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Team fortress 3
Developer Valve Corporation
Publisher Bethesda Softworks
Platform PC, Mac OSX
Genre First-Person Shooter, Hat Simulator
Release Hopefully Never
Modes FFA
Ratings 10/10 (MetaCritic) 9,7/10 (IGN)
Series Team Fortress
Predecessor Team Fortress 2
  • Team Fortress 3 is a long-awaited game that nobody ever wanted developed by Valve Corporation in a collaboration with Bethesda Softworks.

Changes to Returning Classes Edit

Scout Edit

  • + 50% faster weapon switch on wearer.
    • This decreases Scout's normal switch time to 0.25 seconds from 0.5 seconds
  • He can temporarily disable the Spy's cloaking by touching it.
  • Has a Radar Scanner equipment on his fourth weapon slot, which allows the Scout to automatically detect any nearby enemies' location at the scanner's range.
  • His pistol can be dual-wielded.
  • Baseball Bat, Holy Mackerel, and Candy Cane will automatically crits enemies under 25% health.

Soldier Edit

  • + 25% increased air strafe control when blast jumping.
  • - 40% less damage taken from his Nail Grenades.
  • Banner changes:
    • When you activate your banner, your Primary's clip is automatically fully reloaded
      • This will pull from your reserve ammo, so this won't be "free ammo". Additionally, it will adjust if your clip size is increased, like for the Air Strike.
    • Increased damage required to fill to 650 from 600
      • The Concheror is being increased to 650 from the vanilla 480
  • Can perform an "Adrenaline rush" ability by pressing the Special-Attack button, which temporarily increase his resistance, speed, and damage resistance for a short duration. 
  • Can perform a Battle-cry by pressing the right mouse button while having a "Banner" equipment with him, which acted as a less-effective Adrenaline Rush but would be applied to any teammates that could hear the Battle-cry.

Pyro Edit

  • 50% faster timers for debuff on wearer.
  • +10% faster firing speed to all Flare Guns.
  • Air-blasting a Grenade will now reset its timer.
  • -80% blast damage from reflected explosives to all of her Flamethrowers.
  • Direct damage will no longer reduce Medi Gun healing and shield resists by 25%.

Demoman Edit

  • Spawns a Dynamite Pack on Death.
    • The Dynamite Pack has a 2 second fuse. Plus, the damage radius is 286 Hu (which is double explosion radius) and the max damage is 66 (and scales down to 33 at the edge of the explosion). Additional, the Dynamite Pack doesn't cause knockback (unlike normal explosions).
  • Has a Demoman's PDA on his fourth weapon slot.
    • Demoman's PDA allows him to set up a powerful Detonation Pack, which can be used to clear obstacles along the way and destroy Engineer-created buildings.
  • Grenades do not randomly spin when fired to all of his Grenade Launchers.
  • Shield changes:
    • Now while charging will grant immunity to all debuffs, additional now includes Marked-for-Death.
      • In the vanilla game, debuffs are only removed at the start of a charge and not during.
    • Decreased base recharge time to 10 seconds from 12s.
    • Increased base impact damage to 60 from 50.
    • Eyelanders' shield bonus is removed.
    • +50% increase in turning control while charging to the class.
      • This will increase base turning control without a shield
    • Impact damage can now benefit from life-steal effects.
    • Increased charging speed to 825 Hu from 750 Hu, but decreased charge duration to 0.9 seconds from 1 second.
      • The distance traveled is the same, but now you will get there faster.
    • Removed the knockback from shield impacts
      • If you impact an airborne target, they will be knocked back.
      • This mostly affects the Splendid Screen because a target can be knocked back when if on the ground

Heavy Edit

  • 33% reduction in push force taken from damage and airblasts.
  • Cannot be pushed from explosions (immunity to explosive knockbacks).
  • Base movement speed to 80% (240 Hu/s) from 77% (230 Hu/s).
  • Max health to 400 from 300, but cannot be overhealed.
  • +33% melee range and +25% knockback force to all of his Melee weapons.
  • Pressing the Special-Attack button will cause the Heavy to stomp the ground and release a shock-wave that slows nearby enemies.
  • Minigun changes:
    • Miniguns are 50% more accurate.
    • Decreased base spin down time to 0.75 seconds from 0.87 seconds.
    • When fully spun up: Gain 15% damage resistance to all primaries (Except for Brass Beast and Bio Breaker, which gain 30% extra damage).
    • Removed all Miniguns now have one-second damage and accuracy ramp up after being spun up penalty
    • Increased move speed while deployed to -50% from -47%
    • Shoots 8 bullets instead of 4, but has a 70% damage penalty
      • A point blank single shot was 54 and is being decreased to 32
    • Increased base spin up time to 1 second from 0.87s
  • Edible changes:
    • All edibles count as a medium health packs once thrown
    • Extinguishing teammates (or disguised enemy Spies) restores 80 health to the Heavy
    • Healing teammates (or disguised enemy Spies) reduces cooldown by -33%
    • While eating: Gain +25% bonus healing from all sources
    • Recovers 60 HP per bite over 5 bites
      • The number of bits was increased to 5 from 4. This slows down the eating animation, so the user will take longer to move away.
      • The amount of HP recovered per bit was decreased due to increasing the total number of bits, but the total amount of healing is unchanged.
    • User can't pick up edible after throwing it, unless user has the "Holiday Punch" active
    • User can't instantly recharge edible while at full health after picking up a health pack
  • Shotgun changes:
    • Any Shotgun that Heavy has access to will gain these bonuses (For example: Default, Family Business, Panic Attack, and/or any custom weapon Shotgun):
      • 33% of damage dealt is returned as health
        • This is can stack with the Concheror, Mad Milk, and/or any custom life-steal effects
      • On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 33% of the damage you took
        • If the user dies within the time, your teammates will still gain the percentage of health
      • On assist-kill: For the next 4 seconds, any nearby teammates (225 Hu) will heal 16.5% of the damage you took
        • If the user dies within the time, your teammates will still gain the percentage of health

Engineer Edit

  • He is now able to see any type of health & ammo sources through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers.
  • Dispenser changes:
    • Able to build Dispensers in Medieval mode.
    • Increased default Dispenser range by +50%
    • Increased the rotate speed when placing a building by 100%
    • Increased bullets refilled per Wrench hit to 45 from 40
    • Increased rockets refilled per Wrench hit to 9 from 8
  • Sentry Rockets changes:
    • A direct impact will now cause a +60% larger explosion radius
    • A direct impact will now briefly cancel the main target's momentum
    • Increased projectile speed to 2000 Hu from 1100 Hu
    • Decreased damage by 33%
      • This reduces max damage to 100 from 150
    • Increased metal refill cost to 5 from 2
      • In the vanilla game, it would take 40 metal to refill all of the rockets, but now it takes 100 metal
  • Sentry Gun and Mini-Sentry changes:
    • The firing speed has slightly increased for both the Sentry Gun/Mini-Sentry due to how often this damage is updated on the server to 66 times per second instead of 20 times per second
    • This was mostly meant as a fix for the Wrangler's x2 fire rate multiplier
    • Decreased Sentry Gun damage to 16 from 19 for point blank shots
      • The overall dps is basically unchanged due to the change mentioned above
    • Decreased Mini-Sentry damage to 8 from 10 for point blank shots
      • The overall dps is basically unchanged due to the change mentioned above
  • Mini-Sentry changes:
    • Decreased build speed to +100% from +150%
    • Decreased build cost to 75 metal from 100
      • The Mini-Sentry actually has a +33.333% firing speed bonus (not +50%) when compared to a Sentry Gun
  • He can now add and repair teammates' armor at a cost of -5% Metal.
  • He can now create medium-sized ammunition boxes at the cost of -30% Metal through Wrench's secondary fire.
  • The gunslinger causes all of his buildings to become minis

Medic Edit

  • Able to see enemy health (and enemy UberCharge percentage)"
  • All health regeneration numbers are doubled while healing a hurt Patient.
  • Regeneration rate increases from 3 HP/s (Min regen when user was recently hurt, then starts to scale after a few seconds) to 6 HP/s (Max regen).
  • Pressing the Special-Attack button while wielding the Medi Gun will change its mode to "Hurt Mode", which causes it to fire a straight beam that saps an enemy's health.
  • Medics are much resistant to the beam produced by the "Hurt Mode" of the enemy's Medi Gun.
  • Syringe Guns changes:
    • Syringe Guns will reload automatically when not active
    • User can now see their UberCharge percentage while their Primary is active
  • Crossbows changes:
    • Increased Primary ammo penalty to -80% from -75%
    • Increased projectile speed to 3000 Hu from 2400 Hu
      • This mostly fixes the problem that if you are too close to a teammate that the projectile wouldn't hit. Now you can be somewhat as close as possible to a teammate and the projectile should be able to hit to heal them.
    • User can now see their UberCharge percentage while their Primary is active
  • Medi Gun changes:
    • While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence.
  • He can now revive teammates by standing close to their corpses for 20 seconds.
    • He is incapable of reviving gibbed teammates.

Sniper Edit

  • When his Sniper Rifle is fully charged, he will not don't flinch when damaged.
  • Any Sniper Rifle shot to an enemy's legs will lower their running speed by 12%. 
  • When aiming with a Rifle or Bow, gain 50% reduction in push force taken from damage and airblasts (NOTE: This includes Sniper Rifles and Bows).
  • He can climb down walls when he holds any Melee weapon.
    • Hurts user for 10 HP per wall climb.
    • After doing wall climb, the next melee attack is 75% faster.
  • 100% less accurate" to all of his Secondary SMGs.
  • 645% max Secondary ammo on wearer to all of his Secondary SMGs.
  • SMGs fire rate increased by 500%.
    • Accuracy decreases at a rate of -12.5%/second while firing.
    • While not firing accuracy increases at a rate of 25%/second.
      • This accuracy increase cannot exceed base accuracy.
  • Rifle changes:
    • Removed the hidden cap that limits how fast a Rifle is able to charge
      • This will sightly affect the "Bazaar Bargain" with max heads and will more affect the custom Rifle "Didgeridoom". Additional, this will be very noticable in the gamemode "Mann vs Machine".
    • Decreased base time to get a full charge shot to 3 seconds from 3.3s
    • +5% faster base reload time
    • Increased ammo count to 32 from 25
    • Increased move speed while aiming to 100 Hu from 80 Hu
      • Sniper will move 66% slower while aiming instead of 73.3% slower
    • Changed base damage against players and buildings
      • It will be a x4 damage multiplier instead of x3

Spy Edit

  • Can remove the invisibility effect from an enemy Spy temporarily by touching him.
  • Any killed players or destroyed buildings will not be shown in the kill-feed for other enemies to see.
    • Teammates will still see the kills (and destroyed buildings) in the kill-feed
  • Spy makes no noise when cloaked, and is able to perform an insta-kill with his knife while cloaked.
    • Doing so prevents him from recloaking for 15 seconds but during which the enemy can not respawn or be revived.
  • Knife changes/additions:
    • On backstab: Highlights all enemies within a large radius (900 Hu) for any friendly teammates regardless of distance for the next 2 seconds
  • Sapper changes/additions:
    • Press SPECIAL-ATTACK while active to throw the Sapper that will very slowly drain any offhand ammo for any enemy within 1200 Hu
      • 4% per second for Primary weapons, 2% per second for Secondary Weapons, and 4% per second for metal supplies
    • Enemies within 400 Hu will more quickly lose ammo, but they are able to see the Sapper through walls
      • 8% per second for Primary weapons, 4% per second for Secondary Weapons, and 8% per second for metal supply
    • Sappers on the ground will stay active until destroyed, whenever you die, or once you place a new one
    • 30 second cooldown starts once thrown and press SPECIAL-ATTACK to destroy current active Sapper to speed up cooldown by 100%
      • This would disable the Sapper while on cooldown. If a placed Sapper (on the ground) is destroyed by an enemy, the sped up cooldown isn't triggered.
    • While cloaked: User can't throw out nor destroy the Sapper to speed up the cooldown
    • -50% Sapper health penalty when thrown
    • Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking
      • If 2 or more radius overlap, then it increases by 50% (instead of adding together)
  • Spy now has a taunt for his invisibility watches.
    • Spy raises his middle finger, says "Fuck you." and instantly kills the enemy he is looking at.

All Edit

  • They have their respective beta grenades from the previous game, plus several others for the new classes.
  • All characters perform mini crits when hitting the heart, crits on headshots, and super-crits (+ 1000% damage) when hitting a character in the genitals with any attack.
    • Characters can only and will always receive a super-critical hit when hit in their genitalia.
    • Characters killed by a super-crit will have a unique death animation accompanied by a unique death sound
    • Super-crits ignore damage reduction
      • Damage immunity will be changed to a 99% damage reduction for the remaining duration

New Classes Edit

Rifleman Edit

  • Role: Offensive
  • Primary: Assault Rifle (A fully automatic M16 assault rifle that has high rate of fire, medium accuracy and deals a good amount of damage per shot at close to mid range, but suffers from inaccuracy at longer ranges and a significant damage falloff. Holding the secondary fire of the Assault Rifle causes the Rifleman to aim down the sights of the gun, increasing his accuracy and reducing the weapon's recoil but also slows the Rifleman down.)
  • Secondary: Magnum Pistol (Deals high damage at close-to-mid range, but has low firing speed and clip size)
  • Melee: Crowbar (Basic melee weapon with above average damage output and swing speed)
  • Equipment: Ammo Supplier (Allows the Rifleman to collect up to six ammo pickups without having to refill his weapon again, as well as to constantly supplying his teammates by throwing ammo pickups at them. Small ammo pickups refill the equipment by one, medium ammo pickups refill his equipment by three, and large ammo pickups refill his equipment completely.)
  • Ability: Sprint (Holding shift to activate this ability will allow the Rifleman to run forward much quickly, but it prevents him from attacking and decreases your stamina.)
  • Health: 175
  • Moving Speed: 98% (118% while sprinting.)

Alternate Weapons Edit

  • Primary:
  • The Block Burster (Burst-fire SMG)
    • + 20% more accurate.
    • + Shoots out 5-shot controlled bursts when scoping.
    • + 10% damage bonus at longer ranges.
    • - 14% damage penalty at closer ranges.
  • The Guerrilla Warfare (Assault Rifle)
    • + 25% faster reloading time.
    • + 12% increased accuracy and damage at first three shots.
    • - 10% higher recoil and spread at sustaining fire.
    • - 20% slower rate of fire.
  • The Reaping (Assault Rifle)
    • + On Hit: Gain up to 5+ Health per attack. (10+ Health gained when aiming)
    • + 12% faster rate of fire when aiming.
    • - 15% clip size.
  • The Witnessing Strike (Assault Rifle with Underslung Grenade Launcher)
    • Alt-fire: Switch mode to Grenade Launcher.
    • + 25% damage bonus (with the Grenade Launcher).
    • + 12% faster deploying speed.
    • - 70% explosion radius (with the Grenade Launcher).
    • - 25% damage to self (with the Grenade Launcher).
  • The Bulldog (Bullpup Assault Rifle)
    • Minimal bullet spread.
    • + 30% push force bonus.
    • + 25% more hipfiring stability.
    • + 25% clip size.
    • - 12% damage penalty.
    • - 12% longer reloading speed.
    • - 20% slower rate of fire.
  • The Viper-5 (SMG)
    • Alt-fire: Attach the suppressor to the weapon, causing it to create 35% less gunshot noise.
    • + 20% more accurate.
    • + Faster deploy and holster speed.
    • - Every succeeding shot decreases the amount of damage by -15%.
  • The Light Battalion (SMG)
    • + 35% more Primary ammo.
    • + 25% clip size.
    • + 20% faster move speed while aiming.
    • + 15% damage penalty.
  • Secondary:
  • The Marker (Mobile Teleport/Spawn)
    • + The Marker has two modes for use, which is the "Teleport" mode and the "Spawn" mode.
      • + Teleport Mode: Using the Marker during this mode will cause the Rifleman to teleport to the location of the Marker.
      • + Spawn Mode: Dying causes the Rifleman to respawn into the location of where the Marker is.
    • - Rifleman is marked for death for 4 seconds whenever he uses the Marker.
    • - In order to spawn in the spawn room or set down a new spawn device, you must destroy your current spawn device by using your PDA, or letting your enemies destroy it.
    • - Has a cooldown of 8 seconds when the Marker is destroyed (either by yourself or your enemies
  • The Rogue Runaway (Machine Pistol)
    • + 35% faster fire rate
    • + Allows the user to rapidly fire this weapon while sprinting.
    • - 20% damage penalty
  • The Sweeper (Pistol)
    • + 20% clip size.
    • This weapon deploys 40% faster.
    • On Kill: increase the capacity of weapon's Secondary ammo by +2.
    • - 25% less Secondary ammo.
    • - 30% slower reloading speed.
  • The Danger Zone (Armor Vest)
    • + 40% blast resistance.
  • The Sergeant's Binoculars (Binoculars)
    • + On use: enemies that are seen for 12 seconds by the binoculars will cause them to automatically be Marked-for-Death.
    • - 50% slower move speed when used.
    • - 10% bullet vulnerability when used.
  • The Talkative Motivator (Wrist communicator)
    • Provides your surrounding teammates and yourself with minor buffs for 12 seconds, like a 30% resistance to crits by pressing the left-mouse button, or a 10% damage boost to weapons by pressing the right-mouse button. Only one buff is active at a time.
    • Has a cooldown of 30 seconds after being used.
  • The Disruptive Demotivator (Wrist communicator)
    • + 25% max health on user.
    • Inflict your enemy team with a temporary debuff for 10 seconds, like 10% slower move speed by pressing the left-mouse button, or 15% decrease of healing sources by pressing the right-mouse button. Only one debuff is active at a time.
    • Has to refill the "Rage" meter by taking damage from enemies. The "Rage" meter becomes full after the Soldier has taken 450 damage in a single life.
  • The Adrenaline Assistance (Stimulant syringe)
    • + Dealing and taking damage generate ammo/metal that will dispense to yourself and nearby teammates.
    • On use: inject your teammates with a special serum that grants them a full knockback resistance and +25% firing/reloading speed with all weapons. Recharges 12 seconds after being use.
    • Press the right-mouse button to grant yourself a fast health regeneration effect for 8 seconds.
  • Melee:
  • The Trenchman (Combat Knife)
    • + Anyone killed by the knife doesn't show up in the kill feed
    • + Corpses of enemies killed with it will be hidden.
    • + Crits whenever it would mini-crits.
    • - Slower swing speed.
    • - No random crits.
  • The Suppressive Action (Battle Prod)
    • + Alt-fire: Hitting an opponent will cause them to be slowed down for 3 seconds.
    • + Crits whenever it would mini-crits.
    • - 15% less health.
  • The Jungle Tiger (Machete)
    • + On kill: increase the amount of stamina you have.
    • + 35% faster sprinting speed.
    • - 15% damage invulnerability.
  • The Timber Arsonist (2x4 Board)
    • + Alt-fire: Throw the weapon straight away, dealing more damage to targets on fire.
    • + Can be set on fire to gain an Afterburn resistance and a short mini-crit boost for 5 seconds.
    • + Throwing this weapon when it is set on fire will cause it to inflict Afterburn to the target.
    • - The weapon is temporarily destroyed after it is thrown or got burnt when set on fire, automatically recharges in 9 seconds and by picking up ammo.
    • - 25% holsters slowly.
    • - No random crits.
  • Equipment:
  • The Rejuvenation Field (Deployable Tool)
    • + Collect up to four health kits to deploy a healing field.
    • + The healing field deployed with this equipment will cause all teammates (this includes disguised Spies) on it's range to automatically be healed by 24+ HP per second.
    • + Small health pickups refill this equipment by one, medium health pickups refill this equipment by two, and large health pickups refill this equipment completely.

Guard Edit

  • Role: Defense
  • Primary: Riot Shotgun (A shotgun that has a higher rate of fire but suffer from a rather short range and low accuracy, but makes up for a much wider spread so it doesn't need a lot of aiming. Also carries a huge amount of extra ammo, so the Guard can fire indiscriminately.)
  • Secondary: Tear Gas Launcher (Decent amount of damage on a direct hit and doesn't have a damage falloff, but suffers from a projectile arc and is inaccurate as hell. It's signature effect is reducing visibility and blurring vision of enemies
  • Melee: Nightstick (Deals an okay amount of damage per swing but also inflict the slowness debuff on the target.)
  • Equipment: Riot Shield (Attacks to the Riot Officer's front arc are greatly reduced or negated thanks to his shield, except for splash damage attacks like rockets, pipes, stickies, and flamethrowers. Flanking is imperative for other kinds of attacks. Present with every weapons available to him.)
  • Health: 185
  • Moving Speed: 82%

Infiltrator Edit

  • Role: Support
  • Primary: Sleeper Agent (Fires suppressed shots that can be not heard from afar at all. One shot deals 25 damage and has no damage falloff, and enemies attacked by the Sleeper Agent will receive a -10 speed penalty for 10 seconds. This does not affect buildings, but deals 35 damage.)
  • Secondary: The Laser (This utility item does not do any damage, but laser pointing an enemy will activate "Bounty" on them. Bounty marks the enemy player to take minicrits for 20 seconds, be highlighted and visible through walls for 25 seconds, but will receive a +5 speed boost and +10 damage boost for 30 seconds. Enemies may be pointed at from any distance. Buildings lasered will make them have +25 damage vulnerability.)
  • Melee: Contractor (A sledgehammer that can stun enemies for 1 second, and do +25 damage, but swings at a -35 slower rate. Player holding the Contractor will have a -25 moving speed.)
  • Health: 100
  • Moving Speed: 110%

Game Modes Edit

New Gamemodes Edit

  • Steal The Money (STM) - Classic BLU VS RED, with a twist. RED is tasked with taking money from a location, while BLU is tasked to defend the money. Similar to Control Points.
  • Team Deathmatch (TDM) - Similar to death-match, but with teams and respawning.
  • Zombie Survival (ZV) - The BLU team is replaced by the ZMB Team (ZOMBIE TEAM) and the other teams are tasked with staying alive until time runs out. The last five players alive on RED are given criticals and double the heath.
  • Versus (vs) - It's similar to King of the Hill, but with the objectives disabled.
  • Build Your Cart (BYK) - All players forced to be engineers and their target to build a faster cart. Next players voting for best. At the end of voting starting default payload, but with custom carts.
  • Race War (RW) -Team Blue races Team Red to the top of the mountain. The first player to reach the top wins the match for their team, and also Team Blue is locked to only Demo-man and Team Red is locked to the only Soldier.
  • Prison Escape (PE) - The RED Team (The Prisoners) must reach the escape area located at the end of the map before the timer runs out all while the BLU Team (The Guards) should eliminate the entire Red Team and prevents them from escaping.
  • Escort (T) The BLU Team should push two armored trucks into the RED Team's base that can be destroyed, though it has a really high health pool. The opposing team wins by destroying the truck before it reaches the objective.
  • Missions (M) Players must have to do various objectives outside of the battlefield, ranging from raiding and destroying the war factories, besieging a building to assassinate a V.I.P, rescuing hostages, locating the room where the virus is and secure it immediately, or collecting a certain number of intelligence from the building. This game mode would be limited to a single team comprising of up to six mercenaries at a time, and there can only be one of any class.  
  • Search and Destroy (SaD) Both the BLU Team and RED Team must find the strapped time bomb to destroy the opponent's' Towers while preventing the opposing team from doing the same. Both team have three bases. The first team to destroy all three enemy bases wins before the timer runs out immediately.
  • Arms Race (AR)  There are only 5 Control Points and the entire team will only capture these points if one of them is holding the Intelligence stolen from the opposing team. The entire team must capture all 5 Control Points to activate a payload cart to push it into a rocket in order to fuel it. The team wins when the rocket takes off to destroy the moon.
  • Tug of War (ToW) There are 2 payloads facing opposite directions are placed on opposite ends of a chasm, with a rope running between them that has an objective in the center. Whichever payload has the most players by it will pull the objective towards it, as well as move the enemies payload backwards. The game is won when the objective is at one side of the chasm.
  • Treasure Hunt (TH)  Both BLU and RED Team are racing to find a hidden treasure. it would have multiple sections, based on the different "stages" of the treasure hunt. To win this game mode, one team must get the treasure, escape the location where the treasure is located inside alive, and take it back to their base. 
  • Payload/Control (P/C) A combination of both the Symmetric Control Point and Payload.
  • Beacon Control (BC) There are 3 neutral beacons location around the map, and both teams have to capture them. As long as one of the teams have taken over a beacon, they will gains passive abilities such as minicrits and healing when they're within the radius of it. Get all 3 and hold all 3 for one minute to win.
  • Neutral Ground (NG) There is only one flag in the middle, and both teams must fight to get it back to their base. The game is won only when one of the teams has the most flags.
  • Football (Fb) Both teams's objective will be grabbing a soccer ball from the center of the field. Run and kick it into the enemy base to score a goal.
  • The Rock (Tr) The team should find and steal the key-card from the enemy team's base. Take it across to the other side of the enemy base and activate the switch to release the poisonous gas. A lethal dose of the nerve gas is released periodically after each capture.
  • Overpowered (OP) The RED team has to defeat a monstrously strong man from the BLU team, the latter is so strong that he can even make Saxton Hale urinate in fear.
  • Hidden (H) The BLU team has to deteat an undercover killer from the RED team.

Returning Game Modes Edit

  • Capture The Flag
  • Courier (returning cut game mode from TF Classic)
  • King of the Hill
  • Capture Points
  • Payload
  • Payload Race
  • Attack/Defend
  • Arena

New Maps Edit

  • Himalaya
  • Crystal
  • Restraint
  • Production
  • Docks
  • Conviction
  • Valley
  • Disaster
  • Frost
  • Uranium
  • Boston
  • Revelations
  • Carnival
  • Quarantine (cvd_covid19corona)
    other maps will be added as the game updates.

New Weapons Edit

  • The Heavy Sentry - Class: Heavy | Slot: Primary | Type: Minigun
    • Stats -
    • +100 Starting Ammo
    • +30 Firing speed
    • All shots 100% accurate
    • -20 damage penalty
    • -20 health on player
    • May not move when firing
    • No random critical hits
  • The Stabbin' Crap - Class: Sniper | Slot: Melee | Type: Kukri
    • Stats -
    • Can instantly kill spies
    • On hit: Enemy is covered in jarate for 3 seconds
    • -50 damage penalty
    • +50 damage vulnerability from all sources on wearer
    • No random critical hits
  • The Stalker - Class: Soldier | Slot: Primary | Type: Rocket-Launcher
    • Stats -
    • Fires unreflectable Guided Missiles, each missile can be controlled for 10 seconds, and have 75 hitpoints
    • Control your missile by pressing m2, m1 fires normal rockets
    • Decreased damage falloff
    • When projectile is destroyed it creates an explosion for 50 damage
    • -15 slower firing speed
    • -15 damage penalty
    • -15 slower projectile speed
    • Projectile can be destroyed
  • The Wheelie - Class: Scout | Slot: Secondary | Type: Pistol
    • Stats -
    • +10 health on wearer
    • Clip size reduced to 8 (from 12)
    • -10 move speed on wearer
  • The LuftWaffle - Class: All | Slot: Melee | Type: Shovel
    • Stats -
    • On hit: Enemy bleeds and you recover health for 4 seconds, 5 hp each hit.
    • On miss: Hit yourself, idiot.
    • Damage destroys sappers
    • 100% damage vulnerability from spies.
    • -30% damage penalty
    • Decreased crit chance
  • The Landlubber - Class: Demoman | Slot: Melee | Type: Cutlass
    • Stats -
    • 25+ faster moving speed on wearer
    • This weapon has a large melee range
    • -15 health on wearer
    • No random critical hits.
  • The Shieldbreaker - Class: Spy | Slot: Melee | Type: Knife
    • Stats -
    • Can stab through a Sniper's shield.
    • +50% melee damage resistance
    • Any sniper melee hit may instantly kill the player.
    • -2 sec cloak time
    • No random critical hits.
  • The Electric Healer - Class: Medic | Slot: Secondary | Type: Medigun
    • Stats -
    • Ubercharge grants -50 damage taken from all sources, a 50% faster heal rate and +35 faster moving speed transfer to patient
    • On assist/kill: +25 speed bonus for 3 seconds, this bonus transfers to patient.
    • On hit enemy (without patient) : Stuns enemy for 1 second and does 2 damage per stun, your health gets decreased by 3 damage.
    • -15% ubercharge rate
    • -15% heal rate on patient overhealed
    • No random critical hits.
    • Use 1% of your ubercharge to stun your enemies!
  • The Pied Piper - Class: Demoman | Slot: Primary | Type: Grenade Launcher
    • Stats -
    • +50 damage against buildings.
    • +25% increased crit chance on kill.
    • +2 grenades per clip.
    • -50% damage against players.
    • -15% damage vulnerability on wearer.
    • Mini-crits where it would normally crit.
  • The Texan's Two-Shotter - Class: Engineer | Slot: Primary | Type: Shotgun
    • Stats -
    • +10 damage
    • Can destroy sappers, at the cost of some building health.
    • -66 clip size (2 shots)
  • The Ok Boomerang - Class: Sniper| Slot: Secondary| Type: Retractable Throwable
    • Throw an Ok Boomerang to your enemies!
    • Retractable, throw it and it will come back at you!
    • On hit: Enemy gets stunned by up to 5 seconds
    • Mini-Crits enemy while stunned
    • May do a small or no amount of damage when point blank
    • +10% damage vulnerability
  • The Flame Flanker - Class: Pyro| Slot: Primary| Type: Flamethrower
    • Stats -
    • + 20% more damage.
    • + 30% faster movement when in 1 meters away from the target.
    • - 25% slower movement speed when not in 1 meters away from the target.
    • - 66% shorter afterburn duration.
    • - No random critical hits.
  • The Crate Killer - Class: Soldier, Demoman, Heavy| Slot: Melee| Type: Crowbar
    • Stats - 
    • Damage equals to 50% of target's current health 
    • + 100% of damage done is returned as health
    • + 30% Ubercharge rate for the Medic healing you
    • +25% faster swing rate
    • -50% holster speed
    • - 55% health from healers, but not pickups
    • - 30% damage vulnerability
  • The Compatriot Combat Carbine - Class: Soldier| Slot: Secondary | Type: Semi-Automatic Rifle
    • Stats -
    • + 15% damage bonus on kill for 3 seconds.
    • + 50% more accuracy.
    • + 66% more clip size
    • - 20% slower firing speed.
  • The Dairy Doctor - Class: Medic| Slot: Primary| Type: Syringe Gun
    • + On Hit: One target at a time is covered in Mad Milk for 3 seconds
    • - Disables self health regen while active
    • - 20% slower firing speed
  • The Street Scavenger - Class: Scout| Slot: Primary| Type: Scattergun
    • Stats -
    • + On hit: 25% chance to automatically steal a portion of the enemy's ammo into your weapon
    • + 39% more clip size
    • - 24% slower reload time
    • - 15% damage penalty
  • The Ground Zero - Class: Demoman| Slot: Primary| Type: Grenade Launcher
    • Stats -
    • + Fires special bolts that explode 5 times when it hits an enemy (or building) that can damage other nearby enemies to then cause a chain reaction to another enemy
    • + 25% larger explosion radius
    • - Mini-Crits whenever it would normally crit
    • - 85% slower firing rate
  • The Visionary Vindicator - Class: Soldier| Slot: Secondary| Type: Banner
    • Stats -
    • + Dealing damage increases the amount of the user's debuff resistance by 40% chance for 4 seconds.
    • + Once used, grants the player and nearby teammates 10 seconds of +29% increased firing rate and the ability to highlight enemies behind walls.
    • + Requires 650 damage dealt to charge banner.
  • The Soviet Union - Class: Heavy| Slot: Primary| Type: Minigun
    • Stats -
    • + 30% move speed when firing
    • + 60% increased damage and clip size while you're being healed by a Dispenser or Medic
    • - 50% damage
    • - 15% clip size
  • The Poaching Peeper - Class: Sniper| Slot: Primary| Type: Sniper Rifle
    • Stats -
    • Can independently perform headshots and bodyshots without zooming in
    • +100% clip size
    • + 50% damage on bodyshots
    • - Cannot zoom in
    • -34% crit damage on headshots
    • - Does not charge shots
  • The Maverick - Class: Soldier| Slot: Primary| Type: Rocket Launcher
    • Stats -
    • +20% faster projectile speed
    • +10% damage bonus
    • -33% slower firing speed
    • -20% explosion radius
    • Rockets arc
  • The Specialist - Class: Scout| Slot: Primary| Type: Scattergun
    • Stats -
    • Successfully using a rechargeable weapon will automatically reload up to 3 shots
    • +34% clip size
    • 20% slower recharge rate for all rechargeable weapons
    • -15% damage penalty
  • The Double Trouble - Class: Soldier| Slot: Primary| Type: Rocket Launcher
    • Stats -
    • +1 rocket per shot
    • +33% explosion radius
    • -50% damage penalty
    • -75% clip size
  • The Ammo Hoarder - Class: Soldier, Pyro, Heavy, Engineer| Slot: Primary (For Engineer)/Secondary (For Soldier, Pyro, Heavy)| Type: Shotgun
    • Stats -
    • +50% bullets per shot
    • This weapon deploys 50% faster
    • On Kill: Clip fully reloaded
    • -20% damage penalty
    • -34% clip size
    • 50% slower reload time
  • The Night Lighter - Class: Pyro| Slot: Primary| Type: Flamethrower
    • Stats -
    • +50% afterburn damage bonus
    • +20% afterburn duration
    • Extinguishing teammates restores 20 health
    • -50% damage penalty
  • The Gravity Punch - Class: Heavy| Slot: Melee| Type: Boxing Gloves
    • Stats -
    • +300% greater jump height
    • Full air movement control
    • -25% slower movement speed
    • -25% damage penalty
  • The Efficient Eliminator - Class: Sniper| Slot: Primary| Type: Sniper Rifle
    • Stats -
    • +25% charge rate
    • +No move speed penalty while aiming</font>
    • Lose scope on a full charge
    • -50% zoom reduction
    • -20% damage penalty
  • The Six Point Shuriken - Class: Scout| Slot: Secondary| Type: Shuriken
    • Stats -
    • On kill with any weapon: Refills 2 Shurikens
    • On assist-kill with any weapon: Refills 1 Shuriken
    • +25% faster firing speed
    • No recharge rate
    • User can hold up to 10 Shurikens
  • The Ultimatum - Class: Demoman| Slot: Primary| Type: Grenade Launcher
    • Stats -
    • On Direct Hit: Applies lemonade
    • +20% larger explosion radius
    • -35% damage penalty against players
  • The Galway Greaves - Class: Demoman| Slot: Primary| Type: Boots
    • Stats -
    • -80% reduction in push force damage and airblasts</font>
    • Wearer takes 75% less falling damage
  • The Raging Bull - Class: Demoman| Slot: Secondary| Type: Shield
    • Stats -
    • +25% explosive damage resistance on wearer
    • +25% fire damage resistance on wearer
    • +100% increase in charge impact knockback
    • Charge impacts vs players do not stop charge
    • Charge cannot be canceled prematurely
    • Alt Fire: Charge towards your enemies and remove debuffs. Gain a critical melee strike after impacting an enemy at distance.
  • The Maxine - Class: Heavy| Slot: Primary| Type: Minigun
    • Stats -
    • + 40% move speed when spun up
    • + 30% move speed when firing
    • -25% clip size
    • -5 ammo consumed per second while deployed
  • The Sub Shotgun - Class: Heavy| Slot: Secondary| Type: Shotgun
    • Stats -
    • On Kill: A burger is dropped
    • -34% clip size
    • -90% healing from medic sources
    • -100 consumption healing effect.
  • The Perceptionist - Class: Scout| Slot: Primary| Type: Scattergun
    • Stats -
    • +100% mini-crits from behind
    • +35% clip size
    • +25% faster reload time
    • -30% slower firing speed
    • -20% pellets per shot
    • No random crits
  • The Conventional - Class: Scout, Engineer| Slot: Secondary| Type: Pistol
    • Stats -
    • Attacks pierce damage resistance effects and bonuses
    • Minimal damage falloff and bullet spread
    • -100% slower firing speed
    • -50% clip size
  • The Super Sneakers - Class: Scout| Slot: Secondary| Type: Boots
    • Stats -
    • Deals 1.5x more stomping damage
    • +250% air control on wearer
    • +50% greater jump height on wearer
    • -10% slower move speed on wearer
  • The Bullet Stormer - Class: Engineer| Slot: Primary| Type: Shotgun
    • Stats -
    • +60% bullets per shots
    • Clip size increased on kill
    • -20% slower firing speed
    • -35% damage penalty
  • The Grip Buster - Class: Engineer| Slot: Primary| Slot: Shotgun
    • Stats -
    • +25% increased damage against your sentry's target
    • +15% more accurate
    • -15 max health on the wearer
    • Minicrits whenever it would normally crit
  • The Scrap Hauler - Class: Engineer| Slot: Secondary| Slot: Backpack
    • Stats -
    • +100 max Metal
    • -15% slower move speed on player
  • The Noisy Cricket - Class: Engineer| Slot: Secondary| Slot: Metal-Gaining Blaster
    • Stats -
    • On hit: Damage dealt is returned as metal
    • Deals mini-crits against your sentry's target
    • +40% more accurate
    • -50% clip size
    • -50% secondary ammo on wearer
    • -200% slower firing speed
  • The Spy Crab - Class: Spy| Slot: Primary PDA| Type: Character Change
    • Stats
    • Max Health reduced to 1
    • No overheal
    • Camera mode changed to third person
    • speed increased to 500%
    • Crouching doubles move speed
    • Character is forced to crouch, and can only have Primary PDA active at any time
    • User can not disguise or cloak
    • Character model is always looking up
    • On Death: An enemy that killed or assisted you are instantly defeated explodes for 1000 area damage which can not be mitigated

Returning and Remade Weapons Edit

Scout: Edit

Primary: Edit

  • Scattergun
  • Force-A-Nature
  • Shortstop
  • Soda Popper
  • Baby Face's Blaster

Secondary: Edit

  • Pistol
  • Winger
  • Pretty Boy's Pocket Pistol
  • Flying Guillotine
  • Bonk! Atomic Punch
  • Crit-a-Cola
  • Mad Milk

Melee: Edit

  • Bat
  • Holy Mackerel
  • Sandman
  • Candy Cane
  • Boston Basher
  • Three-Rune Blade
  • Sun-on-a-Stick
  • Fan O'War
  • Atomizer
  • Wrap Assassin

Soldier: Edit

Primary: Edit

  • Rocket Launcher
  • Direct Hit
  • Black Box
  • Rocket Jumper
  • Liberty Launcher
  • Cow Mangler 5000
  • Beggar's Bazooka
  • Air Strike

Secondary: Edit

  • Shotgun
  • Reserve Shooter
  • Buff Banner
  • Gunboats
  • Battalion's Backup
  • Concheror
  • Mantreads
  • Righteous Bison
  • B.A.S.E. Jumper

Melee: Edit

  • Shovel
  • Half-Zatoichi
  • Disciplinary Action
  • Market Gardener
  • Escape Plan

Pyro: Edit

Primary: Edit

  • Flame Thrower
  • Backburner
  • Degreaser
  • Phlogistinator
  • Dragon's Fury

Secondary: Edit

  • Shotgun
  • Reserve Shooter
  • Flare Gun

Melee: Edit

  • Fire Axe
  • Axtinguisher
  • Homewrecker
  • Powerjack
  • Back Scratcher

Demoman: Edit

Primary: Edit

  • Grenade Launcher
  • Loch-n-Load
  • Ali Baba's Wee Booties
  • Loose Cannon
  • B.A.S.E. Jumper

Secondary: Edit

  • Stickybomb Launcher
  • Scottish Resistance
  • Chargin' Targe
  • Sticky Jumper
  • Tide Turner
  • Splendid Screen
  • Quickiebomb Launcher

Melee: Edit

  • Bottle
  • Eyelander
  • Scotsman's Skullcutter
  • Ullapool Caber
  • Claidheamh MÚr
  • Half-Zatoichi
  • Persian Persuader

Heavy: Edit

Primary: Edit

  • Minigun
  • Natascha
  • Brass Beast
  • Tomislav

Secondary: Edit

  • Shotgun
  • Family Business
  • Sandvich
  • Dalokohs Bar
  • Buffalo Steak Sandvich
  • Second Banana

Melee: Edit

  • Fists
  • Killing Gloves of Boxing
  • Gloves of Running Urgently
  • Fists of Steel
  • Eviction Notice

Engineer: Edit

Primary: Edit

  • Shotgun
  • Frontier Justice
  • Widowmaker
  • Pomson 6000
  • Rescue Ranger

Secondary: Edit

  • Pistol
  • Wrangler
  • Short Circuit

Melee: Edit

  • Wrench
  • Gunslinger
  • Southern Hospitality
  • Jag
  • Eureka Effect

Medic: Edit

Primary: Edit

  • Syringe Gun
  • Crusader's Crossbow
  • Overdose

Secondary: Edit

  • Medi Gun
  • Kritzkrieg
  • Quick-Fix

Melee: Edit

  • Bonesaw
  • Ubersaw
  • Amputator

Sniper: Edit

Primary: Edit

  • Sniper Rifle
  • Huntsman
  • Sydney Sleeper
  • Bazaar Bargain
  • Machina
  • Hitman's Heatmaker
  • Classic

Secondary: Edit

  • Submachine Gun
  • Cleaner's Carbine
  • Jarate
  • Razorback
  • Darwin's Danger Shield
  • Cozy Camper

Melee: Edit

  • Kukri
  • Tribalman's Shiv
  • Bushwacka

Spy Edit

Primary: Edit

  • Revolver
  • Ambassador
  • L'Etranger
  • Enforcer

Melee: Edit

  • Knife
  • Your Eternal Reward
  • Conniver's Kunai
  • Big Earner
  • Spy-cicle

Disguise Kit: Edit

  • Invis Watch
  • Cloak and Dagger
  • Dead Ringer

Sapper: Edit

  • Sapper

New Cosmetics Edit

  • The Masochist (ALL CLASSES)

The Scout's default hat, strapped with a "SHOOT ME" sign on the top.

  • The Wackin Ol'stralian (THE SNIPER ONLY)

A team-colored beret, with red and orange paint splattered on it.

  • Tribute Chest (DEMOMAN/SOLDIER ONLY)

A treasure chest-like backpack strapped on the back, and a paper at the back of the treasure chest's key that says "TRIBUTE".

  • The Patriots Stack (SOLDIER ONLY)

A stack of grenades and rockets with giggle bones on the Soldiers head saying " Get Good".

  • The Night Stalker (ENGINEER ONLY)

Green night vision goggles in place of the Engineer's regular goggles. Lens color can be painted.

  • The Drill Doctor (MEDIC ONLY)

A light gray long drill hat.

Differences Edit

Platform Differences Edit

  • PC and Mac OSX - Upon startup, players enter into training mode. Can get items from Team Fortress 2 if the TF2 game files are present.
  • Nintendo Switch - Gets an extra Cosmetic: The NX Suit.
  • Nintendo VII - TBA
  • PS5 - The player has an option to turn on the VR.
  • Xbox Series X - Gets an Extra Weapon: XBox Scattergun and Revolver (equippable by the Scout, Spy)
  • OtherRaven Game Console - Plays in a separate server with mobile users only, controls are remade to be compatible with touchscreen and graphics are remade for stability.

Updates (unfinished) Edit

  • Special Teams for all Classes Update - Said to be released on March 15, 20XX.
  • More new Costumes, mate Update - Said to be released on July 11, 20XX.
  • The Anniversary Update - Said to be released on October 9, 20XX.
  • Merry Smissmass! Update - Said to be released on December 1, 20XX.
  • New Year Update - Said to be released on January 10, 20XX.
  • Hong Kong Update - Said to be released on March 2, 20XX.
  • Coming DLCs sooner partner
  • Mod support - Players sending his mods in workshop, Valve accepting it and selling for money. Said to be realised on April 2, 20XX
  • Character customization support - Players might be able to send customized skin in workshop too! Setting the price, creators of these skins will have it free. Said to be realised on July 17, 20XX

Gallery Edit

Trivia Edit

  • Team Fortress 3 will be the first game that will brings home console (Xbox Series X, PS5, and Nintendo Switch).
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