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Team fortress 2 weapons unlock guide
Team fortress 2 weapons unlock guide












team fortress 2 weapons unlock guide

All of the Spy's knives except for the Spy-cicle will perform the Fencing taunt. They deal about 60% the damage of another stock melee weapon, (compare to Scout). Any hit within the 180º range behind an enemy will register a Backstab, dealing six times the player's health. The Spy's melee weapons are his primary source of damage. The Spy's Sapper is useful for taking down or disabling an Engineer's buildings to allow the team to advance. Sapper gibs can be collected for metal, 3 metal for 4 fragments (12 total).īelow is a table displaying the availability of the Red-Tape Recorder in the Global 6v6 Whitelist.The toolbox can be collected as a large ammo pickup. It then reduces the level 1 building into a toolbox, and reduces its health. The Red-Tape Recorder rewinds the building process of buildings. Buildings are disabled while being sapped.īelow is a table displaying the availability of the Sapper in the Global 6v6 Whitelist.The Spy's revolvers deal less damage to a building which is being sapped.Removed by one hit from the Homewrecker or Maul.Removed by two hits from a Wrench or Neon Annihilator.The Ap-Sap and the Snack Attack have the same stats as the stock Sapper. When applied to a teleporter, it will sap both the entrance and the exit. The Spy's stock Sapper gradually reduces the health of a building. This allows the team to push further and saves having other classes such as the Soldier risk their lives to destroy a troublesome Level 3 Sentry Gun when they are needed for the final stretch of the push. The building weapons available to the Spy allow him to disable or destroy sentry nests to enable his teammates to help take out enemy buildings. The Ambassador tends to be used, due to the possibility of increased damage with a Headshot, but the stock Revolver sees a lot of use due to consistent damage. The Enforcer provides increased damage, useful for taking down classes with more health, but with a slower shooting speed. The Diamondback is useful in the presence of Engineers.

team fortress 2 weapons unlock guide

The L'Etranger provides additional Cloak for a better get-away. The Ambassador can help put damage on, or even take out certain classes with a Headshot. The stock Revolver can quickly deal with low-health players. The Enforcer is often banned in many leagues.īelow is a table displaying the availability of the Enforcer in the Global 6v6 Whitelist. The Enforcer deals increased damage while disguised, at the cost of slower firing speed. Gives one guaranteed critical hit for each backstab.īelow is a table displaying the availability of the Diamondback in the Global 6v6 Whitelist.Gives one guaranteed critical hit for each building destroyed.The Diamondback deals reduced damage, but stores and deals critical hits for every building sapped and every enemy you kill with a Backstab. The L'Etranger deals -20% damage, but provides +40% more of the Spy's total cloak and refills 15% cloak on each successful hit.īelow is a table displaying the availability of the L'Etranger in the Global 6v6 Whitelist. Deals critical damage on an accurate headshot.īelow is a table displaying the availability of the Ambassador in the Global 6v6 Whitelist.Accuracy is based on the time since the last shot.The Ambassador deals reduced damage alongside a slower firing speed, but deals critical damage on a Headshot. The Big Kill has the same stats as the Revolver.īelow is a table displaying the availability of the Revolver in the Global 6v6 Whitelist. The stock Revolver deals decent amounts of damage, and can be good to pick off a low-health enemy at range. All of the Spy's secondary weapons will be perfectly accurate if unfired for 1.25 seconds. The Spy's secondary weapons provide him with his only long-range damage, and are mostly used to cover a retreat.














Team fortress 2 weapons unlock guide