Use all of your fire-based weapons to cause confusion among members of the other team.They are also great at disrupting enemies vision and aim. Napalm Grenades are a great area denial tool.Try to play both offensively and defensively depending upon the situation.Demomen and lighter classes have a greater chance of falling to afterburn than a Soldier or HWGuy. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress.A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades. By hitting your enemies with your different flame weapons, you can stack the afterburn damage.A major problem, however, is that against faster classes (like Scout and Medic) the flames may be a bit too slow to catch them, depending on your position relative to the enemy You should still stick to this weapon for mainly close encounters. The flame sprites travel a decent distance, unlike what some sources say. Your Flamethrower is your standard Flamethrower.Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls. If you cannot deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Your Incendiary Cannon is your incendiary Rocket Launcher.Avoid water sources, as your potential victims can extinguish themselves.Spy-detecting weapon from the Team Fortress mod. The medkit's alternate fire, before it and the medkit were merged into one weapon. It was added in Team Fortress 2 for the Mannpower gamemode. HookMod, however, was a third-party mod in the middle days of TFC, emulating the grappling hook from before. Can destroy designated parts of certain maps. Ignites environment and enemies within blast radius for a limited amount of time upon explosion.Ĭontinuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.ĭetonates all of the ammo an enemy is holding.ĭeals massive damage on a 5, 20, or 50 second fuse. While dealing no damage, it causes considerable knockback and disorientation. Splits into multiple grenades upon detonation, which detonate shortly afterward. Releases nails for a short while before detonation. Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper, Spy, Engineerĭeals massive damage on a four second fuse.Ĭauses leg injury which slows down enemies. Shares magazine with Pipebomb Launcher.Ĭan inflict self damage can be used to Rocket jump.ĭetonates with secondary fire. Soldier, Heavy Weapons Guy, Medic, Engineer, Spyĭetonates 2.5 seconds after shot is fired. Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, MedicĬapable of headshotting must hold down primary fire key to strengthen shot must be standing still or moving slowly to shoot.Ģ00(HeavyWG) 100(Soldier) 75(Medic) 50(Engineer) 40(Spy) ( Team Fortress Classic only.)Ģ00(HeavyWG) 100(Soldier) 75(Demoman+Medic) 50(Scout) 40(Pyro) Used to upgrade buildings and repair armor. Used to heal teammates and infect enemies. Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper, Civilian ( Quake Team Fortress only)
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