Melee: Difference between revisions
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VivaRomania (talk | contribs) m teensy tweakaroonie-doonie |
Wrote paragraphs 2 % 3 - needs comprehensive table of melees + stats (swing speed, damage, extra utility) |
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'''Melee''' weapons are a type of [[Weapons|weapon]] that do not require ammo. Most classes' melees do 65 damage. The only exceptions are [[Scout]] and [[Civilian]] who do 35 damage, and [[Spy]] who does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the minimum 2% on non-melees to 15% and from the maximum 12% on non-melees to 60%. Some melee weapons have a different swing animation for critical hits and the [[Demoman]]'s bottle breaks on critical hit. | '''Melee''' weapons are a type of [[Weapons|weapon]] that do not require ammo. Most classes' melees do 65 damage. The only exceptions are [[Scout]] and [[Civilian]] who do 35 damage, and [[Spy]] who does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the minimum 2% on non-melees to 15% and from the maximum 12% on non-melees to 60%. Some melee weapons have a different swing animation for critical hits and the [[Demoman]]'s bottle breaks on critical hit. | ||
'''Melee''' weapons are [[weapons]] placed within any classes melee slot. Traditionally, melee [[weapons]] do not require ammo and deal consistent damage, making them a reliable, if risky, last resort option should a player run out of ammo. Their increased chance of [[critical hits]] is raised from the minimum 2% to 15%, and the maximum raised from 12% to 60%. This can make them effective, albeit risky, ambush tools to try and quickly eliminate other classes. These random [[critical hits]] do not apply to the [[Knife]], [[Harvester]], or [[Chekhovs Punch]]. In addition, most melee weapons have a special animation for when they get a [[critical hit]], such as the [[Fists]] uppercutting or the [[Kukri]] swinging downwards. | |||
Due to their niche uses and the standard set by [[Engineer]] and [[Spy]], a common theme among melee weapon design is to trade the consistent damage and/or random [[critical hits]] in exchange for some sort of utility. The [[Wrench]] for example, maintains the standard stock melee stats, but with the added ability to heal and upgrade buildings, as well as refill [[Sentry Gun]]s with ammo. In addition, the [[Knife]] has added utility in being able to one shot any class from behind with a guaranteed [[critical hit]], called a backstab. It is worth noting backstabs can only happen from behind enemies, and attempting to attack an enemy with a crit boosted knife from the front will result in the [[Knife]] critting as normal, dealing 120 damage. Other examples of utility melees include The [[Harvester]], [[Chekhov's Punch]], [[Shock Therapy]], [[Umbrella]], [[Derby Cane]], [[Uberspritze]], and [[Fishwhacker]]. | |||