Difference between revisions of "Team Fortress 2 Classic"

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(confirmed maps from the update page)
(wip looking shit, more update and confirmed stuff)
Line 5: Line 5:
 
This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created January 9th, 2015.
 
This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created January 9th, 2015.
  
The actual release date was to be sometime earlier in December 2014, however there is a fuzzy line between the release date of ''TF2'' 1.0.0.9 and that of ''Team Fortress 2 Classic''.
+
The first version's release date was to be sometime earlier in December 2014, however there is a fuzzy line between the 2014 release date of ''TF2'' 1.0.0.9 and that of ''Team Fortress 2 Classic''.
  
The current Project Lead is 'Drudlyclean the Skeledude' as of May 13, 2018.
+
The current Project Lead is 'Drudlyclean the Skeledude' as of May 13th, 2018.
 +
 
 +
== Updates ==
 +
 
 +
=== Death & Taxes ===
 +
 
 +
The long awaited 2.0 update was announced as a multi-day update named '''Death & Taxes''' on July 1st, 2020, and is set to fully release on July 4th, 2020.
 +
 
 +
==== Day 1 ====
 +
Day 1<ref>[https://tf2classic.com/death_and_taxes/day1.php ''Death & Taxes: Day 1'']</ref> officially introduces the VIP gamemode, along with the Civilian class. With it, three new VIP maps were also introduced.
 +
==== Day 2 ====
 +
Day 2<ref>[https://tf2classic.com/death_and_taxes/day2.php ''Death & Taxes: Day 2'']</ref> introduced 9 weapons, 5 of them being "old stocks" and 4 of them being "new stocks".
  
 
== Game modes ==
 
== Game modes ==
Line 70: Line 81:
 
                     |en=Setting
 
                     |en=Setting
 
}}
 
}}
|-
 
| [[File:Ctf 2fort bridge ss.png|150px|link=2Fort{{if lang}}]]
 
| '''[[2Fort{{if lang}}|2Fort]]'''
 
| {{Common string|Capture the Flag}}
 
| {{code|ctf_2fort}}
 
| Valve
 
| {{common string|Farmland}}
 
|-
 
| [[File:Ctf landfall.png|150px|link=]]
 
| '''[[Landfall{{if lang}}|Landfall]]'''
 
| {{Common string|Capture the Flag}}
 
| {{code|ctf_landfall}}
 
| Dr. Spud
 
| Jungle
 
|-
 
| [[File:Ctf push.png|150px|link=]]
 
| '''Push'''
 
| {{Common string|Capture the Flag}}
 
| {{code|ctf_push}}
 
| DrPyspy
 
| Military
 
|-
 
| [[File:Ctf upstream.png|150px|link=]]
 
| '''Upstream'''
 
| {{Common string|Capture the Flag}}
 
| {{code|ctf_upstream}}
 
| Iiboharz
 
| Dev Textures
 
|-
 
| [[File:Ctf casbah.png|150px|link=]]
 
| '''Casbah'''
 
| {{Common string|Capture the Flag}}
 
| {{code|ctf_casbah}}
 
| Macd11 & Zorbos
 
| Industrial
 
|-
 
| [[File:Cp furnace creek.png|150px|link=]]
 
| '''Furnace Creek'''
 
| {{Common string|Attack/Defend}}
 
| {{code|cp_furnace_creek}}
 
| YM & Nineaxis
 
| Desert
 
|-
 
| [[File:Cp amaranth.png|150px|link=]]
 
| '''Amaranth'''
 
| {{Common string|Attack/Defend}}
 
| {{code|cp_Amaranth}}
 
| Berry
 
| Alpine
 
|-
 
| [[File:Cp hydro.png|150px|link=]]
 
| '''Hydro'''
 
| {{Common string|Attack/Defend}}
 
| {{code|cp_hydro}}
 
| Snowshoe
 
| Desert
 
|-
 
| [[File:Cp warpath.png|150px|link=]]
 
| '''Warpath'''
 
| {{Common string|Attack/Defend}}
 
| {{code|cp_warpath}}
 
| Suomimies55
 
| Desert
 
|-
 
| [[File:Cp cragg.png|150px|link=]]
 
| '''Cragg'''
 
| {{Common string|Attack/Defend}}
 
| {{code|cp_cragg}}
 
| Berry
 
| Dev Textures
 
|-
 
| [[File:Cp ashworks.png|150px|link=]]
 
| '''Ashworks'''
 
| {{Common string|Attack/Defend}}
 
| {{code|cp_ashworks}}
 
|
 
| Dev Textures
 
|-
 
| [[File:Cp tidal.png|150px|link=]]
 
| '''Tidal'''
 
| {{Common string|Control Point}}
 
| {{code|cp_tidal}}
 
| Heyo
 
| Industrial
 
 
|-
 
|-
 
| [[File:Vip mineside.png|150px|link=]]
 
| [[File:Vip mineside.png|150px|link=]]
Line 160: Line 87:
 
| {{code|vip_mineside}}
 
| {{code|vip_mineside}}
 
|  
 
|  
| Desert
+
| Dustbowl
|-
 
 
|-
 
|-
 
| [[File:Vip trainyard.png|150px|link=]]
 
| [[File:Vip trainyard.png|150px|link=]]
Line 168: Line 94:
 
| {{code|vip_trainyard}}
 
| {{code|vip_trainyard}}
 
|  
 
|  
| Desert
+
| Well
|-
 
 
|-
 
|-
 
| [[File:Vip harbor.png|150px|link=]]
 
| [[File:Vip harbor.png|150px|link=]]
Line 176: Line 101:
 
| {{code|vip_harbor}}
 
| {{code|vip_harbor}}
 
|  
 
|  
| Industrial
+
| Mannhattan
 
|-
 
|-
 
|}
 
|}
Line 211: Line 136:
 
==== {{anchor|scoutprimary}} {{item name|Primary}}====
 
==== {{anchor|scoutprimary}} {{item name|Primary}}====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="17%" | {{item name|Weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="16%" | {{common string|Kill icon}}
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
+
! class="header" width="67%" | Stats
! class="header" width="50%" colspan=5 | {{common string|damage}}
 
|-
 
! class="header" | {{common string|loaded}}
 
! class="header" | {{common string|carried}}
 
! class="header" | {{common string|point blank}}
 
! class="header" | {{common string|medium range}}
 
! class="header" | {{common string|long range}}
 
! class="header" | {{common string|hazard-mini-crits}}
 
! class="header" | {{common string|critical}}
 
 
|-
 
|-
 
! {{Table icon|Nail Gun|{{common string|Stock}}}}
 
! {{Table icon|Nail Gun|{{common string|Stock}}}}
 
| align="center" | {{Icon killicon|weapon=Nail Gun}} <!-- Scattergun att -->
 
| align="center" | {{Icon killicon|weapon=Nail Gun}} <!-- Scattergun att -->
| 40
+
| Fires continuous nails
| 100
+
25 loaded nails per clip
| 85-105
 
| 12
 
| 3-10
 
| 80-140
 
| 180
 
 
|-
 
|-
 
|}
 
|}
 
 
==={{anchor|Soldier}}{{Class link|Soldier}}===
 
==={{anchor|Soldier}}{{Class link|Soldier}}===
 
==== {{anchor|soldierprimary}} {{item name|Primary}} ====
 
==== {{anchor|soldierprimary}} {{item name|Primary}} ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="17%" | {{item name|Weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="16%" | {{common string|Kill icon}}
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
+
! class="header" width="67%" | Stats
! class="header" width="50%" colspan=5 | {{common string|damage}}
 
|-
 
! class="header" | {{common string|loaded}}
 
! class="header" | {{common string|carried}}
 
! class="header" | {{common string|point blank}}
 
! class="header" | {{common string|medium range}}
 
! class="header" | {{common string|long range}}
 
! class="header" | {{common string|hazard-mini-crits}}
 
! class="header" | {{common string|critical}}
 
 
|-
 
|-
 
! {{Table icon|RPG|{{common string|Stock}}|title=RPG|link={{FULLPAGENAME}}}}
 
! {{Table icon|RPG|{{common string|Stock}}|title=RPG|link={{FULLPAGENAME}}}}
 
| align="center" | {{Icon killicon|weapon=RPG}} <!-- Rocket Launcher att -->
 
| align="center" | {{Icon killicon|weapon=RPG}} <!-- Rocket Launcher att -->
| 1
+
| Rockets travel in an arc
| 36
+
+30% damage bonus
| 130
+
 
| 50-90
+
-25% projectile speed
| 45-60
+
 
| 122-151
+
-75% clip size
| 270, {{common string|range-does-not-affect-damage}}. {{common string|direct-hit}}
 
 
|-
 
|-
 
|}
 
|}
 
+
==={{anchor|Demoman}}{{Class link|Demoman}}===
==== {{anchor|soldiersecondary}} {{item name|Secondary}}====
+
==== {{anchor|demomansecondary}} {{item name|Secondary}}====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" | {{item name|Weapon}}
 
! class="header" width="17%" | {{item name|Weapon}}
Line 270: Line 170:
 
! class="header" width="67%" | Stats
 
! class="header" width="67%" | Stats
 
|-
 
|-
! {{Table icon|Gunboats|{{common string|Stock}}}}
+
! {{Table icon|TF2C Dynamite Pack|{{common string|Stock}}|title=Dynamite Pack|link=Dynamite Pack}}
| {{common string|N/A}}
+
| align="center" | {{common string|N/A}}
| -60% blast damage from blast jumps
+
| Explodes into 4 smaller bomblets
 
|-
 
|-
|}
+
! {{Table icon|Mine Layer|{{common string|Stock}}|title=Mine Layer|link={{FULLPAGENAME}}}}
 +
| align="center" | {{common string|N/A}}
 +
| Launches proximity mines that automatically detonate near enemies
 +
-63% clip size
  
==={{anchor|Pyro}}{{Class link|Pyro}}===
+
-5 max pipebombs out
==== {{anchor|pyrosecondary}}{{item name|Secondary}}====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
 
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
 
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
 
! class="header" width="50%" colspan=5 | {{common string|damage}}
 
|-
 
! class="header" | {{common string|loaded}}
 
! class="header" | {{common string|carried}}
 
! class="header" | {{common string|point blank}}
 
! class="header" | {{common string|medium range}}
 
! class="header" | {{common string|long range}}
 
! class="header" | {{common string|hazard-mini-crits}}
 
! class="header" | {{common string|critical}}
 
|-
 
! rowspan=2 | {{Table icon|Flare Gun|{{common string|Stock}}}}
 
| rowspan=2 align="center" | {{Icon killicon|weapon=Flare Gun}}
 
| 1
 
| 16
 
| colspan=3 | 30
 
| 41
 
| 90
 
|-
 
| colspan=2 | '''([[Afterburn{{if lang}}|{{common string|afterburn}}]])'''
 
| colspan=3 | 60 damage over 7.5 seconds
 
| 80 damage over 7.5 seconds
 
| {{common string|N/A}}
 
 
|-
 
|-
 
|}
 
|}
 
+
==={{anchor|Engineer}}{{Class link|Engineer}}===
==={{anchor|Demoman}}{{Class link|Demoman}}===
+
==== {{anchor|engineersecondary}}{{item name|Secondary}}====
==== {{anchor|demomanprimary}}{{item name|Primary}}====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" | {{item name|Weapon}}
 
! class="header" width="17%" | {{item name|Weapon}}
Line 314: Line 189:
 
! class="header" width="67%" | Stats
 
! class="header" width="67%" | Stats
 
|-
 
|-
! {{Table icon|Gunboats|{{common string|Stock}}|title=Gunboats}}
+
! {{Table icon|Coilgun|{{common string|Stock}}|title=Coilgun|link={{FULLPAGENAME}}}}
 
| align="center" | {{common string|N/A}}
 
| align="center" | {{common string|N/A}}
| -60% blast damage from blast jumps
+
| Fires heat rays to deal damage
 +
Hold down alt-fire to charge up damage
 +
 
 +
8 uses per Coil
 +
 
 +
Fully charged shots bounces off walls up to three times
 +
 
 +
Don't let it overcharge!
 
|-
 
|-
 
|}
 
|}
 
 
==={{anchor|Medic}}{{Class link|Medic}}===
 
==={{anchor|Medic}}{{Class link|Medic}}===
==== {{anchor|medicsecondary}}{{item name|Secondary}}====
+
==== {{anchor|medicmelee}}{{item name|Melee}}====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="17%" | {{item name|Weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="16%" | {{common string|Kill icon}}
! class="header" width="67%" colspan=4 | Healing range
+
! class="header" width="67%" | Stats
 
|-
 
|-
! class="header" | {{lang | en = 10 sec after injury}}
+
! {{Table icon|Shock Therapy|{{common string|Stock}}|title=Shock Therapy|link={{FULLPAGENAME}}}}
! class="header" | {{lang | en = 12.5 sec after injury}}
+
| align="center" | {{common string|N/A}}
! class="header" | {{lang | en = 15 sec after injury}}
+
| Hit teammates for a quick full heal to maximum health (30s cooldown)
! class="header" | {{lang | en = ÜberCharge effect}}  
+
Damage is affected by current electrical charge
 +
 
 +
Crits while in water
 
|-
 
|-
! {{Table icon|TF2C Kritzkrieg|{{common string|Stock}}|title=Kritzkrieg|link={{FULLPAGENAME}}}}
+
|}
| {{common string|N/A}}
+
==={{anchor|Sniper}}{{Class link|Sniper}}===
| {{common string|hps|24}}
+
==== {{anchor|sniperprimary}}{{item name|Primary}}====
| {{common string|hps|48}}
+
{| class="wikitable grid" width="100%" style="text-align: center;"
| {{common string|hps|72}}
+
! class="header" width="17%" | {{item name|Weapon}}
| {{common string|100% Critical Hits
+
! class="header" width="16%" | {{common string|Kill icon}}
 +
! class="header" width="67%" | Stats
 
|-
 
|-
|}
+
! {{Table icon|Hunting Revolver|{{common string|Stock}}|title=Hunting Revolver|link={{FULLPAGENAME}}}}
 +
| align="center" | {{common string|N/A}}
 +
| No scope
 +
Reduced zoom
 +
 
 +
6 loaded shells per clip
 +
 
 +
+25 max health on wearer
  
==={{anchor|Sniper}}{{Class link|Sniper}}===
+
+60% faster firing speed
  
 +
No damage charge
 +
|-
 +
|}
 
==== {{anchor|snipermelee}}{{item name|Melee}}====
 
==== {{anchor|snipermelee}}{{item name|Melee}}====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="17%" | {{item name|Weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="16%" | {{common string|Kill icon}}
! class="header" width="17%" rowspan=2 | {{common string|attack interval}}
+
! class="header" width="67%" | Stats
! class="header" width="50%" colspan=3 | {{common string|damage}}
 
 
|-
 
|-
! class="header" width="17%" | {{common string|point blank}}
+
! {{Table icon|Fishwhacker|{{common string|Stock}}|title=Fishwhacker|link=Club}}
! class="header" width="16%" | {{common string|hazard-mini-crits}}
+
| align="center" | {{common string|N/A}}
! class="header" width="17%" | {{common string|critical}}
+
| On Hit: Bleed for 2 seconds
|-
+
100% critical chance vs bleeding players
! {{Table icon|Fishwhacker|{{common string|Stock}}|title=Fishwhacker|link={{FULLPAGENAME}}}}
+
 
| align="center" | {{Icon killicon|weapon=Kukri}}
+
You are marked for death while active
| {{common string|seconds|0{{dec}}8}}
+
 
| 60
+
-20% slower firing speed
| 88
+
 
| 195
+
No random critical hits
 
|-
 
|-
 
|}
 
|}
 
 
==={{anchor|Spy}}{{Class link|Spy}}===
 
==={{anchor|Spy}}{{Class link|Spy}}===
 
==== {{anchor|spyprimary}}{{anchor|spysecondary}}{{item name|Secondary}}====
 
==== {{anchor|spyprimary}}{{anchor|spysecondary}}{{item name|Secondary}}====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="17%" | {{item name|Weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="16%" | {{common string|Kill icon}}
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
+
! class="header" width="67%" | Stats
! class="header" width="50%" colspan=5 | {{common string|damage}}
 
|-
 
! class="header" | {{common string|loaded}}
 
! class="header" | {{common string|carried}}
 
! class="header" | {{common string|point blank}}
 
! class="header" | {{common string|medium range}}
 
! class="header" | {{common string|long range}}
 
! class="header" | {{common string|hazard-mini-crits}}
 
! class="header" | {{common string|critical}}
 
 
|-
 
|-
 
! {{Table icon|Tranquilizer Gun|{{common string|Stock}}}}
 
! {{Table icon|Tranquilizer Gun|{{common string|Stock}}}}
 
| align="center" | {{Icon killicon|weapon=Tranquilizer Gun}}
 
| align="center" | {{Icon killicon|weapon=Tranquilizer Gun}}
| 1
+
| On Hit: Color blind victim and reduce their move and turn speed by 50% for +5s
| 24
 
| 55-60
 
| 35-45
 
| 20-25
 
| 54-81
 
| 120
 
|-
 
|}
 
 
 
==={{anchor|Civilian}}{{Class link|Civilian}}===
 
==== {{anchor|civilianprimary}}{{item name|Primary}}====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
 
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
 
! class="header" width="17%" rowspan=2 | {{common string|attack interval}}
 
! class="header" width="50%" colspan=3 | {{common string|damage}}
 
|-
 
! class="header" width="17%" | {{common string|point blank}}
 
! class="header" width="16%" | {{common string|hazard-mini-crits}}
 
! class="header" width="17%" | {{common string|critical}}
 
|-
 
! {{Table icon|Umbrella|{{common string|Stock}}|title=Umbrella|link={{FULLPAGENAME}}}}
 
| align="center" | {{Icon killicon|weapon=Skull}}
 
| {{common string|seconds|0{{dec}}5}}
 
| 35
 
| 105
 
| 47
 
 
|-
 
|-
 
|}
 
|}
Line 432: Line 288:
 
File:Harbor postcard.png|Postcard from Harbor.
 
File:Harbor postcard.png|Postcard from Harbor.
 
</gallery>
 
</gallery>
 +
 +
== References ==
 +
<references />
  
 
== See also ==
 
== See also ==

Revision as of 23:30, 2 July 2020

Team Fortress 2 Classic Logo

Team Fortress 2 Classic is a re-imagining of the 2008 era of the original Team Fortress 2, adding in old features that were scrapped and working upon them or adding new content such as weapons and game modes.

This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created January 9th, 2015.

The first version's release date was to be sometime earlier in December 2014, however there is a fuzzy line between the 2014 release date of TF2 1.0.0.9 and that of Team Fortress 2 Classic.

The current Project Lead is 'Drudlyclean the Skeledude' as of May 13th, 2018.

Updates

Death & Taxes

The long awaited 2.0 update was announced as a multi-day update named Death & Taxes on July 1st, 2020, and is set to fully release on July 4th, 2020.

Day 1

Day 1[1] officially introduces the VIP gamemode, along with the Civilian class. With it, three new VIP maps were also introduced.

Day 2

Day 2[2] introduced 9 weapons, 5 of them being "old stocks" and 4 of them being "new stocks".

Game modes

Current game modes

With the traditional game modes like Capture The Flag and Control Points, the mod adds Four Team variants of these modes, as well as new modes.

Four Team

Hydro in Four Team mode

Four Team is a sub-game mode where four teams fight over objectives instead of the traditional two. This sub-game mode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers) and GRN (Global Radio Network).

Four Team supports the following game modes:

VIP

Based off of VIP from Team Fortress Classic, the BLU team needs to escort their Civilian to the end of the map, while RED needs to eliminate him to win. The Civilian is randomly chosen at the beginning of each round, but a player can also be voted to become the Civilian.

Domination

Domination is a game mode where each team tries to capture Control Points in order to gain points. Each captured Control Point gives their team "points" every few seconds. The more Control Points a team has captured, the more points they gain, and the first team to hit the point limit wins.

Future game modes

Overpowered

Overpowered is a game mode in similar fashion to popular community game modes, such as Vs. Saxton Hale and Freak Fortress 2, where one player, selected at random, takes the role of the Henchman, a class that has a large health pool and damage output, at the cost of only being able to use melee weapons. All other players, which are put on the RED team, will be given a brief amount of time to build up their defenses until the Henchman is released. The Henchman wins the round if he kills all enemies, otherwise the RED team wins either by killing the Henchman or capturing the Control Point.

Removed game modes

Deathmatch

Deathmatch was a free-for-all game mode where all players are assigned to one class: the Mercenary. The goal of Deathmatch is to hit the point limit before anybody else. Players spawn with nothing but a Pistol and a Crowbar, and will have to search for primary and/or secondary weapons, all of which are scattered across the map, along with pills that function similarly to Medkits. The first player to reach the point limit, typically 50, wins.

Eminoma has decided to split off Deathmatch in Q1 2018 as a seperate game now called Team Deathmatch Classic - it is currently being developed by a separate team, Compucolor Pictures.

Maps

Map Map Type File Name Developer(s) Setting
Vip mineside.png Mineside VIP vip_mineside Dustbowl
Vip trainyard.png Trainyard VIP vip_trainyard Well
Vip harbor.png Harbor VIP vip_harbor Mannhattan

Classes

Aside from the nine classes from the main Team Fortress 2, Team Fortress 2 Classic adds new game mode-specific classes into the game. These classes can only be played on their specific game modes. These include:

Civilian

Based off of the Civilian in Team Fortress Classic, the Civilian is used for VIP mode. Armed only with an Umbrella, the Civilian must be escorted by their team to the end of the map. The Civilian has a permanent 5x capture rate, and his umbrella has a few different abilities. He is voiced by Benjamin "Benjamoose" Rudman.

Civilian(BLU, RED, GRN, YLW)

Bio

Henchman

The Henchman is a monstrous class used for the Overpowered game mode. He will spawn with an extremely large health pool, which scales with the amount of players in the server, and the ability to Charge at enemies. When the Henchman receives damage, his damage output increases, up to a maximum of +210%. He can only use melee weapons.

Weapons

The mod adds new weapons for each class. These new weapons range from cut weapons such as the Nail Gun, to community-created weapons like the Poacher's Pride. Aswell as some pre-existing weapons, such as the Flare Gun and Kritzkrieg have been added and some have been reworked in order to make them more balanced.

Leaderboard class scout.png Scout

Primary

Weapon Kill icon Stats
Nail Gun
Stock
Nail Gun
Killicon nail gun.png Fires continuous nails

25 loaded nails per clip

Leaderboard class soldier.png Soldier

Primary

Weapon Kill icon Stats
RPG
Stock
RPG
Killicon rpg.png Rockets travel in an arc

+30% damage bonus

-25% projectile speed

-75% clip size

Leaderboard class demoman.png Demoman

Secondary

Weapon Kill icon Stats
TF2C Dynamite Pack
Stock
Dynamite Pack
N/A Explodes into 4 smaller bomblets
Mine Layer
Stock
Mine Layer
N/A Launches proximity mines that automatically detonate near enemies

-63% clip size

-5 max pipebombs out

Leaderboard class engineer.png Engineer

Secondary

Weapon Kill icon Stats
Coilgun
Stock
Coilgun
N/A Fires heat rays to deal damage

Hold down alt-fire to charge up damage

8 uses per Coil

Fully charged shots bounces off walls up to three times

Don't let it overcharge!

Leaderboard class medic.png Medic

Melee

Weapon Kill icon Stats
Shock Therapy
Stock
Shock Therapy
N/A Hit teammates for a quick full heal to maximum health (30s cooldown)

Damage is affected by current electrical charge

Crits while in water

Leaderboard class sniper.png Sniper

Primary

Weapon Kill icon Stats
Hunting Revolver
Stock
Hunting Revolver
N/A No scope

Reduced zoom

6 loaded shells per clip

+25 max health on wearer

+60% faster firing speed

No damage charge

Melee

Weapon Kill icon Stats
Fishwhacker
Stock
Fishwhacker
N/A On Hit: Bleed for 2 seconds

100% critical chance vs bleeding players

You are marked for death while active

-20% slower firing speed

No random critical hits

Leaderboard class spy.png Spy

Secondary

Weapon Kill icon Stats
Tranquilizer Gun
Stock
Tranquilizer Gun
Killicon tranquilizer gun.png On Hit: Color blind victim and reduce their move and turn speed by 50% for +5s

Gallery

References

See also

External Links