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Team Fortress News
All about TF2 and Co.

Big Bugfix-Update out now!

The huge update from 10th July, 2013 comes with over 60 items, a lot of bug fixes, item changes and 2 new control point maps.
Comments (0) Thursday, 11.07.2013

Steam Trading Cards - Officially released

Today, on June 26 2013, the Steam Trading Cards System has been officially released. Thath means, from today on, all users have a new Steam profile and the possibilty of collecting, trading and crafting Steam Trading Cards.
Comments (0) Wednesday, 26.06.2013

New SteamPipe System for TF2

After Valve's convertion of the older Source game DoD:S, HL2:DM und CS:S to the new SteamPipe System, Team Fortress 2 is the next candidate. But what is this new system and what are the advantages for the users?
Comments (0) Monday, 29.04.2013

New First Person View even without VR Glasses

On April 18th, 2013 Valve released a hatless update that integrates a completely new First Person View into the game.
Comments (0) Sunday, 21.04.2013

Wheatley (Portal 2) meets TF2 + Promo Item Update

Wheatley, originally a personality centrepiece for GLaDOS from Portals 2 is now availabe as a Spy Sapper in Team Fortress 2 -  assumed that you own the What's in the Portal 2 Soundtrack Box?.
Comments (0) Wednesday, 13.03.2013

Linux Promo Update!

Linux users should play Team Fortress between February 14 and March 1 2013 to receive the official Linux Promo Item, the Tux penguin!
Comments (0) Friday, 15.02.2013

Small update features "The Cave" Promos

Valve released the first update of the new year yesterday night.
Comments (0) Wednesday, 09.01.2013

Mecha Update Day 2: The Update is Live!

The night brought us this year's Christmas Update for Team Fortress 2, which brings a big bag of new items.
Comments (0) Friday, 21.12.2012

Mecha Update Day 1: The Mecha-Engineer

Christmas, the days of love? Apparently not in Team Fortress 2. Valve released a blog post containing this year's Christmas Update: The Mecha Update.
Comments (0) Thursday, 20.12.2012

Current Trades
Being traded right now

Most offered: Equalizer 83 Offers

  • Equalizer

    • Damage increases as the user becomes injured
    • Blocks healing when in use

    The Equalizer gets more lethal, the more damage the soldier does take.

Offered by McStein and 20 others.

Offer by de Vap0c (3 Up!) 31.03.2013

    • Steam Community Profile
    • Backpack
  • Offering

    • Strange 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.

    • Strange Baseball Bat

      • Damage: 32 - 39
      • Mini-crit damage: 47
      • Critical damage: 105

      The Baseball Bat is the ideal short-range weapon for the small and skinny scout. By dishing out 2 hits per second the Scout is able to do quite some damage in melee combat with his little aluminum friend. Even tough classes such as the Heavy and the Demoman can get killed this way if the Scout gets too close

    • Strange Pain Train

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • +1 capture rate
      • +10% vulnerabilty against bullet hits
    • Strange Medigun

      • 0 - 10 Sekunden: 24 HP / Sekunde
      • 11 - 14 seconds: 48 HP / second
      • 15 seconds: 72 HP / second

      The Medigun is not an attack weapon but a true supporting means with which the Medic can heal wounded teammates and buff up their health up to 150% of their maximum value. This allows him for example to boost the health of a Heavy from the normal 300 HP to a whopping 450 HP to render him a true battle tank. By using the Medigun, the Medic can charge it until he is given to possibility to initiate an Übercharge that makes him and selected teammates invulnerable for a defined period of time. If the Medic heals wounded teammates or if he uses it during the setup-phase on CP maps the charging process takes place at an increased rate. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total.

    • Vintage Pyrovision Goggles

      • On Equip: Visit Pyroland
      • Witnessed the %s1 inferno

      Enter a world of imagination that's far superior to the crap-ass worlds of imagination you get from books. Pyrovision lets you see the TF2niverse from our favorite arsonist's perspective.

    Looking for

    • Strange 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.

    • Strange Revolver

      • Damage: 46 - 56
      • Mini-crit damage: 46
      • Critical damage: 102
      • Shots: 6
      • Total shots: 24 + 6 in the weapon

      For mid and long-range confrontation the Revolver is the weapon of choice. It is very accurate and with it Spies can do quite some damage in a short period of time. The reload time is very short. It takes a Spy two clips at most to dispose of an enemy.

    • Strange Ambassador

      • 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
      • Crits on an accurate headshot
      • -15% damage done
      • -20% slower firing speed

      The Ambassador one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 5 Spy Achievements, thus reaching the "Spy Milestone 1". This weapon offers a much higher accuracy then the Revolver. In fact, it is as accurate as a sniper rifle, but the accuracy drops after the first shot for about a second. It also can pierce through multiple enemies and buildings. In addition to that, it always causes cirtical damage when performing a headshot.

    • Strange Invisibility Watch

      • Total cloak time: 9 seconds
      • Recharge time: 33.5 seconds
      • Allows a faster recharge by picking up ammo boxes and dropped weapons

      The Invisibility Watch allows the Spy to cloak himself at any time, making him invisible for everyone. It doesn't matter if you stand still or run around, energy is drained all the time. When all of the energy is drained, you will decloak automatically. Energy can be recharged faster by picking up ammonition (ammo boxes, dropped weapons).

    • Salvaged Mann Co. Supply Crate #50

      • Strange Bacon Grease
      • Construction PDA
      • Original
      • Invis Watch
      • Splendid Screen
      • or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

Offer by de MasterDave 03.07.2012

    • Steam Community Profile
    • Backpack
  • Offering

    • Mann Co. Supply Crate Series #43

      • Tribalman's Shiv
      • Detonator
      • Shortstop
      • Strange Part: Allies Extinguished
      • Strange Part: Posthumous Kills
      • Berliner's Bucket Helm
      • Coupe D'isaster
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #44

      • Rocket Launcher
      • Market Gardener
      • Equalizer
      • Strange Part: Critical Kills
      • Strange Part: Demomen Killed
      • Strange Part: Revenge Kills
      • Hat With No Name
      • Stout Shako
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Scorched Crate #46

      • Lollichop
      • Rainblower
      • Balloonicorn
      • Bird-Man of Aberdeen
      • Business Casual
      • Captain's Cocktails
      • Dillinger's Duffel
      • Fed-Fightin' Fedora
      • Gentleman's Ushanka
      • HazMat Headcase
      • Helmet Without a Home
      • Idea Tube
      • Liquidator's Lid
      • Or an Exceedingly Rare Special Item!
      • not available anymore
      • (not tradable)

      This crate's contents are unknown and only Scorched Keys fit the lock. It feels strangely warm to the touch. After 7/11/2012 this crate will disappear.

Werbung - Amazon.de

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Spitze, die Wortspiele werden gut übertragen.
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Lausig und nicht lustig. Kein Vergleich zum Engl.

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