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	<updated>2026-05-31T20:24:16Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=5146</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=5146"/>
		<updated>2024-09-07T07:15:47Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Rewrite lead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_soldier&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=80}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Soldier&#039;&#039;&#039; &#039;&#039;on the enemies mortality&#039;&#039;|&#039;&#039;If God had wanted you to live,&#039;&#039; &#039;&#039;&#039;&#039;&#039;He would not have created me!&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Soldier&#039;&#039;&#039; is a crazed gun-toating mercenary useful in almost any situation. He is a generalist [[Classes#Offense|offense class]] with powerful weapons, the second-largest health pool in the game and plenty of mobility options.&lt;br /&gt;
&lt;br /&gt;
The Soldier’s primary weapon is a rocket launcher that shoots slow-moving rockets that deal large amounts of damage in an area. These rockets have damage fall-off at long range and can deal self-damage to the Soldier himself which can be either a hindrance or an aid depending on circumstance. His secondary weapons are varied, ranging from hitscan backup weapons to passive mobility options. These options complement the Soldier&#039;s abilities providing a finishing tool or extra rocket jumps.&lt;br /&gt;
&lt;br /&gt;
Perhaps Soldier&#039;s most iconic ability is his rocket jump. Rocket jumps exploit the self-damage and self-knockback from the Soldier&#039;s rockets to propel himself large distances in almost any direction. Multiple rocket blasts can extend the distance of a single rocket jump allowing for fast, map-spanning trips. These jumps range from super quick vertical trips to the nearest health pack or objective to horizontal jumps to high ground and everything in between. To aid this, the Soldier has a 60% resistance to his rocket blasts.&lt;br /&gt;
&lt;br /&gt;
The Soldier&#039;s many great attributes including his large health pool, great damage output and high-speed mobility make him one of the best generalist classes in the game, and taking advantage of these attributes can turn the Soldier into one of the greatest threats the battlefield has ever seen.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Rick May.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Midwest, USA&lt;br /&gt;
&lt;br /&gt;
Job: Shock &amp;amp; Awe&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;I&#039;m a Rocket Man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Favorite World War: 2&lt;br /&gt;
&lt;br /&gt;
Special ability: Rocket jump&lt;br /&gt;
&lt;br /&gt;
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shovel}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Soldier Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Soldier…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you can [[Jumping|rocket jump]] to great heights by firing a rocket at your feet while jumping.&lt;br /&gt;
* …aim rockets at enemies&#039; feet to ensure they can&#039;t avoid the explosion damage.&lt;br /&gt;
* …make sure you keep your [[Rocket Launcher|rocket launcher]] loaded. Hit {{RELOAD}} to reload it at any time.&lt;br /&gt;
* …your rockets have strong knockback. Use this to jostle enemies or knock them airborne.&lt;br /&gt;
* …use your [[shotgun]] to conserve rockets and avoid waiting for your rocket launcher to reload in the middle of combat.&lt;br /&gt;
* …use your [[shovel]] to deal consistent close-range damage without having to worry about reloading.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from rocket jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …your [[RPG|RPG&#039;s]] rockets can shoot over cover. Be sure to aim your rockets carefully.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Войник|bg_m=Soldier&lt;br /&gt;
|de=Soldier&lt;br /&gt;
|en=Soldier&lt;br /&gt;
|es=Soldier&lt;br /&gt;
|fr=Soldier&lt;br /&gt;
|hu=Katona|hu_m=Soldier&lt;br /&gt;
|it=Soldato|it_m=Soldier&lt;br /&gt;
|pl=Żołnierz|pl_m=Soldier&lt;br /&gt;
|pt-br=Soldier&lt;br /&gt;
|ro=Soldier&lt;br /&gt;
|ru=Солдат|ru_m=Soldier&lt;br /&gt;
|tr=Soldier&lt;br /&gt;
|uk=Солдат|uk_m=Soldier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The ability of rocket-wielders being able to use their rockets to jump higher originated from Quake and was a bug in the original Team Fortress games. Valve embraced it in TF2, as evidenced by the addition of weapons such as the Rocket Jumper found in TF2 and Soldier rocket jumping in the first modern TF2 trailer.&lt;br /&gt;
*Despite the Soldier&#039;s Grenades acting more as decoration than actual weaponry, they were intended to be used as a weapon during Team Fortress 2&#039;s development.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldier]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Soldier_strategy&amp;diff=5145</id>
		<title>Basic Soldier strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Soldier_strategy&amp;diff=5145"/>
		<updated>2024-09-07T05:51:22Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Created basic Soldier guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:death_and_taxes_domination.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]] is a tough, generalist offensive class suited to offence and defence. He possesses the second-highest health pool in the game and has a powerful and versatile arsenal of weapons, making him very adaptable. He can fit into nearly any situation, from fighting groups of enemies to single targets to capturing or defending objectives. His [[Rocket Launcher]] can take on multiple enemies simultaneously, while his [[Shotgun]] is a reliable backup weapon. Despite being a straightforward class to play, there are many advanced techniques a skilled Soldier can use. For instance, although the Soldier is slow on foot, he can rocket jump to cover large distances quickly and reach high places. He is a good choice for anyone ranging from new players to learn the fundamentals to experts who can zoom across the entire map. His main weaknesses are his slow walk speed, and long reload time with the Rocket Launcher and his main damage output can be denied with [[Compression blast|Airblast]]. All his primary weapons take some time to reload, and his Shotgun has the same issue. Additionally, his walk speed means he&#039;ll be an easy target to chase down, especially without access to rocket jumping. But there is a reason he is one of (if not) the most popular classes to play, with his health, damage output potential, and rocket-jumping ability, there is almost no situation where having a Soldier is not useful.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Rocket Launcher]] ===&lt;br /&gt;
[[File:Backpack_Rocket_Launcher.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher fires slow-moving rockets that deal heavy damage in a wide area. Damage is most concentrated in the centre of the blast. The Rocket Launcher only holds four rockets, so landing each is crucial. Because rockets are projectiles it is necessary to predict where they are going and lead your shots when fighting enemies at range. When fighting enemies at range with projectiles, shoot where you think the enemy is going, not where they are. Rockets suffer from damage fall-off so shooting far-off targets is generally not useful. Additionally, rockets deal self-damage at close range so keep some distance between your targets. Aiming at enemy feet is easier than direct hits and ensures splash damage, so it is advised to do that. If you run out of rockets, you can use your [[Shotgun]] to finish enemies off as reloading is slow. [[Jumping|Rocket Jumping]] is also possible by shooting your feet and jumping, giving you a brief mobility boost at the cost of some health.&lt;br /&gt;
&lt;br /&gt;
=== [[R.P.G.]] ===&lt;br /&gt;
[[File:Backpack_R.P.G..png|100px]]&lt;br /&gt;
&lt;br /&gt;
The R.P.G. is essentially a slower, stronger Rocket Launcher that trades 4 rockets for a single, stronger rocket that obeys gravity. Compared to the Rocket Launcher it can only shoot one rocket per reload so making it count is even more crucial. This one rocket is slower than a normal rocket, but also has a larger splash radius and deals more damage, enough to instantly gib any class with 125 health or less. These rockets are also affected by gravity and allow you to hit targets over walls. These rockets also increase explosive push force and self-damage, allowing for faster and higher rocket jumps. The R.P.G. rockets do not have damage falloff, allowing incredible damage output if you can hit the shot. This launcher&#039;s playstyle is very different from the other launchers this weapon will give you more power but less sustain with the extra reloading. This launcher&#039;s arc also means you will have to predict where the rocket will fall, but combined with no damage falloff on a direct hit for deadly attacks from unexpected angles.&lt;br /&gt;
&lt;br /&gt;
== Secondaries ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shotgun]] ===&lt;br /&gt;
[[File:Backpack_Shotgun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shotgun is a backup weapon that is effective from close to mid-range. For the Soldier the Shotgun provides an option to finish off enemies weakened with the Rocket Launcher and something that doesn&#039;t deal self damage at close range. This weapon fires in bursts and reloads one at a time. It has 6 shots but takes some time to reload, like the Rocket Launcher. Both can be used at once to confuse [[Pyro]]s and increase damage output. This works by firing once with the Rocket Launcher, switching to the Shotgun, firing and switching back. It has a decently sized ammo reserve so you generally will not need to worry about running out of ammo.&lt;br /&gt;
&lt;br /&gt;
=== [[Gunboats]] ===&lt;br /&gt;
[[File:Backpack_Gunboats.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Gunboats are a passive secondary that reduces rocket self-damage, allowing you to rocket jump more before scrounging for health first, and grants you the ability to bail safely via rocket-jumping even at low health. However, if your explosion damages an enemy player (excluding enemy buildings), the damage reduction is ignored and the user takes full self-damage, so be careful of explosive jumping around enemies. Soldiers who roam a lot will find this most useful given the extra rocket jumps possible. They replace your Shotgun, so you have less firepower to fend off enemies who target you or your allies.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Shovel]] ===&lt;br /&gt;
[[File:Backpack_Shovel.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Shovel is the stock melee for Soldier that swings at a normal speed and generally deals less damage than your other weapons. The Shovel is typically used as a last resort option when reloading a primary or secondary weapon isn&#039;t possible. Other than that it is usually inferior to any other option.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldier]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Death_and_taxes_domination.png&amp;diff=5144</id>
		<title>File:Death and taxes domination.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Death_and_taxes_domination.png&amp;diff=5144"/>
		<updated>2024-09-07T03:32:41Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5143</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5143"/>
		<updated>2024-08-28T05:10:42Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Same as before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] that specializes in close-range damage, ambush manoeuvres and guarding their team&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is a homemade flamethrower that ignites enemies and inflicts [[afterburn]], which is useful for guarding areas of interest and for [[Spy]] checking. Their secondary weapons are not as strict and are designed to complement the primary weapon, from increasing damage output to mobility. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited teammates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever-present fire resistance, mitigating their close-ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies&#039; mistakes can make Pyro one of the most game-changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Pyro has been given a new line for their ‘Activate the Charge!’ voice command where they now yell &amp;quot;COME ON!&amp;quot;. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5142</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5142"/>
		<updated>2024-08-28T05:09:42Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Reworded some stuff for clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] specialist in close-range damage, ambush manoeuvres and guarding their team&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is a homemade flamethrower that ignites enemies and inflicts [[afterburn]], which is useful for guarding areas of interest and for [[Spy]] checking. Their secondary weapons are not as strict and are designed to complement the primary weapon, from increasing damage output to mobility. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can yield successful results.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as air blast) in their primary weapons. The air blast allows Pyro to extinguish ignited teammates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever-present fire resistance, mitigating their close-ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies&#039; mistakes can make Pyro one of the most game-changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Pyro has been given a new line for their ‘Activate the Charge!’ voice command where they now yell &amp;quot;COME ON!&amp;quot;. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Category:Basic_strategy_guides&amp;diff=4597</id>
		<title>Category:Basic strategy guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Category:Basic_strategy_guides&amp;diff=4597"/>
		<updated>2024-04-09T04:58:05Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Made the page for basic strategy guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains basic strategic guides for the weapons of various classes in TF2Classic.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Scout_strategy&amp;diff=4596</id>
		<title>Basic Scout strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Scout_strategy&amp;diff=4596"/>
		<updated>2024-04-09T04:56:20Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Removed &amp;quot;the&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blog roundup.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] is the speed demon of Team Fortress 2 Classic. His 130% speed makes him the fastest class in the game by a mile, and his double capture rate combined with this enhanced speed makes him an ideal choice for sneakily capturing objectives under enemy noses and stealing enemy intelligence. He&#039;s a good choice for capturing objectives but is also a great choice for a great 1v1 combat class, having some of the greatest burst damage in the game while also having [[Nailgun|good sustain options as well]]. His unique double jump ability lets him access ambushing routes and get to places other classes have trouble getting to. Combine this mobility with his [[Scattergun]]&#039;s high damage output, and he is one of the best at picking and winning duels. This picking and winning potential lets him look for openings in the enemy&#039;s defence to pick off important or damaged enemies and then support his team at objectives. Despite all these strengths, Scout still has weaknesses. The Scout&#039;s low health pool means he relies on avoiding damage to survive; his double jump helps him with this, but no one can run forever, and dodging becomes harder when being attacked by multiple enemies at once. Cramped spaces also make it much harder for a Scout to do his job effectively, and threats that can track the Scout like Sentry Guns are the bane of his existence. But there is a reason why Scout is a contender for the best class in the game, and a Scout can be a constant threat, forcing the enemy team to be constantly alert, lest they risk eating lead for breakfast.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Scattergun]] ===&lt;br /&gt;
[[File:Backpack_Scattergun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Scattergun is the Scout&#039;s default primary weapon and has incredible damage output. At max ramp-up, it can deal up to 105 damage, and can kill up to 8 classes in two well-shots unless they have overheal, and even with overheal, it can still two-shot 4 out of the 9 classes. Use the Scout&#039;s speed to avoid fire while moving in for maximum damage. The Scattergun, however, has a pause between shots and a long reload, and missing all your shots could leave you vulnerable. Try running in circles around your enemy or reloading behind cover while reloading. The Scattergun is built for close range, and at long range, the Scattergun&#039;s spread means it doesn&#039;t do much other than tickle the enemy. When fighting at a distance or finishing low-health enemies, switch to the Pistol.&lt;br /&gt;
&lt;br /&gt;
=== [[Nail Gun]] ===&lt;br /&gt;
[[File:Backpack_Nail_Gun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Nail Gun is very different from the Scattergun. This weapon is automatic and fires projectiles, which means your damage has travel time and shots need to be led when fighting at range. Each nail does a little damage, so consistent tracking is needed to put out the most damage. Unlike the Scattergun this does not require point-blank range, so fighting from mid-range can be just as effective and easier to do. Use your speed to avoid attacks and constantly riddle enemies with nails. Due to this weapon&#039;s mid-range accuracy, it is also an effective tool against [[Sentry Gun|Sentries]].&lt;br /&gt;
&lt;br /&gt;
== Secondaries ==&lt;br /&gt;
&lt;br /&gt;
=== [[Pistol]] ===&lt;br /&gt;
[[File:Backpack_Pistol.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Pistol is a backup weapon that is accurate even at medium range. This weapon fires quickly and reloads all at once, and because of its mid-range accuracy, it is useful for finishing off enemies with little health that survive your Scattergun. It can be used to harass enemies, cover a retreat, and is useful for taking out Sentry Guns, one of the Scout&#039;s biggest obstacles. Keep track of how much you use this weapon, as the Pistol for Scout has a very small ammunition reserve, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
=== [[Brick]] ===&lt;br /&gt;
[[File:Backpack_Brick.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Brick is a projectile that can be thrown every six seconds to deal moderate damage and cause knockback, making it decent for mid-range harassment. and occasionally long-range harassment. That is, if you can land the shot. The Brick&#039;s knockback can also be used to knock enemies off of cliffs or off of the high ground, and it can even knock back [[Medi Gun|ÜberCharged]] enemies. Overall, the Brick rewards you greatly for landing that one single hit; a Brick is equivalent to several Pistol shots. The Brick can even deal damage to buildings, but the charge time between shots makes it not the best Sentry-busting tool.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bat]] ===&lt;br /&gt;
[[File:Backpack_Bat.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Bat is the stock melee for Scout and swings rapidly but deals less damage than your Scattergun. It swings faster than other stock melees but also deals less damage. The Bat is best used to finish off dodgy enemies or other easy targets when you run out of Scattergun or Pistol shots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Scout_strategy&amp;diff=4595</id>
		<title>Basic Scout strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Scout_strategy&amp;diff=4595"/>
		<updated>2024-04-09T04:54:56Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Wrote the page for the Scout&amp;#039;s basic strategy guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blog roundup.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Scout]] is the speed demon of Team Fortress 2 Classic. His 130% speed makes him the fastest class in the game by a mile, and his double capture rate combined with this enhanced speed makes him an ideal choice for sneakily capturing objectives under enemy noses and stealing enemy intelligence. He&#039;s a good choice for capturing objectives but is also a great choice for a great 1v1 combat class, having some of the greatest burst damage in the game while also having [[Nailgun|good sustain options as well]]. His unique double jump ability lets him access ambushing routes and get to places other classes have trouble getting to. Combine this mobility with his [[Scattergun]]&#039;s high damage output, and he is one of the best at picking and winning duels. This picking and winning potential lets him look for openings in the enemy&#039;s defence to pick off important or damaged enemies and then support his team at objectives. Despite all these strengths, Scout still has weaknesses. The Scout&#039;s low health pool means he relies on avoiding damage to survive; his double jump helps him with this, but no one can run forever, and dodging becomes harder when being attacked by multiple enemies at once. Cramped spaces also make it much harder for a Scout to do his job effectively, and threats that can track the Scout like Sentry Guns are the bane of his existence. But there is a reason why Scout is a contender for the best class in the game, and a Scout can be a constant threat, forcing the enemy team to be constantly alert, lest they risk eating lead for breakfast.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Scattergun]] ===&lt;br /&gt;
[[File:Backpack_Scattergun.png|150px]]&lt;br /&gt;
&lt;br /&gt;
The Scattergun is the Scout&#039;s default primary weapon and has incredible damage output. At max ramp-up, it can deal up to 105 damage, and can kill up to 8 classes in two well-shots unless they have overheal, and even with overheal, it can still two-shot 4 out of the 9 classes. Use the Scout&#039;s speed to avoid fire while moving in for maximum damage. The Scattergun, however, has a pause between shots and a long reload, and missing all your shots could leave you vulnerable. Try running in circles around your enemy or reloading behind cover while reloading. The Scattergun is built for close range, and at long range, the Scattergun&#039;s spread means it doesn&#039;t do much other than tickle the enemy. When fighting at a distance or finishing low-health enemies, switch to the Pistol.&lt;br /&gt;
&lt;br /&gt;
=== [[Nail Gun]] ===&lt;br /&gt;
[[File:Backpack_Nail_Gun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Nail Gun is very different from the Scattergun. This weapon is automatic and fires projectiles, which means your damage has travel time and shots need to be led when fighting at range. Each nail does a little damage, so consistent tracking is needed to put out the most damage. Unlike the Scattergun this does not require point-blank range, so fighting from mid-range can be just as effective and easier to do. Use your speed to avoid attacks and constantly riddle enemies with nails. Due to this weapon&#039;s mid-range accuracy, it is also an effective tool against [[Sentry Gun|Sentries]].&lt;br /&gt;
&lt;br /&gt;
== Secondaries ==&lt;br /&gt;
&lt;br /&gt;
=== The [[Pistol]] ===&lt;br /&gt;
[[File:Backpack_Pistol.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Pistol is a backup weapon that is accurate even at medium range. This weapon fires quickly and reloads all at once, and because of its mid-range accuracy, it is useful for finishing off enemies with little health that survive your Scattergun. It can be used to harass enemies, cover a retreat, and is useful for taking out Sentry Guns, one of the Scout&#039;s biggest obstacles. Keep track of how much you use this weapon, as the Pistol for Scout has a very small ammunition reserve, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
=== The [[Brick]] ===&lt;br /&gt;
[[File:Backpack_Brick.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Brick is a projectile that can be thrown every six seconds to deal moderate damage and cause knockback, making it decent for mid-range harassment. and occasionally long-range harassment. That is, if you can land the shot. The Brick&#039;s knockback can also be used to knock enemies off of cliffs or off of the high ground, and it can even knock back [[Medi Gun|ÜberCharged]] enemies. Overall, the Brick rewards you greatly for landing that one single hit; a Brick is equivalent to several Pistol shots. The Brick can even deal damage to buildings, but the charge time between shots makes it not the best Sentry-busting tool.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== The [[Bat]] ===&lt;br /&gt;
[[File:Backpack_Bat.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Bat is the stock melee for Scout and swings rapidly but deals less damage than your Scattergun. It swings faster than other stock melees but also deals less damage. The Bat is best used to finish off dodgy enemies or other easy targets when you run out of Scattergun or Pistol shots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Blog_roundup.png&amp;diff=4594</id>
		<title>File:Blog roundup.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Blog_roundup.png&amp;diff=4594"/>
		<updated>2024-04-09T03:45:35Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Scout showing off&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=4593</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=4593"/>
		<updated>2024-04-09T03:43:21Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added link to basic Sniper strategy, will write.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, and can assassinate any enemy that crosses his sightline. He has 125 health and 100% speed, making him fragile with average speed. His [[Sniper Rifle]] is one of the game&#039;s most powerful weapons, able to kill any class with a headshot while fully charged, and is uncontestable at range. His ability to hold a single position and punish enemies who cross it with instant death is unmatched, and the inability for enemies to mount a response means he has free reign over wherever he looks. Far from a sitting duck, his ability to move around and get sightlines from obscure map angles can lead to surprising deaths outside the standard Sniper spots, and the first sign of a skilled Sniper is usually in the post-death screenshot. He can also deal unexpectedly high damage from close up, simply by quickscoping and clicking on the enemy&#039;s head, which is enough to kill or severely wound all classes. This makes him the game&#039;s premier pick class, and a skilled shot can end an engagement before it even begins.&lt;br /&gt;
&lt;br /&gt;
The Sniper&#039;s downsides are his mediocrity in direct combat, reliance on his teammate&#039;s front line, inability to contribute to objectives, constant threat from enemy Snipers, and high skill requirements. The Sniper Rifle deals very poor sustained damage, and while the [[SMG]] is his best method of self-defense, it is not as powerful as the sidearms of other classes. Combined with the Sniper&#039;s fragility, this means he will have a hard time defending himself unless he gets a lucky scoped shot, and prefers to stay in the back lines, far behind his teammates. If his team&#039;s united front suddenly collapses, the Sniper is usually the first to die, and because he lacks movement options and is only average speed, running can just fail you. This issue is compounded by the Sniper&#039;s difficulties in capturing objectives, since his fragility and long-range specialization means he is severely disadvantaged when taking point. This is compounded by attacks from enemy Snipers, who are locked in constant duels for sightline supremacy, and failing to keep track of their positions will lead to your unexpected death. Finally, the Sniper is no class for players who cannot aim. Since the single-shot nature of the Sniper Rifle is less forgiving than that of other primary weapons, having an &amp;quot;off day&amp;quot; has significantly more impact on Sniper than on other classes. On Sniper, if you miss, you miss.&lt;br /&gt;
&lt;br /&gt;
Despite these downsides, they are mitigated by running really far away and shooting people. As he is the only class in the game that can deal meaningful damage at long range, the only appropriate counter to him is to not get seen at all - and failing that, move wildly and hope he misses. On offense, he can peek around corners and get risky kills off enemies who leave the comfort of their base, including destroying exposed [[Sentry Gun|Sentry Guns]], as well as the necessary counter-sniping. On defense, he can snuff out [[Medic|Medics]] and their patients before they have a chance to run in, neutralizing the imbalance of power and creating a more favourable defensive line. While the Sniper is dominant on wide-open maps, he is still usable with sufficient skill even on cramped maps, and his skill ceiling is practically infinite. He rewards independent play, smart positioning, quick thinking, and technical practice with unmatched power, and is the perfect class for aim-monster loner types who just want to rack up kills.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]] to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=4592</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=4592"/>
		<updated>2024-04-09T03:37:40Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added link to basic Medic strategy, will write.&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 damaged within 10 seconds, and with double regeneration when healing an injured teammate. 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 power classes such as 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 and takes a significant time to charge, 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 borderline 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;
&#039;&#039;Main article: [[Basic Medic Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Medic…&lt;br /&gt;
* …you fill your [[ÜberCharge]] faster by healing teammates who are more hurt.&lt;br /&gt;
* …your ÜberCharge will build much faster during setup time.&lt;br /&gt;
* …fill your ÜberCharge meter by healing teammates, then hit {{Attack2}} to ÜberCharge.&lt;br /&gt;
* …keep alert for teammates calling for your help. Use the cross speech bubbles onscreen to find them.&lt;br /&gt;
* …remember that [[Syringe Gun|syringes]] travel in arcs and have a travel time. Lead your targets and aim higher in order to land successful hits.&lt;br /&gt;
* …your [[Medi Gun|Medi Gun&#039;s]] ÜberCharge makes both you and your target invulnerable for a short time.&lt;br /&gt;
* …use your Medi Gun to heal teammates, and buff them up to 150%%{{sic}} of their normal health.&lt;br /&gt;
* …you cannot capture a [[Control point (objective)|Control Point]] or pick up the [[Intelligence|Intelligence briefcase]] while invulnerable.&lt;br /&gt;
* …your [[bonesaw]] can be used in defensive situations when you are separated from your target.&lt;br /&gt;
* …your [[Kritzkrieg]] gives your target guaranteed [[Critical hit|crits]]. Use it in areas where there are a lot of enemies.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less maximum health when equipped with it.&lt;br /&gt;
* …the [[Shock Therapy]] will deal more damage the more it&#039;s charged. Its charge will be fully depleted on any hit you land on enemies.&lt;br /&gt;
* …the Shock Therapy can be used to fully heal a teammate at full charge, but lowers your main heal rate.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Медик|bg_m=Medic&lt;br /&gt;
|de=Medic&lt;br /&gt;
|es=Medic&lt;br /&gt;
|en=Medic&lt;br /&gt;
|fr=Medic&lt;br /&gt;
|hu=Szanitéc|hu_m=Medic?&lt;br /&gt;
|it=Medico|it_m=Medic&lt;br /&gt;
|pl=Medyk|pl_m=Medic&lt;br /&gt;
|pt-br=Medic&lt;br /&gt;
|ro=Medic&lt;br /&gt;
|ru=Медик|ru_m=Medic&lt;br /&gt;
|tr=Medic&lt;br /&gt;
|uk=Медик|uk_m=Medic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Ported Medic heal target marker from live TF2.&lt;br /&gt;
* Ported Medic auto callers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, Medic passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In Team Fortress 2 Classic, Medic gains another line for his &amp;quot;Go Go Go!&amp;quot; voice command where he says &amp;quot;Los los!&amp;quot;, this voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=4591</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=4591"/>
		<updated>2024-04-09T03:29:14Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added part on Battle Engineer to the lead, and link to basic Engineer strategy which I will write later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_engineer&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a [[Classes#Defense|defensive class]], whose specialization is in constructing powerful and potent [[Buildings|buildings]] that change the flow of a game. He has 125 health, 100% speed, and 200 metal, which is a currency earned from ammo sources and spent to construct and upgrade buildings. His [[Sentry Gun]] is a major threat to any enemy in its sight, capable of shredding any threat in seconds. His [[Dispenser]] acts as a constant source of health and ammo, shoring up his teammates and sustaining a forward position. His [[Teleporter]] can send his entire team to the front lines, dramatically increasing their response time. And, optionally, his [[Jump Pads]] are a more mobile movement option that opens up innovative means of travel. He is subpar in direct combat, but the power, durability, and immediate effect of his buildings means that he dictates the flow of the game around him, acting as the single biggest obstacle to a successful enemy push. By no means is he completely useless in a straight fight, as a Shotgun is still a Shotgun, but that is not what he typically brings to a fight. When successfully set up and maintained, an Engineer encampment can single-handedly win the game.&lt;br /&gt;
&lt;br /&gt;
His weaknesses are his fragility, extremely slow setup time, predictability when using Level 3s, and punishing deaths. The Engineer is a weak class in direct combat, and though his [[Shotgun]] deals large amounts of damage, his low health and high kill priority means he will not survive a direct encounter. His buildings take a lot of time to set up, even when given optimal metal, and proactive enemies can spam out known encampment positions to impede the Engineer&#039;s progress. Since there are only a few viable Sentry spots for fully upgraded Sentries per map, meaning a defensive Engineer has little flexibility to change his tactics, meaning he is stuck defending his encampment in the same position each game. Since it&#039;s rarely viable to move an entire encampment to a different position, mobile scenarios are not his strong suit, including most offensive situations. He is usually stuck hauling a single upgraded building and destroying the other ones. And since the Engineer is the only class that can upgrade and repair his buildings, unless there are other friendly Engineers, a single death can lead to the rapid dismantlement of all his hard work, and with it, the chance of victory.&lt;br /&gt;
&lt;br /&gt;
But that is not the only way to Engineer a victory. Fully upgrading Buildings is not a requirement, meaning a particularly bloodthirsty Engineer (usually called a Battle Engineer) can build a Level 1 Sentry near an objective and start spilling blood himself with his primary weapon, or leading enemies into his Sentry Gun. This flips a lot of the Engineer&#039;s weaknesses on it&#039;s head, but some stay. Instead of being restricted to a few viable Sentry spots and being stuck babysitting his Buildings, he is much more flexible and is free to help take names and objectives. This also allows Engineers to focus on supportive Buildings such as Jump Pads and Dispensers rather than just his Sentry. Level 1 Sentries still function as good area denial tools and because it can be moved much faster than a Level 3 and can be replaced much more easily, this allows an Engineer to be much more aggressive and creative with his Sentry spots. Make no mistake, a Level 3 Sentry will always deal out more damage than a Level 1, but a Level 1 is much more mobile and flexible. The Engineer is still very fragile however, sharing the lowest base health in the game and lacking tools such as speed, long range or invisibility as other light classes, and his Shotgun doesn&#039;t offer the same damage as other primaries. Desite that, a good Battle Engineer can be a deadly threat the enemy team, denying valuable flank routes and killing off stragglers, and just when they kill the Sentry, whoops, theres another.&lt;br /&gt;
&lt;br /&gt;
Despite haing many weaknesses, both obvious and not, the capacity of an Engineer to warp the entire game around his encampments makes him the most powerful defensive class in the game. His buildings are priority targets for any enemy to destroy, and the game simply cannot go on if there is a Sentry Gun defending an objective, and even Level 1 Buildings still offer incredibly support to teammates and annoyances for enemies. On offense using upgraded Buildings is generally not a good idea, unless there is a specific spot that the attacking team has difficulty pushing through, in which case he can set up shop there. Or alternatively he can follow his team with Level 1 Sentries and help take out enemies. On defense, he is impossible for a solo player to deal with when properly positioned, and requires a coordinated team effort to destroy entirely. While he is difficult to play optimally, and requires a lot of management of his buildings, the archetypal building spots are easy to pick up as a new player, and does not require sophisticated knowledge of the game&#039;s mechanics to be effective. This makes him appealing across a wide variety of skill levels, especially for those who don&#039;t mind building an empire, seeing it turn to rubble, and starting all over again. &lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Bee Cave, Texas, USA&lt;br /&gt;
&lt;br /&gt;
Job: Area Denial&lt;br /&gt;
&lt;br /&gt;
Motto:	&amp;quot;I like to make things&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This amiable, soft-spoken good ol&#039; boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Wrench}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Construction PDA}}&lt;br /&gt;
{{Weapon|Destruction PDA}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Engineer Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Engineer…&lt;br /&gt;
* …you need metal to build, repair, and upgrade your [[buildings]]. Collect fallen weapons to get more metal.&lt;br /&gt;
* …you can do more than just maintain your buildings. Use your [[shotgun]] and your [[pistol]] to assist in fights and to defend your buildings.&lt;br /&gt;
* …your pistol has a lot of reserve ammo. Use it to lead enemies towards you and your [[Sentry Gun|sentry gun]], or go for a more offensive approach.&lt;br /&gt;
* …keep an eye out for enemy [[Spy|Spies]] attaching [[Sapper|sappers]] to your buildings. Use your [[wrench]] to remove sappers.&lt;br /&gt;
* …you are able to defuse the [[Dynamite Pack]] by hitting it with a wrench.&lt;br /&gt;
* …use the [[construction PDA]] to place sentry guns and other supportive buildings.&lt;br /&gt;
* …hit your sentrygun{{sic}} with your wrench to upgrade it with metal. Each level adds more health and firepower.&lt;br /&gt;
* …sentryguns aren&#039;t restricted to just defensive measures. Deploy them quickly in hidden locations in order to aid in an offensive push.&lt;br /&gt;
* …build [[Dispenser|dispensers]] to provide your teammates with health and ammo. They also generate metal for you to use.&lt;br /&gt;
* …build [[teleporters]] to help your team reach the front line faster.&lt;br /&gt;
* …remember to upgrade your buildings. Level 3 teleporters recharge much faster, allowing your team to keep the pressure on.&lt;br /&gt;
* …hit either the entrance or the exit of your teleporter with your wrench in order to repair and upgrade both sides.&lt;br /&gt;
* …hit {{Attack2}} to rotate building blueprints before you hit {{Attack}} to build. Use this in order to orient teleporters away from walls.&lt;br /&gt;
* …fully charged shots from your [[Coilgun]] can ricochet off walls and deal more damage.&lt;br /&gt;
* …the Coilgun will cause an explosion if you overcharge it. Use it to reach previously inaccessible areas.&lt;br /&gt;
* …you can swap out your teleporter in favor of [[Jump Pads|jump pads]]. Jump pads allow you and your team to reach high places.&lt;br /&gt;
* …your jump pads allow your teammates to jump forward with a lot of momentum. Deploy them in places that allow for quick rollouts.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Инженер|bg_m=Engineer&lt;br /&gt;
|de=Engineer&lt;br /&gt;
|en=Engineer&lt;br /&gt;
|es=Engineer&lt;br /&gt;
|fr=Engineer&lt;br /&gt;
|hu=Mérnök|hu_m=Engineer&lt;br /&gt;
|it=Ingegnere|it_m=Engineer&lt;br /&gt;
|pl=Inżynier|pl_m=Engineer&lt;br /&gt;
|pt-br=Engineer&lt;br /&gt;
|ro=Engineer&lt;br /&gt;
|ru=Инженер|ru_m=Engineer&lt;br /&gt;
|tr=Engineer&lt;br /&gt;
|uk=Інженер|uk_m=Engineer&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 Engineers{{sic}} pelvis hitbox. &lt;br /&gt;
* Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. &lt;br /&gt;
* Fixed Engineers being to build out of bounds and building inside nobuilds &lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the Engineer&#039;s and [[Scout]]&#039;s reloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano]&lt;br /&gt;
* Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Engineer was added to the original Team Fortress mod to appeal to players who lacked tradition skills required to perform well in first-person shooters.&lt;br /&gt;
*The Engineer was also added due to the developers of Team Fortress being inspired by the construction mechanics of the real-time strategy game Command &amp;amp; Conquer.&lt;br /&gt;
*The Engineer wears his default helmet backwards; however, this is not an uncommon practice among construction workers.&lt;br /&gt;
*The Engineer&#039;s favorite equation is, in fact, part of the equation that governs character lighting in-game, known as ‘Phong’ on the Valve Developer Community.&lt;br /&gt;
*In Team Fortress 2 Classic, Engineer gets another line for his ‘Battle Cry’ voice command where he says ‘Remember the Alamo!’, this voice line was lifted from Prerelease versions of Team Fortress 2 and is a reference to a real life battle cry used during the Texas Revolution.&lt;br /&gt;
&lt;br /&gt;
[[Category:Engineer]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=4590</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=4590"/>
		<updated>2024-04-09T02:59:44Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added link to basic Heavy startegy, will write&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_heavy&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=300&lt;br /&gt;
| overhealed=450&lt;br /&gt;
| speed=77}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy&#039;&#039;&#039; is a [[Classes#Defense|defensive class]], whose role is to act as the main damage dealer and damage sponge in an offensive or defensive attack. With 300 health and 77% speed, he is the tankiest and slowest class. The [[Minigun]] is the most powerful weapon in the game when revved up, able to destroy any class and enemy [[building]] in a close-range scenario, and his huge health makes it difficult for any class to kill in him a fair fight. His ability to deny solo players from approaching acts as a hard stop against roaming enemies, and his unmatched sustained damage acts as crowd control in its own right. He is also the single biggest target for enemy attacks, especially when paired with a [[Medic]], and acts as bait for friendly classes to slip around unnoticed. The presence of a revved-up Heavy is an threat that must be addressed, and these properties make him the prime choice for immediate frontal assault, or a defense that exhausts the enemy.&lt;br /&gt;
&lt;br /&gt;
The Heavy&#039;s biggest downsides are his terrible mobility, total commitment when attacking, predictable play pattern, reliance on allied support, and weakness to map geometry. His speed being the worst in the game is a massive downside when faced with highly mobile classes like [[Scout]] or [[Soldier]], to the point where it&#039;s difficult to even keep up with the [[Payload]] or [[VIP]]. Revving up with the Minigun is an all-or-nothing committment, and revving up in the wrong situation can lead to his death before he gets a shot off. His slow speed also makes him prime bait for a [[Sniper]] or [[Spy]] to get an easy kill. Although the Heavy is a perpetual threat, his linear playstyle and lack of mobility means that he has very limited options besides shooting everything in his sight. This means that he cannot sustain himself for long periods of time, as his large ammo consumption and unavoidable assault from enemies requires friendly support to be effective. And finally, he cannot shoot what he cannot see, so smart enemies will simply hide behind a wall and peek out to shoot, making it difficult to ever return fire. For a class that kills everything, his biggest weakness is corners.&lt;br /&gt;
&lt;br /&gt;
While the Heavy is not effective in wide-open areas where the enemy can run away, or for mobile assaults that rely on a coordinated push, he is extremely powerful in a scenario where he can stay in a small area and kill anything nearby. This makes him an excellent asset when defending an objective or when assaulting a static encampment. On offense, he must be killed immediately, or it will lead to the swift death of their team and the destruction of their buildings. On defense, he must be addressed to successfully capture the point he is guarding, otherwise an assault will simply fail. These attributes make him a powerful, yet situational class that is an ideal pick for players with a focus on teamwork and who take enjoyment out of unsubtly killing everything in sight, making them the main character of any engagement the Heavy is in.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Russia&lt;br /&gt;
&lt;br /&gt;
Job: Mow Down&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Shooting Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that&#039;s often confused with napping, the Heavy isn&#039;t dumb, he&#039;s not your big friend, and he generally wishes you&#039;d just shut up before he has to make you shut up.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Regular classes]]&lt;br /&gt;
[[Category:Heavy]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Heavy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Heavy…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you&#039;re a great Medic buddy. Keep a clear line of sight to your Medic to keep the [[Medi Gun|medigun]]{{sic}} on you.&lt;br /&gt;
* …you&#039;re a prime target for [[Spy|Spies]]. Use your arsenal to keep them at bay, and look behind yourself often.&lt;br /&gt;
* …hold {{Attack2}} to keep your [[minigun]] spinning, ready for approaching enemies.&lt;br /&gt;
* …your minigun chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …you don&#039;t lose momentum while spinning up your minigun in the air. Use this to surprise enemies around corners!&lt;br /&gt;
* …your [[shotgun]] can deal high burst damage, and allows you to move faster while attacking compared to spinning your minigun.&lt;br /&gt;
* …your high health allows you to win most melee fights. Don&#039;t be afraid to use your [[fists]]!&lt;br /&gt;
* …with the [[Sandvich]] equipped, be sure to press {{Attack2}} in order to heal your teammates.&lt;br /&gt;
* …be sure to find a safe place to eat your Sandvich, otherwise you may be rudely interrupted.&lt;br /&gt;
* …your [[Anti-Aircraft Cannon|anti-aircraft cannon]] deals high burst damage, and is ideal for handling crowds.&lt;br /&gt;
* …your anti-aircraft cannon deals [[Critical hit#Mini Crits|mini-crits]] to airborne enemies. Use it to knock down [[Soldier|Soldiers]] or enemies using [[Jump Pads|jump pads]].&lt;br /&gt;
* …the [[Chekhov&#039;s Punch]] will store critical hits on successful hit. Use it with your minigun for guaranteed critical hits!&lt;br /&gt;
* …the Chekhov&#039;s Punch will cause you to take guaranteed critical damage from enemy melee attacks. Be cautious during close combat.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Картечар|bg_m=Gunner&lt;br /&gt;
|de=Heavy&lt;br /&gt;
|en=Heavy&lt;br /&gt;
|es=Heavy&lt;br /&gt;
|fr=Heavy&lt;br /&gt;
|hu=Gépágyús|hu_m=Gunner&lt;br /&gt;
|it=Grosso|it_m=Heavy&lt;br /&gt;
|pl=Gruby|pl_m=Heavy&lt;br /&gt;
|pt-br=Heavy&lt;br /&gt;
|ro=Heavy&lt;br /&gt;
|ru=Пулемётчик|ru_m=Gunner&lt;br /&gt;
|tr=Heavy&lt;br /&gt;
|uk=Кулеметник|uk_m=Gunner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Heavy’s reload animations to be lower on the screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Heavy&#039;s voice actor, Gary Schwartz, also voices the [[Demoman]] class.&lt;br /&gt;
*The official name of the class is the ‘Heavy Weapons Guy’; though, the Heavy is never referred to as this in-game.&lt;br /&gt;
*The emblem on the Heavy&#039;s arm was originally a Skull, which was later changed to a Fist.&lt;br /&gt;
*In Team Fortress 2 Classic, Heavy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says ‘до свидания!&amp;quot; (‘Da svidaniya!’ Translation: &amp;quot;Goodbye!&amp;quot;), This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=4589</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=4589"/>
		<updated>2024-04-05T03:56:28Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added basic demoman strategy link (will write later) and write about his slow moving speed in the weaknesses part of the lead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_demo&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=93}}&lt;br /&gt;
The &#039;&#039;&#039;Demoman&#039;&#039;&#039; is a [[Classes#Defense|defensive class]] who specializes in explosive area denial, lethal burst damage, and destruction of enemy encampments. He has 175 health and 93% speed, which makes him slightly tankier and slower than normal. His ability to deal massive damage on direct hits with the [[Grenade Launcher]], combined with the splash damage of its indirect fire, makes him excellent at denying enemies the ability to fortify a position. This is bolstered by the [[Stickybomb Launcher|Stickybomb Launcher&#039;s]] ability to lay down traps that can blow up any enemy who steps close to them, as well as acting as a potent offensive option against enemies who don&#039;t respect the Demoman&#039;s space. Stickybombs are also the greatest existential threat to an [[Engineer]] encampment, who will find his buildings immediately destroyed if he does not kill the Demoman. He also has the ability to [[Jumping|sticky jump]] into battle at the cost of a great deal of health, which also provides an escape option if the scenario itself gets sticky. These traits mean that the Demoman has the ability to totally deny an area from enemy assault, as well as denying enemies the ability to fortify their own defenses, making him both an offensive and defensive powerhouse depending on the situation.&lt;br /&gt;
&lt;br /&gt;
The Demoman&#039;s biggest downsides are his weakness in close-range combat, his slow reload speed, his reliance on his teammates to destroy enemy buildings, and necessity of predicting enemy movement. While the Demoman deals very good damage, he does not have any sort of hitscan option, which means his only ways to attack an enemy are to land direct grenade hits, or hope they run into his stickybombs. This makes him especially vulnerable to [[Scout|Scouts]] and [[Pyro|Pyros]], who will overwhelm him at close range and make it hard to get clean shots on them. This is amplified by his slow reload speed, which gives him a lot of downtime once his grenades and stickies are used up, and catching him off-guard is an easy kill. This is also amplified by his slow walking speed, being the 3rd slowest in the game, meaning running away isn&#039;t usually a good option either. Sticky-jumping is an option too, but unless he has the health to survive the blast and fall, he may end up blowing up himself or breaking his own legs. While he is exceptional at destroying enemy buildings, a [[Sentry Gun]] will usually be positioned in such a way where his weapons are too far away to reach, or will simply kill the Demoman first. This means he needs his teammates to make space, such as with an [[ÜberCharge]], or an overhealed [[Heavy]] tanking the damage. And finally, no matter how good a player is, they cannot hit all their grenades all the time. Sometimes they will simply miss, and when the Demoman misses, he usually dies.&lt;br /&gt;
&lt;br /&gt;
The Demoman&#039;s weaknesses are more than made up for with his strengths, and these attributes make him an extremely powerful class that is lethal in the hands of a skilled player. Even an unskilled player is still able to contribute through placing sticky traps in high-traffic areas, getting free kills on unaware enemies. On offense, the Demoman is able to clear through groups of enemies with his splash damage, and is the go-to class in case of an Engineer infestation. On defense, he is able to wall out enemies by creating webs of stickybombs that will explode anyone who crosses, as well as spamming out a single area to prevent enemies from pushing. While he requires a good bit of skill to use effectively, he is an ideal class for people who are interested in fat damage, high-skill shots, and blatantly unfair kills, and is an asset to any team interested in winning the game.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of origin: Ullapool, Scotland, United Kingdom&lt;br /&gt;
&lt;br /&gt;
Job: House Cleaning&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Boom Boom Baby.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special ability: Stickybomb jump&lt;br /&gt;
&lt;br /&gt;
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, back at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy&#039;s bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Stickybomb Launcher}}&lt;br /&gt;
{{Weapon|Dynamite Pack}}&lt;br /&gt;
{{Weapon|Mine Layer}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bottle}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Demoman Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Demoman…&lt;br /&gt;
* …use your [[Grenade Launcher|grenade launcher]] for direct combat. Grenades detonate upon impact with an enemy unless they touch the ground first.&lt;br /&gt;
* …hit {{Attack}} to fire [[Stickybomb Launcher|Stickybombs]] and then use {{Attack2}} to detonate them later.&lt;br /&gt;
* …the longer you hold down the fire button with the sticky launcher{{sic}}, the farther the shot will go.&lt;br /&gt;
* …set off Stickybombs beneath your feet to [[Jumping|Stickybomb jump]] up to great heights.&lt;br /&gt;
* …shoot Stickybombs onto walls and ceilings where they&#039;re hard to spot.&lt;br /&gt;
* …crouch when preparing for a Stickybomb jump in order to achieve maximum height.&lt;br /&gt;
* …your [[bottle]] can be used for close combat without having to worry about aiming or detonation times.&lt;br /&gt;
* …your bottle does the same amount of damage whether it is smashed open or not.&lt;br /&gt;
* …throw your [[Dynamite Pack]] onto [[Control point (objective)|Control Points]] in order to clear off enemies.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from Stickybomb jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …the [[Mine Layer]] shoots proximity mines that detonate if an enemy is standing close to them. Use it when the grenade launcher is your main weapon of choice.&lt;br /&gt;
* …the Mine Layer&#039;s mines can be deactivated all at once by pressing {{Attack2}}.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разрушител|bg_m=Destroyer&lt;br /&gt;
|de=Demoman&lt;br /&gt;
|en=Demoman&lt;br /&gt;
|es=Demoman&lt;br /&gt;
|fr=Demoman&lt;br /&gt;
|hu=Robbantós|hu_m=?&lt;br /&gt;
|it=Demolitore|it_m=Demoman&lt;br /&gt;
|pl=Demoman&lt;br /&gt;
|pt-br=Demoman&lt;br /&gt;
|ro=Demoman&lt;br /&gt;
|ru=Подрывник|ru_m=Demoman&lt;br /&gt;
|tr=Demoman&lt;br /&gt;
|uk=Підривник|uk_m=Demoman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Demoman]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Demoman&#039;s voice actor, Gary Schwartz, also voices the [[Heavy]] class.&lt;br /&gt;
*The beta prototype of the Demoman was supposed to have a stereotypical Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes.&lt;br /&gt;
*The emblem on the Demoman&#039;s arm was originally a stick of dynamite, which was later changed to a bomb.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4588</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4588"/>
		<updated>2024-04-05T03:47:17Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added basic Pyro strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] who acts both as an independent roamer and a bodyguard for their team, guarding flank routes from enemy assault and having excellent close-range crowd control that punishes enemies who group too close together. With 175 health and 100% speed, they have a good balance between speed and health, and can run straight into enemies who cannot kill them in time, such as [[Medic]] and [[Spy]]. The [[Flame Thrower]]&#039;s ability to cut off entrances is a constant consideration for enemies trying to sneak into allied defences, and a surprise attack with the Flame Thrower, which penetrates through multiple enemies, can be devastating to a frontal assault. The ability to set enemies on fire from a single flame, dealing 10 seconds of [[afterburn]] damage, gives the Pyro the ability to stay comfortably away from enemies on fire, blasting them with the [[Shotgun]] while racking up afterburn damage. They are an extremely hard counter to the Spy, whose trickery is useless when flames are being blasted into every corner. Their [[airblast]] ability also gives them potent crowd control with the ability to push enemies (and their projectiles) where they want them, including [[ÜberCharge|ÜberCharged]] enemies, as well as extinguishing allies. With this wide variety of abilities, the Pyro can change their role as the situation calls for, making for a class that rewards reading the situation with exceptional abilities.&lt;br /&gt;
&lt;br /&gt;
The Pyro&#039;s biggest downsides are their reliance on ammo, lack of mobility options, weakness at long range, and an be quite predictable playstyle. Pyro&#039;s primary weapon, being automatic and drawing directly from the ammo reserve, spends a lot of ammo. . Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas mid-fight and said Pyro dying. The Pyro is not exceptional in a fair fight, can often get caught off guard by [[Scout|Scouts]] and [[Heavy|Heavies]] who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. But that is what secondaries are for. The [[Twin Barrel]] shores up Pyro&#039;s long range weakness in exchange for consistent midrange damage., the [[Shotgun]] helps deal with enemies beyond close range, and the [[Flare Gun]] helps Pyros deal frightening amount of damage to potentially infinite range, scaring off [[Sniper]]s who could otherwise easily deal with a Pyro. In addition, their main option for killing enemies is to run up to them and hold the attack button. However, this is a linear pattern that smart enemies will simply walk backwards from, which means Pyros must get creative with how to approach enemies. There are multiple ways a Pyro can get around their short range. This includes but is not limited to: combining damage-centric secondaries and primary weapons to put out more damage from range, closing the distance with mobility options such as the Twin Barrel, hiding in spaces that and waiting for enemies to come to the Pyro, coming from unexpected angles, and trapping them in tiny spaces they cannot run away from. Creativity is a Pyro&#039;s best tool.&lt;br /&gt;
&lt;br /&gt;
While the Pyro is not the best class for every scenario, when there&#039;s an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. While they are considered an offensive class, they are effectively a jack of all trades, and while not the best in any specific scenario, can be second best in every scenario. On offense, pushing the [[Payload]] or capturing [[Control Points|control points]] is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied [[Sentry Gun|Sentry]] nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro&#039;s weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro&#039;s endless nuance and become the world&#039;s best enemy team nuisance.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of origin:	Unknown&lt;br /&gt;
&lt;br /&gt;
Job: Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro&#039;s voice actor, Dennis Bateman, also voices the [[Spy]] class.&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where he now says ‘COME ON!&amp;quot;, This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon; this, by extension, also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=4587</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=4587"/>
		<updated>2024-04-05T03:46:40Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added tangent on self damage and small rocket launcher clip size, and added part for Soldier strategy guide, which will be made later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_soldier&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=80}}&lt;br /&gt;
The &#039;&#039;&#039;Soldier&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] which can fulfill a variety of roles for his team, acting as a jack-of-all-trades that can easily adapt to different situations. He has 200 health, 80% speed, and weapons which cover every distance. His ability to [[Jumping|rocket jump]] can give him unexpectedly high mobility if the user is skilled enough, and even an inexperienced user can find flank routes and means of escape that other classes cannot. This comes at the cost of health, to the point where the Soldier often arrives to battles far slower than the other classes, or arrives there with less health than the others. The ability to dive in and out of combat, given proper health management and team coordination, means the Soldier can pressure objectives in a way that few other classes can, and makes him a persistent threat that must be dealt with. His splash damage from the [[Rocket Launcher]] also gives him good crowd control and ease of use, and is devastating when [[critical]] boosted from a friendly [[Medic]]&#039;s [[Kritzkrieg]]. These attributes make him a powerful and versatile class that can be easily picked up by new players, while offering deep mechanical gameplay for players who master the intricacies of rocket jumping.&lt;br /&gt;
&lt;br /&gt;
The Soldier&#039;s biggest downsides are his low speed when not rocket jumping, reliance on health sources to be effective, and reliance on predicting enemy movement. His slow speed means he is easily outmaneuvered by more mobile classes such as [[Scout]] and [[Pyro]]. While his rocket launcher deals good, reliable damage, it is not too exceptional, and can easily die to a surprise attack from an enemy if he does not have an escape route, even from his own self-damage. Additionally his Rocket Launcher has a small clip, which can hinder his primary damage output. His large frame means he often takes damage from enemy projectiles, and rocket jumping will always damage him. This means he requires a constant source of healing to be at peak capacity, whether from health packs, friendly Medics, or friendly [[Dispenser|Dispensers]]. A Soldier starved of health has very little capacity to move around, and therefore is stuck in the backlines with little influence. Like [[Demoman]], Soldier suffers from self-damage from his own rockets, which even have the capability to kill himself in close quarters. Even landing direct hits on an enemy in close range can self-damage him. Luckily, his [[Shotgun]] can help him defend himself. In addition, rocket jumping into battles (sometimes called &amp;quot;bombing&amp;quot;) is often an all-or-nothing endeavour - if he misjudges the situation, he will die upon arrival without a chance to fight back. And finally, although his Rocket Launcher deals splash damage, the speed of the rockets are quite slow, and so it&#039;s necessary to predict the enemy&#039;s reactions to land hits - a difficult task in the face of mobile Scouts and [[airblast|airblasting]] Pyros, or even a sufficiently slippery Medic.&lt;br /&gt;
&lt;br /&gt;
When properly executed, and when backed up by a competent team, the Soldier is one of the game&#039;s most powerful classes. His ability to deal devastating damage at point-blank while appearing anywhere on the map makes him a force to be reckoned with. However, without proper team support, or the ability to execute his technically-demanding rocket jumps, he ends up being a class that is above-average in many ways but does not excel at anything. On offense, he usually takes point in the absence of a friendly [[Heavy]], acting as the team&#039;s damage sponge while picking off anyone who gets close to him, including enemy [[Sentry Gun|Sentry Guns]]. On defense, his splash damage makes him a potent area denier that can clear out any enemy who tries to contest the objective. This makes him a good class for people just starting out with the game and want to try out a variety of roles without committing to any single one, while making him an excellent class for those committed to understanding his movement without requiring too much skill in aiming.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Midwest, USA&lt;br /&gt;
&lt;br /&gt;
Job: Shock &amp;amp; Awe&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;I&#039;m a Rocket Man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Favorite World War: 2&lt;br /&gt;
&lt;br /&gt;
Special ability: Rocket jump&lt;br /&gt;
&lt;br /&gt;
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shovel}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Soldier Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Soldier…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you can [[Jumping|rocket jump]] to great heights by firing a rocket at your feet while jumping.&lt;br /&gt;
* …aim rockets at enemies&#039; feet to ensure they can&#039;t avoid the explosion damage.&lt;br /&gt;
* …make sure you keep your [[Rocket Launcher|rocket launcher]] loaded. Hit {{RELOAD}} to reload it at any time.&lt;br /&gt;
* …your rockets have strong knockback. Use this to jostle enemies or knock them airborne.&lt;br /&gt;
* …use your [[shotgun]] to conserve rockets and avoid waiting for your rocket launcher to reload in the middle of combat.&lt;br /&gt;
* …use your [[shovel]] to deal consistent close-range damage without having to worry about reloading.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from rocket jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …your [[RPG|RPG&#039;s]] rockets can shoot over cover. Be sure to aim your rockets carefully.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Войник|bg_m=Soldier&lt;br /&gt;
|de=Soldier&lt;br /&gt;
|en=Soldier&lt;br /&gt;
|es=Soldier&lt;br /&gt;
|fr=Soldier&lt;br /&gt;
|hu=Katona|hu_m=Soldier&lt;br /&gt;
|it=Soldato|it_m=Soldier&lt;br /&gt;
|pl=Żołnierz|pl_m=Soldier&lt;br /&gt;
|pt-br=Soldier&lt;br /&gt;
|ro=Soldier&lt;br /&gt;
|ru=Солдат|ru_m=Soldier&lt;br /&gt;
|tr=Soldier&lt;br /&gt;
|uk=Солдат|uk_m=Soldier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The ability of rocket-wielders being able to use their rockets to jump higher originated from Quake and was a bug in the original Team Fortress games. Valve embraced it in TF2, as evidenced by the addition of weapons such as the Rocket Jumper found in TF2 and Soldier rocket jumping in the first modern TF2 trailer.&lt;br /&gt;
*Despite the Soldier&#039;s Grenades acting more as decoration than actual weaponry, they were intended to be used as a weapon during Team Fortress 2&#039;s development.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldier]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4586</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4586"/>
		<updated>2024-04-05T03:41:02Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Fixed spacing with strategy guide placement and added bit on the Scout&amp;#039;s pistol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] whose purpose is to deal massive damage at close range with minimal downtime, supplemented with the highest speed in the game and the unique ability to double jump. He has 125 health, 133% speed, and has double capture rate, meaning he is able to capture [[Control point (objective)|control points]] and push [[payload]] carts at twice the speed of all other classes. Despite having the lowest health in the game, his innate mobility means he can dodge and weave around space better than the enemy can control it. His speed allows him to pick and choose his battles, looking for openings in the enemy&#039;s defense to kill important classes (especially the [[Medic]] and [[Civilian]]), or finding the perfect opportunity to steal an objective. This makes him an ideal class for taking risks and sacrificing himself for the good of the team, hoping to find payoffs that will allow his team to win, even when they don&#039;t always pay out.&lt;br /&gt;
&lt;br /&gt;
The Scout&#039;s biggest downsides are his susceptibility to splash damage, lack of crowd control, near-uselessness against enemy [[buildings]], and his predictability when his double jump is used up. He also doesn&#039;t have any exceptional tricks that can turn the tide of battle, such as the [[Pyro|Pyro&#039;s]] [[airblast]] or the [[Demoman|Demoman&#039;s]] [[Stickybomb Launcher|stickybomb traps]]. He is by and large an &amp;quot;honest&amp;quot; class that wins by killing the enemy or running away, and success with the Scout relies on having exceptional aim while managing his mobility. Surprisingly for such a high skill ceiling class, his fundamentals are based on movement shooter basics: running and shooting. Failing to manage this mobility means he will immediately die to a wayward enemy, especially when running down tight corridors and cramped rooms. His specialization in 1v1 combat also means he has little to no influence against large groups of enemies, and cannot act as an omnipresent threat in the same way the [[Heavy]] or [[Engineer]] is. And the low accuracy of his primary weapon at range means he isn&#039;t the best against enemy [[Sentry Gun|Sentry Guns]], which have a habit of immediately killing him. His [[Pistol]] gives him an option to shoot Sentry Guns, but the Scout still has to find a sightline outside of the Sentry Gun&#039;s range to gun it down.&lt;br /&gt;
&lt;br /&gt;
Regardless, when his strengths are abused, and his weaknesses are managed, the Scout is one of the most powerful classes in the game, able to act as a deadly counter to enemies caught out of position and able to finish off injured enemies who are trying to run away. On offense, he is essential for pressuring the enemy to defend their objectives, and though he is less useful on defense, he is still able to punish players who push too far into allied quarters. He is an excellent class for those looking to play independently while still contributing to the team when the opportunity arises, and acts as a high-skill class for those who want to stack the odds in their favour while still winning in fair combat.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Boston, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
Job: Rapid Recovery&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special Ability: Double Jump&lt;br /&gt;
&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Scout Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump in mid-air to quickly change direction and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …you&#039;re an excellent distraction. Catch the attention of dangerous classes like [[Heavy|Heavies]] and [[Sniper|Snipers]] to allow your team to move forward.&lt;br /&gt;
* …your [[scattergun]] is lethal at point blank range.&lt;br /&gt;
* …your [[pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[bat]] does less damage than normal melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun|nail gun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&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 &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BLU Scout&#039;s pants in Team Fortress 2 Classic is now a navy blue color as seen in the prerelease builds of Team Fortress 2; in release Team Fortress 2, the color simply remains the same as the RED Scout&#039;s pants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4585</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=4585"/>
		<updated>2024-04-05T03:36:11Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added link to basic Scout strategy (wll write this later, doing this for all classes)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] whose purpose is to deal massive damage at close range with minimal downtime, supplemented with the highest speed in the game and the unique ability to double jump. He has 125 health, 133% speed, and has double capture rate, meaning he is able to capture [[Control point (objective)|control points]] and push [[payload]] carts at twice the speed of all other classes. Despite having the lowest health in the game, his innate mobility means he can dodge and weave around space better than the enemy can control it. His speed allows him to pick and choose his battles, looking for openings in the enemy&#039;s defense to kill important classes (especially the [[Medic]] and [[Civilian]]), or finding the perfect opportunity to steal an objective. This makes him an ideal class for taking risks and sacrificing himself for the good of the team, hoping to find payoffs that will allow his team to win, even when they don&#039;t always pay out.&lt;br /&gt;
&lt;br /&gt;
The Scout&#039;s biggest downsides are his susceptibility to splash damage, lack of crowd control, uselessness against enemy [[buildings]], and his predictability when his double jump is used up. He also doesn&#039;t have any exceptional tricks that can turn the tide of battle, such as the [[Pyro|Pyro&#039;s]] [[airblast]] or the [[Demoman|Demoman&#039;s]] [[Stickybomb Launcher|stickybomb traps]]. He is by and large an &amp;quot;honest&amp;quot; class that wins by killing the enemy or running away, and success with the Scout relies on having exceptional aim while managing his mobility. Failing to manage this mobility means he will immediately die to a wayward enemy, especially when running down tight corridors and cramped rooms. His specialization in 1v1 combat also means he has little to no influence against large groups of enemies, and cannot act as an omnipresent threat in the same way the [[Heavy]] or [[Engineer]] is. And the low accuracy of his weapons at range means he is effectively useless against enemy [[Sentry Gun|Sentry Guns]], which have a habit of immediately killing him.&lt;br /&gt;
&lt;br /&gt;
Regardless, when his strengths are abused, and his weaknesses are managed, the Scout is one of the most powerful classes in the game, able to act as a deadly counter to enemies caught out of position and able to finish off injured enemies who are trying to run away. On offense, he is essential for pressuring the enemy to defend their objectives, and though he is less useful on defense, he is still able to punish players who push too far into allied quarters. He is an excellent class for those looking to play independently while still contributing to the team when the opportunity arises, and acts as a high-skill class for those who want to stack the odds in their favour while still winning in fair combat.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Boston, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
Job: Rapid Recovery&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special Ability: Double Jump&lt;br /&gt;
&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Scout Strategy]]&#039;&#039;&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump in mid-air to quickly change direction and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …you&#039;re an excellent distraction. Catch the attention of dangerous classes like [[Heavy|Heavies]] and [[Sniper|Snipers]] to allow your team to move forward.&lt;br /&gt;
* …your [[scattergun]] is lethal at point blank range.&lt;br /&gt;
* …your [[pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[bat]] does less damage than normal melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun|nail gun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&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 &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BLU Scout&#039;s pants in Team Fortress 2 Classic is now a navy blue color as seen in the prerelease builds of Team Fortress 2; in release Team Fortress 2, the color simply remains the same as the RED Scout&#039;s pants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4584</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=4584"/>
		<updated>2024-04-05T02:57:42Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Made the lead less negative.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] who acts both as an independent roamer and a bodyguard for their team, guarding flank routes from enemy assault and having excellent close-range crowd control that punishes enemies who group too close together. With 175 health and 100% speed, they have a good balance between speed and health, and can run straight into enemies who cannot kill them in time, such as [[Medic]] and [[Spy]]. The [[Flame Thrower]]&#039;s ability to cut off entrances is a constant consideration for enemies trying to sneak into allied defences, and a surprise attack with the Flame Thrower, which penetrates through multiple enemies, can be devastating to a frontal assault. The ability to set enemies on fire from a single flame, dealing 10 seconds of [[afterburn]] damage, gives the Pyro the ability to stay comfortably away from enemies on fire, blasting them with the [[Shotgun]] while racking up afterburn damage. They are an extremely hard counter to the Spy, whose trickery is useless when flames are being blasted into every corner. Their [[airblast]] ability also gives them potent crowd control with the ability to push enemies (and their projectiles) where they want them, including [[ÜberCharge|ÜberCharged]] enemies, as well as extinguishing allies. With this wide variety of abilities, the Pyro can change their role as the situation calls for, making for a class that rewards reading the situation with exceptional abilities.&lt;br /&gt;
&lt;br /&gt;
The Pyro&#039;s biggest downsides are their reliance on ammo, lack of mobility options, weakness at long range, and an be quite predictable playstyle. Pyro&#039;s primary weapon, being automatic and drawing directly from the ammo reserve, spends a lot of ammo. . Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas mid-fight and said Pyro dying. The Pyro is not exceptional in a fair fight, can often get caught off guard by [[Scout|Scouts]] and [[Heavy|Heavies]] who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. But that is what secondaries are for. The [[Twin Barrel]] shores up Pyro&#039;s long range weakness in exchange for consistent midrange damage., the [[Shotgun]] helps deal with enemies beyond close range, and the [[Flare Gun]] helps Pyros deal frightening amount of damage to potentially infinite range, scaring off [[Sniper]]s who could otherwise easily deal with a Pyro. In addition, their main option for killing enemies is to run up to them and hold the attack button. However, this is a linear pattern that smart enemies will simply walk backwards from, which means Pyros must get creative with how to approach enemies. There are multiple ways a Pyro can get around their short range. This includes but is not limited to: combining damage-centric secondaries and primary weapons to put out more damage from range, closing the distance with mobility options such as the Twin Barrel, hiding in spaces that and waiting for enemies to come to the Pyro, coming from unexpected angles, and trapping them in tiny spaces they cannot run away from. Creativity is a Pyro&#039;s best tool.&lt;br /&gt;
&lt;br /&gt;
While the Pyro is not the best class for every scenario, when there&#039;s an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. While they are considered an offensive class, they are effectively a jack of all trades, and while not the best in any specific scenario, can be second best in every scenario. On offense, pushing the [[Payload]] or capturing [[Control Points|control points]] is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied [[Sentry Gun|Sentry]] nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro&#039;s weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro&#039;s endless nuance and become the world&#039;s best enemy team nuisance.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of origin:	Unknown&lt;br /&gt;
&lt;br /&gt;
Job: Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro&#039;s voice actor, Dennis Bateman, also voices the [[Spy]] class.&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where he now says ‘COME ON!&amp;quot;, This voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon; this, by extension, also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Building_icon_Temporary.png&amp;diff=4583</id>
		<title>File:Building icon Temporary.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Building_icon_Temporary.png&amp;diff=4583"/>
		<updated>2024-04-05T02:25:57Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: SciF1Qizard moved page File:Building icon Temporary.png to File:Building icon Rocket.png: This is a temporary name that I made for editting purposes. I&amp;#039;m changing it back.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Building icon Rocket.png]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Building_icon_Rocket.png&amp;diff=4582</id>
		<title>File:Building icon Rocket.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Building_icon_Rocket.png&amp;diff=4582"/>
		<updated>2024-04-05T02:25:57Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: SciF1Qizard moved page File:Building icon Temporary.png to File:Building icon Rocket.png: This is a temporary name that I made for editting purposes. I&amp;#039;m changing it back.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Spy_strategy&amp;diff=4553</id>
		<title>Basic Spy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Spy_strategy&amp;diff=4553"/>
		<updated>2024-02-07T08:05:59Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Fixed a spelling error and added categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fight_or_flight_spy.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Spy]] is a master of deceit and excels at punishing mistakes made by other teams. He&#039;s a good choice for covert operations behind enemy lines, but he isn&#039;t suited to direct combat compared to other classes due to his fragility combined with his weapons, which are weaker compared to other weapons in head-to-head fights. His ability to [[Invis Watch|cloak]] and [[Disguise Kit|disguise]] himself allows him to slip past enemy lines undetected, where he can wreak havoc. He can sneak up on targets from behind and backstab them to instantly kill them, or place [[Sapper]]s on [[Engineer]] buildings to disrupt enemy defenses. Moreover, he can see enemy health to determine if an enemy is vulnerable enough to be picked off by his [[Revolver]]. However, because of the fear he causes, they often Spy-check their teammates for any potential Spies. Despite his ability to hide and blend in, the Spy can be easily revealed through various means, such as through a [[Pyro]]&#039;s [[afterburn|flames]] or through the [[Fishwhacker]]&#039;s [[bleed]]. Through cunning and deception, a competent Spy can wreak havoc behind enemy lines and take down important targets in one swing of a [[Knife]].&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Revolver]] ===&lt;br /&gt;
[[File:Backpack_Revolver.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Revolver, while weaker compared to some other classes&#039; primary weapons, is accurate and deals decent damage at medium range, and three well-placed shots are enough to take down most classes. It is a good all-around option like all stock weapons and gives the Spy a self-defense weapon in case he gets caught out, a way to deal with targets that are out of reach of the Spy&#039;s Knife, a way to deal with targets that cannot be backstabbed or where backstabs would be too risky.&lt;br /&gt;
&lt;br /&gt;
=== [[Tranquilizer Gun]] ===&lt;br /&gt;
[[File:Backpack_Tranquilizer_Gun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Tranquilizer Gun, sometimes referred to as the Tranq is an option that switches bullets out for a single dart, which causes enemies hit with it to become colorblind, slower, their ranged damage reduced, and for all melee damage, including the Spy&#039;s own Knife to become a [[Critical hit]]. The projectile can be difficult to connect, especially as the Tranq only has one shot, but it is a good option for Spies that want to help out their team by weakening enemies or to take out a single target in a melee hit if the target is good at hiding their back.&lt;br /&gt;
&lt;br /&gt;
== Sappers ==&lt;br /&gt;
&lt;br /&gt;
=== The [[Sapper]] ===&lt;br /&gt;
[[File:Backpack_Sapper.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Sapper instantly disables an [[Engineer]]&#039;s [[Building]] when placed, causing gradual damage until it is destroyed and can only be removed by the Engineer&#039;s [[Wrench]]. To effectively neutralize an Engineer&#039;s setup, a Spy is advised to first backstab the Engineer, then quickly sap any nearby [[Sentry Gun]]s to prevent them from targeting and killing the Spy, and then the other Buildings. A Spy can also speed up a building&#039;s destruction by attacking it, though your weapons deal reduced damage to sapped buildings, referred to as &amp;quot;sapper armor&amp;quot;. If backstabbing isn&#039;t possible, a Spy can coordinate with his team to sap the Engineer&#039;s buildings, leaving him vulnerable to the Spy&#039;s team&#039;s assault. In a one-on-one encounter, a Spy player should remember that they have an unlimited supply of Sappers and can place them faster than any Engineer can remove them. Use the window when the Sentry is disabled to engage the Engineer, as he&#039;ll likely target you directly before removing the Sapper.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== The [[Knife]] ===&lt;br /&gt;
[[File:Backpack_Knife.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Knife is integral to Spy&#039;s game plan. The Knife allows Spy to instantly take down any class, no matter what health they have in one backstab. The Knife is best used for backstabs but is a pitiful melee weapon otherwise. The Spy has tools such as [[Invis Watch|cloak]] and his [[Disguise Kit|disguses]] which allow him to position himself behind enemy lines for a backstab. If a backstab is unsuccessful, he always has his [[Revolver]] for self-defense.&lt;br /&gt;
&lt;br /&gt;
== PDA ==&lt;br /&gt;
&lt;br /&gt;
=== Disguise Kit ===&lt;br /&gt;
[[File:Backpack_Disguise_Kit.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Disguise Kit, is one of Spy&#039;s essential tools for infiltration and allows him to assume the appearance of an enemy or ally. When close to teammates, disguising as an enemy Spy or another friendly class can reduce suspicion. However, choosing a new disguise produces a brief team-colored smoke effect around the Spy, so it&#039;s wise to disguise behind cover or while cloaked. Disgusing takes 2 seconds, so avoid approaching the enemy until the change is complete. While operating behind enemy lines, try to act like like an enemy, for example heading towards objectives they must capture. Be careful of selecting disguise appropriate for the situation; an out-of-place Sniper charging into the enemy or an Engineer not building can arouse suspicion. Reloading while disguised causes&#039;s the Spy&#039;s disguise to reload as well, which can make the act more convincing. Using the previous disguise key (default B) changes the disguise&#039;s weapon to the Spy&#039;s current weapon, which can also make the act more convincing. Keep distance from enemies, as bumping into them exposes you as a Spy. Remember that disguises aren&#039;t foolproof, and players often randomly spy-check their teammates. Attacking breaks the disguise, so seek a safe spot to re-disguise after escaping.&lt;br /&gt;
&lt;br /&gt;
== Watches ==&lt;br /&gt;
&lt;br /&gt;
=== Invis Watch ===&lt;br /&gt;
[[File:Backpack_Invis_Watch.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Invis Watch is the other main infiltration tool for the Spy, but instead of allowing a Spy to hide in plain sight, the Invis Watch allows him to hide out of sight. The Invis Watch allows a Spy to turn invisible and has the quietest decloak sound of all the watches. However, it&#039;s cloak is only 10 seconds long, and cloaking for longer causes the Spy to become visible. While invisible the Spy gains 20% damage resistance, but this does not make the Spy invincible. To have cloak ready when needed, decloak in safe places and pick up [[Ammo]] packs to refill the cloak meter. Be careful though; Ammo packs vanishing into thin air can alert enemy players who may spy-check the place. While in enemy territory, stay on the move to reduce your chance&#039;s of getting caught.&lt;br /&gt;
&lt;br /&gt;
=== L&#039;escampette ===&lt;br /&gt;
[[File:Backpack_L&#039;escampette.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The L&#039;escampetter is a watch that trades longer cloak duration for even quicker movement. Cloaking with L&#039;escampette kicks the Spy up to 130% of his default running speed, but the cloak drains twice as fast; getting hurt while cloaked will drain it even faster, and it has a more distinct cloaking sound compared to the Invis Watch. Use this when you need to quickly get behind enemy lines, but be sure to plan a route to avoid as much damage as possible because of the cloak drain on hit, and be sure to de-cloak somewhere as to not alert enemies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Critical_hits&amp;diff=4195</id>
		<title>Critical hits</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Critical_hits&amp;diff=4195"/>
		<updated>2023-12-22T15:12:07Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Updated page to reflect 2.13 update changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical hits&#039;&#039;&#039; (often shortened to &#039;&#039;&#039;crits&#039;&#039;&#039; or full crits) are a damage mechanic that do extra damage under certain conditions, such as the [[Kritzkrieg]]&#039;s [[ÜberCharge]] or randomly with certain Melee weapons. When a critical hit is landed on a player, a special sound effect accompanies the hit as well as the text &amp;quot;CRITICAL HIT!!!&amp;quot; in green or &amp;quot;MINI-CRIT!&amp;quot; in yellow for critical hits and mini crits respectively is displayed above their head. [[Buildings]] are immune to both types, so don&#039;t bother using a [[Kritzkrieg]] to take out a Building.&lt;br /&gt;
&lt;br /&gt;
Certain non-damaging items can be affected by critical hits as well. The [[Sandvich]] on critical &amp;quot;hit&amp;quot; triples the amount of healing of a non-critical Sandvich when eaten, allowing for overheal. Thrown critical Sandviches heal as much as a full health pack instead of a medium health pack.&lt;br /&gt;
&lt;br /&gt;
Critical hits are easy to distinguish from their normal hit counterparts. Melee weapons get a different animation for critical hits, projectiles have a team-colored glow and sparkle effect, fire gains team-colored particles effects while bullets gain a team-colored trail. Alongside these visual effects there is an electrical crackling sound that accompanies these. &lt;br /&gt;
&lt;br /&gt;
Critical hits increase a weapon&#039;s base damage by 3. For example, a normal [[Grenade Launcher|pipe]] does 100 damage on direct hit. A critical pipe by contrast deals 300 damage on direct hit. Furthermore, critical hits ignore [[damage]] ramp-up and fall-off. A [[Soldier]] rocket deals diminished damage at range. With maximum fall-off, it only deals 48 damage. However, a critical rocket ignores this while tripling its damage, dealing a whopping 270 damage at any range. The only falloff crits follow are splash falloff, such as from Soldier [[Rocket Launcher|rockets]] or Demoman [[Grenade Launcher|grenades]] or [[Stickybomb Launcher|stickies]].&lt;br /&gt;
&lt;br /&gt;
== Random critical hits ==&lt;br /&gt;
Random critical hits often shortened to random crits is a mechanic present in [[Team Fortress 2]] live where any weapon has a random chance to hit. This mechanic has been removed from [[Team Fortress 2 Classic]], on every weapon except melee weapons. &lt;br /&gt;
&lt;br /&gt;
A weapon&#039;s random crit chance depends on how much damage has already been done previously by the player, possibly reaching 60% random crit chance. Due to this, [[Sniper]]s and [[Demoman|Demomen]] have some of the highest random crit chance due to their high damage output, and [[Medic]]s due to healing done contributing to the random crit chance. &lt;br /&gt;
&lt;br /&gt;
== Mini crits ==&lt;br /&gt;
&lt;br /&gt;
Mini crits can be thought of as less extreme critical hits. Instead of tripling a weapon&#039;s damage, they only increase it by 35%. They too like critical hits ignore damage fall-off, but unlike critical hits they factor damage ramp-up. Full critical hits override mini crits. For instance, if an enemy is Marked for Death but you manage to hit a critical hit, the mini-crit will be ignored and will instead factor the normal critical hit. It is because of this critical hits are sometimes referred to as full crits to distinguish them from mini-crits.  &lt;br /&gt;
&lt;br /&gt;
== Crit boost ==&lt;br /&gt;
&lt;br /&gt;
A crit boost is a state when a weapon will deal guaranteed critical hits for a certain duration of time. A crit boost is shown by the weapon glowing the team&#039;s respective color, with sparks of electricity surging from it, accompanied by an electric sound effect. The visual effects will still be present however. &lt;br /&gt;
&lt;br /&gt;
There is also a mini-crit version also present. Unlike its counterpart, a mini-crit boosted weapon does not emit electrical particle effects or emit any sound effect. The weapon does change color slightly, yellow for RED and green blue for BLU. &lt;br /&gt;
&lt;br /&gt;
A crit boost can be achieved via the following events:&lt;br /&gt;
*Being [[ÜberCharge|ÜberCharged]] by the [[Kritzkrieg]] allows any weapon to gain critical hits for 8 seconds.&lt;br /&gt;
*During Humiliation at the end of a round the weapons on the winning team are crit-boosted until the round ends.&lt;br /&gt;
*Capturing the intelligence in [[Capture the Flag]] gives the capturing team critical hits for 10 seconds. &lt;br /&gt;
*The [[Harvester]] can gain a critical boost when the HEAT meter is filled. This lasts until it is used on an enemy player.&lt;br /&gt;
*The [[Chekhov&#039;s Punch]] can gain a critical hit boost when hitting an enemy with a melee attack with the Chekhov&#039;s. This stores up to 3 critical hits which can be used on the Heavy&#039;s other weapons. The Chekhov&#039;s themselves can only crit when at full capacity.&lt;br /&gt;
*The [[Civilian]] class can give a mini-crit boost to a player on the same team, granting them mini-crits for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
== Special cases ==&lt;br /&gt;
There are some cases that allow a weapon to deal guaranteed crits or mini-crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Weapons that can deal situational critical hits:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Class&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flare Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flare_Gun.png|100px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| Flares only crit on [[afterburn|burning targets]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harvester]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Harvester.png|100px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| Deals one guaranteed critical hit after building up the HEAT meter.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Chekhov&#039;s Punch]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Chekhov&#039;s_Punch.png|100px]]&lt;br /&gt;
| Heavy&lt;br /&gt;
| Each melee hit stores one critical hit, which can be used on Heavy&#039;s other weapons. When 3 critical hits are stored, Heavy will deal critical hits with his melee. However, the opposite is true, any melee will also deal critical damage against the Heavy.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Anti-Aircraft Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Anti-Aircraft_Cannon.png|100px]]&lt;br /&gt;
| Heavy&lt;br /&gt;
| The Anti-Aircraft Cannon deals mini-crits to airborne targets.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Sniper_Rifle.png|100px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| All Sniper primaries do critical damage on headshot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Huntsman]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Huntsman.png|100px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| All Sniper primaries do critical damage on headshot.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hunting Revolver]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Hunting_Revolver.png|100px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| All Sniper primaries do critical damage on headshot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Weapons that allow for other players or weapons to deal critical hits or mini-crits:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Class&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Kritzkrieg]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Kritzkrieg.png|100px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Kritzkrieg as stated earlier can crit-boost any class for 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Tranquilizer Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Tranquilizer_Gun.png|100px]]&lt;br /&gt;
| Spy&lt;br /&gt;
| When a player is hit with the Tranquilizer Gun, all melee attacks become critical hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill_as_teammate}}&lt;br /&gt;
{{Achievement|achievement_headshot_kill_midflight}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* [[Invis Watch|Cloaked]] [[Spy|Spies]] now correctly take 20% less damage even from crits&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=4169</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=4169"/>
		<updated>2023-12-21T11:52:57Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added trivia. I don&amp;#039;t see why this is unnecessary though. Other weapon comparisons are present here too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=12&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Knockback on target and shooter}}&lt;br /&gt;
{{Loadout negative|Has horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a large burst of 20 bullets per shot, which have a horizontal rectangular spread instead of the [[Shotgun]]&#039;s square spread of 10 bullets. Compared to the Shotgun, the Twin Barrel&#039;s ammo capacity and clip size is significantly smaller, only holding 12 reserve ammo, and only being able to hold one shot at a time. Like the [[Flare Gun]], it can reload while the weapon is inactive. The Twin Barrel can also cause knockback against an enemy. If ten or more bullets hit an enemy, that enemy suffers knockback regardless of damage or range. The angle of attack and the enemy&#039;s current velocity are the only things that affect knockback power; damage and range have no effect.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them opposite of the direction they aim. This can be used to perform a pseudo-jump in midair, opening up alternate routes for the Pyro to take and allowing them to go into areas they normally cannot reach. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. The highest vertical velocity is gained by aiming straight downwards, standing still, and shooting immediately after a jump. The highest horizontal velocity is gained by aiming slightly downwards, running backwards, and shooting immediately after a jump. With this technique, the Pyro can effectively travel as fast as a [[Scout]]. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Twin Barrel will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, and can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer [[afterburn]]. The fire is red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 120&amp;lt;br&amp;gt;{{tooltip|6|Per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 80&amp;lt;br&amp;gt;{{tooltip|4|Per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 42&amp;lt;br&amp;gt;{{tooltip|2.1|Per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 240&amp;lt;br&amp;gt;{{tooltip|12|Per bullet}}&lt;br /&gt;
 | mini-crit = 108&amp;lt;br&amp;gt;{{tooltip|5.4|Per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = 162&amp;lt;br&amp;gt;{{tooltip|8.1|Per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 12&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does not have any knockback against ÜberCharged enemies.&lt;br /&gt;
* The Twin Barrel is similar to the [[tf:Force-A-Nature|Force-A-Nature]] from &#039;&#039;Team Fortress 2&#039;&#039;. Both are sawed-off double barreled shotguns that inflict knockback on target and can be used to do an extra mid-air jump.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:Twin barrel poster.png|left|thumb|300px|Promotional artwork for the Twin Barrel and [[Harvester]].]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Spy_strategy&amp;diff=4003</id>
		<title>Basic Spy strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Spy_strategy&amp;diff=4003"/>
		<updated>2023-11-07T10:25:29Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added base page for Basic Spy strategy. I&amp;#039;ll do this with the other classes when I&amp;#039;ve got time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fight_or_flight_spy.png|350px|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Spy]] is a master of deceit and excels at punishing mistakes made by other teams. He&#039;s a good choice for covert operations behind enemy lines, but he isn&#039;t suited to direct combat compared to other classes due to his fragility combined with his weapons, which are weaker compared to other weapons in head-to-head fights. His ability to [[Invis Watch|cloak]] and [[Disguise Kit|disguise]] himself allows him to slip past enemy lines undetected, where he can wreak havoc. He can sneak up on targets from behind and backstab them to instantly kill them, or place [[Sapper]]s on [[Engineer]] buildings to disrupt enemy defenses. Moreover, he can see enemy health to determine if an enemy is vulnerable enough to be picked off by his [[Revolver]]. However, because of the fear he causes, they often Spy-check their teammates for any potential Spies. Despite his ability to hide and blend in, the Spy can be easily revealed through various means, such as through a [[Pyro]]&#039;s [[afterburn|flames]] or through the [[Fishwhacker]]&#039;s [[bleed]]. Through cunning and deception, a competent Spy can wreak havoc behind enemy lines and take down important targets in one swing of a [[Knife]].&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Revolver]] ===&lt;br /&gt;
[[File:Backpack_Revolver.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Revolver, while weaker compared to some other classes&#039; primary weapons, is accurate and deals decent damage at medium range, and three well-placed shots are enough to take down most classes. It is a good all-around option like all stock weapons and gives the Spy a self-defense weapon in case he gets caught out, a way to deal with targets that are out of reach of the Spy&#039;s Knife, a way to deal with targets that cannot be backstabbed or where backstabs would be too risky.&lt;br /&gt;
&lt;br /&gt;
=== [[Tranquilizer Gun]] ===&lt;br /&gt;
[[File:Backpack_Tranquilizer_Gun.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Tranquilizer Gun, sometimes referred to as the Tranq is an option that switches bullets out for a single dart, which causes enemies hit with it to become colorblind, slower, their ranged damage reduced, and for all melee damage, including the Spy&#039;s own Knife to become a [[Critical hit]]. The projectile can be difficult to connect, especially as the Tranq only has one shot, but it is a good option for Spies that want to help out their team by weakening enemies or to take out a single target in a melee hit if the target is good at hiding their back.&lt;br /&gt;
&lt;br /&gt;
== Sappers ==&lt;br /&gt;
&lt;br /&gt;
=== The [[Sapper]] ===&lt;br /&gt;
[[File:Backpack_Sapper.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Sapper instantly disables an [[Engineer]]&#039;s [[Building]] when placed, causing gradual damage until it is destroyed and can only be removed by the Engineer&#039;s [[Wrench]]. To effectively neutralize an Engineer&#039;s setup, a Spy is advised to first backstab the Engineer, then quickly sap any nearby [[Sentry Gun]]s to prevent them from targeting and killing the Spy, and then the other Buildings. A Spy can also speed up a building&#039;s destruction by attacking it, though your weapons deal reduced damage to sapped buildings, referred to as &amp;quot;sapper armor&amp;quot;. If backstabbing isn&#039;t possible, a Spy can coordinate with his team to sap the Engineer&#039;s buildings, leaving him vulnerable to the Spy&#039;s team&#039;s assault. In a one-on-one encounter, a Spy player should remember that they have an unlimited supply of Sappers and can place them faster than any Engineer can remove them. Use the window when the Sentry is disabled to engage the Engineer, as he&#039;ll likely target you directly before removing the Sapper.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== The [[Knife]] ===&lt;br /&gt;
[[File:Backpack_Knife.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Knife is integral to Spy&#039;s game plan. The Knife allows Spy to instantly take down any class, no matter what health they have in one backstab. The Knife is best used for backstabs but is a pitiful melee weapon otherwise. The Spy has tools such as [[Invis Watch|cloak]] and his [[Disguise Kit|disguses]] which allow him to position himself behind enemy lines for a backstab. If a backstab is unsuccessful, he always has his [[Revolver]] for self-defense.&lt;br /&gt;
&lt;br /&gt;
== PDA ==&lt;br /&gt;
&lt;br /&gt;
=== Disguise Kit ===&lt;br /&gt;
[[File:Backpack_Disguise_Kit.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Disguise Kit, is one of Spy&#039;s essential tools for infiltration and allows him to assume the appearance of an enemy or ally. When close to teammates, disguising as an enemy Spy or another friendly class can reduce suspicion. However, choosing a new disguise produces a brief team-colored smoke effect around the Spy, so it&#039;s wise to disguise behind cover or while cloaked. Disgusing takes 2 seconds, so avoid approaching the enemy until the change is complete. While operating behind enemy lines, try to act like like an enemy, for example heading towards objectives they must capture. Be careful of selecting disguise appropriate for the situation; an out-of-place Sniper charging into the enemy or an Engineer not building can arouse suspicion. Reloading while disguised causes&#039;s the Spy&#039;s disguise to reload as well, which can make the act more convincing. Using the previous disguise key (default B) changes the disguise&#039;s weapon to the Spy&#039;s current weapon, which can also make the act more convincing. Keep distance from enemies, as bumping into them exposes you as a Spy. Remember that disguises aren&#039;t foolproof, and players often randomly spy-check their teammates. Attacking breaks the disguise, so seek a safe spot to re-disguise after escaping.&lt;br /&gt;
&lt;br /&gt;
== Watches ==&lt;br /&gt;
&lt;br /&gt;
=== Invis Watch ===&lt;br /&gt;
[[File:Backpack_Invis_Watch.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Invis Watch is the other main infiltration tool for the Spy, but instead of allowing a Spy to hide in plain sight, the Invis Watch allows him to hide out of sight. The Invis Watch allows a Spy to turn invisible and has the quietest decloak sound of all the watches. However, it&#039;s cloak is only 10 seconds long, and cloaking for longer causes the Spy to become visible. While invisible the Spy gains 20% damage resistance, but this does not make the Spy invincible. To have cloak ready when needed, decloak in safe places and pick up [[Ammo]] packs to refill the cloak meter. Be careful though; Ammo packs vanishing into thin air can alert enemy players who may spy-check the place. While in enemy territory, stay on the move to reduce your chance&#039;s of getting caught.&lt;br /&gt;
&lt;br /&gt;
=== L&#039;escampette ===&lt;br /&gt;
[[File:Backpack_L&#039;escampette.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The L&#039;escampetter is a watch that trades longer cloak duration for even quicker movement. Cloaking with L&#039;escampette kicks the Spy up to 130% of his default running speed, but the cloak drains twice as fast; getting hurt while cloaked will drain it even faster, and it has a more distinct cloaking sound compared to the Invis Watch. Use this when you need to quickly get behind enemy lines, but be sure to plan a route to avoid as much damage as possible because of the cloak drain on hit,a dn be sure to de-cloak somewhere to not alert enemies.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=4000</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=4000"/>
		<updated>2023-11-01T04:16:40Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added link to basic Spy strategy, will write.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] who operates behind enemy lines and specializes in killing enemies when they least expect it. He has 125 health and 107% speed, making him the second fastest class in the game, matching the [[Medic]]&#039;s speed. His [[Disguise Kit]] allows him to camouflage himself as an enemy or as even his own teammate while still taking damage from them as usual. His [[Invis Watch]] allows him to cloak and turn invisible, only being revealed when he bumps into an enemy or is shot by them. His [[Sapper]] is an anit-building tool that can disable and destroy enemy [[Building]]s unless the [[Engineer]] destroys them. His [[Knife]]&#039;s backstab feature allows him to instantly kill any class that is looking away from him, which is especially invaluable to take down targets like [[Medic]]s, [[Heavy|Heavies]] and unaware [[Sniper]]s. His [[Revolver]] is a good backup option in case he gets caught out and can ward off or potentially kill enemies chasing him down. Spy&#039;s arsenal allows him to flank behind enemy lines and wreck havoc in the back line, backstabbing targets and disabling Sentry nests.&lt;br /&gt;
&lt;br /&gt;
However, Spy is not without weaknesses. These include vulnerability if caught out, being vulnerable to spam while trying to flank, spy-checking from enemy players, [[afterburn]] from [[Pyro]] making a Spy a french fry, and aware players who periodically turn around. Spies must watch out for spy-checking players. Many players have learned to blast any &amp;quot;ally&amp;quot; that approaches them, which can force the Spy to retreat or possibly kill him before he gets a chance to return fire. His cloak &amp;quot;shimmers&amp;quot; when taking damage, which can make him easy to spot, and status effects like afterburn make him even easier to spot. This in particular can make it difficult when trying to go down a hallway that is currently being spammed with explosives. Decloaking creates a sound that can alert enemies to his presence, and running out of cloak while in the open can leave a Spy incredibly vulnerable without an escape option. Picking up [[Ammo]] mid-cloak can refill it, but Ammo packs mysteriously vanishing can also make enemies notice his presence. The Revolver, while a decent option, can be difficult to use, and the Knife is a terrible melee weapon outside of backstabs. This leaves unprepared Spies as little more than easy pickings for everyone else.&lt;br /&gt;
&lt;br /&gt;
Spy is a high-risk, high-reward class, with growing pains for anyone trying to use him effectively. A caught-out Spy with no cloak only has a Revolver which is unfortunately out-damaged by most other primary weapons. It is usually far easier to kill a caught-out Spy than it is for the Spy to kill you, and competent Pyros can almost destroy a Spy&#039;s hopes of ever approaching an enemy. [[Engineer]]s, while usually a high-priority target, can be difficult for the Spy to kill, as the minute a Spy un-disguises to backstab the Engineer while in range of a Sentry, he will get shot at unless the Spy immediately saps it. Multiple Sentries in one spot makes this even harder, but grouped-up Sentries are usually vulnerable to explosives.&lt;br /&gt;
&lt;br /&gt;
The Spy is a backline specialist with poor up-front combat tools compared to other classes. A predictable Spy is like a [[Sniper]] with difficulty aiming: near harmless. A Spy constantly causing havoc will be caught on to, and on-guard enemies are incredibly difficult targets. Once the enemy team raises their guard against a Spy it will be difficult for a Spy to do much, as simply turning around can negate a backstab. It can sometimes be best to switch off the Spy until the enemy lowers their guard and switch back to Spy to punish their lowered guard. And remember: enemies who are constantly turning around to face a Spy won&#039;t be facing the other team and become vulnerable, so a Spy just being a distraction in a team fight is already great.&lt;br /&gt;
&lt;br /&gt;
On offense, his main goal is to disable or destroy the enemy Sentry Gun, which is accomplished by killing the Engineer and sapping all his buildings. He can also go deep into enemy territory to sneakily capture an objective, something other classes have a hard time achieving. On defense, his main role is to constantly kill the enemy [[Medic]] and his patient, preventing them from building up enough momentum to mount a successful assault, though killing enemy Medics is always a priority no matter the game mode. A Spy standing around an obscure corner can get more kills than even a Heavy standing there, and is especially useful in killing the [[VIP]]. While the Spy has a high skill floor and can be difficult to be consistently effective, his playstyle and mechanics are unlike any other, with a technical skillset that takes full advantage of the player&#039;s game knowledge, allowing him to play mind games with the enemy team while dropping targets left and right. He can be incredibly punishing for new players, and even veteran players can find him difficult. But a competent Spy is a constant threat, preventing any kind of [[ÜberCharge]] and can even win games singlehandedly through back-capping or VIP killing. Players using the Spy combine skill and a bit of luck, pushing both to see just how far they can take the so-called &amp;quot;worst class in the game&amp;quot;, and finding joy in the unexpected depths and brilliance of this one class.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: France&lt;br /&gt;
&lt;br /&gt;
Job: Uncloak &amp;amp; Dagger&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contraptions: Disguise Kit / Cloaking Watch&lt;br /&gt;
&lt;br /&gt;
He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You&#039;re dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* The move speed increase from tf2c_gun_mettle_spy now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by tf2c_spy_gun_mettle 2, the new default setting for tf2c_spy_gun_mettle; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In Team Fortress 2 Classic, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;Prego&amp;quot; (&amp;quot;Translation: &amp;quot;You&#039;re welcome&amp;quot;). This was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=3995</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=3995"/>
		<updated>2023-10-28T01:58:04Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Changed some words aroudn for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] who operates behind enemy lines and specializes in killing enemies when they least expect it. He has 125 health and 107% speed, making him the second fastest class in the game, matching the [[Medic]]&#039;s speed. His [[Disguise Kit]] allows him to camouflage himself as an enemy or as even his own teammate while still taking damage from them as usual. His [[Invis Watch]] allows him to cloak and turn invisible, only being revealed when he bumps into an enemy or is shot by them. His [[Sapper]] is an anit-building tool that can disable and destroy enemy [[Building]]s unless the [[Engineer]] destroys them. His [[Knife]]&#039;s backstab feature allows him to instantly kill any class that is looking away from him, which is especially invaluable to take down targets like [[Medic]]s, [[Heavy|Heavies]] and unaware [[Sniper]]s. His [[Revolver]] is a good backup option in case he gets caught out and can ward off or potentially kill enemies chasing him down. Spy&#039;s arsenal allows him to flank behind enemy lines and wreck havoc in the back line, backstabbing targets and disabling Sentry nests.&lt;br /&gt;
&lt;br /&gt;
However, Spy is not without weaknesses. These include vulnerability if caught out, being vulnerable to spam while trying to flank, spy-checking from enemy players, [[afterburn]] from [[Pyro]] making a Spy a french fry, and aware players who periodically turn around. Spies must watch out for spy-checking players. Many players have learned to blast any &amp;quot;ally&amp;quot; that approaches them, which can force the Spy to retreat or possibly kill him before he gets a chance to return fire. His cloak &amp;quot;shimmers&amp;quot; when taking damage, which can make him easy to spot, and status effects like afterburn make him even easier to spot. This in particular can make it difficult when trying to go down a hallway that is currently being spammed with explosives. Decloaking creates a sound that can alert enemies to his presence, and running out of cloak while in the open can leave a Spy incredibly vulnerable without an escape option. Picking up [[Ammo]] mid-cloak can refill it, but Ammo packs mysteriously vanishing can also make enemies notice his presence. The Revolver, while a decent option, can be difficult to use, and the Knife is a terrible melee weapon outside of backstabs. This leaves unprepared Spies as little more than easy pickings for everyone else.&lt;br /&gt;
&lt;br /&gt;
Spy is a high-risk, high-reward class, with growing pains for anyone trying to use him effectively. A caught-out Spy with no cloak only has a Revolver which is unfortunately out-damaged by most other primary weapons. It is usually far easier to kill a caught-out Spy than it is for the Spy to kill you, and competent Pyros can almost destroy a Spy&#039;s hopes of ever approaching an enemy. [[Engineer]]s, while usually a high-priority target, can be difficult for the Spy to kill, as the minute a Spy un-disguises to backstab the Engineer while in range of a Sentry, he will get shot at unless the Spy immediately saps it. Multiple Sentries in one spot makes this even harder, but grouped-up Sentries are usually vulnerable to explosives.&lt;br /&gt;
&lt;br /&gt;
The Spy is a backline specialist with poor up-front combat tools compared to other classes. A predictable Spy is like a [[Sniper]] with difficulty aiming: near harmless. A Spy constantly causing havoc will be caught on to, and on-guard enemies are incredibly difficult targets. Once the enemy team raises their guard against a Spy it will be difficult for a Spy to do much, as simply turning around can negate a backstab. It can sometimes be best to switch off the Spy until the enemy lowers their guard and switch back to Spy to punish their lowered guard. And remember: enemies who are constantly turning around to face a Spy won&#039;t be facing the other team and become vulnerable, so a Spy just being a distraction in a team fight is already great.&lt;br /&gt;
&lt;br /&gt;
On offense, his main goal is to disable or destroy the enemy Sentry Gun, which is accomplished by killing the Engineer and sapping all his buildings. He can also go deep into enemy territory to sneakily capture an objective, something other classes have a hard time achieving. On defense, his main role is to constantly kill the enemy [[Medic]] and his patient, preventing them from building up enough momentum to mount a successful assault, though killing enemy Medics is always a priority no matter the game mode. A Spy standing around an obscure corner can get more kills than even a Heavy standing there, and is especially useful in killing the [[VIP]]. While the Spy has a high skill floor and can be difficult to be consistently effective, his playstyle and mechanics are unlike any other, with a technical skillset that takes full advantage of the player&#039;s game knowledge, allowing him to play mind games with the enemy team while dropping targets left and right. He can be incredibly punishing for new players, and even veteran players can find him difficult. But a competent Spy is a constant threat, preventing any kind of [[ÜberCharge]] and can even win games singlehandedly through back-capping or VIP killing. Players using the Spy combine skill and a bit of luck, pushing both to see just how far they can take the so-called &amp;quot;worst class in the game&amp;quot;, and finding joy in the unexpected depths and brilliance of this one class.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: France&lt;br /&gt;
&lt;br /&gt;
Job: Uncloak &amp;amp; Dagger&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contraptions: Disguise Kit / Cloaking Watch&lt;br /&gt;
&lt;br /&gt;
He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You&#039;re dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* The move speed increase from tf2c_gun_mettle_spy now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by tf2c_spy_gun_mettle 2, the new default setting for tf2c_spy_gun_mettle; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In Team Fortress 2 Classic, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;Prego&amp;quot; (&amp;quot;Translation: &amp;quot;You&#039;re welcome&amp;quot;). This was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=3994</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=3994"/>
		<updated>2023-10-28T01:48:45Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Rewrote lead to make the lead less opinionated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] who operates behind enemy lines and specializes in killing enemies when they least expect it. He has 125 health and 107% speed, making him the second fastest class in the game, the same as [[Medic]]. His [[Disguise Kit]] allows him to camouflage himself as an enemy or as even his own teammate while still taking damage from them as usual. His [[Invis Watch]] allows him to cloak and turn invisible, only being revealed when he bumps into an enemy or is shot by them. His [[Sapper]] is an anit-building tool that can disable and destroy enemy [[Buidling]]s unless the [[Engineer]] destroys them. His [[Knife]]&#039;s backstab feature allows him to instantly kill any class that is looking away from him, which is especially invaluable to take down targets like [[Medic]]s, [[Heavy|Heavies]] and unaware [[Sniper]]s. His [[Revolver]] is a good backup option in case he gets caught out and can ward off or potentially kill enemies chasing him down. Spy&#039;s arsenal allows him to flank behind enemy lines and wreck havoc in the back line, backstabbing targets and disabling Sentry nests.&lt;br /&gt;
&lt;br /&gt;
However, Spy is not without weaknesses. These include vulnerability if caught out, being vulnerable to spam while trying to flank, spy-checking from enemy players, [[afterburn]] from [[Pyro]] making a Spy a french fry, and aware players who periodically turn around. Spies must watch out for spy-checking players. Many players have learned to blast any &amp;quot;ally&amp;quot; that approaches them, which can force the Spy to retreat or possibly kill him before he gets a chance to return fire. His cloak &amp;quot;shimmers&amp;quot; when taking damage, which can make him easy to spot, and status effects like afterburn make him even easier to spot. Decloaking creates a sound that can alert enemies to his presence, and running out of cloak while in the open can leave a Spy incredibly vulnerable without an escape option. Picking up [[Ammo]] mid-cloak can refill it, but Ammo packs mysteriously vanishing can also make enemies notice his presence. The Revolver, while a decent option, can be difficult to use, and the Knife is a terrible melee weapon outside of backstabs. This leaves unprepared Spies as little more than easy pickings for everyone else.&lt;br /&gt;
&lt;br /&gt;
Spy is a high-risk, high-reward class, with growing pains for anyone trying to use him effectively. A caught-out Spy with no cloak only has a Revolver which is unfortunately out-damaged by most other primary weapons. It is usually far easier to kill a caught-out Spy than it is for the Spy to kill you, and competent Pyros can almost destroy a Spy&#039;s hopes of ever approaching an enemy. [[Engineer]]s, while usually a high-priority target, can be difficult for the Spy to kill, as the minute a Spy un-disguises to backstab the Engineer while in range of a Sentry, he will get shot at unless the Spy immediately saps it. Multiple Sentries in one spot makes this even harder, but grouped-up Sentries are usually vulnerable to explosives.&lt;br /&gt;
&lt;br /&gt;
The Spy is a backline specialist with poor up-front combat tools compared to other classes. A predictable Spy is like a [[Sniper]] with difficulty aiming: near harmless. A Spy constantly causing havoc will be caught on to, and on-guard enemies are incredibly difficult targets. Once the enemy team raises their guard against a Spy it will be difficult for a Spy to do much, as simply turning around can negate backstab, and lag can sometimes screw a Spy of a backstab. It can sometimes be best to switch off the Spy until the enemy lowers their guard and switch back to Spy to punish their lowered guard. And remember: enemies who are constantly turning around to face a Spy won&#039;t be facing the other team and become vulnerable, so a Spy just being a distraction in a team fight is already great.&lt;br /&gt;
&lt;br /&gt;
On offense, his main goal is to disable or destroy the enemy Sentry Gun, which is accomplished by killing the Engineer and sapping all his buildings. He can also go deep into enemy territory to sneakily capture an objective, something other classes have a hard time achieving. On defense, his main role is to constantly kill the enemy [[Medic]] and his patient, preventing them from building up enough momentum to mount a successful assault, though killing enemy Medics is always a priority no matter the game mode. A Spy standing around an obscure corner can get more kills than even a Heavy standing there, and is especially useful in killing the [[VIP]]. While the Spy has a high skill floor and can be difficult to be consistently effective, his playstyle and mechanics are unlike any other, with a technical skillset that takes full advantage of the player&#039;s game knowledge, allowing him to play mind games with the enemy team while dropping targets left and right. He can be incredibly punishing for new players, and even veteran players can find it difficult. But a competent Spy is a constant threat, preventing any kind of [[Übercharge]] and can even win games singlehandedly through back-capping or killing VIPs. Players using the Spy combine skill and a bit of luck, pushing both to see just how far they can take the so-called &amp;quot;worst class in the game&amp;quot;, and finding joy in the unexpected depths and brilliance of this one class.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: France&lt;br /&gt;
&lt;br /&gt;
Job: Uncloak &amp;amp; Dagger&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contraptions: Disguise Kit / Cloaking Watch&lt;br /&gt;
&lt;br /&gt;
He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You&#039;re dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* The move speed increase from tf2c_gun_mettle_spy now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by tf2c_spy_gun_mettle 2, the new default setting for tf2c_spy_gun_mettle; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In Team Fortress 2 Classic, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;Prego&amp;quot; (&amp;quot;Translation: &amp;quot;You&#039;re welcome&amp;quot;). This was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=3968</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=3968"/>
		<updated>2023-10-16T02:43:36Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Made the lead 80% less subjective.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, and can assassinate any enemy that crosses his sightline. He has 125 health and 100% speed, making him fragile with average speed. His [[Sniper Rifle]] is one of the game&#039;s most powerful weapons, able to kill any class with a headshot while fully charged, and is uncontestable at range. His ability to hold a single position and punish enemies who cross it with instant death is unmatched, and the inability for enemies to mount a response means he has free reign over wherever he looks. Far from a sitting duck, his ability to move around and get sightlines from obscure map angles can lead to surprising deaths outside the standard Sniper spots, and the first sign of a skilled Sniper is usually in the post-death screenshot. He can also deal unexpectedly high damage from close up, simply by quickscoping and clicking on the enemy&#039;s head, which is enough to kill or severely wound all classes. This makes him the game&#039;s premier pick class, and a skilled shot can end an engagement before it even begins.&lt;br /&gt;
&lt;br /&gt;
The Sniper&#039;s downsides are his mediocrity in direct combat, reliance on his teammate&#039;s front line, inability to contribute to objectives, constant threat from enemy Snipers, and high skill floor. The Sniper Rifle deals very poor sustained damage, and the [[SMG]], while a good self-defense weapon is a relatively weak sidearm. Combined with the Sniper&#039;s fragility, this means he cannot defend himself unless he gets extremely lucky scoped shots, and prefers to stay in the back lines, far behind his teammates. If his team&#039;s united front suddenly collapses, the Sniper is usually the first to die. This issue is compounded by the Sniper&#039;s difficulties in capturing objectives, since his fragility and long-range specialization means he is terrible when exposed and isn&#039;t built for for the frontline. This is compounded by attacks from enemy Snipers, who are locked in constant duels for sightline supremacy, and failing to keep track of their positions will lead to your unexpected death. Finally, the Sniper is no class for players who cannot aim. This also means that having an &amp;quot;off day&amp;quot; has significantly more impact on Sniper than on other classes. Other classes such as [[Soldier]] have splash damage and [[shotgun]]s have bullet spread, making them more forgiving. On Sniper, if you miss, you miss.&lt;br /&gt;
&lt;br /&gt;
Despite these downsides, they are mitigated by running really far away and shooting people in the head. As he is the only class in the game that can deal meaningful damage at long range, the only appropriate counter to him is to not get seen at all, which makes him disproportionately powerful compared to every other class. However moving in an unpredictable pattern can throw off a Sniper&#039;s aim. On offense, he can peek around corners and get risky kills off enemies who leave the comfort of their base, including destroying exposed [[Sentry Gun|Sentry Guns]], as well as the necessary counter-sniping. On defense, he can snuff out [[Medic|Medics]] and their patients before they have a chance to run in, neutralizing the imbalance of power and creating a more favourable defensive line. While the Sniper is dominant on wide-open maps, he is still usable with sufficient skill even on cramped maps, and his skill ceiling is practically infinite. He rewards independent play, smart positioning, quick thinking, and technical practice with unmatched power, and is the perfect class for aim-monster loner types who just want to rack up kills.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In his former life as a tracker of dangerous game in the unforgiving Australian outback, the Sniper would spend months by himself. Prolonged isolation taught him a valuable lesson: You don&#039;t have to rely on other people if you never miss.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]] to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=3956</id>
		<title>List of maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=3956"/>
		<updated>2023-10-06T06:34:43Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added some dates of addition from live to TF2C.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains the &#039;&#039;&#039;list of maps&#039;&#039;&#039; in &#039;&#039;Team Fortress 2 Classic&#039;&#039;. Only maps that officially ship with &#039;&#039;Team Fortress 2 Classic&#039;&#039; are listed here.&lt;br /&gt;
&lt;br /&gt;
== Map types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Prefix&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;kotf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sub types ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Four-Team]]&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Medieval]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Map&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Map Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | File Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Version Added&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Arena)|Badlands]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_flask&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_floodgate&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Arena)|Granary]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumberyard]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_lumberyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (Arena)|Nucleus]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Offblast]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_offblast_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ravine]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_ravine&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Arena)|Sawmill]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Watchtower]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_watchtower&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Arena)|Well]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Amaranth]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_amaranth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[DeGroot Keep]]&lt;br /&gt;
| [[Attack / Defense]] ([[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_degrootkeep&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dustbowl]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_dustbowl&amp;lt;/code&amp;gt;&lt;br /&gt;
| Initial release&lt;br /&gt;
|-&lt;br /&gt;
| [[Egypt]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_egypt_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace Creek]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_furnace_rc1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Attack / Defense)|Gorge]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravel Pit]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gravelpit&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Junction]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_junction_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain Lab]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_mountainlab&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_steel&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[2Fort]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_2fort&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Casbah]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_casbah&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Double Cross]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_doublecross&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Landfall]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_landfall&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelican Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_pelican_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.0.4]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Capture the Flag)|Sawmill]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Turbine]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_turbine&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Capture the Flag)|Well]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Control Points)|Badlands]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Coldfront]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_coldfront&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Fastlane]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_fastlane&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundry]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_foundry&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Freight]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_freight_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Control Points)|Gorge]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_5gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Control Points)|Granary]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Gullywash]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gullywash_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Powerhouse]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_powerhouse&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Tidal]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_tidal_v4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Control Points)|Well]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Yukon]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_yukon_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Domination)|Hydro]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Krepost]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]] [[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_krepost&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil Canyon]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_oilcanyon&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (King of the Hill)|Badlands]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Frigid]]&lt;br /&gt;
| [[King of the Hill]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_frigid&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest (Event)]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_event&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Highpass]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_highpass&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kong King]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_king&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakeside]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_lakeside_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (King of the Hill)|Nucleus]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (King of the Hill)|Sawmill]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Viaduct]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_viaduct&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (Payload)|Badwater Basin]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Barnblitz]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_barnblitz&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_frontier_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold Rush]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_goldrush&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoodoo]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_hoodoo_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Jinn]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_jinn&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunder Mountain]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_thundermountain&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Upward]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_upward&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hightower]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_hightower&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_nightfall_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipeline]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_pipeline&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Doomsday]]&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_doomsday&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Territorial Control)|Hydro]]&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Caper]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_caper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (VIP)|Badwater Basin]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackstone Harbor]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_harbor&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mineside]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_mineside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trainyard]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_trainyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Degroot_Keep&amp;diff=3955</id>
		<title>Degroot Keep</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Degroot_Keep&amp;diff=3955"/>
		<updated>2023-10-06T01:49:25Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: SciF1Qizard moved page Degroot Keep to DeGroot Keep: It&amp;#039;s DeGroot Keep not Degroot keep.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DeGroot Keep]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3954</id>
		<title>DeGroot Keep</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3954"/>
		<updated>2023-10-06T01:49:25Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: SciF1Qizard moved page Degroot Keep to DeGroot Keep: It&amp;#039;s DeGroot Keep not Degroot keep.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
  | game-type                 = Attack / Defense&lt;br /&gt;
  | file-name                 = cp_degrootkeep&lt;br /&gt;
  | map-image                 = -&lt;br /&gt;
  | release-date              = 12/17/2010&lt;br /&gt;
  | developer(s)              = Valve&lt;br /&gt;
  | map-environment           = Alpine&lt;br /&gt;
  | map-setting               = Daylight, Sunny&lt;br /&gt;
  | map-hazards               = [[Environmental death#Crushing|Castle gate]], [[Environmental_death#Pitfalls|Pitfall]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeGroot Keep&#039;&#039;&#039; is an officially designed [[Medieval Mode|medieval mode]] [[Attack / Defense]] map and was the first medieval mode map for [[Team Fortress 2 Classic]], followed by [[Krepost]]. It was first added to [[Team Fortress 2]] on the 17th of December 2010 and added to Team Fortress 2 Classic on the 4th of July in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
DeGroot Keep is a relatively small Attack / Defense map that takes place in a (supposedly) 10th Century European manor on a forested hill. The surrounding buildings and keep fortifications are built in a medieval European-style. A few torches are spread throughout the map, which allow [[Huntsman]] [[Sniper]]s to light their arrows on fire. The flagship feature of this map is the castle keep which is this map&#039;s namesake, DeGroot Keep. The keep is a European style medieval castle made of cobblestone. Walls protect the inner courtyard, which houses the final [[Control Points|control point]]. Defenders can climb up to the ramparts of the keep and defend from there or jump down to more directly engage the attackers. &lt;br /&gt;
&lt;br /&gt;
This map consists of three control points. Control points A and B are to the west and east of the keep itself on either side, and a castle gate blocks the third C. Point C is only accessible by BLU after capturing the first two. A and B, once captured, are locked. After these points have been captured, a music sting will play and the sound of a gate opening will play. BLU will have a limited amount of time to capture the objective. If BLU captures the point in time, they win. If time runs out, the gate closes, and points A and B will return to RED. BLU must recapture A and B to make another attempt at C. This repeats until the round ends.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
*The keep is named after Demoman&#039;s family in Team Fortress 2. However, since most TF2 comics are non-canon to TF2C, it is unconfirmed whether this piece of lore is the same.&lt;br /&gt;
*There are a few hints, such as the train tracks in front of BLU spawn and an unused ticket booth in the files, that suggest DeGroot Keep is closer to a tourist attraction or re-enactment than an actual 10th-century keep.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3953</id>
		<title>DeGroot Keep</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3953"/>
		<updated>2023-10-06T01:48:00Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Rewrote a bit for clarity and grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
  | game-type                 = Attack / Defense&lt;br /&gt;
  | file-name                 = cp_degrootkeep&lt;br /&gt;
  | map-image                 = -&lt;br /&gt;
  | release-date              = 12/17/2010&lt;br /&gt;
  | developer(s)              = Valve&lt;br /&gt;
  | map-environment           = Alpine&lt;br /&gt;
  | map-setting               = Daylight, Sunny&lt;br /&gt;
  | map-hazards               = [[Environmental death#Crushing|Castle gate]], [[Environmental_death#Pitfalls|Pitfall]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeGroot Keep&#039;&#039;&#039; is an officially designed [[Medieval Mode|medieval mode]] [[Attack / Defense]] map and was the first medieval mode map for [[Team Fortress 2 Classic]], followed by [[Krepost]]. It was first added to [[Team Fortress 2]] on the 17th of December 2010 and added to Team Fortress 2 Classic on the 4th of July in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
DeGroot Keep is a relatively small Attack / Defense map that takes place in a (supposedly) 10th Century European manor on a forested hill. The surrounding buildings and keep fortifications are built in a medieval European-style. A few torches are spread throughout the map, which allow [[Huntsman]] [[Sniper]]s to light their arrows on fire. The flagship feature of this map is the castle keep which is this map&#039;s namesake, DeGroot Keep. The keep is a European style medieval castle made of cobblestone. Walls protect the inner courtyard, which houses the final [[Control Points|control point]]. Defenders can climb up to the ramparts of the keep and defend from there or jump down to more directly engage the attackers. &lt;br /&gt;
&lt;br /&gt;
This map consists of three control points. Control points A and B are to the west and east of the keep itself on either side, and a castle gate blocks the third C. Point C is only accessible by BLU after capturing the first two. A and B, once captured, are locked. After these points have been captured, a music sting will play and the sound of a gate opening will play. BLU will have a limited amount of time to capture the objective. If BLU captures the point in time, they win. If time runs out, the gate closes, and points A and B will return to RED. BLU must recapture A and B to make another attempt at C. This repeats until the round ends.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
*The keep is named after Demoman&#039;s family in Team Fortress 2. However, since most TF2 comics are non-canon to TF2C, it is unconfirmed whether this piece of lore is the same.&lt;br /&gt;
*There are a few hints, such as the train tracks in front of BLU spawn and an unused ticket booth in the files, that suggest DeGroot Keep is closer to a tourist attraction or re-enactment than an actual 10th-century keep.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3952</id>
		<title>DeGroot Keep</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3952"/>
		<updated>2023-10-06T01:42:14Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added trivia and expanded lead. Needs map pictures and locations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
  | game-type                 = Attack / Defense&lt;br /&gt;
  | file-name                 = cp_degrootkeep&lt;br /&gt;
  | map-image                 = -&lt;br /&gt;
  | release-date              = Originally on 12|17|2010&lt;br /&gt;
  | developer(s)              = Valve&lt;br /&gt;
  | map-environment           = Alpine&lt;br /&gt;
  | map-setting               = Daylight, Sunny&lt;br /&gt;
  | map-hazards               = [[Environmental death#Crushing|Castle gate]], [[Environmental_death#Pitfalls|Pitfall]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeGroot Keep&#039;&#039;&#039; is an officially designed [[Medieval Mode|medieval mode]] [[Attack / Defense]] map and was the first medieval mode map for [[Team Fortress 2 Classic]], followed by [[Krepost]]. It was first added to [[Team Fortress 2]] on the 17th of December 2010 and added to Team Fortress 2 Classic on the 4th of July in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
DeGroot Keep is a relatively small Attack / Defense map which takes place in a (supposedly) 10th Century European Manor on a forested hill. The surrounding buildings and keep fortifications are built in a medieval European style. A few torches are spread throughout the map which allow [[Huntsman]] [[Sniper]]s to light their arrows on fire. The flagship feature of this map is the castle keep, this map&#039;s namesake DeGroot Keep. The keep is a European style medieval castle made of cobblestone. Walls protect the inner courtyard, which houses the final [[Control Points|control point]]. Defenders can climb up to the ramparts of the keep and defend from there or jump down to more directly engage the attackers. &lt;br /&gt;
&lt;br /&gt;
This map consists of 3 control points. Control points A and B are to the West and East of the keep itself on either side, and the third C is blocked by a castle gate. Point C is only accessible by BLU after capturing the first two. A and B once captured are locked. After these points have been captured, a music sting will play and the sound of a gate opening will play. BLU will have a limited amount of time to capture the objective. If BLU captures the point in time, they win. If time runs out, the gate closes and points A and B will return to RED. BLU must recapture A and B to make another attempt on C. This repeats until the round ends.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
*The keep is named after Demoman&#039;s family in Team Fortress 2. However, since most TF2 comics are non-canon to TF2C, it is unconfirmed whether this piece of lore is the same.&lt;br /&gt;
*There are a few hints such as the train tracks in front of BLU spawn and an unused ticket booth in the files that suggest DeGroot keep is closer to a tourist attraction or re-enactment than an actual 10th century keep.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3951</id>
		<title>DeGroot Keep</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=3951"/>
		<updated>2023-10-04T15:39:33Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Created base page for DeGroot Keep.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
  | game-type                 = Attack / Defense&lt;br /&gt;
  | file-name                 = cp_degrootkeep&lt;br /&gt;
  | map-image                 = -&lt;br /&gt;
  | release-date              = Originally on 12|17|2010&lt;br /&gt;
  | developer(s)              = Valve&lt;br /&gt;
  | map-environment           = Alpine&lt;br /&gt;
  | map-setting               = Daylight, Sunny&lt;br /&gt;
  | map-hazards               = [[Environmental death#Crushing|Castle gate]], [[Environmental_death#Pitfalls|Pitfall]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeGroot Keep&#039;&#039;&#039; is an officially designed [[Medieval Mode|medieval mode]] [[Attack / Defense]] map and was the first medieval mode map for [[Team Fortress 2 Classic]], followed by [[Krepost]]. It was first added to [[Team Fortress 2]] on the 17th of December 2010 and added to Team Fortress 2 Classic on the 4th of July in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
DeGroot Keep is a relatively small Attack / Defense map which takes place in a (supposedly) 10th Century European Manor on a forested hill. The surrounding buildings and keep fortifications are built in a medieval European style. A few torches are spread throughout the map which allow [[Huntsman]] [[Sniper]]s to light their arrows on fire. The flagship feature of this map is the castle keep, this map&#039;s namesake DeGroot Keep. The keep is a European style medieval castle made of cobblestone. Walls protect the inner courtyard, which houses the final [[Control Points|control point]]. Defenders can climb up to the ramparts of the keep and defend from there or jump down to more directly engage the attackers. &lt;br /&gt;
&lt;br /&gt;
This map consists of 3 control points. Control points A and B are to the West and East of the keep itself on either side, and the third C is blocked by a castle gate and is only accessible by BLU after capturing the first two.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=3950</id>
		<title>Frontier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=3950"/>
		<updated>2023-10-04T03:43:38Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: The dev links need fixing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|needs pictures}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = -&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_frontier_final&lt;br /&gt;
|developer = [[https://steamcommunity.com/id/mangycarface/| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]]&amp;lt;br&amp;gt;[[https://steamcommunity.com/id/arhurt/| Arthur &amp;quot;Arhurt&amp;quot; Bobany de Queiroz]]&lt;br /&gt;
|release-date = [[https://wiki.teamfortress.com/wiki/February_24,_2011_Patch| February 24 2011 Patch]]&lt;br /&gt;
|map-environment = Alpine Mountain&lt;br /&gt;
|map-setting = Daylight, Sunny&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]&#039;&#039;&#039;|Meet &amp;quot;Li&#039;l Chew Chew&amp;quot;—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED&#039;s defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frontier&#039;&#039;&#039; is an official [[Payload]] map. It is a single-stage payload map with four capture points contested by RED and BLU on train tracks that slowly climb up a mountain. Each capture point captured by BLU moves the BLU spawn upward up the mountain. Once the BLU team captures all the points, they win. If RED holds back the BLU team until time runs out, they win. This map is oriented toward pushes that use the cart&#039;s large size as protection, as the favor favors the defending team. This map takes place at an industrial site of unclear purpose, set in a mountainous alpine region that culminates in a massive pit where the bomb cart is dropped. This map&#039;s signature feature is L&#039;il Chew Chew.&lt;br /&gt;
&lt;br /&gt;
Frontier was originally released for Team Fortress 2 in the February 24, 2011 Patch, and was developed by mangyacarface and arhurt.&lt;br /&gt;
&lt;br /&gt;
== Li&#039;l Chew Chew ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Li&#039;l Chew Chew&#039;&#039;&#039; is a unique Payload cart that replaces the normal bomb cart here on Frontier. Li&#039;l Chew Chew is a massive mechanized train engine painted blue with a massive maw filled with jagged teeth, searchlights for eyes and a chimney on top. &lt;br /&gt;
&lt;br /&gt;
Li&#039;l Chew Chew, being larger compared to other Payload carts, can be used as cover from incoming fire. A platform trails behind the train engine, which BLU can stand on to push the cart. It is impossible to erect [[buildings]] on this platform. Li&#039;l Chew Chew is also capable of killing anybody unfortunate enough to be standing in front of its maw while it is moving. The chomp&#039;s range increases with BLU players on it. The platform behind the train engine contains a built-in BLU dispenser. Players on the cart have to be careful, however, as the train engine makes it difficult to see the front.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=3949</id>
		<title>Frontier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=3949"/>
		<updated>2023-10-04T03:41:45Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added Information on the bomb cart. Needs pictures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|needs pictures}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = -&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_frontier_final&lt;br /&gt;
|developer = [https://steamcommunity.com/id/mangycarface/| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/arhurt/| Arthur &amp;quot;Arhurt&amp;quot; Bobany de Queiroz]&lt;br /&gt;
|release-date = [[https://wiki.teamfortress.com/wiki/February_24,_2011_Patch| February 24 2011 Patch]]&lt;br /&gt;
|map-environment = Alpine Mountain&lt;br /&gt;
|map-setting = Daylight, Sunny&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]&#039;&#039;&#039;|Meet &amp;quot;Li&#039;l Chew Chew&amp;quot;—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED&#039;s defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frontier&#039;&#039;&#039; is an official [[Payload]] map. It is a single-stage payload map with four capture points contested by RED and BLU on train tracks that slowly climb up a mountain. Each capture point captured by BLU moves the BLU spawn upward up the mountain. Once the BLU team captures all the points, they win. If RED holds back the BLU team until time runs out, they win. This map is oriented toward pushes that use the cart&#039;s large size as protection, as the favor favors the defending team. This map takes place at an industrial site of unclear purpose, set in a mountainous alpine region that culminates in a massive pit where the bomb cart is dropped. This map&#039;s signature feature is L&#039;il Chew Chew.&lt;br /&gt;
&lt;br /&gt;
Frontier was originally released for Team Fortress 2 in the February 24, 2011 Patch, and was developed by mangyacarface and arhurt.&lt;br /&gt;
&lt;br /&gt;
== Li&#039;l Chew Chew ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Li&#039;l Chew Chew&#039;&#039;&#039; is a unique Payload cart that replaces the normal bomb cart here on Frontier. Li&#039;l Chew Chew is a massive mechanized train engine painted blue with a massive maw filled with jagged teeth, searchlights for eyes and a chimney on top. &lt;br /&gt;
&lt;br /&gt;
Li&#039;l Chew Chew, being larger compared to other Payload carts, can be used as cover from incoming fire. A platform trails behind the train engine, which BLU can stand on to push the cart. It is impossible to erect [[buildings]] on this platform. Li&#039;l Chew Chew is also capable of killing anybody unfortunate enough to be standing in front of its maw while it is moving. The chomp&#039;s range increases with BLU players on it. The platform behind the train engine contains a built-in BLU dispenser. Players on the cart have to be careful, however, as the train engine makes it difficult to see the front.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=3940</id>
		<title>Frontier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=3940"/>
		<updated>2023-09-15T05:56:40Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Created base page for Frontier. Needs map images, locations, details on L&amp;#039;il Chew Chew and date of TF2C release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|needs pictures}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = -&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_frontier_final&lt;br /&gt;
|developer = [[https://steamcommunity.com/id/mangycarface/| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]]&amp;lt;br&amp;gt;[[https://steamcommunity.com/id/arhurt/| Arthur &amp;quot;Arhurt&amp;quot; Bobany de Queiroz]]&lt;br /&gt;
|release-date = [[https://wiki.teamfortress.com/wiki/February_24,_2011_Patch| February 24 2011 Patch]]&lt;br /&gt;
|map-environment = Red Desert&lt;br /&gt;
|map-setting = Daylight&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]&#039;&#039;&#039;|Meet &amp;quot;Li&#039;l Chew Chew&amp;quot;—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED&#039;s defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frontier&#039;&#039;&#039; is an official [[Payload]] map. It is a single-stage payload map with 4 capture points three points contested by RED and BLU on train tracks that seem to be climbing a mountain. Each capture point captured by BLU moves the BLU spawn upward up the mountain. Once BLU team captures all the points, they win. If RED holds back the BLU team until time runs out, they win. This map is oriented to pushes that use the cart&#039;s large size as protection as the favor favors the defending team. This map takes place in an industrial site of unclear purpose, set in a mountainous alpine region which culminates in a massive pit where the bomb cart is dropped. This map&#039;s signature feature is L&#039;il Chew Chew.&lt;br /&gt;
&lt;br /&gt;
Frontier was originally released for Team Fortress 2 on February 24, 2011 Patch, and was developed by [[mangyacarface and arhurt.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=3934</id>
		<title>Team Fortress 2 Classified</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=3934"/>
		<updated>2023-09-15T02:35:34Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added extra information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Quotation|[https://tf2classic.com/ Team Fortress 2 Classic main page]|&lt;br /&gt;
Team Fortress 2 Classic is a free Sourcemod that aims to re-imagine the 2008/2009 era of the original Team Fortress 2. New features range from weapons and maps to gamemodes such as VIP and Four-Team.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tf2classic_logo.png|500px|right]]&lt;br /&gt;
&#039;&#039;&#039;Team Fortess 2 Classic&#039;&#039;&#039; also known as TF2C is a source mod for Team Fortress 2, the team-based multiplayer first-person shooter developed by Valve Software as part of the game bundle The Orange Box. The Team Fortress 2 Classic mod aims to re-image the 2008/2009 era of the original Team Fortess 2. It was originally released in December 31, 2014. However it was taken down by Valve as it used source code from Team Fortress 2, but was later put back up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classic&#039;&#039; has retained the cartoon-like visual artstyle of Team Fortress 2, based on art from artists such as [[w:Dean Cornwell|Dean Cornwell]], [[w:J. C. Leyendecker|J. C Leyendecker]], and [[w:Norman Rockwell|Norman Rockwell]]. &#039;&#039;Team Fortress 2&#039;&#039; followed a popular trend in CGI films at the time, in particular, films made by &#039;&#039;[[w:Pixar Animation Studios|Pixar]]&#039;&#039;, such as &#039;&#039;[[w:The Incredibles|The Incredibles]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Like its predecessors, &#039;&#039;Team Fortress 2 Classic&#039;s&#039;&#039; gameplay revolves around teams competing for objective, whether that be pushing a [[Payload|bomb cart]], [[Capture the Flag|capturing intelligence]] from another team&#039;s base or [[Control Points|capturing]] [[Attack / Defense|points]] along a map. The most common teams are Reliable Explosive Demolition or RED and Builder&#039;s League United or BLU respectively. However in [[4-team]] maps there are 2 additional teams, Global Radio Network or GRN and Yard Logistics Workers, Inc. or YLW. Players in each team can select from 9 classes, except in [[VIP]] where a player is chosen to play as a 10th class, the [[Civilian]]. Each class has it&#039;s own respective strengths and weaknesses. For instance, the [[Heavy]] is a tank with enormous base [[health]] but is incredibly slow and has to rev-up his main weapon, while the [[Scout]] is incredibly mobile and has enormous burst damage but has a lot less base health.&lt;br /&gt;
&lt;br /&gt;
Like its predecessor &#039;&#039;Team Fortress 2 Classic&#039;&#039; retains statistics for gameplay such as the number of kills in a single life as a class, the most points accumulated, time spent playing as a class and more. Similar statistics are also present in the scoreboard during matches, including &lt;br /&gt;
a K/D ratio. These persistent statistics can be used to gauge a player&#039;s experience such as if they are nearing their record for kills in a single life. Points are awarded for actions such as killing enemy players, healing teammates, capturing objectives. While statistics let a player guage their experience, scoreboard statistics let a player gauge their progress in a single match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TF2C&#039;&#039; also features [[achievements]] where upon a player reaching a certain milestones or performing a certain action they are rewarded with achievements. Achievements can range from dealing a certain amount of damage in a single life or killing certain classes. New sets of class-specific achievements were added in updates after release, usually meant to encourage players to try out new weapons or abilities.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&#039;&#039;Main article: [[Maps|List of Maps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classic&#039;&#039; has a series of maps where the gameplay takes place. The official maps are commonly themed with an evil genius or retro-spy tech mentality, with secret bases that are concealed within industrial warehouses, as well as exaggerated super weapons such as laser cannons and missile launch facilities taking the role of objectives. The first few official maps are all industrial facilities in desert areas, but they have expanded to numerous other locations.&lt;br /&gt;
&lt;br /&gt;
When players join a type of map for a gamemode they haven&#039;t played before an introductory video will play showing how the gamemode works. &lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
&#039;&#039;Main article: [[Category:Gamemodes|List of Gamemodes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game modes are modes where the objectives, mechanics or number of teams can change. Most core game modes from Team Fortress 2 have been retained in &#039;&#039;Team Fortress 2 Classic&#039;&#039;, aside from a few such as Mann vs Machine and Pass Time. A few original modes for &#039;&#039;TF2C&#039;&#039; include all 4-team variations of maps, [[Territorial Domination]], the scrapped game mode VIP and more to come.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2&amp;diff=3880</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2&amp;diff=3880"/>
		<updated>2023-09-03T06:36:52Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Created base page for Team Fortress 2. Needs pictures, information on development and more details and gameplay and links to the tf2 live wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} Needs pictures&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Gabe Newell&#039;&#039;&#039;|Welcome to Team Fortress 2. After 9 Years of development, hopefully it would have been worth the wait. Thanks and have fun!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;&#039;&#039; is a multiplayer first-person-shooter developed and published by Valve. It is a sequel to the 1996 &#039;&#039;Team Fortress&#039;&#039; Quake mod and its 1999 remake &#039;&#039;Team Fortress Classic&#039;&#039;. It was first released in October 2007 as part of the Orange Box, but was released as a standalone title in 2008 for Window, and in 2010 Team Fortress 2 was updated for macOS support. The PC and macOS versions of Team Fortress 2 adopted a &amp;quot;Free to Play&amp;quot; model on June 23, 2011, which allowed anyone to download the game, alebit with limited features such as lack of access to competitive mode. Finally in 2013 it was again released again for Linux support after months of closed beta.&lt;br /&gt;
&lt;br /&gt;
The game was first announced in 1998 as a sequel to the &#039;&#039;Team Fortress&#039;&#039; Quake mod, but has been through several periods of development. The game was originally followed a modern war aesthetic, as shown in E3 1999, called Team Fortress 2 Brotherhood of Arms. Design continued, with a Half-life 2 source code leak in 2003 showing what could have been an alien inspired iteration of Team Fortress. Finally after 9 years of development, the final rendition of the game follows that of the original Team Fortress and Team Fortress Classic games, and also features a cartoon-like visual style based on the 20th century commerical illustations, as well as art of Dean Cornwell, J. C Leyendecker, and Norman Rockwell. Team Fortress 2 followed a popular trend in CGI films at the time, in particular, films made by Pixar, such as The Incredibles.&lt;br /&gt;
&lt;br /&gt;
_TOC_&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
In most game modes, there are two teams: BLU and RED. These two teams compete for a combat-based objective, such as [[Capture the Flag|capturing intelligence]], [[Payload|pushing a cart]] or [[Attack / Defense|capturing]][[Control Points|a point]]. Players can choose to play as one of nine character classes in these teams, each with their own unique strengths, weaknesses, and weapon sets. While the classes have been changed from their previous incarnations, the essential elements such as having a single primary, secondary and melee weapon have stayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2&#039;&#039; is the first of Valve&#039;s multiplayer games to provide detailed statistics for individual players, such as the total amount of time spent playing as each class, most points obtained, and most objectives completed in a single life. Persistent statistics tell the player how they are performing in relation to these statistics, such as if a player comes close to their record for the damage inflicted in a round. Meanwhile mid-game statistics allow players to detail their progress in a round, such as their K/D ratio or how many points they have scored. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2&#039;&#039; also features achievements for carrying out certain tasks, such as playing a map a certain number of times or killing a certain number of players. Sets of class-specific achievements have been added in certain updates, which usually encourage players to try the new weapons or features added. These achievements can award weapons to the player upon completion, however this unlockable system has since been expanded into a random drop system, whereby players can also obtain items simply by playing the game.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2&#039;&#039; like it&#039;s predecessors feature 9 unique classes players can choose from. There lineup is divided into 3 sets of 3, those being the offensive classes, defensive classes and support classes.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Death_%26_Taxes&amp;diff=3826</id>
		<title>Death &amp; Taxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Death_%26_Taxes&amp;diff=3826"/>
		<updated>2023-08-31T03:09:56Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Adjusted grammar and added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Death and Taxes Update Teaser Image.png|right|450px]]{{Quotation|&#039;&#039;&#039;Death &amp;amp; Taxes&#039;&#039;&#039; blog announcement|&lt;br /&gt;
Hello? Who opened the blinds? How long did we sleep for? What year is it, and who are all you people? Update, what update? Oh good God, where did all this content come from!?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Death &amp;amp; Taxes&#039;&#039;&#039; update, also known as &#039;&#039;&#039;2.0.0&#039;&#039;&#039;, was the first major update for [[Team Fortress 2 Classic]], released on July 4, 2020.&lt;br /&gt;
&lt;br /&gt;
The update focused on [https://wiki.teamfortress.com/wiki/Unused_content cut content] from &#039;&#039;[[Team Fortress 2]]&#039;&#039;. Its flagship feature is the [[VIP]] game mode, in which the BLU team must escort the new [[Civilian]] class to the end of the map while the RED team has to assassinate him. To highlight this new game mode, three VIP maps were included: [[Trainyard]] with a single capture point and a one-life VIP, [[Mineside]] with a VIP-exclusive briefcase that must be delivered to unlock the capture point, [[Harbor]] with three capture points and no special gimmicks, and a VIP version of [[Badwater (VIP)|Badwater Basin]] with four capture points (later reduced to three) and a nighttime atmosphere.&lt;br /&gt;
&lt;br /&gt;
Another major feature was the addition of [[Four-Team]] mode, shattering the previous paradigm of RED and BLU by introducing GRN and YLW. The new Four-Team maps were the [[Arena]] map [[Flask]], and a [[Domination]] version of [[Hydro (Domination)|Hydro]] - which itself is a new game mode, with [[Oil Canyon]] as a two-team exemplar. The update also brought back 9 new weapons based on unreleased Team Fortress 2 content, as well as 6 weapons and 31 maps that already exist in TF2.&lt;br /&gt;
&lt;br /&gt;
In addition, most mechanics were rebalanced based on Team Fortress 2 updates, and the vast majority of the game was refactored in design, interface, and content. The prior &amp;quot;deathmatch&amp;quot; game mode was removed entirely, as were numerous weapon concepts and aesthetic choices. Finally, the update also included improved bot support for offline play, a new achievement system, nametag medals for developers, contributors, and beta testers, and many, many exclusive settings, console commands, and weapon attributes.&lt;br /&gt;
&lt;br /&gt;
In total, the update included 3 game modes, 38 maps, 15 weapons, 15 achievements, 2 new teams, and 1 new class. For the full patch notes, see [[2.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
The Death &amp;amp; Taxes page officially began on July 1, 2020, as announced on the [https://tf2classic.com/death_and_taxes/day1 Team Fortress 2 Classic Website].&lt;br /&gt;
* &#039;&#039;&#039;Day 1&#039;&#039;&#039;: Introduced the VIP gamemode, Civilian class, and the maps [[Mineside]], [[Harbor]] and [[Trainyard]].&lt;br /&gt;
* &#039;&#039;&#039;Day 2&#039;&#039;&#039;: The [[Nail Gun]], the [[R.P.G.]], the [[Dynamite Pack]], the [[Tranquilizer Gun]] and the [[Fishwhacker]] were re-introduced as weapons, alongside the [[Hunting Revolver]], the [[Mine Layer]], the [[Shock Therapy]] and the [[Coilgun]] as new additions.&lt;br /&gt;
* &#039;&#039;&#039;Day 3&#039;&#039;&#039;: The new [[Domination]] game mode was introduced, alongside the map [[Oil Canyon]]. The new [[Four-Team]] game mode, along with the GRN and YLW teams, were also introduced with the maps [[Flask]] and [[Hydro (Domination)]].&lt;br /&gt;
* &#039;&#039;&#039;Day 4&#039;&#039;&#039;: [[Badwater Basin (VIP)]] was announced with 6 returning weapons from Team Fortress 2: the [[Kritzkrieg]], the [[Überspritze]], the [[Huntsman]], the [[Flare Gun]], the [[Gunboats]] and the [[Sandvich]]. Scoreboard medals for developers, content contributors, and beta testers, bot improvements, and a new achievement pack were also announced.&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
=== Maps ===&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Game mode&lt;br /&gt;
! File name&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flask]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Flask 1.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[Arena]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|arena_flask}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Hydro 3.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|dom_hydro}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Oil Canyon]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:OilCanyon.png|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|dom_oilcanyon}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Badwater (VIP)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:VipBadwater.png.png|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_badwater}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harbor]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Harbor.png|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_harbor}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mineside]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_mineside.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_mineside}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Trainyard]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Trainyard 2.jpg|200px]]&lt;br /&gt;
| &#039;&#039;&#039;[[VIP]]&#039;&#039;&#039;&lt;br /&gt;
| {{code|vip_trainyard}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=== [[Scout]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Soldier]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Pyro]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Demoman]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Dynamite Pack}}&lt;br /&gt;
{{Weapon|Mine Layer}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Heavy]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Medic]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Sniper]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
=== [[Spy]] ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name of the update is a reference to [https://en.wikipedia.org/wiki/Death_and_taxes_(idiom) a quote] from Benjamin Franklin: &amp;quot;In this world nothing can be said to be certain, except death and taxes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Major Updates]]&lt;br /&gt;
[[Category:Updates]]&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=3798</id>
		<title>Team Fortress 2 Classified</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=3798"/>
		<updated>2023-08-28T03:01:29Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Fixed links and added stub label.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Quotation|[https://tf2classic.com/ Team Fortress 2 Classic main page]|&lt;br /&gt;
Team Fortress 2 Classic is a free Sourcemod that aims to re-imagine the 2008/2009 era of the original Team Fortress 2. New features range from weapons and maps to gamemodes such as VIP and Four-Team.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tf2classic_logo.png|500px|right]]&lt;br /&gt;
&#039;&#039;&#039;Team Fortess 2 Classic&#039;&#039;&#039; also known as TF2C is a source mod for Team Fortress 2, the team-based multiplayer first-person shooter developed by Valve Software as part of the game bundle The Orange Box. The Team Fortress 2 Classic mod aims to re-image the 208/2009 era of the original Team Fortess 2. It was originally released in December 31, 2014. However it was taken down by Valve as it used source code from Team Fortress 2, but was later put back up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classic&#039;&#039; has retained the cartoon-like visual artstyle of Team Fortress 2, based on art from artists such as [[w:Dean Cornwell|Dean Cornwell]], [[w:J. C. Leyendecker|J. C Leyendecker]], and [[w:Norman Rockwell|Norman Rockwell]]. &#039;&#039;Team Fortress 2&#039;&#039; followed a popular trend in CGI films at the time, in particular, films made by &#039;&#039;[[w:Pixar Animation Studios|Pixar]]&#039;&#039;, such as &#039;&#039;[[w:The Incredibles|The Incredibles]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Like its predecessors, &#039;&#039;Team Fortress 2 Classic&#039;s&#039;&#039; gameplay revolves around teams competing for objective, whether that be pushing a [[Payload|bomb cart]], [[Capture the Flag|capturing intelligence]] from another team&#039;s base or [[Control Points|capturing]] [[Attack / Defense|points]] along a map. The most common teams are Reliable Explosive Demolition or RED and Builder&#039;s League United or BLU respectively. However in [[4-team]] maps there are 2 additional teams, Global Radio Network or GRN and Yard Logistics Workers, Inc. or YLW. Players in each team can select from 9 classes, except in [[VIP]] where a player is chosen to play as a 10th class, the [[Civilian]]. For instance the [[Heavy]] is a tank with enormous base [[health]] but is incredibly slow and has to rev-up his main weapon while the [[Scout]] is incredibly mobile and has enormous burst damage but has a lot less base health.&lt;br /&gt;
&lt;br /&gt;
Like its predecessor &#039;&#039;Team Fortress 2 Classic&#039;&#039; retains statistics for gameplay such as the number of kills in a single life as a class, the most points accumulated, time spent playing as a class and more. These statistics are also present in the scoreboard during matches. These persistent statistics can be used to gauge a player&#039;s experience such as if they are nearing their record for kills in a single life. Points are awarded for actions such as killing enemy players, healing teammates, capturing objectives. While statistics let a player guage their experience, scoreboard statistics let a player gauge their progress in a single match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TF2C&#039;&#039; also features [[achievements]] where upon a player reaching a certain milestones or performing a certain action they are rewarded with achievements. Achievements can range from dealing a certain amount of damage in a single life or killing certain classes. New sets of class-specific achievements were added in updates after release, usually meant to encourage players to try out new weapons or abilities.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&#039;&#039;Main article: [[Maps|List of Maps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classic&#039;&#039; has a series of maps where the gameplay takes place. The official maps are commonly themed with an evil genius or retro-spy tech mentality, with secret bases that are concealed within industrial warehouses, as well as exaggerated super weapons such as laser cannons and missile launch facilities taking the role of objectives. The first few official maps are all industrial facilities in desert areas, but they have expanded to other locations.&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
&#039;&#039;Main article: [[Category:Gamemodes|List of Gamemodes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game modes are modes where the objectives, mechanics or number of teams can change. Most core game modes from Team Fortress 2 have been retained in &#039;&#039;Team Fortress 2 Classic&#039;&#039;, aside from a few such as Mann vs Machine and Pass Time. A few original modes for &#039;&#039;TF2C&#039;&#039; include all 4-team variations of maps, [[Territorial Domination]], the scrapped game mode VIP and more to come.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=3797</id>
		<title>Team Fortress 2 Classified</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Team_Fortress_2_Classified&amp;diff=3797"/>
		<updated>2023-08-28T02:58:21Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Creayed base page for Team Fortress 2 Classic. Needs information on development, certain dates, and difference in mechanics from live.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|[https://tf2classic.com/ Team Fortress 2 Classic main page]|&lt;br /&gt;
Team Fortress 2 Classic is a free Sourcemod that aims to re-imagine the 2008/2009 era of the original Team Fortress 2. New features range from weapons and maps to gamemodes such as VIP and Four-Team.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tf2classic_logo.png|500px|right]]&lt;br /&gt;
&#039;&#039;&#039;Team Fortess 2 Classic&#039;&#039;&#039; also known as TF2C is a source mod for Team Fortress 2, the team-based multiplayer first-person shooter developed by Valve Software as part of the game bundle The Orange Box. The Team Fortress 2 Classic mod aims to re-image the 208/2009 era of the original Team Fortess 2. It was originally released in December 31, 2014. However it was taken down by Valve as it used source code from Team Fortress 2, but was later put back up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classic&#039;&#039; has retained the cartoon-like visual artstyle of Team Fortress 2, based on art from artists such as [[w:Dean Cornwell|Dean Cornwell]], [[w:J. C. Leyendecker|J. C Leyendecker]], and [[w:Norman Rockwell|Norman Rockwell]]. &#039;&#039;Team Fortress 2&#039;&#039; followed a popular trend in CGI films at the time, in particular, films made by &#039;&#039;[[w:Pixar Animation Studios|Pixar]]&#039;&#039;, such as &#039;&#039;[[w:The Incredibles|The Incredibles]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Like its predecessors, &#039;&#039;Team Fortress 2 Classic&#039;s&#039;&#039; gameplay revolves around teams competing for objective, whether that be pushing a [[Payload|bomb cart]], [[Capture the Flag|capturing intelligence]] from another team&#039;s base or [[Control Points|capturing]] [[Attack / Defense|points]] along a map. The most common teams are Reliable Explosive Demolition or RED and Builder&#039;s League United or BLU respectively. However in [[4-team]] maps there are 2 additional teams, Global Radio Network or GRN and Yard Logistics Workers, Inc. or YLW. Players in each team can select from 9 classes, except in [[VIP]] where a player is chosen to play as a 10th class, the [[Civilian]]. For instance the [[Heavy]] is a tank with enormous base [[health]] but is incredibly slow and has to rev-up his main weapon while the [[Scout]] is incredibly mobile and has enormous burst damage but has a lot less base health.&lt;br /&gt;
&lt;br /&gt;
Like its predecessor &#039;&#039;Team Fortress 2 Classic&#039;&#039; retains statistics for gameplay such as the number of kills in a single life as a class, the most points accumulated, time spent playing as a class and more. These statistics are also present in the scoreboard during matches. These persistent statistics can be used to gauge a player&#039;s experience such as if they are nearing their record for kills in a single life. Points are awarded for actions such as killing enemy players, healing teammates, capturing objectives. While statistics let a player guage their experience, scoreboard statistics let a player gauge their progress in a single match.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TF2C&#039;&#039; also features [[achievements]] where upon a player reaching a certain milestones or performing a certain action they are rewarded with achievements. Achievements can range from dealing a certain amount of damage in a single life or killing certain classes. New sets of class-specific achievements were added in updates after release, usually meant to encourage players to try out new weapons or abilities.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&#039;&#039;Main article: [[List of Maps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Team Fortress 2 Classic&#039;&#039; has a series of maps where the gameplay takes place. The official maps are commonly themed with an evil genius or retro-spy tech mentality, with secret bases that are concealed within industrial warehouses, as well as exaggerated super weapons such as laser cannons and missile launch facilities taking the role of objectives. The first few official maps are all industrial facilities in desert areas, but they have expanded to other locations.&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
&#039;&#039;Main article: [[List of Game Modes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game modes are modes where the objectives, mechanics or number of teams can change. Most core game modes from Team Fortress 2 have been retained in &#039;&#039;Team Fortress 2 Classic&#039;&#039;, aside from a few such as Mann vs Machine and Pass Time. A few original modes for &#039;&#039;TF2C&#039;&#039; include all 4-team variations of maps, [[Territorial Domination]], the scrapped game mode VIP and more to come.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=3796</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=3796"/>
		<updated>2023-08-28T01:24:44Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Expanded lead and added some links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Flask.jpg&lt;br /&gt;
|file-name = arena_flask&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daytime, Cloudy&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day4 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Four teams, a square sandbox, and a rickety shack in the middle: pure unbridled four-team mayhem. The tension of Arena is ratcheted even higher by wide-open sightlines and extra teams to wipe, and with the lobby spread across four teams instead of two, every death is twice as damning.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Flask&#039;&#039;&#039; is an official [[4-team]] [[Arena]] map released in the [[Death &amp;amp; Taxes]] update day 3, and was one of the first 4 team maps added to the game, the other [[Hydro (Domination)|Hydro (DOM)]]. It has a single [[Control point (objective)|Control point]] inside the barn which is contested by RED, BLU, YLW and GRN. The four different teams spawn in the four orners of the map. The control point starts out locked for the first portion of the match, and if captured the capturing team immediately wins. As an Arena map, the control point is secondary to the main goal: fighting to the death. The map layout is a rectangular box, funneling teams for close rights. As an Arena map, no-one respawns. The map is set in a desert environment surrounded by rocks and mountains, within an industrial site of unclear purpose.&lt;br /&gt;
&lt;br /&gt;
The goal of the player&#039;s team is to eliminate the entire enemy team or capture the central capture point.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Sticking together with your team is advised, since losing even one player can mean defeat in the long run. In addition, it is also recommended for at least one of your team members to run [[Medic]], since there are only two small healthkits in the entire map, making recovering from an assault difficult.&lt;br /&gt;
&lt;br /&gt;
The map can be split into two halves; the side with RED and BLU, and the side with YLW and GRN. No matter which side you are on, it would be wise to focus on your rival team directly ahead first - gaining map control over your half first will give you an edge over the other two teams.&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 arena_flask&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated a few displacements to prevent mobility classes from camping above the battleground&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=3795</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=3795"/>
		<updated>2023-08-28T01:13:55Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Undo revision 3794 by SciF1Qizard (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Flask.jpg&lt;br /&gt;
|file-name = arena_flask&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daytime, Cloudy&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day4 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Four teams, a square sandbox, and a rickety shack in the middle: pure unbridled four-team mayhem. The tension of Arena is ratcheted even higher by wide-open sightlines and extra teams to wipe, and with the lobby spread across four teams instead of two, every death is twice as damning.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Flask&#039;&#039;&#039; is an official [[Arena]] map released in the Death &amp;amp; Taxes update. It&#039;s set in a desert environment surrounded by rocks and mountains.&lt;br /&gt;
&lt;br /&gt;
The goal of the player&#039;s team is to eliminate the entire enemy team or capture the central capture point.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Sticking together with your team is advised, since losing even one player can mean defeat in the long run. In addition, it is also recommended for at least one of your team members to run [[Medic]], since there are only two small healthkits in the entire map, making recovering from an assault difficult.&lt;br /&gt;
&lt;br /&gt;
The map can be split into two halves; the side with RED and BLU, and the side with YLW and GRN. No matter which side you are on, it would be wise to focus on your rival team directly ahead first - gaining map control over your half first will give you an edge over the other two teams.&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 arena_flask&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated a few displacements to prevent mobility classes from camping above the battleground&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=3794</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=3794"/>
		<updated>2023-08-28T00:53:31Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Expanded lead, added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Flask.jpg&lt;br /&gt;
|file-name = arena_flask&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daytime, Cloudy&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day4 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Four teams, a square sandbox, and a rickety shack in the middle: pure unbridled four-team mayhem. The tension of Arena is ratcheted even higher by wide-open sightlines and extra teams to wipe, and with the lobby spread across four teams instead of two, every death is twice as damning.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Flask&#039;&#039;&#039; is an [[4-team]] official [[Arena]] map released in the [[Death &amp;amp; Taxes]] update, and one of the first 4-team maps, alongside [[Hydro (Domination)|Hydro (DOM)]]. This map is set in an industrial area in a desert environment surrounded by rocks and mountains, with seemingly no purpose. As an Arena map, no-one respawns and there is a single [[Control point (objective)|Control Point]] in the center, inside of the barn. The map itself is a rectangular box with the 4 different teams spanwing in 4 different corners of the map, forcing close up fights. There are mutliple objects such as the rocks that can be used as cover.&lt;br /&gt;
&lt;br /&gt;
The goal of the player&#039;s team is to eliminate the entire enemy team or capture the central capture point.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Sticking together with your team is advised, since losing even one player can mean defeat in the long run. In addition, it is also recommended for at least one of your team members to run [[Medic]], since there are only two small healthkits in the entire map, making recovering from an assault difficult.&lt;br /&gt;
&lt;br /&gt;
The map can be split into two halves; the side with RED and BLU, and the side with YLW and GRN. No matter which side you are on, it would be wise to focus on your rival team directly ahead first - gaining map control over your half first will give you an edge over the other two teams.&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 arena_flask&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated a few displacements to prevent mobility classes from camping above the battleground&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Control_point_(objective)&amp;diff=3787</id>
		<title>Control point (objective)</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Control_point_(objective)&amp;diff=3787"/>
		<updated>2023-08-23T12:02:20Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added extra information on capturing control points, adjusted grammar and added appearance description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Examplecpfurnace.jpeg|300px|thumb|right|Example of a RED owned control point from [[Furnace Creek]]. Note the hazard stripes designating the capture area.]]&lt;br /&gt;
A &#039;&#039;&#039;Control point&#039;&#039;&#039; is a common objective found throughout a variety of gamemodes in TF2C. Control points resemble large metal disks with a team-colored light in the center and a hologram of that team&#039;s logo above them. Neutral points or uncaptured points have a white light and a question mark hologram above them.&lt;br /&gt;
&lt;br /&gt;
Control points represent a team&#039;s control over a particular area of the map. They are usually captured by standing in the capture area marked by hazard stripes. Information on what points are unlocked or are owned by which team can be found at the bottom of the HUD, represented by team-colored squares. A square that is blank has not been captured yet; a team-colored square means that the point is captured but can be re-captured by an opposing team; and a team-colored square with a lock means that the capture has been locked and cannot be reverted. Locked capture points usually appear in [[Attack / Defense]] maps.&lt;br /&gt;
&lt;br /&gt;
How fast a point is captured depends on how many players are standing in the capture area—up to x3 speed if at least three players are on the point. The [[Scout]] and [[Civilian]] can capture points faster than regular classes—x2 and x5 speed, respectively. Capture progress can be halted if a player from the owning team at the point is standing in the capture area. Capture progress will decay over time if there are no players on the point, and again quicker if a player from the owing team is standing on the point. [[ÜberCharge]]d players with [[Medi Gun|invulnerability]] cannot capture points, but players charged with the [[Kritzkrieg]] can. [[Invis Watch|Cloaked]] [[Spy|Spies]] cannot capture control points.&lt;br /&gt;
&lt;br /&gt;
Similar control points appear in [[Payload]], but they are captured by the cart moving over the point instead of players standing on it. &lt;br /&gt;
&lt;br /&gt;
For more details on how control points work in specific gamemodes, please visit the page for that gamemode from the list below.&lt;br /&gt;
&lt;br /&gt;
== Gamemodes that feature control points ==&lt;br /&gt;
=== As a primary objective ===&lt;br /&gt;
* [[Attack / Defense]]&lt;br /&gt;
* [[Control Points]]&lt;br /&gt;
* [[Domination]]&lt;br /&gt;
* [[King of the Hill]]&lt;br /&gt;
* [[Territorial Control]]&lt;br /&gt;
* [[VIP]]&lt;br /&gt;
=== As a secondary objective ===&lt;br /&gt;
* [[Arena]]&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|hold_allpoints_domination}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Fire&amp;diff=3621</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Fire&amp;diff=3621"/>
		<updated>2023-08-18T02:39:12Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Changed weapon icon size to be the same as the tf wiki, corrected grammar and added a line.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Burning Spy.png|thumb|alt=Spy on Fire|A Burning Spy.|400px]]&lt;br /&gt;
&#039;&#039;&#039;Fire&#039;&#039;&#039; or &#039;&#039;&#039;Flames&#039;&#039;&#039; refers to the special particles produced by the [[Pyro]]&#039;s primary weapons. When these particles connect to an enemy player, a damage-over-time effect (sometimes called a DOT) called afterburn is applied. Fire has its own damage type, and some other weapons that aren&#039;t Pyro primary weapons also have fire-like properties.&lt;br /&gt;
&lt;br /&gt;
== Flame mechanics ==&lt;br /&gt;
When the fire button is pressed with the [[Flame Thrower]], a stream of invisible particles launches out at a speed that depends on the attacking Pyro&#039;s own speed at the time of launch. These invisible particles differ from the visual fire that can be seen in-game. When one of these fire particles makes direct contact with an enemy player&#039;s hitbox, they take damage and have a visual indication of being on fire. Unlike other projectiles, fire does not stop when colliding with the environment and instead keeps moving until the flame particles have reached their maximum lifespan.&lt;br /&gt;
&lt;br /&gt;
The momentum of fire particles, as stated earlier, depends on the Pyro&#039;s own momentum. When a player is moving, the player&#039;s momentum is factored in, meaning a Pyro walking forward while firing these particles will increase their speed, thus extending their range. Moving backwards does the same in the opposite direction, reducing the fire particle speed.&lt;br /&gt;
&lt;br /&gt;
== Afterburn ==&lt;br /&gt;
Afterburn is a DOT effect that can be inflicted with the stock Flame Thrower and the [[Flare Gun]]. When an afterburn-causing attack lands, the target is set aflame with a visual indicator. Upon being set aflame, the lit character in question will yell that they are on fire, alerting nearby [[Medic]]s and teammates. Setting an opponent on fire disorients targets on fire as flame effects appear on the edge of their screen and shake their screen with each tick of the afterburn. This is especially frustrating for enemy [[Sniper]]s as the scoped view while on fire will move every time the Sniper takes burning damage, making it much harder to aim. When a burning player calls for Medic, their Medic speech balloon will be on fire, notifying friendly Medics that a teammate is on fire and in danger of dying to afterburn. Pyros are immune to afterburn and only take 1 tick of fire damage before they are automatically extinguished.&lt;br /&gt;
&lt;br /&gt;
Afterburn is a particularly effective [[Spy Check|Spy Checking]] tool, as invisibility or disguises are not immune to afterburn. A Pyro wishing to spy-check an area can spray flames in all directions, and any Spies will be lit. Burning players give off additional effects, showing a player&#039;s true allegiance. This is useful to distinguish friendly Spies who are on fire from enemy Spies.&lt;br /&gt;
&lt;br /&gt;
Afterburn can be extinguished in a variety of ways. The Pyro&#039;s own [[Airblast|airblast]] can extinguish teammates, as can health packs that instantly extinguish afterburn, water on certain maps (e.g. [[2Fort]] sewers), and any source of healing that can out-heal the damage afterburn does. Any source of healing can heal a burning teammate, such as the [[Medi Gun|medibeam]] or a [[Dispenser]], giving them the health to tank the afterburn damage and survive. It is also possible that if the enemy Pyro is wielding the [[Harvester]], killing the Harvester-wielding Pyro will extinguish all enemy players, no matter where the afterburn originated from.&lt;br /&gt;
&lt;br /&gt;
Afterburn takes effect upon taking damage from a weapon that causes it. Afterburn does 3 damage per tick, or 6 damage per second. The duration of the afterburn from Flame Throwers always stays the same, no matter how many fire particles make contact, lasting around 10 seconds. The same is true for the Flare Gun. This means the total afterburn damage is 60 damage unless the burning player manages to extinguish themselves.&lt;br /&gt;
&lt;br /&gt;
Afterburn does not [[Critical Hit|crit]], however, it can mini-crit if the Afterburn-causing damage is mini-crit boosted or the target is marked for death. &lt;br /&gt;
&lt;br /&gt;
Note that Pyros are immune to Afterburn. Afterburn will tick once, and then the afterburn will automatically be extinguished.&lt;br /&gt;
&lt;br /&gt;
The [[Harvester]] regenerates the Pyro wielding its health, approximately 5 per tick or 10 health per second while held out. This also charges the HEAT meter on the Harvester; when fully charged, the Harvester gets 1 guaranteed critical hit. This critical hit is only used up when hitting an enemy player, even if the swing has been missed.&lt;br /&gt;
&lt;br /&gt;
=== Weapons that can inflict Afterburn ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main: [[Weapons]]&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Class&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flame Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flame_Thrower.png|75px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flare Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flare_Gun.png|75px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Huntsman]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Huntsman.png|75px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| Huntsman arrows only cause afterburn if they are lit, either by a friendly Pyro or with certain map elements (e.g. the torches on [[DeGroot Keep]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Related weapons ===&lt;br /&gt;
The following weapons have interactions based on afterburn or fire damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Picture&lt;br /&gt;
! Class&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harvester]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Harvester.png|75px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| Harvester &amp;quot;harvests&amp;quot; afterburn off both living and dead players, regenerating the Harvester wielding Pyro&#039;s health and building the HEAT meter. Harvester Pyros that are killed extinguish the entire opposing team.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Flare Gun]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Flare_Gun.png|75px]]&lt;br /&gt;
| Pyro&lt;br /&gt;
| The Flare Gun does critical damage to any burning target, no matter the distance.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Huntsman]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Huntsman.png|75px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| Huntsman arrows cause afterburn if they are lit, either by a friendly Pyro or with certain map elements (e.g. the torches on [[DeGroot Keep]])&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Invis Watch]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Invis_Watch.png|75px]]&lt;br /&gt;
| Spy&lt;br /&gt;
| Cloaking while on fire will half the duration of afterburn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&#039;&#039;This will primarily focus on afterburn startegy. For strategy with the Flame Throwers, see the [[Pyro]] page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Afterburn can be used during hit-and-run maneuvers to great effect, allowing players to avoid direct confrontation while dealing considerable damage over time. This is even easier due to the fact any spray of flames inflicts full afterburn, no natter the time being sprayed with flames.&lt;br /&gt;
**Hit and run strategies can be done even easier with the [[Twin Barrel]]. This means a Pyro can Twin Barrel jump in, set enemies on fire, and jump away.&lt;br /&gt;
&lt;br /&gt;
*As said earlier, it proves to be a useful tool for seeking out cloaked or disguised [[Spy|Spies]], who will burn and will remain obvious whether cloaked and even while disguised.&lt;br /&gt;
&lt;br /&gt;
*Afterburn caused by ranged weapons such as the Flare Gun or lit Huntsman arrows can be used to make life impossible for enemy Snipers as the flinching from burning makes aiming significantly harder.&lt;br /&gt;
&lt;br /&gt;
*Afterburn allows Harvester-wielding Pyros to heal back health as well as charge the HEAT meter. This makes a hit-and-run startegy even more effective, as this allows Pyros to light enemies on fire, and run while healing back whatever damage they took. This can be done with the Twin Barrel as well. &lt;br /&gt;
**Flares also charge up the Harvester, allowing across-the-map flare shots to allow a Pyro to heal while staying safe from harm.&lt;br /&gt;
&lt;br /&gt;
*Flares deal critical damage to burning targets. This can be used at long range to kill enemy [[Sniper]]s, but this can also be used at close range in combination with a Flame Thrower for burst damage. Its best to use the Flame Thrower as it is easier to light people at close, then use the Flare Gun to finish them off. &lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jumping&amp;diff=3557</id>
		<title>Jumping</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jumping&amp;diff=3557"/>
		<updated>2023-08-11T14:38:02Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Added mine jumping, related achievements and a gallery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Jumping&#039;&#039;&#039; is a basic ability every class is able to do. It is done by presisng the jump key (Default: Space bar). Upon jumping, the player will move vertically above the ground and comes back down again. It is possible to reach even higher by using maneuvers such as crouch-jumping. Jumping can be used to reach elevated areas, to dodge projectiles or as [[Scout]] change direction mid-air. &lt;br /&gt;
Every class is able to do the basic jump and crouch-jump, however there are other more technical which are more class or weapon specific. &lt;br /&gt;
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[[File:Fight or flight engineer (1).png|thumb|alt=BLU Engineer relly likes to fly.]]&lt;br /&gt;
&lt;br /&gt;
== Basic maneuvers ==&lt;br /&gt;
=== Crouch-jumping ===&lt;br /&gt;
Crouch jumping is when a player crouches using the pre assigned key (Default: ctrl). This causes the player model to bring th ebottom of their hitbox up allowing them to reach higher areas. It is also possible to crouch during moves such as Rocket or Sticky Jumping. When crouching during one of these maneuvers, knockback is increased, allowing [[Soldier|Soldiers]] and [[Demoman|Demos]] to reach even farther distances. &lt;br /&gt;
&lt;br /&gt;
=== Air-strafing ===&lt;br /&gt;
Air strafing allows players to change their trajectory mid-jump. By pressing the left and right movement keys (Default: A &amp;amp; D respectively) while turning the camera smoothly will wllow one to strafe. Do note holding the forward (Default: W) movement key will prevent one from strafing, and attempting to move backwards (Default: S) will severely hinder a player&#039;s extreme decrease in speed. &lt;br /&gt;
&lt;br /&gt;
== Advanced maneuvers ==&lt;br /&gt;
=== Knockback-surfing ===&lt;br /&gt;
Every weapon deals a little bit of knockback on hit. On the ground, this effect is so negligable that a Player can safely ignore this. However in the air the effect becomes much more significant. While retreating from enemies, it may be useful to jump and utilize the knockback form all weapons to aid in your retreat. You can crouch during this as well to increase knockback to go even farther. &lt;br /&gt;
&lt;br /&gt;
== Scout Jumps ==&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
Scout is the only class with the ability to double jump. By pressing the jump key while in the air the Scout will perform a second, mid-air jump. The extra height and distance this granst can allow the Scout allow access to areas other classes cannot access. You can also jump in an alternate direction, cancelling your momentum one way. This cna be utilized to avoid enemy fire. A careless double jump does leave a Player vulnerable and can be easily punished.&lt;br /&gt;
&lt;br /&gt;
== Soldier Jumps ==&lt;br /&gt;
=== Rocket Jumping ===&lt;br /&gt;
Soldier is able to move quickly by using the knockback from his Rocket launcher to move quickly through an area. The most basic rocket jump is done by looking down, jumping and crouching for maximum knockback, and shooting. Roket jumping comes at the cost of some health, so it is not wise to constantly rocket jump without access to a healing source. This technique is used to go over enemies, past obstacles or reach points faster. When a Soldier is rocket jumping he displays smoking trails on his boots, a trait shared by [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
== Pyro Jumps ==&lt;br /&gt;
=== Twin Barrel Jumping ===&lt;br /&gt;
The [[Twin Barrel]] has a knockback mechanic which can be utilized to pseudo-jump in mid-air. The Twin Barrel knocks the user opposite of where the weapon is pointing. This can be used to travel both horizontally and vertically. This technique can be utlized to reach the frontlines faster, use flank routes the [[Pyro]] could not access otherwise and prevent fall damage. &lt;br /&gt;
&lt;br /&gt;
=== Reflect Jumping ===&lt;br /&gt;
Just like a Soldier using a rocket to Rocket-Jump, a [[Pyro]] can use a [[Airblast|reflected]] rocket to jump. A reflected projectile follows the Pyro&#039;s crosshair. Time the reflect and point the crosshair towards the ground, and crouch-jump. It is possible to jump with any reflect explosive, but rockets are the easiest. This technique can allow Pyros to catch their enemies off-guard mid-fight. &lt;br /&gt;
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== Demoman Jumps ==&lt;br /&gt;
=== Stickybomb Jumping ===&lt;br /&gt;
Similarly to a Soldier using the knockback from his rockets to jump, Demoman is able to use the knockback from his [[Stickybomb Launcher|stickies]] to propel himself. The most basic form of this is shooting a stickybomb, then jumping on top, crouching and detonating the explosive. Its best to shoot on front of yourself to compensate for the stickybomb&#039;s arm time. The direction and speed of the Demoman is influenced by the placement and movement of the Demoman.&lt;br /&gt;
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=== Mine Jumping ===&lt;br /&gt;
Very similar to sticky jumping, but instead of a sticky bomb its with a [[Mine Layer|mine]]. Mines detonate when the [[Demoman]] who placed them or by enemies get close enough.  Mines detonate after 0.6 seconds of the wielder or enemies get close, so time your jump carefully. The way this works is very similar to sticky jumping. You need walk close to the mine, wait for the right moment, jump over the mine, crouch and go flying. This method is used a lot less since mines require more strict timing. Enemies can also do this by walking close to enemy mines and jumping over them. Theres even an [[achievement]] for it.&lt;br /&gt;
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=== Pipe Jumping ===&lt;br /&gt;
The Demoman can also use the force from his [[Grenade Launcher|pipes]] to jump. However this is less common as the direction of pipes is a lot less uncontrollable compared to stickies. There are a couple of rules of thumb for a successful pipe jump:&lt;br /&gt;
*Shooting the grenade against a wall will better control a pipe&#039;s trajectory and increase the window to reach the grenade before it explodes. &lt;br /&gt;
*Crouch-jump over the explosive, roughly 2 seconds after firing the grenade. Jumping too later, too early or without proper timing will result in a jump without much power or control. &lt;br /&gt;
*A purely vertical jump will require you to crouch-jump over a grenade without any horizontal motion, as the direction you jump is depnedant on your previous speed. &lt;br /&gt;
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== Engineer Jumps ==&lt;br /&gt;
=== Building Step Jump ===&lt;br /&gt;
Unlike his teammates, [[Engineer]] [[Buildings]] have collsion for the Engineer who built them. This is excecuted by crouch-jumping on top of a Building and using this extra height to reach areas. Of all buildings, [[Dispenser|Dispensers]] are the most convenient Building to use as a step up. [[Sentry|Sentries]] cost too much metal for a similar height, and there is practically no height gained from a [[Teleporter]]. Contrary to what one may think, Buildings do no thave to be fully constructed to reach maximum height. The height a Building gives is constant, regardless of contruction animation. &lt;br /&gt;
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=== Jump Pads ===&lt;br /&gt;
Jump Pads are a Building which allow an Engineer and any of his teammates to reach heights similar to a perfectly excecuted Rocket Jump. When an ally or the Engineer presses the jump button while over a jump pad, their jump gains significant height and distance which can be used to access explosive jumper&#039;s shortcuts. Jump pads are best placed by high ledges so that teammates may reach them. It is possible to combine a Jump Pad-jump with another movement technique such as Twin Barrel Jumping to reach even greater distances.&lt;br /&gt;
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=== Coilgun Boosting ===&lt;br /&gt;
The [[Coilgun]] has a charging function. When charged the Coilgun&#039;s projectile increases in speed and damage, however charging the gun for too long will result in the weapon overcharging, causing an explosion at the user&#039;s position. This explosion deals 50 self-damage and propels the user upward. The height achieved can be increased by jumping before the explosion occurs. The user&#039;s trajectory doesn&#039;t change based on where the Coilgun is aimed; the user is always launched upwards. However the trajectory travelled is still influenced by the user&#039;s previous movement. This can be very useful for allowing the Engineer to reach higher places, but the health cost is significant and this technique can only be used twice (not counting fall damage) before it will kill the user.&lt;br /&gt;
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== Related Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_hit_blastjump}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
{{Achievement|achievement_air_combat}}&lt;br /&gt;
{{Achievement|achievement_headshot_kill_midflight}}&lt;br /&gt;
{{Achievement|achievement_jumppad_stomp}}&lt;br /&gt;
{{Achievement|achievement_jumppad_enemy_spy_backstab}}&lt;br /&gt;
{{Achievement|achievement_jumppad_extinguish}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression_assist}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight engineer (1).png|BLU Engineer loves to fly.&lt;br /&gt;
File:Fight_or_flight_heavy.png|This is what happens when you fly with 11 PhDs instead of a pilot&#039;s license. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Healing&amp;diff=3389</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Healing&amp;diff=3389"/>
		<updated>2023-08-09T13:05:35Z</updated>

		<summary type="html">&lt;p&gt;SciF1Qizard: Expanded on healing page. WIll check grammar later and add related achievements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spy Medi Beams.jpg|thumb|400px|alt=A Spy being healed by 4 different Medics|A BLU Spy being healed by 4 different Medics from different teams.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing&#039;&#039;&#039; refers to the ability to replenish health. Healing comes from many sources, most notable being [[Medic]]. The Medic can heal any class by using his selection of [[Medi Gun]]s, and pointing the beam on them, regenerating their health and providing overheal. In addition to this, healing also charges the [[ÜberCharge]] bar. While Medic is the primary healer, he is far from the only source of healing. The only thing Medic cannot heal (aside form the enemy team) are [[Building]]s which are repaired by the [[Engineer]]&#039;s [[Wrench]]. &lt;br /&gt;
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The following are sources of healing:&lt;br /&gt;
&lt;br /&gt;
== Medic ==&lt;br /&gt;
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Medic is the primary healer, with his Mediguns healing at different rates depending on when they were last in combat. If the target was last damaged 10 seconds ago, they heal at 24hp/s. If they were last damaged 10 or 15 seconds ago, they are healed at a rate of 72hp/s. The tripled healing rate on patients who are out of combat is often referred to as &#039;&#039;&#039;crit healing&#039;&#039;&#039;. This mechanic is in place to encourage falling back to heal. &lt;br /&gt;
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[[File:Backpack Kritzkrieg.png|thumb|150px|alt=The Kritzkrieg|This thing&#039;s taunt can save your life.]]&lt;br /&gt;
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Note: The [[Kritzkrieg]]&#039;s taunt actually heals the Medic for 11 health over 4 seconds. This taunt, while niche can allow the Medic to survive [[afterburn]] if his health regeneration isn&#039;t going to cut it.&lt;br /&gt;
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=== Overheal ===&lt;br /&gt;
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&#039;&#039;&#039;Overhealing&#039;&#039;&#039; is an effect where the Mediguns can temporarily increase their patient&#039;s health beyond their maximum health. The maximum overheal is 150% of a patient&#039;s base health. For example a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get 185 overheal. &lt;br /&gt;
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Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
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Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. It doesn&#039;t matter who, the overheal will decay at the same time. While a [[Medic]] can be boosted to 225 health and a [[Demoman]] is boosted to 260 health, they both decay in the same time. &lt;br /&gt;
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=== ÜberCharge Building ===&lt;br /&gt;
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Übercharge builds while the [[Medic]] is healing. The standard [[Medi Gun]] builds full charge in 40 seconds. However if the patient is already overhealed beyond 142.5% of their base health, the build rate is halved, this makes the charge take 80 seconds to build. This is meant to discourage pocketting (healing only one person) in favour of healing the entire team. The [[Kritzkrieg]] is different and has an increased 25% Übercharge build rate, taking only 32 seconds to fully charge, but still takes 64 seconds if pocketting someone. Pocketting is a community term for when a Medic is only healing one player.&lt;br /&gt;
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== Health Regeneration ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health regeneration&#039;&#039;&#039; (sometimes called health regen)is when a player recovers their health themselves. This is usually slower than a Medic&#039;s healing beam, but can be crucial to surviving fights. So far there are only 3 classes with regenerative health: [[Medic]]s, [[Civilian]]s and [[Pyro]]s with the [[Harvester]] equipped. &lt;br /&gt;
&lt;br /&gt;
Medic at base has self-regenerating health, which allows him to regenerate his health at approximately 3 health per second. The health regeneration activates after some time in combat, and can save the Medic from [[fire|burning to death]]. The Civilian has similar regenerative properties, but unlike the Medic he shares the health regeneration to all of his teammates who are around him. &lt;br /&gt;
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[[File:Backpack Harvester.png|thumb|150px|alt=The Harvester|Creaming the Crop]]&lt;br /&gt;
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The [[Harvester]] effectively gives the Pyro health regeneration when active if an enemy is on fire. When the Harvester is active and an enemy is burning, the Pyro regenerates at a rate 5hp/s. This stacks with multiple targets on fire, allowing the Pyro to regenerate large chunks of health very quickly if there are multiple people on fire. This even works if the enemy is already dead, as the Harvester harvests fire off of burning corpses as well. As long as they are burning, the Harvester collects.&lt;br /&gt;
&lt;br /&gt;
== Health Kits ==&lt;br /&gt;
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&#039;&#039;&#039;Health kits&#039;&#039;&#039; also called health packs or pickups are pickups that restore a player&#039;s health when they are walked across. They are found in a variety of locations on a map and spawn in specific areas which are usually marked. All health kits have a 10 second respawn time and have a distinct sound when used. They all share the same turquoise and white color scheme and all restore health, albeit in different amounts.&lt;br /&gt;
&lt;br /&gt;
* Small health packs resemble pill bottles with a + label, and heal roughly a fifth (20.5%) of the player&#039;s health.&lt;br /&gt;
* Medium health packs resemble first-aid kits with a + symbol on the top, and heals half (50%) of the player&#039;s health.&lt;br /&gt;
* Large health packs resemble toolboxes toolboxes except instead of containing tools they restore your health to full (100%). And they have a + symbol on the side. &lt;br /&gt;
&lt;br /&gt;
== Other Sources ==&lt;br /&gt;
&lt;br /&gt;
* [[Payload]] carts act as a level 1 Dispenser, healing at 10 health per second.&lt;br /&gt;
* Resupply Lockers heal 100% of your health and ammo, as well as completely reloading your weapon if it needs to.&lt;br /&gt;
&lt;br /&gt;
== Dispensers ===&lt;br /&gt;
&lt;br /&gt;
Dispensers heal differently depending on their level, similarly to health packs.&lt;br /&gt;
&lt;br /&gt;
* Level 1 Dispensers heal at 10hp/s&lt;br /&gt;
* Level 2 Dispensers heal at 15hp/s&lt;br /&gt;
* Level 3 Dispensers heal at 20hp/s&lt;br /&gt;
&lt;br /&gt;
=== Other Sources ===&lt;br /&gt;
&lt;br /&gt;
* [[Airblast]] heals 20 health to the Pyro who extinguished a teammate.&lt;br /&gt;
* [[Sandvich]] will replenish 120 health points in 30 health intervals over 4 seconds.&lt;br /&gt;
* [[Shock Therapy]] completely heals a class to full and some overheal with a full charge.&lt;/div&gt;</summary>
		<author><name>SciF1Qizard</name></author>
	</entry>
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