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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=9571</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=9571"/>
		<updated>2026-01-12T19:48:38Z</updated>

		<summary type="html">&lt;p&gt;UltimateMelonMan: fixed grammatical error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] from France, with years of experience in espionage, deception, and sabotage. He is a specialist support class armed with a variety of tools to infiltrate and eliminate enemies, as well as a smug, sarcastic attitude. &lt;br /&gt;
&lt;br /&gt;
Specializing in deception and assassination, the Spy has an array of specialized tools dedicated to infiltrating the enemy team, most notably his [[Disguise Kit]] and [[Invis Watch]], which allows him to appear as a friendly teammate to enemies and go invisible respectively. To eliminate his enemies, he has a powerful [[Revolver]] and a delicate butterfly [[Knife]], allowing him to gun down weak enemies or instantly kill them from behind with a backstab. In addition, he has a [[Sapper]], which allows him to disable buildings and drain them of health, allowing him or his team to swoop in and destroy them with ease, though the [[Sapper]] can be removed with the [[Engineer]]s [[Wrench]]. &lt;br /&gt;
&lt;br /&gt;
The Spy&#039;s gameplay loop often consists of the Spy using his [[Invis Watch]] to move behind the enemy team, where he then uses his [[Disguise Kit]] to blend in with the enemy team before decloaking. After decloaking, he then moves within the enemy teams territory to find a suitable target, often a [[Sniper]], [[Heavy]], or [[Medic]]. He then uses his [[Knife]] to instantly kill the enemy from behind, losing his cloak in to process and cloaking away to repeat the process. In the event that the Spy is caught by an enemy, or he sees an enemy on low health at a distance, he can use his [[Revolver]] to defend himself or pick the enemy off from a long range. When approaching [[Engineer]] nests, the Spy will either sap the buildings first before attempting to gun down or backstab the [[Engineer]], or backstab the [[Engineer]] before sapping his buildings, effectively destroying the nest if another [[Engineer]] does not step in to unsap the buildings with his [[Wrench]].&lt;br /&gt;
&lt;br /&gt;
The Spy has an ability called Spy-Walk. Usually the Spy matches his [[disguise]] victim&#039;s speed for their class. For example, a Spy disguised as Heavy would move at the same speed as a Heavy to blend in amongst the enemy team. However, when using Spy-Walk (Default Key: {{code|Shift}}), the Spy will ignore his disguise class&#039;s speed and move as fast as he does whilst undisguised. This can be helpful for catching up to enemies who run faster than the Spy&#039;s disguise class. Although, this puts you at risk of getting caught due to the Spy running faster his disguise victim. This can inverted in the Advanced Settings so the Spy always runs at his undisguised speed and only slows down to his disguise victim&#039;s speed whilst holding down the Spy-Walk button.&lt;br /&gt;
&lt;br /&gt;
The Spy is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Country of Origin:&#039;&#039;&#039; France&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Uncloak &amp;amp; Dagger&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;...&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Contraptions:&#039;&#039;&#039; Disguise Kit / Cloaking Watch&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
|zh-hans=间谍|zh-hans_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039; and &#039;&#039;&#039;Team Fortress 2 Classified&#039;&#039;&#039;, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In &#039;&#039;&#039;Team Fortress 2 Classified&#039;&#039;&#039;, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;&#039;&#039;Prego&#039;&#039;&amp;quot; (&amp;quot;Translation: &amp;quot;&#039;&#039;You&#039;re welcome&#039;&#039;&amp;quot;). This was lifted from the prerelease versions of &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
* For the French dub of the game, the Spy was given a British accent and several of his responses have been altered to use british words. Nationality changes being a common occurance when adapting French characters over to France in order to better fit local sensibilities the Spy was altered to become British.&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>UltimateMelonMan</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Basic_Civilian_strategy&amp;diff=8746</id>
		<title>Basic Civilian strategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Basic_Civilian_strategy&amp;diff=8746"/>
		<updated>2025-08-04T12:50:26Z</updated>

		<summary type="html">&lt;p&gt;UltimateMelonMan: capitalised dps and added a -&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP-Race.png|500px|right]]&lt;br /&gt;
&lt;br /&gt;
The [[Civilian]] is the conniving and &amp;lt;s&amp;gt;stingy&amp;lt;/s&amp;gt; &#039;&#039;generous&#039;&#039; billionaire entrepreneur who has hired the mercenaries to protect and aid him in his escape in the [[VIP]] and [[VIP Race]] gamemodes. In these modes, the Civilian is the only player capable of capturing points, making him a central figure for both teams. As the VIP, he is a high-priority target for enemies, making his survival of the utmost importance. The Civilian has a large health pool of 200 HP, a speed of 280 HU/s (matching the speed of the [[Demoman]]), and passively regenerates 5-15 health per second. His playstyle is heavily support-focused; both his aura and his melee weapons provide very helpful buffs to his teammates. Allies within his aura gain 5 to 15 health regeneration per second and receive 20% damage resistance. Notably, these effects apply even through walls and solid obstacles, allowing the Civilian to safely support his team from behind cover.&lt;br /&gt;
&lt;br /&gt;
As the key player of any VIP match, the Civilian should avoid direct combat whenever possible and stay near the rest of their teammates. Staying behind bulkier teammates—such as the [[Heavy]] or [[Soldier]]—allows the Civilian to provide aura support while minimizing risk. Pressing forward to capture points should be done only when the area is secure, as reckless positioning can lead to a 30-second reduction to the round timer-or an instant loss in the case of [[Trainyard]]. Unlike other classes, the Civilian’s value isn’t in dealing damage, but in enabling the rest of the team to succeed. A smart Civilian player knows when to press forward with the team, when to hang back and recover, and when to retreat altogether.&lt;br /&gt;
&lt;br /&gt;
An important aspect of the Civilian&#039;s gameplay is choosing the right melee weapon to suit your team’s needs. While the Civilian lacks effective combat options, his melee weapons provide a powerful buff to a teammate that can give them the edge they need over the enemy team. These weapons serve as important tools for supporting your team—whether through speed and aggression, or a simple 35% damage increase. The usage of the [[Derby Cane]] versus the [[Umbrella]] changes how, when and to who the Civilian grants buffs, and understanding the pros and cons of each is essential for making the tough choice between the two.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== [[Umbrella]] ===&lt;br /&gt;
[[File:Backpack_Umbrella.png|225px]]&lt;br /&gt;
&lt;br /&gt;
The [[Umbrella]] is the Civilian’s stock melee weapon, functioning similarly to the [[Bat]] in terms of combat-It deals only 35 damage per hit, and swings every 0.5 seconds. However, its primary use is not its melee capabilities, but its alternate-fire effect. When alt-fired while aiming at a teammate, the Umbrella grants them a Mini-crit boost for 8 seconds, with a 15-second cooldown between uses. This boost is best used offensively on a high-DPS class like [[Heavy]], [[Soldier]], [[Pyro]] and [[Demoman]], and best used supportively on a [[Medic]] to buff his heal speed and ÜberCharge build rate by 35% each. The Mini-crit boost is less useful to classes that already have access to guaranteed critical damage, like the [[Sniper]] with headshots or [[Spy]] with backstabs. To make the most out of the boost, Civilians should be aware of their teammates’ roles and timing, and save the boost for moments where it&#039;ll do the most good.&lt;br /&gt;
&lt;br /&gt;
=== [[Derby Cane]] ===&lt;br /&gt;
[[File:Backpack_Derby Cane.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The [[Derby Cane]] has the same melee stats as the Umbrella; 35 damage per hit, two hits per second. Like the Umbrella, its main focus is not in direct combat, but its Alt-Fire boost effect. Alt-firing while targeting a teammate grants them a [[Haste]] boost for 8 seconds, with a 13-second cooldown between uses. The Haste boost is best used on slower classes such as the [[Heavy]], [[Soldier]], and [[Demoman]], because it improves their movement, firing and reload speeds. It can also be used supportively on [[Engineer]]s, granting faster [[Wrench]] swings for upgrading or repairing buildings, and on [[Sniper]]s, who benefit from quicker charge and reload speeds with the [[Sniper Rifle]].&lt;br /&gt;
[[Spies]] benefit from the higher mobility, but it doesn&#039;t stack with the [[L&#039;Escampette]]&#039;s speed boost. The Haste boost is especially helpful for [[Medic]]s using the [[Rejuvenator]], as the weapon has a low firing speed and reload speed, as well as the higher movement speed for more effective repositioning. However, the [[Medi Gun]] and [[Kritzkrieg]] only receive a 35% healing rate bonus from Haste; unlike the Umbrella, the Derby Cane does not enhance their ÜberCharge build rate.&lt;br /&gt;
&lt;br /&gt;
=== [[Mini-crits]] vs. [[Haste]] ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of every weapon&#039;s DPS with no boost, the [[Haste]] boost, the [[Mini-crit]] boost, and both.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate DPS is &amp;lt;math&amp;gt;\frac d{i+c}&amp;lt;/math&amp;gt; , where &amp;quot;d&amp;quot; is damage, &amp;quot;i&amp;quot; is the weapon&#039;s attack interval and &amp;quot;c&amp;quot; is the weapon&#039;s charge or recharge time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Base DPS !! Haste DPS !! Mini-crit DPS !! Higher DPS !! Both DPS&lt;br /&gt;
|-&lt;br /&gt;
| [[Brick]] || 11 || 22 || 13.5 || Haste || 27&lt;br /&gt;
|-&lt;br /&gt;
| [[Bat]]/[[Umbrella]]/[[Derby Cane]] || 70 || 117 || 94 || Haste || 157&lt;br /&gt;
|-&lt;br /&gt;
| [[Pistol]] || 100 || 150 || 135 || Haste || 200&lt;br /&gt;
|-&lt;br /&gt;
| [[R.P.G.]] || 73 || 117 || 99 || Haste || 158&lt;br /&gt;
|-&lt;br /&gt;
| [[Shotgun]] || 96 || 135 || 130 || Haste || 180&lt;br /&gt;
|-&lt;br /&gt;
| Most [[Melee]]s || 81 || 130 || 110 || Haste || 176&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclops]] || 67 || 133 || 90 || Haste || 180&lt;br /&gt;
|-&lt;br /&gt;
| [[Dynamite Pack]] || 26 || 51 || 35 || Haste || 69&lt;br /&gt;
|-&lt;br /&gt;
| [[Minigun]] || 343 || 507 || 457 || Haste || 676&lt;br /&gt;
|-&lt;br /&gt;
| [[Coilgun]] (Fully charged) || 36 || 94 || 48 || Haste || 126&lt;br /&gt;
|-&lt;br /&gt;
| [[Scattergun]] || 96 || 120 || 130 || Mini-crit || 162&lt;br /&gt;
|-&lt;br /&gt;
| [[Nailgun]] || 120 || 150 || 160 || Mini-crit || 200&lt;br /&gt;
|-&lt;br /&gt;
| [[Rocket Launcher]] || 113 || 150 || 153 || Mini-crit || 203&lt;br /&gt;
|-&lt;br /&gt;
| [[Flamethrower]] || 186 || 186 || 251 || Mini-crit || 243&lt;br /&gt;
|-&lt;br /&gt;
| [[Flare Gun]] || 15 || 20 || 21 || Mini-crit || 27&lt;br /&gt;
|-&lt;br /&gt;
| [[Twin Barrel]] || 50 || 59 || 68 || Mini-crit || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenade Launcher]] || 167 || 222 || 225 || Mini-crit || 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Anti-Aircraft Cannon]] || 109 || 133 || 147 || Mini-crit || 180&lt;br /&gt;
|-&lt;br /&gt;
| [[Coilgun]] (Primary Fire) || 63 || 75 || 85 || Mini-crit || 102&lt;br /&gt;
|-&lt;br /&gt;
| [[Syringe Gun]] || 95 || 121 || 133 || Mini-crit || 169&lt;br /&gt;
|-&lt;br /&gt;
| [[Stickybomb Launcher]] || 180 || 240 || 240 || Same || 288&lt;br /&gt;
|-&lt;br /&gt;
| [[Mine Layer]] || 300 || 360 || 360 || Same || 432&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Therapy]] || 3.3 || 10 || 4.5 || Haste || 13.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Sniper Rifle]] || 33&amp;lt;br&amp;gt;{{tooltip|100|Headshot}} || 50&amp;lt;br&amp;gt;{{tooltip|150|Headshot}} || 45&amp;lt;br&amp;gt;{{tooltip|100|Headshot}} || Haste || 68&amp;lt;br&amp;gt;{{tooltip|150|Headshot}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Huntsman]] || 25&amp;lt;br&amp;gt;{{tooltip|75|Headshot}} || 50&amp;lt;br&amp;gt;{{tooltip|150|Headshot}} || 34&amp;lt;br&amp;gt;{{tooltip|75|Headshot}} || Haste || 68&amp;lt;br&amp;gt;{{tooltip|150|Headshot}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Huntsman]] (Fully Charged) || 40&amp;lt;br&amp;gt;{{tooltip|120|Headshot}} || 50&amp;lt;br&amp;gt;{{tooltip|150|Headshot}} || 54&amp;lt;br&amp;gt;{{tooltip|120|Headshot}} || Haste || 108&amp;lt;br&amp;gt;{{tooltip|240|Headshot}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sniper Rifle]] (Fully Charged) || 33&amp;lt;br&amp;gt;{{tooltip|100|Headshot}} || 75&amp;lt;br&amp;gt;{{tooltip|225|Headshot}} || 136&amp;lt;br&amp;gt;{{tooltip|100|Headshot}} || Haste || 108&amp;lt;br&amp;gt;{{tooltip|240|Headshot}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunting Revolver]] || 60&amp;lt;br&amp;gt;{{tooltip|180|Headshot}} || 80&amp;lt;br&amp;gt;{{tooltip|240|Headshot}} || 81&amp;lt;br&amp;gt;{{tooltip|180|Headshot}} || Haste || 108&amp;lt;br&amp;gt;{{tooltip|240|Headshot}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SMG]] || 76 || 105 || 105 || Same || 147&lt;br /&gt;
|-&lt;br /&gt;
| [[Fishwhacker]] || 53 || 78 || 67 || Haste || 102&lt;br /&gt;
|-&lt;br /&gt;
| [[Revolver]] || 80 || 89 || 108 || Mini-crit || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[Tranquilizer Gun]] || 8.7 || 15 || 12 || Haste || 21&lt;br /&gt;
|-&lt;br /&gt;
| [[Knife]] || 50 || 80 || 68 || Haste || 108&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Base HPPS !! Haste HPPS !! Mini-crit HPPS !! Higher HPPS !! Both HPPS&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandvich]] || 3.5 || 8.6 || 3.5 || Haste || 8.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Medigun]]/[[Kritzkrieg]] || 24 || 32 || 32 || Mini-crit || 44&lt;br /&gt;
|-&lt;br /&gt;
| [[Rejuvenator]] || 55 || 72 || 55 || Haste || 72&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Therapy]] || 3.33%/s || 10%/s || 3.33%/s || Haste || 10%/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Results and Disclaimers ===&lt;br /&gt;
Of the damage-dealing weapons in Team Fortress 2 Classic, 32 gain higher DPS values when affected by the [[Haste]] boost, 11 perform better with the [[Mini-crit]] boost, and 3 have the same DPS under either effect. Notably, all 17 melee weapons benefit more from Haste, significantly influencing that total. However, even when excluding melee weapons, 15 ranged weapons still outperform under Haste, compared to 11 under Mini-crits. &lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the DPS calculations used in this comparison generally do not account for reload times, with the exception of weapons that must reload between shots, such as the [[R.P.G.]], [[Sniper Rifle]], and [[Cyclops]]. Since the mini-crit boost doesn&#039;t affect reload speed, weapons that need to reload frequently would have much higher DPS gains from Haste when reloads are factored in. &lt;br /&gt;
&lt;br /&gt;
Other than simply buffing DPS, Haste also enhances movement speed, weapon switching speed, and rev-up time, stats which are not reflected in the DPS table, but still relevant to overall effectiveness. The main difference is with how each buff actually increases damage output. Haste increases &#039;&#039;firing speed&#039;&#039;, which means the player needs to land more shots to actually benefit from the buff. Mini-crits, by contrast, increase the &#039;&#039;damage per shot&#039;&#039;, allowing for the usual firing speed to yield more damage. As a result, utilizing the Haste boost has a higher skill ceiling and greater potential, while Mini-crits are more forgiving and easier to use consistently.&lt;br /&gt;
&lt;br /&gt;
In terms of the 5 healing weapons available, the [[Haste]] boost generally proves more effective than the [[Mini-crit]] boost, although the reason for that varies from weapon to weapon. For the [[Sandvich]] and the [[Shock Therapy]], which each have a 30-second recharge time, the Haste boost reduces their cooldowns to approximately 10 seconds. This effectively triples their healing frequency, significantly increasing their average healing per second. For the [[Rejuvenator]], since it operates more like a grenade launcher than a traditional medigun, it benefits far more from the higher reload and firing speed of the Haste boost, and the Rejuvenator&#039;s health output isn&#039;t affected by Mini-crits, making Haste the only effective buff for Medics using the weapon. However, the [[Medi Gun]] and the [[Kritzkrieg]] each gain a 35% increased healing rate from either buff, but only the Mini-crit boost increases their ÜberCharge rate. Even though Mini-crits do offer a unique benefit for those Mediguns, Haste is still the more effective boost overall due to it reducing cooldowns and increasing the frequency at which recharge and projectile-based support weapons can be used.&lt;br /&gt;
&lt;br /&gt;
Overall, the [[Derby Cane]]&#039;s Haste boost is more impactful on average due to it effecting more than just DPS or HPPS, i.e. reload and mobility improvements. Furthermore, it recharges 15% faster than the [[Umbrella]]&#039;s Mini-crit boost, making Haste generally the more versatile and rewarding choice for Civilians.&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilian]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Basic strategy guides]]&lt;/div&gt;</summary>
		<author><name>UltimateMelonMan</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=6478</id>
		<title>Bottle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Bottle&amp;diff=6478"/>
		<updated>2025-03-10T17:13:48Z</updated>

		<summary type="html">&lt;p&gt;UltimateMelonMan: added alcoholism to update history - can someone add a trivia fact explaining what this does&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, me bottle o&#039; scrumpy!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bottle&#039;&#039;&#039; is the default melee weapon of the Demoman. It is a brown, glass bottle o&#039; scrumpy, with a grey label on both sides, marked &amp;quot;XXX&amp;quot; with a year of 1808. When striking a surface (or an enemy) with a [[critical hit]], the bottle will shatter, visible to all players, and will remain shattered until the player respawns. This is purely cosmetic and does not change its stats such as damage or crit chance, and resupply cabinets will not replace the bottle.&lt;br /&gt;
&lt;br /&gt;
The Bottle deals 65 damage and attacks every 0.8 seconds. Compared to other melee weapons, the Demoman gets more use out of it than other classes do with theirs. The large reload times of his other weapons means he often suffers from empty clips, making the Bottle a practical necessity. The ability to detonate [[Stickybomb Launcher|stickybombs]] while its out means the Demoman can create a zone of control where the enemy is encouraged to walk towards him, and the looming threat of the Bottle can encourage the enemy to back up to where he wants them. A lucky detonation can also bounce an enemy towards him, finishing them off with a swing. Regardless, the Demoman still has below-average speed, and so charging in swinging will lead to his swift death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Cheers&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Garrafa|pt-br_m=Bottle&lt;br /&gt;
|bg=Бутилка|bg_m=Bottle&lt;br /&gt;
|en=Bottle&lt;br /&gt;
|fr=Bouteille|fr_m=Bottle&lt;br /&gt;
|de=Flasche|de_m=Bottle&lt;br /&gt;
|it=Bottiglia|it_m=Bottle&lt;br /&gt;
|ro=Sticlă|ro_m=Bottle&lt;br /&gt;
|ru=Бутылка|ru_m=Bottle&lt;br /&gt;
|es=Botella|es_m=Bottle&lt;br /&gt;
|uk=Пляшка|uk_m=Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added particles upon breaking the bottle&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added Alcoholism (NitoTheFunky)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Wikipedia:Scrumpy|Scrumpy]] is a real beverage, originating from West of England, and is an alcoholic cider produced from apples. Despite the Demoman&#039;s affinity for it, it is not a stereotypically Scottish drink.&lt;br /&gt;
=== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ===&lt;br /&gt;
* TF2 Classic has a unique killicon for the Bottle when it is smashed after dealing a fatal critical hit and killing with an already smashed one.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>UltimateMelonMan</name></author>
	</entry>
</feed>