Medieval Mode

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Medieval Mode, also known as just Medieval, is a sub-gamemode where all players are limited to using only melee weapons and small set of "Medieval-appropriate" weapons, resulting in close-quarter combat. Players will also drop a small health kit on death to increase survivability after melee fights.

Other aesthetic changes include a word filter in the game chat that will replace certain phrases with Ye Olde English (i.e. "you" is replaced with "thou", etc.), and health kits will take the appearance of pieces of meat.

Because Medieval Mode is mostly just a limited weapon selection, it can be applied to any main gamemode, making it a sub-gamemode.

Medieval Weapons

The following is a list of weapons that can be used in Medieval Mode:

Strategy

As medieval mode restricts you to your melee weapons with very few exceptions, it is heavily centered around melee duels and confrontations. Random Crits are very predominant in this gamemode, as melee weapons have such a high crit rate, and deal so much damage.

Scout

As the Scout, you have the highest speed, both in movement and attack rate. You also have the ability to double jump, so make use of this to overwhelm foes. You also have a double capture rate, which is helpful on the two medieval mode maps, which are Control Points maps. You have 125 Health, taking two regular melee hits, or four light melee hits to kill. You have access to two weapons, the Bat and the Brick. The Bat is a light melee weapon, dealing 35 damage per hit, 105 on a crit, and swings every 0.5 seconds. The Brick is a throwable weapon, dealing 65 damage on hit, or 88 at long range.

Soldier

As the Soldier, you're slightly faster than the Heavy and at a respectable 200 health, you take four regular melee hits or six light melee hits to kill. This means he can survive a melee crit with 5 health remaining. Other than the Gunboats, you only have access to the Shovel and the Admiralty Anchor. Use the Shovel, as the Anchor's ability to cause earthquakes by jumping off the castle in DeGroot Keep is minimal compared to the ability to randomly crit.

Pyro

As the Pyro, you're as fast as the Sniper and the Engineer, and have 175 health, taking three regular melee hits to kill, or five light melee hits to kill. You are also immune to afterburn, inflicted by the Flare Gun and flaming Huntsman arrows. You have access to both your melee weapons, the Fire Axe and the Harvester, as well as the Flare Gun. The Flare Gun is very powerful in Medieval mode, as it is a long-range weapon that deals 30 damage on hit, inflicts ten seconds of afterburn, and deals guaranteed 90-damage crits to burning targets. This afterburn can also be used with the Harvester to heal yourself and charge up a crit. Therefore, the decision is between the healing and sparser crits of the Harvester and the more common random crits of the Fire Axe. Please note that the afterburn from the Flare Gun will be extinguished if killed while using the Harvester.

Demoman

As the Demoman, you're faster than the Soldier and have 175 health, taking three regular melee hits to kill, or five light melee hits to kill. You have access to the Bottle. That's it. (Don't play Demoman)

Heavy

As the Heavy, you're the slowest class, but you have 300 health, taking five regular melee hits or nine light melee hits to kill. You have access to both your melee weapons, your Fists and the Chekhov's Punch, as well as the Sandvich. The Sandvich is very useful in Medieval mode, as it is a healing implement, healing you for 120 health and can be thrown to others to heal for 50% of their maximum health.

Engineer

As the Engineer, you're as fast as the Sniper and the Pyro, and have 125 health, taking two regular melee hits or four light melee hits to kill. You are also able to construct Jump Pads. You have access to both your Wrench as well as Jump Pads.

Maps

Main article: List of maps

Attack / Defense

Name Picture File name
Degroot Keep cp_degrootkeep

Four-Team Domination

Name Picture File name
Krepost dom_krepost