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	<updated>2026-06-01T00:49:50Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9927</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9927"/>
		<updated>2026-02-23T19:46:33Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Added source to the ultr4nima brick trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Long distance hit deal mini-crits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hit the bricks pal, you&#039;re done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Has very high knockback&lt;br /&gt;
➕ Deals Mini-crits at long range&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Uses a slower, airblastable projectile&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot; [https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=9877</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=9877"/>
		<updated>2026-02-09T00:05:28Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Removed &amp;quot;Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&amp;quot; due to this being resolved in 3.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{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=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] from France, with years of experience in espionage, deception, and sabotage. He is a specialist support class armed with a variety of tools to infiltrate and eliminate enemies, as well as a smug, sarcastic attitude. &lt;br /&gt;
&lt;br /&gt;
Specializing in deception and assassination, the Spy has an array of specialized tools dedicated to infiltrating the enemy team, most notably his [[Disguise Kit]] and [[Invis Watch]], which allows him to appear as a friendly teammate to enemies and go invisible respectively. To eliminate his enemies, he has a powerful [[Revolver]] and a delicate butterfly [[Knife]], allowing him to gun down weak enemies or instantly kill them from behind with a backstab. In addition, he has a [[Sapper]], which allows him to disable buildings and drain them of health, allowing him or his team to swoop in and destroy them with ease, though the [[Sapper]] can be removed with the [[Engineer]]s [[Wrench]]. &lt;br /&gt;
&lt;br /&gt;
The Spy&#039;s gameplay loop often consists of the Spy using his [[Invis Watch]] to move behind the enemy team, where he then uses his [[Disguise Kit]] to blend in with the enemy team before decloaking. After decloaking, he then moves within the enemy teams territory to find a suitable target, often a [[Sniper]], [[Heavy]], or [[Medic]]. He then uses his [[Knife]] to instantly kill the enemy from behind, losing his cloak in to process and cloaking away to repeat the process. In the event that the Spy is caught by an enemy, or he sees an enemy on low health at a distance, he can use his [[Revolver]] to defend himself or pick the enemy off from a long range. When approaching [[Engineer]] nests, the Spy will either sap the buildings first before attempting to gun down or backstab the [[Engineer]], or backstab the [[Engineer]] before sapping his buildings, effectively destroying the nest if another [[Engineer]] does not step in to unsap the buildings with his [[Wrench]].&lt;br /&gt;
&lt;br /&gt;
The Spy has an ability called Spy-Walk. Usually the Spy matches his [[disguise]] victim&#039;s speed for their class. For example, a Spy disguised as Heavy would move at the same speed as a Heavy to blend in amongst the enemy team. However, when using Spy-Walk (Default Key: {{code|Shift}}), the Spy will ignore his disguise class&#039;s speed and move as fast as he does whilst undisguised. This can be helpful for catching up to enemies who run faster than the Spy&#039;s disguise class. Although, this puts you at risk of getting caught due to the Spy running faster his disguise victim. This can inverted in the Advanced Settings so the Spy always runs at his undisguised speed and only slows down to his disguise victim&#039;s speed whilst holding down the Spy-Walk button.&lt;br /&gt;
&lt;br /&gt;
The Spy is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Country of Origin:&#039;&#039;&#039; France&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Uncloak &amp;amp; Dagger&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;...&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Contraptions:&#039;&#039;&#039; Disguise Kit / Cloaking Watch&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|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;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&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;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&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;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&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;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
|zh-hans=间谍|zh-hans_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039; and &#039;&#039;&#039;Team Fortress 2 Classified&#039;&#039;&#039;, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In &#039;&#039;&#039;Team Fortress 2 Classified&#039;&#039;&#039;, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;&#039;&#039;Prego&#039;&#039;&amp;quot; (&amp;quot;Translation: &amp;quot;&#039;&#039;You&#039;re welcome&#039;&#039;&amp;quot;). This was lifted from the prerelease versions of &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes.&lt;br /&gt;
* For the French dub of the game, the Spy was given a British accent and several of his responses have been altered to use british words. Nationality changes being a common occurance when adapting French characters over to France in order to better fit local sensibilities the Spy was altered to become British.&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pickups&amp;diff=9280</id>
		<title>Pickups</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pickups&amp;diff=9280"/>
		<updated>2025-12-23T11:47:23Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Made medium ammo box description describe the medium ammo box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pickups are objects that are spawned or dropped in various locations across most maps and can be &amp;quot;picked up&amp;quot; by players coming into contact with them. Pickups usually give bonuses to players who picked them up; but in cases like [[Capture the Flag]] the pickup is a central part of the game mode and awards points for &amp;quot;Captures&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Health kits ==&lt;br /&gt;
&lt;br /&gt;
Health kits are pickups resembling medical aid items, they heal a player based on their max health but cannot [[Medigun|overheal]]; they can be of 3 types:&lt;br /&gt;
&lt;br /&gt;
*Small: Bearing the resemblance of a bottle with a red cross on it, it heals a player by 20.5% of their maximum health.&lt;br /&gt;
*Medium: Bearing the resemblance of a first aid kit with a red cross on it, it heals a player by 50% of their maximum health.&lt;br /&gt;
*Large: Bearing the resemblance large blue box with a red cross on it, it heals a player by 100% of their maximum health.&lt;br /&gt;
&lt;br /&gt;
=== Special health pickups ===&lt;br /&gt;
&lt;br /&gt;
*During [[Medieval]] maps, enemies will drop medium health kits, bearing the resemblence of a slab of meat with a bone peeking out.&lt;br /&gt;
*[[Heavy]]&#039;s [[Sandvich]] when thrown or when dropped by a dead [[Heavy]] (therefore becoming a [[#Special ammo pickups|fallen weapon]]) becomes a pickup that acts exactly like a medium health medkit.&lt;br /&gt;
&lt;br /&gt;
Upon pickup, the user will hear a sound indicating that they have been healed and the amount healed will be shown on their hud; all health kits remove [[Afterburn]] and the effects of being tranquilized by the [[Tranquilizer Gun]]&lt;br /&gt;
&lt;br /&gt;
== Ammo boxes ==&lt;br /&gt;
&lt;br /&gt;
Ammo boxes are boxes with bullet symbols stamped on top of them, they replenish ammo of all currently equipped weapons, the Cloak meter of a [[Spy]] and the metal of an [[Engineer]] based on their maximum quantity; they can be of 3 types:&lt;br /&gt;
&lt;br /&gt;
*Small: Bearing the resemblance of a small gray box with black bullets on it, it refills ammo by 20%.&lt;br /&gt;
*Medium: Bearing the resemblance of a medium wooden box with black bullets on it, it refills ammo by 50%.&lt;br /&gt;
*Large: Bearing the resemblance of a large wooden crate with rockets and a bandolier peeking it, it refills ammo by 100%.&lt;br /&gt;
&lt;br /&gt;
=== Special ammo pickups ===&lt;br /&gt;
&lt;br /&gt;
* When a [[Building]] is destroyed little parts of it fall to the ground, these scraps can be picked up by anyone and replenish 8% of all ammo and cloak whilst only 4% of metal.&lt;br /&gt;
* When a player dies, their currently equipped weapon will drop to the ground, this pickup refills 50% of all ammo, cloak and metal&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
Used in modes like [[Capture the Flag]] and [[Special Delivery]], these pickups resemble a briefcase with paper peeking out, players holding Flags leave paper particles and are highlighted for all teams.&lt;br /&gt;
Flags need 2 things:&lt;br /&gt;
&lt;br /&gt;
*A point to spawn Flags&lt;br /&gt;
*A point to bring said Flags (usually where your own Flag gets spawned in)&lt;br /&gt;
&lt;br /&gt;
Upon capturing a flag, your team may gain guaranteed crits (depending on if the server has `tf_ctf_bonus_time` set to `&amp;quot;x&amp;quot;` where X is a number that isnt zero or not)&lt;br /&gt;
While there are attributes that affect players holding flags, there is no innate alteration of stats from it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hydraulic_Hammers&amp;diff=9219</id>
		<title>Hydraulic Hammers</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hydraulic_Hammers&amp;diff=9219"/>
		<updated>2025-12-07T09:15:16Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{scrapped}}&lt;br /&gt;
{{stub}} &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hydraulic Hammers&#039;&#039;&#039; were a test weapon added in the [[2.0.0 (BETA 2)]] patch, and were the result of a collaboration with the TF2Maps weapon model contest [https://steamcommunity.com/sharedfiles/filedetails/?id=478659501/ Arms Race 2], not to be confused with the game of the same name. The weapon model was created by [https://steamcommunity.com/id/cobaltcakes/ CoBalt], and first posted to the Steam workshop on August 4th, 2015. Due to a lack of documentation for Beta 2, and the weapon model being created with no stats in mind, what stats it possessed while in game are unknown. Commits on GitHub suggest that the weapon was intended to be a powerup for the Deathmatch gamemode, but whether this was pushed to the game is unknown.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* ARMS RACE 2: Added the Hydraulic Hammers for testing.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hydraulic_Hammers&amp;diff=9218</id>
		<title>Hydraulic Hammers</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hydraulic_Hammers&amp;diff=9218"/>
		<updated>2025-12-07T09:13:30Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Updated with new information courtesy of iamgoofball on discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{scrapped}}&lt;br /&gt;
{{stub}} &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hydraulic Hammers&#039;&#039;&#039; were a test weapon added in the [[2.0.0 (BETA 2)]] patch, and were the result of a collaboration with the TF2Maps weapon model contest [https://steamcommunity.com/sharedfiles/filedetails/?id=478659501/ Arms Race 2], not to be confused with the game of the same name. The weapon model was created by [https://steamcommunity.com/id/cobaltcakes/ CoBalt], and first posted to the Steam workshop on August 4th, 2015. Due to a lack of documentation for Beta 2, and the weapon model being created with no stats in mind, what stats it possessed while in game are unknown.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* ARMS RACE 2: Added the Hydraulic Hammers for testing.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9204</id>
		<title>Casbah</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9204"/>
		<updated>2025-12-02T20:59:15Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Added link to the map with its original logic intact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf_casbah.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_casbah&lt;br /&gt;
|developer = {{Dev|Tamari}}&lt;br /&gt;
|release-date = May 3, 2015 ([[1.9.0]])&lt;br /&gt;
|link = [https://gamebanana.com/mods/70600 Gamebanana]&amp;lt;br&amp;gt;[https://www.moddb.com/games/team-fortress-2/addons/ctf-casbah Mod DB]&lt;br /&gt;
|map-environment = Industrial, ocean&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Casbah&#039;&#039;&#039; is an official [[Capture the Flag]] map, featuring an industrial layout surrounded by [[water|ocean]], with wide open areas and fighting concentrated on defined chokepoints.&lt;br /&gt;
&lt;br /&gt;
Casbah was initially added on May 3, 2015 on [[1.9.0]] patch as a testing map by Macd11 &amp;amp; Zorbos, until it was replaced by {{Dev|Tamari}}&#039;s version at an unknown date. It is the only Capture the Flag map with an asymmetrical design and a fixed 20-minute round timer. It was initially designed to sue a unique CTF variant utilizing setup times, setup gates, a round timer of 15 minutes, and have the amount of time on the clock increase by 8 minutes whenever the intelligence was captured. Whichever team had more points at the end of the match would win, rather than the match stalemating. However, this idea was scrapped when the map was added to TF2C for unknown reasons, resulting in the maps removal from the game during the Steam release of TF2C due to its low ratings. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Casbah_Overview.webp|center|768px]]&lt;br /&gt;
&lt;br /&gt;
=== BLU Base ===&lt;br /&gt;
BLU spawns inside a concrete building with a shutter leading outside and a vent leading to a back alley. The back alley leads to the intelligence, which has two entrances far away from the flag. The exterior of the base is open with an elevated catwalk, leading to two small rooms that connect to a larger catwalk in the center of the map. There is also a large corridor with partially retracted bay doors, which is the main route to center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Casbah_BLU_Exterior_1.webp|BLU exterior&lt;br /&gt;
Casbah_BLU_Exterior_2.webp|BLU exterior (again)&lt;br /&gt;
Casbah_BLU_Intelligence.webp|BLU intelligence&lt;br /&gt;
Casbah_BLU_Room_1.webp|BLU small room&lt;br /&gt;
Casbah_BLU_Room_2.webp|BLU small room at center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
The center of the map is a single, wide open chokepoint where the two teams collide. On BLU side, there is a large catwalk above the two points that connects to an elevated platform and the BLU small rooms. The catwalk goes down into another small room that leads down onto RED side. The RED side is slightly more elevated than BLU, with two staircases that RED can defend. They also have a back alley with a side room that drops down into their base. The entire center has an exposed ocean that instantly kills whoever falls into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Center_1.webp|BLU center&lt;br /&gt;
Casbah_BLU_Center_2.webp|BLU center center&lt;br /&gt;
Casbah_BLU_Catwalk.webp|BLU catwalk&lt;br /&gt;
Casbah_Water_2.webp|BLU water&lt;br /&gt;
Casbah_RED_Center.webp|RED center&lt;br /&gt;
Casbah_Water.webp|RED water (colored blue)&lt;br /&gt;
Casbah_RED_Backroom.webp|RED center backroom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RED Base ===&lt;br /&gt;
RED spawns in an outdoors area connected to the rest of their base by a single shutter. The shutter leads to a concrete alcove that connects to their base exterior and to their intelligence back alley. Their exterior base has makeshift ramps made of wood planks that connects to their elevated room. The intelligence is closer to the room entrances than on BLU, but with the entrances farther apart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_RED_Spawn.webp|RED spawn&lt;br /&gt;
Casbah_RED_Alcove.webp|RED alcove&lt;br /&gt;
Casbah_RED_Exterior.webp|RED exterior&lt;br /&gt;
Casbah_RED_Alley.webp|RED back alley&lt;br /&gt;
Casbah_RED_Room.webp|RED small room&lt;br /&gt;
Casbah_RED_Intelligence.webp|RED intelligence&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fixed BLU&#039;s respawn door from locking on certain occasions.&lt;br /&gt;
* Fixed all soundscapes across the map. (Originally, they would never play properly)&lt;br /&gt;
* Updated the team colouring of both areas around each teams base.&lt;br /&gt;
* Updated RED&#039;s spawn to direct the player where to go to leave their spawn.&lt;br /&gt;
* Updated BLU&#039;s intel building to tell players that there are two entrances.&lt;br /&gt;
* Updated the clipping of the map.&lt;br /&gt;
* Removed some pipes around RED&#039;s base to remove extreme height variation. All other previous pipes have been clipped off for the same reason.&lt;br /&gt;
* Removed the overhang over BLU&#039;s spawn exit. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fog has settled into the seas, to match the world fog&lt;br /&gt;
* Improved visuals and details across the map&lt;br /&gt;
* Added an extra spawn door for each team&#039;s spawn&lt;br /&gt;
* Added detail doors to BLU&#039;s intel room entrances, to be consistent with RED base&lt;br /&gt;
* Added cover for BLU side&#039;s balcony route&lt;br /&gt;
* Added an extra Resupply Cabinet to each team&#039;s spawn&lt;br /&gt;
* Adjusted each spawn point to directly face the exit from spawn&lt;br /&gt;
* Adjusted the windows in front of RED&#039;s intel room to close off a window, while also adding a new route to RED intel&lt;br /&gt;
* Adjusted the Windows leading into BLU side to be larger&lt;br /&gt;
* Adjusted clipping to prevent mobility classes from camping up above the battleground&lt;br /&gt;
* Adjusted the Full Ammo and Small Medkit at Mid to be easier to see&lt;br /&gt;
* Adjusted pickups around RED and BLU side to be somewhat consistent&lt;br /&gt;
* Adjusted a few wooden planks to be easier to walk on&lt;br /&gt;
* Replaced a few models at Mid with crates&lt;br /&gt;
* Updated the stairs near BLU side of Mid to be easier to move around&lt;br /&gt;
* Fixed a visual bug when falling beneath the water&lt;br /&gt;
* Fixed up the concrete doorways to prevent players from getting stuck when walking against them&lt;br /&gt;
* Removed the Setup timer&lt;br /&gt;
* Removed a few pickups from each team&#039;s Intel room&lt;br /&gt;
* Removed the Fence in RED spawn to allow for better movement&lt;br /&gt;
* Removed a pipe near RED side&#039;s entrance, for the same reason&lt;br /&gt;
* Removed a pillar near RED spawn, for the same reason&lt;br /&gt;
* Removed a pillar in BLU spawn, for the same reason&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Casbah is a recreation of a &#039;&#039;Team Fortress Classic&#039;&#039; map [[tf:Casbah (Classic)|by the same name]].&lt;br /&gt;
* A [[w:kasbah|casbah]] (also spelled &amp;quot;kasbah&amp;quot;) is a type of fortress usually found in Northern Africa, commonly used as the citadel or fortified quarter of a city.&lt;br /&gt;
* The original version of the map with the original CTF logic can be found [https://gamebanana.com/mods/70600 on Gamebanana.]&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9203</id>
		<title>Casbah</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9203"/>
		<updated>2025-12-02T20:57:17Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Added information regarding the maps development history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf_casbah.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_casbah&lt;br /&gt;
|developer = {{Dev|Tamari}}&lt;br /&gt;
|release-date = May 3, 2015 ([[1.9.0]])&lt;br /&gt;
|link = [https://gamebanana.com/mods/70600 Gamebanana]&amp;lt;br&amp;gt;[https://www.moddb.com/games/team-fortress-2/addons/ctf-casbah Mod DB]&lt;br /&gt;
|map-environment = Industrial, ocean&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Casbah&#039;&#039;&#039; is an official [[Capture the Flag]] map, featuring an industrial layout surrounded by [[water|ocean]], with wide open areas and fighting concentrated on defined chokepoints.&lt;br /&gt;
&lt;br /&gt;
Casbah was initially added on May 3, 2015 on [[1.9.0]] patch as a testing map by Macd11 &amp;amp; Zorbos, until it was replaced by {{Dev|Tamari}}&#039;s version at an unknown date. It is the only Capture the Flag map with an asymmetrical design and a fixed 20-minute round timer. It was initially designed to sue a unique CTF variant utilizing setup times, setup gates, a round timer of 15 minutes, and have the amount of time on the clock increase by 8 minutes whenever the intelligence was captured. Whichever team had more points at the end of the match would win, rather than the match stalemating. However, this idea was scrapped when the map was added to TF2C for unknown reasons, resulting in the maps removal from the game during the Steam release of TF2C due to its low ratings. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Casbah_Overview.webp|center|768px]]&lt;br /&gt;
&lt;br /&gt;
=== BLU Base ===&lt;br /&gt;
BLU spawns inside a concrete building with a shutter leading outside and a vent leading to a back alley. The back alley leads to the intelligence, which has two entrances far away from the flag. The exterior of the base is open with an elevated catwalk, leading to two small rooms that connect to a larger catwalk in the center of the map. There is also a large corridor with partially retracted bay doors, which is the main route to center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Casbah_BLU_Exterior_1.webp|BLU exterior&lt;br /&gt;
Casbah_BLU_Exterior_2.webp|BLU exterior (again)&lt;br /&gt;
Casbah_BLU_Intelligence.webp|BLU intelligence&lt;br /&gt;
Casbah_BLU_Room_1.webp|BLU small room&lt;br /&gt;
Casbah_BLU_Room_2.webp|BLU small room at center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
The center of the map is a single, wide open chokepoint where the two teams collide. On BLU side, there is a large catwalk above the two points that connects to an elevated platform and the BLU small rooms. The catwalk goes down into another small room that leads down onto RED side. The RED side is slightly more elevated than BLU, with two staircases that RED can defend. They also have a back alley with a side room that drops down into their base. The entire center has an exposed ocean that instantly kills whoever falls into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Center_1.webp|BLU center&lt;br /&gt;
Casbah_BLU_Center_2.webp|BLU center center&lt;br /&gt;
Casbah_BLU_Catwalk.webp|BLU catwalk&lt;br /&gt;
Casbah_Water_2.webp|BLU water&lt;br /&gt;
Casbah_RED_Center.webp|RED center&lt;br /&gt;
Casbah_Water.webp|RED water (colored blue)&lt;br /&gt;
Casbah_RED_Backroom.webp|RED center backroom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RED Base ===&lt;br /&gt;
RED spawns in an outdoors area connected to the rest of their base by a single shutter. The shutter leads to a concrete alcove that connects to their base exterior and to their intelligence back alley. Their exterior base has makeshift ramps made of wood planks that connects to their elevated room. The intelligence is closer to the room entrances than on BLU, but with the entrances farther apart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_RED_Spawn.webp|RED spawn&lt;br /&gt;
Casbah_RED_Alcove.webp|RED alcove&lt;br /&gt;
Casbah_RED_Exterior.webp|RED exterior&lt;br /&gt;
Casbah_RED_Alley.webp|RED back alley&lt;br /&gt;
Casbah_RED_Room.webp|RED small room&lt;br /&gt;
Casbah_RED_Intelligence.webp|RED intelligence&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fixed BLU&#039;s respawn door from locking on certain occasions.&lt;br /&gt;
* Fixed all soundscapes across the map. (Originally, they would never play properly)&lt;br /&gt;
* Updated the team colouring of both areas around each teams base.&lt;br /&gt;
* Updated RED&#039;s spawn to direct the player where to go to leave their spawn.&lt;br /&gt;
* Updated BLU&#039;s intel building to tell players that there are two entrances.&lt;br /&gt;
* Updated the clipping of the map.&lt;br /&gt;
* Removed some pipes around RED&#039;s base to remove extreme height variation. All other previous pipes have been clipped off for the same reason.&lt;br /&gt;
* Removed the overhang over BLU&#039;s spawn exit. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fog has settled into the seas, to match the world fog&lt;br /&gt;
* Improved visuals and details across the map&lt;br /&gt;
* Added an extra spawn door for each team&#039;s spawn&lt;br /&gt;
* Added detail doors to BLU&#039;s intel room entrances, to be consistent with RED base&lt;br /&gt;
* Added cover for BLU side&#039;s balcony route&lt;br /&gt;
* Added an extra Resupply Cabinet to each team&#039;s spawn&lt;br /&gt;
* Adjusted each spawn point to directly face the exit from spawn&lt;br /&gt;
* Adjusted the windows in front of RED&#039;s intel room to close off a window, while also adding a new route to RED intel&lt;br /&gt;
* Adjusted the Windows leading into BLU side to be larger&lt;br /&gt;
* Adjusted clipping to prevent mobility classes from camping up above the battleground&lt;br /&gt;
* Adjusted the Full Ammo and Small Medkit at Mid to be easier to see&lt;br /&gt;
* Adjusted pickups around RED and BLU side to be somewhat consistent&lt;br /&gt;
* Adjusted a few wooden planks to be easier to walk on&lt;br /&gt;
* Replaced a few models at Mid with crates&lt;br /&gt;
* Updated the stairs near BLU side of Mid to be easier to move around&lt;br /&gt;
* Fixed a visual bug when falling beneath the water&lt;br /&gt;
* Fixed up the concrete doorways to prevent players from getting stuck when walking against them&lt;br /&gt;
* Removed the Setup timer&lt;br /&gt;
* Removed a few pickups from each team&#039;s Intel room&lt;br /&gt;
* Removed the Fence in RED spawn to allow for better movement&lt;br /&gt;
* Removed a pipe near RED side&#039;s entrance, for the same reason&lt;br /&gt;
* Removed a pillar near RED spawn, for the same reason&lt;br /&gt;
* Removed a pillar in BLU spawn, for the same reason&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Casbah is a recreation of a &#039;&#039;Team Fortress Classic&#039;&#039; map [[tf:Casbah (Classic)|by the same name]].&lt;br /&gt;
* A [[w:kasbah|casbah]] (also spelled &amp;quot;kasbah&amp;quot;) is a type of fortress usually found in Northern Africa, commonly used as the citadel or fortified quarter of a city.&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8496</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8496"/>
		<updated>2025-06-27T02:24:50Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Clarified fourth paragraph to state that civ does not grant crits outside of vip/r&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive, you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects. During a VIP Race match, it&#039;s two competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide wich of the two truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians on the same team, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce Blu&#039;s time to attack by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other teams capture progress instead of reducing the timer by 20 seconds. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects. If he is killed outside of VIP/VIPR, he will not grant the enemy guaranteed crits when killed.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
* …As a Civilian, your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of Engineers.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The aura&#039;s 35% damage reduction may be modeled after the live version Soldier&#039;s [[tf:Battalion&#039;s Backup|Battalion&#039;s Backup]].&lt;br /&gt;
*The aura&#039;s passive healing may have been inspired by the live version Medic&#039;s [[tf:Amputator|Amputator]] taunt.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8495</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8495"/>
		<updated>2025-06-27T02:23:41Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Added a comma to his quotation at the top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive, you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects. During a VIP Race match, it&#039;s two competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide wich of the two truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians on the same team, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce Blu&#039;s time to attack by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other teams capture progress instead of reducing the timer by 20 seconds. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
* …As a Civilian, your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of Engineers.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The aura&#039;s 35% damage reduction may be modeled after the live version Soldier&#039;s [[tf:Battalion&#039;s Backup|Battalion&#039;s Backup]].&lt;br /&gt;
*The aura&#039;s passive healing may have been inspired by the live version Medic&#039;s [[tf:Amputator|Amputator]] taunt.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8494</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=8494"/>
		<updated>2025-06-27T02:23:17Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Updated third paragraph to clarify what happens when a civilian is killed; &amp;quot;If there are somehow two Civilians&amp;quot; -&amp;gt; &amp;quot;If there are somehow two Civilians on the same team&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects. During a VIP Race match, it&#039;s two competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide wich of the two truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians on the same team, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce Blu&#039;s time to attack by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other teams capture progress instead of reducing the timer by 20 seconds. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
* …As a Civilian, your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of Engineers.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The aura&#039;s 35% damage reduction may be modeled after the live version Soldier&#039;s [[tf:Battalion&#039;s Backup|Battalion&#039;s Backup]].&lt;br /&gt;
*The aura&#039;s passive healing may have been inspired by the live version Medic&#039;s [[tf:Amputator|Amputator]] taunt.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=8397</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=8397"/>
		<updated>2025-06-20T20:37:49Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_medic&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=150&lt;br /&gt;
| overhealed=225&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;on his profession&#039;&#039;|&#039;&#039;Ze healing is not as revarding as ze hurting.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a [[Classes#Support|support class]], whose purpose is to provide continuous health and intermittent invulnerability to his team. He has 150 health and 107% speed, and heals himself by 6 health per second, reduced to 3 health per second when damaged within 10 seconds, as well as doubled regeneration when healing an injured teammate. His [[Medi Gun]] is his most iconic tool, providing a stream of healing and [[Overheal]] to teammates. Healing teammates will fill up an Ubercharge meter, which, when activated, will turn the Medics patient invincible for 8 seconds. Alternatively, other weapons such as the [[Kritzkrieg]] and [[Rejuvenator]] have alternative ubers, with the [[Kritzkrieg]] providing guaranteed crits to the Medics patient, and the [[Rejuvenator]] providing a stationary, AOE uber to surrounding teammates.&lt;br /&gt;
&lt;br /&gt;
The rest of Medics toolkit consists of his [[Syringe Gun]] and melee weapons, which he has three of: The [[Uberspritze]], the [[Bonesaw]], and the [[Shock Therapy]]. All of these weapons are notable for being weak in direct combat, with the [[Syringe Gun]] dealing a small amount of damage and knockback for each syringe. This weak combat ability, combined with his powerful healing, results in enemies targeting him as well as the players around him to prevent the Medics team from pushing. He is often focused by [[Sniper]], [[Spy]], and [[Scout]] as a result, as they are usually in the best position to kill him. To counter this, the Medic often maintains awareness and heals stronger combat classes, such as [[Heavy]], [[Demoman]], and [[Soldier]], to protect him, push forward, and deal damage.&lt;br /&gt;
&lt;br /&gt;
The Medic is voiced by Robin Atkin Downes.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Stuttgart, Germany&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Doctor Assisted Homicide&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Syringe Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Medi Gun}}&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Rejuvenator }}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bonesaw}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Medic Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Medic…&lt;br /&gt;
* …you fill your [[ÜberCharge]] faster by healing teammates who are more hurt.&lt;br /&gt;
* …your ÜberCharge will build much faster during setup time.&lt;br /&gt;
* …fill your ÜberCharge meter by healing teammates, then hit {{Attack2}} to ÜberCharge.&lt;br /&gt;
* …keep alert for teammates calling for your help. Use the cross speech bubbles onscreen to find them.&lt;br /&gt;
* …remember that [[Syringe Gun|syringes]] travel in arcs and have a travel time. Lead your targets and aim higher in order to land successful hits.&lt;br /&gt;
* …your [[Medi Gun|Medi Gun&#039;s]] ÜberCharge makes both you and your target invulnerable for a short time.&lt;br /&gt;
* …use your Medi Gun to heal teammates, and buff them up to 150%%{{sic}} of their normal health.&lt;br /&gt;
* …you cannot capture a [[Control point (objective)|Control Point]] or pick up the [[Intelligence|Intelligence briefcase]] while invulnerable.&lt;br /&gt;
* …your [[bonesaw]] can be used in defensive situations when you are separated from your target.&lt;br /&gt;
* …your [[Kritzkrieg]] gives your target guaranteed [[Critical hit|crits]]. Use it in areas where there are a lot of enemies.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less maximum health when equipped with it.&lt;br /&gt;
* …the [[Shock Therapy]] will deal more damage the more it&#039;s charged. Its charge will be fully depleted on any hit you land on enemies.&lt;br /&gt;
* …the Shock Therapy can be used to fully heal a teammate at full charge, but lowers your main heal rate.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Медик|bg_m=Medic&lt;br /&gt;
|de=Medic&lt;br /&gt;
|es=Medic&lt;br /&gt;
|en=Medic&lt;br /&gt;
|fr=Medic&lt;br /&gt;
|hu=Szanitéc|hu_m=Medic?&lt;br /&gt;
|it=Medico|it_m=Medic&lt;br /&gt;
|pl=Medyk|pl_m=Medic&lt;br /&gt;
|pt-br=Medic&lt;br /&gt;
|ro=Medic&lt;br /&gt;
|ru=Медик|ru_m=Medic&lt;br /&gt;
|tr=Medic&lt;br /&gt;
|uk=Медик|uk_m=Medic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Ported Medic heal target marker from live TF2.&lt;br /&gt;
* Ported Medic auto callers.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, Medic passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In Team Fortress 2 Classic, Medic gains another line for his &amp;quot;Go Go Go!&amp;quot; voice command where he says &amp;quot;Los los!&amp;quot;, this voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
* One of the [[Demoman]]&#039;s responses suggests that the Medic might actually be married, and that his wife is having an affair with him. &lt;br /&gt;
*One of the [[Sniper]]&#039;s responses suggests he might have actually been paid by the Medic&#039;s own teamates to kill him, hinting that perhaps they might not be as receptive towards his practices than previously thought. &lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=8396</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=8396"/>
		<updated>2025-06-20T20:36:59Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Rewrote the first two paragraphs to be more neutral, deleted the third paragraph for brevity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_medic&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=150&lt;br /&gt;
| overhealed=225&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;on his profession&#039;&#039;|&#039;&#039;Ze healing is not as revarding as ze hurting.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a [[Classes#Support|support class]], whose purpose is to provide continuous health and intermittent invulnerability to his team. He has 150 health and 107% speed, and heals himself by 6 health per second, reduced to 3 health per second when damaged within 10 seconds, as well as doubled regeneration when healing an injured teammate. His [[Medi Gun]] is his most iconic tool, providing a stream of healing and [[Overheal]] to teammates. Healing teammates will fill up an Ubercharge meter, which, when activated, will turn the Medics patient invincible for 8 seconds. Alternatively, other weapons such as the [[Kritzkrieg]] and [[Rejuvenator]] have alternative ubers, with the [[Kritzkrieg]] providing guaranteed crits to the Medics patient, and the [[Rejuvenator]] providing a stationary, AOE uber to surrounding teammates.&lt;br /&gt;
&lt;br /&gt;
The rest of Medics toolkit consists of his [[Syringe Gun]] and [[melee weapons]], which he has three of: The [[Uberspritze]], the [[Bonesaw]], and the [[Shock Therapy]]. All of these weapons are notable for being weak in direct combat, with the [[Syringe Gun]] dealing a small amount of damage and knockback for each syringe. This weak combat ability, combined with his powerful healing, results in enemies targeting him as well as the players around him to prevent the Medics team from pushing. He is often focused by [[Sniper]], [[Spy]], and [[Scout]] as a result, as they are usually in the best position to kill him. To counter this, the Medic often maintains awareness and heals stronger combat classes, such as [[Heavy]], [[Demoman]], and [[Soldier]], to protect him, push forward, and deal damage.&lt;br /&gt;
&lt;br /&gt;
The Medic is voiced by Robin Atkin Downes.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Stuttgart, Germany&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Doctor Assisted Homicide&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Syringe Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Medi Gun}}&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Rejuvenator }}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bonesaw}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Medic Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Medic…&lt;br /&gt;
* …you fill your [[ÜberCharge]] faster by healing teammates who are more hurt.&lt;br /&gt;
* …your ÜberCharge will build much faster during setup time.&lt;br /&gt;
* …fill your ÜberCharge meter by healing teammates, then hit {{Attack2}} to ÜberCharge.&lt;br /&gt;
* …keep alert for teammates calling for your help. Use the cross speech bubbles onscreen to find them.&lt;br /&gt;
* …remember that [[Syringe Gun|syringes]] travel in arcs and have a travel time. Lead your targets and aim higher in order to land successful hits.&lt;br /&gt;
* …your [[Medi Gun|Medi Gun&#039;s]] ÜberCharge makes both you and your target invulnerable for a short time.&lt;br /&gt;
* …use your Medi Gun to heal teammates, and buff them up to 150%%{{sic}} of their normal health.&lt;br /&gt;
* …you cannot capture a [[Control point (objective)|Control Point]] or pick up the [[Intelligence|Intelligence briefcase]] while invulnerable.&lt;br /&gt;
* …your [[bonesaw]] can be used in defensive situations when you are separated from your target.&lt;br /&gt;
* …your [[Kritzkrieg]] gives your target guaranteed [[Critical hit|crits]]. Use it in areas where there are a lot of enemies.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less maximum health when equipped with it.&lt;br /&gt;
* …the [[Shock Therapy]] will deal more damage the more it&#039;s charged. Its charge will be fully depleted on any hit you land on enemies.&lt;br /&gt;
* …the Shock Therapy can be used to fully heal a teammate at full charge, but lowers your main heal rate.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Медик|bg_m=Medic&lt;br /&gt;
|de=Medic&lt;br /&gt;
|es=Medic&lt;br /&gt;
|en=Medic&lt;br /&gt;
|fr=Medic&lt;br /&gt;
|hu=Szanitéc|hu_m=Medic?&lt;br /&gt;
|it=Medico|it_m=Medic&lt;br /&gt;
|pl=Medyk|pl_m=Medic&lt;br /&gt;
|pt-br=Medic&lt;br /&gt;
|ro=Medic&lt;br /&gt;
|ru=Медик|ru_m=Medic&lt;br /&gt;
|tr=Medic&lt;br /&gt;
|uk=Медик|uk_m=Medic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Ported Medic heal target marker from live TF2.&lt;br /&gt;
* Ported Medic auto callers.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, Medic passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In Team Fortress 2 Classic, Medic gains another line for his &amp;quot;Go Go Go!&amp;quot; voice command where he says &amp;quot;Los los!&amp;quot;, this voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
* One of the [[Demoman]]&#039;s responses suggests that the Medic might actually be married, and that his wife is having an affair with him. &lt;br /&gt;
*One of the [[Sniper]]&#039;s responses suggests he might have actually been paid by the Medic&#039;s own teamates to kill him, hinting that perhaps they might not be as receptive towards his practices than previously thought. &lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=8375</id>
		<title>Knife</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Knife&amp;diff=8375"/>
		<updated>2025-06-20T03:58:27Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Added a link to the revolvers page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=backstab&lt;br /&gt;
| kill-icon-3=taunt spy&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Attack an enemy from behind to backstab them for a one-hit kill}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;For the man who loves to watch things unfold.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after backstabbing an enemy&#039;&#039;|&#039;&#039;You got blood on my suit.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Knife&#039;&#039;&#039; is the default melee weapon for the [[Spy]]. It is a butterfly knife with solid wooden handles and black grips around them. After backstabbing an enemy, but not after killing them normally, the blade will be covered in blood until the user respawns or goes [[water|underwater]]. As expected, the blood is red regardless of which team the user is on, or which team the killed enemy is on.&lt;br /&gt;
&lt;br /&gt;
Unlike other melee weapons, it only deals 40 damage per hit, and does not [[random crit|randomly crit]]. When slashing a [[Sapper|sapped]] [[Sentry Gun]], the Knife will only deal 67% of its base damage (26 or 27, down from 40). As an upside, it attacks instantly without the 0.2 second delay that other melee weapons have, even though it still attacks at 0.8 second intervals. Uniquely, hitting an enemy&#039;s back (defined as a 180° radius behind them) causes the player to backstab the enemy, causing an instantaneous kill by dealing six times their current health as critical damage. This will not kill invulnerable enemies, but will deal a large amount knockback to them. When an enemy is backstabbed, they will loudly scream while performing a unique death animation, alerting nearby enemies of the Spy&#039;s presence. Like the [[Revolver]], swinging the knife will remove the Spy&#039;s current disguise, and cannot be used while cloaked.&lt;br /&gt;
&lt;br /&gt;
Outside of backstabs, the Knife is the weakest melee weapon in the game, and attempting to &amp;quot;butterknife&amp;quot; a full-health enemy by stabbing them multiple times will rarely end well. As a consequence, stealth is paramount when wielding it, and going loud is best left to the [[Revolver]]. Due to the inherent unpredictability of Team Fortress 2 Classic&#039;s netcode, the backstab detection will often behave in strange ways, including failing to backstab when it appeared possible, or successfully backstabbing when it appeared impossible. The former is called a &amp;quot;failstab&amp;quot; and the latter is called a &amp;quot;facestab&amp;quot;. Manipulating enemies to reveal their 180° backstab angle, even for an instant, is a core part of many Spy techniques, collectively called &amp;quot;trickstabs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Knife will perform the &amp;quot;Fencing&amp;quot; kill taunt. When taunting, the Spy will swing the Knife two times in front of him, dealing 25 damage for each swing, and then deal a final thrust of 500 damage. Despite appearances, the range of each attack is the same. The attack cannot be aimed vertically, and will always occur in front of the Spy. Each attack can deal damage to multiple enemies, and enemy buildings, at once. The first two swings will not deal any knockback, but the final thrust will. The taunt cannot deal [[Critical hit|critical hits]], but it can mini-crit.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Fencing&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 120&amp;lt;br&amp;gt;{{tooltip|6x health|On backstab}}&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Faca|pt-br_m=Knife&lt;br /&gt;
|bg=Нож|bg_m=Knife&lt;br /&gt;
|en=Knife&lt;br /&gt;
|fr=Couteau|fr_m=Knife&lt;br /&gt;
|de=Messer|de_m=Knife&lt;br /&gt;
|it=Coltello|it_m=Knife&lt;br /&gt;
|ro=Cuțit|ro_m=Knife&lt;br /&gt;
|ru=Нож|ru_m=Knife&lt;br /&gt;
|es=Mariposa|es_m=Butterfly Knife&lt;br /&gt;
|uk=Ніж|uk_m=Knife&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Knife:&lt;br /&gt;
** Added blood upon backstabbing Enemies.&lt;br /&gt;
** Blood washes off in [[water]].&lt;br /&gt;
* Implemented &amp;quot;backstab ready&amp;quot; animations for Knife. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Fencing kill taunt also suffers the damage penalty on sapped Sentry Guns, dealing 16 damage on the first slash, 17 damage on the second slash, then 330 damage on the final thrust.&lt;br /&gt;
=== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;TF2 Classic&#039;&#039; restores the Knife&#039;s original size which is now bigger than the current live &#039;&#039;TF2&#039;&#039; one.&lt;br /&gt;
* The blood at the tip of the Knife after killing with a backstab is unique to &#039;&#039;TF2 Classic&#039;&#039;.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=8374</id>
		<title>Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=8374"/>
		<updated>2025-06-20T03:55:33Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Forgot I needed to write demoman instead of just demo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; is the default primary weapon of the [[Sniper]]. It is a simple, single-shot, bolt-action rifle repurposed for long-range action via use of a telescopic sight and a laser dot wired to the scope. When firing, it will shoot a white and team-colored tracer, visible to all players.&lt;br /&gt;
&lt;br /&gt;
The Sniper Rifle is unique among all other weapons in that it is designed for action at great distances,&lt;br /&gt;
having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy&#039;s head after scoping for 0.2 seconds, deals guaranteed [[critical]] damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user&#039;s crosshair position is at, which is visible to prospective targets. If the user is shot, on [[Flame Thrower|fire]], or [[Fishwhacker|bleeding]] while zoomed-in, they will receive a small amount of visual recoil, also known as &amp;quot;aimpunch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A careful reading of the Sniper Rifle&#039;s statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the [[Civilian]]&#039;s 20% damage reduction and an overhealed [[Heavy]]. Since it is difficult to click an enemy&#039;s head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. It is worth noting that, since all levels of charge provide a damage bonus, it is not required to fully charge every shot in order to ensure a kill on a heavier class like a [[Soldier]], [[Demoman]], or [[Civilian]]. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Wave&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 150&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 450&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 203&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.5 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | charge-fill-speed = {{tooltip|33.3% / s|First 33.3% of charge does not affect damage.}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|3.075 s|0.075 s delay, 3 s charge time.}}&lt;br /&gt;
 | scoped-charge-delay = 0.075 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Rifle de Sniper|pt-br_m=Sniper Rifle&lt;br /&gt;
|bg=Снайперистка винтовка|bg_m=Sniper Rifle&lt;br /&gt;
|en=Sniper Rifle&lt;br /&gt;
|fr=Fusil de sniper|fr_m=Sniper Rifle&lt;br /&gt;
|de=Scharfschützengewehr|de_m=Sniper Rifle&lt;br /&gt;
|it=Fucile di precisione|it_m=Sniper Rifle&lt;br /&gt;
|ro=Pușcă cu lunetă|ro_m=Sniper Rifle&lt;br /&gt;
|ru=Снайперская винтовка|ru_m=Sniper Rifle&lt;br /&gt;
|es=Rifle de Francotirador|es_m=Sniper Rifle&lt;br /&gt;
|uk=Снайперська гвинтівка|uk_m=Sniper Rifle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Ported full charge bell to Sniper Rifle.&lt;br /&gt;
* Updated the Sniper to be able to gesture while holding the Sniper Rifle and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* [[Sniper]] dots now properly match where the client is looking, and update more quickly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades&lt;br /&gt;
* Toggled by {{code|tf2c_sniperrifle_tracer}}, and set to 1 by default; can be changed by server operators&lt;br /&gt;
* The client no longer plays a sound when headshotting until the server confirms it&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Updated tracer particle appearance&lt;br /&gt;
* Extra damage dealt from headshots no longer contributes to the random crit chance bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Setting the console command &amp;lt;code&amp;gt;cl_autorezoom 1&amp;lt;/code&amp;gt; allows for [https://www.youtube.com/watch?v=2Ltfnz_Gt38 bypassing the 0.2 second headshot delay] by jumping after shooting while zoomed-in, and then holding down the zoom button while in the air. This enables significantly faster headshots than usual.&lt;br /&gt;
&lt;br /&gt;
=== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ===&lt;br /&gt;
* The &amp;quot;crosshair&amp;quot; killicon used for the Sniper Rifle in live &#039;&#039;TF2&#039;&#039; is replaced in &#039;&#039;TF2 Classic&#039;&#039;. The crosshair icon is instead used in the VIP gamemode in announcing the VIP&#039;s death on the killfeed.&lt;br /&gt;
* While &#039;&#039;TF2 Classic&#039;&#039; fixed the direction the bullet cartridge ejects from the Sniper Rifle (from left to right) on the viewmodel, it has yet to be fixed in the worldmodel.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=8373</id>
		<title>Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=8373"/>
		<updated>2025-06-20T03:55:05Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Deleted the last sentence of the second paragraph and rewrote the second-to-last sentence for better clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=sniperrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| reload-type=Passive&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Gets the job done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; is the default primary weapon of the [[Sniper]]. It is a simple, single-shot, bolt-action rifle repurposed for long-range action via use of a telescopic sight and a laser dot wired to the scope. When firing, it will shoot a white and team-colored tracer, visible to all players.&lt;br /&gt;
&lt;br /&gt;
The Sniper Rifle is unique among all other weapons in that it is designed for action at great distances,&lt;br /&gt;
having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy&#039;s head after scoping for 0.2 seconds, deals guaranteed [[critical]] damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user&#039;s crosshair position is at, which is visible to prospective targets. If the user is shot, on [[Flame Thrower|fire]], or [[Fishwhacker|bleeding]] while zoomed-in, they will receive a small amount of visual recoil, also known as &amp;quot;aimpunch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A careful reading of the Sniper Rifle&#039;s statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the [[Civilian]]&#039;s 20% damage reduction and an overhealed [[Heavy]]. Since it is difficult to click an enemy&#039;s head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. It is worth noting that, since all levels of charge provide a damage bonus, it is not required to fully charge every shot in order to ensure a kill on a heavier class like a [[Soldier]], [[Demo]], or [[Civilian]]. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Wave&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 150&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | critical-charged = 450&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
 | mini-crit-charged = 203&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.5 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | charge-fill-speed = {{tooltip|33.3% / s|First 33.3% of charge does not affect damage.}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|3.075 s|0.075 s delay, 3 s charge time.}}&lt;br /&gt;
 | scoped-charge-delay = 0.075 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Rifle de Sniper|pt-br_m=Sniper Rifle&lt;br /&gt;
|bg=Снайперистка винтовка|bg_m=Sniper Rifle&lt;br /&gt;
|en=Sniper Rifle&lt;br /&gt;
|fr=Fusil de sniper|fr_m=Sniper Rifle&lt;br /&gt;
|de=Scharfschützengewehr|de_m=Sniper Rifle&lt;br /&gt;
|it=Fucile di precisione|it_m=Sniper Rifle&lt;br /&gt;
|ro=Pușcă cu lunetă|ro_m=Sniper Rifle&lt;br /&gt;
|ru=Снайперская винтовка|ru_m=Sniper Rifle&lt;br /&gt;
|es=Rifle de Francotirador|es_m=Sniper Rifle&lt;br /&gt;
|uk=Снайперська гвинтівка|uk_m=Sniper Rifle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Ported full charge bell to Sniper Rifle.&lt;br /&gt;
* Updated the Sniper to be able to gesture while holding the Sniper Rifle and [[Huntsman]].&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* [[Sniper]] dots now properly match where the client is looking, and update more quickly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades&lt;br /&gt;
* Toggled by {{code|tf2c_sniperrifle_tracer}}, and set to 1 by default; can be changed by server operators&lt;br /&gt;
* The client no longer plays a sound when headshotting until the server confirms it&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Updated tracer particle appearance&lt;br /&gt;
* Extra damage dealt from headshots no longer contributes to the random crit chance bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Setting the console command &amp;lt;code&amp;gt;cl_autorezoom 1&amp;lt;/code&amp;gt; allows for [https://www.youtube.com/watch?v=2Ltfnz_Gt38 bypassing the 0.2 second headshot delay] by jumping after shooting while zoomed-in, and then holding down the zoom button while in the air. This enables significantly faster headshots than usual.&lt;br /&gt;
&lt;br /&gt;
=== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ===&lt;br /&gt;
* The &amp;quot;crosshair&amp;quot; killicon used for the Sniper Rifle in live &#039;&#039;TF2&#039;&#039; is replaced in &#039;&#039;TF2 Classic&#039;&#039;. The crosshair icon is instead used in the VIP gamemode in announcing the VIP&#039;s death on the killfeed.&lt;br /&gt;
* While &#039;&#039;TF2 Classic&#039;&#039; fixed the direction the bullet cartridge ejects from the Sniper Rifle (from left to right) on the viewmodel, it has yet to be fixed in the worldmodel.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=8372</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=8372"/>
		<updated>2025-06-20T03:29:07Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Sniper&#039;&#039;&#039; &#039;&#039;after assassinating his most recent target&#039;&#039;|&#039;&#039;Everything above your neck&#039;s gonna be a fine red mist!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, who is most well known for his ability to headshot enemy players. He has 125 health and 100% speed, making him weak to spam and chip damage. His main tools, the [[Sniper Rifle]], [[SMG]], and [[Kukri]], are all weak at close to mid range combat, with the [[Sniper Rifle]] especially being geared towards long range combat. The [[Sniper Rifle]] allows him to charge up shots when scoped for extra damage, or headshot enemies to deal a critical hit. His [[SMG]] and [[Kukri]] serve as his main forms of self defense, with the [[SMG]] being used at mid range while the [[Kukri]] serves as a last resort, close range tool for self defense. Due to their effectiveness being primarily limited to long range, Snipers often position themselves in the backlines, where they can be as far away from combat as possible while still being effective. As a result, their main counters include classes that are skilled at flanking, such as [[Spy]] and [[Scout]]. &lt;br /&gt;
&lt;br /&gt;
Snipers gameplay loop often consists of finding an effective sightline to attack from, charging shots while scoped, and headshotting or bodyshotting enemies to eliminate them from a distance. Due to the resulting tunnel vision, he&#039;s often easily flanked, and must either depend on his team to protect him or maintain awareness to ensure an enemy isn&#039;t able to get close to him. Aside from flanking, a major threat to Sniper is other Snipers, who often contest each other for control of sightlines, which in turn can make it easier for their teams to push or defend. Due to their effectiveness at long range and capacity for high damage, their primary targets are other enemy Snipers, [[Heavies]] due to their slow speed, and [[Medics]] due to their power and low health pool.&lt;br /&gt;
&lt;br /&gt;
The Sniper is voiced by John Patrick Lowrie.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]]{{sic}} to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
* The Sniper is the only class in the game besides the [[Engineer]] who specifically refers to the Pyro as female.&lt;br /&gt;
** &amp;quot;Thanks for the warm-up, sister.&amp;quot;&lt;br /&gt;
** &amp;quot;You know what you and Jane Austen have in common? You&#039;re both dead women.&amp;quot;&lt;br /&gt;
** &amp;quot;Oooh, got ya right in the ovary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=8371</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=8371"/>
		<updated>2025-06-20T03:27:19Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: minor rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Sniper&#039;&#039;&#039; &#039;&#039;after assassinating his most recent target&#039;&#039;|&#039;&#039;Everything above your neck&#039;s gonna be a fine red mist!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, who is most well known for his ability to deal headshot enemy players. He has 125 health and 100% speed, making him weak to spam and chip damage. His main tools, the [[Sniper Rifle]], [[SMG]], and [[Kukri]], are all weak at close to mid range combat, with the [[Sniper Rifle]] especially being geared towards long range combat. The [[Sniper Rifle]] allows him to charge up shots when scoped for extra damage, or headshot enemies to deal a critical hit. His [[SMG]] and [[Kukri]] serve as his main forms of self defense, with the [[SMG]] being used at mid range while the [[Kukri]] serves as a last resort, close range tool for self defense. Due to their effectiveness being primarily limited to long range, Snipers often position themselves in the backlines, where they can be as far away from combat as possible while still being effective. As a result, their main counters include classes that are skilled at flanking, such as [[Spy]] and [[Scout]]. &lt;br /&gt;
&lt;br /&gt;
Snipers gameplay loop often consists of finding an effective sightline to attack from, charging shots while scoped, and headshotting or bodyshotting enemies to eliminate them from a distance. Due to the resulting tunnel vision, he&#039;s often easily flanked, and must either depend on his team to protect him or maintain awareness to ensure an enemy isn&#039;t able to get close to him. Aside from flanking, a major threat to Sniper is other Snipers, who often contest each other for control of sightlines, which in turn can make it easier for their teams to push or defend. Due to their effectiveness at long range and capacity for high damage, their primary targets are other enemy Snipers, [[Heavies]] due to their slow speed, and [[Medics]] due to their power and low health pool.&lt;br /&gt;
&lt;br /&gt;
The Sniper is voiced by John Patrick Lowrie.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]]{{sic}} to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
* The Sniper is the only class in the game besides the [[Engineer]] who specifically refers to the Pyro as female.&lt;br /&gt;
** &amp;quot;Thanks for the warm-up, sister.&amp;quot;&lt;br /&gt;
** &amp;quot;You know what you and Jane Austen have in common? You&#039;re both dead women.&amp;quot;&lt;br /&gt;
** &amp;quot;Oooh, got ya right in the ovary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=8370</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=8370"/>
		<updated>2025-06-20T03:25:42Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Rewrote the main paragraphs to be less opinionated and negative.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Sniper&#039;&#039;&#039; &#039;&#039;after assassinating his most recent target&#039;&#039;|&#039;&#039;Everything above your neck&#039;s gonna be a fine red mist!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, who is most well known for his ability to deal headshot enemy players. He has 125 health and 100% speed, making him weak to spam and chip damage. His main tools, the [[Sniper Rifle]], [[SMG]], and [[Kukri]], are all incredibly weak at close to mid range combat, with the [[Sniper Rifle]] especially being geared towards long range combat. The [[Sniper Rifle]] allows him to charge up shots when scoped for extra damage, or headshot enemies to deal a critical hit. His [[SMG]] and [[Kukri]] serve as his main forms of self defense, with the [[SMG]] being used at mid range while the [[Kukri]] serves as a last resort, close range tool for self defense. Due to their effectiveness being primarily limited to long range, Snipers often position themselves in the backlines, where they can be as far away from combat as possible while still being effective. As a result, their main counters include classes that are skilled at flanking, such as [[Spy]] and [[Scout]]. &lt;br /&gt;
&lt;br /&gt;
Snipers gameplay loop often consists of finding an effective sightline to attack from, charging shots while scoped, and headshotting or bodyshotting enemies to eliminate them from a distance. Due to the resulting tunnel vision, he&#039;s often easily flanked, and must either depend on his team to protect him or maintain awareness to ensure an enemy isn&#039;t able to get close to him. Aside from flanking, a major threat to Sniper is other Snipers, who often contest each other for control of sightlines, which in turn can make it easier for their teams to push or defend. Due to their effectiveness at long range and capacity for high damage, their primary targets are other enemy Snipers, [[Heavies]] due to their slow speed, and [[Medics]] due to their power and low health pool.&lt;br /&gt;
&lt;br /&gt;
The Sniper is voiced by John Patrick Lowrie.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]]{{sic}} to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
* The Sniper is the only class in the game besides the [[Engineer]] who specifically refers to the Pyro as female.&lt;br /&gt;
** &amp;quot;Thanks for the warm-up, sister.&amp;quot;&lt;br /&gt;
** &amp;quot;You know what you and Jane Austen have in common? You&#039;re both dead women.&amp;quot;&lt;br /&gt;
** &amp;quot;Oooh, got ya right in the ovary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Pyro_strategy&amp;diff=8333</id>
		<title>Basic Pyro strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Pyro_strategy&amp;diff=8333"/>
		<updated>2025-06-18T20:14:41Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Pyro]] is a high damage, close range combat class who excels in dealing large amounts of damage to groups of enemies very quickly, thanks to his [[Flamethrower]], which shoots flames that pierce through enemies. Between that and his limited range, he is often considered to be an ambush class, able to wipe out large groups of enemies when he catches them unaware, with [[afterburn]] being able to finish them off if they come close enough to death. In addition, his [[Flamethrower]]s airblast allows him to reflect projectiles for extra damage, extinguish friendly players, and knock enemies players back to make follow up shots with his secondary much easier. His afterburn makes him exceptional at catching and tracking enemy [[Spies]], but his limited range makes him weak to [[Scout]] and [[Heavy]]. &lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Flamethrower]] ===&lt;br /&gt;
[[File:Backpack_Flame_Thrower.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Flamethrower]] consists of three main mechanics: [[Afterburn]], [[Airblast]], and the fire itself. The fire itself comes out in a short, straight stream of lingering flame particles that gain damage the longer they are in the air. As a result, an effective strategy for [[Pyro]] is to maintain distance and strafe when attacking with fire, aiming where the enemy is about to be rather than where they are. [[Airblast]] is where its mechanical skill mostly lies. Airblasted projectiles deal mini-crit damage, allowing the [[Pyro]] to turn the tides of a fight in his favor with a well-timed reflected rocket or grenade. A skilled [[Pyro]] can reflect projectiles on instinct, frequently extinguish enemies, and even counter ubers by airblasting [[Medics]] away from their patient. [[Afterburn]] is a mechanic where, after lighting an enemy on fire with either the [[Flamethrower]] or the [[Flare Gun]], the enemy will continue to take 6 damage a second for 10 seconds unless extinguished. This is useful for not only dissuading enemies from fighting a [[Pyro]], as they could die even if they kill him, but also for a [[Pyro]] to use hit and run tactics, dealing large amounts of damage to a group of enemies before running away, leaving them hurt and dying. &lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Shotgun]] is your stock secondary, and for good reason. Bog-standard and simple to use, this tool is useful for finishing off enemies outside your [[Flamethrower]] range, getting the edge in [[Pyro]] vs [[Pyro]] engagements, and dealing quick, reliable burst damage to enemies. It is a solid, reliable choice in all situations.&lt;br /&gt;
&lt;br /&gt;
=== [[Flare Gun]] ===&lt;br /&gt;
[[File:Backpack_Flare_Gun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Flare Gun]] trades the reliable damage of the [[Shotgun]] for fast burst damage that&#039;s good at any distance. The [[Flare Gun]] inflicts afterburn on enemies it hits, while also dealing critical hits to burning enemies for a total of 90 damage at any range. Its passive reload, fast deploy speed, and increased range makes it a strong and sturdy competitor to the [[Shotgun]], especially for [[Pyro]] players who prefer to get quick, clean kills. One common use of the [[Flare Gun]] is to set an enemy on fire with the [[Flamethrower]]. airblast them upwards into a wall to ensure they cannot escape, and then pull out the [[Flare Gun]] to finish them off with a critical hit. In addition, hitting flares on a burning [[Heavy]] can allow Pyro to win a fight so long as there is a corner to hide behind and the [[Heavy]] has the [[Minigun]] equipped, and hitting a flare on a jumpy [[Scout] can turn a losing fight into a victory very quickly.&lt;br /&gt;
&lt;br /&gt;
=== [[Twin Barrel]] ===&lt;br /&gt;
[[File:Backpack_Twin_Barrel.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Twin Barrel]] forgoes the reliable damage and range benefits given by the [[Shotgun]] and the [[Flare Gun]], instead opting for a medium damage, high spread single shot weapon that deals increased knockback both to the [[Pyro]] as well as anyone hit by it. This makes the [[Pyro]] incredibly mobile, allowing him to chase down enemies while knocking them away, forcing enemies into an engagement. Due to the damage, mobility, and passive reload, it&#039;s an effective choice to get in and out of situations quickly, as well as making it much easier for him to flank enemies.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fire Axe]] ===&lt;br /&gt;
[[File:Backpack_Fire_Axe.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Fire Axe]] functions like any other default melee and deals 65 damage. Due to [[Pyro]] already excelling at close range, the [[Fire Axe]] is mostly equipped to avoid the downside of the [[Harvester]]. It is most useful for either getting ambushing other players and hoping for a random crit to insta-kill them. &lt;br /&gt;
&lt;br /&gt;
=== [[Harvester]] ===&lt;br /&gt;
[[File:Backpack_Harvester.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Harvester]] is a scythe that heals the wielder 10 hp per second per enemy (or corpse) on fire. Each tick an enemy is fire and the [[Harvester]] is held out, a heat meter is charged. When the heat meter is full, the [[Pyro]] gains a guaranteed critical hit, which will grant him full health and overheal when an enemy is hit by it. However, he will not be able to gain health with it normally. The trade-off is the extinguishing of all enemies after the [[Pyro]] dies, which can cause enemies to be more bold and aggressive when fighting the [[Pyro]], or for the [[Pyro]] to lose out on post-mortem afterburn kills. [[Harvester]] [[Pyros]], as a result, often play a very hit-and-run playstyle, setting groups of enemies on fire and then escaping with the healing from doing so, and ambushing enemies with the critical hit when the heat meter is fully charged. Common strategy is to use the crit to get a quick, clean kill on an unaware enemy, or to use it to quickly gain an edge against a [[Medic]] and his patient by either instantly killing the [[Medic]], or by dealing enough damage to his patient that you can finish them off with the [[Flamethrower]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Pyro_strategy&amp;diff=8332</id>
		<title>Basic Pyro strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Pyro_strategy&amp;diff=8332"/>
		<updated>2025-06-18T20:14:24Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Pyro]] is a high damage, close range combat class who excels in dealing large amounts of damage to groups of enemies very quickly, thanks to his [[Flamethrower]], which shoots flames that pierce through enemies. Between that and his limited range, he is often considered to be an ambush class, able to wipe out large groups of enemies when he catches them unaware, with [[afterburn]] being able to finish them off if they come close enough to death. In addition, his [[Flamethrower]]s airblast allows him to reflect projectiles for extra damage, extinguish friendly players, and knock enemies players back to make follow up shots with his secondary much easier. His afterburn makes him exceptional at catching and tracking enemy [[Spies]], but his limited range makes him weak to [[Scout]] and [[Heavy]]. &lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Flamethrower]] ===&lt;br /&gt;
[[File:Backpack_Flame_Thrower.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Flamethrower]] consists of three main mechanics: [[Afterburn]], [[Airblast]], and the fire itself. The fire itself comes out in a short, straight stream of lingering flame particles that gain damage the longer they are in the air. As a result, an effective strategy for [[Pyro]] is to maintain distance and strafe when attacking with fire, aiming where the enemy is about to be rather than where they are. [[Airblast]] is where its mechanical skill mostly lies. Airblasted projectiles deal mini-crit damage, allowing the [[Pyro]] to turn the tides of a fight in his favor with a well-timed reflected rocket or grenade. A skilled [[Pyro]] can reflect projectiles on instinct, frequently extinguish enemies, and even counter ubers by airblasting [[Medics]] away from their patient. [[Afterburn]] is a mechanic where, after lighting an enemy on fire with either the [[Flamethrower]] or the [[Flare Gun]], the enemy will continue to take 6 damage a second for 10 seconds unless extinguished. This is useful for not only dissuading enemies from fighting a [[Pyro]], as they could die even if they kill him, but also for a [[Pyro]] to use hit and run tactics, dealing large amounts of damage to a group of enemies before running away, leaving them hurt and dying. &lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Shotgun]] is [[Pyros]] stock secondary, and for good reason. Bog-standard and simple to use, this tool is useful for finishing off enemies outside your [[Flamethrower]] range, getting the edge in [[Pyro]] vs [[Pyro]] engagements, and dealing quick, reliable burst damage to enemies. It is a solid, reliable choice in all situations.&lt;br /&gt;
&lt;br /&gt;
=== [[Flare Gun]] ===&lt;br /&gt;
[[File:Backpack_Flare_Gun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Flare Gun]] trades the reliable damage of the [[Shotgun]] for fast burst damage that&#039;s good at any distance. The [[Flare Gun]] inflicts afterburn on enemies it hits, while also dealing critical hits to burning enemies for a total of 90 damage at any range. Its passive reload, fast deploy speed, and increased range makes it a strong and sturdy competitor to the [[Shotgun]], especially for [[Pyro]] players who prefer to get quick, clean kills. One common use of the [[Flare Gun]] is to set an enemy on fire with the [[Flamethrower]]. airblast them upwards into a wall to ensure they cannot escape, and then pull out the [[Flare Gun]] to finish them off with a critical hit. In addition, hitting flares on a burning [[Heavy]] can allow Pyro to win a fight so long as there is a corner to hide behind and the [[Heavy]] has the [[Minigun]] equipped, and hitting a flare on a jumpy [[Scout] can turn a losing fight into a victory very quickly.&lt;br /&gt;
&lt;br /&gt;
=== [[Twin Barrel]] ===&lt;br /&gt;
[[File:Backpack_Twin_Barrel.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Twin Barrel]] forgoes the reliable damage and range benefits given by the [[Shotgun]] and the [[Flare Gun]], instead opting for a medium damage, high spread single shot weapon that deals increased knockback both to the [[Pyro]] as well as anyone hit by it. This makes the [[Pyro]] incredibly mobile, allowing him to chase down enemies while knocking them away, forcing enemies into an engagement. Due to the damage, mobility, and passive reload, it&#039;s an effective choice to get in and out of situations quickly, as well as making it much easier for him to flank enemies.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Fire Axe]] ===&lt;br /&gt;
[[File:Backpack_Fire_Axe.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Fire Axe]] functions like any other default melee and deals 65 damage. Due to [[Pyro]] already excelling at close range, the [[Fire Axe]] is mostly equipped to avoid the downside of the [[Harvester]]. It is most useful for either getting ambushing other players and hoping for a random crit to insta-kill them. &lt;br /&gt;
&lt;br /&gt;
=== [[Harvester]] ===&lt;br /&gt;
[[File:Backpack_Harvester.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The [[Harvester]] is a scythe that heals the wielder 10 hp per second per enemy (or corpse) on fire. Each tick an enemy is fire and the [[Harvester]] is held out, a heat meter is charged. When the heat meter is full, the [[Pyro]] gains a guaranteed critical hit, which will grant him full health and overheal when an enemy is hit by it. However, he will not be able to gain health with it normally. The trade-off is the extinguishing of all enemies after the [[Pyro]] dies, which can cause enemies to be more bold and aggressive when fighting the [[Pyro]], or for the [[Pyro]] to lose out on post-mortem afterburn kills. [[Harvester]] [[Pyros]], as a result, often play a very hit-and-run playstyle, setting groups of enemies on fire and then escaping with the healing from doing so, and ambushing enemies with the critical hit when the heat meter is fully charged. Common strategy is to use the crit to get a quick, clean kill on an unaware enemy, or to use it to quickly gain an edge against a [[Medic]] and his patient by either instantly killing the [[Medic]], or by dealing enough damage to his patient that you can finish them off with the [[Flamethrower]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=8324</id>
		<title>Powerhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=8324"/>
		<updated>2025-06-18T14:45:40Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Reworded first paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Cp_powerhouse_mid_tf2c.png&lt;br /&gt;
|game-type = Control Points&lt;br /&gt;
|file-name = cp_powerhouse&lt;br /&gt;
|developer = [[Valve]], [[newgreenshoot]]&lt;br /&gt;
|release-date = July 2, 2015 &amp;lt;br&amp;gt; (Gun Mettle Update) &lt;br /&gt;
|map-environment = Hydroelectric Power plant &lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Powerhouse&#039;&#039;&#039; is a Valve created [[Control Points]] map originally made for Team Fortress 2. It is a symmetrical, three point [[Control Points]] map set in a hydroelectric power plant. It was added to TF2C in [[2.0.0 (BETA 4)]] as an unlisted change in a broken state, with missing textures and models. It would then be fixed in [[2.0.0]] and left unchanged until [[2.1.4]], where it received a lighting overhaul by developer [[newgreenshoot]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The addition and repair of Powerhouse, despite being significant, was not mentioned in any patch notes.&lt;br /&gt;
* As part of its lighting rework, a plywood cow standee was hidden on the map by Blu spawn.&lt;br /&gt;
* There is a significant part of the map between the two final points that is theorized to have once been playable space.&lt;br /&gt;
* The development of Powerhouse began in 2007, but it was only finished in 2015.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cp_powerhouse_relit.jpg|Old lighting vs New lighting&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=8323</id>
		<title>Powerhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=8323"/>
		<updated>2025-06-18T14:43:59Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Cp_powerhouse_mid_tf2c.png&lt;br /&gt;
|game-type = Control Points&lt;br /&gt;
|file-name = cp_powerhouse&lt;br /&gt;
|developer = [[Valve]], [[newgreenshoot]]&lt;br /&gt;
|release-date = July 2, 2015 &amp;lt;br&amp;gt; (Gun Mettle Update) &lt;br /&gt;
|map-environment = Hydroelectric Power plant &lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Powerhouse&#039;&#039;&#039; is a Valve created [[Control Points]] map originally made for Team Fortress 2. It was added to TF2C in [[2.0.0 (BETA 4)]] as an unlisted change in a broken state, with missing textures and models. It would then be fixed in [[2.0.0]] and left unchanged until [[2.1.4]], where it received a lighting overhaul by developer [[newgreenshoot]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The addition and repair of Powerhouse, despite being significant, was not mentioned in any patch notes.&lt;br /&gt;
* As part of its lighting rework, a plywood cow standee was hidden on the map by Blu spawn.&lt;br /&gt;
* There is a significant part of the map between the two final points that is theorized to have once been playable space.&lt;br /&gt;
* The development of Powerhouse began in 2007, but it was only finished in 2015.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cp_powerhouse_relit.jpg|Old lighting vs New lighting&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=8322</id>
		<title>Powerhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=8322"/>
		<updated>2025-06-18T14:43:28Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Created page with &amp;quot;{{Stub}}  {{Infobox map |map-image = Cp_powerhouse_mid_tf2c.png |game-type = Control Points |file-name = cp_powerhouse |developer = Valve, newgreenshoot |release-date = July 2, 2015 &amp;lt;br&amp;gt; (Gun Mettle Update)  |map-environment = Hydroelectric Power plant  |map-setting = Daylight, sunny }} &amp;#039;&amp;#039;&amp;#039;Powerhouse&amp;#039;&amp;#039;&amp;#039; is a Valve created Control Points map originally made for Team Fortress 2. It was added to TF2C in 2.0.0 (BETA 4) as an unlisted change in a broken state,...&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_powerhouse_mid_tf2c.png&lt;br /&gt;
|game-type = Control Points&lt;br /&gt;
|file-name = cp_powerhouse&lt;br /&gt;
|developer = [[Valve]], [[newgreenshoot]]&lt;br /&gt;
|release-date = July 2, 2015 &amp;lt;br&amp;gt; (Gun Mettle Update) &lt;br /&gt;
|map-environment = Hydroelectric Power plant &lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Powerhouse&#039;&#039;&#039; is a Valve created [[Control Points]] map originally made for Team Fortress 2. It was added to TF2C in [[2.0.0 (BETA 4)]] as an unlisted change in a broken state, with missing textures and models. It would then be fixed in [[2.0.0]] and left unchanged until [[2.1.4]], where it received a lighting overhaul by developer newgreenshoot.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The addition and repair of Powerhouse, despite being significant, was not mentioned in any patch notes.&lt;br /&gt;
* As part of its lighting rework, a plywood cow standee was hidden on the map by Blu spawn.&lt;br /&gt;
* There is a significant part of the map between the two final points that is theorized to have once been playable space.&lt;br /&gt;
* The development of Powerhouse began in 2007, but it was only finished in 2015.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cp_powerhouse_relit.jpg|Old lighting vs New lighting&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_powerhouse_mid_tf2c.png&amp;diff=8320</id>
		<title>File:Cp powerhouse mid tf2c.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_powerhouse_mid_tf2c.png&amp;diff=8320"/>
		<updated>2025-06-18T14:32:47Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: A solo version of the 2.1.4 updated powerhouse lighting from the
&amp;quot;continued refinement&amp;quot; blogpost on www.tf2classic.com by Waugh101
(https://tf2classic.com/?id=6808)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A solo version of the 2.1.4 updated powerhouse lighting from the&lt;br /&gt;
&amp;quot;continued refinement&amp;quot; blogpost on www.tf2classic.com by Waugh101&lt;br /&gt;
(https://tf2classic.com/?id=6808)&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Cp_powerhouse_relit.jpg&amp;diff=8319</id>
		<title>File:Cp powerhouse relit.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Cp_powerhouse_relit.jpg&amp;diff=8319"/>
		<updated>2025-06-18T14:29:40Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: A photo of powerhouse mid from the &amp;quot;Continued Refinement&amp;quot; blogpost on www.tf2ckassic.com by Waugh101
(https://tf2classic.com/?id=6808)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A photo of powerhouse mid from the &amp;quot;Continued Refinement&amp;quot; blogpost on www.tf2ckassic.com by Waugh101&lt;br /&gt;
(https://tf2classic.com/?id=6808)&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=8312</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=8312"/>
		<updated>2025-06-16T03:16:47Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{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=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] from France, with years of experience in espionage, deception, and sabotage. He is a specialist support class armed with a variety of tools to infiltrate and eliminate enemies, as well as a smug, sarcastic attitude. &lt;br /&gt;
&lt;br /&gt;
Specializing in deception and assassination, the Spy has an array of specialized tools dedicated to infiltrating the enemy team, most notably his [[Disguise Kit]] and [[Invis Watch]], which allows him to as a friendly teammate to enemies and go invisible respectively. To eliminate his enemies, he has a powerful [[Revolver]] and a delicate butterfly [[Knife]], allowing him to gun down weak enemies or instantly kill them from behind with a backstab. In addition, he has a [[Sapper]], which allows him to disable buildings and drain them of health, allowing him or his team to swoop in and destroy them with ease, though the [[Sapper]] can be removed with the [[Engineer]]s [[Wrench]]. &lt;br /&gt;
&lt;br /&gt;
The Spy&#039;s gameplay loop often consists of the Spy using his [[Invis Watch]] to move behind the enemy team, where he then uses his [[Disguise Kit]] to blend in with the enemy team before decloaking. After decloaking, he then moves within the enemy teams territory to find a suitable target, often a [[Sniper]], [[Heavy]], or [[Medic]]. He then uses his [[Knife]] to instantly kill the enemy from behind, losing his cloak in to process and cloaking away to repeat the process. In the event that the Spy is caught by an enemy, or he sees an enemy on low health at a distance, he can use his [[Revolver]] to defend himself or pick the enemy off from a long range. When approaching [[Engineer]] nests, the Spy will either sap the buildings first before attempting to gun down or backstab the [[Engineer]], or backstab the [[Engineer]] before sapping his buildings, effectively destroying the nest if another [[Engineer]] does not step in to unsap the buildings with his [[Wrench]].&lt;br /&gt;
&lt;br /&gt;
The Spy is voiced by Dennis Bateman.&lt;br /&gt;
&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;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&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;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&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;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&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;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&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;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&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 was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
* For the French dub of the game, the Spy was given a British accent and several of his responses have been altered to use british words, suggesting that the Spy&#039;s nationality was changed to better fit local sensibilities.&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Talk:Melee&amp;diff=8281</id>
		<title>Talk:Melee</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Talk:Melee&amp;diff=8281"/>
		<updated>2025-06-09T05:22:14Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Created page with &amp;quot;This page desperately needs expanding on. I&amp;#039;d really like to see a full table of every melee and their stats for comparison. Something like: {| class=&amp;quot;wikitable&amp;quot; |+ Caption text |- ! Weapon !! Base Damage !! Swing Speed !! Other Stats !! Kill Icon |- | Harvester|| 65 || Normal|| Fill heat meter to gain health steal crit, afterburn heals you|| (image) |- | Bat || 35|| Fast (use an actual number)|| None|| (image) |- | Knife || 40|| Slow || Instakills from behind || (image) |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page desperately needs expanding on. I&#039;d really like to see a full table of every melee and their stats for comparison. Something like:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Swing Speed !! Other Stats !! Kill Icon&lt;br /&gt;
|-&lt;br /&gt;
| Harvester|| 65 || Normal|| Fill heat meter to gain health steal crit, afterburn heals you|| (image)&lt;br /&gt;
|-&lt;br /&gt;
| Bat || 35|| Fast (use an actual number)|| None|| (image)&lt;br /&gt;
|-&lt;br /&gt;
| Knife || 40|| Slow || Instakills from behind || (image)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Melee&amp;diff=8280</id>
		<title>Melee</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Melee&amp;diff=8280"/>
		<updated>2025-06-09T05:15:42Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Wrote paragraphs 2 % 3 - needs comprehensive table of melees + stats (swing speed, damage, extra utility)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
[[File:Backpack_Fists.png|right|300px|Heavy&#039;s Fists]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; weapons are a type of [[Weapons|weapon]] that do not require ammo. Most classes&#039; melees do 65 damage. The only exceptions are [[Scout]] and [[Civilian]] who do 35 damage, and [[Spy]] who does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the minimum 2% on non-melees to 15% and from the maximum 12% on non-melees to 60%. Some melee weapons have a different swing animation for critical hits and the [[Demoman]]&#039;s bottle breaks on critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; weapons are [[weapons]] placed within any classes melee slot. Traditionally, melee [[weapons]] do not require ammo and deal consistent damage, making them a reliable, if risky, last resort option should a player run out of ammo. Their increased chance of [[critical hits]] is raised from the minimum 2% to 15%, and the maximum raised from 12% to 60%. This can make them effective, albeit risky, ambush tools to try and quickly eliminate other classes. These random [[critical hits]] do not apply to the [[Knife]], [[Harvester]], or [[Chekhovs Punch]]. In addition, most melee weapons have a special animation for when they get a [[critical hit]], such as the [[Fists]] uppercutting or the [[Kukri]] swinging downwards. &lt;br /&gt;
&lt;br /&gt;
Due to their niche uses and the standard set by [[Engineer]] and [[Spy]], a common theme among melee weapon design is to trade the consistent damage and/or random [[critical hits]] in exchange for some sort of utility. The [[Wrench]] for example, maintains the standard stock melee stats, but with the added ability to heal and upgrade buildings, as well as refill [[Sentry Gun]]s with ammo. In addition, the [[Knife]] has added utility in being able to one shot any class from behind with a guaranteed [[critical hit]], called a backstab. It is worth noting backstabs can only happen from behind enemies, and attempting to attack an enemy with a crit boosted knife from the front will result in the [[Knife]] critting as normal, dealing 120 damage. Other examples of utility melees include The [[Harvester]], [[Chekhov&#039;s Punch]], [[Shock Therapy]], [[Umbrella]], [[Derby Cane]], [[Uberspritze]], and [[Fishwhacker]].&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=8279</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=8279"/>
		<updated>2025-06-09T00:15:10Z</updated>

		<summary type="html">&lt;p&gt;NovaCancy: Rewrote paragraphs 2 &amp;amp; 3 to be more neutral and less negative + add some basic spy tips + moved &amp;quot;Dennis Bateman&amp;quot; to the Trivia section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{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=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] whose purpose is to immediately kill unsuspecting enemies at great personal risk. He has 125 health and 107% speed, making him slightly faster than usual. His [[Disguise Kit]] allows him to camouflage himself as an enemy teammate, while still taking damage from them as usual. His [[Invis Watch]] allows him to cloak and turn invisible, only being revealed when he bumps into an enemy, or is shot by them. These allow him to sneak into enemy lines without being detected, giving him freedom to roam around the map. With his [[Knife|Knife&#039;s]] backstab feature, he can instantly kill any enemy looking away from him, which is especially valuable against [[Sniper|Snipers]] and [[Heavy|Heavies]]. His [[Revolver]] acts as a reliable backup weapon for when he is inevitably caught, able to blast pursuers close-up and finish off enemies from afar. Finally, his [[Sapper]] allows destruction of enemy [[buildings]], disabling them and dealing constant damage to them. This skillset is designed to allow the Spy to kill enemies undetected and be able to sneak away, with limited combat abilities outside of espionage.&lt;br /&gt;
&lt;br /&gt;
The Spy faces unique challenges and gameplay interactions compared to other classes. While all classes are capable of spychecking, [[Pyro]] and [[Heavy]] are the best equipped to do so thanks to their continuous rate of fire, high damage, and, in the case of [[Pyro]], the ability to set the Spy on fire, revealing him even while he&#039;s cloaked or disguised. In addition, enemies aware and paranoid of a nearby Spy will often shoot teammates they believe to be acting suspicious, forcing the Spy to play unpredictably and change where he&#039;s attacking the enemy from to keep catching enemies off guard. When revealed, the Spy is often outmatched by most classes, with the exceptions of [[Medic]], [[Sniper]], and other [[Spies]]. His primary tool for defending himself is the Revolver, which is primarily used to gun down low health classes or destroy sapped buildings. His Knife is significantly less useful for self-defense due to its low damage and swing speed, only being a justifiable self-defense tool when used in conjunction with the Tranquilizer Gun, allowing the Spy to deal critical melee damage to enemies, while also reducing their ranged damage output. As a result, the Spy is much weaker in 1v1 fights than other counters, causing him to be considered by many to be the weakest class in the game.&lt;br /&gt;
&lt;br /&gt;
Despite this perception, the Spy can still be incredibly effective and of great benefit to his team. Using his cloak and disguises, he can infiltrate and move around the enemy team safely, often targeting high value classes such as [[Engineers]], [[Medics]], [[Snipers]], and [[Heavies]]. However, backstabbing other classes when possible is still helpful, and hard focusing high value classes is not recommended. The Spy usually decloaks around corners or deep into the enemy backline in order to mitigate the sound created when decloaking and minimize the risk of an enemy seeing them uncloak. In addition, Spy often attacks and targets enemy [[Engineers]], as well as their sentry nests to make holding an area more difficult or to slow down the enemy team. Through these tactics, Spy can cripple an enemy team, preventing them from having helpful buildings, limiting their healing, stunting their momentum, and inciting paranoia and frustration from repeated stabs. Spy&#039;s gameplay is incredibly reliant on skills like gamesense, and often requires precise and creative movement to avoid bumping into enemy players, observation skills to spot fallen weapons for cloak, good aim to gun down enemies, and good timing to ensure enemy players are as distracted and unaware as possible for the best chances of a backstab. One good example would be to wait for a [[Heavy]] to be revved and shooting at the enemy team before attempting to stab him. Spy players often find enjoyment in the intricacy of his gameplay, the satisfaction of getting an impactful or difficult backstab, and, in some cases, the feel of outsmarting an enemy. &lt;br /&gt;
&lt;br /&gt;
&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;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&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;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&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;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&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;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&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;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&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 was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
* In the French version of the game, the Spy has a British accent, several of his responses have been rewritten, suggesting that the Spy&#039;s nationality was changed to better fit local sensibilities.&lt;br /&gt;
* The French dub also brings in the possibility of Spy having a little sister in a response line related to Dominations perpetrated on a Soldier by a Spy. A strange oddity told as a taunt unique to this dub that was never given further context, much like most of Spy&#039;s personnal life.&lt;br /&gt;
** &amp;quot;Oh, Soldat, qui pourra jamais te remplacer ? Ma petite sœur ! (rire)&amp;quot;&lt;br /&gt;
* The Spy is voiced by Dennis Bateman&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>NovaCancy</name></author>
	</entry>
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