Team Fortress 2

Team Fortress 2

193 ratings
Stock Class and Weapon Stats at a Glance
By rotatcepS ⚙
A new way to understand stock Class and Weapon stats, including game mechanics you probably didn't know about!
Summarized from the TF2 wiki using the style of in-game weapons.
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Classes, Weapons, and Buildings
My summary of the wiki with stats of all 9 TF2 classes including basic strategy and an appropriate quote, as well as stock weapons and tools for each class including damage per second (dps), range variance, accuracy, and special mechanics.

First, common stats of classes and shared weapons, then each class including Engineer's buildings.
(click sections to zoom in)

Basic stats of classes and shared weaponsEngineer and his building PDAsEngineer's Buildings at all three levelsSpy and his stealth tools
About
Quick FAQ answers about some choices I made:
  • 150 base health is the Median (4 classes have higher value, 4 have lower) even though it's not the most common - it is also the health of level 1 buildings.
  • Range ramp-up/drop-off are approximated percentages to make simple-to-compare numbers.
  • Projectile speed is e.g. 3.3x as a simple-to-compare number that means 3.3 times faster than base movement speed (300 hu/s)
  • Accuracy spread is mostly based on a reddit post that contained numbers from the code, then converted to a ratio like the wiki provides for the shotgun
  • "Recoil" is a word I chose to explain how the first shot is accurate, and accuracy returns if you don't fire for a while
  • Push force & resistance is based on a different reddit post that contained numbers from the code
  • Values that differ from the wiki, you can probably find the value I used elsewhere on the wiki - it contradicts itself sometimes.
  • I left out fractional seconds as confusing minutia for firing speed, reload speed, accuracy recovery, and spin up speed
  • This display is loosely based on copying the wiki's weapon display html and a lot of manual editing
  • Quotes were those the wiki chose for classes, class strategies are extracted from the same pages.

All this information is my interpretation of the TF2 Wiki. I had to make choices when the Wiki has some facts that are vague, inconsistent, or even contradictions. I summarized as many class and weapon facts as I could, especially the ones that aren't obvious, and put them together to make this.

Accuracy spread information is mostly missing in the wiki and I supplemented that from a reddit post that extracted information from the code. For projectiles, I used their speed (relative to class speed) and trajectory type to express accuracy. Those speeds aren't that useful, but I had to put something.
Fractional seconds aren't very useful, so I left out firing speed and reload times including spin up time, but I added damage per second (dps) which is more useful and is based on firing speed.
I summarized damage fall-off and ramp-up as +/- % at range which seemed clearer (for example, when you see it on the Rocket Launcher).

I summarized stock weapon stats in this spreadsheet (sometimes choosing one value from several in the wiki):

Some stats seem odd but it's the best I could understand. Notably Stickybombs supposedly have a +15%/-50% range in addition to the usual explosive splash falloff - this doesn't seem likely, but who am I to disagree with the wiki? (technically it matches how rockets and sentries work, so I suppose I can believe it) I also had to make rough guesses at explosive self damage by comparing wiki information.

I used the general format and images from the Wiki to create these TF2-style weapon displays. I also extracted the basic class strategies from there.

This should be a quick way to learn things that took countless hours of playing to understand. I also learned a few new things doing this and I bet you will, too! I learned the pistols, revolver, SMG, and to a degree the syringe gun are basically the same weapon with slightly different stats, as are the shotguns, scattergun, and to a degree the minigun; spy's melee attacks hit at the beginning of the swing; and heavy and his minigun have a lot of stats to prevent him from being an OP sentry buster).
29 Comments
rotatcepS ⚙  [author] 20 Dec, 2020 @ 8:42pm 
That's weird... they are broken now. I'll try to fix it next weekend if not sooner.
Hydrasent 20 Dec, 2020 @ 7:53pm 
I think the url images embeds might be bugged, I cant see them, might just be my computer tho
rotatcepS ⚙  [author] 24 Oct, 2020 @ 5:28pm 
Updated with clarifications and wording improvements. Notably removed explosive push force resistance when that's just a side effect of explosive resistance. Added on-ground differences for soldier/launcher; More information on flame thrower (like mini-crits & underwater) :balloonicorn:; fixed Stickybomb range reduction based on more study :sticky:; fixed Heavy's speed; mentioned Invis Watch shorter debuffs :spycon:.
★GalaxyGoober★ 18 Oct, 2020 @ 2:44pm 
Damn, they really need to put descriptions on this stuff, i didnt even know the invis watch did 20% less damage when cloaked.no wonder spies are so hard to kill when cloaked.
peculiar gangter 18 Oct, 2020 @ 1:07pm 
:demoticon:
rotatcepS ⚙  [author] 18 Oct, 2020 @ 7:11am 
@♡ai Damn, you're right, a typo. I never caught it and got a ton of feedback on Reddit, but they never caught it, either. I'll update it.
I'm also debating expanding the flamethrower airblast to mention it grants mini-crits on reflects, but I like using the original text from the wiki where reasonable and that would change it.
strawb 18 Oct, 2020 @ 1:55am 
heavy should be -23% speed not -33% as 230 hu/s is 76.6% of 300
lolikee 17 Oct, 2020 @ 5:57am 
This is some good work, i'd love to see descriptions in the game aswell. :sticky:
Snord 17 Oct, 2020 @ 12:10am 
He found it, why crits exist.
Toothpaste Man 16 Oct, 2020 @ 2:57pm 
They need this for new players