YMMV / Team Fortress 2

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  • Abridged Arena Array: If you see any competitive 6s game, it almost always be on a 5CP map. Process is probably the most popular one, but pretty much every 5CP map is a good contender for a 6s match. This usually is because competitive players like that teams are always on offense, games always start with spawnpoints far from mid (allowing for some skillful rollouts), and the meta picks for 5CP (Scout, Soldier, Demo, Med) have been widely accepted in their place of dominance.
  • Accidental Innuendo:
  • Alternative Character Interpretation: Inevitable, since the official characterization of the classes is limited to the "Meet The" videos and the comics - which don't exactly go into depth and can contradict each other at times. Theoretically the Mercenaries are supposed to be highly skilled professionals, but it has been implied in "The Contract" that they are really a collection of drunks, mental deficients, illiterates, psychotics and war criminals, with the implications that some are even doing this 'job' just for shits and giggles.
    • "Meet the Pyro": Is Pyro a sick but truly good person who only wants to spread happiness, or just sick?
    • That time Engie read Pyro a Christmas story can lend itself to either possibility.
    • Because the female NPC's only periodically show up in the comics and animated shorts, they often end up as the source of various interpretations. The most popular depiction of Scout's mother is a mafia queen, with Scout's brothers serving as her mob. She's also generally a smoker, sharing cigarettes with Spy.
      • Helen, Miss Pauling, Yana, and Bronislava have all been depicted as Yaoi Fangirls at some point. The first two, because they spend time mostly watching a group of men on television screens all day, while the second two have fantasized about Sniper and Spy (the fans interpreting this as Heavy's sisters wanting Sniper and Spy to sleep with each other, and not Yana/Spy or Bronislava/Sniper, respectively.)
    • Although Merasmus consistently refers to himself as male, he's consistently misgendered, and referred to as "Madam" by several characters. This has led to the theory that he's genderqueer, although it could also be that he simply doesn't notice/doesn't care at this point when people mistake him for female, most likely due to his robe looking like a dress.
    • In his in-game dialogue, the Sniper is mostly just a jerk, but not in a funny way like the Scout, giving him shades of The Generic Guy personality-wise. In his "Meet the Team" video he is much, much more charismatic and laidback, making it a fan favorite among the videos. He doesn't appear in the comics very often, but when he does, his personality is usually somewhere in between.
    • Spy seems to hate the Scout in expanded universe material more than any of his other teammates but at the same time he has been extremely nice to him on occasions. Is it because heís actually not that bad of a guy? Does he love Scoutís mom so much heís willing to go through hell to make her son happy? Or is he Scout's father who helps Scout out to make up for his neglect?
      • "The Naked and The Dead" implies that the third interpretation is intended to be canon. Having left both Scout and his mother many years earlier due to not wanting the responsibility of fatherhood, Spy slowly comes to accept his son as the expanded universe continues to develop, eventually telling a dying Scout that he's grown proud of him.
    • Exactly how Ms Pauling feels about Scout gets quite a bit of this, partly due to the videos and the comics flip-flopping on the matter and partly because of a certain tweet by Jay Pinkerton (which may or may not have been a joke). If Pauling's not interested, it is because of her status as a Workaholic, Incompatible Orientation, or is it just his Jerkass tendencies rubbing her the wrong way? And when she shows signs of recuperating in the official videos, is it because she's genuinely warmed up to him, is she just using him as The Beard, or is she just bad at understanding the cues that he's interested in her?
    • Whether the mercs could be classed as True Companions, Vitriolic Best Buds or just co-workers that despise one another has been debated in the fandom and even on this very wiki. Given how the official media changes positions on the subject, providing plenty of evidence for all three interpretations, how much is left open to interpretation and the setting indulging in Comedic Sociopathy, this isn't surprising in the slightest.
  • Angst? What Angst?: In Expiration Date, none of the team panics all that much about them going to die in three days due to tumors from the teleporters, not even when they only have an hour or two left. Then again, they're hardened mercenaries who die every day for a living.
  • Anti-Climax Boss: Captain Punch, the Final Boss of the Mann vs. Machine mission Bone Shaker. Due to being restricted to melee and extremely slow to boot, players can simply stay back and wear down his (admittedly massive) health bar while he can do very little in return. It doesn't help that he comes at the end of one of the most brutally difficult missions in the game, making him seem even easier by comparison.
  • Animation Age Ghetto: Since the game uses highly stylized art reminiscent of a Pixar film which, coupled with bright colors, apparently makes it look "cartoony". This is contrasted by large amounts of blood, players gibbing upon explosion, and a mild level of swearing. You can occasionally run into 7 or 8-year-old kids online whose parents obviously didn't pay attention to the rating. Speaking of online, as a multiplayer game with voice and text chat, it's very common to hear even more inappropriate language than what was originally put in the game; there's a reason the ESRB warnings state that "online interactions are not rated".
  • Author's Saving Throw: After the disastrous launch of the Meet Your Match update, Valve rolled out a patch to fix most of the problems that people had with casual mode by removing penalties for leaving, letting players choose one mode to play instead of forcing them to pick at least two, and are actively working to fix the long sever queue times. Another update about two weeks afterward now allows you to queue for specific maps along with allowing you to join games in progress.
    • With the increasingly odd balance changes being put foward in 2015 and 2016 updates, many have been demanding that the devs should bring the beta branch back. While this doesn't appear to be happening anytime soon, a TF2 dev dropped in on Gabe Newell's Reddit AMA confirming a blog post before the next major update outlining potential changes and reasoning for them so they can gather feedback. Said blog post about potential balance changes was met with praise and love from all corners of the fanbase.
    • The "Jungle Inferno" update released in late 2017. Despite being in the works for over year at that point (about 450 days) and having a rough first day, the update has been received very positively, with the new weapons and maps being fun to play with and the overhaul to the contracts system being well-regarded. Many people agree it was able to breathe new life into the game when Meet Your Match failed at doing so. It helps that the devs also confirmed they were still working on the matchmaking improvements promised, and that the only reason they weren't included is they simply weren't satisfied with the result yet, and wanted to avoid another Meet Your Match-style crisis. Fans were mildly disappointed about that one, but understood. Jungle Inferno also enacted several balance changes, nerfing certain infamous weapons while buffing underpowered ones. The new short, with the unexpected and long-awaited appearance of Saxton Hale in SFM, also won over many.
      • Even though many liked the Jungle Inferno update, many still found it flawed. The 28 March 2018 update brings Competitive being revamped, weapons rebalancesnote , and changes to Mercenary Park (favoring BLU on the incredibly stall-y third point). All of these were fixes to problems that detractors had to Jungle Inferno, and while it's certainly not every problem fixed, these were the main problems that many saw in the previous update.
  • Award Snub:
    • The 2012 Annual Saxxy Awards in a nutshell.
      • High Five Fail won the Saxxy for "Best Replay", and... well, saying that people were displeased would be an understatement. The original isn't even on YouTube anymore thanks to backlash, though copies exist.
      • The Wishmaker won the Saxxy for "Best Comedy", beating out Practical Problems and Sabotage. While most agree that The Wishmaker was the best in terms of the technical aspect, with the most fluid animation and best use of lighting, the actual comedy aspect of the short falls flat for many, especially compared to its competitors. It's usually said that The Wishmaker should have won a Saxxy, but not for "Best Comedy".
      • Subverted in one case, however. When Bad Medicine won the Saxxy for "Best Drama" instead of Story of a Sentry, there was a bit of a backdraft in response, and some went so far as to spam the Bad Medicine comments section with complaints. Fortunately, fans were satisfied and the Hate Dumb quickly quieted down when it was revealed that Story of a Sentry won the Saxxy for "Best Overall".
    • Some say this happened again with the 2013 Awards as well, with Disruption beating out "Quest of the Demoknight" Final Level Playthrough for "Best Comedy", though it's much more mild than most examples as both entries are considered good. Still, when the losing video happens to have been created by the mind behind the much-beloved Team Service Announcement series, there's bound to be vitriol.
    • Together We Stand won the Saxxy award in the drama category in 2015. No problems... up until you realise that this entry was a DOTA animation; see Fandom Rivalry below. This eventually ended with TF2 fans reporting the creator's YouTube channel en masse, causing it to be suspended.
    • And in 2016, The Pybro, a polished resubmission of last year's entry, won Best Action over brilliantly animated Double-Edged Defense. Even TTMR, the former's author, thinks it was a snub, and destroyed his Saxxy for that movie.
    • 2017 has Chicken Strike, which is a CS:GO-centric film. While it didn't draw nearly as much ire as the aforementioned Together We Stand, people were wondering how a CS:GO film beat out other, arguably better animated, TF2-centric films, especially since prizes for winning are mostly exclusive to TF2 (save the trip to the Valve offices). This split the base into 2 camps; Either people liked that "Chicken Strike" won, or players thought all winners should be TF2 centric, and should not allow other games in the first place.
  • Base-Breaking Character:
    • Soldier. Some love him for being both top tier and easy to play. Others hate him for the fact that due to being Robin Walker's favorite character, he gets new content with both higher frequency and quality than any other classExample . Especially jarring considering that some classes have only received one class update within the same amount of time.
    • The Pyro. Half think the Pyro is a fun skilled class and the other consider him a skilless noob class. It doesn't help that the programmers have a difficult time balancing Pyro; at one moment, Pyro is the weakest link with underpowered ways to deal damage note  to the next where they're hell on two legs and overpowered weapons that take no skill to use note  and back to being the weakest note .
  • Best Level Ever:
    • Upward is very well-regarded for being possibly the most well-balanced TF2 map. Every class has a purpose on this map - good flank routes for Scouts and Pyros, Sniper sightlines that cover a wide area without dominating the battlefield, multiple candidates for good Sentry nests, and so on. There's a good reason why Upward sees one of the highest player counts in servers, both community and Valve-hosted.
    • Viaduct, also. Simple in layout, yet effective with balance. Health and ammo is placed very well, and matches don't seem to result in ample spawncamping nearly as much as other KOTH maps like Nucleus or Harvest.
    • Some of the more stalemate-y maps are this, such as 2Fort, Turbine, and Hightower. While they don't feature the effective balance of the previous maps listed, many find respite in just being able to deathmatch in a seemingly endless round without having to worry about any real objectives.
    • The community-made Valve-supported MvM campaign Titanium Tank is well-liked for being very enjoyable and unique in an otherwise rather repetitive gamemode, but two there's two parts that stick out:
      • The final round of Spyware Shipping on Dockyard. When the countdown for the wave ends, everyone hears a robot Demo line calling them tiny. Weird, but there isn't really much time to think on it as the robots start coming in through the gates. After the initial wave of robots, an ENORMOUS robot Demo (several times larger than a normal giant robot) bursts its head through the building where the robots exit through. Enter, the Dockyard Moratar Monstrosity. Suddenly, the round becomes about struggling to hold the first area as the abombination periodically spits a nuke down onto the playing field. If the robots ever manage to bypass the shipping area and capture the gate, the tank that spawns halfway through will appear further into the map, and will almost certainly cap, between its head start and enormous HP. It's ridiculous in concept, difficult to beat, and pretty much impossible to do on your first try, but it's a unique idea and it feels so awesome when you finally beat it.
      • Teien is unique in that it features a set of train tracks bisecting the map. It's always a treat to see the mildly humerous sight of a giant being run over by the train, but the Titanium Tank mission Program Seppuku has a second card up its sleeve. Three tanks come in through the second last wave, two at the start and one at the end. The catch? The final tank has sentries mounted on top of it. It's very interesting, as before, the tanks were normally just walking bullet sponges that you had to soak with damage, but now there's an element of skill and danger to dealing with this tank. It does let down the actual final wave, which is just a giant Heavy-Medic combo with infinite respawning backpack Soldiers, but the wave before more than makes up for it.
  • Big-Lipped Alligator Moment: Any Mann vs Machine mission with Romevision enabled. There's no in-game explanation as to why the Hardy Laurel makes the wearer see the robots as if they're wearing ancient Roman armor and the carrier tank as a Parthenon-like building.
  • Broken Base: Has its own page. Have fun...
  • Canon Defilement: Many 'fics portray the team as shell-shocked soldiers unused to battle, more melodramatic than gleefully psychopathic, and waiting on tenterhooks for the war to end. The writers of these 'fics occasionally don't have a good grasp on what a mercenary is, or what they do for a living. Many people tend to ship Sniper and Spy, two classes which could not be more vitriolic towards one another, but that doesn't stop people justifying Bastard Boyfriend plots or lots of Belligerent Sexual Tension-induced Wangst. A similiar situation occurs with Spy and Scout.
  • Captain Obvious Reveal: Many fans of the storyline suspected that the Announcer was on a Life Extender the moment it was revealed they existed, bolstered by people looking like her in the past popping up in the same comic strip and a third Life Extender machine existing but being hidden from the audience. Gray Mann pretended to joss this theory by using the third Life Extender for himself, but the theory was eventually confirmed anyway in Blood in the Water.
  • Catharsis Factor: The post-round slaughter of the losing team, though, of course, it only applies when you're on the winning team. It's especially cathartic if you've fought a long, grueling round and only won by the skin of your teeth, or if your opponents happened to be massive jerks.
  • Complacent Gaming Syndrome: The community tends to only accept one good loadout for each class and that's it, regardless of how well anyone has gotten any of the other items to perform. For instance, if you don't use the Degreaser and Axtinguisher to puff and sting everyone, then you don't know how to play Pyro. There are only two situations when this doesn't apply, when the enemy escapes and subsequently burns to death, or when you get killed in the fight and the enemy, well, subsequently burns to death. Otherwise, the Pyro is never supposed to get a kill with fire ever. CGS can be weird sometimes.
    • There are aversions, though. For instance, extending from the above, the differences between the Scorch Shot, Detonator, Flare Gun, and Shotgun are openly acknowledged to mostly come down to personal playstyle and preference. Other examples are the Soldier's weapons, where pretty much any loadout is "acceptable", except for some weapons that are inferior to other options (i.e. Panic Attack), just plain bad (Mantreads), or "crutch" (Black Box), and the Sniper's loadout, which is much the same.
      • Some weapons also invert this: prior to their nerfs, the Dead Ringer, Reserve Shooter, and Darwin's Danger Shield, among others, were the most hated weapons in TF2 and using them would often get others to call you out for having no skill.
    • Now applies to Mann vs Machine, apparently, there is only one proper class set up for each map, and if you try to use anything else, you will be met with anger. This commentary discusses the topic.
    • This is what "W+M1" is all about in reference to Pyros, the theory is that inexperienced players would settle for having the flame thrower on at all times as the only tactic in game.
    • New players will automatically default to either the sniper or the spy the moment someone dominates them, as these are essentially counter-classes for the other 7 on the team. This also means that they tend to ignore all other objectives until the offending person is dead at their hands (which, given the circumstances, usually doesn't happen).
    • Also present in a meta sort of Player Archetype. Good luck finding a server without an Anger-wearing, Strange Sniper Rifle shooting sniper.
    • If you're playing 6's your team will consist of two Soldiers (One having gunboats), two Scouts, a Medic and a Demoman. The other five classes are used infrequently note  but most of the time it will be the same team comp.
  • Complaining about People Not Liking the Show: The response to any criticism of the game is most often some variant of, "Suck Less".
  • Crack Is Cheaper: Want certain high tier unusuals and Australiums? Well, unless you're a hardcore trader who knows what they're doing, hope you're willing to shell out anywhere from 100 to 200+ dollars on the community market!
  • Crack Ship: Sniper x GLaDOS, stemming from their voice actors being married in real life. Sniper's voice actor John Patrick Lowrie even jokingly acknowledged the ship in a reply to a Wheatley-roleplayer's review of a book he had written. And once again mentioned on his Twitter in a Thanksgiving post.
  • Crazy Awesome: More like a world of Crazy Awesome.
    • The Soldier. What kind of person shoots rockets at his feet to land on the enemy and beat on them with a shovel while still midair?
    • Apparently it's normal for a Demoman to set up a minefield then blow it up with himself still in the middle to get to somewhere faster.
    • The Sniper throws his own piss at his enemies. In fact, with the Sydney Sleeper, Jarate, Bushwacka, and Master's Yellow Belt, the Sniper can construct his entire loadout around piss.
      • And with the Huntsman; fighting against an enemy team armed with miniguns, sentries and rocket launchers, with a bow and arrow.
    • As of "Meet the Pyro", we can add the Pyro him/herself to the list.
      • Pyro was known to be crazy way before Meet the Pyro was released. A lot of people were just wrong about the exact nature of crazy, though.
    • You'd expect The Medic to be at least saner than the rest. Nope, he's just as nutty.
    The Heavy: Doctor, are you sure this will work?!
    The Medic: HAHA! I have NO IDEA!
    • Heavy, who has become so used to wrestling bears to the death for his family dinners that it no longer really phases him. By extension, his whole family counts, as he's taught them how to defend themselves just as well as he can.
    • The comics have their dose as well, with Saxton Hale punching panthers and Ms. Pauling.
  • Crosses the Line Twice: The addition of name and description tags for items can lead to this. A somewhat common name for the Shotgun is "Kurt Cobain's Microphone", for example.
  • Crowning Music of Awesome: Now has its own page!
  • Demonic Spiders: With enough skill, any class becomes this, but here are some specific examples.
    • Engineers. If they manage to build up a nest they become extremely difficult to kill, especially if they are protected by good Pyros. Certain nest locations are especially nasty; out of sight of the enemy team (ex: the Intelligence room in 2Fort), placed on the Intelligence itself (2Fort's intelligence room is again a good example), in a chokepoint where people must pass in order to proceed (The courtyard area and the entrance to both Buildings in 2Fort), the area outside the main spawn areas (the apex of the bridge roof on 2Fort), or, for the Engineers who like to be massive arses, underwater (the moat in 2Fort. It's a pretty Engie-friendly map.) Narrow halls are also a pain in the ass to fight an Engineer in; Engineers with enough fortification may never leave their Sentries; and with a Pyro around they can counteract any Spy's attempt to rid the buildings. If a Gunslinger Engineer is with you, you can rest easy knowing the only threat to you is a Spy; which is of course negated if you have a Pyro with you (Pyros often spray teammates vigorously with fire if they look odd, and only disguised Spies light on fire if this happens to them); especially one with the Homewrecker, a sledgehammer that destroys a Spy's Sapper in seconds, combined with the Engineer's Wrench, only amazing Spies can deal with such a massive threat.
    • Snipers. Anywhere that has an open space means that there could be a Sniper, somewhere in the distance, waiting for his charge to build so he can one-shot anyone within his view radius. A far away Sniper is also difficult to deal with - bullets deal less damage due to dropoff, while a projectile will be easily sidestepped by them. Most public teams also have at least one or two, if they aren't being spammed.
    • As pointed out by STAR_, Pyros. They have fairly decent health but with no movement penalty, and can airblast you into the air which makes you effectively dead if they know what they're doing. Furthermore it's difficult to land close-range hits on them with shotguns because you have to stay out of their range, and they can deflect most explosives back at you and your team. The only reliable ways to kill an excellent Pyro is either being a decent Sniper (though they can still fire flares at you which screws up your aim), going Engineer and plunking down a Sentry, or being a Heavy who can survive their attacks and mow them down (given that they don't catch you unrevved and you can track them as they strafe around you).
    • A good Scout is effectively invincible. They can kill any class (except the Heavy) with two shots from their Scattergun and effortlessly dodge all weapons except the conventional bullet firing ones. Not only that, but at any time during a fight, then can simply run away, something that you can't do at all unless you want them to fill you with buckshot in the back, and they move around extremely fast and are hard to hit. The only real counter is to have obscenely good aim with your gun, have a sentry, or confront them in a tight corridor (though, a good Scout will probably avoid tight corridors, so... yeah, you need amazing aim or a sentry).
    • Demoknights can basically run around in a battlefield and mash the attack button, because 2 of their swords essentially make them unkillable except by maintaining range. This only escalated with the inclusion of the Tide Turner, letting them keep their Grenade Launcher and turn mobility to retain their mid-long range abilities until balance patches took it down a few notches.
    • Soldiers. Their Jack-of-All-Stats status - good damage, above-average health, and high mobility through rocket jumping - means it's difficult to fight against a Soldier, especially if they have the high ground or are bringing along the fabled "Medic Girlfriend" (a Medic who does nothing but heal this one specific guy). The only class who can counter Soldiers moderately effectively is a Pyro who can reflect rockets, but that's only if they don't have the Shotgun equipped.
    • Mann vs. Machine mode has several candidates, which becomes worse when Mann Up Mode brings 2-3 times the number of their kind:
      • Heavy Robots of any shape can be a tremendous pain in the ass. Their high health and damage can tear apart a team in seconds. The Fists of Steel-equipped Heavies are particularly evil, with their extreme ranged damage resistance, 900 health (more than triple the average Heavy), and a habit of ganging up on players who try to melee them. Since they're also not considered giants, they can gain a Healing Factor and even more damage resistance when they pick up the bomb, leading to insane amounts of firepower being needed to put them down. Luckily they're fully vulnerable to Sappers and Backstabs, but very few people are willing to put up with a Spy on their team.
      • Sentry Busters, for Engineers who have yet to figure them out. They have a deceptively large amount of health, run fast as hell, and the only strategy against them other than "concentrate fire on it and hope for the best" is to choose the building you need the most, picking it up and hauling ass with it in tow before it blows up, which if your timing is off will destroy your buildings and kill you. However, an Engineer with enough experience can manage or recover from regular Busters, turning them into Goddamned Bats.
      • Giant Rapid Fire Demomen. The Grenade Launcher is already one of the most powerful weapons in the game. Now, imagine giving that to something that can spam grenades almost indefinitely, has a metric ton of health, and break through just about any defense because, unlike other robots, it seems to prioritize sentries as the biggest threat.
      • Super Scouts and Major League Scouts are just as bad as Giant Rapid Fire Demomen. The Super Scout is the fastest robot in the game, and the Major League Scout trades in some of that speed for the ability to spam the Sandman's stun balls all over the place. Both of them also move erratically, making it hard to land a hit on them. If you let even one of them get through your defenses with the bomb, you are screwed.
      • Mecha Engineers teleport onto the battlefield and unless you find them before they set up, they put up a LV 3 sentry and a teleporter. They will also endlessly repair their buildings, with an infinite metal reserve, and will move their buildings forward if your team is pushed back. So basically Word for the wise: FIND THEM AND KILL THEM before their buildings are set up because EVERY OTHER DEMONIC SPIDER can instantly teleport onto the battlefield getting them closer and closer to the bomb hatch if the teleporter is set up. Don't camp the teleporters, either; enemy bots exiting this way are Ubered for three seconds. Even the Sentry Busters.
      • Bowman Snipers can overlap between this and Goddamned Bats. They're the only offensive type of Sniper that don't come in occasionally for support, and they wield the Huntsman, which is already considered a powerful weapon to begin with because of Hitbox Dissonance, and the fact that a well-placed headshot can One-Hit Kill most classes. Now imagine a horde of these enemies coming at you and pelting you with a Rain of Arrows. Without a good Medic to counter the arrows (no way will a Pyro be able to reflect so many at once), these guys will overwhelm you very fast. Mannhattan adds large Bowman Snipers, which take a fair bit of punishment and are certain to one-shot you, while being protected by a Medic. However, they're not considered Giants, so a backstab can take them out...
      • With the Mecha update, we can add EVERY permanent crit-boosting robot to the list. To clarify, they are all essentially One-Hit Kill machines (regardless if they're giant or not) that even with maximum resistances upgraded, they will still kill you in 2-3 shots, with uber canteens only lasting for a few seconds, you can bet much hair-pulling ensues when a team tries to finish a wave for dozens of these pests... and when they do succeed... the next wave has even more of them.
      • The jumping Samurai Demoknights exclusive to Two Cities missions. They're mildly durable and strong to boot, but their main claim to infamy is the high jump they do before charging and circling around mid-air. This will very rarely not kill you, since their midair circling makes it incredibly difficult to land a hit, they charge for a long time in midair and thus will pretty much always charge crit if they're not already perma-kritzed, and said charge crit is a melee attack, which is not a damage type you can protect from with upgrades. Since they're using the Half-Zatoichi, any kill they happen to make can undo much of the progress to destroy them, and the final kicker is that they're technically not giants, so they can get all three bomb buffs.
  • Discredited Meme: Bonus Ducks, as of the End of the Line Update let-down.
  • Dork Age: Depending on who you ask, the game has either recently come out of one or has simply transitioned to a different one in recent years. In the years after 2011's Uber Update, which made the game Free to Play a year after microtransactions were added, there was a sharp decline in the frequency and arguably quality of the major updates aside from holidays. For a concise list:
    • Halloween updates that, while having amusing gimmick modes, never have anything substantial as their content is restricted to Halloween Mode and Full Moons. Not to mention in 2013 when Bird Heads and a My Little Pony inspired hat were added for the classes, which did nothing to help the "The art style has been ruined by hats" debate.
    • Smissmas updates that mostly just add hats, though 2011 had the bonus of adding Grordbort items for Pyro and Engineer. Which were either seen as ridiculously overpowered or completely worthless in the years that followed.
    • Mann Versus Machine, a Co-Op game mode which you can pay money to earn items in, and various expansions for it. Which if you had exactly zero interest in co-op were essentially 500 MB downloads of nothing for you.
    • Pyromania, which released Meet the Pyro and Source Filmmaker. And also Doomsday, a game mode most stopped playing after a week, and Pyrovision, which the less said about how some fans felt about that the better. Not to mention Pyro got exactly one new weapon and some reskins in what was meant to be his own update while other classes, including Soldier, got entire sets.
    • The absolute nadir generally being considered the Robotic Boogaloo update, the very first wholly-community-created update. Which added 60 robot-themed hats only available through microtransaction crates, and literally nothing else.
    • But starting with the Summer Event and Two Cities updates in 2013, which began the recent trend of game balance changes in major updates, update quality and optimism for the future of the game have generally increased since 2014. The Campaign Passes borrowed from CS:GO with fan favorite Ms. Pauling dealing out Contracts are seen as at least a substantial sort of update to reskin every few months. Most recently is the Meet your Match update adding Competitive and Casual matchmaking, which may have the side effect of helping community servers recover from Quickplay taking all their traffic, which just a few years ago was seen as a complete pipe dream. Long story short, whatever Dork Age the game had been in after going Free to Play appears to be over, giving cause to feel optimistic about the game's future.
    • Though fans still felt a lot was going wrong between Smissmas 2014 and the Meet Your Match Update. For a year and a half the game got no new weapons, no updates for MVM, new maps were community-made and thus were already playable if you knew a server running them, and the interesting but underdeveloped Mannpower Mode. Contracts themselves were seen as a mixed bag, especially if you felt Campaigns were just updates you spent money to play and grind. And of course updates have had major class changes that some fans took issue with or disputed as changes for the sake of changes. The wait between the Meet Your Match update and Jungle Inferno update was also the longest period of no content in the game's history, lasting 15 and a half months. Luckily, Jungle Inferno was seen as a vast improvement over the last updates, resolving many of the issues listed above.
  • Draco in Leather Pants: Make no mistake, the mercs enjoy their work, but many shippers prefer to think they wouldn't hurt a fly.
  • Ear Worm:
    • The Robots! theme from the Mann vs. Machine trailer is quite catchy, and brings across the feel of clanking, rumbling robots quite well, as well as the uncanny valley feeling that the classes get from fighting robots designed to look just like them.
    • Soldier of Dance. There's even an hour long version!
  • Ensemble Dark Horse:
    • "Meet the Medic" increased Medic's popularity.
    • Outside of the main characters, there's SAXTON HAAALE, Miss Pauling, and Scout's mother.
    • Archimedes also has a loyal following. Pick a video of doves at random on YouTube, and chances are that you'll find a reference to Archimedes in the comments section.
    • When it comes to fan videos, fan-made Femscout is probably the most used female character model.
    • The TFC Team has experienced a very high popularity rise in the fanbase.
    • Miss Pauling only became more popular due to her appearance in Expiration Date, there are already jokes about "Pauling for tenth class" because people loved her role so much.
  • Even Better Sequel/Surprisingly Improved Sequel: Inevitable, considering that the original was an independent mod made in 1996.
  • Evil Is Cool: Well, duh, that's why the game is so much fun!
  • Face of the Band: The Heavy. Although those who only know of the game through memes will probably think of The Spy first, as he's the unofficial patron saint of trolling.
  • Fandom Berserk Button: Calling the Medic a Nazi. Even Valve themselves are not fans of this and have confirmed many times that he isn't or ever was one.
  • Fandom Rivalry:
    • Holy damn, Dota 2. The rivalry between the fanbases is so large that it often results in a bloody and violent forum Mob War. The fanbase has accused Valve of prioritizing Dota 2 as their chief money maker over them and refusing to pay attention to TF2 at all. While things have began to cool off, the announcement of Artifact, a card game based off of Dota has brought up much anguish from the TF2 fanbase, once again inciting riots about Valve favoring Dota instead of supporting their long-running titles (to which most Dota fans will say that they didn't want this either).
    • The fandom also has a giant rivalry with Overwatch, seeing it as a massive ripoff or shameless imitation of this very game. Almost right at the announcement of Overwatch, TF2 fans were saying that this was Blizzard's attempt at making a "dumbed down" copy of Team Fortress. Even to this day, it's almost a Berserk Button to mention Overwatch to some fans of TF2, and it's not uncommon to see inflammatory comments being made at either game in the comments section of a Youtube video on one or the other. Of course, attitudes on either game may still depend on where you go - See Friendly Fandoms below.
  • Fanon: There is no proof for it, anywhere, but almost everybody believes that underneath the Pyro's suit is some extensive and horrific burn scarring.
  • Fanon Discontinuity: A small subset of fans flatly refuse to accept the official comics and promotional videos as canon, or as anything except promotional material. To them, only the game itself is canon and relevant. This is becoming harder and harder to justify, however, as the comic, trailer, and "Meet The..." plot has slowly creeped more and more into the game itself.
  • Fan-Preferred Couple: Valve likes to tease, but it's not always accepted...
    • Scout/Pyro gets some support when Pyro is depicted as a young woman.
    • Soldier/Engineer has no real basis in canon, but they do hitch up in fanon quite a bit.
  • Fanwork-Only Fans: Until the game became F2P, most of the Yaoi Fangirls making fanart and fanfiction for the game had never even played it, making this a case of Most Gamers Are Male played straight. Also applies on a lesser scale to those who mainly follow TF2 for the GMod videos, like Painis Cupcake or Vagineer. Reasoning on this can be varied, from "I like the universe, but I don't like first-person shooters/video games in general" to No Export for You (a lot of fanwork on Tumblr is from Japan and Korea), to health problems like epilepsy and motion sickness that restrict how much, if any gaming they do. Although unfortunately the girls who do pay and play often get dismissed as "just here for the gay porn" or "just here because you think [insert class here] is hot" if they dare to reveal their gender to the guys, even if the female fans were there before the F2P update or play competitive Highlander.
  • Friendly Fandoms: Although things got off with a rocky start, fans of Team Fortress 2 and Overwatch have a somewhat decent relationship and it's not uncommon to see characters from both games interacting in fanart and other fanmade works. This is especially helped by the fact that one of the developers of Overwatch have praised TF2 and take comparisons as a compliment. Of course, attitudes on either game may still depend on where you go - See Fandom Rivalry above.
  • Game-Breaker: Has its own page.
  • G.I.F.T.: Like all online games, Team Fortress 2 has had its issues with GIFT-utilizing Griefers. Ironically, you will still hear fans of the game proclaiming that the game is "Serious Business Free" and that "this is the nicest gaming community ever." While one look at the Valve official forums or the Steam Community Discussions section can tell them otherwise (the forums are endlessly locked in an civil war, while the discussions are infamous for being infested with hate), they just ignore this. Woe to the poor newbie gamer (or even pro gamer) that does take this to heart, and run into the Griefers deriding him to "suck less", "cry moar noob", "go back to your kiddy consoles" and such. Another popular taunt to use is "Free to Play", implying that the player (no matter how much time or skills they have) is nothing but a newbie that just got the game because it was free and can't do a damn thing against "better" players.
  • Goddamned Bats: Servers will inevitably be flooded with one class the day that class's update comes out. Quite literally, when the Scout update came out.
    • One of the driving concepts behind the Sniper update was to release the Spy update at the same time to combat this.
    • Amusingly, the Soldier/Demoman combined update reversed the trend slightly. Since one of the available unlocks would be determined by which class did better in the week preceding the release, the servers became flooded with Soldiers and Demomen even before the release... to the point that servers have crashed because of a limit on dynamic entities within the map.
    • The Engineer update was probably the worst example of this. There were so many Engies that you could barely move without being sentry gunned to death. Most servers would even implement a 2 or 3 Engineers per team limit. On the other hand, good Demomen, Soldiers, and Spies had a field day.
    • With the Polycount Update, this made some people complain about the Goddamn Fish.
    • All future updates will address multiple classes at the same time in order to combat this.
      • There have also been updates that don't focus on any particular class at all, most notably the Halloween updates.
    • Combat Mini-Sentries. Instantly-deployable, chip off your health fast, and love to appear out of nowhere. Even after an update that reduced their base deployment speed, people are still rather split on them.
    • Several types of enemies in Mann Vs. Machine qualify:
      • Sentry Busters again. Once you understand how they work and how to escape them, a well-entrenched, level-headed Engie who's paying attention will (almost) never be threatened by them again; just pick up your sentry before they reach your nest, walk towards them to make them explode prematurely, then put your sentry back in its nest. If you time it right the explosion also takes out a part of the robot horde. Problem is, the more often you successfully do this, the more often they respawn, over and over and over... the Announcer shouting "Look out for that Sentry Buster!" over and over and over... listening to that tick-tock noise over and over and over...
      • Giant Black Box Soldiers in Mann Vs. Machine, for being massive Stone Walls. Out of all the giant Soldier robots, they have the lowest damage output due to the fact they fire all their rockets at once, and then slowly reload. Here's the problem- if they hit you with that barrage of rockets, they recover massive amounts of health, if not all of it, and as such, if the team doesn't evade the rockets or the Medic can't continuously block them with the shield, the damn thing can either freely capture a gate, or just plant the bomb. That said, they're every bit as slow as the other giants, and can swiftly be killed before they do anything if dealt with properly, b*ut it's the sheer tediousness of doing so that makes them more annoying than difficult.
    • Über Medics in Mann Vs. Machine are a massive annoyance if not dealt with the proper way. While experienced players (particularly Demomen with sticky bombs) can blow them all up before they can pop their Ubercharge, woe betide those who damage them enough but fail to kill them, as they will pop their uber and make their assisted unit (usually a Giant) invincible until it wears off, allowing the group to push further. There's also two variants, one of which heals extremely quickly, the other can regain their Ubercharge extremely fast, both of which are equally frustrating.
    • When the Pyro vs Heavy war was announced, the update post has stated that points towards one side are given by simply being on a team and earning points, rather than playing Pyro or Heavy and killing the other, reducing the amount of class spam in servers. Regardless though, players could expect at least three or four Pyroes or Heavies each per team.
    • Predictably, the Jungle Inferno update (the resulting Pyro update from the Meet Your Match war) ended up with servers being flooded with Pyroes for the first two weeks after launch. Two of the weapons released actively seemed to make Pyro's afterburn immunity less of an issue with the commonness of Pyro 1v1s - the Gas Passer causes Pyroes to ignite despite their normal immunity to afterburn, and the Dragon's Fury's main aspect is to crit burning targets, but it'll still crit Pyroes if consecutive shots are landed. But, if you didn't want to play the new weapons, expect to be forced to play a lot of Engy, Heavy, and Sniper, classes who are good at countering Pyro.
  • Goddamned Boss: With boss truces coming into play, Merasmus shifts from That One Boss (as detailed below) to this. With PvP disabled, Merasmus dies more often than not, so the only thing he really does is stall out the map for a few more minutes, between the time it takes to defeat him and the fact that the Control Point is reset to neutral after his death. If the teams are evenly matched, that generally means you'll be playing for about 20 minutesnote , which tends to be very exhaustive for the average map.
  • Good Bad Bugs: With a seven-year-old game running on a very buggy engine, tons of glitches are possible.
    • The aforementioned Spycrab and the ability to play as a glitched character called "The Civilian."
    • As of Dec 18th of 2009, all those who were here to know him in his short 24 hours of life will never forget our good friend the Spygineer. Let him forever erect those French dispensers with console command "build 0" in his cheese and wine-laden heaven.
      • On April 29, 2010, the Spygineer returned for one more go — along with the ability of Engineers to build infinite buildings.
    • R.I.P. "Crazy Legs" Scout.
    • Alas, poor level 3 mini sentry, too cutesy for this blood-filled game.
    • There was also the "rapid airblast" glitch, or the Syringe Gun reload glitch, both of which cause their respective weapons to fire faster than intended.
    • There was an exploit that allowed the Heavy to run at top speed even without having the Gloves of Running Urgently active.
    • Using the Buffalo Steak Sandvich with GRU once resulted in ridiculously fast speed for the Heavy.
    • Players actually fire out of their heads, rather than from their guns. This isn't very apparent with most classes, since most of them hunch over while firing and are generally better off dodging bullets than exploiting cover... except the Heavy, who stands up very straight with his Minigun revved up. This results in the popular tactic of standing behind a shoulder-height object and mowing down enemies with your mouth gun and tiny small head hitbox.
    • Due to being able to taunt while stunned, even if it's a kill taunt, two Huntsman Snipers can have ancient Australian psychic battles.
    • A clipping issue can cause Pyro flames to go through the otherwise impenetrable starter gate before the beginning of a round. Since whoever was standing there was probably taunting, it's pretty funny, and they respawn fast enough to not hinder the team. On the other hand, it also works occasionally through chain link fences, which is a Game-Breaker. Then again... why wouldn't flames be able to pass through a chain-link fence?
    • The taunt for the Equalizer causes the Soldier to crack his knuckles before holding a grenade to the sky and gibbing himself and anyone nearby. Nothing wrong so far, until you notice that the explosion radius is centered on the Soldier's hand when he holds it up. Doing this taunt while standing under a low ceiling causes the Soldier's hand to clip through the ceiling as he does the taunt, and he survives because the ceiling blocks the explosion; if anyone's standing on top of said ceiling though, they're dead. Suijin's bridges are most famous for this exploit.
    • Before the bug was patched, using the Buffalo Steak Sandvich could let the player switch their weapons from melee, resulting in a Heavy spewing mini-crit Minigun bullets.
    • Switching from a Detonator to another weapon and landing a hit on a burning enemy granted full crits before that was patched.
    • The infinite Diamondback crit exploit.
    • The Machina's double-kill fanfare glitches whenever more than 2 people are killed at once — the effect stacks for every additional kill, resulting in a ridiuclously loud sound.
    • Valve's Achievements have their fair share of bugs, but one in particular stands out — the Identity Theft Achievement is a Spy Achievement that is given for backstabbing the enemy you're disguised as. Stabbing someone with the Your Eternal Reward awards you this Achievement instantly.
      • Fridge Brilliance sets in once you realize that backstabbing someone with Your Eternal Reward actually fits the name of the achievement much better. Why shouldn't you get an achievement called "Identity Theft" when you steal another player's identity?
    • Using the Director's Vision taunt and pressing the Cow Mangler 5000's alt-fire simultaneously will make the Soldier perform a Hadouken
    • In 2Fort, in the BLU base a Dispenser in the doorway between the hay room and spiral ramp will completely block enemy players and the Engineer who deployed it. In the RED base, a player can always bypass a Dispenser built in the same place by crouch-jumping over it.
    • The Training Mode was meant to be for single-player, but some people actually managed to get into other people's training modes. Griefing ensued before it was fixed.
    • When the Red-Tape Recorder was first added, sentries sapped with it retained their health when downgraded to level 1, and were capable of having far too much health if upgraded again. Although the sentry glitch was fixed quickly, another glitch let teleporters build up astronomical amounts of health.
    • When the Demoman is holding a one-handed melee weapon, crouches, and the player taps the "walk forward" button a small amount, Spooky Demo Arms results.
    • Dropping bread into the pit at the end of Payload maps used to create a giant explosion.
    • If you're on fire and you activate the B.A.S.E. Jumper mid-air, you won't lose altitude until you stop burning.
    • Scouts could destroy friendly teleporter exits by repeatedly firing baseballs over them as somebody tried to teleport. This causes the teleporter to self-destruct. Although the baseball one was fixed, Medics could do the same with their syringe guns until that one was fixed as well.
    • The Shortstop was allowed to reload quicker for a brief time after the release of the Gun Mettle update. Fans of the weapon who thought this was an intentional buff were not happy that this was actually a bug that was patched soon after. But hey, after Meet Your Match you can shove people with it (like a crappier version of Pyro's airblast) and now you can shove people off cliffs, even though pyro can do it better and faster.
    • The Gun Mettle Update had several issues with dropped weapons and the like being able to destroy the final point on Payload maps.
    • Before it was shortly patched, shooting the alien landmines on 2Fort Invasion with the Rescue Ranger (Engineer), Crusader's Crossbow (Medic), or Huntsman/Fortified Compound (Sniper) could kill your own teammates. And you'd be credited as killing them.
    • After the Meet Your Match update was released, it is possible to spawn in the other team's spawn point when waiting for other players, making it possible to get some ridiculously cheap kills if playing the right class.
    • Before it was patched at the end of August, if a BLU Engineer built a teleporter exit during the 60 seconds before setup time and has the Eureka Effect equipped, they could teleport out of their spawn and to wherever they placed their exit, allowing them to harass the enemy team during the setup time. Attack/Defend maps had this exploit at it's worst: an Engineer who escapes their spawn during setup time using this exploit could then go on to cap the first point, which if pulled off would result in the setup time being increased by whatever extra time is awarded when the point is capped. In the worst-case scenario, on maps with multiple stages (ex. Dustbowl), fast capping both points on the first stage would sometimes result in the BLU spawn gates being locked and never opening during the second stage, giving RED an easy win. It's truly a sight to behold.
    • Scream Fortress 2014's Carnival of Carnage, before they were all patched, had tons of these:
      • Engineers could build teleporters behind their spawn rooms.
      • If a spell was casted by Merasmus at the same time as the transition to a Bumper Car minigame, the effects of the spell would carry over to the minigame. This resulted in such scenarios as underwater bumper cars, among others.
      • Spies could disguise while under Merasmus' melee-only curse using the "Last Disguise" function.
    • In Mann vs Machine, since Engiebots weren't planned to carry the bomb, they don't have any coding telling them to take the bomb to the hatch. This actually makes it beneficial to force an Engiebot to carry the bomb, since support robots aren't required to be killed in order to end a wave and players can focus on getting rid of the rest of the robots.
    • Until the Meet your Match update fixed this, Engineer lacked a pelvis hitbox. Did this affect gameplay at all? No, since what wasn't part of Engy's crotch was pretty easy to hit anyway. Was it funny to see the occasional video demonstrating this by shooting him between the legs with a Sniper Rifle? Hell yeah.
    • The Jungle Inferno update changed the Gloves of Running Urgently to deplete at a rate -10 health per second. However, if a Heavy has the Dalokohs Bar/Fishcake equipped, then rapidly switches between his melee and primary/secondary and eats the Dalokohs Bar/Fishcake while health regenerates and then rapidly switches between their melee and primary, the Heavy's health will continue to go up, faster and faster and forever, allowing him to overheal to astronomical amounts of health and effectively become an invincible tank, or at least invincible to everything except backstabs. It was quickly patched out.
    • One of the objectives for the Dead Ringer contract is to absorb damage from the resistance offered by the watch when cloaked. The contract can be completed by just jumping off cliffs with the Dead Ringer activated.
    • Sometimes, a Spy's disguise would be lacking a head or feet, making them very easy to detect. Occasionally, the corpse of a Spy who has just used their Dead Ringer will fold in an unusual manner, letting an attentive player know the Spy is still at large.
    • An update released early in 2018 came with a bug where throwing Mad Milk and picking it up granted the Scout infinite mid-air jumps, in exchange for getting them stuck in the Civillian pose and not letting them fire weapons. Cue the occasional sight of a birdscout infinite double-jumping away from danger and into the skybox.
  • Heartwarming in Hindsight:
    • Remember how protective Heavy is of his Medic (e.g. "GET BEHIND ME, DOCTOR!")? With the release of "A Cold Day In Hell", it becomes clear that Heavy is extending to Medic the very same protective Big Brother Instinct that he shows to his own family. Then "The Naked And The Dead" shows up, and... trust us, if you mess with his Doktor, then not even Gray Mann's immortality machine is going to save you from a No-Holds-Barred Beatdown.
    • In a few videos, we see the Spy acting like a Jerkass towards the Scout, and particularly a Jerk with a Heart of Gold during "Expiration Date", on top of being in a relationship with his mother. In the comics, the Spy is revealed to be the Scout's father, and he is nothing but proud of his son, even if he doesn't have the courage to admit it without the use of a disguise.
  • Hilarious in Hindsight:
    • During the Scout update, Valve added a domination line where the Scout says that he's not even wearing a helmet, played specifically after the domination of a Soldier. Then came the hats, with a baseball helmet for the Scout. You'd expect him not pulling that line while wearing said helmet, but he still does it due to the way the voice response system works in-game. Irony ensues. To add to the irony, thanks to the hats, it's possible that the Scout is wearing a helmet but the Soldier isn't.
      • When dominating an Engineer, Scout's line is "Here's something you shoulda built: a not-dying machine!" In a later comic we learn that's what Engineer's grandfather's magnum opus was, and Engie's job is to fix it.
    • To a certain extent, the Sniper's line about "blokes that bludgeon their wives to death with a golf trophy" in Meet the Sniper. You can't officially kill anyone with a golf trophy in the game, but as of June 2011, you can bludgeon them to death with a filmmaking trophy... which turns them to Australium. Really.
    • Right before Meet The Medic came out, there was a pre-order bonus for the new Magic: The Gathering game. One of the items was a Planeswalker Helm for Medic, with the description "Just tell people it qualifies you for veterinary work". The Medic achievement "Ubi concordia, ibi victoria", which requires the Medic to assist in killing three enemies on an enemy control point, has a picture of a wounded dove.
    • The gameplay footage at the end of Meet The Sandvich is identical to that of the end of Meet The Heavy, only the Heavy is now eating instead of gunning down BLU. The BLU team members are still dropping like flies, however, as if to imply that RED Heavy wasn't actually responsible for any of the deaths in the first video.
    • One of the Demoman's injured noises (most usually from being ignited) sounds identical to the Rabbids.
    • In a comic accompanying the Mac Update, one of the two Apple employees introduces the Heavy to a gun that would set up a blog for him, and update it with a kill count. As of 2011, we now have Strange weapons, most which count the amount of kills made with them.
      • In that same comic, Soldier boasts that his Mann Co. Shovel is better than any Apple product and is shortly interrupted by said shovel suddenly bursting into flame. The Jungle Inferno update brings us War Paints, and one of the weapons that can come as a War Paint is the Diciplinary Action, a melee weapon for Soldier. War Paints can also come in Unusual quality, and one effect causes the weapon to appear to be smoking with heat. We can now have Soldiers with a burning Mann Co. whip.
    • In Meet the Sniper, the RED Sniper headshots the BLU Heavy and also shatters the BLU Demoman's bottle behind him. This was patched out of the game fairly early on... only to get added back in with the Machina, which can penetrate through multiple characters once fully charged.
    • This post from 4chan ended up being spot on in regards to the way the Pyro views things. (Spoilers for those who haven't watched "Meet The Pyro" yet)
    • After the release of the Sniper vs Spy update, the Spy will sometimes say to a dominated Scout: "This is Scout! Rainbows make me cry! Over!" At the release of the Pyromania update a little over 3 years later, the Pyro has a weapon that can fires rainbows only from the player's perspective and appear anyone who can see how the Pyro sees things. In reality, it appears as the stock flamethrower. Guess who the Spy's nemesis is.
    • Also, a hilarious extra at the end of the Stuart Ashen recording microscopes review has Ashen setting fire to a My Little Pony fake, laugh maniacally, sighing *hats* at the end, and then proclaim "Pyromania Is Magic". Cue two months later, with the Pyromania update...
    • In The Angry Video Game Nerd's review of Action 52, he asks who would want to wield a lollipop as a weapon when he reviews a game called "Lollipop". When the Pyromania update came out two years later, the Pyro received the Lollichop, a weapon that appears as an overly-large lollipop in Pyroland.
    • In the Halloween 2011 update, one of the soldier's lines when in his robot costume was "I am a robot, I am here to take American jobs." Then came Mann vs. Machine.
    • The Octo-Heavy, a joke video about a "boss battle" consisting of a Heavy with 8 Medics. Just a fun little joke video, though, right? Mann vs. Machine mode introduces robots that can and will form 5-Medics-on-1-Heavy formations. Or even NINE Medics on one Heavy. And the Heavies are Giant Mooks.
    • There exists a little Team Fortress 2 mod called Prop Hunt where players on one team become random props and must hide from the players on the other team. Enter 2012's Spectral Halloween Special. Merasmus will disguise himself as a random prop some time during his boss fight.
    • One of Scout's domination lines against the Sniper is saying he has a tiny head. In the 2012 Halloween update, the Ghost Fort map has a random effect that turns everyone's head tiny.
    • In a case of taking an already funny line and making it even funnier, Scout's line "My blood! He punched out ALL my blood!" from Meet the Sandvich is referenced in the 2012 Halloween event, only now he says "spilled" instead of "punched".
    • On this very wiki, the caption for Pyro's character folder alludes to Pyro being The Stig, a mask-wearing mysterious racecar driver from Top Gear who never shows his face. Because he's a driver in the PC version of Sonic & All-Stars Racing: Transformed, s/he actually is a mask-wearing mysterious racecar driver who never shows his/her face. (Does that make Spy Jeremy Clarkson, and Heavy James May?)
    • In Pyro in Shellnut, Spy saps Wheatley. Almost a full year later, Wheatley became an unlockable sapper replacement for the Spy.
    • An unintentional Actor Allusion: Robin Atkin Downes played Luxord in Kingdom Hearts II, stealing medallions from Captain Jack Sparrow and invoking his zombie pirate transformation. Now you can make Medic into a zombie, complete with squawking zombie bird. Sadly, no pirate costume, though.
    • The Soldier's "Bilbo Baggins" domination taunts to the Sniper are hilarious in light of Team Fortress Comics #4 which reveals the Sniper is actually a New Zealander.
    • This griefing montage video uploaded back in 2011 has a player named Balrog trapped in a teleporter trap among others saying he's having a pool party. Three years later during the "End of the Line" Update, the Pool Party was added as a taunt for the Pyro. Bonus points because Balrog was playing as the Pyro.
    • One of Soldier's "robot" costume bonus line, "Oh no! That robot is a ghost!" was already funny ... and then came Undertale with one of the characters ( Mettaton ) fitting that line very well.
    • In one of Mother's Basement's rants about Sword Art Online, he takes a pot shot at the series' In-Universe game "Gun Gale Online" by saying that stats in first-person shooters are meaningless and brings in Team Fortress 2 as one of the counterpoints. He says "Imagine a version of TF2 where Spies and Heavies have the same character model? It would be a disaster". What he doesn't know however is that what he just said is entirely possible in TF2 with the randomizer mod, where a Heavy can get Spy's arsenal and become a Spy Heavy or vice versa.
    • A popular joke within the fandom is that Spy is Scout's father. Then Team Fortress Comics #6 ultimately confirmed it, with Spy apologizing to his son disguised as Tom Jones.
    • In the Game Mod Fortress Forever, which is meant to be a Spiritual Successor to Team Fortress Classic, the menu theme is titled "Goldrush Ectasy", and the spy's cloaking ability functions similarly to the Cloak and Dagger.
  • Ho Yay: As all of the playable characters are male except the Pyro, Ho Yay seems encouraged, both in-game and by fans.
    • A lot of people see a certain "subtext" in the Heavy and Medic's close cooperation, with their lines.
      Heavy: I love this doctor!
      Heavy: GET BEHIND ME DOCTOR!
      • Brought back up with "Meet The Medic". Most of the short centers on the two of them, and there's a lot of long glances and smiles between them. Medic even pinches Heavy's cheek at one point.
    • Valve has acknowledged this with the "Beaux and Arrows" Sniper achievement for killing a Medic-Heavy pair with a Huntsman... and then turned around and torpedoed it with the Demoman's Medic-specific domination taunt which may or may not be true:
      Demoman: DOMINATED! ...And I been shaggin' yer wife! Ahah!
      • And with the introduction of the Back Scatter for the Scout, there's the achievement Back 2 Back (killing a Heavy/Medic pair within 20 seconds) — the icon for which is a heart.
    • Valve acknowledges the ship again with the description of the Medic hat Gentleman's Ushanka, which reads:
      "Made from genuine German rabbit fur, this military-grade trappers' hat makes the perfect complement to the Officer's Ushanka. Let the officer in your life know you'll always be right behind them, with a Medigun at the ready and a matching wardrobe."
    • While "End of The Line" isn't canon, Valve alludes to the subplot between Heavy and Medic as "romance action" (with a later asterisk clarifying that it's "more of a bro-mance").
    • Sasha may not seem to fit this... until you realize it's a unisex name.
      • It should be noted, however, that Heavy refers to Sasha as a "she".
    • One of Medic's unlocks, a fancy Napoleonic coat that was released as a Napoleon: Total War promotion, is called "The Foppish Physician". "Fop" means a stylish man, which he certainly is, but has also meant gay. There's also the announcement of the Something Special For Someone Special, which portrayed some Pocket Medics as lovesick stalkers (although it's unclear if they meant the character, or the people who play him).
    • Not even the Pyro is immune to Ho Yay! The Engineer and Pyro seem to be slowly evolving to work together, a la Medic & Heavy. Some of Engineer's lines reflect this, and he will occasionally apologize to a Pyro he's just dominated.
      • Not to mention, the magazine Pyro was reading at the end of Meet the Medic contains...Man on Man. The two assumptions are that he's a woman enjoying a little gay porn, or he's a gay man enjoying a little gay porn.
    • The Pocket Medic, originally only for the Heavy, can now be equipped by the Soldier as well. Also, whenever a Soldier shouts "Medic" while looking at a friendly Medic, he will call him "sweetheart", "sally", or "pumpkin". Some fans have noticed. Has resulted in some Ship-to-Ship Combat. Later, Medic got his own Pocket Heavy...
    • There's a bit of Merasmus/Soldier, too. They bicker like an old married couple, Soldier threatens to shove something up Merasmus' ass (his broom, but still), Soldier informs Merasmus "the heart makes its own rules" when trying to justify killing Merasmus' new roommate, and now, after landing in prison, Merasmus had Soldier's class icon tattooed on his bicep.
    • Medic got some of this towards Sniper in Old Wounds. He's incredibly happy to see Sniper, and is apparently fond of him to the point that he's willing to spend billions of dollars so he can revive him after he's fatally wounded by the TFC team.
    • "The Naked and The Dead" brings us some Sniper/Spy moments. When Spy was caught by Classic Sniper, his modern counterpart practically panicked and rushed to save Spy (losing his pants in the process). Scene afterwards in which Spy and completely naked Sniper were sitting next to each other and smoking was described by some fans as "mistaken for slash fanart".
  • Hype Backlash:
    • Mann vs. Machine qualifies as this for the fans. Valve hyped the new game mode up as nothing less than the biggest update since the Uber Update. Then it was finally released... and what the community got was a virtually-unplayable mess, with server shortages effectively locking players out for near hours at a time, and crippling framerate issues grinding the action to a literal halt when one finally does get to play. Valve started working on these issues shortly after the mode was released, but by then the damage was already done, with some fans so fed up that they stopped playing altogether.
    • The "End of the Line" update. The trailer for the fan-made video drew in 2 million viewers, and gained even more hype when it was revealed Valve had contacted the creators of the short asking to expand it into an entire game update. As a result, the short's release was delayed by a year, and anticipation steadily grew as the update's map became available for play-testing, mentions were made of testing new weapons, and Foreshadowing appeared in the form of ducks hidden in preceding events. When the update arrived... there were only new cosmetics, the only new weapon was a default melee reskin, and the map — the number one reason the update had taken so long — had been cut out from release and was not officially released for nearly seven months following the update. As for the short itself, it was well-received, but there was considerable rage over how it was delayed for a whole year just to be released with a bunch of cosmetics.
    • Invasion landed in a similar situation. By the time it released, it had been delayed numerous times for different reasons. It contained 4 maps, 16 cosmetics, 4 weapon reskins, and 1 taunt. And all of the cosmetics, reskins and the taunt are only found in cases. Adding onto that, the weapon and cosmetic grades from the Gun Mettle update were tacked onto the items for some reason, which has some fans accusing Valve of creating artificial scarcity instead of just giving people the ability to buy the items and directly support the makers of the update.
    • Meet your Match is probably one of the worst cases of this. At announcement, people were praising Valve, Gaben, Robin Walker and Jill for finally implementing an official Competitive Matchmaking gamemode, as well as removing autobalance in Valve pubs. When the update launched however, people started complaining that the Competitive gamemode was as riddled with problems as the Matchmaking beta, and that the many changes to Valve pubs made them absolutely terrible to play. See the update's entry on They Changed It, Now It Sucks below.
  • Idiosyncratic Ship Naming:
    • "Helmet Party" for Soldier/Engineer.
    • "Classcest", or one class paired with another of the same class (i.e. RED Sniper/BLU Sniper would be "Snipercest").
    • Sniper/Engineer is known as "Trucks 'N' Vans"
    • Scout/Sniper is "Speeding Bullet"
    • Engineer/Pyro is "Fire Forged"/"Texas Toast"
    • Sniper/Spy is "Knife Party"
    • Even some really rare pairings have names. Heavy/Sniper is called "Vegemite Sandvich", Demo/Spy is "Bomb Voyage" and Scout/Pyro is "Flash Fire".
    • Soldier/Merasmus is "Magic Missiles"
    • Demo/Sniper is "Sword Van"
    • Medic/Sniper is "Bush Medicine"/"Urine Sample"
  • I Knew It!: Some people saved up a lot of duplicate weapons, in case the Polycount weapons had specific blueprints. They did.
  • Internet Backdraft: As Valve put it after announcing item crafting, "Say goodbye to those enjoyable evenings spent complaining on the forums about which item in your inventory was the most useless, spraying anti-Australian racist hate speech all over Robin Walker, his lovely wife, and his beautiful children."
    • Halloween 2013 event had two: one caused by the Magical Mercenary hat, which is a huge Shout-Out to My Little Pony: Friendship Is Magic (a major point of contention) and the other caused by the description of the spellbook from the update page, quoted below, a jab against fanfic writers.
    The update page: The scariest part about these books is that they AREN'T REAL BOOKS AT ALL! They're self-published! Feel the desperation dripping from their not professionally-edited pages! Written by sad, stay-at-home wizards with big dreams and rudimentary Photoshop skills, these poorly-assembled tomes contain magic spells of unspeakable lethality, nestled in between long passages of copyrighted characters having sex with each other! Awooooo!
    • Halloween 2014 severely limited the amount of halloween items obtainable that year (a maximum of two free packs, containing three items each), opting out the gift system altogether. The reasoning behind this was to prevent gift farming. The fanbase claims that gift farming was absolutely harmless during the previous two years and really didn't approve of the change. The items obtained for free being untradeable didn't help matters either.
      • Halloween 2015 replaced the gifts on all pre-2014 Halloween maps with... tiny gargoyles that gave souls, which you could easily get from kills or objectives. Players that wanted to get certain objects only available through Halloween gifts, such as the Halloween Spells from Lakeside, or the Saxton Hale mask, were not happy that these things were essentially lost. Not only that, but the update only added nineteen new cosmetics, compared to fifty from the 2014 update and 102 from the 2013 update. Indeed, the Medic, Sniper, Heavy, and Spy didn't get anything at all beside the all-class items, of which there were only four.
    • End of the Line was teased for over a year, with claims of, in addition to the titular short film, adding new weapons, a new map, and a new game mode. What players got... was a melee reskin and a game mode that costs money and consists of just collecting ducks. Which you could already do for free in Halloween 2014. The community was not pleased that they had to wait a whole year just for that, nor that Valve had cut the map (the reason the update took so long) with no announcement and no chance to let the team fix things because they felt the map was "too confusing for new players" — despite, as Muselk argues, being far more linear and simple than Valve-approved maps like "CP Steel" or "Robot Destruction / Asteroid".
    • The Gun Mettle update landed in a similar situation. It's the first major update to the game since Smissmass 2014, but what players got... was yet another game mode which costs money and all kinds of changes to almost every single weapon in the game. The unique weapon Palette Swap system does not help matters, since it's both tied to the game mode and has a striking similarity to the weapon skins found in Counter-Strike: Global Offensive. Because of this, quite a few fans now call the game "TF:GO".
      • One of the weapon changes that didn't sit well with fans was the nerf to the Ullapool Caber. The base damage of the explosion was reduced by 25%, and the damage ramp-up, what made it a powerful one-time only attack, was reduced to be the same as other explosive weapons. Fans immediately took to complaining that the weapon was now worthless as a high-risk, high-reward Suicide Attack... which was how the weapon was intended to be used.
    • Fans weren't happy with the items from the Invasion and Scream Fortress 2015 having the grades from Gun Mettle being applied to them. Fans believe the grade system is Valve deciding the value of certain cosmetics instead of the community, as it has been for a long time. Fans feel that it's an additional slap to the face that the items from Invasion and Scream Fortress 2015 can't be bought from the Mann Co. Store, and can only be gotten from cases.
    • The Tough Break update, being the year's Smissmass update, was put under heavy fire. Yes, they nerfed the dreaded Air Strike, Reserve Shooter and Half-Zatoichi, but they also saw it fit to buff an already controversial weapon, the Phlogistinator. And yet at the same time, the Degreaser and Axtinguisher were nerfed, causing anger and accusations that Valve was dropping the Pyro's skill ceiling. Yes, they added health restoration on airblast extinguishing, but why bother helping your team stay alive when you can incinerate everyone on the opposite team?
      • Then came the skin festivizer. Many who were hoping on a festive Direct Hit or Engineer PDAs were left severely disappointed.
      • And that's not even getting into the changes to the Persian Persuader and the Claideamh Mor. The Persuader's health regen from was changed to charge regen (which, if you're using this, you'd likely never have a shortage of charge), and it was given an offhand ammo penalty, meaning using it with launchers is now even more pointless than before, because you still can't pick up ammo for those. The Claideamh Mor's charge extension (its only unique attribute, mind you) was torn from it and replaced with vulnerability and restoration of health on kill, which the Half-Zatoichi already does much, much better. To many, these changes were very much unwarranted and ruined two fun weapons.
    • Meet Your Match, shaped up to be the best thing to happen to TF2, became an absolute headache for casual pub players (see They Changed It, Now It Sucks below), and convinced many people that Valve fully intended to destroy the casual playerbase.
      • Alongside the Casual gameplay changes, however, many people were disappointed in the underwhelming number of balance changes, with many weapons not even being touched, and some of the changes that did happen (particularly the Quickiebomb Launcher buffWhat it did.  and the Brass Beast nerfWhat it did. ) were seen as unnecessary.
      • And then there was the Bison nerf. The ability to damage a single enemy multiple times was "fixed" as a "bug" (despite it being advertised on the loading screen tips as a feature of the weapon) and the already relatively slow projectile was made even slower. Like the Claideamh Mor nerf from Tough Break, the change was very much unwarranted and there was no shortage of people calling out Valve for this decision. This change has many people wondering if the team of programmers actually play the game outside of bug checking because it's clear that they don't use the Righteous Bison or even bother reading about what it does on the game's Wiki. And, when the Bison had its nerf reverted to pre-MyM status, it was met with much relief.
      • Quite a few of the changes made it clear to players that Valve had released the update as a response to the threat posed by Overwatch, as many of the UI changes heavily resembled it.
      • The removal of the ability to hide viewmodels outside of sv_cheats 1 angered many competitive players, who viewed the viewmodel minmode as an insufficient replacement. The anger expanded to casual players and mod creators (such as Paysus) after a patch re-removed custom viewmodel animations from the sv_pure whitelist, due to people making mods that drew the viewmodel off-screen.
    • While the devs admitted that Scream Fortress VIII wasn't high priority, it fell under this at launch due to Merasmissions not keeping progress after leaving games, them relying on casual matchmaking, and the cosmetics once again being graded.
  • It's the Same, Now It Sucks: Scream Fortress VIII was more or less the same thing as Scream Fortress VII, with no real additions to the "new content". Most notably, Merasmissions were in no working order for the first week of the update despite being more-or-less identical to last year's Merasmissions.
  • Junk Rare:
    • Rare items like Unusuals or high-tier cosmetic unboxes tend to look garish or ridiculous.
    • Some of the costliest items on the TF2 Market tend to be stock item reskins (ex. Australium weapons, Botkiller weapons, high-tier Decorated weapons, etc.), meaning that if you want to show them off, you need to deal with not being able to reshape your loadout to what you want it to be.
      • The epitome of this are probably the Saxxy and the Golden Pan. They're among the rarest items in the gamenote , and in addition to the aforementioned "they're just stock reskins" problem, they're especially impractical on Spy, who lacks a dedicated backstab animation with these weapons and also creates easily identifiable golden statues with the class focused around being sneaky.
  • Launcher of a Thousand Ships: The Scout, usually with Wimpification or other forms of Canon Defilement.
  • Like You Would Really Do It: In Team Fortress Comics #3, Scout's death is implied three times, whether by a bear whacking a skull off him, his heart stopping, or Soldier seeing a ghost wearing Scout's costume. Naturally, he's fine each time.
    • TF Comics #4 ends with Sniper shot in the chest by his TFC counterpart, and the next issue has his class emblem lying in a pool of blood as a cover. He dies... and then gets brought back to life by Medic.
  • Magnificent Bastard: The Spy. If there was ever any doubt, just watch his introduction video.
    • The Medic, as of his video, is just as bastardly, if not even more so. He even keeps an enemy Spy's severed head in his refrigerator!
    • And we can add Gray Mann to the list.
  • Memetic Badass: Saxton Hale.
  • Memetic Mutation: Has its own page here. The official wiki also has its own page
  • Memetic Molester: Everyone, but the big three are the Spy (always right behind you and will f[bleep] you), the Medic (turn your head and cough! *glove snap*), and the Sniper (keeps his piss in a jar and lives in a van).
  • Mondegreen:
    • From the Fourth Annual Halloween Event:
    Demoman: MERASMUS! I GOT YOUR NIPPLE! (It's "nickel".)
    Medic: Do you still have Demoman's eye? I'll trade you a hat for it! (It's "heart".)
    • From Mann vs. Machine:
    Heavy: Come. Help me pick up bunny. (It's "money".)
  • Mexicans Love Speedy Gonzales: All the characters (with the exception of the Pyro) are psychopathic ethnic stereotypes taken so far that they become Crazy Awesome.
  • Most Annoying Sound: The Scout, whose players love to spam "NEED A DISPENSER HERE", or at the beginning of the round, repeatedly bang his bat and/or ball at the gate.
    • A Cloak and Dagger spy, DISGUISED as a Scout, calling "NEED A DISPENSER HERE" in a Scout's voice from... somewhere nearby... but where?!
    • For that matter, just about anything that comes out of Scout or Demoman's mouth.
      • KA-BOOOOOOOOOOOOOOOOOOOOM!!! Now just imagine hearing that taunt being spammed over 500 times before a match begins.
    • "Medic!" calls tend to be a ear-grating even for non-Medics, especially if you're near someone who won't stop spamming it. Or, really, anybody who abuses the voice clips.
      • For a combo of the first two; Scouts who keep spamming the "Medic" button, usually while running around too fast for the Medic to hit them. "Doc! C'mon, man! Doc! C'mon, man! Doc! C'mon, man!"
    • The Frying Pan, when hitting another player, or a wall, makes a very loud noise; the same one from Left 4 Dead 2, in fact.
      • It only got worse when it was made available to everyone but the Engineer and the Spy, especially since this means the Scout (who swings it more quickly than the others) can use it.
    • Main a class, and eventually its voice clips will start making you wish you could shut the voice clips off and keep them that way.
    • Traders spamming trade messages. SELLING STOUT SHAKO FOR 2 REF! BUYING BILL'S HAT! BUYING/SELLING WEAPONS FOR 1 SCRAP!
    • "MORTIS LONGDISTAMAS!". Robotnik would be proud. Luckily, Valve caught on quick and fixed it, but for the first night of the update that's the only line he had for his fire spell, which he loves to use.
    • For those playing Control Point maps on defense: "Alert! The control point is being captured!" and all variants thereof, particularly if there's a major skirmish around the control point under attack that triggers them repeatedly.
    • A recent update made weapon switch sounds play to everyone nearby. Scouts are now doing nothing but rapidly switching between a drink and something else. The resulting noise: "FSSHFSSHFSSHFSSHFSSHFSSHFSSHFSSH".
    • When it comes to microphone spamming, it is pretty common to English-speaking kid players. But if you're in an Asia server, prepare to get EXTREMELY irritated when a kid suddenly speaks Thai language. (NOTE: There are 99% chances of you trying to shut them up in text while being genuinely racist to them)
    • Whenever the Sentry Buster appears on the field in Mann versus Machine, the Administrator warns everyone about it, and an increasingly rapid ticking sound can be heard as said Sentry Buster hones in on an ally Sentry. Play MvM long enough as an Engineer and that noise will haunt your nightmares.
  • Most Wonderful Sound (or, cue Oh, Crap!):
    • "CHING CHING CHING CHING CHING CHING CHING!" — an opponent repeatedly receiving mini-crits because you set them on fire or chopped them with a "bleeder" weapon after they were hit with Jarate. (Or "CHOOM CHOOM CHOOM" if you have that sound effect disabled but damage display on.)
    • An allied Soldier playing his bugle.
    • "I AM FULLY CHARGED!" — a Medic ready to unleash eight seconds worth of awesome (invulnerability, critical hits, max heal rate + no knockback) or anywhere between two to eight seconds worth of a specific type of damage reduction and healing.
    • The musical stinger you get for a domination or revenge against someone.
    • The cheer for getting a fully-charged Demoman kill with the Eyelander and Charge n' Targe.
    • A baseball hit with the Sandman. "KERRRR!"
    • "Hooray!" You've unlocked another achievement!
    • "Victoryyy!"
    • The Original's firing sound. Arguably the only reason to use the thing. Oh, the nostalgia...
    • The "vszz POWWWWWWWWWWWW" that plays when the player gets a One-Hit Polykill with the Machina. Everyone on the server hears it.
    • The sound effect when you find a supply closet and heal/replenish ammo.
      • And whenever you pick up an ammo pack or Medkit when low on either (Double if it's a big pack, and triple if you're an Engineer low on metal). The delicious chunky *ch-khk* for ammo and *pl-fkss* for health.
    • The sound of a medigun in operation.
    • The sound of a Pyro successfully reflecting a projectile.
    • In Mann vs. Machine, a skilled enough player can push a bomb-carrying robot into a Bottomless Pit. This causes the Administrator to proclaim "Yes! The bomb has been sent back to the start!".
    • Getting A+ credit rating in MvM causes the announcer to congratulate you and give a bonus, which is very welcome, especially in Mann Up mode.
    • The sound when you extinguish a team-mate with an airblast or Mad Milk/Jarate.
    • For those on Defense in Payload and Control Point maps, as well as the team holding the Control Point on King of the Hill: "Mission ends in sixty/thirty/ten seconds!"
    • The distinct sound that plays when you score a double donk with the Loose Cannon is extremely satisfying.
    • The electricity sounds of a crit-boost, whether it's the Frontier Justice's Revenge Crits, the Diamondback's backstab and sap crits, or the Kritzkreig's Ubercharge.
    • The Killstreak sound effect. Depending on who you're playing against, it can be difficult to break even in kills to deaths, let alone score five kills in one life. This sound exists solely to let you know you're kicking the other team's asses.
  • Older Than They Think: The Scout's "Brother, I hurt people" line is loosely based on a quote attributed to Muhammad Ali.
    "It's just a job. Grass grows, birds fly, waves pound the sand, I beat people up."
  • Pandering to the Base: Valve takes a lot of stuff in TF2 from the community.
    • The Magical Mercenary hat really stands out, as it's a very obvious appeal to bronies, of which there are many that play TF2 and Gaben himself.
  • Paranoia Fuel: Any time you round a corner, you could find yourself face to face with any one of the other classes (or a sentry) out to kill you. At least you can hear them... most of the time.
    • See that little red (or blue) dot darting all over the place? An enemy Sniper, camping who knows where, racking up headshots.
    • As an Engineer, you either start shooting at anyone who so much as glances at your buildings, or you end up with a sapper on your sentry and a knife in your back. It's not the Engie's only worry, though — another thing to worry about are Snipers, since you don't know where they're camping and you're especially vulnerable when carrying a building before deploying due to the agility drop.
    • Hearing the beep of a sentry, but unable to see where it is. Especially if you hear it in a building with several tight corners, or alternatively, the higher pitched beeps of a minisentry in an area with lots of bushes to hide one in.
    • Spies can turn invisible and sneak up on you. Also, they are masters of disguises, and are especially scary if they're wielding the "Your Eternal Reward" knife, which silently kills its victim and instantly disguises as him. There's not even a killfeed alerting the other team. If a teammate announces over AllTalk or TeamTalk "spy is me" or something to that effect, you'd better pay attention to the name of the teammate making the announcement, and start shooting at that alleged "teammate" if he is nearby. Bad Spies are just cannon fodder, but good Spies will milk the hell out of this trope.
      • The Dead Ringer watch takes the Fuel to another level. You can't cloak on demand, but if you get hit, you "die" and turn invisible, complete with your fake corpse (and fake killfeed) dropping on the floor. If you are disguised as another class, the Dead Ringer drops a fake corpse of that class instead. Was that enemy Spy you just killed really dead? Was that enemy Medic you just killed actually a Medic, or another Spy, who isn't actually dead?
      • Spies themselves have it bad if not worse, as they have to be able to pass off as one of the enemy team convincingly and there's the constant worry that enemies will catch on to their disguise, and being caught deep in enemy territory with possibly little or no supporting teammates around is ten kinds of bad news. Woe betide them if there are Pyros on the enemy team and said Pyros are savvy enough to regularly make those "spy check" flame bursts.
  • Popular with Furries: This game has a surprisingly large Furry fanbase, which is baffling since there isn't anything that would appeal to furries in particular. The character who seems to attract furries the most is the Pyro, to the extent that a common joke about Pyro mains is that they're all furries.
  • Porting Disaster: A bit of a retroactive one, but the PS3 and Xbox 360 versions of TF2 have never been updated from launch, making them seem incredibly bare-bones compared to the non-Console releases. Anything that files under the main page's Early Installment Weirdness applies to the console versions too.
  • Rescued from the Scrappy Heap:
    • The July 10, 2013 patch buffed a bunch of weapons that were deemed underpowered, most notably the Quick-Fix. It was previously hated for its inability to overheal and having it's ubercharge rendered useless if the Medic has no companion to heal (unlike the stock Medigun). After the patch, it can provide 50% of the overheal of the stock medigun, and its ubercharge now heals the Medic when he's alone. The weapon damn near instantly became loved after the patch.
    • The Medic was always considered the worst class to have in Mann Vs. Machine since they didn't contribute any damage to robots or Tanks and their ability to heal was a moot point thanks to Health on Kill upgrades combined with the fact that the players would camp the Engineer's Dispenser (which would also gimp their Ubercharge building rate). The Two Cities Update in November 2013 gave him the borderline Game-Breaker Shield upgrade that could damage robots while protecting everyone, made it so he could revive fallen teammates on the spot to circumvent the respawn times, and made his upgrades cheaper. The Medic quickly replaced the Pyro as one of the "mandatory" classes for any respectable team in the mode after the update.
    • The Sydney Sleeper was originally dismissed as a useless "noob" weapon, due to it trading in critical headshots for applying Jarate to targets. Later patches both buffed the Sleeper, giving it the ability to inflict Jarate in an area with headshots and fully-charged bodyshots as well as letting it extinguish burning teammates by shooting them, and introduced The Classic, which is generally considered worse than the Sydney Sleeper had ever been. While it's still not the most popular Sniper weapon, the Sydney Sleeper is no longer derided like it once was.
  • Ron the Death Eater: With characters like Medic. Valve is very definite that he's not a Nazi; he's really no crazier than any other member of the team. At most, his experiments are dangerous and reckless, but clearly his teammates agree to them in the first place in place for amazing powers like the ÜberCharge. Also, the Soldier never calls the Medic a Nazi, not even in domination lines to the opposing Medic, yet some fanfics give the Soldier this characterization anyway. He's also never seen being homophobic, but that's the way some slash fics would have him.
    • Spy's another victim of this. While not saintly by any means, he's no worse than his cohorts and the fact that a number of the setting's Heartwarming Moments involve him in some way points toward him being a Jerk with a Heart of Gold. However, many fans take his Manipulative Bastard status and often crude or antagonistic voicelines and flanderize him into a purely evil monster. There is also plenty of fan work portraying him as a sexual predator, even though there's not much if anything hinting at such a thing and the Red Spy's canon relationship with Scout's Ma is shown as genuine and loving.
  • Sacred Cow: As Tycho described:
    "Love for Team Fortress 2 is so universal that people generally assume Iím 'trollin' when I say so, but I might actually hate it."
    • This attitude is beginning to be slowly worn down by the feeling of disgruntlement towards the updates as players feel they add nothing major (see "Scrappy Weapon" for the feelings on reskins) and how Valve doesn't seem to care for the game. Many players, such as STAR_ and Jerma985, are now jumping ship to Overwatch while other players such as King Raja Games and Muselk voice their anger against Valve's decisions on the game.
  • Scrappy Mechanic:
    • Autobalance. Tales have been told of people switched to the losing side at the last second. They are never positive. It's even possible get autobalanced while capturing a point, carrying the intelligence, or just after destroying a major sentry nest, meaning all you did was help your new opponents win.
    • Mann Co. Supply Crates. For good reason.
      • The Cases from the Gun Mettle and Tough Break updates don't have it much better. Among the campaigns handing them out as rewards (nice job on that contract, here's a free opportunity to spend $2.49!), they're very likely to give you shoddy skins that are barely worth a dime on the Community Market.
    • Much of anything to do with the Mann Co. Store, or the Mann Co. Supply Crates in general. Given that many of the items are seen as grossly overpriced (especially Paint, Name Tags and Keys, given what they actually do), a large number of people would simply ignore the store... if items from the store weren't blatantly advertised on the game's menu screen every time a player started up the game. Then there's also the people who swap Bill's Hats, Mac Earbuds, and Max's Severed Heads around like currency, or the ones who pay hundreds (if not thousands) of dollars for Keys and Unusual hats.
    • There's also the dueling mechanic and Map Stamps, to a lesser extent. Sure, getting free items for dueling against someone on the other team isn't such a bad thing in and of itself, and purchasing stamps to donate money to map makers is actually a good thing... were these things not shoved in front of everybody's faces on the loading screens. This means that, whether you like it or not, you're forced to read about which of your friends are the top duelists in the game, or which random player decided to blow a good $980 on Map Stamps just for the World Traveler's Hat effect. Thankfully, mods exist to remove these.
      • Dueling itself is also annoying. Even if you ignore the duel challenges from Munchkins (which can get annoying if they continue to spam you even after you decline the first one), the game feed still notifies everybody whenever someone scores a point in a duel. On top of this, players who are locked in a duel tend to ignore the map objectives and go straight for their opponent at first sight, which can literally cost you the round. This can be especially telling when you're just about to finish capturing the final point with 20 seconds left on the clock, and the Scout who's adding x2 to the capture rate suddenly runs away to shoot at the Sniper on the other end of the map, leaving you high and dry to deal with the swarm of enemies just arriving.
    • The "Instaspawn" and "Alltalk" server settings can be annoying to some people; neither has any place in a serious game (Instaspawn completely blows map balance to pieces, easily resulting in a perpetual stalemate, while Alltalk makes team communication fairly meaningless when the enemy can hear everything you say). While they're completely optional (and non-default) settings, it can often be rather difficult to find a populated (but not full) server which doesn't use them.
    • The Queue system in Mann Vs. Machine. Not everyone enjoys waiting up to 10 minutes just to enjoy a game. And even if you make it to the end of the queue, there's a 10% chance that you'll end up with a message saying that the server did not respond after 4 tries, or a 1% chance of getting booted off just a few seconds later with a message saying that the slot is reserved or your ping is too high. This is followed by re-entering the queue and waiting all over. If you're particularly unlucky, it can take several tries and a good chunk of the day. It's no wonder people are frustrated.
      • Or you can land on Snakewater. Which isn't even a Mann VS Machine map.
      • Purists are also irked that sometimes you end up on a server with several weird mods installed or tweaked gameplay as well.
      • And while we're at it, people are also frustrated that a single server will only allow 6 players into the game at any given time. This is because robot players occupy the server slots like humans do. More than 6 human players would mean less bots to fight.
      • On the other hand, some people tend to complain about servers that allow more than 6 people at once. Since all the Mann VS Machine missions were created with a 6-player team in mind, having more basically makes it easier, even if you completely ignore any strategy or tactics (you just overpower the robots). Same with servers that give bonus cash at the beginning.
      • Or how about attempting to join a server with a group, and then getting kicked for no apparent reason? Okay, but you can just rejoin your group (assuming at least one of them is a friend) through the server browser, or accepting an invite from someone in the group? Nope, ad hoc connections are not allowed, but some random player can join through the queue through dumb luck, essentially locking you out if you try to join through the queue.
    • Motd (message of the day) advertising will often force you to watch it for several seconds before allowing you to close it. While this is understandable (if annoying) when you first join a server, the biggest issue is that this can pop up even when you respawn. On a team with shorter respawn times, this often means the motd lasts longer than the respawn itself.
    • The Set Bonus mechanic is widely hated by some for several reasons:
      1: In addition to the weapons, many of them required a hat in order to gain their effect, and hats are much harder (or more expensive) to find than weapons. It doesn't help that only two of them actually have a downside when the hats are equipped.
      2: Since the set bonus can only work if all the items are equipped, this discouraged players from using any of them without the others, limiting player variety.
      3: Because these weapons had to be balanced together as a set, this often meant one of them was overpowered or underpowered by itself.
      4: It was difficult to determine if someone was actually using the set bonus since not every item would be visible, e.g. players couldn't tell if the Scout had extra health or if the Sniper was immune to headshots.
      • This was such an issue that Valve decided to change it so the set bonus was split across the individual weapons, while the sets would provide a new bonus that didn't affect gameplay balance.
    • Some servers have a mod that punishes spawn-campers: if you kill too many people in spawn, it automatically kills you. It's understandable, but on maps where the enemy spawn is exposed (like Badwater Basin or Dustbowl stage 1), it is far too easy to shoot into the spawn and get yourself killed. Sometimes, however, the mod will kill you anyway, even if you didn't get a kill and only inflicted damage on people in spawn. Infuratingly, this means you can't kill Snipers that like to hang out in the spawn of Badwater Basin without being punished, while they are free to attack.
    • Quickplay is frustrating, to say the least. One of the major flaws is that if you try to get it to automatically bring you into a server, the game will report hundreds, if not thousands, of servers meeting your criteria... and then getting an error that there were no servers available that matched your criteria. This can even happen if you make the search criteria as broad as possible. And even if you get past this, you'll invariably get put onto an empty server.
    • Random crits. They're hated for pushing certain skirmishes into having luck based outcomes, as a cornered player could randomly get lucky with one of their weapons and blow the effort their pursuer(s) spent in trying to kill them. It doesn't help that they're considered The Artifact from the game's pre-update phase.
      • In a smaller vein, there are crits on capture in Capture the Flag. Imagine, you're closing in on an enemy that you believe is close to death, ready to take them out, then... "You failed! The enemy has secured our intelligence!" and now you're dead from a crit that you recieved only because an enemy managed to capture your intel unchecked.
    • Halloween restrictions. While they're reasonable on some things that are overtly paranormal (such as the Voodoo Cursed Souls), they're also put onto items that could reasonably be worn any other time. Not helping the case is an attribute found in the game's code that acts like Pyrovision, but for Halloween cosmetics.
    • Lag compensation. The idea is that a server would intentionally delay processes to put low-ping and high-ping players on an even playing field, but lag compensation's responsible for the game's terrible melee hit registration, as well as other oddities, such as disparities in Demoknight and Pyro duels, and facestabs.
      • The game's shoddy hitreg just makes itself overly blatant at times. You could get a headshot on an enemy and see a blood decal on their head and nothing would happen, while you could be fighting a Spy with melee and see him perform the backstab animation as you're dying.
    • Items are tied to servers, instead of individual copies of the game. While this does help prevent people from tampering with the game to give themselves particularly valuable items, it means that an outage can rob players of their unique weapons and outfits. To rub salt into the wound, an item server outage usually doesn't affect all players at the same time.
    • Contract rewards. Doesn't matter if you bent over backwards as a class you never play, or got your friends to help you, your reward is all too likely to be a Civilian grade weapon with a hideous wear level, or a case which will require you to pay money for a key.
    • Quite a few people really don't like the new grading system being applied to hats and skins. Besides the fact that it's an obvious carryover from CS:GO, many people feel that adding tiered skins and cosmetics is unnecessary and that it creates artificial rarity based on the tiering and not if a cosmetic actually looks good.
    • The Competitive matchmaking abandon marking system is pretty awful. While it punishes those who leave a game intentionally, it doesn't take into account the circumstances that a leaving player is under. It even punishes people who didn't even join a server due to, for example, the "ad hoc connections not allowed, matchmaking only" disconnect error which can happen using the matchmaking service.
      • On the other side of people who can and do play, whenever somebody leaves, the game doesn't hand out rewards or penalties, meaning someone on the losing team can Rage Quit and rob the winning team of their hard-earned experience. Fortunately, this has since been fixed.
      • And on the topic of experience, it's way too easy to lose point through a loss. Win 4 games in a row? Your loss the next round will eliminate all that progress, and then some. A patch reduced MMR lost for lower rank players, making getting out of Fresh Meat a feasible task.
      • As if it wasn't bad enough, for some reason, if you play through a game, complete it with no one abandoning, win, and receive a gold medal for one or more of your point groups, you may end up losing experience! However, this is thought to be a bug resulting from losing, disconnecting before the game fully registers the loss, and the game reorienting the progress bar on a win.
  • Scrappy Weapon:
    • The Phlogistinator, more so than any weapon in the entire game. The basic jist of the weapon is that after the player does enough fire damage, they can receive guaranteed critical hits for 10 seconds in exchange for losing the airblast function of the flamethrowers. Experienced players hate it for simply driving home all of Pyro's problems as a class (W+M1, useless in high-level play but overpowered in pubs) without the depth of airblasting. New players hate it because it's a difficult weapon to deal with at such a skill level. Average players mostly think it just can't do as much as the other flamethrowers. Even people who like it treat it like it's just a dumb toy to play around with. The reasons vary, but everybody agrees that it is a very unbalanced weapon. That said, using it in Mann Vs. Machine is considered completely acceptable, partially because the high consistent damage is invaluable against the hordes of bots and tanks, and partially because bot enemies don't complain about overpowered weapons.
      • And then the Tough Break update happened, and not only has the lowered damage been removed but the Pyro now gains invincibility during the taunt when the player has a full MMMPH meter. It quickly became the definitive Tier Induced Scrappy Weapon among players, with many players complaining about how Valve buffed an already unbalanced weapon.
      • Cue a patch in late January 2016 which re-nerfed the Phlog, making the MMMPH meter require more effort to fill and removing the health refill entirely. While many agree with the extended MMMPH meter now making it harder to get the taunt bonus in quick succession, the removal of the health refill on taunt made many deride the Phlog as a useless weapon.
    • The Manmelter. This laser pistol builds off of the Flare Gun's stats, shooting a projectile that ignites enemies on hit. The differences are that the Manmelter shoots faster projectiles and can extinguish teammates for a guarenteed crit, but cannot crit burning enemies like the normal Flare Gun. The faster projectiles unnecessarily throw off the aim of anyone who is used to the other flareguns, and the tradeoff of "crits after extinguishing" instead of "crits burning enemies" is a straight downgrade - it requires an enemy Pyro to be present, and when the class whose main ability is to burn enemies, a weapon that no longer crits burning enemies is a pretty stark downgrade.
    • Finishing the Moonman set with the Phlog and Manmelter, we have the Third Degree. What has the Third Degree got that causes it to be one of the ScrappyWeapons? Its fear-inducing ability is... to hit all players connected by a heal beam, or being healed by the Menacing Melody taunt. The Third Degree is probably one of the most underused, and most forgotten, of the Pyro melee weapons just by virtue of having no real bonus, since its only "attribute" is extremely situational and the Flamethrower does the Third Degree's job better and more efficiently. It also doesn't help that the Third Degree doesn't have a damage boost, so you're just hitting two or more people with the stock fire axe. And it's more than likely that one of them is currently holding a weapon that's much more deadly than what you have on hand. It also doesn't help that the "bonus" is negated just by a Medic switching to a different weapon, which is almost guaranteed if they notice you're hitting them.
    • Certain weapons prior to being buffed, such as the Quick Fix with its initial lack of overheal and relatively useless ubercharge, or ones that got a major nerf, like the Axtinguisher which is now completely useless.
    • The Panic Attack. Its original stats were that it reloaded 33% faster, shot 15% faster (and even faster as the wearer's health got depleted), but loaded four shells only and it would fire like the Beggar's Bazookai.e. . Almost immediately upon release, the Panic Attack was derided for being the worst weapon in TF2. Much of this was due to the reloading mechanic - Soldier, Pyro and Heavy all use this use it as a secondary, so they couldn't just switch to the gun and already have four bullets inside it, thus they'd need to reload first in a heated firefight and then probably get killed. Engineer could see some more use out of it, as it's a primary weapon for him, but since it fired right after loading the fourth shell you still couldn't have an immediate source of damage. The larger weapon spread on lower health meant that you'd need to get closer in order to deal more damage, which is probably the exact opposite of what you should do when low on health.
      • The Panic Attack was later buffed to fire 30% faster as well as reload and deploy 50% faster, and in a further update it was given the ability to load the fourth shell without having to fire immediately (though you can't switch weapons while shells are loaded). While Engineer can use it effectively now, it's still considered a downgrade from the stock Shotgun for the other three classes able to use this weapon.
    • The Shortstop. 4 shots that do up to 72 damage at most without crits, whereas the Scattergun has 6 shots with a potential to do a little more than 100. But at least the Shortstop reloads its entire clip at once, and the user gets healed more with it out, at the "downside" of being pushed away more from damage and airblasts, so it's still good, right? Well, it would be, if its reload wasn't so sluggish. The Shortstop looked to be getting a break with the Gun Mettle Update giving it the same reload time as the Engineer's Pistol... and then it turns out this was a bug, and was "fixed" promptly. After Meet Your Match, it was given a weak shove of debatable utility and minimal opportunity for use.
    • As far as stock weapons go, the Fire Axe and the Bonesaw. Pyro is a class that fights in close quarters anyway with his flamethrowers, Medic isn't suited for front-line combat, and both classes possess a bunch of sidegrades with very useful upsides and/or negligible downsides, like the Powerjack and the Ubersaw.
    • The Rift promotional weapons, the Sun-on-a-Stick and the Sharpened Volcano Fragment. The former deals less damage but crits people that are on fire... but it's a melee weapon for the Scout, who has no way to set people on fire and generally has better things to do than stealing kills from Pyros. The latter is an axe that sets people on fire, and is exclusive to the Pyro. As in, the class who already has a flamethrower, which does the same thing better. It could potentially have a use in Medieval Mode, but even then it's still outclassed by the Back Scratcher (which not only gives bonus medkit healing in a mode where everyone drops medkits on death, but also deals as much damage as a Volcano Fragment swing plus six seconds of afterburn). In a discussion about bad weapons, these two are almost certain to come up.
    • The Classic gets this treatment for the reason that it cannot headshot unless fully charged, a large penalty considering that non-fully-charged headshots from the other rifles (save for the Sydney Sleeper) are enough to deal with most classes. And just to add insult to injury, it also has a damage penalty on bodyshots, which essentially forces the Sniper to stand still and fully charge every shot while making himself a sitting duck, or end up doing next to no damage. It also charges independently of zoom, meaning that one's fingers will be strained in charging shots. The strange thing is, only the last thing applied to the Sniper Rifle in TFC (one could perform headshots without a full charge).
    • Reskins in general. With the exception of skins like the Saxxy, the Frying Pan, the Freedom Staff, the Fortified Compound, Bat Outta Hell, and the Prinny Machete which are generally well-loved by the fanbase, most players see the rest as a waste of space offering nothing new to gameplay sans a different look. It doesn't help that the reskins often have a nicer design than the original, often being pegged as wasted potential and just plain lazy on Valve's behalf. When a large update primarily comes with reskinned weapons as opposed to weapons with unique stats, anger usually ensues. Adding to that is the fact that nowadays that largest updates tend to be chock full of these, and the rather natural anger buildup that comes from multiple updates in succession bringing nothing but reskins.note 
    • The Sydney Sleeper, a sniper rifle that can't get headshots (requiring players to resort to bodyshots, already an unpopular tactic) in exchange for covering its target in Jarate if you stay scoped for long enough. It has a slightly faster charge rate and can mark enemies for others to kill, but in the end the triple damage you'd receive from a headshot is just too much to give up.
      • However, in the Mann vs. Machine mode the Sydney Sleeper is better received, because while it doesn't deal headshot damagenote  it can still perform Explosive Headshots. By upgrading any sniper rifle (Sydney Sleeper included), when you get a headshot on a robot, nearby robots receive damage and slow down, allowing you to destroy many robots with one shot. Shoot the head and it still can perform an explosive headshot, and also coating the robots in Jarate is very useful. The problem is that the Sniper is a very hated class in this mode, even though a skilled MvM Sniper can really help the team.
      • This weapon really suffers from the removal of the much-hated Polycount item set bonuses. When used with the right weapons and hat, this gun used to give you the awesome ability of surviving headshots (albeit with one HP) under any circumstances. The first few Polycount item sets were contentious because they required a hat in order to grant the bonuses (hats aren't easy to come by, especially specific ones), and the effects of the sets were either merged into the weapons that they contained or removed. The Sydney Sleeper was in the latter category.
    • The Mantreads, a pair of boots that protects the Soldier from knockback and allows him to perform a Goomba Stomp when falling from huge heights on top of enemies. Nothing wrong so far (it's hard to pull off, but it works)... but it occupies one weapon slot, a weapon slot normally reserved for your trusty shotgun, and the upside just isn't as good as the Gunboats', so the Mantreads are rarely used except by Trolldiers (who, by virtue of being Trolldiers, aren't playing the game seriously in the first place).
    • The Quick Fix was like this when it was first introduced. While it both healed and charged uber faster and provided a speed boost when used with scouts, it could not over-heal and its uber only healed the user and their target very quickly rather than granting invulnerability. The lack of overheal was particularly damning, particularly because the weapon was encouraged for use in keeping the entire healthy and alive. As soon as you were done healing someone, they would get grazed by a few bullets and no longer be in perfect health. It was eventually given the ability to overheal to fifty percent of that of a normal medigun and the ability to activate the ubercharge on yourself for self-preservation purposes, making it a much more useful weapon.
    • The Neon Annihilator got this reaction as soon as it was introduced. At first, it would always do critical hits on players who were wet, in exchange for less base damage. This severely limited the weapon's use, as it would only serve a decent purpose in maps where water was common (which are very, very rare) or if fellow Scouts/Snipers are carrying Mad Milk/Jarate. Valve's reaction served only to enrage the player base even more: give it the ability to remove sappers, making the Homewrecker obsolete.
    • Speaking of the Homewrecker, it's a melee weapon that deals double damage to buildings in exchange for less damage against players. There is virtually no reason to take advantage of this; your flamethrower kills buildings in almost the exact same amount of time and each flame particle can penetrate through the building to damage the Engineer on the other side, all for less effort and from further away. The Homewrecker was abandoned almost immediately. Two months later it was given the ability to remove sappers on friendly buildings, which made it a boon for pyros guarding engineer teammates from spy predations to have, but it's still one of the least used weapons in the game.
      • The Homewrecker was later buffed to be able to remove Sappers in one swing, and removes them from both sides of a Teleporter. However the Neon Annihilator still has higher damage vs players, crits against wet players, and removes Sappers in 2 swings (or about how many swings it takes for an Engineer to remove a Sapper). Still the buff makes the Homewrecker the preferred choice for Pyros who prioritize guarding Engineer nests since it can take care of enemy spies more efficiently.
    • The Winger, an unlockable pistol for the Scout, is considered a downgrade from the stock pistol. It deals 15% more damage at the expense of a smaller magazine. Too small, in fact, because the reload time results in less damage per second, especially since both pistols have such a fast firing rate. Eventually, it would be redeemed by giving a increase to the user's maximum jump height when active.
    • The Axtinguisher (and it's reskin the Postal Pummeler), as of the Tough Break update. It was given back the ability to do full crits on anyone on fire again, but it now has a massive deploy speed penalty and swing penalty, and does less damage than it used to do on a crit, making the Puff n' Sting a worthless technique.
    • The Meet Your Match Righteous Bison: it's been Nerfed to being a useless weapon as it's damage has been reduced by 25% for each person penetrated and slowed by 30%. What this means is it's long term hassling potential has been removed as it moves too slow to hit anyone while the penetrating potential only really hurts the person it hits, say a Heavy, and scratches the Medic behind them, something a Medic can heal from. The team thought this was fixing a "bug" the weapon had, a "bug" that was the intended feature. To say that the nerf was well regarded would be a poor lie.
    • The Gas Passer from Jungle Inferno. It's a can of gasoline that the Pyro can throw to create a lingering cloud of gas - enemies who pass through it are coated, and will be ignited if they get hit by any attack. It's just generally not useful - it takes too long to charge (60 seconds or 700 damage, and can't be refilled by spawning or resupply cabinets), the afterburn effect is ridiculously weak, its use is very limited outside of narrow chokepoints, and the cloud doesn't even last that long.
      • On the other hand, the Gas Passer has become the go-to weapon for pyros in Mann vs. Machine, since for a very cheap upgrade, it can cause coated enemies to explode in flames upon being shot, dealing up to thousands of points of damage at once, refilling the Gas Passer's charge instantly, and can be used to clear hordes of robots very quickly.
    • The Hot Hand is easily seen as the worst weapon the Pyro received during the Jungle Inferno update. First is the requirements to even unlock its contract — nine stars needed from Pyroland contracts. This mean that the player needed to, at minimum, complete every single bonus objective for each Pyroland contract, including the Thermal Thruster contract, which is incredibly difficult without cooperation. When the player finally unlocks the Hot Hand, they then need to earn it for good by scoring some kills with it... only to find that the Hot Hand is essentially a Joke Weapon that fares worse than even Pyro's other melee weapons.
    • The Buffalo Steak Sandvich, notable in that it's simultaneously banned from community 6s and considered useless in casual games. In competitive, it's banned for giving Heavy even more speed than the Gloves of Running Urgently for even less of a downside (since the effect, and therefore, the melee weapon lock, is likely to wear off by the time the Heavy gets to the middle point), while in casual, it's considered the worst of the lunchbox items (with the Dalokohs Bar leading a close second) because it takes away the Heavy's main method of damage and adds a hefty damage vulnerability, leading to the user dying before they can get anything worthwhile done.
  • "Seinfeld" Is Unfunny:
    • The "Meet the Medic" taunt has largely become this nowadays. Back when it was first released during the Uber Update, it was notable for being the only purchasable taunt that differed from the others, with a spectacular display of the Medic holding his Medigun while being surrounded by a holy glow and doves flying around him. Today, with the Mann Co. store now brimming with more impressive and interactive taunts, this taunt has pretty much lost its wow factor in the eyes of older players, and many newer players just don't understand what was so special about the taunt at the time because to them, it's one of many taunts.
    • The three dance taunts where players would join in en masse (the Conga, the Kazotsky Kick, and the Mannrobics) have also become this to a lesser extent. Back when these were released, there would be huge line-ups of players dancing on any server you go to. This type of thing is rare nowadays, especially after the Meet Your Match Update.
  • Sequel Displacement: Obviously, when there's a "2" in the title, almost everybody knows that there was a "1", but you'd be hard pressed to find a TF2 fan who's played Team Fortress Classic, or even knows what it looks or plays like.
  • Ship Mates: The most popular ship, Heavy/Medic, is at the same time arguable since a Demoman domination response mentions the Medic has a wife... but that's not stopping Valve, and artist Makani, from teasing it mercilessly. Much has been made of the epic bromance between Soldier and Demoman, and a deeply disturbing ship-tease may be being hinted at with Engie and Pyro. It's become metatextual with the "Something Special For Someone Special", a high priced wedding ring set that a player can gift to a loved one. Of course, the upsurge of Pyro/Medic from fans has served to further complicate things.
  • Sidetracked By The Golden Saucer: There are a great deal of custom gamemodes to play in case you get bored of the built-in ones. These range from small modifications like Randomizer or x10, to new playstyles like Vs. Saxton Hale or Zombie Fortress, and to out-of-the-ordinary minigames like PropHunt, TF2Ware, or DeathRun. Additionally, there are many servers which focus more on trading and/or achievements, making combat almost entirely optional. With so many custom maps and mods to choose from, players have been known to spend a huge fraction of their overall playtime on community servers alone.
  • Spiritual Licensee: TF2 is often compared to The Incredibles, as they share a similar art style, a saxophone-dominant score, draw heavy influence from James Bond and are both set in The '60s, as well as the early 1970s.
  • Squick:
    "Possessing no paper in this godforsaken land, I have penned this on my own skin, which has sloughed off in quantity since contracting impetigo."
    • The Heavy's surgery, which takes up most of "Meet the Medic". It's in a cartoony style, so it's not that bad, but it's still fairly gross.
    • What's one of the two ways you can craft Mad Milk? Using reclaimed metal and Jarate.
      • Mad Milk's description, by the way, is "non-milk substance". In beta, it was called Mann Milk...
    • Speaking of the Milk and Jarate, Strange versions of these can get hilarious at certain milestones. "Gore-Splattered" Jarate and "Wicked Nasty" Mad Milk generate some...interesting imagery.
  • "Stop Having Fun" Guys: Don't even dare to step into Mann Up mode unless you're very intimate with the metagame, or you'll get booted without a second thought. Playing as Sniper or Spy? Trying to utilize Medic's Mad Milk Syringes? Not specializing your Scout to pick up money, slow down robots or mark them for death? Clearly, you don't want to win. STAR_ discusses the metagame in this commentary, as well as deconstructing Complacent Gaming Syndrome by showing himself doing very well as a Spy and a damage-oriented Scout.
  • Testosterone Brigade: Many male fans took one look at Miss Pauling's model in Expiration Date and fell in love immediately. During the Love & War update, as well as Tough Break (which featured Pauling on the game's menu), a large amount of male fans admitted doing nothing but staring dreamily at their menus for several minutes, every day.
    • Straight/bi males seem to really love Zhanna, too. Being badass, busty, and incredibly affectionate towards her beau Soldier really helps.
  • That One Attack:
    • Airblast really ticks off many players. It pushes you away, disorients you, and (prior to its rework) you can't airstrafe to try to get out of it. It also reflects projectiles, which tends to drive Soldiers who go without the Shotgun up the wall.
    • The Halloween spell Ball O' Bats. Being hit by it causes bleed and flings you a ridiculous distance up into the air, most likely condemning you to an embarrassing death by fall.
    • The Ball O' Lightning spell is even worse. When hit by it, you get stunned inside of the giant ball of lightning as it slowly kills you off, and unless you have invincibility from some source you're often doomed to die.
    • The Summon Skeletons spell, mostly because it spawns forth a bunch of Goddamned Bats.
    • The Sandman/Cleaver combo, up until the Jungle Inferno update. While it's mildly difficult to do, it's very annoying to fight and be killed by because the Sandman's stun makes you helpless and the Cleaver is essentially a one shot if you get stunned.
  • That One Boss:
    • Merasmus. He has an absolute ton of health and resists miniguns and flamethrowers. He has a highly damaging, if not One-Hit Kill melee attack. He spams bombs everywhere. He launches those who are close to him in the air and ignites them. He teleports. A lot. And when you get his health down to half, he disappears and props are spawned all over the map. You have to find the proper one and destroy it for him to reappear, and if luck's not on your side, he will do it again right when you've almost killed him. And to make all this worse, you've got a mere 90 seconds to do him in. This makes it just about impossible to kill him without a coordinated effort from both teams- and even that may not work.
    • In Mann vs. Machine, Giant Quick-Fix Medics. While they don't have the regular Ubercharge, they heal so ridiculously fast that their pocket might as well be invincible. If you don't kill it when its health is low, it will activate the Quick-Fix's version of the Ubercharge, which not only heals the Giant Medic, it makes it heal its target EVEN FASTER. And the Quick-Fix's Ubercharge also makes them both immune to knockback effects. They are easily the single most dangerous robot in the mode.
    • The first Giant Heal-on-kill Deflector Heavy fought on the final wave of Empire Escalation. It boasts 60000 health that can be swiftly recovered via simply killing a player or two, undoing an entire team's hard work, has the firepower to do so easily, and has every single benefit that the Mecha Engine bosses had without their restriction of reloading.
  • That One Level:
    • Some maps that can lean more towards endless stalemates are dreaded by many, but many people also love them for their length, allowing them to just drop in, deathmatch for awhile, and drop out.
      • For some, the Nostalgia Level 2Fort, nicknamed "Turtlefort". The lack of flank routes, the constant sniper wars in the area between bases, and the ease of setting up a sentry to guard the intel leads to the map being played for hours on end
      • Turbine is often prone to stalemates, and like 2Fort, it suffers from not having many good flank routes (the Air-Vent Passageway is easily guarded by soldiers spamming down its length), sniper wars constantly happening in the middle area, and sentries guarding the intel that are difficult to break.
      • Hightower. While the emphasis on verticality does make it famous for the many Trolldiers market gardening left right and center, the map itself lasts very, very long. About halfway through the tracks is a hill which the cart must be pushed up. It takes a long while to push up the hill, an Engy probably has a level 3 sentry set up in the building, it's easy to get surrounded, the defending side will usually have the height advantage, and if the cart stops being pushed at all on that hill, it's going back down to the bottom. If that wasn't bad enough, the map essentially tells you to do it a second time - but this time, the cart is going straight up on a platform with very little footing and cover. And it's right outside the defending team's spawn, so be prepared to have to fight off endless hordes of enemies just spamming up onto that platform. Unlike other game modes, the fact that this is Payload Race means there is no time limit, so the map can go on forever without a risk of stalemate and it becomes an impromptu Team Deathmatch. If someone manages to cap on Hightower, it's usually because the match has been going so long that everyone gets tired of deathmatching and the teams mutually agree to let someone cap.
    • While Dustbowl earns its ire for having narrow passageways and easily-defended chokepoints seemingly everywhere, it's stage 3 that's the really tough part. The round timer on stage 3 typically lasts 20 minutes. Trying to fight for that long is exhausting for both teams. Later multi-stage maps cap the time limit at 8 or 9 minutes, alleviating this issue a bit.
    • Junction is disliked for its ultra-cramped environment.
    • Hydro was all but abandoned from server rotations within a few months of release. Generally, a round on Hydro ends either in a steamroll or a stalemate, with no middle ground whatsoever. Considering the game only shipped with six maps, ignoring one of them shows just how widespread the negative reaction was. Sad, since the developers enjoyed dreaming up its partial-map-reuse mechanic.
    • Nucleus has the unfortunate combination of its wide-open arena layout making it noticeably imbalanced (Snipers are particularly overpowered while Engineers are all but useless) and being the most popular KOTH map by a staggering margin, with only Harvest getting anywhere near as much attention. Expect to have a very hard time avoiding it thanks to it consistently winning map switch and map extension votes. Also expect a lot of spawn camping, moreso than any other KOTH map.
    • By a similar token, Harvest. While not quite as broken as Nucleus, it's still overly sniper-friendly, and far more prone to spawn camping. Once again, Engineers are basically crippled as the layout is unfavorable to dispensers or teleporters, giving advantage instead to the dreaded mini-senties. It also has the highest number of dedicated KOTH map servers by far, making the search for something different all the more difficult.
    • Some waves or even missions in Mann vs. Machine tend to give people a hard time, causing some to even Rage Quit. Standout examples include:
      • The third wave of Mannslaughter. It has 12 Super Scouts right at the start of the wave, meaning an impregnable defense is absolutely necessary, and two Tanks show up right after you take care of 6 of them. Even after that, you still have 4 giant Heavies flanked by about 4 Uber Medics each and an infinite amount of Scouts to deal with, meaning that one guy almost always has to stay behind to keep the bomb safe. Plus, a good Demoman or Spy is completely required if a team wants to kill the Medics on the Heavies. And to top it all off, money is scarce near the end of the wave, meaning a team that wasted it's money on Buybacks or Canteens will be underprepared for the next 2 rounds. Considered the worst part is how time consuming the whole thing is, meaning that a team that took 10 minutes to get through the wave, only to lose beacause of an unattended Scout bot, is highly, highly infuriating.
      • Caliginous Caper. An incredibly long Mann vs. Machine map, with only one wave, 900+ enemies, and 9 tanks. The "666" is quite justified, because this level is Hell. Even worse, there's no reward for beating it. note 
      • Broken Parts is a massive jump in difficulty compared to the other missions introduced in the Mecha Update. There are crit boosted robots on just about every single round, some of which pack damage bonuses to negate the crit resistance that players pretty much need to buy, along with a titanic supply of giant robots and tanks. It's also notable for it's second-to-last wave, which cranks all the previous aspects Up to Eleven, and has been compared to the aforementioned Wave 666 in terms of difficulty. This wouldn't be so bad if it were among missions with similar difficulty, yet it's considered an advanced mission rather than an expert.
      • Day of Wreckening is notorious for its second wave. Good news is only one robot needs to destroyed. Bad news is, that robot is a tank with about 20000 HP, along with an infinite supply of Heavyweight Champs. It's extremely difficult to produce enough damage to destroy the tank yet keep the robots under control. Worse yet, this is an intermediate mission, which is basically the easiest difficulty that one can acquire items for.
      • From the Two Cities operation: Bavarian Botbash's final wave brings a whopping sixteen giant robots to the table, plus a tank, including Heavies and Demomen that dish out infinite crits. And the support consists of annoying Uber Medics plus Quick-Fix Medics that can bring an enemy robot through your defenses very easily, plus endless rounds of Spies and Snipers. For an Advanced mission, it's tough, but bearable. However, compare this finale to that of Hamlet Hostility, the other Rottenburg map, which is... three tanks. Yeah, that's it, and while there are quite a few support classes, enough firepower will put that down very easily so you can focus on them.
      • Though not quite as difficult as the above, Mann-euvers is quite a bit harder than the other Normal-difficulty missions. Waves 1 and 5 tend to be the main stumbling blocks: the former consists of a swarm of Soldiers and Scouts, which often leads to many respawns due to the very limited starting cash, and the latter ups the ante with a horde of Steel Gauntlets which more often than not end up overwhelming the players' defenses due to sheer bulk and number, with a couple of Giant Sandman Scouts to carry the bomb the rest of the way.
      • Mannhattan can become this regardless of difficulty. The way the map is set up is that there are also two gates to defend in addition to the bomb, making it into a psuedo-Control Point map where teamwork is absolutely crucial here. And this map has hoards of Goddamned Bats and Demonic Spiders coming at you full force like the Giant Rapid-Fire Soldiers, Super Scouts, and Bowman Snipers, all rife to blow you to smithereens. The warehouse at the beginning has a second spawn point on the balcony above the main open area where teams must be weary of, and unless there's an Engie keeping that area in check, you can easily be overwhelmed by flanking robots coming out at both sides. What's worse is that you must take priority in killing the robots highlighted with yellow lights, as these robots will make straight beelines to the gates. If any of the gates get captured, their spawn point will move closer to your base and they will also gain an additional bomb. Having to fend off robots carrying three bombs from various directions can easily turn the wave into a nightmarish hell, even if the bombs can reset if untouched for long enough.
    • Hellstone, from Scream Fortress 2015. Playing on defense and trying to bodyblock the cart? Too bad, the cart's carrying a ghost, and now you're spooked and ripe for the attackers to shred you to pieces. For both teams, however, there's the threat of the skeletons from Helltower, as well as the Horseless Headless Horsemann, and up to three MONOCULUS!s (MONOCULI!?) at the last point.
    • Maple Ridge Event, from Scream Fortress 2016. In short, most of the problems with it seem to stem from it being designed as a 4v4 map that doesn't work well in 12 v 12 play. It's not an universal opinion though, as some players appreciate the map itself and the fact that there's no Halloween gimmicks (other than the pumpkins) on it.
    • While most custom maps are well-balanced (since they fix what are perceived to be flaws in some official ones), Orange is anything but. It's a 5CP map, but the control points have excruciatingly long cap times even with four players on them, and the central control point (usually the focal point of 5CP maps) is holed at the top of a tower which requires classes who can't explosive jump to go inside and climb up, and it's easily camped by Engineers. The map itself is bare and ugly, consisting mostly of developer textures and few obstacles blocking Sniper sightlines (the map was abandoned by its creator after releasing it in 2007), and little to no advanced flanking routes. The spawn rooms are atrociously set up: switching classes kills you due to them lacking a proper func_respawn option, you can get into them as the other team, they don't shift as points are captured like other maps and you can even build in them, leading to perpetual stalemates and frustration that 2fort and Hightower can only dream of note . For these reasons, people who play the map don't even go after the supposed objective and just deathmatch; ironically, the map has become popular because of how horrible it is, gaining a Rocky Horror-esqe cult following and dozens of remixes, but serious players continue to avoid the map and servers running it.
  • That One Sidequest: For the Jungle Inferno update, Valve has really been cranking up the difficulty on some of the contracts.
    • Many of the "Do X enough times in one life" objectives. You have to be really good at the game in order to achieve these, since progress towards one point of these resets on death - you can't just play many rounds to grind out these objectives.
    • The Thermal Thruster's bonus objectives require you to extinguish teammates or push back enemies with your launch animation. Because the Thermal Thruster is very slow, either with preparing it or actually launching, you can't expect to do this a lot of times in a firefight without dying. And because of its tiny area of effect and momentum before launching, trying to launch while moving can easily cause you to miss even when teammates are cooperating with you to help on the contract.
    • The Hot Hand first has a very strict requirement - nine Pyroland stars needed to unlock it, which means you need to finish every single bonus Pyroland objective, including the Thermal Thruster described above. While the contract itself looks rather simple — getting multiple kills with the Hot Hand — it's a lot trickier in practice. In normal play, like with most other Pyro melee weapons, you'd have an easier time killing an enemy with your flamethrower than with your melee, not to mention the amount of effort it takes to slap a person to death. This means the most efficient way to finish the contract is in Medieval Mode, and even then you're prone to being outranged by the Demoknights there.
    • The "Expert (class)" contracts. The main objective tends to be "Dominate a player as (class)", with side objectives being "MVP as (class)" and the aforementioned "Do X enough times in one life". Especially if the three available classes for the contract are none that you main. If you don't have a friend who is good that class, then you're hot out of luck.
    • "Defend the (map objective)". For one, the objective is very oddly worded (it refers to killing people who are trying to capture the map objective, not preventing capture by standing near the cart or on the point). Then there's the fact that the objective requires a lot of points to be completed - thirty individual defense kills. And, because you have to defend the map objective, you're relying heavily on the skill of both teams, not just yours - you can't do this objective if the attacking team is absolutely crushing you, nor if the defending team just completely prevents anyone from touching the map objective.
    • Any of the Map-Specific contracts for some of the more stalemate-prone maps, namely 2Fort, Turbine, and Hightower. Regardless of whether or not you think they're fun to play on, what makes them That One Sidequest is the restriction that you can't turn in a contract until a round ends. Since they're very prone to stalemates, expect to have to just grind away at a map for a long time.
  • They Changed It, Now It Sucks:
    • Let's just say the community can get fired up at the drop of a hat. note 
    • Pyro's voice lines from the Scream Fortress 2013 update sound very different from its original voice lines, being higher pitched and much less muffled, which of course produced outcry from Pyro players. Fortunately, there's a mod available that alters the new voice clips to sound more like Pyro's other lines. Valve themselves later altered its Scream Fortress lines during the Bread Update.
    • Some weapons that got nerfed ended up being considered some of the worst weapons in the game, such as the Eureka Effect and Axtinguisher.
    • A lot of weapons got this treatment after the Gun Mettle Update. The Loch-and-Load was seen as obscenely overpowered before, now the same people who saw it as overpowered are seeing it as useless, the Detonator is falling out of favor due to it's new damage penalty, which makes it do less damage against enemies by itself than to the user (the one wearing the fireproof suit, no less!) when using the blast jump, and the Baby Face's Blaster is now worthless in Mann vs Machine as the boost will invariably get erased as soon as it's accumulated. The worst case was very likely the Ullapool Caber, as the severe damage nerf rendered it unable to One-Hit Kill even the weaker classes, which was previously the weapon's only real selling point.
    • A Demoman taunt was posted on the Steam Workshop, involving him playing the bagpipes and dancing. It was added in the Tough Break update... and the absolutely wonderful song he played was changed into an incredibly mangled attempt at anything recognizable. Fans were not happy about this, and felt that the TF2 team was exaggerating Demoman's known alcoholism, or the stereotypical horrid sound of bagpipes.
    • After gifting through gift wrap was oddly disabled during the 2015 holiday season, the dev team brought gift wrap back a few months later... but removed the ability to wrap untradable items, as well as gifts now being sent through the Steam trading interface, and thus being subject to trade holds, and thus destroying any reason to actually use gift wrap.
    • Meet Your Match brought about a change that was... less than positively received; Quickplay was replaced by a matchmaking system all too resemblant of the one for Competitive matchmaking. A whole slew of problems has people who played on Valve pub servers giving up on the game (at least for a short while).
      • You can choose which gamemodes you want to play... problem is, the current system only allows you to omit three gamemodes, meaning there will always be some gamemode you don't want to play, which ties into the next problem...
      • There are abandoner penalties for Casual, essentially forcing you to play through a gamemode or map you don't like, or else risk being banned from all official servers temporarily!
      • It takes close to an hour to join a server, whereas before it was a few clicks and minutes away. The tedium is further compounded by servers only running two rounds of one map, sometimes not even a full two roundsnote  before booting everyone out. Players could expect to see that casual mode screen often.
      • People won't be autobalanced and new players will not join to replace anyone who leaves. This creates a vicious cycle of a team losing slightly which causes people on that team to leave the game, which causes the team to lose harder and more people leave the game.
      • And finally, to rub salt in the wound, random crits STILL haven't been removed despite all the motions towards making casual mode more like competitive.
      • The day after the update, however, Valve announced the removal of casual abandon penalties, and promised to fix many of the issues plaguing Casual matchmaking within a reasonable timeframe. In fact, most of these issues have been patched out by the end of 2016.
    • A bit of a minor one, but very few people liked the change made to the Starboard Crusadernote , especially with the implication that it took one person on 4chan to ruin it for everyone else.
  • They Wasted a Perfectly Good Character: Sniper's parents. With the Team fired and Sniper returning home, there was a possibility of dwelling on the relations in the Mundy family, or explaining why weren't they affected by the Australium. We got none of those: they died offscreen and it turned out they weren't his real parents. One issue later they're briefly shown in heaven and it seems they accepted his son's life choices before they died.
  • Tier-Induced Scrappy: Here.
  • Ugly Cute: The Pyro. Yes, the gas mask and abestos suit would make them look very uncanny if TF2 wasn't incredibly stylized, and yes, their Meet the Team short is the most gruesome of all of them, but it's hard not to see the Pyro as adorable at times. Especially with some of their taunts - playing around in a little kiddie pool with a rubber duck, excitedly clapping after flipping someone, or taking obvious glee in having a dance with their enemies and allies.
    • The bread monsters. Their comically large fangs and the fact that they're made of bread makes them seem less dangerous than they actually are. The Gloves of Running Urgently reskin for the Heavy even makes him wear them as gloves!
  • Uncanny Valley: The fanmade model of the Engineer without his goggles on. AKA the Staregineer.
    • Hard to notice in normal gameplay, but on default settings, take a close look at mercs talking, and you'll notice they have no tongues. Averted with the Hardware Morph models, which they do have tongues.
  • Underused Game Mechanic: Quite a few players are clamoring for more Player Destruction maps. The gamemode is well balanced, incorporating the fun, frantic, deathmatch-y style of maps like 2Fort, Hightower, and Turbine, but unlike those maps an average round in Player Destruction doesn't last long enough to overstay their welcome for those who are playing for the objective. However, Player Destruction is listed under Alternative Gamemodes from the Casual map screen (Alternative Gamemodes have less servers running them) and is only supported on two maps (one of them is Halloween-only so it might as well be only one map).
  • Viewer Species Confusion: Merasmus is easy to mistake for a monkey, because of his appearance.
  • Vindicated by History: When the game started to get new weapons the community was less than impressed. It didn't help that a lot of them were seen as imbalanced, and people would often be chastised for using any of them (with a few exceptions, like the Kritzkrieg). Years later, the community all but demands new weapons with every major update.
  • Win Back the Crowd: The Jungle Inferno update. After years of mediocre updates, questionable balance changes, and new content dwindling in size, the fanbase rejoiced at the downpour of changes and additions added in Jungle Inferno, especially for adding the first new weapons since Smissmas 2014. While the update is still far from perfect (many will agree that the biggest problem is competitive still unfixed), pretty much everyone will say that the longer-than-a-year wait was worth it, especially considering the previous year's Meet Your Match, Halloween, and Smissmas updates.
  • The Woobie: A lot of people see Pyro as this, whether it's him being the loner on the team to being treated like a freak to his Butt-Monkey status and what have you.
    • The Sniper as of the "Blood in the Water" comic.
    • Heavy, for his Dark and Troubled Past. After his father was killed for trying to stop the Communist uprising, himself, his mother, and his young sisters were locked away in a gulag. Heavy managed to leave only by murdering the guards, freeing the other prisoners, and setting the place on fire. Afterwards, the guards started coming to his home, in an attempt to seek revenge. He had to teach his family to torture in order to save their lives. When he realizes they can take care of themselves, he expresses worry that he's only been overbearing and bossy to those he loves. Thankfully, his sisters reassure him that they still love him, know he did what he did out of love and share love for the family hobby of torturing KGB agents until they die screaming.
    • Medic, as of "Old Wounds." Classic Heavy seems to personify every player who's ever insulted a Medic main, intimidated them, and treated them like The Load. Heck, Classic Heavy even throttles Medic's pet out of spite and rage! Meanwhile, Medic was delighted to see Sniper again, and even spent several billion bringing his former teammate back to life, only for Sniper to respond by choking him, calling him "smug and evil".
  • Woolseyism: Quite apparent in the Swedish translation of the game. While most is translated straight, where a pun would be Lost in Translation it is instead replaced with fitting Swedish pun and so on. This is most noticeable in the achievements and the weapon names.
    • The French dub of Meet the Soldier translated the line "Unless it's a farm!" as "Farms don't count!"
    • In the Spanish translation of the game, Jarate is called "Fraskungfu" (frasco being Spanish for "jar") and the Soda Popper is called the Refrescopeta (from refresco "soda pop" and escopeta "shotgun") or a " Soda Popgun".
    • Happens in the Polish translation as well. One of the best examples: translating "Loose Cannon" to "Działo Nawalone". Literally, it means "drunk cannon" (referring to Demo's alcoholism), but it's also an allusion to the Polish title of The Guns of Navarone.
    • Most translations of names of the Killing Gloves of Boxing and the Gloves of Running Urgently preserve the Fun with Acronyms using translated names that have the same acronyms as the originals. For instance, in the Russian translation The Killing Gloves of Boxing become the "Кулаки Грозного Боксера" ("Fists of the Terrible Boxer"), and the Gloves of Running Urgently become the "Горящие Рукавицы Ускорения" ("Discount Mittens of Acceleration").
  • Word of Gay: Jay Pinkerton claims on Twitter that this is the case with Miss Pauling and the reason why she has ignored Scout's advances. His sentiments doesn't seem to be shared by the rest of the writers as she alternates between uninterested to teasing him about her feelings and the fans have been divided on this idea as well, to say the least.
  • WTH, Costuming Department?: While most of the cosmetics look pretty good, a few look awkward at best and ugly at worst. A few that come to mind are Hazmat Headcasenote , Captain Cardbeard Cutthroatnote , and Most of the Robotic Boogaloo hatsnote .
    • Special note goes to the paints. While most of them are decent, there are four that consistently get flak: The Bitter Taste of Defeat and Lime, Pink as Hell, An Extraordinary Abundance of Tinge, and A Distinctive Lack of Hue note . Add to a cosmetic that gets a large region of it painted, and the result is instant garish.


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