl_m=Dynamite Charge&lt;br /&gt;
|pt-br=Pacote de Dinamite|pt-br_m=Dynamite Pack&lt;br /&gt;
|ro=Pachet de dinamită|ro_m=Dynamite Pack&lt;br /&gt;
|ru=Связка динамита|ru_m=Dynamite Bundle&lt;br /&gt;
|tr=Dinamit Paketi|tr_m=Dynamite Pack&lt;br /&gt;
}}&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 Dynamite Pack&lt;br /&gt;
&#039;&#039;&#039;2.0.1&#039;&#039;&#039;&lt;br /&gt;
*Recharge time slowed from 7s to 10s&lt;br /&gt;
*Faster throw charging time from 4s to 2s&lt;br /&gt;
*Airblast, bullets and melees push the main Dynamite Pack slightly further&lt;br /&gt;
*Airblasting Dynamite Bomblets now extinguishes their fuse&lt;br /&gt;
&#039;&#039;&#039;2.0.2&#039;&#039;&#039;&lt;br /&gt;
*Added the ability to taunt kill your enemies with this weapon&lt;br /&gt;
&#039;&#039;&#039;2.1.0&#039;&#039;&#039;&lt;br /&gt;
*Now deals 30 damage when directly hitting a player (Damage is not affected by range)&lt;br /&gt;
*Now briefly slows enemies on direct hit&lt;br /&gt;
*Increased primary ammo on wearer by 50%&lt;br /&gt;
*Doubled taunt kill damage and radius &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for Team Fortress 2 during it&#039;s pre-release stages, as a re-imaging of Team Fortress Classic&#039;s [[tf:MIRV Grenade (Classic)|MIRV Grenade]]. It is unknown if it was ever intended to act as it&#039;s own weapon. &lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=PDA:_Jump_Pad&amp;diff=2064</id>
		<title>PDA: Jump Pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=PDA:_Jump_Pad&amp;diff=2064"/>
		<updated>2023-04-30T10:18:27Z</updated>

		<summary type="html">&lt;p&gt;Melt: Created page for jump pad specific PDA (stub)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Construction PDA&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Jump Pads cannot be upgraded}}&lt;br /&gt;
{{Loadout neutral|&amp;quot;Trust me, feller. This one&#039;ll blow you away.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;PDA: Teleporter&#039;&#039;&#039; is the stock PDA for the [[Engineer]], which the Engineer uses to construct his various [[buildings]]. The Jump Pad PDA variant allows the Engineer to build [[Jump Pads]] that propel players into the air, granting them increased mobility and access to hard-to-reach areas or vantage points.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=PDA:_Teleporter&amp;diff=2063</id>
		<title>PDA: Teleporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=PDA:_Teleporter&amp;diff=2063"/>
		<updated>2023-04-30T10:14:03Z</updated>

		<summary type="html">&lt;p&gt;Melt: Created page for teleporter specific PDA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox weapon&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Construction PDA&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Everything an Engineer like myself needs, all in this little device.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;PDA: Teleporter&#039;&#039;&#039; is the stock PDA for the [[Engineer]], which the Engineer uses to construct his various [[buildings]]. The Teleporter PDA variant enables the Engineer to construct [[Teleporters]], allowing their team to quickly move over any distance.&lt;/div&gt;</summary>
		<author><name>Melt</name></author>
	</entry>
</feed>