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70 Seiten - 1382 Einträge

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  • 29.05.2017

  • Offering

    • Force-A-Nature

      • Damage (point blank): 82 - 101
      • Damage (medium range): 10 - 39
      • Damage (long range): 3 - 10
      • Mini-crit damage: 7.29 per pellet
      • Critical damage: 16.2 per pellet
      • Total shots: 32 + 2 in the weapon
      • Knockback on the target and the shooter
      • +50% faster firing speed
      • +20% bullets per shot
      • -10% damage done
      • -60% clip size

      The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).

    • Crit-a-Cola

      • Gives mini-crits for 8 seconds
      • +25% moving speed
      • Takes mini-crits for 8 seconds

      The Bonk! Crit-a Cola is the third secondary weapon for the Scout. It is consumed like the Bonk! Atomic Punch and gives the drinker mini-crits for 6 seconds. However, during this effect, the Scout receives mini-crits during his buff. The drink needs 24 seconds for cooldown. It is achieved either by random drop or by crafting, e.g. Kritzkrieg+Bonk! Atomich Punch.

    • Liberty Launcher

      • +40% projectile speed
      • -25% blast damage from rocket jumps
      • -25% damage penalty

      The Liberty Launcher is a primary weapon for the Soldier. It is an army green rocket launcher with tan wooden handles, a scope with a white U.S. Army insignia, and a wooden shoulder-rest with a wire frame exhaust port. The Liberty Launcher's projectile travels at a rate of 1540 Hammer Units per second - roughly 66 mph - 40% faster than the Rocket Launcher's rockets. However, it can only have three rockets loaded at once.

    • Noise Maker - Winter Holiday

      • Unlimited use

    Looking for

    • Taunt: The High Five!

      Don't leave your friends hanging. This is a press-and-hold taunt. Hold down the action slot key to remain in the taunt's pose.

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  • 28.03.2017

    Looking for Fancy Fedora https://steamcommunity.com/tradeoffer/new/?partner=409375219&token=w4FrvC_8

  • Looking for

    • Fancy fedora

      The Fancy Fedora is a headwear item for the Spy. It is a team-colored, felt fedora that sits atop the Spy's balaclava. This hat can be worn by Atlas and P-body in Portal 2's co-op mode.

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  • 05.01.2017

  • Offering

    • Force-A-Nature

      • Damage (point blank): 82 - 101
      • Damage (medium range): 10 - 39
      • Damage (long range): 3 - 10
      • Mini-crit damage: 7.29 per pellet
      • Critical damage: 16.2 per pellet
      • Total shots: 32 + 2 in the weapon
      • Knockback on the target and the shooter
      • +50% faster firing speed
      • +20% bullets per shot
      • -10% damage done
      • -60% clip size

      The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).

    • Huntsman

      • Bodyshot: 44-58 (0% Charge), 103-137 (100% Charge)
      • Headshot: 153 (0% Charge), 360 (100% Charge
      • Clip Size: 1 shot
      • Ammunition overall: 12 shots + 1 in the bow

      The huntsman is one of the three new weapons for the sniper introduced with the sniper vs. spy update. The weapon is unlocked once you complete 5 sniper achievements thus acquiring the "Sniper Milestone 1". This weapon is a decent alternative for the sniper rifle. While the latter is more suited for very long range combat, the bow can compete with mid- to melee range combat. The charging time for your shot is shorter than the one of your sniper rifle, which is useful in melee range. The field of view is also better, because you can fire well aimed shots from the normal - unzoomed - sight.

    • Razorback

      • Blocks a single spy backstab

      The Razorback is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 17 sniper achievements thus completing the "Sniper Milestone 3". The Razorback works like a shield for the back of the sniper. If an enemy spy tries to backstab you, he will be stunned for 2 seconds and won't be able to attack with his knife. When hit, the razorback breaks into pieces and you have to get back to your resupply locker to get a new one.

    • Bazaar Bargain

      • -20% Base charge rate decreased

      The Bazaar Bargain is a primary weapon for the Sniper. It is a long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps; the stock is curved with a golden recoil pad. The Bazaar Bargain has it base charge rate decreased by 20%. Successfully scoring a headshot increases the charge rate of the next shot by 10%. On the other hand, taking body shots lengthens the charge time, and missing a shot completely clears the bonus. The bonus caps out at a 30% faster charge time, after 5 consecutive headshots. This item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Rifle 1.

    • Diamondback

      • Damage (short Range): 46 - 56
      • Damage (middle Range): 31 - 37
      • Damage (long Range): 15 - 19
      • Mini-Crit: 46
      • Critical Hit (headshot only): 102
      • Shots: 6
      • Total shots: 24 + 6 in the weapon
      • Can save Crits
      • No random Crits

      The Diamondback is a promotional primary weapon for the Spy. It is styled after the Diamond Back .357 from Deus Ex: Human Revolution. Similarly to the Frontier Justice, the Diamondback has the ability to store up to 35 critical hits for later use but cannot deliver random crits. A potential critical hit is stored for each enemy building that is destroyed while being sapped by that Spy's Electro Sappers; the Spy does not have to earn credit for the destruction. As a drawback, the weapon delivers 15% less damage compared to the default Revolver. Any stored critical hits will be lost upon death and any buildings destroyed with the Spy's Electro Sapper attached while he is dead will not be granted to him upon respawn. The Diamondback was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.

    Looking for

    • Marxman

      Everyone knows laughter is the best medicine. But did you know that laughter is also the best disguise? No? Well, good thing you're not a cop infiltrating the Chinese mafia, then. Oh wait you are. AND NOW YOU'RE DEAD. Look, rookie, these glasses are hilarious.

    • Graybanns

      Gray Mann might be a heartless villain. But he DOES make some sweet sunglasses. Hate the player, not the game.

    • Bruiser's Bandanna

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  • 17.12.2016

  • Offering

    • Strange Blutsauger

      • Damage point blank: 10 - 15
      • Damage medium range: 5 - 10
      • Damage long range: 5 - 6
      • Mini-crit-Damage: 14
      • Critical damage: 30
      • Shots: 40
      • Munition: 150 + 40 in the weapon
      • +3 HP per Hit

      The Blutsauger is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 10 Medic Achievements, thus reaching the "Medic Milestone 1". The weapon deals the same amount of damage as the Syringe Gun. In addition to that, all damage caused by that weapon will be added to the player's health. For instance: When hurting an enemy constantly without missing at all, it will heal 30 health points per second (3 points for each hit). With another TF2 Update the Blutsauger reduces the regenaration of health points from the maximum of 6 to 4 healt point per second.

    • Strange Bazaar Bargain

      • -20% Base charge rate decreased

      The Bazaar Bargain is a primary weapon for the Sniper. It is a long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps; the stock is curved with a golden recoil pad. The Bazaar Bargain has it base charge rate decreased by 20%. Successfully scoring a headshot increases the charge rate of the next shot by 10%. On the other hand, taking body shots lengthens the charge time, and missing a shot completely clears the bonus. The bonus caps out at a 30% faster charge time, after 5 consecutive headshots. This item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Rifle 1.

    • Strange Overdose

      • -10% damage done

      The Overdose is a primary weapon for the Medic. It is a prototype Syringe Gun, with a white and team-colored needle disposal container in place of a needle cache. This weapon deals 10% less damage than that of the stock Syringe Gun. However, as the Medic builds up his ÜberCharge, his movement speed while holding the Overdose will increase proportionally, reaching a maximum of 10%. The Overdose was previously tested in the Team Fortress 2 Beta as the Beta Syringe Gun.

    • Strange Liberty Launcher

      • +40% projectile speed
      • -25% blast damage from rocket jumps
      • -25% damage penalty

      The Liberty Launcher is a primary weapon for the Soldier. It is an army green rocket launcher with tan wooden handles, a scope with a white U.S. Army insignia, and a wooden shoulder-rest with a wire frame exhaust port. The Liberty Launcher's projectile travels at a rate of 1540 Hammer Units per second - roughly 66 mph - 40% faster than the Rocket Launcher's rockets. However, it can only have three rockets loaded at once.

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  • 25.11.2016

  • Offering

    • Scattergun

      • Damage (point blank): 85 - 105
      • Damage (medium range): 10 - 40
      • Damage (long range): 3 - 10
      • Mini-crit damage: 8.1 per pellet
      • Critical damage: 18 per pellet
      • Total shots: 36 + 6 in the weapon

      The Scattergun is the Scout's primary fire weapon and basically represents an improved shotgun with a second barrel. The Scattergun has max effect at point blank and can kill lighter classes such as Medics and Engineers with one or two shots. Due to shot scattering, this weapon is less effective in long-range use and consequently deals less damage when used in this way.

    • Force-A-Nature

      • Damage (point blank): 82 - 101
      • Damage (medium range): 10 - 39
      • Damage (long range): 3 - 10
      • Mini-crit damage: 7.29 per pellet
      • Critical damage: 16.2 per pellet
      • Total shots: 32 + 2 in the weapon
      • Knockback on the target and the shooter
      • +50% faster firing speed
      • +20% bullets per shot
      • -10% damage done
      • -60% clip size

      The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).

    • Shortstop

      • Damage (short Distance): 69 - 72
      • Damage (medium Distance):: 24 - 48
      • Damage (long Distance):: 6 - 12
      • Minicrit-Damage: 16 pro Kugel
      • Crit-Damage: 24 pro Kugel
      • Shots: 4
      • Total shots: 36 + 4 in the weapon
      • On Hit: Slow target movement by 40% for 0.5s

      As a part of the Special Delivery Kit, this four-barreled Pistol will replace your primary Scattergun. Because of its fast reloading ability, this weapon will be a torture to your enemies when it's used by the right person.

    • Soda Popper

      • +25% faster reload time
      • +50% faster firing speed
      • -60% clip size
      • No random critical hits

      Builds hype as you run. When the hype meter is full, unleash mini-crits! The Soda Popper is a primary weapon for the Scout. It is a broken Force-A-Nature repaired with several black bands, with slitted barrels and a can of Crit-a-Cola attached underneath. The weapon offers 25% faster reloading speed and 50% faster firing speed compared to the default Scattergun. However, it restricted to loading two shots at a time, and it is incapable of delivering random critical hits. In addition, equipping the Soda Popper places a "hype" meter on the HUD, which charges whilst the player is moving with the weapon in use. It takes approximately 5200 Hammer units of distance traveled, either through running or jumping, to fill up the hype meter. When the meter is full, all weapons will automatically deal mini-crits for 8 seconds

    • Pomson 6000

      • Does not require ammo
      • Projectile penetrates enemy targets
      • Projectile cannot be deflected
      • On Hit: Victim loses 10 Medigun charge
      • On Hit: Victim loses 20 cloak

      Being an innovative hand-held irradiating utensil capable of producing rapid pulses of high-amplitude radiation in sufficient quantity as to immolate, maim and otherwise incapacitate the Irish.

    Looking for

    • War Pig

      After complaints that obstructed vision was affecting his performance, Soldier slapped some goggles on a helmet and charged back into the fray. His performance did not improve, but on the upside, everyone has stopped expecting anything from him.

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  • 02.10.20161 Up!

    Biete alles aus meinem Inventar !STEAM MOBILE AUTENTIFIKATOR BENÖTIGT!

  • Looking for

    • Taunt: The High Five!

      Don't leave your friends hanging. This is a press-and-hold taunt. Hold down the action slot key to remain in the taunt's pose.

    • Taunt: Conga

      This is a group taunt Other players can join you by activating their weapon taunt Press the action slot key to toggle Use the Strafe keys to rotate as you Conga

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  • 23.09.2016

  • Offering

    Looking for

    • A Distinctive Lack of Hue

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

    • Balloonicorn

      • On Equip: Visit Pyroland
      • Only visible in Pyroland

      Oh my goodness! Is it Balloonicorn? The Mayor of Pyroland? Don't be ridiculous, we're talking about an inflatable unicorn. He's the Municipal Ombudsman. Between you and me, Balloonicorn's a joke down at City Hall. Gary Brottman, the inflatable Sewer Superintendent, is sleeping with Balloonicorn's wife. Anyway, when he's riding around on your shoulder don't mention ANY of this to him, because Balloonicorn is on a hair trigger and he's usually pretty drunk.

    • Tour of Duty Ticket

      Present this ticket in Mann vs. Machine to play Mann Up Mode on an official server to earn rare items and track progress on your Tour of Duty Badge.

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  • 19.08.20161 Up!

    FA oder mich anschreiben thx !!! Suche Taunts oder Archimedes sachen / scout hüte

  • Offering

    • Homewrecker

      • Damage: 42 - 55 (vs. Players)
      • Damage: 130 (vs. Buildings)
      • Mini-Crit: 66
      • Crit-Damage: 146
      • 100% Damage against buildings
      • Can remove sappers
      • -25% damage against other enemies

      The Homewrecker is a unique sledgehammer used by the Pyro, and was released in the March 18, 2010 Patch as part of the first wave of community content. When wielded, the Homewrecker deals double damage to an enemy Engineer's Buildings and can remove enemy Sappers in one hit, but deals 25% less damage to players.

    • Candy Cane

      • On Kill: A small health pack is dropped
      • 25% explosive damage vulnerability on wearer

      Level 25 Bat

    • Doc's Holiday

      Comes in "Flu" and "Fever" styles, depending on the epidemic you'd most like to embody while on vacation.

    • Hundkopf

    Looking for

    • Archimedes

      Before Archimedes came into the Medic's care, he made his living through wedding dovery. A lucrative trade, but he always felt something was missing. He looks back on the day that the Medic stole that catering van during the prime minister's wedding as the best day of his life. He's been burrowing into the chests of unwitting patients ever since.

    • Mecha-Medes

      Mecha-Medes first appeared in Archimedes' Flights of Fantasy #314 when Archimedes accidentally fell off a table into a parallel world, met his robot double, ate some seeds, squawked in terror at a half-buried Statue of Liberty, then flew into a patio door.

    • Taunt: Buy A Life

      Spy Taunt

    • Taunt: Rock, Paper, Scissors

      This is a partner taunt. Press the action slot key to toggle. Opposing teams will face off to the death.

    • Taunt: Conga

      This is a group taunt Other players can join you by activating their weapon taunt Press the action slot key to toggle Use the Strafe keys to rotate as you Conga

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  • 06.08.2016

    Biete: Sparta-Scharfschütze Give: Scoped Spartan Search: Any Class Cosmetics

  • Offering

    • Description Tag

      Changes the description of an item in your backpack

    • Candy Cane

      • On Kill: A small health pack is dropped
      • 25% explosive damage vulnerability on wearer

      Level 25 Bat

    • B.A.S.E. Jumper

      Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent.

    Looking for

    • Sandvich

      • Eeating Time: 4,3 seconds
      • Can be dropped for teammates
      • Gives teammates 50% of their health back

      The sandvich is one of the three new weapons included in the heavy update. The weapon is unlocked once you reach 10 achievements and aquire the "Heavy Milestone 1". With the sandvich, you become more independent from your medic, because when you are in a safe spot, you can replenish some health with this delicious mustard-flavoured beauty, and get right into action again afterwards. Since the TF2 update of the 15th of september your health is being completely restored and you can also drop the sandvich for your teammates to restore some of their health. When they pick it up, they are being granted 50% of their maximum life. The sandvich is hereby removed from the heavy, so he is unable to use it until he picks up a medkit while he is at full health.

    • Homewrecker

      • Damage: 42 - 55 (vs. Players)
      • Damage: 130 (vs. Buildings)
      • Mini-Crit: 66
      • Crit-Damage: 146
      • 100% Damage against buildings
      • Can remove sappers
      • -25% damage against other enemies

      The Homewrecker is a unique sledgehammer used by the Pyro, and was released in the March 18, 2010 Patch as part of the first wave of community content. When wielded, the Homewrecker deals double damage to an enemy Engineer's Buildings and can remove enemy Sappers in one hit, but deals 25% less damage to players.

    • Detonator

      • +25% damage to self

      Alt-Fire: Detonate flare. The Detonator is a secondary weapon for the Pyro. It is a Flare Gun with an elongated barrel taped in place, an extra curved sight and spiral paint designs on the chamber. Similar to the Flare Gun, the weapon fires projectiles which, upon contact with an enemy, with deal slight damage as well as set them alight. Should a flare strike an enemy already on fire, Mini-Crit damage will be inflicted (instead of the full Crit damage that the normal Flare Gun inflicts), and the target's afterburn duration will be reset. The weapon's main ability is its eponymous detonate ability. Pressing secondary fire whilst a flare is in flight will cause it to explode, creating a small blast radius which damages and ignites nearby enemy players within range. The knockback from the explosion can also be used to Flare jump in a manner similar to rocket or sticky jumping. However, Pyros wielding the Detonator will suffer an additional 25% damage taken from their own explosive weapons. The Detonator was previously tested in the Team Fortress 2 Beta.

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  • 01.08.2016

    adde me by steam

  • Offering

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  • 22.07.2016

    1 Weapen for 0,11ref. stem mobile aktive !NO STRANGES!

  • Offering

    • Scattergun

      • Damage (point blank): 85 - 105
      • Damage (medium range): 10 - 40
      • Damage (long range): 3 - 10
      • Mini-crit damage: 8.1 per pellet
      • Critical damage: 18 per pellet
      • Total shots: 36 + 6 in the weapon

      The Scattergun is the Scout's primary fire weapon and basically represents an improved shotgun with a second barrel. The Scattergun has max effect at point blank and can kill lighter classes such as Medics and Engineers with one or two shots. Due to shot scattering, this weapon is less effective in long-range use and consequently deals less damage when used in this way.

    • Rocket Launcher

      • Damage (short range): 105 - 112
      • Damage (middle range): 50 - 90
      • Damage (long range): 45 - 60
      • Mini-crit- damage on direct hit: 122
      • Critical damage on direct hit: 270
      • Splash damage 1m: 60 - 81 (Crit: 226)
      • Splash damage 2m: 43 - 52 (Cr
      • Shots: 4 Rockets
      • Total shots: 20 + 4 in the Weapom

      By far the most famous and popular weapon in every first-person shooter is the Rocket Launcher. The reason why this high-impact fire weapon is so favored mainly lies in its versatility. It can not only be used as a means of attack but also aids the Soldier in movement as it allows him to quickly advance or reach higher platform by rocket jumping. The Rocket Launcher’s attack strength is the same in short and long range use and due to its splash damage, it is one of the worst enemies of sentries. However, as the rockets fly rather slowly, it is not very effective against moving targets at long distance. Since the Rocket Launcher can only hold four rockets at a time the Soldier needs to use them accurately and with a lot of aiming skill but this is not a problem after a little target practice.

    • Shotgun

      • Damage (short range): 80 - 90
      • Damage (middle range): 10 - 30
      • Damage (long range): 3 - 10
      • Mini-crit damage: 81
      • Critical damage: 180
      • Shots: 6
      • Total shots: 32 + 6 in the Weapom

      Even though other classes uses the Shotgun as a secondary weapon, it’s the Engineer’s primary wide range weapon. The Shotgun is most effective when used against fast player classes or if an enemy only needs one last quick blow to be dispatched.

    • Flamethrower

      • Damage per second (point blank): 134.6 - 198
      • Damage per second (medium range): 118.8 - 158.4
      • Damage per second (long range): 79.2 - 99
      • Mini-crit damage: 1.35x more damage
      • Critical damage: 3x more damage

      Welcome to hell! Although the Flamethrower only has a reach of 2 meters, it causes great damage to enemies and can kill them within seconds depending on the target’s distance and HP. Should the Pyro even manage to get amidst a group of enemies, he can unleash pure mayhem on them by setting multiple players ablaze with a single quick sweep. Once afire, enemies lose 3 HP per second and continue to burn for quite a long period of time if not healed. This allows the Pyro to even score kills while he already initiates his next barbeque somewhere else on the map. With the secondary function of the flamethrower, the pyro is able to produce a blast of compressed air that knocks enemies away, and redirects enemy projectiles. He also can use it to extinguish teammates.

    • Syringe Gun

      • Damage point blank: 10 - 15
      • Damage medium range: 5 - 10
      • Damage long range: 5 - 6
      • Mini-crit-Damage: 14
      • Critical damage: 30
      • Shots: 40
      • Munition: 150 + 40 in the weapon

      The only fire weapon the Medic can resort to if he needs to is the Syringe Gun. The gun shoots out about 10 syringes per second that individually don’t do a lot of damage but since the fire rate is quite high represent considerable danger especially to low-health classes. The syringes are subject to ballistics which makes them fall towards the ground with increasing flying distance. So, the further away a target is the higher up the Medic needs to aim in order to score hits. Oops, that was not medicine.

    Looking for

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70 Seiten - 1382 Einträge
TFPortal German