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Team Fortress 2 basics and The Scout's Arsenal.

That's one long name. This Prezi is made with help of the Official wiki. It will smoothly introduce you to the basics of Tf2, one of Steam's most played games. Also a brief description of every Scout weapon.
by

victor negreira

on 8 October 2014

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Transcript of Team Fortress 2 basics and The Scout's Arsenal.

Welcome to Team fortress 2 weapons and tools categorization and description.
First I want to Thank Prezi.com for making this presentation possible and helping farther appreciation of this First person Shooter video game. Now let's Start up.
There are a few but many concepts you should know about before you begin searching for your favorite weapon in this guide. To sort them out: Critical Hits, Mini Crits, Class health, Ammo, Class Speed, Weapon damage type (bullet, explosion, fire, melee), instant kill, Primary weapon, Secondary weapon, melee weapon, PDA slot and hitbox. If you already know about all of this concepts please read the next slide, then skip the rest until you arrive to the scout weapon and tool description. In case you want an specific term or concept they are organized respectively in the following slides.
My arbitrary classification
Weapons
Tools
A tool differs from a weapon in that even thought they can be used to harm, that is not their primary function. Tools are mostly used for solution of problems, obstacle removal and precise work (kinder garden lesson).
A weapon is well known to be used to harm or better said kill threats, such as dangerous animals, plagues and mostly people, be it a threat or not.
With this said, I classified all the TF2 weapons in these 2 categories (Weapons and Tools). I missed a third category named "cosmetics", I left it out due to its irrelevance in game.
Terms and Concepts (boring, but informative)
Critical hit: Strikes of damage that deal x3 the base damage of a weapon, most critical hits are capable of killing most classes instantly, depending if the class had or not enough health points to survive the blow. Triggered by chance when you fire a gun or swing a melee weapon. Also triggered by the attribute of a weapon capable of using them. They are feared by all the players of TF2 as most strikes by these attacks are fatal.

Mini Crit: Similar to the Critical hit, this adds a damage bonus of +35% of the base damage of the weapon. Not nearly as powerful as a critical hit, but often fatal. Not triggered by chance, only by weapon attributes capable of summoning them.
Health points (HP):
Unarguably the most important trait of the character you are currently playing as. If your health points reach 0 ... YOU FRIGGING DIE!!! TF2 contains a total of 9 classes and they all fit a different role and posses different abilities, and of course, they all have different base healths. Ranging from 125 HP to a whooping 300 health points. Your health dictates the amount of punishment you can take before you have to go back for health or incapable of saving yourself perish in hands of your pursuers.
Ammunition (Ammo)
Ammo is essential in order to kill your neighbors, assuming they are playing TF2 with you, and its just a fun game ... Every single weapon have their unique ammo counter, meaning if you run out of your first weapon you can switch to your second and also you always have a melee weapon (needs no ammo). Any deceased enemy always drops his weapon which gives you a total of 50% of your maximum ammo, quite a lot. There are exceptions here and there but they will be mentioned in time. Your prime source of ammo will be these ammo boxes, scattered on the map in fixed locations. After taking one, they will spawn back in a matter of seconds.
Class Speed
The 9 classes have their differences, speed is one of them. To further ease the understanding of the speed in this game, I will give you the number 100% as the standard speed, 4 different classes share this standard speed and that's the most they share. From lowest to highest, there's 77%, 80%, 93%, 100%, 107% and 133% when running foward. The previous speeds reduce by a 10% when Moving backwards, 66% when crouching and 20% when traveling in water.

Weapon damage type


Bullet
To put it bluntly, bullet is anything that gets fired so fast it cannot be clearly seen, nor dodged, it can only be predic
ted.
Bullet is used by weapons like
the
pistol, shotgun and sentry guns.
Als
o named hitscan weapons they hit what you aim at the exact time, no
com
pensation nor premonition, only
skill
. FUN FACT, their actual speed in game is the speed it takes for a click to be processed by your computer, is nearly the speed of light!
Explosion
Can
only
be dealt by weapons that fire projectiles, rocket launcher, sticky launcher and sentry level 3 are good examples. These are feared by their area of effect and nearly inescapable destruction, also capable of killing a virtually unlimited number of enemies, so long they comply with low health and are inside the area of effect.
Fire
Indeed the most unique of the damage types, this can only be dealt by one class, the Pyro. This damage is often fired as "particles" that have enough size to hit 2 players at once and set them on fire. When
set
on fire an after burn effect
will
take place, dealing damage over
time
for 10 full seconds. It can be p
ut
out by a medkit, water or a friend
ly
medic.
Melee
Melee is any weapon that requires you to get at melee distance in order to harm the enemy
.
Commonly avoided by players due to their distance restrictions, which is compensated with their limitless use.
Instant kill: This attacks mean nothing but utter complete dead. Legitly, they can only be dealt by the backstab of a spy, but damage such as environmental hazards (falling into a pit, sawblades, lava) kill the players instantly as well.
"Lung cancer is the least of my worries"
Weapon Slots
Primary
Secondary
Melee
PDA 2
PDA
A primary weapon is not necessarily the weapon that occupies your first weapon slot. But instead your most powerful weapon, disregarding in which slot is located.
Is a weapon that represents a second choice for self defense or offense to finish off players. Is mostly used when the primary needs reload, or possesses an attribute your primary doesn't.
Is your last choice of a weapon when you ran out of every single bullet you can fire. Yet it represents the primary choice for a few classes.
The meaning of PDA is unknown to me. Is an extra slot for few classes. This slot is held for special and unorthodox tools.
This is an unique extra slot only belonging to a single class. It only exist because some men just can't have enough accessories.
Hitbox
Hitbox is the area of the players that can be hit by bullets, projectiles, explosions, melee hits and any type of attack. Anything capable of harming the player is as good as harmless if it doesn't interact with the hitbox. Like players, projectiles have a determined hitbox, meaning the largest the hitbox of the projectile the most likely is to interact with the enemy hitbox if fired. Rockets, arrows and grenades are good examples.
This bro is swift on his feet. Dashing the battlefield with 6 different primaries, 7 secondaries and 8 melees make me wonder how is he even balanced.
Scout
The Scattergun
Well deserving of being Scout's stock weapon. The Scattergun can lay waste of most classes with little as 2 shots. Point black shots with it are deadly, possessing 6 rounds in its clip and paired with his speed turns into the most preferred primary among players.
Base damage per pellet: 6
Critical per pellet: 18
Minicrit per pellet: 8-14
This weapon fires bullet type "pellets". Firing a total of 10 (10 x base damage = more damage) they spread in a wide cone making this weapon more powerful at close quarters, decent at medium distance and nearly useless at long range.
"Object Classified as PRIMARY WEAPON"
Force of nature
Similar to the Scattergun, this weapon fires pellets that spread in a wide cone. However, it fires 20% more pellets (12) and each one deals 10% less damage, making this weapon most powerful at close distance as more pellets can hit, but even punier at long range where each pellet will deal less damage. Also it fires 50% faster than the Scattergun, but has 66% less clip size (Only 2 rounds), making this weapon a bad option for prolonged combat but even more effective at hit and run tactics. Lastly but not least, a powerful knock back is produced every time this gun is fired, painfully propelling the enemies towards the opposite direction and also affecting the scout himself, this knock back is so powerful it can aid the Scout in jumping if the gun is fired below, but it can negate a jump if fired upwards.
"Object Classified as PRIMARY WEAPON"
Base damage per pellet: 5.4
Critical per pellet: 16.2
Minicrit per pellet: 7.29 - 12.76
The Shortstop
Quite a variant of the Scout Primaries. The Shortstop shares the pellet type of fire with many modifications. This weapon fires 60% less pellets per shot (4), but in exchange each pellet deals 100% more damage, reducing the maximum damage per shot by a 20%. The cone of spread is slimmer, resulting in more accurate and longer range shots. Its clip size is 4 rounds and reloads a magazine, different to reloading one shell at a time like the previous examples. On top of it all, this weapon grants 20% more healing from all sources only when deployed. As a penalty the user receives 40% more knockback from attacks.
"Object Classified as PRIMARY WEAPON"
Base damage per pellet: 12
Critical per pellet: 36
Minicrit per pellet: 16.2 - 24.3
Soda Popper
Shares the same clip size (2) and firing speed (+50% than Scattergun) of the previously seen Force A Nature. But with a few modifications. The Soda Popper in essence is a broken Force A Nature fixed up with industrial duct tape and for some reason a can of Soda. This weapon fires the same number of pellets than the Scattergun and each deal identical Damage, making it suited for hit and run tactics. Besides these attributes, it possesses a "Hype" meter that only fills when the Scout is moving with the Soda Popper deployed, the more distance he traverses, the more the meter will charge. Once charged, the Scout can activated it by pressing right-click and will result in 5 more double-jumps the Scout can perform in the air, making this weapon useful for flanking enemies and literally engage them in mid-air combat. This ability will last 10 seconds. On top of that, 25% faster reload speed.
"Object Classified as PRIMARY WEAPON"
Base damage per pellet: 6
Critical per pellet: 18
Minicrit per pellet: 8-14
Baby Face's Blaster
You read that name well. This infamous gun is usually avoided by scouts not because of it being weak, but because of its forbidden power! I'm joking, this weapon has the same pellet and damage per each system than the stock Scattergun. Containing only 4 shells in its clip (33% less clip size) makes it less suitable for prolonged combat, also this weapon reduces your 133% default speed to 120%. To compensate, this weapon has a "boost" meter that fills whenever the player harms enemies, up to a total of 100 points of damage until is fully charged. Gradually, the Scout's speed increases as the meter does, up to 173% of the standard player speed. Compared to the usual scout you could outrun them with ease, turning you into an unstoppable force that may require another baby face's Scout in order to stop. This speed boost makes you 40% faster than the fastest class on the game, granting you ultimate hit and run abilities and nearly impossible to catch tracks. However ... the boost will restart on death, it will reduce itself in a 25% if the Scout jumps mid-air (double jump), forcing you to stick to normal jumps in order to keep the tremendous speed.
"Object Classified as PRIMARY WEAPON"
Base damage per pellet: 6
Critical per pellet: 18
Minicrit per pellet: 8-14
The pistol
A handy pocket pistol mainly used for finishing off players, substitute when you run out of ammo or just distant combat.
The pistol is often unused by players due to its low damage in comparison to primary weapons and melees. But is indeed an underrated gun. Possessing a clip of 12 rounds and a base damage of 15 per bullet means you can ditch 180 damage with a single clip at medium range and even more at point blank range. It has a damage falloff over distance like all weapon, but is still capable of dealing considerable damage from afar while keeping the user relatively safe from harm. For the Scout this weapon has only 36 rounds of ammo, meaning you can only reload 3 times before you need to grab more bullets. But the engineer has a variant. Engineer's pistol reloads 15% slower than the Scout, but has a ridiculous 200 rounds of ammo, meaning the engineer hardly needs to care about ammunition.
Base damage per round: 15
Critical: 45
Minicrit: 20-29.7
"Object Classified as SECONDARY WEAPON"
This is where it gets fictional. This item is an implied radioactive can of soda, the Scout can equip it and drink it for an advantageous result. Upon using it a drinking animation will play in third person view and will stay on third person for a duration of 8 seconds. During these 8 seconds the Scout's body will start to jitter, simulating a very fast vibration or movement, which will grant the Scout immunity to all kind of damage dealt by players, but world hazards such as pits can still kill him in this state. Virtually the Scout is "dodging" enemy fire but still takes knock back from all sources, so it resembles more an immortality effect than rapid evasion. After drinking the can will recharge back in 22 seconds.
Bonk! Atomic Punch
Effect duration: 8 sec.
Recharge duration: 22 sec.
Effect: Invulnerability
"Object Classified as SECONDARY TOOL"
Bonk! Crit a Cola
Presumably just an ordinary energy drink. The Crit a Cola is a variant of Bonk! Atomic Punch with a different effect. Upon using the soda a Third person drinking animation will play for a duration of a second and then the Scout will experience a "minicrit" boost of damage for his primary weapon and melee (Since 2 Secondaries cannot be equipped) for a duration of 8 seconds, and they will elementally deal 35% more damage without damage falloff over distance. Another plus is an increase of 25% moving speed during this 8 seconds. As a penalty the Scout will take 10% more damage from all sources, meaning a higher risk of taking damage and sequentially death. The can will recharge after 22 seconds.
Effect duration: 8 sec.
Recharge duration: 22 sec.
Effect: Minicrit Boost
Description:
"Object Classified as SECONDARY TOOL"
Description:
Description:
Description:
Description:
Description:
Description:
Mad Milk
This inoffensive jar of milk works as an area of effect throwable that consumes the item when thrown. Unlimited Targets can be hit so long they are in the area of effect. When an opponent gets hit by the Mad Milk, a liquid will show over their models (illustrating they are soaked in a white sticky liquid), and as an effect any enemy covered by it will grant 60% health proportional of the damage done to them by any enemy. This means a player can heal themselves by harming enemies covered in Mad Milk. Others effects are revealing invisible spies as the liquid will be visible over their transparent bodies, and Mad milk can be used to douse fire on yourself and allies.
Description:
Effect duration: 10 sec.
Recharge duration: 20 sec.
Effect: 60% Hp per 100% dmg dealt
"Object Classified SECONDARY TOOL"
The Winger
This is a variant of the pistol only usable for the Scout. The winger has a 60% smaller clip size (Only 5 rounds) making this weapon a rare purchase among players. As a benefit it has 15% more damage than the standard pistol and grants the user with an increase of 25% jump height when the weapon is active. Even due this weapon has more damage, its clip keeps it from properly finishing up players and tends to accumulate dust in the player's backpack. Since this weapon is mainly used for its jump bonus it will be classified as a tool.
Base damage per round: 17
Critical: 52
Minicrit: 22.95-34.15
"Object Classified as SECONDARY TOOL"
Description:
Pretty Boy's Pocket Pistol
Another variant of the pistol. This weapon fires 25% slower than the standard pistol and curses the user with a 50% fire vulnerability, turning this weapon into a gun for the brave only. As vague compensations the Scout gets +15 health for this standard 125 (for a total of 140) and suffers no fall damage whatsoever, no matter the height. This gun may sound convenient but no fall damage is rather pointless considering any Scout can jump midair and avoid a painful impact with the ground. This gun's attributes excel when there are not enemy Pyros that can exploit your weakness.
Base damage per round: 15
Critical: 45
Minicrit: 20-29.7
Description:
"Object Classified as SECONDARY WEAPON"
The Flying Guillotine
A unique weapon among Scout's secondaries. The flying guillotine consists of a throwable cleaver knife, when thrown its trajectory arcs over distance, the players must predict and throw it upwards in order to travel farther. Upon a successful hit the enemy will suffer bleeding damage for 6 seconds (8 points of damage per second) and will deal decent damage as well. On top of this, the flying guillotine will critically hit when it hits an stunned player, making it a great combo with the sandman. Additionally, when thrown over long distances (only achieved by throwing it upwards) the cleaver will mini-crit the target and deal minicrit bleeding damage. It takes 6 seconds to recharge.
Base damage: 45
Recharge time: 6 sec.
Effect: Causes bleeding
Description:
"Object described as SECONDARY WEAPON"
Baseball Bat
In the advantage zone, it needs no ammo, nor reload. But at the price of closing in at melee range, turning yourself into an easy target for bullets and explosions. Needless to mention, melees has the lowest DPS (damage per second) of all weapons, meaning they are a last resource. Its attack interval is 2 hits per second and it deals low but consistent damage, and paired with the speed of a Scout you can close in, hit a few times and then retreat without further retaliation.
Stock melee weapon for the Scout. An aluminum baseball responsible for the contusion of more than one mercenary. This is a melee weapon, meaning it won't damage anyone unless you attack at a relatively close distance (melee distance).
Description:
Base damage: 35
Critical: 105
Attack interval per hit: 0.5 sec.
"Object Classified as MELEE WEAPON"
The Sandman


Quite a variation of the baseball bat. Deals the same damage and as a penalty it divest the Scout from 15 of his maximum health points (leaving 110 against an angry horde of enemies). To compensate for this, the sandman has an special ability. By pressing alternate fire (right click) the Scout hits a baseball that arcs over distance, requiring to aim upwards to increase distance. When the ball hits, it damages the enemy for 15 base damage and stuns him, rendering him helpless as he cannot fire his weapons nor move at his full speed. The stun duration depends of the distance, the longer the shot the more time the enemy will last stunned (1-7 seconds respectively). If at very close range (point blank) the ball will not stun at all. This can used as offense to take down enemies or to support your teammates to win an easy fight.
Base damage: 35
Critical: 105
Attack interval per hit: 0.5 sec.
Ball base damage: 15
Critical: 45
"Object Classified as MELEE WEAPON"
The Candy Cane
This is nothing but an oversized holidays candy cane, but you don't eat it for health, you make others eat it then it gives you health ... I will explain soon. The candy shares the same attributes of he baseball bat, except that it makes you 25% more vulnerable to explosive damage, meaning you must watch out more from incoming explosives. But as a benefit it grants you the unique ability of dropping health kits that you or your teammates can take for health points. On kill, the enemy drops a small health kit that gives the taker 20.5% of their maximum health, also it douses the effects of bleeding and fire. Any weapon the Scout is brandishing will give the health kit, so long the candy cane is equipped when the opponent is killed.
Base damage: 35
Critical: 105
Attack interval per hit: 0.5 sec.
Effect: health kit drops on kill
Description:
"Object Classified as MELEE HOLIDAYS WEAPON"
Boston Basher
This one is simple. Exactly the same attributes of the standard baseball bat, except that when it hits, it causes a bleeding effect on the enemy dealing damage over time. On miss (hitting nothing), the Scout will suffer from bleeding, which can take a third of his health in seconds. This effect does not apply when hitting a wall, but the wall will not bleed nor suffer anything out of the ordinary. This weapon is for the players that can outsmart the odds with their skill alone.
Base damage: 35
Critical: 105
Attack interval per hit: 0.5 sec.
Effect: Causes bleeding
Description:
"Object Classified as MELEE WEAPON"
Sun on a Stick
Its appearance may make it look like something out of this planet, but is a very ordinary baseball bat variant. The sun on a stick deals 25% less damage, further increasing the uselessness of the melee weapons, but in return it always deals critical hits on burning enemies. Since the Scout cannot set enemies on fire by any means, he must take advantage when a friendly Pyro gets to work.
Base damage: 26
Critical: 79
Attack interval per hit: 0.5 sec.
Effect: Crits on burning enemies
"Object Classified as MELEE WEAPON"
The Fan o' War
This antique weapon can hardly be used to kill. The Fan o' War consist in a "gunbai". It deals 90% less damage, so any attempt to kill an enemy with this is futile. Its compensation is a "marked for death" effect. When it hits an enemy a skull with 2 crossbones symbol will show over their heads, signalizing they are marked for death. When marked for death an enemy will take all incoming damage as minicrits (meaning a 35% more damage from all attacks). However, the weapon cannot mark for death more that one enemy, plus the effect lasts for 15 seconds, Recommended for players looking to take down a priority target.
Base damage: 4
Critical: 11
Attack interval per hit: 0.5 sec.
Effect: Marks victim for death
"Object Classified as MELEE TOOL"
The Atomizer
This colorful bat shrivels up with primary colors, a sight for sore eyes. This weapon varies in almost every way to the baseball bat. First the benefit, it grants the user with a third jump, so the Scout now can jump twice in mid-air. But it packs a huge load of penalties. Upon using the third jump, the weapon deals 10 damage to the Scout, keeping him for overusing it. This bat has a slower hitting interval of 30%, and it deals 20% less damage than the standard bat. This bat is definitely not meant to kill with, so watch your ammo and if you run out of it, retreat. Usage of the extra jump should be moderate, I recommend to locate health with time.
Base damage: 28
Critical: 84
Attack interval per hit: 0.65 sec.
Effect: Grants triple jump
"Object Classified as MELEE TOOL"
Description:
The Wrap Assassin
This weapon consists of wrapped festive paper with an ornamental Christmas ball you launch at people, talk about improvisation. The base damage of this weapon is 70% less than the standard baseball bat, so you shouldn't use this unless your opponent is handicapped of laughing to your pathetic attempt to kill. The benefit is a festive ornamental ball, it deals identical damage like the sandman ball, but instead of stunning enemies it causes then bleeding on impact. Being a rare purchase among players you don't need to worry about being hit with it.
Base damage: 11
Critical: 32
Attack interval per hit: 0.5 sec.
Ball base damage: 15
Critical: 45
"Object Classified as MELEE HOLIDAYS WEAPON"
Description:
Base damage per pellet: 6
Critical per pellet: 18
Minicrit per pellet: 8-14
Object classified as PRIMARY WEAPON.
Basically an Scattergun with a few modifications. This weapon has a 33% less clip capacity so is less suited for prolonged combat, as well as a 20% reduced accuracy so the Scout needs to get closer to deal maximum damage. On the bright side this weapon deals mini-crit damage when shot in the back of enemies. Its capable of killing weaker classes in one well placed shot on the back and painfully obliterate the health bar of stronger classes in less time. Best used when the Scout gets a chance to surprise his enemies from behind.
Back Scatter
Health: 125
Speed: 133%
Special: Double Jump
Here ends the Scout's Arsenal. The next Class is the:
Which was your favorite weapon? You can tell me by the comments.
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