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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html >
<head><title>The Missing Team Fortress 2 Manual</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="generator" content="TeX4ht (http://www.cse.ohio-state.edu/~gurari/TeX4ht/)">
<meta name="originator" content="TeX4ht (http://www.cse.ohio-state.edu/~gurari/TeX4ht/)">
<!-- html -->
<meta name="src" content="tf2manual.tex">
<meta name="date" content="2010-06-17 09:12:00">
<link rel="stylesheet" type="text/css" href="tf2manual.css">
</head><body
>
<div class="maketitle">
<h2 class="titleHead">The Missing Team Fortress 2 Manual</h2>
<div class="author" ><span
class="cmr-12x-x-120">A Reddit Team Fortress 2 Community Project</span></div>
<br />
<div class="date" ><span
class="cmr-12x-x-120">BETA 3</span></div>
</div>
<div class="center"
>
<!--l. 31--><p class="noindent" >
<!--l. 31--><p class="noindent" >v131</div>
<div class="center"
>
<!--l. 33--><p class="noindent" >
<!--l. 33--><p class="noindent" >(June 10th, 2010)</div>
<!--l. 39--><p class="noindent" >
<h3 class="likesectionHead"><a
id="x1-1000"></a>Contents</h3>
<div class="tableofcontents">
<span class="sectionToc" >1 <a
href="#x1-20001" id="QQ2-1-2">Introduction</a></span>
<br /><span class="sectionToc" >2 <a
href="#x1-30002" id="QQ2-1-3">General Instructions</a></span>
<br /> <span class="subsectionToc" >2.1 <a
href="#x1-40002.1" id="QQ2-1-4">Keyboard Controls</a></span>
<br /> <span class="subsectionToc" >2.2 <a
href="#x1-50002.2" id="QQ2-1-8">Spawn Points & Spawning</a></span>
<br /> <span class="subsectionToc" >2.3 <a
href="#x1-60002.3" id="QQ2-1-9">Selecting a Class</a></span>
<br /> <span class="subsectionToc" >2.4 <a
href="#x1-70002.4" id="QQ2-1-10">Maintaining Health</a></span>
<br /> <span class="subsectionToc" >2.5 <a
href="#x1-80002.5" id="QQ2-1-11">Maintaining Ammunition</a></span>
<br /> <span class="subsectionToc" >2.6 <a
href="#x1-90002.6" id="QQ2-1-12">Weapon Drops</a></span>
<br /> <span class="subsectionToc" >2.7 <a
href="#x1-100002.7" id="QQ2-1-13">Changing Loadout</a></span>
<br /> <span class="subsectionToc" >2.8 <a
href="#x1-110002.8" id="QQ2-1-14">Critical Hits</a></span>
<br /> <span class="subsectionToc" >2.9 <a
href="#x1-120002.9" id="QQ2-1-15">Mini-Crits</a></span>
<br /> <span class="subsectionToc" >2.10 <a
href="#x1-130002.10" id="QQ2-1-16">Übercharge</a></span>
<br />  <span class="subsubsectionToc" >2.10.1 <a
href="#x1-140002.10.1" id="QQ2-1-17">Standard Übercharge</a></span>
<br />  <span class="subsubsectionToc" >2.10.2 <a
href="#x1-150002.10.2" id="QQ2-1-18">Kritz Übercharge</a></span>
<br />  <span class="subsubsectionToc" >2.10.3 <a
href="#x1-160002.10.3" id="QQ2-1-19">Reacting to an Enemy Übercharge or Kritzkrieg</a></span>
<br />  <span class="subsubsectionToc" >2.10.4 <a
href="#x1-170002.10.4" id="QQ2-1-20">Übercharging Multiple Teammates</a></span>
<br />  <span class="subsubsectionToc" >2.10.5 <a
href="#x1-180002.10.5" id="QQ2-1-21">Übercharged Combatants</a></span>
<br />  <span class="subsubsectionToc" >2.10.6 <a
href="#x1-190002.10.6" id="QQ2-1-22">Deploying an Übercharge</a></span>
<br /><span class="sectionToc" >3 <a
href="#x1-200003" id="QQ2-1-23">Battlefields</a></span>
<br /> <span class="subsectionToc" >3.1 <a
href="#x1-210003.1" id="QQ2-1-24">Arena (arena_*)</a></span>
<br /> <span class="subsectionToc" >3.2 <a
href="#x1-220003.2" id="QQ2-1-25">Control Points (cp_*)</a></span>
<br />  <span class="subsubsectionToc" >3.2.1 <a
href="#x1-230003.2.1" id="QQ2-1-26">Attack/defend</a></span>
<br />  <span class="subsubsectionToc" >3.2.2 <a
href="#x1-240003.2.2" id="QQ2-1-27">Five Control Point Push</a></span>
<br /> <span class="subsectionToc" >3.3 <a
href="#x1-250003.3" id="QQ2-1-28">Capture the Flag (ctf_*)</a></span>
<br /> <span class="subsectionToc" >3.4 <a
href="#x1-260003.4" id="QQ2-1-29">King of the Hill (koth_*)</a></span>
<br /> <span class="subsectionToc" >3.5 <a
href="#x1-270003.5" id="QQ2-1-30">Payload (pl_*)</a></span>
<br /> <span class="subsectionToc" >3.6 <a
href="#x1-280003.6" id="QQ2-1-31">Payload Race (plr_*)</a></span>
<br /> <span class="subsectionToc" >3.7 <a
href="#x1-290003.7" id="QQ2-1-32">Territory Control (tc_*)</a></span>
<br /> <span class="subsectionToc" >3.8 <a
href="#x1-300003.8" id="QQ2-1-33">Additional Battlefields</a></span>
<br /><span class="sectionToc" >4 <a
href="#x1-310004" id="QQ2-1-34">Classes</a></span>
<br /> <span class="subsectionToc" >4.1 <a
href="#x1-320004.1" id="QQ2-1-35">Scout</a></span>
<br />  <span class="subsubsectionToc" >4.1.1 <a
href="#x1-330004.1.1" id="QQ2-1-36">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.1.2 <a
href="#x1-340004.1.2" id="QQ2-1-37">Tactics</a></span>
<br /> <span class="subsectionToc" >4.2 <a
href="#x1-350004.2" id="QQ2-1-38">Soldier</a></span>
<br />  <span class="subsubsectionToc" >4.2.1 <a
href="#x1-360004.2.1" id="QQ2-1-39">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.2.2 <a
href="#x1-370004.2.2" id="QQ2-1-40">Tactics</a></span>
<br /> <span class="subsectionToc" >4.3 <a
href="#x1-380004.3" id="QQ2-1-41">Pyro</a></span>
<br />  <span class="subsubsectionToc" >4.3.1 <a
href="#x1-390004.3.1" id="QQ2-1-42">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.3.2 <a
href="#x1-400004.3.2" id="QQ2-1-43">Tactics</a></span>
<br /> <span class="subsectionToc" >4.4 <a
href="#x1-410004.4" id="QQ2-1-44">Demoman</a></span>
<br />  <span class="subsubsectionToc" >4.4.1 <a
href="#x1-420004.4.1" id="QQ2-1-45">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.4.2 <a
href="#x1-430004.4.2" id="QQ2-1-46">Tactics</a></span>
<br /> <span class="subsectionToc" >4.5 <a
href="#x1-440004.5" id="QQ2-1-47">Heavy</a></span>
<br />  <span class="subsubsectionToc" >4.5.1 <a
href="#x1-450004.5.1" id="QQ2-1-48">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.5.2 <a
href="#x1-460004.5.2" id="QQ2-1-49">Tactics</a></span>
<br />  <span class="subsubsectionToc" >4.5.3 <a
href="#x1-470004.5.3" id="QQ2-1-50">Sandvich</a></span>
<br /> <span class="subsectionToc" >4.6 <a
href="#x1-480004.6" id="QQ2-1-51">Engineer</a></span>
<br />  <span class="subsubsectionToc" >4.6.1 <a
href="#x1-490004.6.1" id="QQ2-1-52">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.6.2 <a
href="#x1-500004.6.2" id="QQ2-1-53">Tactics</a></span>
<br /> <span class="subsectionToc" >4.7 <a
href="#x1-510004.7" id="QQ2-1-54">Medic</a></span>
<br />  <span class="subsubsectionToc" >4.7.1 <a
href="#x1-520004.7.1" id="QQ2-1-55">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.7.2 <a
href="#x1-530004.7.2" id="QQ2-1-56">Tactics</a></span>
<br /> <span class="subsectionToc" >4.8 <a
href="#x1-540004.8" id="QQ2-1-57">Sniper</a></span>
<br />  <span class="subsubsectionToc" >4.8.1 <a
href="#x1-550004.8.1" id="QQ2-1-58">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.8.2 <a
href="#x1-560004.8.2" id="QQ2-1-59">Tactics</a></span>
<br /> <span class="subsectionToc" >4.9 <a
href="#x1-570004.9" id="QQ2-1-60">Spy</a></span>
<br />  <span class="subsubsectionToc" >4.9.1 <a
href="#x1-580004.9.1" id="QQ2-1-61">Weapons</a></span>
<br />  <span class="subsubsectionToc" >4.9.2 <a
href="#x1-590004.9.2" id="QQ2-1-62">Tactics</a></span>
<br /><span class="sectionToc" >5 <a
href="#x1-600005" id="QQ2-1-63">Team Strategy</a></span>
<br /> <span class="subsectionToc" >5.1 <a
href="#x1-610005.1" id="QQ2-1-64">Communication Guidelines</a></span>
<br /> <span class="subsectionToc" >5.2 <a
href="#x1-620005.2" id="QQ2-1-65">Engineer-related Etiquette</a></span>
<br /> <span class="subsectionToc" >5.3 <a
href="#x1-630005.3" id="QQ2-1-66">Other Information</a></span>
<br /><span class="sectionToc" >6 <a
href="#x1-640006" id="QQ2-1-67">Combatant Presentation</a></span>
<br /> <span class="subsectionToc" >6.1 <a
href="#x1-650006.1" id="QQ2-1-68">Crafting</a></span>
<br /> <span class="subsectionToc" >6.2 <a
href="#x1-660006.2" id="QQ2-1-69">Taunts</a></span>
<br /> <span class="subsectionToc" >6.3 <a
href="#x1-670006.3" id="QQ2-1-70">Achievements</a></span>
<br /><span class="sectionToc" >7 <a
href="#x1-680007" id="QQ2-1-71">Appendices</a></span>
<br /> <span class="subsectionToc" >7.1 <a
href="#x1-690007.1" id="QQ2-1-72">Appendix A - Console</a></span>
<br /> <span class="subsectionToc" >7.2 <a
href="#x1-700007.2" id="QQ2-1-74">Appendix B - Launch Options</a></span>
<br /> <span class="subsectionToc" >7.3 <a
href="#x1-710007.3" id="QQ2-1-76">Appendix C - Configuration Files</a></span>
<br /> <span class="subsectionToc" >7.4 <a
href="#x1-720007.4" id="QQ2-1-77">Appendix D - Bots</a></span>
<br /> <span class="subsectionToc" >7.5 <a
href="#x1-730007.5" id="QQ2-1-78">Appendix E - Map Installation</a></span>
<br /> <span class="subsectionToc" >7.6 <a
href="#x1-740007.6" id="QQ2-1-79">Appendix F - Additional Battlefields</a></span>
<br /> <span class="subsectionToc" >7.7 <a
href="#x1-750007.7" id="QQ2-1-80">Appendix G - Screenshots and Demo Recording</a></span>
<br /> <span class="subsectionToc" >7.8 <a
href="#x1-760007.8" id="QQ2-1-81">Appendix H - Glossary and Jargon</a></span>
<br /> <span class="subsectionToc" >7.9 <a
href="#x1-770007.9" id="QQ2-1-82">Appendix I - Additional Notes and Credits</a></span>
</div>
<!--l. 47--><p class="noindent" >
<h3 class="sectionHead"><span class="titlemark">1 </span> <a
id="x1-20001"></a>Introduction</h3>
<!--l. 3--><p class="noindent" >This manual sets forth instructions to ensure uniformity and consistency among employees of
Reliable Excavation Demolition (RED) and Builders League United (BLU) as determined by
the Administrator/Announcer. Uniformity and consistency are necessary steps
towards ensuring that combatants are efficient in the execution of their duties on the
battlefield. This manual is applicable to all combat classes. Contained in this manual
are:
<ul class="itemize1">
<li class="itemize">General instructions that have been determined by the Administrator to be
applicable to all combatants and are a requirement for all involved.
</li>
<li class="itemize">Descriptions of the different types of battlefields in which combat occurs.
</li>
<li class="itemize">Instructions specified by the Administrator for specific combat classes. Each
combat class has mandated strengths and weaknesses and actions by combatants
must maximize strengths while minimizing weaknesses.
</li>
<li class="itemize">Team strategies. Success on the battlefield will be determined by the combatants
who display greater levels of teamwork. As such, teamwork is vital for victory.
</li>
<li class="itemize">Decorum guidelines. While combatants are expected to be presentable at all times
the Administrator recognizes that individualization is important. As combatant
tenure grows, combatants may be awarded ”headgear” which may be worn on the
battlefield.</li></ul>
<!--l. 13--><p class="noindent" >Combatants are expected to have this manual in their possession at all times. The
Administrator has the authority to challenge any combatant’s understanding of the
information contained within. Inadequate understanding by the combatant will result in
an unsatisfactory mark on your official combat record. Followed by death. Good
luck!
<!--l. 53--><p class="noindent" >
<h3 class="sectionHead"><span class="titlemark">2 </span> <a
id="x1-30002"></a>General Instructions</h3>
<!--l. 4--><p class="noindent" >These Instruction have been determined by the Administrator to be applicable to all
combatants and are a requirement for all involved.
<!--l. 6--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.1 </span> <a
id="x1-40002.1"></a>Keyboard Controls</h4>
<!--l. 7--><p class="noindent" >Combatants have a standardized way for controlling conduct on the battlefield:
<div class="table">
<!--l. 9--><p class="noindent" ><a
id="x1-40011"></a><hr class="float"><div class="float"
>
<div class="caption"
><span class="id">Table 1: </span><span
class="content">Common Actions</span></div><!--tex4ht:label?: x1-40011 -->
<div class="center"
>
<!--l. 11--><p class="noindent" >
<div class="tabular"> <table id="TBL-2" class="tabular"
cellspacing="0" cellpadding="0" rules="groups"
><colgroup id="TBL-2-1g"><col
id="TBL-2-1"></colgroup><colgroup id="TBL-2-2g"><col
id="TBL-2-2"></colgroup><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-2-1-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-1-1"
class="td11"> Key </td><td style="white-space:nowrap; text-align:left;" id="TBL-2-1-2"
class="td11">Action </td>
</tr><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-2-2-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-2-1"
class="td11"> <span
class="cmtt-12">W </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-2-2"
class="td11">Move Forward </td></tr><tr
style="vertical-align:baseline;" id="TBL-2-3-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-3-1"
class="td11"> <span
class="cmtt-12">S </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-3-2"
class="td11">Move Backward</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-4-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-4-1"
class="td11"> <span
class="cmtt-12">A </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-4-2"
class="td11">Strafe Left </td></tr><tr
style="vertical-align:baseline;" id="TBL-2-5-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-5-1"
class="td11"> <span
class="cmtt-12">D </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-5-2"
class="td11">Strafe Right</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-6-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-6-1"
class="td11"> <span
class="cmtt-12">Ctrl </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-6-2"
class="td11">Crouch </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-7-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-7-1"
class="td11"> <span
class="cmtt-12">Space </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-7-2"
class="td11">Jump </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-8-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-8-1"
class="td11"> <span
class="cmtt-12">Left Click</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-8-2"
class="td11">Primary Fire </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-9-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-9-1"
class="td11"><span
class="cmtt-12">Right Click</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-9-2"
class="td11">Alternate Fire </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-10-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-10-1"
class="td11"> <span
class="cmtt-12">R </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-10-2"
class="td11">Reload Weapon</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-11-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-11-1"
class="td11"> <span
class="cmtt-12">G </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-11-2"
class="td11">Taunt </td>
</tr><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-2-12-"><td style="white-space:nowrap; text-align:center;" id="TBL-2-12-1"
class="td11"> </td></tr></table></div></div>
</div><hr class="endfloat" />
</div>
<div class="table">
<!--l. 32--><p class="noindent" ><a
id="x1-40022"></a><hr class="float"><div class="float"
>
<div class="caption"
><span class="id">Table 2: </span><span
class="content">Voice Commands</span></div><!--tex4ht:label?: x1-40022 -->
<div class="center"
>
<!--l. 34--><p class="noindent" >
<div class="tabular"> <table id="TBL-3" class="tabular"
cellspacing="0" cellpadding="0" rules="groups"
><colgroup id="TBL-3-1g"><col
id="TBL-3-1"></colgroup><colgroup id="TBL-3-2g"><col
id="TBL-3-2"></colgroup><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-3-1-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-1-1"
class="td11">Key</td><td style="white-space:nowrap; text-align:left;" id="TBL-3-1-2"
class="td11">Action </td>
</tr><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-3-2-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-2-1"
class="td11"> <span
class="cmtt-12">E </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-2-2"
class="td11">Call for Medic </td></tr><tr
style="vertical-align:baseline;" id="TBL-3-3-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-3-1"
class="td11"> <span
class="cmtt-12">Z </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-3-2"
class="td11">Bring up Voice Menu 1</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-4-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-4-1"
class="td11"> <span
class="cmtt-12">X </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-4-2"
class="td11">Bring up Voice Menu 2</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-5-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-5-1"
class="td11"> <span
class="cmtt-12">C </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-5-2"
class="td11">Bring up Voice Menu 3</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-6-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-6-1"
class="td11"> <span
class="cmtt-12">V </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-6-2"
class="td11">Use Microphone </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-7-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-7-1"
class="td11"> <span
class="cmtt-12">Y </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-7-2"
class="td11">Chat Message </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-8-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-8-1"
class="td11"> <span
class="cmtt-12">U </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-8-2"
class="td11">Team Message </td>
</tr><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-3-9-"><td style="white-space:nowrap; text-align:center;" id="TBL-3-9-1"
class="td11"> </td></tr></table></div></div>
</div><hr class="endfloat" />
</div>
<div class="table">
<!--l. 52--><p class="noindent" ><a
id="x1-40033"></a><hr class="float"><div class="float"
>
<div class="caption"
><span class="id">Table 3: </span><span
class="content">Gameplay Actions</span></div><!--tex4ht:label?: x1-40033 -->
<div class="center"
>
<!--l. 54--><p class="noindent" >
<div class="tabular"> <table id="TBL-4" class="tabular"
cellspacing="0" cellpadding="0" rules="groups"
><colgroup id="TBL-4-1g"><col
id="TBL-4-1"></colgroup><colgroup id="TBL-4-2g"><col
id="TBL-4-2"></colgroup><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-4-1-"><td style="white-space:nowrap; text-align:center;" id="TBL-4-1-1"
class="td11">Key</td><td style="white-space:nowrap; text-align:left;" id="TBL-4-1-2"
class="td11">Action </td>
</tr><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-4-2-"><td style="white-space:nowrap; text-align:center;" id="TBL-4-2-1"
class="td11"> <span
class="cmtt-12">N </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-2-2"
class="td11">Open Backpack </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-4-3-"><td style="white-space:nowrap; text-align:center;" id="TBL-4-3-1"
class="td11"> <span
class="cmtt-12">M </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-3-2"
class="td11">Change Loadout</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-4-4-"><td style="white-space:nowrap; text-align:center;" id="TBL-4-4-1"
class="td11"> <span
class="cmtt-12">, </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-4-2"
class="td11">Change Class </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-4-5-"><td style="white-space:nowrap; text-align:center;" id="TBL-4-5-1"
class="td11"> <span
class="cmtt-12">. </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-5-2"
class="td11">Change Team </td>
</tr><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-4-6-"><td style="white-space:nowrap; text-align:center;" id="TBL-4-6-1"
class="td11"> </td></tr></table></div></div>
</div><hr class="endfloat" />
</div>
<!--l. 69--><p class="noindent" >Combatants may wish to customize these controls and can do so through the options menu,
the console, or the use of configuration files. See Appendix A - Console on page <a
href="#x1-690007.1">61<!--tex4ht:ref: Appendix_A_Console --></a> for more
information.
<h4 class="subsectionHead"><span class="titlemark">2.2 </span> <a
id="x1-50002.2"></a>Spawn Points & Spawning</h4>
<!--l. 72--><p class="noindent" >Combatants enter the battlefield at set points known as spawn points. Before entering these
areas, combatants must choose which class they will play. If combatants wish to change
classes, they may press the ”,” key on their keyboard and they will be presented a list of
classes from which they can choose. Note that if combatants select a different class while
anywhere else in the map they will be killed by the server (suicide) and have to
wait to re-spawn as the new class (this can be changed in Options Multiplayer
Advanced). However, if combatants select a new class while inside of the spawn
points they will re-spawn as the new class immediately without suiciding. Most
spawn points also contain resupply lockers which replenish health and ammo to full,
instantly.
<!--l. 74--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.3 </span> <a
id="x1-60002.3"></a>Selecting a Class</h4>
<!--l. 75--><p class="noindent" >On the class selection screen, each class will have a number above it. This number represents
the number of combatants who are already a member of that class. Combatants should take
care that no class is over represented. This maintains balance on the team and ensures that a
team is not missing players in other classes that would serve the current initiative. A
balanced team generally includes a balance of support, defensive, and offensive classes.
For example, a Medic is generally considered to be a useful support class on any
map.
<!--l. 77--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.4 </span> <a
id="x1-70002.4"></a>Maintaining Health</h4>
<!--l. 79--><p class="noindent" >Throughout the battle, unskilled combatants may find themselves low on health. The
Administrator has provided several solutions to this problem. One way is by providing health
packs which can be used to replenish combatant health. There are three types of health
packs: small, medium, and large. They heal 20.5%, 50% and 100%, respectively, and they all
extinguish fire.
<!--l. 81--><p class="noindent" >Health can be replenished by returning to the spawn point (see above) and opening the
supply cabinet installed by the Administrator for these purposes. Teammates playing Medic
(see page <a
href="#x1-510004.7">46<!--tex4ht:ref: Medic --></a>) can also replenish teammates’ health using their medigun. Teammates playing
Engineer (see page <a
href="#x1-480004.6">43<!--tex4ht:ref: Engineer --></a>) can build dispensers which can also replenish health. Last, but not
least, a teammate playing Heavy (see page <a
href="#x1-440004.5">39<!--tex4ht:ref: Heavy --></a>) can throw out his delicious Sandvich which
will replenish 50% of a combatant’s health. Combatants receiving this generosity should be
sure to show their gratitude.
<!--l. 83--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.5 </span> <a
id="x1-80002.5"></a>Maintaining Ammunition</h4>
<!--l. 85--><p class="noindent" >Combatants best maintain ammunition so that they will always be prepared for combat.
Ammunition can be resupplied in ways similar to Health. The Administrator has distributed
ammunition packs throughout the map that can be picked up by any class that will increase
their available ammunition. Ammunition packs will also increase the Engineer’s available
metal supply. Combatants can pick up the weapons of their fallen comrades to use as ammo
or even broken pieces of an Engineer’s buildings. Engineer’s dispensers also supply
combatants with ammo without having to wait for ammo packs to re-spawn, at no cost to the
dispenser.
<!--l. 87--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.6 </span> <a
id="x1-90002.6"></a>Weapon Drops</h4>
<!--l. 88--><p class="noindent" >The Administrator has provided each class with a base set of weapons for use in combat. As
combat time increases, the Administrator may provide additional weapons to the
combatant through random drops while in combat. These will be given out after
death. Weapons may also be gained via achievement milestones (see page <a
href="#x1-670006.3">59<!--tex4ht:ref: Achievements --></a>. All
found weapons and items can be viewed by opening the backpack (default key
’n’).
<!--l. 90--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.7 </span> <a
id="x1-100002.7"></a>Changing Loadout</h4>
<!--l. 91--><p class="noindent" >Once a player is given a new weapon for a class (either through random drops, or earned
through achievements), they can choose to equip the item by opening up the load out screen
(default key ’m’). At the load out screen, one can select the primary, secondary, and
melee weapons (as well as headgear and miscellanious items) to be equipped to the
selected class. Switching back to the default weapons is just as easy. Combatants
can switch weapons as much as they want but the changes will not take effect
until either they die and respawn or they touch a resupply cabinet in the spawn
room.
<!--l. 93--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.8 </span> <a
id="x1-110002.8"></a>Critical Hits</h4>
<!--l. 94--><p class="noindent" >During play, combatants inflict damage to one another through various means of attack. The
damage caused by these attacks is based on the weapon being used and, generally, the
distance to the enemy. Every time a combatant uses their weapon, they have a chance of
producing a critical hit. These critical hits inflict 300% the normal level of damage to an
opponent (i.e. not buildings). Critical hits are identifiable by a team-colored glow around
projectiles and a custom sound upon firing and upon collision with enemy. Critical hits are
often shortened to just ”crits.”
<!--l. 96--><p class="noindent" ><span
class="cmbx-12">Notes</span>:
<ul class="itemize1">
<li class="itemize">A server’s configuration can increase or lower the number of critical hits a
combatant produces.
</li>
<li class="itemize">The base chance of producing a critical hit is 2% for all non-melee, 15% for melee
weapons.
</li>
<li class="itemize">The more damage a combatant has done in the past 20 seconds, the higher the
chance of a crit. This linearly scales with damage up to a maximum of an extra
10%.
</li>
<li class="itemize">Critical hits do not produce additional self-damage (e.g. Demoman’s sticky
bombs)</li></ul>
<h4 class="subsectionHead"><span class="titlemark">2.9 </span> <a
id="x1-120002.9"></a>Mini-Crits</h4>
<!--l. 105--><p class="noindent" >Mini-crits are similar to critical hits in that they allow a combatant to inflict additional
damage to their opponents. However, they differ in several ways, as they:
<ul class="itemize1">
<li class="itemize">Inflict 135% the normal level of damage to an opponent
</li>
<li class="itemize">Are not random; rather, they are a direct result of one of the following:
<ul class="itemize2">
<li class="itemize">The victim is covered in a Sniper’s Jarate (See Sniper section on page <a
href="#x1-540004.8">49<!--tex4ht:ref: Sniper --></a>)
</li>
<li class="itemize">A projectile has been reflected by a Pyro’s airblast (See Pyro section on page
<a
href="#x1-380004.3">31<!--tex4ht:ref: Pyro --></a>)
</li>
<li class="itemize">The attacker is within the range of a Soldier’s Buff Banner (See Soldier
section on page <a
href="#x1-350004.2">27<!--tex4ht:ref: Soldier --></a>)
</li>
<li class="itemize">The attacker or victim is under the influence of Crit-a-Cola (See Scout section
on page <a
href="#x1-320004.1">24<!--tex4ht:ref: Scout --></a>)
</li>
<li class="itemize">The attacker hits a burning victim with the Flare Gun from a short distance
away (See Pyro section on page <a
href="#x1-380004.3">31<!--tex4ht:ref: Pyro --></a>)
</li>
<li class="itemize">The attacter hits an enemy with the Direct Hit who has been launched into
the air by an explosion (See Soldier section on page <a
href="#x1-350004.2">27<!--tex4ht:ref: Soldier --></a>)</li></ul>
</li></ul>
<!--l. 118--><p class="noindent" >Note: Crits and mini-crits do not stack
<!--l. 120--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">2.10 </span> <a
id="x1-130002.10"></a>Übercharge</h4>
<!--l. 124--><p class="noindent" >There are two types of ”Übercharge” that can be created by the Medic. Übercharges involve
the Medic and usually just one other player (the ”patient”), although skilled Medics may
Übercharge more than one person. Medics continue healing while Übercharged so Übering a
teammate is a great way to save his life if he is about to die, because he gets 8 seconds of
undisrupted healing and invinciblity.
<!--l. 126--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">2.10.1 </span> <a
id="x1-140002.10.1"></a>Standard Übercharge</h5>
<!--l. 127--><p class="noindent" >A standard Übercharge is a buff deployed for 8 seconds by the Medic on one patient at a time.
While the Übercharge is active, both the Medic and the patient are invulnerable to all
damage (except for Telefraging, see Glossary on page <a
href="#x1-760007.8">76<!--tex4ht:ref: Glossary --></a>). An Übercharge is a very important
part of game mechanics, potentially allowing a team to overcome highly concentrated
defenses, which would otherwise be impossible to overcome (e.g. well-defended choke points
with sentries, etc.). The Medic can deploy an Übercharge only when his Übercharge meter is
full. The Übercharge meter is filled by healing combatants, and healing combatants who are
wounded fills the meter faster.
<!--l. 129--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">2.10.2 </span> <a
id="x1-150002.10.2"></a>Kritz Übercharge</h5>
<!--l. 130--><p class="noindent" >The Kritz is a fully-offensive variant of the Übercharge. It is deployed using the Kritzkrieg
instead of the Medigun. Unlike the Übercharge, the Kritz confers no invulnerability to either
the Medic or the patient, instead providing the patient with 100% critical hit chance. It lasts
8 seconds like the Übercharge. The Kritz is especially useful when used on Soldiers, Heavies
and Demomen.
<!--l. 132--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">2.10.3 </span> <a
id="x1-160002.10.3"></a>Reacting to an Enemy Übercharge or Kritzkrieg</h5>
<!--l. 133--><p class="noindent" >Combatants who face an enemy Übercharge have several options, besides running away. First,
they can become invulnerable by means of either two ways. If there is a Medic with a fully
charged Über of his own, he can ”pop” it on a fellow teammate and prevent both of their
deaths. If a Scout is carrying Bonk Atomic Soda (see Scout page <a
href="#x1-320004.1">24<!--tex4ht:ref: Scout --></a>), drinking it will make
him invulnerable as well.
<!--l. 135--><p class="noindent" >If a Pyro is carrying the Flamethrower, he can counter Übercharges through the use of his
airblast. He should blast Übercharges away from teammates or sentry positions. Through
repeated use of the airblast, an Übercharge can be completely countered in some
cases.
<!--l. 137--><p class="noindent" >
<!--l. 139--><p class="noindent" >Combatants who face an incoming Kritz have fewer options. The most obvious option is to
run and hide for the duration of the Kritz attack. The other option is to try to kill the
vulnerable Medic which will end the Kritz It is important to note that unlike the standard
Übercharge the Kritz does not provide invulnerability, so the Medic can be killed to end the
Kritz.
<h5 class="subsubsectionHead"><span class="titlemark">2.10.4 </span> <a
id="x1-170002.10.4"></a>Übercharging Multiple Teammates</h5>
<!--l. 142--><p class="noindent" >It is possible to Übercharge several patients by quickly switching between them
during an Übercharge, however the downside is that the charge will drain much more
quickly.
<!--l. 144--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">2.10.5 </span> <a
id="x1-180002.10.5"></a>Übercharged Combatants</h5>
<!--l. 145--><p class="noindent" >Combatants who find themselves Übercharged may initially panic, especially if they are not
expecting it. They should not panic, but concentrate the attack on the biggest threat, such as
an enemy sentry nest.
<!--l. 147--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">2.10.6 </span> <a
id="x1-190002.10.6"></a>Deploying an Übercharge</h5>
<!--l. 148--><p class="noindent" >The key to a successful Übercharge deployment is communication. Medics can keep their team
updated on the status of their charge and let someone know when they are about to deploy
the charge. Combatants should inform the Medic if they need to pick up more ammo or
reload before the charge. A charge on someone without ammo is a wasted charge.
Combatants and Medics can work together to find the best time to deploy a charge.
Deploying it too early can waste the charge, and deploying it too late can get them killed
before they are able to use the charge.
<!--l. 57--><p class="noindent" >
<h3 class="sectionHead"><span class="titlemark">3 </span> <a
id="x1-200003"></a>Battlefields</h3>
<!--l. 2--><p class="noindent" >Throughout combatant tenure, combatants will encounter many types of battlefields.
Generally, combatants should kill those on the other team, while following the teamwork
guidelines (see page <a
href="#x1-600005">57<!--tex4ht:ref: Team_Strategy --></a>). Navigating an unfamiliar map can be quite hard at first Combatants
should follow the arrows and Blu and Red signs. Combatants should note the different types
of conflict they face upon entering the battlefield:
<!--l. 4--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.1 </span> <a
id="x1-210003.1"></a>Arena (arena_*)</h4>
<!--l. 5--><p class="noindent" >Arena is a heavily round-based mode where combatants fight in a last-man standing scenario.
There are no supply cabinets inside of spawn points and a very limited number of health
packs. Combatants who die in these battles do not respawn until the beginning of the next
battle. The battle is focused around a center control point that eventually unlocks if the
teams take too long to kill each other. Battles in arena matches tend to be much shorter and
more intense because of these changes. Examples of maps that use this gamemode include
Lumberyard and Ravine.
<!--l. 7--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.2 </span> <a
id="x1-220003.2"></a>Control Points (cp_*)</h4>
<!--l. 8--><p class="noindent" >There are a number of control points throughout the battlefield. Both teams must try to
capture and/or hold some or all of the points. Combatants work together to capture these
points by occupying the control point and sometimes the area immediately around it, as
marked by a black and yellow line. Certain points capture slower than others, but
having additional compatants of the same team on the point will increase the rate of
capture. The maximum number of combatants on the point that will result in a bonus
is four, but note that a Scout counts as two combatants on a point. There are
two different types of CP maps, attack/defend maps and five control point push
maps.
<!--l. 10--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">3.2.1 </span> <a
id="x1-230003.2.1"></a>Attack/defend</h5>
<!--l. 11--><p class="noindent" >The RED team begins with control of all the points on the map, the BLU team’s goal is to
take them all before the time limit runs out, while the RED team is trying to hold the
points for the time limit. Each time the BLU team is able to take a point, more
time is added. The number of points can vary depending on the map, between 2
and 5. Some of RED’s points may begin the game locked and cannot be captured
by BLU until the points before them have been captured, but this also depends
on the map. Examples of maps that use this gamemode include Dustbowl and
Gravelpit.
<!--l. 13--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">3.2.2 </span> <a
id="x1-240003.2.2"></a>Five Control Point Push</h5>
<!--l. 14--><p class="noindent" >These maps have 5 control points in a linear fashion and are symmetrical across the center
point. Each team begins the match by spawning on opposite sides of the map. Both teams
are automatically given control of the two points closest to their spawn. Both teams then
have to race out to fight over the center point. The team that is able to win the center point
then tries to push forward onto the opponent’s side of the map and take the other two points
(in order), while trying to defend the points they have. Points are locked for capture unless
the team owns the point preceding it. The first team to control all 5 points on
the map wins. Examples of maps that use this gamemode include Badlands and
Well.
<!--l. 16--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.3 </span> <a
id="x1-250003.3"></a>Capture the Flag (ctf_*)</h4>
<!--l. 17--><p class="noindent" >Combatants must bring the intelligence briefcase (aka intel) to a specific point on the map in
order to score points. Capturing the intelligence refers to obtaining the intelligence
by touching it to pick it up and bringing it back to the intelligence room. If the
intelligence-carrier is killed by the opposing team, the intel is dropped on the ground at the
point they were killed. If untouched by team, it will return to the original intel room in a
number of seconds (time varies by map). The icon above the dropped intel is a timer that
displays the time until this occurs. If the intel is touched by another teammate, they will pick
it up and the timer resets. A player can also willingly drop the intel (default key ’L’) in order
to allow a faster class to pick it up. Arrows on the HUD indicate which direction
the intel is in. When a player captures the intelligence, their team recieves ten
seconds of critical hits. Both teams have identical bases housing their own top secret
briefcase of intel. The goal is to fight into the enemy’s base to take their intel while
defending one’s own. Examples of maps that use this gamemode include 2Fort and
Turbine
<!--l. 19--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.4 </span> <a
id="x1-260003.4"></a>King of the Hill (koth_*)</h4>
<!--l. 20--><p class="noindent" >Capture the central control point and hold it! Once the control point is held by a team for
the required amount of time, it is captured and the team-colored round timer will
begin to run down. If either team’s timer reaches 0:00 and they have complete
control (meaning the other team is not currently nor has recently attempted a
capture of the point), that team wins. Examples of maps that use this gamemode
include Viaduct and Nucleus. Currently, KOTH is the only game type which allows
bots without advanced action required by the user (see appendix E: Bots on page
<a
href="#x1-720007.4">70<!--tex4ht:ref: Bots --></a>).
<!--l. 22--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.5 </span> <a
id="x1-270003.5"></a>Payload (pl_*)</h4>
<!--l. 23--><p class="noindent" >BLU must escort a large cart full of explosives into the RED base. It is the BLU team’s job
to push the cart by standing next to it to advance it down the tracks before time runs out.
More time can be earned by reaching the 2 or 3 checkpoints on every map. Standing near the
cart will also heal and replenish attacking combatant ammunition. The more combatants that
stand near the cart, the faster the cart moves, however capture speed does not increase once
three people are pushing the cart. The RED team must try to stop the cart at all costs by
making sure that BLU cannot push the cart. Just one RED combatant standing
near the cart will stop BLU making any progress. If the cart is not moved after 30
seconds of inactivity, the cart will start to slowly move backwards towards the
last checkpoint. Examples of maps that use this gamemode include Goldrush and
Badwater.
<!--l. 25--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.6 </span> <a
id="x1-280003.6"></a>Payload Race (plr_*)</h4>
<!--l. 26--><p class="noindent" >Payload Race is a variant of the Payload battlefield, where instead of one team defending and
the other attacking, both teams have a cart that they must push while also stopping the
opposing teams’ cart. There is not a time limit in this mode; the match is won when one
team successfully escorts their payload to the destination. An example of a map that uses
this gamemode is Pipeline.
<!--l. 28--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.7 </span> <a
id="x1-290003.7"></a>Territory Control (tc_*)</h4>
<!--l. 29--><p class="noindent" >Territory Control consists of several smaller battles over single control points. The map is
broken up into multiple regions. Each round consists of a battle between two of the regions,
one controlled by each team. Individual battles are won by capturing the opposing teams’
control point. Once a team has completely taken over the territory of the other team, a point
is awards to it, and the map resets. An example of a map that uses this gamemode is
Hydro.
<!--l. 31--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">3.8 </span> <a
id="x1-300003.8"></a>Additional Battlefields</h4>
<!--l. 32--><p class="noindent" >A select number of additional battlefield types are referenced in Appendix F on page
<a
href="#x1-740007.6">73<!--tex4ht:ref: Additional_Battlefields --></a>.
<!--l. 60--><p class="noindent" >
<h3 class="sectionHead"><span class="titlemark">4 </span> <a
id="x1-310004"></a>Classes</h3>
<!--l. 3--><p class="noindent" >Class information is broken down into several different parts:
<ul class="itemize1">
<li class="itemize">Biography – a brief overview of the history of the class.
</li>
<li class="itemize">Purpose – As stated in the introduction combatants have mandated strengths and
weaknesses. Combatants will find the role they play on the battlefield is unique
to their chosen class.
</li>
<li class="itemize">Weapons – The administrator has graciously provided each class of combatants
with a multitude of weapons and tools which they should use in accordance with
the information in the classes weapons description.
</li>
<li class="itemize">Tactics – Class specific tactics and abilities that should not be overlooked.</li></ul>
<!--l. 10--><p class="noindent" >Note: Any weapon with an asterisk * next to it is an unlockable weapon, and is
not included in the class loadout by default. Any weapons with a double asterisk
** is also an unlockable weapon but only obtainable through weapon drops or
crafting.
<!--l. 12--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">4.1 </span> <a
id="x1-320004.1"></a>Scout</h4>
<!--l. 3--><p class="noindent" ><span
class="cmbx-12">Bio</span>: The youngest of eight boys from the south side of Boston, the Scout learned early how
to problem solve with his fists. With seven older brothers on his side, fights tended to end
before the runt of the litter could maneuver into punching distance, so the Scout trained
himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog
siblings to the fray.
<!--l. 6--><p class="noindent" ><span
class="cmbx-12">Health</span>: 125 HP
<!--l. 8--><p class="noindent" ><span
class="cmbx-12">Purpose</span>: Harass, capture cbjectives, steal intelligence.
<!--l. 11--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">4.1.1 </span> <a
id="x1-330004.1.1"></a>Weapons</h5>
<div class="center"
>
<!--l. 13--><p class="noindent" >
<!--l. 14--><p class="noindent" ><span class="underline">Primary</span></div>
<!--l. 17--><p class="noindent" ><span
class="cmbx-12">Scattergun</span>: A double-barreled, lever-action, six-shot shotgun. Each blast has more power
behind it than a standard shotgun, but also has a much wider spread, which quickly
decreases it’s effectiveness as distance increases.
<!--l. 19--><p class="noindent" ><span
class="cmbx-12">Force-A-Nature*</span>: A double-barreled shotgun that knocks opponents backward when it hits
them. Opponents of a smaller stature are knocked back further, in accordance with Newton’s
laws. The Scout can shoot it in midair to get an extra boost in the opposite direction. For
example, shooting down will propel him up. However, shooting twice does not propel the
Scout twice as far. Like the Scattergun, the Force-A-Nature (or FAN, as it is often called)
excels at close quarters combat. It has a reduced clip size that only allows two
shots that can be fired more quickly than the scattergun, but will then need to be
reloaded.
<div class="center"
>
<!--l. 22--><p class="noindent" >
<!--l. 23--><p class="noindent" ><span class="underline">Secondary</span></div>
<!--l. 26--><p class="noindent" ><span
class="cmbx-12">Pistol</span>: Basic pistol, 12 shots per magazine, 48 rounds in total. Best used when the primary
weapon is empty or the enemy is out of its range.
<!--l. 28--><p class="noindent" ><span
class="cmbx-12">Bonk! Atomic Punch*</span>: Sometimes referred to as a ”lunchbox item”. Drinking this
radioactive concoction will make the Scout immune to any and all damage for 6 seconds,
including damage dealt by sentries. During this time the Scout may not attack,
take the intelligence, capture points or push the cart. Additionally, the camera will
switch from first to third person while under the effects of Bonk! Atomic Punch.
After drinking it, there is a 15 second recharge time before he can take another
drink.
<!--l. 30--><p class="noindent" ><span
class="cmbx-12">Crit-a-Cola**</span>: Similar to the Bonk! Atomic Punch, Crit-a-Cola is a drink that replaces the
Pistol. Upon usage, the Scout is given mini-crits on all weapons for 6 seconds. However,
everybody else will also score mini-crits on the Scout as well for the duration of
usage.
<!--l. 32--><p class="noindent" >
<div class="center"
>
<!--l. 35--><p class="noindent" >
<!--l. 36--><p class="noindent" ><span class="underline">Melee</span></div>
<!--l. 39--><p class="noindent" ><span
class="cmbx-12">Bat</span>: A light aluminum baseball bat. The fastest of all the melee weapons, but also one of the
weakest.
<!--l. 41--><p class="noindent" ><span
class="cmbx-12">Sandman*</span>: Wooden baseball bat complete with baseball. Hitting an enemy combatant with
the baseball using the alternative fire button will stun them. The further the ball travels, the
longer the enemy is stunned. If there’s a ball rolling around on the ground, then the Scout
can replenish his supply by picking it up. Having this bat equipped lowers the Scout’s
maximum HP to 110.
<h5 class="subsubsectionHead"><span class="titlemark">4.1.2 </span> <a
id="x1-340004.1.2"></a>Tactics</h5>
<ul class="itemize1">
<li class="itemize">The biggest advantage Scouts have is their speed. They move significantly faster
than every other class. This makes them much more agile, able to jump around
their opponents and cause distractions.
</li>
<li class="itemize">A unique ability scouts have is known as the double jump. This is the ability to
jump again once in the air, allowing them to change directions or jump higher.
</li>
<li class="itemize">Scouts can capture points at a rate twice as fast as other classes. This means two
scouts standing on a capture point will capture in half the time as two Soldiers,
or a Medic and a Heavy.
</li>
<li class="itemize">Scouts have a low starting health, which means that they will need to be very
aware of their health levels throughout the battle.
</li>
<li class="itemize">An Engineer’s Sentry Gun is the Scout’s bane, but it isn’t unbeatable. Scounts
should listen for the beeps to know where it is and try to find an alternate path.
Bonk! can be used that to get by or to quickly distract it for a teammate to
destroy it.</li></ul>
<!--l. 15--><p class="noindent" >
<h4 class="subsectionHead"><span class="titlemark">4.2 </span> <a
id="x1-350004.2"></a>Soldier</h4>
<!--l. 3--><p class="noindent" ><span
class="cmbx-12">Bio</span>: Though he wanted desperately to fight in World War 2, the Soldier was rejected from
every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After
arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety
of weapons before embarking on a Nazi killing spree for which he was awarded several medals
that he designed and made himself. His rampage ended immediately upon hearing about the
end of the war in 1949.
<!--l. 6--><p class="noindent" ><span
class="cmbx-12">Health</span>: 200 HP
<!--l. 8--><p class="noindent" ><span
class="cmbx-12">Purpose</span>: Main assault class, shock and awe
<!--l. 11--><p class="noindent" >
<h5 class="subsubsectionHead"><span class="titlemark">4.2.1 </span> <a
id="x1-360004.2.1"></a>Weapons</h5>
<div class="center"
>
<!--l. 13--><p class="noindent" >
<!--l. 14--><p class="noindent" ><span class="underline">Primary</span></div>
<!--l. 17--><p class="noindent" ><span
class="cmbx-12">Rocket Launcher</span>: Projectile weapon that fires large, slow moving rockets that inflict large
amounts of direct damage as well as splash damage. It can cause enemies to explode into piles
of blood and body parts.
<!--l. 19--><p class="noindent" ><span
class="cmbx-12">Direct Hit*</span>: This launcher’s rockets do 25% more damage than the normal rocket launcher
and move 80% faster through the air, but have a much smaller blast radius (-70%). It also
does mini-crits when hitting opponents who have been launched into the air by an
explosion.
<div class="center"
>
<!--l. 21--><p class="noindent" >
<!--l. 22--><p class="noindent" ><span class="underline">Secondary</span></div>
<!--l. 25--><p class="noindent" ><span
class="cmbx-12">Shotgun</span>: This weapon is shared between the Soldier, Pyro, Heavy, and Engineer. Standard
shotgun with 6 rounds, it is most effective at close range.
<!--l. 27--><p class="noindent" ><span
class="cmbx-12">Buff Banner*</span>: The Buff Banner can be used to rally a team. When equipped, a ”rage”
meter appears on the HUD, filling up as damage is dealt. Once the meter is full, the Soldier
can activate it by blowing his bugle, and any teammates in the surronding area will shoot
100% mini-crits for ten seconds.
<!--l. 29--><p class="noindent" ><span
class="cmbx-12">Gunboats**</span>: Special boots, these provide a 75% self damage reduction, enabling a Soldier
to rocket jump to great heights with minimal damage to himself.
<!--l. 31--><p class="noindent" >
<div class="center"
>
<!--l. 33--><p class="noindent" >
<!--l. 34--><p class="noindent" ><span class="underline">Melee</span></div>
<!--l. 37--><p class="noindent" ><span
class="cmbx-12">Shovel</span>: Standard military issue folding entrenching tool. It works well for bludgeoning
enemies.
<!--l. 39--><p class="noindent" ><span
class="cmbx-12">Equalizer*</span>: A pickaxe which gives increasing movement speed and damage bonuses with
decreasing health. When the Equalizer is drawn, a Medic cannot heal or deploy an
Übercharge on the Soldier.
<!--l. 41--><p class="noindent" ><span
class="cmbx-12">Pain Train**</span>: Board with a railroad spike through it. Doubles capture speed when
equipped. As such, it is only useful in game modes which involve capping points or pushing
the cart. It increases combatant vulnerability to bullets by 10%.
<h5 class="subsubsectionHead"><span class="titlemark">4.2.2 </span> <a
id="x1-370004.2.2"></a>Tactics</h5>
<ul class="itemize1">
<li class="itemize">Soldier have the ability to use their rockets to propel them to great heights.
In order to rocket jump, they shoot at their feet while simultaneously jumping.
Jumping in this manner can enable Soldiers to reach areas inaccessible to other
classes. Rocket jumping can be used to surprise enemy combatants and travel at
higher speeds over the battlefield. While engaging the enemy, Soldiers can rocket
jump and then rain rockets down on enemy combatants while in the air. Rocket
jumping does cause the Soldier to damage himself, but it does so at a lower rate
than damage to others. With correct timing, jumping and crouching will minimize
this damage. The Soldiers ”Gunboats” unlockable weapon, which replaces the
shotgun, allows the soldier to rocket jump without taking nearly as much damage.
</li>
<li class="itemize">Soldiers should fire their rockets at the feet of their opponents. By firing at their
feet instead of their body, the chance of causeing damage is increased, as the
rocket will certainly explode once it hits the ground. A rocket fired at the body of
an opponent could miss, and not explode for a long distance, causing no damage
at all. Accurate shots will throw the opponent up in the air, who can then be
juggled by firing additional rockets at the spot where they will land. Another
option the Soldier has is to switch to their shotgun and finish off their opponent
with that weapon.
</li>
<li class="itemize">The Soldier is great at taking down sentries. Combatants can peek out from
around a corner, fire a rocket, and retreat before an enemy sentry can taget them.
Because rockets have a virtually unlimited range and Soldiers can also stand
outside the range of enemy sentries to take them down. Firing at the walls or
ground behind an enemy sentry is a good way to dislodge a stubborn Engineer.
</li>
<li class="itemize">Some more advanced tactics for Soldiers include air shots (shooting enemies who