User:BURNyA

Pronounced 'burnie-Ā'

A-S or L-G will remember.

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Hmmm... Lets see, this will be a work in progress. Alot of this is just notes for me to remember things or projects.

Feel free to (constructivley) edit this page!

Blahblahblah spellcheck in spare time...

Incomplete (regular) contribution list

Commander Shepard-created

Bloop

LBT-created

Huxley

BioShock

Seven Wonders-helped with split (sorta)

Fallout 3

Van Buren

- - Someone posted this at Team Fortress 2 and it was found to be unencyclopedic (which it is). I liked the info it provided on the other hand so it is here for the time being...

Scout
-   -    - *Primary Weapon: Scattergun - *Secondary Weapon: Pistol - *Melee Weapon: Aluminum Baseball Bat -   - The fastest and lightest of all the classes, the Scout uses his speed to punch through enemy lines before opposing defenders can react. What he lacks in health and weaponry, he makes up for with his incredible speed and aerial maneuverability. Though the Scout has very little health, he's the toughest class to hit in the open. The class gains a new "double jump" ability to scale obstacles with ease and to change direction in mid-air. -   -    -    - ====Sniper==== -   - *Primary Weapon: Sniper Rifle - *Secondary Weapon: Submachine Gun - *Melee Weapon: Machete -   - The Sniper likes to strike from afar. With a little time to find a perch and dig in, he can significantly slow an enemy advance.The Sniper's shot can be charged, so that a single shot (even if it misses the head) can prove lethal. The only trouble is that the fully-charged shot created a laser point visible to the enemy. The dot however is not usually noticed until it's too late.As the Sniper is only truly effective shooting into open areas, there are times when the class becomes ineffective such as certain indoor maps. But more daring Snipers can switch to the submachine gun when the action moves indoors or use the machete to fight off any one who comes too close. -   -    -    - ====Soldier==== -   - *Primary Weapon: Rocket Launcher - *Secondary Weapon: Shotgun - *Melee Weapon: Trench Shovel -   - Combining medium armor with high mobility and very effective weapons, this well-balanced class is both favored and resented. With a powerful rocket launcher, the Soldier is deadly on the front lines. And thanks to the rocket jump, the Soldier can find entry points into enemy bases that are often poorly defended. The Shotgun comes in handy when the Rocket launcher is out of ammo or when facing enemies in tight indoor spaces where the Rocket Launcher's splash damage may cause more harm to your own team. The Soldier is a very well-balanced class and recommended for beginning players. -   -    -    -    - ====Demoman==== -   - *Primary Weapon: Grenade Launcher - *Secondary Weapon: Sticky Grenade Laucher - *Melee Weapon: Beer Bottle -   - A versatile combat class packing an absurd amount of high explosives, the Demoman is great at holding a map's choke points. His grenade launcher can bounce deadly grenades from afar and creative players will learn how to bounce grenades off surfaces while keeping behind cover. Sticky grenades can be laid out as thick as carpet around a base or checkpoint. Either the enemy will stumble into the glowing grenades or can be detonated manually. -   -    -    - ====Engineer==== -   - *Primary Weapon: Shotgun - *Secondary Weapon: Pistol - *Melee Weapon: Wrench - *Other: Construction PDA -   - On the surface, the Engineer would seem like a boring class to play. After all, they are terrible combatants with weak short-range weapons at their disposal. But they are the defensive backbone of any team, the Engineer builds useful devices with the plans from his PDA such as sentry guns, health & ammo dispensers, and personal teleporters. The building of each device can be sped up by hammering the construct repeatedly with the wrench. Multiple Engineers assembling turrets together can prove incredibly effective. Turrets can be upgraded multiple times, evolving from standard machine gun to rocket launcher.Every enemy killed an engineer's turret counts towards The engineer's game stats. Similarly to the TF:classic class, Engineer requires metal to build his devices. This can be collected from destroyed turrets and devices, dispenser units or standard ammunition packs scattered around the map. -   -    -    -    - ====Medic==== -   - *Primary Weapon: Syringe Launcher - *Secondary Weapon: Medi-gun - *Melee Weapon: Bonesaw -   - The medic's arsenal has changed drastically since TF:classic though his role has'nt. Instead of a medkit, The medi-gun is a hose-like device that fires a continuous stream of health at a locked-on teammate. As teammates are healed, a charge meter fills. Once it's topped off, the Medic can give temporary invulnerability to himself and a teammate. The Medic gains points in every kill he assists in healing. In addition to his, the can also use the Syringe Launcher to fire sharp Syringes at the enemies. The Syringes arc under the influence of in-game physics and require some skill in aiming it. -   -    -    -    - ====Heavy==== -   - *Primary Weapon: Minigun - *Secondary Weapon: Double-Barreled Shotgun - *Melee Weapon: Fists -   - The slowest, most powerful class, the Heavy carries a massive minigun capable of clearing roomfuls of enemies. He is heavily armored but it comes at the price of speed. While firing his minigun, he moves even slower making a walking target out of him. At close to long range, the Heavy's minigun shreds through enemies. Granted, the Heavy will have a tough time avoiding incoming attacks. But the Heavy also has the most health of any class, making him an awesome weapon against the opposition. -   -    -    -    - ====Pyro==== -   - *Primary Weapon: Flamethrower - *Secondary Weapon: Shotgun - *Melee Weapon: Fireman Axe -   - The nastiest class to run into when turning a corner. The flamethrower produces a massive amount of damage over a short range, making the Pyro the most lethal close-quarter class there is. The flame has a very small reach. In fact, it's so short, it might be considered an extended melee attack. But when a Pyro gets in close, it's pretty much an instant kill. The flames deliver moderate to heavy damage while in direct contact, as well as igniting any enemy it touches, causing additional damage over time until the flames are extinguished with contact with water, a friendly Medic or time. -   -    -    -    - ====Spy==== -   - *Primary Weapon: Revolver - *Secondary Weapon: Disguise Kit - *Melee Weapon: Butterfly Knife -   - The Spy excels at the black arts of infiltration and assassination. With the ability to disguise himself to look like an enemy, or even become fully invisible on command (for a certain amount of time), the Spy creates havoc behind enemy lines. Even sentry guns cannot detect him when he is disguised or cloaked. The spy generally sneaks in behind enemy lines and pick off combatants with his insta-kill knife. He can also use his "Sapper" to overcharge the enemy sentry guns and destroy instantly. He's an enemy's worst nightmare -- a dangerous foe indistinguishable from a friend