How It All Started
Team Fortress 2 came from the game called Team Fortress. Team Fortress was originally a 1996 Quake and then QuakeWorld modification developed by TF Software Pty. Ltd. Its developers were working on a follow up stand-alone version that they planned to call Team Fortress 2 when the team was hired by Valve Corporation to write a port of Team Fortress as a mod for Valve’s game Half-Life. The mod was released as Team Fortress Classic by Valve in April 1999. Following the success of Team Fortress as a Quake modification, Team Fortress Software began development of a sequel. Interested in the project’s potential, Valve Corporation hired the team to develop Team Fortress 2 on the modified Quake engine utilized by Half-Life. The partnership was announced in 1998, developed in parallel to Team Fortress Classic. However, the game was not shown publicly until a year later at E3 1999. Introduced as Team Fortress 2: Brotherhood of Arms, the game showcased multiple unprecedented technologies for its time and won several awards.
Abilities Of Classes
Scouts–Scouts can jump twice in the air and can run so fast. They have 125 health and 133% speed.
Soldiers–Soldiers can use their rocket launcher to launch really high up in the air by sacrificing some ammos and health. They have 200 health and 80% speed. They can only walk, not run.
Pyro-They have a fire-resistant uniform which enables them to not get burned with weapons that fire fire. They have 175 health and 100% speed.
Demomans–They can make his grenades bounce and can use his sticky grenades to fly up in the air. They have 175 health and 93% speed.
Heavy-They have the greatest firepower and have the largest health which is 300 and has a slow speed of 77%.
Engineer-They can make machines that helps their teams so much for attacking,defending and sneaking on their base. They have 125 health and 100% speed.
Medic-They have healing weapons that can fill up their ubercharge gauge by healing injured teammates and this ubercharge can make the medic and the connected teammate invulnerable for a few minutes. They have 150 health and 107% speed.
Sniper-They have no special ability. Their health is 125 health and their speed is 100%
Spy-They can put sappers into an engineer’s machine and can disguise themselves as another team member of the opposite team. While they’re disguised, they can use enemy dispensers to heal themselves and enemy teleporters to teleport themselves. While disguised, they can also avoid detection of the sentry gun, tricking it that they are on the same team. Their health is 125 and their speed is 107%.
Basic Weapons Of Each Classes
Scattergun-This weapon is deadly at close range and requires only 2 shots to take down most classes. It is a ranged gun that can be fired even when jumping. The Scattergun’s first shell fires at least one pellet straight down the crosshair before ‘bullet-spread’ takes effect. When random spread is disabled, the pellets land forming a three by three grid pattern.
Pistol-This is useful for hitting targets at medium or long range, or when the primary weapon is out of ammunition. The accuracy also makes it very ideal for destroying stickybombs and taking out unsupervised Sentry Guns from outside their firing range. This weapon is formidable due to its firing speed, fast reload, and good damage. Notably, the Scout is able to reload his Pistol slightly faster than the Engineer, while the Engineer carries substantially more ammunition to the point where running out of secondary ammunition is simply not a concern for the Engineer.
Bat-It is an aluminum baseball bat with rubber grip tape, a faded green oval label, and a large dent on one side. The Bat does less damage per hit than any other stock melee weapon but swings 37.5% faster. Players often choose to use this weapon to finish off an opponent when out of ammunition for their primary or secondary weapons, or as a way to humiliate their opponent. The critical hit animation for the Bat depicts the Scout swinging it in a backhand.
Rocket Launcher-It is a typical rocket-propelling device with a protruding metal side and a wide exhaust port. The trajectory of these rockets are not affected by gravity; they will travel in a straight line until exploding on contact with any surface or player. Rockets inflict damage in a set splash radius. Explosion from rockets causes knockback on enemies. The player can use a rocket jump by firing at the ground beneath them and catapulting themselves vertically and/or horizontally. Simultaneously crouching increases the height and length of the jump while also decreasing damage inflicted to self.
Shotgun-It is a pump action-style sawed-off shotgun. The weapon fires 10 pellets at a time every 0.6 seconds and can deliver high damage at close range. Soldiers will often rely on the Shotgun if they are out of rockets, cannot take the time to reload, and for closed spaces where explosions would cause self-damage. When random spread is disabled, the pellets will land forming a three by three grid pattern.
Shovel-It is a hand-held folding shovel, also known as an entrenching tool or spade. The handle appears to be splintered.
Flame Thrower-Upon pressing primary fire, the weapon will expel a stream of large flame particles. Flame particles are not obstructed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. The range of the fire is very limited, but is capable of dealing heavy damage at close quarters. Note that the weapon cannot be used underwater. Secondary fire causes the weapon to deliver a compression blast which can deflect enemy projectiles, push opposing players away, and extinguish teammates who are on fire. Apart from the direct damage, the Flamethrower also sets targets on fire, causing the target to burn and take additional damage for a short time. Pyros are immune to this themselves due to their fireproof suits, but will still take damage directly from the Flamethrower itself.
Shotgun-It is a pump action-style sawed-off shotgun. Pyros may use their Shotgun to engage targets outside the range of their Flamethrower or when underwater.
Fire Axe-It is a stereotypical fireman’s axe with a red axe head, silver edge, and a wooden handle.
Grenade Launcher-It is a multiple-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip. The Grenade Launcher fires grenade projectiles with a team-colored glow that travel at approximately 1216 Hammer units per second. Grenades bounce with a degree of unpredictability because they have a spin, and can be bounced around corners or rolled down slopes to indirectly attack enemies. They arc significantly downward after being fired and launch slightly to the right of the cross-hair. Grenades can also be used for a makeshift explosive jump.
Stickybomb Launcher–It is a modified grenade launcher with a large drum magazine, an under-barrel foregrip, and wide barrel. A charging handle used for reloading sits on the back left side, above the trigger. Stickybombs do not explode on contact, but instead can be detonated manually with secondary fire approximately 0.7 seconds after being deployed. The bombs disappear harmlessly in a white flash if the owner dies or if they are hit by bullets, syringes amd melee attacks. Up to eight Stickybombs can be placed at one time, the oldest Stickybomb detonates when the player tries to deploy a ninth bomb. The Demoman can also use Stickybombs to propel himself into the air.
Bottle-It is a brown glass bottle of scrumpy marked with ‘XXX’ on the label and a year suggesting it was made in 1808. The Bottle’s critical hit animation is a swift downward swing.
Minigun-The Minigun, known affectionately as “Sasha”, is the default primary weapon for the Heavy. It is an enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung ammunition case and two handles. The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Heavy cannot jump or switch weapons, has his speed reduced to approximately 47% of the Heavy’s regular movement speed and cannot move at all while crouching.
Shotguns-It is a pump action-style sawed-off shotgun. The weapon fires 10 pellets at a time every 0.6 seconds and can deliver high damage at close range, but has a high damage falloff over distance. Heavies will employ the Shotgun where there is no time to use the Minigun effectively, or when mobility while firing is most crucial.
Fist-They are simply the Heavy’s own large, meaty hands wearing fingerless gloves and curled into deadly weapons. By default, the primary fire key throws a left-handed punch, while the secondary fire key throws a right-handed punch; this has no effect on gameplay, as both fists have the same speed, hitbox, and damage, if and when they make contact. Critical hit punches appear as a right-handed uppercut animation no matter which button was pressed.
Shotgun-It is a pump action-style sawed-off shotgun. The weapon fires 10 pellets at a time every 0.6 seconds and can deliver high damage at close range, but has a high damage falloff over distance. As the Engineer’s most powerful weapon, players will use it primarily for defending buildings from nearby attackers, checking suspicious players, or for helping a low-level Sentry Gun finish off an enemy. When random spread is disabled, the pellets will land forming a three by three grid pattern.
Pistol-It is a semi-automatic pistol sidearm with a hair trigger that fires bullets from a cartridge magazine. The weapon’s accuracy, while not entirely exceptional, is superior to that of the Scattergun or Shotgun. This makes it useful for hitting targets at medium or long range, or when the primary weapon is out of ammunition. The accuracy also makes it very ideal for destroying stickybombs and taking out unsupervised Sentry Guns from outside their firing range. This weapon is formidable because of its firing speed, fast reload, and good damage. Notably, the Engineer carries substantially more ammunition to the point where running out of secondary ammunition is simply not a concern for the Engineer.
Wrench-The Wrench, also known as the Uhlman Build-Matic Wrench, is the default melee weapon for the Engineer. It is similar in appearance to a monkey wrench. The primary function of this weapon is the upgrade and repair of Dispensers, Teleporters, and Sentry Guns. It can also be used to remove a Spy’s Sappers from buildings. The Wrench’s critical hit animation is a swing from right to left.
Construction PDA-The Construction PDA is a calculator-style device.This gadget is not a regular weapon as it cannot be used to attack. While the engineer is using this Construction PDA, a unique menu appears on-screen to allow the engineer to build available buildings base on his ammos. If the engineer have insufficient Metal, he will be denied access to certain buildings on the Construction PDA. If a player chooses to construct an available building from the Construction PDA, the player model will then appear to hold a Toolbox, and the player will see a template on the ground in front of them. This template shows the orientation of the chosen building.
Destruction PDA-The Destruction PDA is what the engineer uses to destroy his various buildings. The Destruction PDA looks similar to a stereotypical hand-held detonation device. This gaadget is not a regular weapon as it can’t be used toa ttack. While the engineer is using the Destruction PDA, a unique menu appears on-screen to allow the player to destroy his buildings. If the player has insufficient Metal, they will be denied access to certain buildings on the Construction PDA. The Destruction PDA will only destroy buildings that have already been constructed ano that costs no ammo. The Destruction PDA cannot be used to destroy buildings currently being sapped by the Sapper.
Teleporter-Teleporters, also known as Telemax Teleporters, are a type of building produced by the Telemax Corporation that can be constructed by an Engineer using the Build Tool. Two components make up a complete and functional teleporter set: the Teleporter Entrance and the Teleporter Exit. Both ends appear as team-colored devices that rotate quickly to form glowing, circular pads. Players who stand on a fully charged Teleporter Entrance are instantly transported to the corresponding Teleporter Exit in a flash of light and team-colored particles. After a brief period of recharging, another teammate can pass through. With the ability to transport teammates quickly over any distance, Teleporters are an essential component to any team not defending their front porch: when fully upgraded, respawned teammates can be back on the front lines many times faster than walking or even most special jumps.
Dispenser-The Dispenser, also known as the Dispense-O-Matic 9000 Provisions Dispenser, is a building that can be constructed by an Engineer using the Build Tool. The team-colored device is a sort of gas station pump with various supplies inside and a CRT screen with a gauge. While operational, a Dispenser provides an endless source of health and ammo to all nearby players on the owner’s team, in addition to generating and supplying a limited but regenerating supply of metal to any friendly Engineers. This results in Engineers having more ammo kits to use themselves, allowing them to acquire more metal from the kits to build and upgrade their buildings. However, Dispensers themselves are defenseless and take considerable effort to build up to full power.
Sentry-The Sentry Gun, also known as the Sentry Mechanical Firing Device, Sentry, Turret, or simply abbreviated to SG, is a building that can be constructed by the Engineer using the PDA, the Engineer’s build tool. The gun itself is a tripodal device constructed of metal and team-colored paint. The Sentry Gun functions as an automated turret which fires at the closest enemy within its range and line of sight. Dealing constant as well as consistent damage with noticeable knockback and an immunity to critical hits, a Sentry Gun is the cornerstone of a successful defensive setup. Engineers must be on the lookout for such threats to ensure their Sentry Gun’s survives.
Syringe Gun-It is an oddly-shaped air-powered gun. Mounted on top of the weapon is a transparent cylindrical case filled with syringes, from which the projectiles it fires are apparently derived. Syringes are fired out of the weapon at a rate of ten syringes a second, at the speed of 990 Hammer units/18.86 meters/61.88 feet per second. Despite being projectiles, syringes cannot be reflected.
Medi Gun-It is a modified team-colored fire hose nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic’s backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols, similar to a Teleporter trail. Despite technically being a weapon, the Medi Gun’s chief purpose is healing injured allies and boosting the total. When healing a patient with a faster movement speed than the Medic, the Medic’s speed will be increased to match the patient, allowing him to keep up with Scouts, or teammates that have some form of increased movement speed. When the ÜberCharge is deployed, the Medic and his target will be encased in team-colored shells that render them invulnerable to damage (but not knockback) for eight seconds. Disguised Spies that trick an enemy Medic into Ubering them will also be invulnerable. While ÜberCharge is deployed, the Medic and his patient will not be able to capture a point, push the cart, nor carry the intelligence. The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the primary fire button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.
Bonesaw-It is a worn, large-toothed medical saw with a thick grey handle, similar to those that were once used during operations and amputations.
Sniper Rifle-It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath. The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Whilst scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. This can serve as a warning to other players of the Sniper’s position.
Submachine Gun-The Submachine Gun, often abbreviated as SMG, is the default secondary weapon for the Sniper. It appears to be a modified MAT-49 submachine gun, with oversized sights and no folding stock. This weapon deals a low amount of damage per round, but has a high rate of fire and surprisingly high accuracy, firing 10 bullets per second, at 600 rounds per minute. It enables the player to engage enemies at closer ranges in which the Sniper Rifle would be insufficient.
Kukri-It is a large, slightly curved blade which is loosely based on the Nepalese design of the same name.
Revolver–It is a full-size, double-action, six-shot revolver with ivory grips and a swing-out cylinder. The Spy’s only ranged weapon, the Revolver serves as a reliable way to fend off enemies who are at a range, and also often serves as an excellent backup plan for failed backstab attempts.
Butterfly Knife-The Knife, also known as the Butterfly Knife or Balisong, is the default melee weapon for the Spy. It is a foldable butterfly knife with a handle clip and clip-point blade. When holding the weapon while within melee-range at a 180° radius behind an enemy, an animation will play wherein the Spy holds the Knife aloft in a striking position. Attacking at that point (even if the animation doesn’t play out completely) will cause the player to backstab the enemy, killing them in one hit. In any other instance, such as when used from the side or front, the Knife will deal normal damage.
Electro Sapper-The Sapper, mentioned in the Sentry Operating Manual as the AM/FM Ultra-Sapper, is the default building weapon for the Spy. It is a small electric generator inscribed ‘ELECTRO-SAPPER’, with a carrying handle, two long yellow wires and a meter. It also features two clamps that are deployed when used. The sole function of the Sapper is to destroy an Engineer’s buildings. A sapped building will immediately cease to function; Sentry Guns will not fire, Dispensers will not heal or dispense ammo and Teleporters will not teleport. If the Spy is disguised, the disguise class will play a distinct, unique animation of placing the device on the building. Unlike the Spy’s other weapons, using a Sapper will not cause him to lose his disguise. For each building the Spy player places a Sapper upon, a small window in their HUD will appear showing both the remaining health of the building sapped and the health of the Sapper on that building. The Sapper has infinite ammunition and no discernible “cooldown” time; Sappers can be placed on a building faster than an Engineer can repair the damage each one causes, which guarantees the building will be destroyed if the Spy is not dealt with.
Spytron 3000 Disguise Kit-The Disguise Kit, also known as the Spytron 3000 Disguise Kit, is a default PDA weapon for the Spy. It is a seemingly ordinary cigarette case that, in addition to six normal cigarettes, contains hidden Spy tech. This weapon allows the player to disguise as any class of either team. When selected, the Disguise menu appears, allowing players to select class disguises individually via the correct keys, or to switch between team colors. Disguising is carried out over a couple of seconds, during which smoke particles will surround the Spy. These smoke clouds do not appear if the Spy was completely invisible when beginning to disguise. Once finished, a line drawing of the Spy briefly appears on the player’s screen to indicate a successful disguise. The Class, Name, Health, and Weapon of The Spy’s current disguise will then appear in the HUD. The status of enemy Medics currently healing the Spy will also be shown. Note that the line drawing also appears when the current disguise is broken.The Disguise Kit, also known as the Spytron 3000 Disguise Kit, is a default PDA weapon for the Spy. It is a seemingly ordinary cigarette case that, in addition to six normal cigarettes, contains hidden Spy tech. This weapon allows the player to disguise as any class of either team. When selected, the Disguise menu appears, allowing players to select class disguises individually via the correct keys, or to switch between team colors. Disguising is carried out over a couple of seconds, during which smoke particles will surround the Spy. These smoke clouds do not appear if the Spy was completely invisible when beginning to disguise. Once finished, a line drawing of the Spy briefly appears on the player’s screen to indicate a successful disguise. The Class, Name, Health, and Weapon of The Spy’s current disguise will then appear in the HUD. The status of enemy Medics currently healing the Spy will also be shown. Note that the line drawing also appears when the current disguise is broken.
Invisibility Watch-The Invisibility Watch, also known as the Invis Watch, is the default PDA weapon for the Spy. It is a piece of advanced technology embodied in a digital watch with a partially wooden face and a silver segmented wristband. Using the alternate fire button with any other weapon equipped will allow the player to Cloak, blending in perfectly with his surroundings and effectively becoming invisible, allowing them to infiltrate enemy territory and stalk targets without being seen. The Spy cannot attack whilst cloaked, but will still be able to use his Disguise Kit. If the Spy takes any damage whilst cloaked, or bumps into an enemy player, then his cloak will momentarily ‘flicker’ and be visible to enemy players. The Cloak generated by the Watch has a limited duration, indicated by a bar on the HUD as well as a glowing bar meter on the watch face itself. The Cloak meter will automatically recharge when not in use. Resupply areas, Dispensers, and ammo can also replenish the Cloak meter, even when cloaked. Whilst cloaked, friendly players can still see the Spy in the form of a translucent outline.
Healths & Ammos
Large Health Pack
- Restores 100% health
Medium Health Pack
- Restores 50% Health
Small Health Pack
- Restores 20% Health
Large Ammo Pack
- Gives 100 ammo
Small Ammo Pack
- Gives 50 ammo