Team Fortress 2 v. Red vs. Blue
Interlude: There are numerous fights like Batman vs. Superman, Homelander vs. Omni-Man, Iron Man vs. Captain America but what they all have in common is that it's basically a battle of Red vs. Blue. And no one suits Red vs. Blue like these two teams. They always fight each other in a war without meaning in a plot of land that is pretty much worthless.
Red vs. Blue
Red Vs. Blue, the simulation troopers from Blood Gulch who took down Project Freelancer
TeamFortress 2
Team Fortress 2, the group of mercenaries hired by Mann Co.
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Red Vs. Blue
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Backstory: Project Freelancer was one of the many military projects made to fight off the Alien Covenant and their main mission is giving experimental AI to super soldiers like Carolina, South Dakota, and Maine and in order to freshen up their skills is by dumping a large group of losers in a boxed canyon in the middle of nowhere which is Blood Gulch. We have Red Team consists of Super Colonel Sarge, Dexter Grif, Richard "Dick" Simmons, Franklin Delano Donut, and Lopez the Heavy and the Blue Team Leonard L. Church, Agent Texas, Micheal J. Caboose, Sheila, and Lavernious Tucker and then there's the neutral 3rd party Frank Dufresne or Doc. They all came together on crazy adventures taking down Project Freelancer, fighting the Meta, saving Chorus from war against Charron, and even gods. Sarge got into Project Freelancer due to him developing a fear of heights, Simmons got low test scores, Grif was at an outpost and when there's an alien attack he survived by sleeping there, the Red Team made Lopez from a robot kit, Donut was sent there because he broken strict regulations for doing cheese and wine hours as for the blues Church was the Alpha Ai sent there so that no one can get to him, Tex was recruited through circumstance and is a fragment of the Ai representing failure, Tucker joined the military cause women like men in uniform and he made up being a physician only to be caught for lying and sexual harassment and was sent to Project Freelancer as well, Caboose mistook signing up for the military for an Ivy League University and ended up in Blood Gulch, Sheila used to be an Ai called Filss who assisted Project Freelancer until she was transferred into a tank to monitor the Alpha, and as for Doc he failed a medicine program in Jamaican State and then he went to Desert Gulch to be the medic of the Blues and Reds and then he went to Blood Gulch to be their medical officer only to have an AI Omega in his head and gave him a split personality named O'Malley.
Background:
-Teammates: Sarge, Simmons, Grif, Lopez, Donut, Caboose, Church, Tucker, Sheila, Tex, and Doc
-They are the most ridiculously and mind boggling impressive team
-Formed by Project Freelancer
-Sarge is the biological father of Boomstick from Death Battle
-Type of Government: Malarkey
-Vehicles: Warthog or Chupathingy
-Grif is always getting hurt
-Lopez always get reduced to a head and always speaks Spanish
-Bases: Blood Gulch, Valhalla, Chorus, Crah Site Bravo, and Iris
-When the Temple of Procreation was activated Grif and Simmons were in a storage closet during the whole thing
Weapons(Sarge):
-BR55 Heavy Barrel Service Rifle
-Type-1 Energy Sword
-Gravity Hammer
-M6H2 Magnum
-SRS99C-S2 AMB Sniper Rifle
-M45D Tactical Shotgun
Weapons(Grif):
-BR85N Service rifle
-magnum pistol
-Suppressor
-Brute Shot
-Frag Grenades
-Teleportation grenades
-Speed Boost
-Beam Rfile
-Meth Meth Shrooms
Weapons(Simmons):
-BR85N Service Rifle
-M6H2 Magnum
-Sticky Detonator
-M7/Caseless Submachine Gun
-AIE-486H Heavy Machine Gun
-M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon
-Needler
Weapons(Lopez):
-BR85N Service Rifle
-M6H2 Magnum
-Missile Pod
-M247 General Purpose Machine Gun
-Beam Rifle
-Storm Rifle
-Weather Control Device
Weapons(Donut):
-Grenades
>Frag
>Sticky
>Teleportation
-Needler
-Magnum
-BR85N Service Rifle
-Cosmic Shisno powers
Weapons(Church):
-SRS99C-S2 AMB Sniper Rifle
-Magnum Pistol
-Ai possession
-Forrunner Monitor Body
>Telekinesis
>A laser beam
Weapons(Tucker):
-BR55 Heavy Barrel Service Rifle
-M7/Caseless Submachine Gun
-Sticky Detonator
-AIE-486H Heavy Machine Gun
-M6D Magnum Sidearm
-M395B Designated Marksman Rifle
-SRS99C-S2 AMB Sniper Rifle
-The Great Key
-Carbine Rifle
-Meta's Armor
>Active Camouflage
>Adaptive Camouflage
>BioScan
>Domed Energy Shield
*Can stop time
*Repeat the same thing until he gets it right
*Can make an army of temporal clones
>Enhanced Motion Tracker
>Overshield
>Super Strength
>Temporal Distortion
>Voice Manipulator
Weapons(Caboose):
-Assault Rifle
>Equipped with Freckles as an AI for his auto targeting system
>When he pulls the trigger it's like a noisemaker
-Sheila the Tank
>Has all the weapons of the Scorpion Tank
-MJOLNIR Powered Assault MK V Helmet
Weapons(Tex):
-BR55 Battle Rifle
-2x M7/Caseless SMG
-M6G Magnum
>Normal ammunition
>Sticky paint
-Ai Possession
-Machine Gun
-Grenades:
>Frag
>Sticky
>Spike
-A.I Omega
-M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon
-SRS99C-S2 AMB Sniper Rifle
-Armor Enhancements
>Strength Boost
>Active Camouflaged
Weapons(Doc):
-M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon
-Medical Scanner
-Ghost
-Cosmic Shisno Powers
Feats(Strength and Durability):
-Tanked a 50 Megaton Bomb
-Tex fought Carolina on some occasions
-Took down numerous Mercs and Freelancers
-Caboose was unfazed 10x normal Earth Gravity
-Caboose held up Andy the Bomb for extended periods of time
-Caboose is the strongest out of the group
-Grif tanked gunfire, tank shells, and getting hit the balls by Tex
-Donut tanked a sticky grenade to the face
-Tex flipped Shelia over
-Tex threw a large crate without the use of a Strength Boost
-Sarge got out of an explosion of a warthog without a scratch
-Caboose survived a fall from 227 feet onto his head
-Doc tanked trip mines
-Doc was punched by The Meta so hard that he was embedded into a wall
-Survived an explosion that broke him out of a wall
Feats(Speed):
-Caboose and Lopez outran tanks and warthogs
-Simmons changed his Mjolnir armor in 4 seconds which according to Death Battle makes him 90x faster than a super soldier
-Tucker jumped onto a Wasp while it was moving
-Tucker hit a warthog while it was at full speed
-Tex can scale to other freelancers
-Sarge dodged a Railgun
Stats(Strength and Durability):
-Caboose's Full Strength and Robot Kit Scaling
>I am gonna figure out Caboose's full strength
>Tex wasn't able to lift Andy the Bomb even with the Strength Boost enhancement with her at the time and Caboose himself was able to lift him up though he had some strain while carrying him so he has to be at his limit in that situation
>According to this: https://web.archive.org/web/20170120204352/http://www.narutoforums.com/xfa-blog-entry/red-vs-blue-revelation-dont-mess-with-texas.21984/
>Tex was able to lift up 80 tons without the Strength Boost
>So we can combine the 8x multiplier from the strength boost and Caboose's ability to overpower 100 Tex Clones which is a 100x multiplier and the 10x gravity feat from the Chorus Trilogy
>80.42 x 8 x 100 x 10 = 643,360 tons
>We can also apply this to his Durability as well
>50 x 8 x 100 x 10 = 400,000 megatons or 400 gigatons(Large Island Level)
>Tex can only survive 400 megatons(Mountain level) and since Wash stated that the Robot Kits are in case that the Alpha loses a body so the process would be similar to Beta aka Tex, meaning that Lopez and Church can scale to Tex without her strength boost
>The rest of the group are able to move around half ton suits of Mjolnir armor
>Plus Tucker can scale to The Meta since he has his armor and his enhancements
>50 x 800 = 40,000 megatons or 40 Gigatons(Island Level)
>80.42 x 800 = 64336 tons
-Magnum attack power
>According to this: https://web.archive.org/web/20170519151456/http://forums.hero-academia.com/xfa-blog-entry/red-vs-blue-season-9-wyoming-and-maine-are-sore-losers.22057/
>The Destructive Power is 3444000 joules or 0.0008 tons and the Piercing Power is 13.1 tons combing both results the Magnum can unleash the force of 13.101 tons(City Block Level)
>Since they have the same weapons from Halo, they would be around Street to Multi-City Block level
-Donut being crushed by a Pelican
>According to this: https://vsbattles.fandom.com/wiki/User_blog:AbaddonTheDisappointment/a_ton_of_RvB_calcs#Insurrectionist_survives_a_MAC_Round
>He survived 0.00304949896 tons
-Caboose surviving a fall from space
>According to this: https://vsbattles.fandom.com/wiki/User_blog:AbaddonTheDisappointment/a_ton_of_RvB_calcs#Insurrectionist_survives_a_MAC_Round
>Caboose withstood 1280.10273781 Kilojoules of force, with the multipliers he can withstand 2.45 tons(Large Building Level)
-Insurrection scaling
>According to this: https://vsbattles.fandom.com/wiki/User_blog:AbaddonTheDisappointment/a_ton_of_RvB_calcs#Insurrectionist_survives_a_MAC_Round
>The Insurrectionist survived 0.9446098655 tons of force
>With the multipliers, Caboose would exert a force strong enough to surpass the durability with a force of 15114 tons or 15 Kilotons(Town Level)
>As for Tex she can exert the force of 15 tons(City Block level) and Lopez 2 tons of force due to Robot Kit scaling(Large Building level)
Final Verdict:
High Tier: Caboose(Large Island Level in durability),(Town Level in attack power),(Street Level to Building Level with weapons)
Mid Tier: Tex, Lopez, Tucker, Donut, Doc, and Church(City to Mountain Level in durability), (Large Building to Town Level in attack power), (Street to City Block Level with weapons)
Low Tier: Sarge, Simmons, Griff, Sheila(Large Building to City Level in durability), (Building to Large Building level in attack power), (Street to City Block Level with weapons)
Stats(Speed):
-Ai Perception
>AIs like Epsilon perceive things much slower than anyone
>According to this: https://vsbattles.fandom.com/wiki/User_blog:AbaddonTheDisappointment/RvB_Speed_Calcs#Epsilon_speed
>Epsilon's perception is 0.00004768849 seconds or High Hypersonic+
>Lopez, Church, Tex, and Tucker with the Meta's Suit with Alpha in it should scale to Epsilon's perception of time
-Warthogs, Scorpions, Wasps, oh my
>Warthog: 78 mph
>Scorpion: 45 mph
>Wasp: 310 mph
>This puts them between Superhuman to Subsonic in running speed
-Carolina speed scaling
>She dodged a sniper rifle round moving at around 1530 m/s or Mach 4.5(Hypersonic)
>Carolina with the Speed Boost was able to keep up with Tex's motorcycle which is Subsonic
-Other Speed feats
>Simmons dodging bullets: Subsonic
>Carolina dodging Shotgun blasts: Supersonic
>Scaling to Felix who dodged bullets at point blank range: Subsonic+ to Supersonic
Final Verdict: running speed is Superhuman to Subsonic, Supersonic to High Hypersonic+
Weaknesses:
-Most of them can be killed by an EMP
-Caboose is an idiot
-Doc is a pacifist
-Grif will forget the ammo
-They're all idiots
-Church can't aim well
-Tex can't allow her to succeed in most things
-Lopez can't do much when he's a head
-Grif is so lazy
-Simmons gets nervous around girls with the exception of Tex, Grif's sister, and Carolina
-Caboose's team killing
-And many more
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TeamFortress 2
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Backstory: The year was 1850, Zepheniah Nieodemus Mann died and he left the family land and business to his dimwitted sons Redmond and Blutarch Mann and like brothers prone to do they fight over it right off the bat. Over the years they waged war over the useless plot of land hiring 9 mercenaries for each of them in hopes of beating each other and win over the land. The 9 mercenaries have their own backstories.
Scout was the youngest of eight boys from the south side of Boston, the Scout learned early how to solve problems 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.
Soldier 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.
Spy is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You're dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb; he's not your big friend and he generally wishes that you would just shut up before he has to make you shut up.
This amiable, soft-spoken good ol' boy Engineer from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
The Sniper is a half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun. He came from New Zealand and he crashed landed in Australia just like how Superman came to Earth.
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not. Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.
Background:
-Teammates: The Sniper, The Pyro, The Heavy, The Engineer, The Scout, The Medic, The Soldier, The Spy, The Demoman
-Base: 2Fort
-Formed by Mann Co.
-Commonly wear red
-Paid to work together in a war without meaning
-Fought a giant bread monster
-Demoman lost his eye to the Bombnomicon
-The Soldier's roommate is Marasmus
-The Heavy treats his weapons like his own pets
-The Medic lost his medical license by removing a man's skeleton
-Somehow The Soldier is a lawyer in the United States and a priest only in Guam
-The Sniper's origin story is like Superman's origin story
Arsenal(The Scout):
-Primary Weapons:
>Scattergun: A short, double-barreled lever-action shotgun with 6 shots per clip..
>Force-A-Nature: Has only 2 shots per clip, deals 10% less damage per pellet. Fires 20% more pellets per shot, fires 50% faster. If the Scout fires in midair, he is launched backwards by the force, and can launch enemies backwards.
>Shortstop: Four-barreled pistol. 60% less pellets, 4 shots per clip, Scout is launched 40% further from damage. Fires 42% faster, deals twice normal damage per pellet, all healing is increased by 20%. Allows Scout to shove people away.
>Soda Popper: 2 shots per clip. Fires 50% faster and reloads 25% faster. Dealing damage with the Soda Popper will build up Hype. When Hype is full, it can be activated to give Scout 5 additional air-jumps for 8 seconds.
>Baby Face's Blaster: 4 shots per clip. Scout is slowed by 10%, but can increase his speed by dealing damage. His speed is decreased by air-jumping or taking damage.
>Back Scatter: 4 shots per clip, pellets spread 20% more when fired. Deals +35% damage when fired at close range at someone's back.
-Secondary Weapons:
>Stock: Semi-automatic pistol sidearm with 12 bullets per clip.
>Winger: 5 bullets per clip. Deals 15% more damage, jump height is increased by 25%.
>Pretty Boy's Pocket Pistol: Fires 15% faster, +7 health for every successful shot
>C.A.P.P.E.R: Incinerates foes.
>BONK! Atomic Punch: A soda that temporarily makes Scout "invincible", or at least drastically increases his durability, to nearly all forms for damage. he can't attack while invincible. He's likely "invincible" by way of immensely good dodging and evasion, as evident with the "MISS" text seen above the Scout whenever he gets "hit" by an attack while drinking this can.
>Crit-a-Cola: A soda that temporarily increases the damage he deals by 35% and increases the damage he takes by 10%.
>Mad Milk: A jar of a white non-milk substance that can be thrown on enemies. If someone attacks an enemy covered in the substance, 60% of the damage dealt is returned as health to the attacker. Can also be used to extinguish fires.
>Flying Guillotine: A meat cleaver that can be thrown at enemies to make them bleed. Long-ranged hits are guaranteed to mini-crit.
Melee Weapons:
>Stock: An aluminum baseball bat.
>Sandman: Lowers Scout's maximum health by 15. He is able to launch a baseball that slows down enemies for a duration based on far it has flown.
>Candy Cane: Makes Scout take 25% more damage from explosions. When Scout kills an enemy, the enemy drops a small health pack that restores roughly 20% of the user's max health.
>Boston Basher: When Scout swings with this weapon and misses, he hits himself instead. Makes anyone hit with it take additional bleeding damage.
>Sun-on-a-Stick: Deals 25% less damage. Deals guaranteed critical hits against opponents on fire, dealing three times the normal damage.
>Fan O'War: Deals 90% less damage. The last enemy it hit takes +35% damage for 15 seconds.
>Atomizer: Deploys 25% slower. Gives the Scout the ability to triple jump and mini-crits enemies when Scout is airborne.
>Wrap Assassin: Deals 70% less damage. Scout can launch a festive ornament that makes any enemy it hits bleed.
>Holy Mackerel: A fish. That's it.
>Batsaber: disintegrates enemies.
Arsenal(The Heavy):
-Primary Weapons
>'Sasha' Minigun
*Heavy has named it Sasha
*Effective at Short - Medium range
*200 rounds
*4 bullets per round
*Can be revved up beforehand
*Heavy's movement speed is slowed whenever revved up
*Fires 2,400 rounds per minute (Not 10,000 rounds like the Heavy claims)
*Costs $400,000 to fire it for twelve seconds
*A custom variation of the M134 Minigun with top secret custom made bullets
>Tomislav
*Silent rev
*More precise aiming
*Significantly lighter
*Faster rev speed
*Slower fire rate
*A custom variation of a Thompson Sub Machine Gun
>Huo-Long Heater
*A ring of fire appears around him when he fires
*Extra damage dealt to burning enemies
*Can be a deterrent against Spies
*Deals less base bullet damage than Sasha
*Flame ring consumes additional ammo
>Natascha:
*Hits slow down the target
*Slowing effect is weaker with range
*Has less damage than other miniguns
*Extra damage resistance when low health
>Brass Beast:
*Makes Heavy slower
*Slower rev time
*Extra damage
*Extra damage resistance when low health
*The Heaviest minigun
*A portable variation of the Gatling Gun
-Secondary Weapons:
>Shotgun
*Heavy's secondary weapon
*holds six shells and has 32 reserve ammunition
*Can slam fire, fire 6 rounds in rapid succession
>Family Business
*Shoots faster
*Holds 8 shells per clip
*Less damage
>Panic Attack
*Quick-draw
*Shots become less accurate per shot when fired continuously
*50% more pellets fired when shot
*30% less damage
>Sandvich
*Heals the Heavy when he takes a bite out of the Sandvich
*Can be given to allies as a medium healthpack
*Heavy cannot fight or move while eating the Sandvich
*Heals 300 HP in about 4.5 seconds.
*Instantly recharges once Heavy picks up a healthpack at full health
*Moist and delicious.
>Dalakohs Bar/Fishcakes
*Heals the Heavy by 100 health
*Recharges faster
*Increases health temporarily by 50 health
*Can be given to allies as a small healthpack
>Second Banana
*Heals the Heavy by 200 health
*Recharges faster
*Can be given to allies as a small healthpack
>Buffalo Steak Sandvich
*Increases speed and guarantees mini-crits
*Strips Heavy to melee
*Increases damage vulnerability
*Can be given to allies as a medium healthpack
-Melee Weapons
>Fists
*Heavy's only method of close range attack
*A crit can easily kill a normal man
*Has a taunt kill ability
>Killing Gloves of Boxing
*Slower attack speed
*A kill briefly grants 100% crit chance for all weapons for 5 seconds
>Apoco-fists
*Crit kills cause victim to explode
>Gloves of Running Urgently
*Running speed increased
*Less damage
*Health drains when in use
*Health drained is regenerated when stowed away
>Holiday Punch
*Crits force targets to taunt
*Deals no damage on crits
*Automatically forces taunt when punching a target's back
>Fists of Steel
*Damage resistance to all damage from ranged sources.
*Vulnerable to melee attacks when active
>Eviction Notice
*Fisticuffs
*Slightly increased running speed when active
*Faster punching speed
*Hits grant speed boosts
*Health drains when active
*Health drained is regenerated when stowed away
*Lower damage output
>Warrior's Spirit
*Increased damage
*Heals on kill
*Damage vulnerability increased
Arsenal(The Spy):
-Ranged Weapons
>Stock: Typical six-chambered revolver.
>Ambassador: 15% percent less damage, 20% slower firing speed than stock. Deals critical hit on headshots, dealing 3 times the damage. Headshots only register in mid to close range.
>L'Etranger: Deals 15% less damage. Gives 40% longer cloak time and restores 15% charge to cloak on hit.
>Enforcer: Fires 20% slower. +20% damage bonus when disguised (first shot that undisguises deals increased damage).
>Diamondback: Deals 15% less damage. Guaranteed critical shot for every backstab kill and building destroyed with a Sapper.
-Melee Weapons
>Stock: A foldable butterfly knife. If it hits the enemy's back, it deals 6 times the enemy's health: guaranteeing a kill under normal conditions.
>Sharp Dresser: A hidden knife similar to the ones used in Assassin's Creed. (Stock reskin)
>Your Eternal Reward/Wanga Prick: The Spy consumes a full cloak meter when disguising with his weapon. Enemies killed by it disappear without making any sound, and The Spy is instantly disguised as the victim.
>Conniver's Kunai: Reduces The Spy's max health by 65 HP. Upon backstabbing, the Spy absorbs their HP, overhealing himself and adding resistance if his previous health was high enough.
>Big Earner: Reduces The Spy's max health by 25 HP. Upon killing an enemy, recharges 30% of the cloak meter and gives Spy a short speed boost.
>Spy-cicle: Backstabs turn victims into ice. If The Spy is set on fire while holding the Spy-cicle, the Spy-cicle will melt for 15 seconds and make Spy invincible to fire for 2 seconds.
>Also has a tiny knife inside his sleeve for emergency situations
-Other Tools
>Disguise Kit: Allows The Spy to disguise as anyone, copying their appearance and voice (disguise drops whenever Spy attacks with his gun or knife).
>Invisibility Watch: Allows The Spy to turn invisible for up to 9 seconds before the cloak meter is drained. The cloak meter is recharged by being visible and by using normal ammo sources. However, it takes time to uncloak and Spy's outline can still be visible if he bumps into an enemy, if he's wet, or on fire.
>Cloak and Dagger: Alternate invisibility watch. Cloak meter cannot be recharged using ammo sources while invisible, but it can be recharged by standing still when invisible. Cloak meter drains 29% faster and recharges twice as fast when visible.
>Dead Ringer: If Spy takes damage while holding this, he will drop a fake corpse and turn invisible for up to 6.5 seconds while removing some status effects and gaining damage resistance, speed boost and an unflickered cloak for 3 seconds. Cannot pick up ammo to refill cloak.
>Sappers: Disables and destroys machines by draining their health.
>Red-Tape Recorder: Reverses machines' building process, but saps slower and does no damage.
>Fake Teeth: In the comics it is revealed Spy holds various miniature things in fake teeth in his mouth, such as a miniature passport, toiler paper, and steak dinner. It is possibly he can have other things in them too, such as a lock pick.
Arsenal(The Medic):
-Primary Weapons
>Stock: Air-powered gun that shoots syringes at rapid fire
>Blutsauger: Drains health on hit, but decreases healing factor
>Overdose: Increases running speed by 2% every 10% of Über gained, but deals less damage
>Crusader's Crossbow: Shoots large single-shot syringes that heal teammates and hurt enemies. Damage and healing effectiveness is increased the further he is from the target.
-Secondary Weapons
>Stock: Heals team to build Übercharge, Übercharge grants invincibility for short period of time. This can work on the Medic even if he's alone .
>Kritzkrieg: Faster Übercharge build-up, Übercharge grants crits on whoever is being charged. This is normally paired with the Soldier's rockets; making his attacks instakills for most classes. However these crits do not affect Engineer buildings.
>Quick-Fix: Prototype Medi-gun, heals quicker and charges slightly quicker, Übercharge grants rapid healing and immunity to knockback. Allows Medic to mirror sticky/rocket jumping and charges when healing Soldiers/Demomen. However maximum overheal is reduced
>Vaccinator: Übercharge grants shield protecting from certain enemy fire of choice (fire/bullets/rockets) and immunity to crits. Can stack up four mini-charges that last 2 seconds each. When not charged, Über is gained from resistance type of choice. However offers no protection against melee damage.
-Melee weapons
>Stock: A large surgical bone saw
>Vita-Saw: Collects organs on hit, each organ harvested retaining 15% of Über, stacking up to 60%. Max health reduced
>Übersaw: 25% Übercharge granted on hit, slower swing speed
>Amputator: Grants healing aura to all teammates and himself via taunt. Increases self-heal rate, less damage on hit
>Solemn Vow: Bust of Hippocrates, allows Medic to see an enemy's health, slower swing speed
Arsenal(The Engineer):
-Primary Weapons
>Stock:
*Standard 12-gauge shotgun
>Frontier Justice:
*Gains crits when sentry is destroyed (amount of crits is based on accumulated sentry kills/assists)
*Only 3 shots per clip
>Widowmaker:
*Shoots metal, regains metal on hit
*Increased damage against target being shot by sentry
*No need to reload
>Pomson 6000
*Unlimited ammo capacity
*No random crits
*Übercharge and cloak meters are depleted on hit
>Rescue Ranger:
*4 shots per clip
*Fires healing bolts that damage enemies and replenish building's health
*Can move buildings from a distance, but consumes 100 ammo and marks Engie for death (all hits while moving a building are guaranteed mini-crits)
*Ammo damage is affected by distance
-Secondary Weapons
>Stock:
*Standard automatic pistol
>Short-Circuit:
*Prosthetic arm replacement
*Destroys projectiles with a 10 ammo single shot
*Shoots 5 metal per shot
>Wrangler:
*Can remotely control sentry
*Wrangled sentries are reinforced with shield
*Bullet and rocket fire for Lv. 3 Sentries are separately fired
*Laser pointer for aim
-Melee Weapons
>Stock:
*Wrench that upgrades/repairs buildings on hit
>Gunslinger:
*Prosthetic robot arm
*Third hit landed is a guaranteed crit
*Builds Mini-sentries
*Max health increased by 25
>Eureka Effect:
*Allows Engie to teleport to spawn or his teleporter exit
*Buildings build slower
*Teleporters require less metal to upgrade and build
*Metal taken from ammo boxes is reduced
>Southern Hospitality:
*Inflicts bleed when hitting enemies
*Vulnerable to fire
>Jag:
*Swings faster
*Builds buildings faster
*Repair rate is slower
*Damage is reduced
-Sentries
>Level 1:
*Fires machine rounds
>Level 2:
*Fires gattling rounds
>Level 3:
*Fires gattling rounds and quad rockets
-Other Builds
>Mini-Sentry:
*Less durable, but can be built near instantly
*Firepower comparable to Lv. 1 Sentry
*Accessible if Gunslinger is equipped in loadout
*Can be built as a second disposable inrepairable sentry (MvM upgrade)
*Used to keep lookout for incoming enemies and provide assist damage
>Dispenser:
*Dispenses metal, ammo, and a healing beam
>Teleporter:
*Requires both entrance and exit to work
*Upgrading/repairing one end will do the same for both
*Has a cooldown
Arsenal(The Pyro):
-Primary Weapons
>Stock
*A normal flamethrower.
*Deals damage over time with afterburn.
*Cannot be used underwater.
*Can deflect projectiles, extinguish and push back enemies with airblast.
*Extinguishing ignited teammates heals Pyro by 20 health.
*Direct damage dampens Medigun healing and shields.
>Backburner
*Deals triple damage when fired on the enemy's back.
*Airblast uses up 50 ammo.
>Degreaser
*Quick-draw functionality.
*Less afterburn damage.
*Airblast uses up 25 ammo.
>Phlogistinator
*Damage builds "Mmmph", activate to deal guaranteed crit damage for a short period of time.
*Cannot airblast.
*No random crits.
>Dragon's Fury
*Deals triple damage vs burning enemies.
*Shoots single-shot fire projectiles.
*Hitting a target increases firing speed.
*Airblasting decreases firing speed
-Secondary Weapons
>Stock
*A normal 12-gauge shotgun.
>Reserve Shooter
*Deals mini-crits on airborne enemies (Jetpack, rocket jumping, sticky jumping, grappling hook, etc.).
*Quick-draw.
*Smaller clip size.
>Flare Gun
*Deals afterburn damage.
*Deals triple damage on burning enemies.
>Scorch Shot
*Ammo knocks back enemies
*Multi-hit
*Mini-crits burning enemies
*Damage reduction penalty
>Detonator
*Damage decreased by 25%.
*Flares can be detonated mid-flight.
*Can be fired under Pyro's feet for a small boost into the air (Flare-jumping).
*Mini-crits burning targets
>Manmelter
*Guaranteed crits for every extinguished teammate.
*Unlimited ammo capacity.
*Slow firing speed
>Panic Attack
*Quick-draw shotgun.
*Bullet spread increases with continuous fire.
*Less damage.
*50% more bullets fired per shot.
>Thermal Thruster
*Jetpack.
*Launches Pyro in the desired location with a short burst.
*Allows for quick escapes and vast mobility.
*Deals damage when landing on top of an enemy.
>Gas Passer
*A tank of flammable gas.
*Thrown to release gas cloud.
*Affected enemies burst into flames when damage is taken.
*Affects other Pyros.
-Melee Weapons
>Stock
*A fire axe
>Axtinguisher/Postal Pummeler
*Mini-crits burning targets, but immediately extinguishes the flames on the hit
*Grants speed boost on the kill
*Lower holster speed and damage>Powerjack
*Heals 50 health on kill.
*Increased running speed.
*Pyro receives more damage when the weapon is active.
>Neon Annihilator
*Deals fatal crit damage in water or against wet enemies.
*Gives it an edge in it's the most vulnerable environment.
*Removes sappers.
*Reduced damage on regular players.
*No random crits
>Homewrecker/Maul
*Removes sappers.
*Deals x2 damage against buildings.
*Deals less damage against regular enemies.
>Third Degree
*Atomizes humans.
*If used on a target being healed via medibeam/healer, the damage is dealt with both.
*One of the only weapons in the game that has additional features but no detrimental stats
>Back Scratcher
*A garden rake.
*Deals 25% more damage against players.
*25% less health gained from Medics.
*25% more health gained from health packs.
>Hot Hand
*Glove.
*Slaps people.
*Gains speed boost on hit.
*Increased hit count halves overall damage per hit
Arsenal(The Demoman):
-Primary Weapons
>Grenade Launcher
*Magazine capacity: 4 rounds
*Total ammo: 16 rounds
*Grenade detonation time: About 2 seconds
*Grenades can be bounced off of walls
*Grenades not affected by damage falloff
*If not bounced off of a surface, direct hits detonate on contact
*Based off of M79 Grenade Launcher
>Ali Baba's Wee Booties/Bootlegger
*If equipped, sacrifices grenade launcher options
*Increased turning control mid-charge
*25 max health increase
*Health gained on melee kill
*Increased running speed
>Iron Bomber
*Spherical rounds
*Shorter fuse
*Less bounce
*Smaller blast radius
>The Loose Cannon
*Fires fuse bombs
*Bombs do not explode on contact
*Bombs knock back enemies on hit
*Bomb detonation time can be controlled
*Bombs that knock enemies and explode on them will mini-crit
>Loch n' Load
*Clip size reduced to 3
*Bombs do not bounce and require direct hits
*Extra damage dealt to buildings
*Faster projectile speed
-Secondary Weaponry
>Stickybomb Launcher
*Magazine capacity: 8 shots
*Total ammo: 32 shots
*Stickybombs
*Launching Speed: 34 mph (Uncharged) / 78.2 mph (Fully charged)
*Calculated Launching Speed(Scaling with RPG-7 rocket projectile): 1216.6 HU/S = 325 m/s
*Spiked bombs
*Sticks to any surface except for people or Engineer buildings
*Armed after a short time
*Can charge for longer distance
*Maximum of 8 Stickybombs available at any one time
*Detonation causes all armed bombs to explode in unison
>Scottish Resistance:
*Maximum of 14 Stickybombs
*Selective detonation of a certain area of bombs is allowed
*Bombs are armed slower
>Quickiebomb Launcher:
*Decreased damage output
*Bombs arm faster
*Decreased clip size
*More useful in offensive situations
>Sticky-Jumper:
*Like a Stickybomb Launcher, only it cannot deal damage
*Sticky-jumps do not deal self-damage on detonation
*Significant mobility advantage
*Can only have two bombs out at a time
>Charge n' Targe
*High resistance to fire and explosives
*Can charge into combat or use as a escape plan
*Deals damage if a charge collides with an opponent
*During charge, any weapon fired deals crits
*Melee weapons deal mini-crits during charge (if a melee weapon is used at the very end of the charge, the swing is a crit)
*Swinging a melee weapon mid-charge cancels the charge
>Splendid Screen
*Resistances reduced to 25%
*Faster charge rate
*Increased damage for charge impact
*Charge is shortened when taking damage
>Tide Turner
*Least resistance of all shields
*Full turning control enabled during charge
*75% of charge meter restored on melee kills
-Melee Weaponry
>Eyelander/Nessie's Nine Iron/Headless Horseless Horsemann's Headtaker
*Has long range
*Melee kills increase speed and max health
*If he decapitates 4 peoples heads, he can be almost as fast as scout with slightly more health than soldier (with batallion's backup)
*Initially begins with 25% less health
*Haunted and has a mind of its own
>Ullapool Caber
*One of the deadliest melee weapons (until the nerf)
*Hurts the Demoman (which is why grenades aren't normally used as melee weapons)
*Two times slower to deploy than regularly
*After the detonation; it is reduced to basically a stick unless recharged at resupply
>Half-Zatoichi
*Katana
*Regain 50% base health on kill
*When put away, 50 self-damage is dealt
*A kill negates self-damage
>Claidhaemh Mòr (pronounced "Claymore")
*Claymore sword
*Charge duration increased by 0.5 seconds
*Melee kills refill charge by 25%
*User takes 15% more damage
>Scotsman's Skullcutter
*Battleaxe
*25% damage increase
*Slower running speed when active
*Only swordlike weapon with random crits
Arsenal(The Soldier):
-Primary Weapons
>Rocket Launcher
*Clip: 4 rockets (somehow)
*Maximum ammo: 20 rockets
*Appears to be a heavily customized and stylized RPG-7 Grenade Launcher
*Rockets not affected by gravity...
*...but are affected by significant damage falloff over distance
>The Direct Hit:
*Rockets have increased speed and damage
*Low splash radius
*Mini-crits against airborne targets
*Instantly kills weaker classes like Scouts, Spies, and Snipers at mid to close range
>The Beggar's Bazooka:
*====Must load rockets manually before firing====
*Can load up to three rockets to release in a rapid-fire barrage
*Rocket trajectory randomly deviates by three degrees
*Loading more than three rockets in one clip causes misfire and self-damage
*Allows Soldier to rocket-jump in mid-air
>The Air Strike:
*Shoots rapid-fire while rocket-jumping
*Low splash radius while rocket-jumping
*Reduced damage
*Increased clip size for every kill
>The Rocket Jumper:
*Non-damaging for soldier or enemies
*Inflicts no damage while rocket jumping
>The Liberty Launcher:
*Faster rockets
*Clip size increases to 5 rockets
*25% less damage
>Disintegrating Weaponry
*Examples: Cow Mangler 5000, Righteous Bison
*Limited clip size but unlimited supply of ammo
*Deals 20% less damage against buildings
*Capable if disintegrating humans
*At least capable of atomizing human bodies, since there is no gas or visible trace of the enemy's death. Meaning, the human body must have been separated into atoms, which are too small for the naked eyes to see. It's possible that it is atomic annihilation.
*Cow Mangler 5000 can fire one charged shot, emptying the clip at once. This shot deals mini-crits, sets enemies on fire, and briefly disables machinery. It has been called a 'Focused Wave Projector' which could mean that it's capable of an electromagnetic pulse explosion since it can disarm Engineer's buildings.
*An EMP explosion, with dispersed energy waves travelling transversely through vacuum at light-speed.
-Secondary Weaponry
>Shotgun
*Sawed-off pump action model
*Clip: 6 shots with 10 pellets
*Maximum ammo: 32 shots
*Closest real-life equivalent is the Ithaca M37 Shotgun
*Useful for when the rocket launcher needs reloading or out of ammo, or for when rocket use is ill-advised
*Also used by the Engineer, Heavy and Pyro
>Reserve Shooter
*Modified shotgun that crits on targets that are launched airborne (via explosion, grappling hook, jetpack etc)
>Banners
*Hits charge Rage, when activated, Soldier generates a buff for himself and nearby teammates
*Buff Banner: Banner grants mini-crits
*Concheror: Passive Heal, banner grants Health Regeneration on hit and Speed boost
*Battalion's Backup: Max health increased to 220, Banner grants 35% damage resistance, 50% resistance to sentries, and crit immunity
>B.A.S.E. Jumper
*Parachute that slows falls
*Useful when paired with Air Strike
>Manntreads
*Boots that inflict damage when Soldier rocket jumps onto an enemy
*Decreases knockback effects on Soldier
*Greatly buffs Soldier's air maneuverability
Melee Weapons:
>Shovel
*Hand-held shovel made or provided by Mann Co
*Apparently used by Soldier for twelve years
*Originally used as a trench-digging tool
*Real life equivalent is the U.S. Army M-1943 entrenching tool
Market Gardener
*A shovel that deals crits while rocket jumping
*Slower swing speed
>Disciplinary Action
*Riding crop that increases running speed when hitting allies
*Has the longest swing range of all melee weapons in the game
*Somehow can hit targets directly behind Soldier
>Pickaxes
*Equalizer: Increased damage as health decreases
*Escape Plan: Increased speed as health decreases, but user is marked for death when equipped
-Other Weapons:
>Grenades
*Stored on the Soldier's belt
*Doesn't use them in normal combat
*Used for suicide bomb taunt kills
Arsenal(The Sniper):
-Primary Weapons:
>Stock:
*Ordinary hunting rifle with sniper scope
*Shots gradually increase in damage if scoped
*Headshots deal x3 damage
AWPer Hand:
Stock reskin
Replication of Accuracy International Arctic Warfare sniper rifle
Acknowledged for versatility even in harsh conditions
Sydney Sleeper
Shoots Jarate (jars of piss) on scope
*Headshot/full charge deals splash damage, but no crits
*Can extinguish ignited teammates
>The Classic
*Must be charged manually
*Can be charged without scoping
*Does not headshot unless fully charged
*The Machina
*Full charge pierces through enemies
*Leaves visible bullet trailHas to be zoomed in to shoot
*Damage boost on full charge
>The Hitman's Heatmaker
*Kills charge Focus
*Focus keeps scope on between shots and charges faster but leaves a bullet trail
*Headshots decapitate
*Decreased damage on bodyshot
*Shots are silenced
>The Bazzar Bargain
*Charge time is initially lower, but increases per headshot up to four times
>Huntsman/Fortified Compound:
*Bow that can fire arrows at a quick rate
*Better equipped for head-on encounters
*Headshots like a sniper rifle
*Can be lit on fire for afterburn damage
*Arrows can be shot down or airblasted
*Cannot scope
*Can taunt kill
*Less accurate and affected by gravity
-Secondary Weapons
>Stock:
*A light SMG gun used for up-close combat
>Jarate:
*The Jar-based Karate
*Takes Saxton Hale Jarate Pills to triple the size of his kidneys which he uses along with the Saxton Hale Pain Tonic so he can't feel his organs shutting down
*A literal jar of Sniper's urine
*Can be thrown at enemies to deal guaranteed mini-crit damage
*Exposes hidden enemies and extinguishes fire
*Can be upgraded to slow enemies down
>Razorback:
*Protects from a single backstab attempt
*Instantly exits scope when triggered
*Only works once and must be reloaded at resupply
>Darwin's Danger Shield:
*Makes Sniper immune to afterburn
*Increased fire resistance
>Cozy Camper
*Nullifies flinching when weapons are fully charged up
*Small healing factor
>Cleaner's Carbine:
*Hits charge "Crikey" meter
*Once charged, all weapons deal mini-crits for 8 seconds
*Slower fire rate
-Melee Weapons
>Stock:
*A kukri blade
>Tribalman's Shiv:
*Inflicts bleeding damage for 6 seconds on hit
*Damage lowered by 50%
>Shahanshah:
*Increased damage when low health
*Lower damage when health is high
>Bushwacka:
*Mini-crit damage is changed to crit
*Can be used in tandem with Jarate and the Carbine
*Damage vulnerability is increased when weapon is active
Feats(Strength and Durability):
-Soldier's rockets can one shot BLU Pyro, Heavy, and Demoman
-Scout tanked 3 rockets from Soldier while in an injured state
-Heavy is the strongest and toughest member of the team
-Pyro took out all of the BLU Team solo
-Heavy stopped a train while Ubersharged
-Heavy broke the back of Classic Heavy
-They have weapons capable of vaporizing robots and humans
-Pyro's Manmelter can atomize humans
-Soldier's Cow Mangler 5000 can vaporize cows
-Solider can knock out a Spy with a shovel with a single blow
-Heavy can punch out Scout's blood and ripped out Soldier's Spine
-Medic and Heavy killed an army of Blu Soldiers
-Medic was strong enough to punch a Mega Baboon heart into Heavy's chest cavity to the point where he broke Heavy's rib by accident
-Medic stabbed Classic Heavy multiple times
-Spy stabbed Blu Heavy and Soldier
-Blu Soldier's shotgun is powerful enough to one shot Blu Spy
-Soldier one shotted Classic Spy
-Defeated the Team Fortress Classic Team
-Soldier and Demoman can tank their own explosions
-Demoman can kill Blu Pyro with a single pipe bomb
-Demoman can make a Stickytrap that is powerful enough to kill Blu Heavy, Medic, Sniper, Spy, and Soldier
-Sniper's headshots can one shot Blu Heavy, Engineer, and Scout
-Sniper impaled Blu Spy
-Scout survived being in a tug of war between The Heavy and Saxton Hale
-Scout can kill a bear in a hotdog suit and while wielding femur bone
Feats(Speed):
-Scout can dodge gunfire from Sentries
-Scout was fast enough to cross a gap from a moving train
-Bonk can give Scout a massive speed boost
-Spy outfought a Blu Sniper
-Spy was fast enough to stab a man behind him without the man reacting
-Scout while on Bonk can dodge Engineer's Short Circuit which is similar to lightning and dodge Soldier's Cow Mangler blasts which is light speed
Stats(Strength and Durability):
-The Soldier's Rocket Fire Power
https://youtu.be/36lSzUMBJnc
>In this video, we see that the Scout tanked 3 rockets from Blu Soldiers in an injured state. Base on the situation both Scout and Demoman were in they were on Death's Door so that means that Scout's durability is much higher than that.
>According to this: https://vsbattles.fandom.com/wiki/User_blog:TheGatememer/Scout_Survives_an_Explosion_Recalc
>Scout survived .007 tons of force in an injured state
>According to the official TF2 wiki, Scout has 125 health and I'll assume that he was at 93.75 health at the time. Let's scale Scout's durability logarithmically which is a 31.25 multiplier.
>.007 tons x 31.25 = .22 tons of force(Small Building Level)
>Heavy is at 300 health, which is a 175x multiplier.
>.22 x 175 = 39 tons of force
>Which is why he can do this to tougher mercs including the Heavy
https://youtu.be/h42d0WHRSck
>That this City Block Level and Soldier tanks this every time he Rocket Jumps and I know this is an Outlier cause Heavy is supposed to be the toughest and strongest member of the team but soldier chug down an entire bottle of Kill Me Come Back Stronger Pills which means the multiple times he's been rocket jumping and getting killed gives him a zenkai boost every time he comes back from the dead.
>The RED Team is canonically better than the BLU Team considering that the mercs we come and love commonly wear red clothing meaning they're better then BLU Team. It's been consistently shown that the majority of the Mercs' feats were done on the RED Team like these:
https://youtu.be/WUhOnX8qt3I
https://youtu.be/OR4N5OhcY9s
>And it's not just the videos, it's the comics too. Team Fortress Classic was in blue clothing and they lost to them as well.
>Engineer's Level 3 Sentry can fire 4 rockets at once which is 156 tons of force which is Multi-City Block Level
-Demoman's Grenade and Sticky bomb blast yield
>In this video, we see Demoman blowing up the other mercs
https://youtu.be/han3AfjH210
>With one grenade, Demoman was able to one shot Pyro.
>According to this: https://vsbattles.fandom.com/wiki/User_blog:TheGatememer/Pyro_Survives_an_Explosion_recalc_again
>Pyro can tank .12 tons of force and later in the video, a Level 3 Sentry was destroyed with 2 grenades which is .24 tons which is small building level
>Later in this video, we see Demoman kill off Blu Heavy, Medic, Sniper, Spy, and Soldier with a sticky trap. Combining the health points of those mercenaries and dividing the amount of stickybombs there are which is 16
>300 + 150 + 125 + 125 + 200 = 900 - 125 = 775 x .22 = 170.5 / 16 = 11 tons(Large Building to City Block Level)
-Full limits of the Mercs
>In order to find out how tough these Mercs are, we must know how many health points they have.
>Heavy: 300 = 39 tons to 17 kilotons
>Soldier: 200 = 17 tons to 300 tons of force
>Scout: 125 = .22 tons of force
>Spy: 125 = .22 tons of force
>Sniper: 125 = .22 tons of force
>Medic: 150 = 6 tons of force
>Demoman: 175 = 11 tons to 150 tons of force
>Pyro: 175 = 11 tons to 150 tons of force
>Engineer: 125 = .22 tons of force
>Which makes them Small Building to Town Level
-Weapon disintegrating Robots, People, Sheep, and Cows stats
>According to this: https://vsbattles.fandom.com/wiki/User_blog:CuteAnimeNekoGirl99/TF2_Vaporizing_Robots
>Their weapons that can disintegrate robots can unleash a force of .72 tons of force
>According to this: https://vsbattles.fandom.com/wiki/User_blog:Aguywhodoesthings/Team_Fortress_2:_Cow_Vaporization
>The Cow Mangler 5000 can unleash a force of .097 tons to 1.008 tons
>According to this: https://vsbattles.fandom.com/wiki/User_blog:Aguywhodoesthings/Team_Fortress_2:_Manmelter_Atomization_statement
>The Manometer unleashes a force of 1.073 tons
Final verdict:
High Tier: Heavy and Soldier(City Block to Town Level in physicality)(City Block to Town Level in weapons)
Mid Tier: Medic, Demoman, Pyro(Large Building to Multi-City Block Level in physicality)(City Block Level via Demoman's explosives)
Low Tier: Scout, Spy, Sniper, and Engineer(Small Building level) (Multi-City Block to Town Level via Engineer's builds)
Stats(Speed):
-BONK! Speed
>According to this: https://web.archive.org/web/20160505230203/http://www.narutoforums.com/xfa-blog-entry/tf2-calcs.35582/
>Scout can move at speeds of Mach 126 which is Massively Hypersonic
>Not to mention Scout can dodge attacks from the Cow Mangler 5000 which can fire Electromagnetic Waves which is Lightspeed, which makes him FTL at best while on the BONK!
-Scout's normal speed
https://youtu.be/geNMz0J9TEQ
>Scout can out run a train, trains during the 1970s were fast enough to move at speeds of 321 mph
>Not to mention, he was able to dodge bullets from Sentries
-Pyro's reaction speed
>Pyro can unleash air blasts that can deflect rockets and grenades from Soldier and Demoman which means he can react to them which is Subsonic to Subsonic+
-Weapon Speed
>Most of the weapons of TF2 are Supersonic but most weapons like the Short Circuit can move at speeds of Mach 354 which is Massively Hypersonic
>And stated before weapons like the Cow Mangler is light speed
-Speed of the rest of the mercs
>The rest of the mercs are athletic human at best
>With just rocket and Sticky jumping the Soldier and the Demoman can keep up with Scout
>Sniper's reaction speed should be comparable to the Scout's speed since he killed Scout off screen
>And all the mercs scale to each other while Scout is the fastest
Final Verdict: Athletic Human in movement and running speed, Subsonic to Subsonic+ in reactions, Sticky jumping, and Rocket jumping
Massively Hypersonic to FTL via Scout on BONK! Atomic Punch
Weaknesses:
-Demoman only has one eye, giving him a lack of depth perception
-Demoman caved into an offer to kill his friend for customized weaponry
-Demoman's plan to blow up the Loch Ness Monster failed and cost him his first adoptive parents at the age of 6
-Demoman's Alcoholism so bad, he thought he was poisoned once he was fed solid food and water
-Engineer is not exactly the best frontline fighter compared to other members of his team. Has no unique skills or abilities without his gadgets.
-Engineer is at his most vulnerable when building, moving, upgrading, or repairing one of his Buildings
-Moving buildings with the Rescue Ranger equipped makes Engineer marked for death
-All turrets and firearms run on limited ammunition, and will need to collect more from ammo boxes or from his own Dispenser once they run low or out of ammo
-All Buildings cost Metal to build, repair, and upgrade, and Engineer carries a finite amount of metal, although he can gain some more from his own Dispenser
-All Buildings are not indestructible, and can be destroyed with enough firepower from enemy forces
-Buildings can also be tampered with by a Spy's Sapper
-Engineer told the Soldier he can teleport as much bread as he liked, which was a very bad choice...
-Heavy is the Slowest out of all the classes (23% slower than the average person)
>Slows to a crawl while using his Minigun.
>50% slower with the Brass Beast.
-Heavy's Durability is limited
>Demoman's Sticky Bombs (depending on amount), Spy's backstab, and Sniper's fully charged headshot can instantly kill him despite his high health. His slow speed makes him an easy target.
-While eating the Sandvich, Heavy cannot move or defend himself
-Heavy admits that sometimes he can be outsmarted
-Medic is not built to face threats alone; although Battle-Medics do exist
-Medic's syringe guns have low damage and short range
-Medic's Healing factor is slow and requires him to leave combat for a period of time (healing rate can be increased when using Amputator)
-Medic's Amputator taunting leaves him vulnerable to attacks
-Stock Übercharge is vulnerable to knockback such as Pyro's airblast or Engineer's Lv. 3 sentry.
-The Vaccinator is ineffective against melee damage
-The Kritzkrieg offers no immunity or damage negation on Übercharge.
-Quick Fix's Übercharge can be negated by an attack that deals high enough damage at once before it can be healed back (ie. Sniper's headshot, Demo's stickies, Spy's backstab)
-Can be separated from his teammate; even if ubercharged
-Medic's unstable psyche, unsympathetic to his own patients. His medical experiments are unethical and dangerous.
>Lost his medical license by stealing his patient's skeleton.
>Destroyed the hearts of multiple patients in attempts to create the Ubercharge.
>Got his pigeon Archimedes stuck in Scout's torso.
>Avoids or forgets to use anesthetics on his patients.
>Has the Blue Spy's decapitated head inside his fridge. Medic keeps it alive with a life support device and most likely experiments on it.
-Pyro cannot do much at long-range.
-Pyro's flame-based weapons are ineffective underwater.
-Pyro's Afterburn is negated by Jarate, Mad Milk, and water.
-Airblast consumes 20 ammo (25 for Degreaser, 50 for Backburner).
-Pyro suffers from constant hallucinations.
-Thermal Thruster has up to two bursts before requiring time to charge up another burst
-Not suited for long-range and non-projectile attacks, making him vulnerable to sentries, Heavies, and Snipers.
-Pyro will kill anything that insults fire even a hallucination of a smokey bear knockoff.
-Scout extremely cocky, impatient, reckless, arrogant, and hyper.
-Scout is illiterate
-Scout has a huge loud mouth which can get him into even more trouble
-Scout not very strong, smart or experienced compared to most of the other members of the Red Team.
-Despite Scout being faster than the average human, Scout's running speed (under normal conditions and without speed boosting weapons or upgrades) is slightly under that of the average Olympic runner.
-Scout cannot dodge Splash Damage if within range of the blast.
-Scout is tied for the lowest health of any TF2 mercenary and has no superhuman endurance (under normal in game conditions).
>The Direct Hit can deal high damage while also being too fast for a Scout to dodge at close ranges.
>This can become even lower depending on his loadout.
>A huge lack of any defensive options and/or armor.
>His role as an offensive class also places him at high risk.
-Engineer, Heavy and Pyro have an advantage against the Scout.
>Sentry Turrets can lock onto the Scout, Pyro's flamethrower is difficult to dodge if in range, Heavy's high offensive and defensive traits allow him to survive and overpower Scout.
-The Bat and Pistol are some of the weakest weapons in TF2.
-Scout's shotguns are pathetic at long range and the few long ranged weapons Scout does have aren't very accurate..
-Blue Scout has been easily killed by the Red Engineer, Red Demoman and Red Pyro.
>Blue Scout is rather pathetic at times
-Scout (both Red and Blue) is terrified of the Red Pyro.
-Home Run Kill Taunt takes a full 5 seconds to perform; the slowest attack in TF2.
-According to Spy, Scout is retarded at dating (respectable) women. His talk with Miss Pauling led to her hating him, which proves it, before the bread incident.
>The Bucket of Chicken cannot seduce the Spy.
-Sniper is not built for the front lines as he is more of an assassin than a soldier
-While zoomed, Sniper is vulnerable to up-close attacks
-Arrows and Jarate can be airblasted back at Sniper.
-Sniper is a glass cannon: has no superhuman endurance (without his back shields).
-Sniper is a huge workaholic, as apparently being dead for 12 hours is the longest holiday he's ever had
-While insisting on being a professional Sniper is just as crazy as his fellow Mercenaries
-Machina must scope to shoot
-Razorback works only once
-...but was killed by the shots*
-Sniper was beaten by Spy in hand-to-hand combat
-Soldier is not very intelligent, mostly thanks to the lead water he drinks
-Soldier is illiterate
-Soldier is insanly hot blooded
-Soldier is obsessed with the decapitated heads of his enemies
-Soldier often relies on brute force and military instinct in battle
-Damage of Soldier's rockets are a bit inconsistent
-Soldier is the most blood-thirsty of the TF2 Mercenaries
-Soldier's head first mentality can make things worse
-Rocket jumping deals damage to Soldier (except for Rocket Jumper)
-Soldier has questionable mental stability
-Soldier is slow on the ground
-Soldier distrusts anything that isn't American
-Soldier doesn't like being called a civilian
-Spy is one of the weakest characters in terms of stats.
>With the Conniver's Kunai equipped, has the lowest max health out of the mercenaries at 70 health
-Spy has no superhuman endurance.
-Spy is not designed for conventional combat and can be overpowered easily if discovered.
-Invisibility temporarily degenerates when Spy is in contact with another human.
-Disguises immediately drop once Spy attacks with any weapon except the sapper.
-Jarate and fire will expose Spy's figure even when cloaked.
-Spy's cloaks do not last forever and require time to de-cloak and attack
-Spy's de-cloaks have an auditory cue, and the Dead Ringer is especially loud when uncloaking.
-Equipping the Dead Ringer denies regular cloaking
-Knives are extremely weak, dealing only 45 damage unless able to ambush with a backstab.
-Superhuman Bosses cannot be instantly killed by a backstab.
-Red Medic stole the decapitated head of the Blue Spy, revived him with his technology and used the Spy as a guinea pig. This Spy is kept in the fridge, right next to the Sandvich.
-Despite claiming himself a professional he is still just as crazy as his fellow Mercenaries
-Ingame: Spies cannot go through enemy players. Allied players however can go through each other; thus a Spy can be discovered if he bumps into someone else.
-While the Knife can insta-kill with a backstab: it has no effect on Uber-Charged opponents.
-The Razorback is designed to block and electrocute a Spy if he attempts to backstab.
-The Eternal Reward consumes an entire cloak meter when used to disguise manually (unless done so in spawn room)
-Unless against a robotic combatant, sappers are largely ineffective in a fight.
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Battle
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Here we see the alarms going off at 2fort and we see the Reds and Blues making a run for it for both Blue and Red suitcases.
Sarge: "Nice work boys, now we can figure out what's in these briefcases."
We then see a sniper shot fired at the ground of their path as they see the TF2 mercs.
Soldier: "Get us back those intelligences you hippies!"
Spy: "Do you even know what's in those cases?"
Tucker: "Money! No wait, gold! No wait, a bottle of water from the fountain of youth? What the fuck is in these cases anyways?"
Donut: "Do you know what's in these cases?"
The Mercs then look at each other confused and don't know what's in the cases either.
Church: "Wait, you've been paid to blow the brains out of the other team to protect the briefcase and you have no idea what's in it!?"
Demoman then launches grenades at the reds and blues.
Simmons: "Look out!"
The Reds and blues take cover and the mercs then charge at them as the Reds and Blues get up and charge at them.
Sarge: "Attack!"
We see Scout and Tucker fighting each other, Tucker firing his DMR at Scout while Scout is using the Force of Nature to fire at him. We see Scout pull out his Sandman and launch a baseball at Tucker as he then slices it in half with his sword and then Tucker sliced the sandman.
Scout: "What?!"
Tucker: "What's the matter buddy? Having a hard time keeping it up?"
Scout: "Oh it is on!"
Scout then pulls out the Batsaber and tries to hit Tucker with it and Tucker blocks the batsaber with his sword.
Tucker: "A lightsaber that is also a baseball bat, what are you a Jedi Baseball player?"
Meanwhile we see Engineer set up 3 level 3 Sentries and they all try to fire at Tex while the reds take cover. Tex manages to dodge the bullets and missiles from the sentries as Demoman tries to attack Tex and she dodges his sword swings form Eyelander and she hold back Demoman's sword.
Tex: "A little help here you morons!"
Sarge: "I got an idea! Donut, throw some explosives at the enemy!"
Donut: "Bombs away!"
We then see Donut throw 3 sticky grenades at Demoman's back as we see Tex disarm Demoman and punch him in the nuts and throw him at both Medic and Spy and then they explode and die. Unknown to Grif and Simmons we see that there's another Simmons attack the other Simmons and the two attack each other and Grif sees them holding each other back.
Simmons: "Grif! Help me!"
Simmons 2: "Don't help him, help me!"
Simmons: "I'm the real Simmons!"
Grif: *points his Suppressor at the two*"Not this again!"
Simmons: "Take the shot!"
Grif: "Why are we here!?"
Simmons 1 and 2: "What?"
Grif: "I said why are we here!?"
Simmons 2: "To steal the briefcases from these psychos!"
Simmons: "No. We don't know why we're here. It's still... one of life's great mysteries, isn't it?"
Grif then fired his gun at the fake Simmons and it's revealed to be Spy and he pulled out the Deadringer as we see Tex knock the gadget out of his hand.
Tex: "Not this time pal!"
Spy tries to fight off Tex but due to the Freelancer's far intense training from Project Freelancer and immense strength he was overpowered by her and she then snaps Spy's neck and kills him.
Tex: " Alright, who's next?"
We see Engineer lounging on his chair while the sentries were attacking the Reds and Blues and he was about to chug a beer until he saw Caboose in Sheila and he did a spit take and the scream and ran away as Sheila blew up his builds. While in the Red Base we see Engineer running as we see he has been knocked down to the ground and it was revealed that Tex knocked him down and turned off her active camouflage. Engineer got up and try to beat up Tex with his wrench but she grabbed the wreck and then grabbed his gloved hand and pulled his cybernetics off.
Engineer: "Dang nammit my robot hand!"
Engineer then screamed in pain as he saw Tex with a Spike Grenade and threw it at Engineer and it stuck to him and it blew him up to pieces. We then see Caboose get out of Sheila and head to the Blues only to be caught off by The Heavy.
Caboose: "Uh oh."
Church: "Caboose!"
We see The Heavy then fights off Caboose while we see Tucker still fighting Scout. Scout then pulls out a can of BONK! Atomic Punch drinks it and becomes invincible. Tucker goes for a stab but it doesn't do anything to Scout.
Tucker: "What the fuck?! What was in that thing?!"
Scout: "Well whatever is in that, it takes one can to melt your esophagus and it's also great to not get stabbed."
Meanwhile, we see Lopez fighting Pyro.
Lopez: *in spanish*"You monster! You cannot beat me, I am Lopez the Heavy!"
Pyro then used his fire ax to chop Lopez's head off and his body fell to the ground.
Lopez: *in spanish*"Shit!"*sees Pyro about to pour gasoline on him*"Uh oh."
We then see Tucker jump over Pyro and he pulls out the DMR and shoots the gasoline tank and blows up Pyro. Pyro then pulls out his Flare Gun and is about to fire as Tucker then slices Pyro's head off with a single swing.
Tucker: "Fuck you horror movie reject."*to Church*"Church, what are you doing, get shooting dumbass!"
Church: "Have you seen my aim! They're sniper is even better than me!"
Tucker: "Just shoot jackass!"
Church then fires his rifle and it misses Sniper's head and bounces off the wall behind him.
Church: "Damn it!"
Both Tucker and Church watch the bullet bounce off of multiple walls as it shoots Heavy in the head killing him and before Scout fights Doc he is shot in the head and then Sniper. But before he got shot, he said his final words.
Sniper: "Aw pi-"
Before Sniper can finish his thought he was shot in the head. We then turn to Soldier and Sarge facing each other.
Simmons: "Sir, need help with this one?"
Sarge: "No Simmons, this one I must face alone."
Tex: "It will take literal seconds for Sheila to blow him up."
Sarge: "No, this time we fight like men! For our ancestors."*drops his shotgun*"Today is a good day to die!"
Soldier: "I couldn't agree more."*throw his weapons aside*"Let's get this over with you hippie!"
We then see Soldier and Sarge fight each other in a fist fight and we see Sarge tackle Soldier and then we see push Sarge to the ground.
Soldier: "Is that the best you got!? Any last words, punk?"
Sarge: "Just a question, Soldier."*holds up two grenade pins*"Do these look important to you?"
Soldier sees the pins and looks at his grenades and tries to get them off but they blow up. The explosion resulted in him having a large hole in his chest as he walked backwards to a wall and sat down and bled out on the ground.
Soldier: "How?"
Sarge: "There is a difference between your team and my team. You may only be red and I respect that, but you don't have Blue. I hate Blues down to the core but when it comes to taking down gods, space pirates, freelancers, and mercenaries I set aside the prejudice of Blue Team and accept help from them. You all are paid to fight battles but we were dragged into a canyon in the middle of nowhere cause someone made convincing propaganda. We learn to work together, we work together not because someone paid us to do it, we just work together because we have faith in each other. Simmons maybe the biggest nerd out of all of us but he's my best number 2 I have ever have the privilege to have, Grif he maybe the biggest pile of failure that I have ever seen in my entire life but he is the glue that keeps us together, Donut he may not be the most macho man in our group but he has one heck of a throwing arm, Lopez he may never be able to say a single word in English or any other language but he's our mechanic, Doc he's a pacifist and a crazy murder in one body, Church he maybe the worst shot of all time but he's a great leader, Tucker he may never pick up a woman until the day he dies but he handles a sword like a pro, Tex she maybe be a woman but she is more macho than any man around, Sheila she's a talking tank and that's cool, and Caboose maybe the dumbest soldier of all time but he is loyal to the end. That is what makes us Red vs. Blue!"*picks up his shotgun*"And I hope you brought your wallet cause there's no way in hell get paid in advance!"
Simmons: "Uh Sir, he died from blood loss at the beginning of the speech."
Sarge sees that Soldier is dead and turns to Simmons.
Sarge: "Why didn't you say something?"
Simmons: "I thought it would be rude to interrupt the speech sir."
Tucker: "But it was a great speech."
Church: "Yeah well said."
Grif: "You're really good at inspirational speeches Sarge."
Sarge: "Why thank you men, woman, and tank. Let's give them a proper burial and afterwards we open these cases up."
Tucker: "Fuck ya!"
Sometime later, we see the briefcases on the table in Red Base at Blood Gulch.
Church: "Okay I'll open the blue one and Sarge you open the red one. We open them at the same time. On 3. 1,2, 3!"
We then see Church and Sarge open the briefcases at the same time and see that they're empty.
Grif: "What!? They're empty!?"
Church: "SON OF A BITCH! WE RISKED OUR NECKS FOR EMPTY SUITCASES!!!"
Girf: "Boo! No rewards! That sucks."
Doc: "Maybe the real reward is friendship the whole time?"
Reds and Blues(except Doc): "NO!"
KO
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Results
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Red vs. Blue:
+Much wider variety of enemies
+Much more advanced tech
+Physical stats
+Teamwork
+Ai Possession
+They know each other long enough to counter Spy's disguises
+Much more powerful explosives
+Temporal Distortion can bypass the speed advantages of Scout
+Tex scales to Carolina who caught a missile and throw it back to sender
+Sarge can come up with a plan to beat all of the Mercenaries
+Tex's freelancer training is superior than standard military training
+Experience
=Scout can use the Batsaber to counter Tucker's sword
-Sniper has a better aim
-TF2 has more weapons
-Medic can heal his team
-Scout's invincibility via BONK! Atomic Punch
Team Fortress 2:
+More Weapons
+Medic can Ubercharge and heal his team
+Sniper has a better
=Scout can use the Batsaber to counter Tucker's sword
-Outdated tech compared to Red vs. Blue
-Training
-Experience
-Teamwork
-Physical stats
-Pyro can react to missiles but only deflect them back to sender
-Soldier will fall for Sarge's tricks
-Vulnerable to AI Possession
-Spy's sappers can't affect RVB's tech
-Engineer's buildings will be one shotted by Sheila
-RVB's explosives can one shot a tank
Next: Popeye vs. SCP-682
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Trivia
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Comparisons:
-Both of them fight in a useless plot of land in a war without meaning in red team vs. blue team and fight in iconic maps which is 2Fort and Blood Gulch
-Both of them were forced to work together by higher ups for RVB is Project Freelancer and for TF2 it's Mann Co.
-Both of them fought the people who dragged them into fighting in a pointless war
-Both of them did Capture the Flag
-Fought robots before
-Some of them are cyborgs
-Originated from the 2000s
Math and Chapter:
-I did the math for the TF2 based on the health points for each member
-I copy and pasted for the RVB section
-I thought how funny and awesome it would be for a team battle
-I know that Engineer is limited to one Sentry, teleporter, and Dispenser but that's gameplay rules, in canon Engie can do more than one Teleporter and Sentry
-I thought it would be funny if Sarge drag on a speech to the point where the enemy dies after finishing the speech
-I thought it would be funny that the Reds and Blues stole briefcases and found out that there's nothing in them
Participated Franchises:
-Team fortress 2
-Red vs. Blue
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