Melee: Difference between revisions

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(This is a Simple Unfinished Page on Melee. It is a stub, it needs expanding but it'll do for now.)
 
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[[File:Backpack_Fists.png|right|300px|Heavy's Fists]]
[[File:Backpack_Fists.png|right|300px|Heavy's Fists]]


'''Melee''' Weapons are a type of [[Weapons|Weapon]] that are Short-Ranged and use [https://wiki.teamfortress.com/wiki/Hitscan Hit-Scan] and use the [https://developer.valvesoftware.com/wiki/Bounding_box Bounding Box] to detect hits. They do not require ammo. Most Classes' Melees do 65 Damage. The exceptions are Scout, Spy and Civilian who do 35, 40 and 35. Melee Weapons have an increased chance of [[critical hits|Critical Hits]] from the minimum 2% on Non-Melees to 15% and from the maximum 12% on Non-Melees to 60%. Some Melees have a different swing animation for Critical Hits and the [[Demoman]]'s bottle breaks on Critical Hit.
'''Melee''' weapons are a type of [[Weapons|weapon]] that do not require ammo. Most classes' melees do 65 damage. The only exceptions are [[Scout]] and [[Civilian]] who do 35 damage, and [[Spy]] who does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the minimum 2% on non-melees to 15% and from the maximum 12% on non-melees to 60%. Some melee weapons have a different swing animation for critical hits and the [[Demoman]]'s bottle breaks on critical hit.

Latest revision as of 11:12, 23 October 2024

Heavy's Fists

Melee weapons are a type of weapon that do not require ammo. Most classes' melees do 65 damage. The only exceptions are Scout and Civilian who do 35 damage, and Spy who does 40 damage. Melee weapons have an increased chance of critical hits from the minimum 2% on non-melees to 15% and from the maximum 12% on non-melees to 60%. Some melee weapons have a different swing animation for critical hits and the Demoman's bottle breaks on critical hit.