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	<updated>2026-06-01T00:49:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Rocket_Launcher&amp;diff=4789</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Rocket_Launcher&amp;diff=4789"/>
		<updated>2024-05-02T15:29:46Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Properties */  Corrected rampup percentage (was 150%)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile rocket&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;The perfect weapon for the perfect Soldier!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; is the stock primary weapon of the [[Soldier]]. It is a stylized rocket launcher with an exaggerated frame, a metal chassis with a front sight and sling loop, and wooden grips and shoulder rest.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher has a four-rocket clip, launching them one at a time as projectiles with large damage, splash radius, and knockback, exploding whenever they meet a surface or enemy. The rockets themselves are quite slow, and so a reliable way to damage enemies is to aim at the ground and catch them in the splash radius, even when the radius decreases in damage over distance. Even so, the rockets will deal their maximum damage when directly impacting an enemy. [[Critical]] rockets are especially destructive to anyone unlucky enough to meet with them, dealing a massive 270 damage across their radius. If the user shoots directly under an enemy&#039;s feet, they may propel the enemy directly upwards, allowing for an easy direct hit - or failing that, a [[Shotgun]] blast. The Rocket Launcher reloads slightly faster on subsequent reloads, meaning users are encouraged to reload multiple rockets at once.&lt;br /&gt;
&lt;br /&gt;
The user will also take knockback and damage from their own rockets. However, this allows for an innovative technique called &amp;quot;rocket jumping&amp;quot;, whereby the user crouches, jumps, and shoots below their feet in order to reach speeds and heights not otherwise possible. This allows for quickly traversing maps, including areas that are unreachable by other classes. As a bonus, the Soldier takes 60% less damage from his own rockets while in the air. However, this does not apply to explosions where he is on the ground, or any explosion where he damages an enemy, even if he is jumping away. The endless nuances of rocket jump mechanics have created a subculture of players who practice and exhibit rocket jumps outside the main game, leading to developments such as &amp;quot;jump maps&amp;quot;, where users may learn, develop, and showcase these techniques. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Salute&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 112&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 90&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 48&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 270&lt;br /&gt;
 | mini-crit = 122&lt;br /&gt;
 | mini-crit-ramp-up = 151&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88&lt;br /&gt;
 | self-damage = 27-89&lt;br /&gt;
 | self-damage-rocket-jump = 27-46&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | first-reload = 0.92 s&lt;br /&gt;
 | further-reloads = 0.8 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-foguetes|pt-br_m=Rocket Launcher&lt;br /&gt;
|bg=Ракетомет|bg_m=Rocket Launcher&lt;br /&gt;
|en=Rocket Launcher&lt;br /&gt;
|fr=Lance-roquettes|fr_m=Rocket Launcher&lt;br /&gt;
|de=Raketenwerfer|de_m=Rocket Launcher&lt;br /&gt;
|it=Lanciarazzi|it_m=Rocket Launcher&lt;br /&gt;
|ro=Lansator de rachete|ro_m=Rocket Launcher&lt;br /&gt;
|ru=Ракетомёт|ru_m=Rocket Launcher&lt;br /&gt;
|es=Lanzacohetes|es_m=Rocket Launcher&lt;br /&gt;
|uk=Ракетомет|uk_m=Rocket Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated Rockets, [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Prior to a 2008 update, the Rocket Launcher in Live Team Fortress 2 had 36 total rockets instead of 20. In TF2C, using the console command &amp;lt;code&amp;gt;tf2c_rocketlauncher_oldmaxammo 1&amp;lt;/code&amp;gt; on your own server will enable this original count.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=4788</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=4788"/>
		<updated>2024-05-02T15:24:32Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Properties */  76.4% (very small correction to falloff percentage)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits airborne enemies on direct hit}}&lt;br /&gt;
{{Loadout negative|-33% explosion splash damage}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
[[File:Fight or flight heavy.png|right|thumb|Promotional image of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. [[Chekhov&#039;s Punch]] is in his back pocket.]]&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the &#039;&#039;&#039;A.A. Cannon&#039;&#039;&#039;, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 900 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 6.5x6.5x6.5 Hammer Unit collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro, and will not destroy enemy [[Stickybomb Launcher|stickybombs]]. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy. The Minigun&#039;s damage penalty against [[Sentry Gun|Sentry Guns]] does not apply to the Anti-Aircraft Cannon.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 87&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 58&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 44&lt;br /&gt;
 | maximum-fall-off-percentage = 76.4%&lt;br /&gt;
 | critical = 174&lt;br /&gt;
 | mini-crit = 78&lt;br /&gt;
 | mini-crit-ramp-up = 117&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 90 HU&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 0.9 HU&lt;br /&gt;
 | self-damage = 44-86&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added the Anti-Aircraft Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&lt;br /&gt;
* Reduced blast radius from 110HU to 90HU wide&lt;br /&gt;
* Reduced damage from 60 to 55&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* Reduced bullet hull size to 6.5HU (from 10HU)&lt;br /&gt;
* Increased base damage to 58 (from 55)&lt;br /&gt;
* Fixed the Heavy&#039;s voicelines and expressions not playing while revved and firing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Overhauled weapon model&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
* Implemented lag compensation to the delayed explosion&lt;br /&gt;
* Overhauled killfeed icon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Anti-Aircraft Cannon:&lt;br /&gt;
** Updated the model and textures (SamDum)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Backpack_Anti-Aircraft_Cannon_v1.png|Pre-2.1.3 model and backpack icon by Wendy&lt;br /&gt;
File:Killicon aa cannon v1.png|Pre-2.1.3 kill icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* Although the Anti-Aircraft Cannon&#039;s model was overhauled in 2.1.3, the original model released with the Fight or Flight update can still be seen in the promotional art produced for the update pages, and on the achievement icons for Duck Season, Policy of Containment, and Red Scare. In the game files, a vtf file remains of an ao bake texture from an older version of the model.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=4776</id>
		<title>Nail Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=4776"/>
		<updated>2024-05-02T13:35:01Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Properties */  52.8%.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=nailgun&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=125&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Construction isn&#039;t on this man&#039;s agenda!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Nail Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Scout]]. It is a white and gray pneumatic nail gun, with an oversized drum magazine attached to the barrel, holding a belt of nails. The nails leave faint team-colored trails behind them.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Scattergun]], the Nail Gun is an automatic magazine-fed weapon that shoots a fast stream of small nail projectiles that embed themselves into enemies. The nails have a base damage of 12 each, are shot at a rate of 10 per second, are slightly affected by gravity, and are inaccurate at long range. It deals slightly less damage per second than the Scattergun, but has sustained fire which enables a constant barrage of chip damage against an enemy. This is especially true at midrange, where the Scout can harass enemies while staying out of range from their attacks, including cutting off their pursuit by shooting nails down their path of travel. It also acts as a potent [[Sentry Gun]] destroyer, able to destroy buildings outside the Scout&#039;s typical range within seconds. As a consequence, the Nail Gun is more comparable to the [[Pistol]] in terms of use, featuring a similar midrange playstyle, albeit trading off the reliability of bullets for the entertainment value of nails.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Wiggle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 18&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 12&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 6&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 36&lt;br /&gt;
 | mini-crit = 16&lt;br /&gt;
 | mini-crit-ramp-up = 24&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 125&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.1s&lt;br /&gt;
 | reload = 1.15 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Demonstration ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;xoyiLx8PF5Q&amp;lt;/youtube&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Pregos|pt-br_m=Nail Gun&lt;br /&gt;
|bg=Пистолет за пирони|bg_m=Nail Gun&lt;br /&gt;
|en=Nail Gun&lt;br /&gt;
|fr=Pistolet à clous|fr_m=Nail Gun&lt;br /&gt;
|de=Nagelpistole|de_m=Nail Gun&lt;br /&gt;
|it=Sparachiodi|it_m=Nail Gun&lt;br /&gt;
|ro=Armă de cui|ro_m=Nail Weapon&lt;br /&gt;
|ru=Гвоздемёт|ru_m=Nail Gun&lt;br /&gt;
|es=Pistola de Clavos|es_m=Nail Gun&lt;br /&gt;
|uk=Цвяхомет|uk_m=Nail Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Reworked the Nailgun{{sic}}&lt;br /&gt;
** Fires slower than before.&lt;br /&gt;
** Nerfed the clipsize down to 25.&lt;br /&gt;
** Nails now do more damage than before.&lt;br /&gt;
** Added a new taunt when equipped with the Nailgun.&lt;br /&gt;
** Updated Viewmodel animations.&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players. &lt;br /&gt;
* Added special Class Select animations for the Nailgun{{sic}}, [[Huntsman]] and [[Hunting Revolver]].&lt;br /&gt;
* Improved the Nailgun’s{{sic}} projectile trails. &lt;br /&gt;
* Improved the Scout’s Nailgun{{sic}} animations. &lt;br /&gt;
* Disabled muzzle light on [[Syringe Gun]] and Nailgun.{{sic}} &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Nailgun: &lt;br /&gt;
** Damage rampup increased to 175% (from 150%) to match [[Scattergun]] (Max damage now 20 up from 17)&lt;br /&gt;
** Increased fire rate to 0.1s (from 0.115s)&lt;br /&gt;
** Clip size &amp;amp; max ammo reduced by 20%&lt;br /&gt;
* Updated nail/syringe projectiles:&lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Reverted back to its 2.0.0 stats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Lowered Nailgun,{{sic}} [[Pistol]] and [[Syringe Gun]] spread by 25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* Fixed nail and [[Syringe Gun|syringe]] projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.4]]&#039;&#039;&#039;&lt;br /&gt;
*Updated the Nailgun:&lt;br /&gt;
**Increased fire rate by ~12.5% (to 0.1s, from 0.115s)&lt;br /&gt;
**Updated first person model to animate the ammo belt (Raptor Dan)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nail Gun in Team Fortress 2 Classic originated from Team Fortress Classic. It was planned to make a reappearance in Team Fortress 2, but was cut during development. It can be seen in the [https://www.youtube.com/watch?v=MwwcWTTw4PU Orange Box 2006 PlayStation 3 trailer].&lt;br /&gt;
* The Nail Gun&#039;s model is directly taken from Team Fortress 2&#039;s pre-release files.&lt;br /&gt;
* When holding down the attack button, the Nail Gun&#039;s ammo count does not update smoothly enough to reflect the precise amount of nails fired, often stuttering its ammo count inaccurately until the clip is empty.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=3943</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=3943"/>
		<updated>2023-09-17T08:57:40Z</updated>

		<summary type="html">&lt;p&gt;Perci: Removed mention of minigun unrev, which was a server bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;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 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&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&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;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&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;
&lt;br /&gt;
== Trivia ==&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;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fight or flight brick.png|thumb|left|Meet the Brick]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=3942</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=3942"/>
		<updated>2023-09-17T08:56:30Z</updated>

		<summary type="html">&lt;p&gt;Perci: Removed mention of minigun unrev, which was a server bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=mirv_projectile&lt;br /&gt;
| kill-icon-2=mirv_bomb&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Grenade&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+50% max primary ammo on wearer}}&lt;br /&gt;
{{Loadout neutral|Splits into 4 smaller bomblets upon exploding}}&lt;br /&gt;
{{Loadout neutral|Can be defused by the Wrench}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ye&#039;ll be in bits tomorrow.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Dynamite Pack&#039;&#039;&#039; is a throwable secondary weapon that consists of a team-colored bundle of five dynamite sticks, held together with a thick strap, which has an electronic keypad with nine buttons on it, attached to the pack with a thick yellow wire. The wire appears yellow regardless of which team the user is on. Three lights will glow on the screen, along with three beeps, to indicate how long until it detonates.&lt;br /&gt;
&lt;br /&gt;
The Dynamite pack creates an initial high-damage explosion which spreads four smaller sticks of dynamite, which then finally explode themselves. It can be charged up to two seconds, increasing the speed of the thrown pack. Hitting an enemy with the pack will deal 30 damage regardless of range, and slow the enemy&#039;s movement for 0.5 seconds. If the main pack hits a surface after it is thrown, it will bounce in a random direction before coming to rest. Once it is thrown, the main pack will detonate after 2.5 seconds, dealing massive splash damage. During the main explosion, it randomly spreads out its four remaining dynamite sticks, which then randomly detonate between 1 and 2 seconds after.&lt;br /&gt;
&lt;br /&gt;
The Demoman can only carry one Dynamite Pack at a time. After it is thrown, it recharges after 10 seconds, after visiting a resupply locker, or after respawning. If thrown [[water|underwater]], it will have significantly reduced velocity, but will still explode as normal. In addition, equipping the Dynamite Pack also gives the Demoman a 50% increase in max primary ammo. This means that the [[Grenade Launcher]] has 24 carried ammo instead of the default 16. This increase has no effect when using the [[Gunboats]]. As a hidden attribute, the Dynamite Pack allows switching to it in 0.3 seconds instead of the default of 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
A thrown Dynamite Pack can be defused by the [[Engineer]] by hitting it with the [[Wrench]], but not the smaller dynamite sticks. The smaller bomblets can be defused by [[Pyro]]&#039;s [[airblast]], but not the main dynamite pack, which can only be moved away. Although the pack can be airblasted out of the air, it will pass through players on the Demoman&#039;s team (including he who threw it), dealing no impact damage. It will still deal impact damage to players on the Pyro&#039;s team.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Dynamite Pack will cause the Demoman to blow himself up after 3.8 seconds, dealing between 900 and 450 damage to any enemy in the explosion radius, and 750 damage to himself. This will also damage enemy buildings, dealing up to 1000 damage, and deal a huge amount of knockback to invulnerable enemies. The Gunboats do not reduce self-damage from this taunt. If the user somehow survives the explosion, such as through an [[ÜberCharge]], the Dynamite Pack will be consumed, and the user will be launched upwards a significant amount.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kablooey&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = {{tooltip|170|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|85|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|30|Pack impact}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = {{tooltip|510|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|255|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|90|Pack impact}}&lt;br /&gt;
 | mini-crit = {{tooltip|230|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|115|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|41|Pack impact}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = {{tooltip|135-68|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|63-32|Stick explosion}}&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 = 0.7 s&lt;br /&gt;
 | activation-time = {{tooltip|2.5 s|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|3.5 s|First stick explosion}}&amp;lt;br&amp;gt;{{tooltip|4.5 s|Final stick explosion}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
 | recharge-time = 10 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_taunt_kill_mirv}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Динамит|bg_m=Dynamite&lt;br /&gt;
|de=Dynamitbündel|de_m=Dynamite Bundle&lt;br /&gt;
|en=Dynamite Pack&lt;br /&gt;
|es=Pack de Dinamita|es_m=Dynamite Pack&lt;br /&gt;
|fr=Pack de dynamite|fr_m=Dynamite Pack&lt;br /&gt;
|hu=Dinamitcsomó|hu_m=Dynamite Bundle&lt;br /&gt;
|it=Pacco di dinamiti|it_m=Dynamite Pack&lt;br /&gt;
|pl=Ładunek Dynamitu|pl_m=Dynamite Charge&lt;br /&gt;
|pt-br=Pacote de Dinamite|pt-br_m=Dynamite Pack&lt;br /&gt;
|ro=Pachet de dinamită|ro_m=Dynamite Pack&lt;br /&gt;
|ru=Связка динамита|ru_m=Dynamite Bundle&lt;br /&gt;
|tr=Dinamit Paketi|tr_m=Dynamite Pack&lt;br /&gt;
|uk=Зв’язка динаміту|uk_m=Dynamite Bundle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added The Dynamite Pack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Recharge time slowed to 10s (from 7s)&lt;br /&gt;
* Decreased throw charging time to 2s (from 4s)&lt;br /&gt;
* [[Airblast]], bullets, and melees push the main Dynamite Pack slightly further&lt;br /&gt;
* Airblasting Dynamite Bomblets now extinguishes their fuse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added the ability to taunt kill your enemies while holding the weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Dynamite Pack:&lt;br /&gt;
** Now deals 30 damage when directly hitting a player&lt;br /&gt;
** Damage is not affected by range&lt;br /&gt;
** Now briefly slows enemies on direct hit&lt;br /&gt;
** Increased primary ammo on wearer by 50%&lt;br /&gt;
** Doubled taunt kill damage and radius&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming Dynamite Packs, and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* Bonus score is now awarded for deflecting [[Critical hit|crit]] projectiles, defusing crit Dynamite Packs, destroying crit [[Stickybomb Launcher|stickies]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for Team Fortress 2 during its pre-release stages, as a re-imaging of Team Fortress Classic&#039;s [[tf:MIRV Grenade (Classic)|MIRV Grenade]]. It is unknown if it was ever intended to act as its own weapon.&lt;br /&gt;
* The achievement for taunt killing an enemy with the Dynamite Pack is named &amp;quot;1, 1, 1, Uhh...&amp;quot;, which is a reference to a joke from the Meet The Spy video. Despite this, the Demoman only presses the button three times on the Dynamite Pack, instead of four times.&lt;br /&gt;
* The Dynamite Pack taunt explosion slightly shifts the Demoman&#039;s position downwards, assuming he is not instantly exploded. This allows an invulnerable Demoman to get stuck in certain slopes, unable to escape until death.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=2983</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=2983"/>
		<updated>2023-07-05T08:31:16Z</updated>

		<summary type="html">&lt;p&gt;Perci: Slight correction to airburst distance (920-&amp;gt;900)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits airborne enemies on direct hit}}&lt;br /&gt;
{{Loadout negative|-33% explosion splash damage}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; publicity blurb|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the AA Gun, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 900 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 10x10x10 HU collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 82&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 55&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 42&lt;br /&gt;
 | maximum-fall-off-percentage = 76.6%&lt;br /&gt;
 | critical = 165&lt;br /&gt;
 | mini-crit = 74&lt;br /&gt;
 | mini-crit-ramp-up = 111&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 1.7 m&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 1.7 m&lt;br /&gt;
 | self-damage = 41-82&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* The Heavy&#039;s face will remain emotionless when firing the Anti-Aircraft Cannon, unlike when firing the Minigun, where he will visibly grimace and smile.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:Fight or flight heavy.png|left|thumb|Promotional image of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. The [[Chekhov&#039;s Punch]] is in his back pocket.]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=2975</id>
		<title>Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=2975"/>
		<updated>2023-07-04T17:08:32Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Properties */ Moved mention of first third of charge not increasing damage to charge fill speed tooltip.&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. Furthermore, since the user gains damage during charge, it can be worth it to zoom in for a little bit, without fully charging, to deal more damage against heavier classes. Because of these properties, and the failures of other weapons to have similar damage at range, the Sniper Rifle is disproportionately powerful and is by and large uncontestable at long range, except by another Sniper Rifle.&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;
}}&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;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=2932</id>
		<title>Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper_Rifle&amp;diff=2932"/>
		<updated>2023-07-01T17:02:19Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Properties */  Made charge fill stats more accurate. Tooltip elaborates on how it works. It&amp;#039;s the same as in Live TF2 but the charge starts at 0.075s, rather than at 0.3s.&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. Furthermore, since the user gains damage during charge, it can be worth it to zoom in for a little bit, without fully charging, to deal more damage against heavier classes. Because of these properties, and the failures of other weapons to have similar damage at range, the Sniper Rifle is disproportionately powerful and is by and large uncontestable at long range, except by another Sniper Rifle.&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 = 33.3% / s&lt;br /&gt;
 | charge-fill-time = {{tooltip|3.075 s|0.075 s delay, 3 s charge time. First second of charging doesn&#039;t affect damage.}}&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;
}}&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;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=2931</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=2931"/>
		<updated>2023-07-01T16:33:49Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Tips */  Sorry for double edit. Changed &amp;quot;it&amp;#039;s&amp;quot; to &amp;quot;its&amp;quot; in last tip.&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;
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 recently damaged. His [[Medi Gun]] provides a continual beam of health to his patient, giving them significantly more effective health and an unfair advantage against enemies without a Medic. This also allows overhealing them to 150% of their max health, which tapers off over time. By constantly keeping his team healthy, he can fortify positions and reduce the effectiveness of enemy attacks, making chip damage a non-factor and allowing his patients to run into enemy positions. In addition, when the Medi Gun is fully charged, he can [[ÜberCharge]] his patient, turning them invulnerable for 9 seconds and allowing free reign over the enemy. These abilities make him the most useful class in the game to a team of any competence, sustaining an overwhelming assault complemented by overwhelming effects.&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s downsides are his terrible combat weapons, high kill priority, reliance on teammates to be of any effectiveness at all, and punishing deaths. The Medic&#039;s only ranged weapon is the [[Syringe Gun]], which is a contender for the worst in the game, and is not able to deal meaningful damage to any enemy in a fair fight. This is especially bad for Medic considering that he is the most important target for any enemy to kill, which means he will be constantly targeted by suicidal enemies, especially [[Scout|Scouts]] and [[Spy|Spies]], just for an attempt to get a kill on him. As a result, he is heavily reliant on his teammates to defend him, and choosing a bad patient will lead to both their deaths. This also means that a bad team composition, such as one without a [[Heavy]] or [[Demoman]], is unable to make meaningful progress despite the presence of a Medic. And finally, since his ÜberCharge meter disappears on death, dying is a significant handicap to the Medic&#039;s team. When fully charged, he will often have to use it prematurely to avoid dying, as stated by the mantra &amp;quot;pop it, don&#039;t drop it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s significant downsides represent a class that excels within a skilled team, and is terrible when on a bad team. While useless in combat, his healing abilities make him an exceptionally strong class, and a team with a Medic has a significant advantage compared to a team without. On offense, he can overheal patients to storm over an objective, using the increase in health to kill enemies that try to contest them, and then ÜberCharge them at the perfect moment to destroy enemy defenses. On defense, his ability to keep his entire team healthy will wall out enemy attempts to thin the ranks, and the alternative [[Kritzkrieg]] ÜberCharge can deal [[Critical hit|critical]] damage to wipe out anyone who tries to push through. These qualities make Medic a highly team-focused class that excels when hiding out of sight of enemies, rewarding careful positioning with overpowering abilities, and encouraging players to make smart decisions about how to maximize their healing potential. While this makes his skill potential lesser than other classes, he is a good class for those who are just starting out with the game, and experienced players can abuse his qualities to become the best Medic a team can get.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Stuttgart, Germany&lt;br /&gt;
&lt;br /&gt;
Job: Doctor Assisted Homicide&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
&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;
&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;
}}&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;
As a Medic…&lt;br /&gt;
&lt;br /&gt;
* …use your [[medigun]] to heal teammates, and buff them up to 150% of their normal health.&lt;br /&gt;
* …fill your [[ÜberCharge]] by healing teammates. Then hit {{attack2}} to go invulnerable.&lt;br /&gt;
* …your [[ÜberCharge]] makes both you and your [[medigun]] target invulnerable for a short time.&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;
* …you cannot capture a [[Control point (objective)|Control Point]] or pick up the [[Intelligence]] while [[ÜberCharge|invulnerable]].&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;
* …keep alert for teammates calling for your help. Use the medic arrows onscreen to find them.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less health when equipped with it.&lt;br /&gt;
* …your [[Kritzkrieg]] gives your attached teammate [[Critical hits|Crits]]. Use it in areas where there are a lot of enemies.&lt;br /&gt;
* …try not to use the [[Shock Therapy]] in combat. Its charge gets fully deplenished on any hit you land on enemies.&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;
}}&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;
&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=2930</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=2930"/>
		<updated>2023-07-01T16:32:07Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Tips */ Removed the outdated Überpsritze tip&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;
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 recently damaged. His [[Medi Gun]] provides a continual beam of health to his patient, giving them significantly more effective health and an unfair advantage against enemies without a Medic. This also allows overhealing them to 150% of their max health, which tapers off over time. By constantly keeping his team healthy, he can fortify positions and reduce the effectiveness of enemy attacks, making chip damage a non-factor and allowing his patients to run into enemy positions. In addition, when the Medi Gun is fully charged, he can [[ÜberCharge]] his patient, turning them invulnerable for 9 seconds and allowing free reign over the enemy. These abilities make him the most useful class in the game to a team of any competence, sustaining an overwhelming assault complemented by overwhelming effects.&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s downsides are his terrible combat weapons, high kill priority, reliance on teammates to be of any effectiveness at all, and punishing deaths. The Medic&#039;s only ranged weapon is the [[Syringe Gun]], which is a contender for the worst in the game, and is not able to deal meaningful damage to any enemy in a fair fight. This is especially bad for Medic considering that he is the most important target for any enemy to kill, which means he will be constantly targeted by suicidal enemies, especially [[Scout|Scouts]] and [[Spy|Spies]], just for an attempt to get a kill on him. As a result, he is heavily reliant on his teammates to defend him, and choosing a bad patient will lead to both their deaths. This also means that a bad team composition, such as one without a [[Heavy]] or [[Demoman]], is unable to make meaningful progress despite the presence of a Medic. And finally, since his ÜberCharge meter disappears on death, dying is a significant handicap to the Medic&#039;s team. When fully charged, he will often have to use it prematurely to avoid dying, as stated by the mantra &amp;quot;pop it, don&#039;t drop it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s significant downsides represent a class that excels within a skilled team, and is terrible when on a bad team. While useless in combat, his healing abilities make him an exceptionally strong class, and a team with a Medic has a significant advantage compared to a team without. On offense, he can overheal patients to storm over an objective, using the increase in health to kill enemies that try to contest them, and then ÜberCharge them at the perfect moment to destroy enemy defenses. On defense, his ability to keep his entire team healthy will wall out enemy attempts to thin the ranks, and the alternative [[Kritzkrieg]] ÜberCharge can deal [[Critical hit|critical]] damage to wipe out anyone who tries to push through. These qualities make Medic a highly team-focused class that excels when hiding out of sight of enemies, rewarding careful positioning with overpowering abilities, and encouraging players to make smart decisions about how to maximize their healing potential. While this makes his skill potential lesser than other classes, he is a good class for those who are just starting out with the game, and experienced players can abuse his qualities to become the best Medic a team can get.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Stuttgart, Germany&lt;br /&gt;
&lt;br /&gt;
Job: Doctor Assisted Homicide&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
&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;
&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;
}}&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;
As a Medic…&lt;br /&gt;
&lt;br /&gt;
* …use your [[medigun]] to heal teammates, and buff them up to 150% of their normal health.&lt;br /&gt;
* …fill your [[ÜberCharge]] by healing teammates. Then hit {{attack2}} to go invulnerable.&lt;br /&gt;
* …your [[ÜberCharge]] makes both you and your [[medigun]] target invulnerable for a short time.&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;
* …you cannot capture a [[Control point (objective)|Control Point]] or pick up the [[Intelligence]] while [[ÜberCharge|invulnerable]].&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;
* …keep alert for teammates calling for your help. Use the medic arrows onscreen to find them.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less health when equipped with it.&lt;br /&gt;
* …your [[Kritzkrieg]] gives your attached teammate [[Critical hits|Crits]]. Use it in areas where there are a lot of enemies.&lt;br /&gt;
* …try not to use the [[Shock Therapy]] in combat. It&#039;s charge gets fully deplenished on any hit you land on enemies.&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;
}}&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;
&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=2929</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=2929"/>
		<updated>2023-07-01T16:27:58Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Properties */  Added winddown time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits airborne enemies on direct hit}}&lt;br /&gt;
{{Loadout negative|-33% explosion splash damage}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; publicity blurb|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the AA Gun, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 920 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 10x10x10 HU collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 82&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 55&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 42&lt;br /&gt;
 | maximum-fall-off-percentage = 76.6%&lt;br /&gt;
 | critical = 165&lt;br /&gt;
 | mini-crit = 74&lt;br /&gt;
 | mini-crit-ramp-up = 111&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 1.7 m&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 1.7 m&lt;br /&gt;
 | self-damage = 41-82&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* The Heavy&#039;s face will remain emotionless when firing the Anti-Aircraft Cannon, unlike when firing the Minigun, where he will visibly grimace and smile.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:Fight or flight heavy.png|left|thumb|Promotional image of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. The [[Chekhov&#039;s Punch]] is in his back pocket.]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=2928</id>
		<title>Minigun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Minigun&amp;diff=2928"/>
		<updated>2023-07-01T16:22:24Z</updated>

		<summary type="html">&lt;p&gt;Perci: /* Properties */  Windup time correction, winddown type is new.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=200&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Sasha&#039;s voice cries out when there are men to kill.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Minigun&#039;&#039;&#039; is the stock primary weapon of the [[Heavy]]. It is a Gatling-style machine gun constructed out of various parts, with a rotating barrel, an underslung ammunition barrel and rotation mechanism joined via pipes, and two carrying handles.&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the Minigun must be spun up before firing. When the user presses the primary fire button, the Minigun will spin for 0.87 seconds before firing, producing a distinctive revving sound. The user can also hold the secondary fire button to spin the barrel indefinitely without firing, producing a more passive spinning sound. While spun up, the user is slowed down significantly, cannot jump, cannot move while crouching, and cannot switch weapons. It can still spin up while in the air, including while jumping, preserving the momentum gained. The user can switch weapons a short time after winding down, unlike in Team Fortress 2, where the entire winding down animation must play.&lt;br /&gt;
&lt;br /&gt;
While firing, the Minigun shoots a large, inaccurate cone of about 38 bullets per second, shooting 4 bullets per ammo spent, dealing huge amounts of damage to point-blank targets and barely any to long-range targets. This potentially gives the Minigun the highest damage-per-second in the entire game. Unlike in Team Fortress 2, it does not become more accurate over time, and does not have an initial damage penalty. However, it maintains the property of dealing 15% less damage on level 2 [[Sentry Gun|Sentry Guns]], and 20% less damage on level 3 Sentries. If the Minigun is out of ammo, it will remain spun up, but will produce a clicking sound without firing any bullets.&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 = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|54|13.5 / bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|36|9 / bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|19|4.752 / bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|108|27 / bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|48|12 / bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|73|18.13 / bullet}}&lt;br /&gt;
 | bullet-count = 4&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Metralhadora Giratória|pt-br_m=Rotating Machine Gun&lt;br /&gt;
|bg=Картечница|bg_m=Machine Gun&lt;br /&gt;
|en=Minigun&lt;br /&gt;
|fr=Minigun&lt;br /&gt;
|de=Minigun&lt;br /&gt;
|it=Mitargliatrice pesante|it_m=Heavy Machine Gun&lt;br /&gt;
|ro=Minigun&lt;br /&gt;
|ru=Пулемёт|ru_m=Machine Gun&lt;br /&gt;
|es=Ametralladora|es_m=Machine Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Heavy has nicknamed his Minigun &amp;quot;Sasha&amp;quot;, as seen in the [https://www.youtube.com/watch?v=jHgZh4GV9G0 Meet the Heavy] short.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_properties&amp;diff=2927</id>
		<title>Template:Weapon properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_properties&amp;diff=2927"/>
		<updated>2023-07-01T16:20:23Z</updated>

		<summary type="html">&lt;p&gt;Perci: Added winddown time and windup time stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{shot-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Shot type&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{shot-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{damage-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Damage type&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{damage-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{ranged-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Ranged or Melee?&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{ranged-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{taunt|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Taunt&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{taunt}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{damage-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{maximum-ramp-up|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Maximum ramp-up&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{maximum-ramp-up-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{maximum-ramp-up}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{base-damage|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Base damage&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{base-damage-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{base-damage}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{charged-damage|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Charged damage&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{charged-damage-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{charged-damage}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{maximum-fall-off|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Maximum fall-off&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{maximum-fall-off-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{maximum-fall-off}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{critical|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Critical&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{critical}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{critical-charged|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Critical (charged)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{critical-charged}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{mini-crit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Mini-crit&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{mini-crit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{mini-crit-ramp-up|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Mini-crit (ramp-up)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{mini-crit-ramp-up}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{mini-crit-charged|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Mini-crit (charged)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{mini-crit-charged}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{flame-damage-close|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Flame damage (close)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{flame-damage-close-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{flame-damage-close}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{flame-damage-far|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Flame damage (far)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{flame-damage-far-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{flame-damage-far}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bullet-count|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bullet count&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bullet-count}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{spread|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Spread&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{spread}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{status-effects-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Status Effects&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{effect|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Effect&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{effect}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{effect-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Effect duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{effect-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{afterburn|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Afterburn&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{afterburn}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{afterburn-mini-crit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Afterburn (mini-crit)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{afterburn-mini-crit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{afterburn-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Afterburn duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{afterburn-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bleed|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bleed&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bleed}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bleed-mini-crit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bleed (mini-crit)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bleed-mini-crit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bleed-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bleed duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bleed-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{tranquilize-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Tranquilize duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{tranquilize-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{splash-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Splash&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{minimum-splash|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Minimum splash&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{minimum-splash-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{minimum-splash}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{damage-reduction|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Damage reduction&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{damage-reduction}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{self-damage|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Self-damage&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{self-damage}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{self-damage-rocket-jump|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Self-damage (rocket jump)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{self-damage-rocket-jump}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{healing-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-in-combat|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (in combat)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{healing-in-combat-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-in-combat}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-out-of-combat|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (out of combat)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center;&amp;quot; {{!}} {{{healing-out-of-combat-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-out-of-combat}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-self|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (self)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-self}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-others|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (others)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-others}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{beam-connect-distance|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Beam connect distance&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{beam-connect-distance}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{beam-disconnect-distance|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Beam disconnect distance&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{beam-disconnect-distance}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{construction-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{repair-per-hit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Repair per hit&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{repair-per-hit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{upgrade-per-hit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Upgrade per hit&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{upgrade-per-hit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{cost-per-repair|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Cost per repair&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{cost-per-repair}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{cost-per-ammo|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Cost per ammo&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{cost-per-ammo}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{ammo-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{loaded|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Loaded&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{loaded}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{carried|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Carried&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{carried}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{reload-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Reload type&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{reload-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{function-times-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Function Times&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{attack-interval|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Attack interval&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{attack-interval}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{reload|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Reload&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{reload}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{first-reload|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;First reload&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{first-reload}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{further-reloads|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Further reloads&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{further-reloads}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{activation-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Activation time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{activation-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{windup-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Windup time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{windup-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{winddown-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Winddown time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{winddown-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{spread-recovery|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Spread recovery&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{spread-recovery}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{consumption-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Consumption time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{consumption-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{cloak-fade|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Cloak fade&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{cloak-fade}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{uncloak-fade|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Uncloak fade&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{uncloak-fade}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{charge-fill-speed|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Charge fill speed&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{charge-fill-speed}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{charge-fill-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Charge fill time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{charge-fill-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{recharge-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Recharge time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{recharge-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{drop-expiry|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Drop expiry&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{drop-expiry}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{airblast-interval|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Airblast interval&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{airblast-interval}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{scoped-charge-delay|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Scoped charge delay&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{scoped-charge-delay}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{scoped-headshot-delay|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Scoped headshot delay&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{scoped-headshot-delay}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{aim-fatigue|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Aim fatigue&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{aim-fatigue}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{taunt-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Taunt duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{taunt-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 12px;background-color: #583a31;color: white;&amp;quot; | All values are approximate.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{doc begin}}&lt;br /&gt;
This is a template for displaying weapon properties on weapon pages.&lt;br /&gt;
&lt;br /&gt;
By default, the only rows that will show up are the &amp;quot;Properties&amp;quot; header row and the &amp;quot;All values are approximate&amp;quot; footer row.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make a row appear in the template, pass any string to its parameter. If no parameter is passed, the row will not show up. The passed parameter will show up in its right-most column.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values for header rows (Damage, Status Effects, Splash, Healing, Construction, Ammo, Function Times) must be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if you want them to be displayed. Any other value is silently ignored, and the header row will not appear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Three-column parameters, such as &amp;lt;code&amp;gt;base-damage&amp;lt;/code&amp;gt;, require an additional &amp;quot;percentage&amp;quot; parameter to be passed. The percentage parameter is named the same as the first one, but with &amp;lt;code&amp;gt;-percentage&amp;lt;/code&amp;gt; at the end. For example, &amp;lt;code&amp;gt;base-damage-percentage&amp;lt;/code&amp;gt;. The default percentages for most weapons are provided in the example table.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing this template ===&lt;br /&gt;
&lt;br /&gt;
The basic principle is that the template is a MediaWiki table consisting of a series of rows. Each row is wrapped in an &amp;lt;code&amp;gt;#if&amp;lt;/code&amp;gt; statement for each parameter name, which says that if a parameter with that name is given, that row appears and the parameter given is inserted into the row&#039;s rightmost column as a variable. This means more properties can be added to this template by copy and pasting the &amp;lt;code&amp;gt;#if&amp;lt;/code&amp;gt; statement and adjusting the names. When adding properties to this template, also include them in the example table and syntax below.&lt;br /&gt;
&lt;br /&gt;
Rows with percentages have three columns instead of two, so copy and paste from those instead of any two-columned row. Be sure to provide a default percentage instead of leaving it blank. Headers use &amp;lt;code&amp;gt;#ifeq&amp;lt;/code&amp;gt; statements instead of &amp;lt;code&amp;gt;#if&amp;lt;/code&amp;gt; statements, so when adding a header, copy and paste the header code.&lt;br /&gt;
&lt;br /&gt;
{{tl|!}}, {{tl|!!}}, and {{tl|!-}} are escape templates that represent &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;||&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;|-&amp;lt;/code&amp;gt;, respectively. Their purpose is to escape those characters in templates that have tables, because MediaWiki syntax does not support a literal &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; symbol in templates that have tables.&lt;br /&gt;
&lt;br /&gt;
See Wikipedia for more details: https://en.wikipedia.org/wiki/Help:Template#Creating_and_editing_templates&lt;br /&gt;
&lt;br /&gt;
=== Example Table ===&lt;br /&gt;
&lt;br /&gt;
The following is an example table with every parameter (currently) supported by the template.&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | flame-damage-close = 6.5-13 / tick&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.25-6.5 / tick&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = 80:1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Bleed&lt;br /&gt;
 | effect-duration = 10 s&lt;br /&gt;
 | afterburn = 4 / tick&lt;br /&gt;
 | afterburn-mini-crit = 5/ tick&lt;br /&gt;
 | afterburn-duration = 4-10 s&lt;br /&gt;
 | bleed = 4 / tick&lt;br /&gt;
 | bleed-mini-crit =  5 /tick&lt;br /&gt;
 | bleed-duration = 8 s&lt;br /&gt;
 | tranquilize-duration = 5 s&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.8 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88&lt;br /&gt;
 | self-damage = 27-89&lt;br /&gt;
 | self-damage-rocket-jump = 27-46&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = 24 / s&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = 72 / s&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | healing-self = 300&lt;br /&gt;
 | healing-others = 50% of max health&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| construction-column = true&lt;br /&gt;
 | repair-per-hit = 102&lt;br /&gt;
 | upgrade-per-hit = 25&lt;br /&gt;
 | cost-per-repair = damage / 3&lt;br /&gt;
 | cost-per-ammo = 1 / bullet, 40 / hit&amp;lt;br&amp;gt;2 / rocket, 16 / hit&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = 0.7 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
 | consumption-time = 4.3 s&lt;br /&gt;
 | cloak-fade = 1.0 s&lt;br /&gt;
 | uncloak-fade = 1.8 s&lt;br /&gt;
 | charge-fill-speed = 2.5% / s (1.25% / s)&lt;br /&gt;
 | charge-fill-time = 40 s (80 s)&lt;br /&gt;
 | recharge-time = 12 s&lt;br /&gt;
 | drop-expiry = 30 s&lt;br /&gt;
 | airblast-interval = 0.75 s&lt;br /&gt;
 | scoped-charge-delay = 1.3 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
 | taunt-duration = 3.8 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | flame-damage-close = 6.5-13 / tick&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.25-6.5 / tick&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = 80:1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Bleed&lt;br /&gt;
 | effect-duration = 10 s&lt;br /&gt;
 | afterburn = 4 / tick&lt;br /&gt;
 | afterburn-mini-crit = 5/ tick&lt;br /&gt;
 | afterburn-duration = 4-10 s&lt;br /&gt;
 | bleed = 4 / tick&lt;br /&gt;
 | bleed-mini-crit =  5 /tick&lt;br /&gt;
 | bleed-duration = 8 s&lt;br /&gt;
 | tranquilize-duration = 5 s&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.8 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88&lt;br /&gt;
 | self-damage = 27-89&lt;br /&gt;
 | self-damage-rocket-jump = 27-46&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = 24 / s&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = 72 / s&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | healing-self = 300&lt;br /&gt;
 | healing-others = 50% of max health&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| construction-column = true&lt;br /&gt;
 | repair-per-hit = 102&lt;br /&gt;
 | upgrade-per-hit = 25&lt;br /&gt;
 | cost-per-repair = damage / 3&lt;br /&gt;
 | cost-per-ammo = 1 / bullet, 40 / hit&amp;lt;br&amp;gt;2 / rocket, 16 / hit&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = 0.7 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
 | consumption-time = 4.3 s&lt;br /&gt;
 | cloak-fade = 1.0 s&lt;br /&gt;
 | uncloak-fade = 1.8 s&lt;br /&gt;
 | charge-fill-speed = 2.5% / s (1.25% / s)&lt;br /&gt;
 | charge-fill-time = 40 s (80 s)&lt;br /&gt;
 | recharge-time = 12 s&lt;br /&gt;
 | drop-expiry = 30 s&lt;br /&gt;
 | airblast-interval = 0.75 s&lt;br /&gt;
 | scoped-charge-delay = 1.3 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
 | taunt-duration = 3.8 s&lt;br /&gt;
|}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Perci</name></author>
	</entry>
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