Human Mechanics
A brief description of all the special abilities exclusive to the Human team.
Last updated
A brief description of all the special abilities exclusive to the Human team.
Last updated
Zombies will be slowed down from all direct damage from humans for approximately [1] second.
Bleed and Afterburn does not trigger this.
Like in competitive TF2, there is no random bullet spread. This can help with consistency in destroying objects, NPCs, or bosses.
For even more consistency, random critical hits have been disabled.
The first thing people might notice when playing is that weapons shoot much, much faster. This is for balancing purposes to allow humans to, at the very least, fend for themselves.
This is effective against singular zombie, but not so much against a horde of them. While weird but useful, in the long run, it's not going to be the one key factor that saves you in the end.
Also, it helps normalize DPS against bosses so that everybody can contribute.
Humans have infinite ammo that gradually recharges.
As a result, some weapons can expend ammo at a rate that outpaces the amount gained over time. This will be most noticeable with Heavy's miniguns and Pyro's flame-throwers
Tying into this, it will be handy to keep an eye out for ammo boxes dropped by killed zombies or to have a dispenser nearby to continue a defense for longer than normal.
While in most cases you shouldn't be meleeing zombies (as they have longer reach and will often one shot you,) there is a small buff to Human Melees to make them not otherwise worthless.
Humans universally have a small knockback effect on their melees - this can send zombies flying away in niche cases where classes can't push a zombie off a specific platform or area with conventional methods.
Engineers can only place dispensers and mini-sentries.
Dispensers can be upgraded to level 3
Mini-sentries start out with little ammo and must be hit occasionally to replenish them. Your mini-sentries will gradually lose their knockback the further away you are from them.
Additionally, you cannot stand on your buildings. To prevent exploitable jumps, they will disappear if you attempt to do this.
In order to balance most maps for play in TF2, explosive jumping and double jumping have been disabled to prevent exploits by getting into unreachable spots or skipping major portions of maps.
A few weapons are banned due to inherent unbalance in the gamemode or if they haven't been adjusted properly for play.
Check the Meet The Humans section to see if any weapons you're interested in using are prohibited under their specific class pages.
As a result, more Snipers and more Demos can end up being detrimental to each other.
Zombies can be stunned by Sniper headshots or sticky bombs. This makes them unable to move but makes them immune to knockback from bullets.
Stuns last for approximately [1 second], but they will become immune to stuns for approximately [3] seconds afterwards.
...As a result, more Snipers and more Demos can end up being detrimental to each other in a sense; as a demoman trying to stun zombies with immunity might not get the stun they need for cover.
While airblasting can be a useful gimmick, each time a zombie is knocked back by it, they gain resistance to the push force.
Spam it enough and they won't even be pushed back by airblast at all! This resistance will reset after approximately [10] seconds or upon zombie death.
So long as you are above [208] health, you will more than likely survive a hit from a zombie.
Extra factors play into this, such as the weapons the zombies are using and any debuffs placed on you, but this is a generalization for most scenarios. Some examples here:
You need to be above [300] health to survive a backstab from a Zombie Spy.
You need to be above [270] health to survive a melee from a Zombie Warrior's Spirit Heavy or Zombie Backscratcher Pyro
When a human does not immediately die and gets infected directly by a zombie hit, they and the infecting zombie become stunned for approximately [1] second.
Additionally, all nearby humans gain a momentary speed boost to get a chance of escaping any chain infections.
If a human happens to get infected while inside of your player model (literally must be standing on you, at other times you can get stuck in their hitbox or vice versa); the infected player might be teleported out. Very niche case.
So you don't absolutely steamroll with Heavies and to encourage a wider class variety, some classes have a cap on the amount playable.
Heavy and Engineer are currently now the only two capped classes; with a class limit of [8] slots available on each.
All other classes have no class limit.
Class limits do not apply to the Zombie Team.
Not to be mistaken with the map of the same name. With all your teammates gone, it'll be you against the world.
You'll be given large melee damage resistance. Use that to your advantage to make a final stand or go for the Hail Mary and win solo.