Heavy - Official TF2 Wiki | Official Team Fortress Wiki
The following weapons are used in the video game Team Fortress 2: Multi- Barrel Miniguns; Gatling Gun; Thompson Submachine Gun The Heavy shoulders his Ithaca 37 in Meet the Scout. .. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when. The Ambassador is an unlockable secondary weapon for the Spy. It is a woman on the barrel. It has hollow point bullets loaded into the cylinder. .. Updated description to better detail the weapon's features. Meet the Spy. guide is not a guide, however a list of recommended and / or random mods that are available for use to the community of Team Fortress 2.
Each dove linked to three separate hidden images depicting a rundown hospitalan empty hospital waiting roomand a doctor's office. Part of the rundown hospital seen in the first hidden image can be seen in the background of the Medic's page on the official site, fully modeled.
Notes The music that plays when the Scout and Demoman are fleeing from a barrage of rockets is a slowed down version of Faster Than a Speeding Bullet.
Throughout the Heavy 's procedure, an X-ray of his body is in the background, showing a bomb lodged inside him. The extracted bomb can be spotted in a bucket behind the Medic.
This is the same bomb on the Meet the Medic title card. The Heavy's Minigun can be spotted in the background of a few operating room shots, resting on its own stretcher.
The Medic's Overdose is next to the bucket containing the extracted bomb. When his heart is destroyed, the line on the monitor goes flat. The next time it is seen, after the Medic retrieves a new heart, it resumes its old display as if the machine detected the heart's presence. One of the Medic's doves is named after Archimedesa Greek mathematician, physicist, engineer, inventor, and astronomer. A mysterious woman presumably resembling Miss Pauling can be seen through the window at 0: The labels on the hearts at 1: The smallest heart appears to have no label on it.
Despite the Medic believing otherwise, human ribs are actually capable of growing back when properly shortened. In the opening, when the Demoman is fleeing from the BLU Soldiers in a wheelchair, he has a bandage over the top part of his head and an eyepatch worn on top of the bandage. Later, when the Demoman is healed by the Medic, he rips off the bandage with the eyepatch on it to reveal another eyepatch underneath the bandage.
Similarly, when he is fleeing from the Soldiers in the first battlefield scene, his Stickybomb Launcher rests on his lap and is his only visible weapon. In the second battlefield scene, the Grenade Launcher replaced the Stickybomb Launcher, but after an explosion sends him flying out of his wheelchair, the weapon that lands in front of him is, mysteriously, the Stickybomb Launcher instead of the Grenade Launcher he was just holding.
In the up-close scene of the Demoman fleeing the Soldiers, the Engineer and Sniper are missing. The Quick-Fix uses sounds from the Medi Gun. After the Heavy kills the Soldiers onscreen and continues to fire at unseen enemies, the Medic poses as in the Meet the Medic taunt.
Next to him is a Ciggy Stop vending machine, identical to the one in the Intelligence room in Meet the Spy. Since the June 17, Patcha dove will sometimes fly out of gibbed Scouts.
This foreshadowed the final gag of the video, where Archimedes is left inside the Scout's chest after his operation. It was revealed in the Source Filmmaker introduction video that the hospital battle scene is actually a modified version of Badwater Basin. The spawn that the Medic walks out of appears to be one of the exits in 5Gorgewhile the rocky hillside seems to be inspired by DeGroot Keep both were released December Leads to exciting wait-around for the enemy team!
Why not… the napalm rocket-launcher from TF! Then we could give the Soldier a flame-thrower, the Spy could have Sasha, and we could save everyone the confusion of having to pick a class! The added weight leaves the Heavy unable to move at all while firing. He can still move while spinning the barrel.
Team Fortress 2 - Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Why not… an assault rifle! The most boring weapons in all of first-person-shooterdom! Soldier Last Ditch Digger: Apart from encouraging unlikely comebacks, it makes rocket-jumping spade-attacks more effective.
And fun things should always be made more effective. Lets the Soldier cluster large groups of people into a tight space for maximum damage, but sacrifices his ability to juggle enemies, keep them at bay or rocket-jump — though some wall-climbing and ceiling-sucking is doable by firing the rockets above you. Can be drawn, fired and holstered by pressing Right Mouse, whichever weapon the Soldier is currently holding. If you manage that, you deserve a crit.
It looks like Valve completely forgot to put these in TF2, despite how fun it is to get killed by speculatively flung munitions bouncing arbitrarily around corners by trigger-spamming morons!
Thank God we reminded them! Why not… heat-seeking rockets! Because aiming highly explosive projectiles to hit within a few meters of a target is still too hard! Not only should the modicum of skill required to play a Soldier successfully be removed, but it should be removed by an unlockable weapon that only the most skillful players will earn.
Reloading all the damn time is the least fun part about playing as a Soldier, and dying in one hit is the least fun part about fighting one. Demoman Not A Grenade Launcher: It is a twat. Why would anyone choose to unlock the ability to not have a grenade launcher? This excellent upgrade would be automatically applied to all Demomen free of charge.
He can only lay four at a time, and they stop for a while if shot. Almost every situation involving these conjours an entertaining mental image. This would allow players on your own team to screw you over by luring stickies towards you. The boost decays over fifteen seconds, during which time the Demoman is also immune to fall-damage. The bottle always crits while the Demoman has been airbourne for more than half a second.
Bracing yourself for a good sticky-jump, whacking people at the end of it.
Meet the Medic - Official TF2 Wiki | Official Team Fortress Wiki
Why not… that swingy dynamite he had in the first trailer! The swinging charge-up animation was interesting, though — I wonder if you had to stay still during that. It gives the Scout an option to be more of a team player, or to have the satisfaction of running at someone with his bat and knowing the hit will be a crit. It is the former that this weapon proposes to crack. Healing steadily restores movement speed. Larger kukri that always crits against Spies, never otherwise.
Much as I love doing this, the poor Aussies could use a break, and some classic Crocodile Dundee one-upmanship ought to do it. Must be placed from behind, but does not break disguise. Good for disabling whole groups of people without necessarily giving yourself away, can lead to comedy escapes from angry mobs of sparking melee enemies. Hacking takes ten secondsish, during which the Spy must remain still, and at the end of it the Sentry will be reprogrammed to only attack its creator.
The Engineer sees his Sentry spark green during this time, so he knows someone nearby is a Spy, and he only has to kill the Spy before the process finishes to abort it. It has to be only the Engy it attacks once hacked, of course, or noob Engies could ruin the whole game for their team by letting a level-3 Sentry get hacked right in their base.
Disposes of the body and renders you inconspicuous in one quick move. Ghost-mode also takes two seconds to activate, and regenerates fairly slowly when not in use.