Melee: Difference between revisions
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added list of melee weapons and short description of each one. |
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[[File:Backpack_Fists.png|right|300px|Heavy's Fists]] | [[File:Backpack_Fists.png|right|300px|Heavy's Fists]] | ||
'''Melee''' weapons are a type of [[Weapons|weapon]] that have a limited and typically short range and do not require ammo, making them a reliable, if risky, last resort option should a player run out. Most classes' default melees do 65 damage, the only exceptions being the [[Scout]] and [[Civilian]], whose melees do 35 damage in exchange for a , and the [[Spy]], whose knife does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the 2% to 12% chance on non-melees to a 15% to 60% chance, depending on recent damage or healing done. This can make them effective, albeit risky, ambush tools to try and quickly eliminate other classes. These random [[critical hits]] do not apply to the [[Knife]], [[Harvester]], or [[Chekhov's Punch]]. Some melee weapons have a different swing animation, such as the [[Fists]] uppercutting or the [[Kukri]] swinging downwards. The [[Demoman]]'s [[bottle]] breaks on a critical hit. This is a purely visual change and otherwise does not affect the weapon in any way. | '''Melee''' weapons are a type of [[Weapons|weapon]] that have a limited and typically short range and do not require ammo, making them a reliable, if risky, last resort option should a player run out. Most classes' default melees do 65 damage and have a firing interval of 0.8 seconds, the only exceptions being the [[Scout]] and [[Civilian]], whose melees do 35 damage in exchange for a firing speed interval of 0.5 seconds, and the [[Spy]], whose knife does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the 2% to 12% chance on non-melees to a 15% to 60% chance, depending on recent damage or healing done. This can make them effective, albeit risky, ambush tools to try and quickly eliminate other classes. These random [[critical hits]] do not apply to the [[Knife]], [[Harvester]], [[Shock Therapy]], [[Admiralty Anchor]] or [[Chekhov's Punch]]. Some melee weapons have a different swing animation, such as the [[Fists]] uppercutting or the [[Kukri]] swinging downwards. The [[Demoman]]'s [[bottle]] breaks on a critical hit. This is a purely visual change and otherwise does not affect the weapon in any way. | ||
Due to their niche uses and the standard set by [[Engineer]] and [[Spy]], a common theme among melee weapon design is to trade the consistent damage and/or random [[critical hits]] for some sort of utility. The [[Wrench]] for example, maintains the standard stock melee stats, but with the added ability to heal and upgrade buildings, as well as refill [[Sentry Gun]]s with ammo. In addition, the [[Knife]] has added utility in being able to one shot any class from behind with a guaranteed [[critical hit]], called a backstab. It is worth noting backstabs can only happen from behind enemies, and attempting to attack an enemy with a crit boosted knife from the front will result in the [[Knife]] critting as normal, dealing 120 damage. Other examples of utility melees include The [[Harvester]], [[Chekhov's Punch]], [[Shock Therapy]], [[Umbrella]], [[Derby Cane]], [[Uberspritze]], and [[Fishwhacker]]. | Due to their niche uses and the standard set by [[Engineer]] and [[Spy]], a common theme among melee weapon design is to trade the consistent damage and/or random [[critical hits]] for some sort of utility. The [[Wrench]] for example, maintains the standard stock melee stats, but with the added ability to heal and upgrade buildings, as well as refill [[Sentry Gun]]s with ammo. In addition, the [[Knife]] has added utility in being able to one shot any class from behind with a guaranteed [[critical hit]], called a backstab. It is worth noting backstabs can only happen from behind enemies, and attempting to attack an enemy with a crit boosted knife from the front will result in the [[Knife]] critting as normal, dealing 120 damage. Other examples of utility melees include The [[Harvester]], [[Chekhov's Punch]], [[Shock Therapy]], [[Umbrella]], [[Derby Cane]], [[Uberspritze]], and [[Fishwhacker]]. | ||
=== [[Scout]]'s Melee weapons=== | |||
[[File:Backpack_Bat.png|150px]] | |||
[[Bat]] | |||
Scout's stock melee. Has a lower damage of 35, but has a higher swing speed. | |||
=== [[Soldier]]'s Melee weapons === | |||
[[File:Backpack_Shovel.png|150px]] | |||
[[Shovel]] | |||
Soldier's stock melee. | |||
[[File:Backpack_Admiralty_Anchor.png|125px]] | |||
[[Admiralty Anchor]] | |||
Increases gravity while held, and causes damage-dealing earthquakes where you land. Cannot randomly crit. | |||
=== [[Pyro]]'s Melee weapons === | |||
[[File:Backpack_Fire_Axe.png|125px]] | |||
[[Fire Axe]] | |||
Pyro's stock melee. | |||
[[File:Backpack_Harvester.png|150px]] | |||
[[Harvester]] | |||
Heals you while held and dealing afterburn, and grants a guaranteed crit after doing this for long enough. Cannot randomly crit. | |||
=== [[Demoman]]'s Melee weapons === | |||
[[File:Backpack_Bottle.png|125px]] | |||
[[Bottle]] | |||
Demoman's stock melee. | |||
=== [[Medic]]'s Melee weapons === | |||
[[File:Backpack_Bonesaw.png|175px]] | |||
[[Bonesaw]] | |||
Medic's stock melee. | |||
[[File:Backpack_Überspritze.png|150px]] | |||
[[Überspritze]] | |||
Grants 25% Übercharge when you hit an enemy, but reduces max HP to 140 while equipped. | |||
[[File:Backpack_Shock_Therapy.png|150px]] | |||
[[Shock Therapy]] | |||
Has a charge meter that fills over 30 seconds that when full, allows you to grant health equal to a teammate's maximum HP which can overheal, and also deals damage equal to it's charge percentage, dealing 100 damage at full charge. Cannot randomly crit, and has a 70% longer range. | |||
=== [[Heavy]]'s Melee weapons === | |||
[[File:Backpack_Fists.png|200px]] | |||
[[Fists]] | |||
Heavy's stock melee. | |||
[[File:Backpack_Chekhov's_Punch.png|200px]] | |||
[[Chekhov's Punch]] | |||
Grants one guaranteed crit every time you hit an enemy which applies to all weapons and stores up a maximum of three, but your melee only crits when full. Cannot randomly crit, and has a 65% longer range. | |||
=== [[Engineer]]'s Melee weapons === | |||
[[File:Backpack_Wrench.png|125px]] | |||
[[Wrench]] | |||
Engineer's stock melee. Used to speed up construction, repair and upgrade his buildings by hitting them. | |||
=== [[Sniper]]'s Melee weapons === | |||
[[File:Backpack_Kukri.png|125px]] | |||
[[Kukri]] | |||
Sniper's stock melee. | |||
[[File:Backpack_Fishwhacker.png|175px]] | |||
[[Fishwhacker]] | |||
Causes 2 seconds of [[bleed]], high knockback, and deals 35 damage. | |||
=== [[Spy]]'s Melee weapons === | |||
[[File:Backpack_Knife.png|125px]] | |||
[[Knife]] | |||
Spy's stock melee. Attack from behind for an insta-kill Backstab. | |||
=== [[Civilian]]'s Melees === | |||
[[File:Backpack_Umbrella.png|150px]] | |||
[[Umbrella]] | |||
Civilian's stock melee. Alt-fire to grant Mini-crits for 8 seconds. Recharges in 15 seconds. | |||
[[File:Backpack_Derby_Cane.png|125px]] | |||
[[Derby Cane]] | |||
Civilian's stock melee. Alt-fire to grant [[Haste]] for 8 seconds. Recharges in 13 seconds. | |||
[[Category:Melee weapons]] | [[Category:Melee weapons]] | ||