• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

Team Fortress General Discussion

I doubt it takes place after Issue #7, as Issue #7 is canonically supposed to be one of the final events in TF2. The Administrator is also still alive during the events of Gargoyles and Gravel (since she's still the announcer). Not to mention, Merasmus is supposed to be in prison, and he doesn't have any tattoos in Gargoyles and Gravel.
 
I doubt it takes place after Issue #7, as Issue #7 is canonically supposed to be one of the final events in TF2. The Administrator is also still alive during the events of Gargoyles and Gravel (since she's still the announcer). Not to mention, Merasmus is supposed to be in prison, and he doesn't have any tattoos in Gargoyles and Gravel.
All the maps are happening into the past due to timetravel and it wouldn't be the only continuity error involving Merasmas design (he loses his pinky twice)
 
Not all of them, since there are new maps not present in any of the previous Scream Fortresses. Also, the pinky thing can be explained by the writers just forgetting about a tiny detail like that, or Merasmus could've just healed it off.
 
I'd discount the payload being the cause since that's a 5CP map right there if i'm not mistaken
 
We have proof that they don't actually


Mercs are soulless and still have their minds
Medic might be built diff since he already has shown to alter the general Medical rules of TF2

Do we have any proof that says Soul contains the mind?
 
If we have proof that souls contain the mind then that would be Mid-Godly
That's still soul regen, right?
They all have an abstract mind that goes to the afterlife (or maybe souls unlike ribs grow back)
Soldier also has 2 stamina feats
  1. Staring at a toaster for 3 months
  2. Teleporting bread for almost 70 hours
 
Last edited:
Not exactly TF2 related but i since all valve games are on a huge sale currently i finally got myself the Portal and Half-Life games
 
So uh, the Scream Fortress update just dropped earlier, and among some other stuff, we got some more justification for the mercs having Immo type 2 lmao

HmAyDdn.png

 
"The Particle Mayhem contest is BACK this year with a shocking twist: they're going beyond time and space!"

Acasuality Type 4. LOL
 
"The Particle Mayhem contest is BACK this year with a shocking twist: they're going beyond time and space!"

Acasuality Type 4. LOL
that ain't usable in the slightest, it's promoting a community workshop contest for money


valve advertises unofficial community events all the time lol
 
So just gonna compile a list of abilities the mercs would get in their zombie tabbers
All
  • Regeneration - Zombies passively heal health
  • Statistics Amplification - All zombies (with the exception of Scout and Heavy) get a speed boost when out of battle
  • possibly Acid Manipulation? - Zombies don't take damage from Snipers acid puddles, although that could simply be a result of the game not allowing friendly fire lol
Scout, Soldier and Heavy
These guys' abilities just wouldn't fit into anything afaik
Scout moves faster, Soldier can leap into the air and Heavy takes no knockback, does double damage and one-shots buildings
Pyro
  • Fire Manipulation and Fire Resistance - Sets opponents on fire on hit, also cannot be set on fire themselves
  • Pyro also explodes into a cloud of gasoline upon death, but i don't know what ability that would be
Demoman
  • Invulnerability and Self-Destruction - When preparing to charge, Demo becomes ubercharged, afterwards he will charge forward and explode after a while or if he hits an enemy
Engineer
  • Electricity Manipulation and Technology Manipulation - Can throw an EMP that disables buildings
Medic
  • Invulnerability and Healing - Can ubercharge and heal himself aswell as nearby teammates
Sniper
  • Acid Manipulation - Can spit an acid ball that upon landing, will damage enemies that walk on it
Spy
  • Sound Manipulation - Can locate and mark humans in a short radius, based on the abilities icon and the effect that plays when it is used, it can be assumed he is using some form of echolocation
 
Alr the zombie gamemode just got updated big time, i will have to revise the list
 
So just gonna compile a list of abilities the mercs would get in their zombie tabbers
All
  • Regeneration - Zombies passively heal health
  • Statistics Amplification - All zombies (with the exception of Scout and Heavy) get a speed boost when out of battle
  • possibly Acid Manipulation? - Zombies don't take damage from Snipers acid puddles, although that could simply be a result of the game not allowing friendly fire lol
Scout, Soldier and Heavy
These guys' abilities just wouldn't fit into anything afaik
Scout moves faster, Soldier can leap into the air and Heavy takes no knockback, does double damage and one-shots buildings
Pyro
  • Fire Manipulation and Fire Resistance - Sets opponents on fire on hit, also cannot be set on fire themselves
  • Pyro also explodes into a cloud of gasoline upon death, but i don't know what ability that would be
Demoman
  • Invulnerability and Self-Destruction - When preparing to charge, Demo becomes ubercharged, afterwards he will charge forward and explode after a while or if he hits an enemy
Engineer
  • Electricity Manipulation and Technology Manipulation - Can throw an EMP that disables buildings
Medic
  • Invulnerability and Healing - Can ubercharge and heal himself aswell as nearby teammates
Sniper
  • Acid Manipulation - Can spit an acid ball that upon landing, will damage enemies that walk on it
Spy
  • Sound Manipulation - Can locate and mark humans in a short radius, based on the abilities icon and the effect that plays when it is used, it can be assumed he is using some form of echolocation
I can note that some of the physiological abilities would include Disease Manipulation given the whole gamemode is about infecting the other mercs with this zombie virus. The kill feed when a zombie murders a player is noted as "Such and Such has infected this member of the red team!"
 
Alr the zombie gamemode just got updated big time, i will have to revise the list
Thankfully all the changes have been documented on the official tf2 website so lemme just write down the ones that matter
Scout and Soldier
Acrobatics - Should've probably listed this earlier, but Scout can triple jump (with this update now also increasing his jump height) and Soldier can leap large distances with his special ability (with the current update increasing the range of the jump)
Pyro
Explosion Manipulation - Pyro now creates a firey explosion upon death alongside the gas passer cloud
Heavy
Crit Immunity? - Heavy now has a permanent Battalion's Backup effect which grants him immunity to crits (alongside a damage resistance that pairs really well with his 600 health)
Sniper
No new abilities, but Snipers acid spit can now damage buildings, and he will drop an acid puddle upon death
Spy
Invisibility - Spy is now permanently invisible, but will become visible for 3 seconds after attacking
 
Back
Top