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  • {{custom mission}} ...mission, meaning that this mission is not made by Valve, but from the MvM custom content creation community.
    29 KB (4,311 words) - 13:48, 30 June 2023
  • {{Quotation|'''The Engineer''' affirming his own custom settings|Don't go meddlin' in ''my'' business.|sound=Engineer dominationspy |Affects firing, switching, and reloading weapons.
    37 KB (5,575 words) - 02:11, 20 April 2024
  • ...modify the game's HUD files to suit their preferences (see [[#Custom HUDs|custom HUDs]]). ...Rage meter for [[Upgrade Station|upgraded]] [[Weapons#Heavyprimary|primary weapons]]. Pushes back robots on hit when activated.
    27 KB (4,221 words) - 18:14, 25 April 2024
  • ...get's distance from the explosion's center increases. While most explosive weapons can hurt their users, the Soldier and Demoman are granted damage reduction ...cent damage output while melee attacks have a 15-65% chance; however, some weapons, like the [[Market Gardener]], are unable to get random critical hits. When
    45 KB (7,079 words) - 13:21, 15 April 2024
  • ...every non-restricted weapon. The drop system would then randomly allocate weapons at a slower rate, for use in Advanced Weaponiser's crafting system (which w * Weapons could also be purchased from the '''[http://items.mechatheslag.net/shop.php
    135 KB (18,845 words) - 04:04, 30 May 2023
  • ...ourceMod]] server plug-in extending the established [[VS Saxton Hale Mode (custom game mode)|VS Saxton Hale Mode]]. Like the original Saxton Hale mod, Freak {{main|Community VS Saxton Hale (custom game mode) strategy}}
    41 KB (6,186 words) - 00:20, 28 December 2023
  • ...n (suicide will not trigger a reroll). There is no restriction on assigned weapons other than those that the version of the mod supports. For instance, a [[Sc ...l use the [[Invisibility Watch]]es, although the alternate-fire on several weapons may interfere with this ability, such as the Minigun, the Sniper Rifle, and
    8 KB (1,212 words) - 13:05, 21 April 2021
  • ...ent was cut due to the change in the game's style. Listed on this page are weapons, items, and other odds and ends that were cut from the game, but in most ca == Weapons ==
    45 KB (6,620 words) - 13:38, 19 April 2024
  • ...n (suicide will not trigger a reroll). There is no restriction on assigned weapons other than those that the version of the mod supports. For instance, a [[Sc ...l use the [[Invisibility Watch]]es, although the alternate-fire on several weapons may interfere with this ability, such as the Minigun, the Sniper Rifle, and
    7 KB (1,089 words) - 13:04, 21 April 2021
  • Critical hits can be easily distinguished from normal hits. Most melee weapons have a unique swinging animation, projectiles such as [[Rocket Launcher|roc ...eapon critical hits still suffer from splash damage fall-off. As a result, weapons that are normally merely nuisances at long range (such as [[Minigun]]s) can
    21 KB (3,221 words) - 11:25, 7 December 2023
  • ...'s HUD "Streak" indicator add the player's kills from all their Killstreak weapons. ...Gun kill. A [[Medic]] using a Killstreak [[Medi Gun]] (or other secondary weapons) does not see any indication in the killfeed, although kill assists with th
    14 KB (2,018 words) - 08:27, 19 March 2024
  • ...effective [[melee]] classes, with advantages including longer ranged melee weapons and charged dashing capabilities (with a shield equipped). However, in orde * The Demoman is the only class without [[hitscan]] weapons, meaning that most classes (especially Snipers or Scouts) have a high advan
    135 KB (21,724 words) - 13:14, 21 April 2024
  • ...effective [[melee]] classes, with advantages including longer ranged melee weapons and charged dashing capabilities (with a shield equipped). However, in orde ...k any source of [[hitscan]] weaponry. To make up for this, all your ranged weapons deal heavy explosive damage; two direct hits with your Grenade Launcher is
    135 KB (21,592 words) - 10:58, 2 September 2023
  • | custom-name = {{common string|festivized item|Tomislav}} | no-custom-name-quotes = yes
    49 KB (6,985 words) - 16:38, 25 January 2024
  • ...ply locker]], indicating the true name of the weapon. Each of these custom weapons also displays the 'Customized' quality color (which is the same as Vintage, **The Texas Ten-Shot, Fighter's Falcata, and Rebel's Curse are weapons thought up by both [[User:Trilby|Trilby]] and [[User:FlaminSarge|FlaminSarg
    8 KB (782 words) - 00:37, 16 November 2020
  • ...thumb|300px|A [[Scout]] equipped with three items: the [[Candy Cane]] (a [[Weapons|weapon]]), a [[Bonk Helm]] and a pair of [[Summer Shades]] ([[cosmetic item ...eam Fortress 2]]''. With some exceptions such as interactive [[Taunts]], [[weapons]] are the only type of item in the game to directly influence gameplay; alm
    23 KB (3,236 words) - 03:00, 19 August 2023
  • {{custom map}} | map-status = custom
    6 KB (753 words) - 01:51, 18 January 2024
  • ...VS Saxton Hale Mode strategy''' for the custom-made [[VS Saxton Hale Mode (custom game mode)|VS Saxton Hale Mode]] mod. '''''Note: Weapons and classes are subjected to server side modifications, changes, and such t
    64 KB (11,297 words) - 02:50, 17 March 2024
  • ...ack'', ''equip'', ''equips'', ''equipment'', ''equipments'', ''weapon'', ''weapons'', ''item'', ''items'' ! colspan="5" class="header" | Active Weapons
    138 KB (18,333 words) - 21:12, 4 September 2023
  • ...de som personalizado nomeando-o "hitsound.wav" e colocando-o na pasta "tf/custom/my_custom_stuff/sound/ui/". ...de som personalizado nomeando-o "killsound.wav" e colocando-o na pasta "tf/custom/my_custom_stuff/sound/ui/".
    40 KB (6,386 words) - 02:30, 20 April 2024

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