Team Fortress 2 Gold Rush Beginner Guide – Weapons, Items

Gold Rush runs on an older style of TF2 gameplay, so it might feel unfamiliar at first. Movement, damage pacing, item unlocks, and even the UI lean closer to the classic era. That’s part of the charm, but it also means your first few matches go much smoother if you clean up your settings beforehand.

Think of it like dusting off an old machine—you want it tuned before you fire it up.

Team Fortress 2 Gold Rush Beginner Guide – Weapons, Items

Menu

Open your Options menu and go through these one by one. These aren’t fancy tweaks; they genuinely make the mod easier to read, aim in, and react to.

Keyboard

  • Enable the Developer Console
  • Enable Fast Weapon Switch

Mouse

  • Set your usual sensitivity
  • Turn off mouse acceleration (it only makes aiming inconsistent)

Audio

  • Tune it how you like; nothing special here.

Video

  • Bump up your gamma/brightness if the game looks too dark
  • In Advanced settings, set FOV to 90 — this makes everything feel less cramped and more readable

Multiplayer Settings (important)

Go to Multiplayer → Advanced and enable:

  • Hit sound on damage
  • Last hit sound on kills
  • Damage numbers above enemies
  • Combine damage numbers into one total
  • Medic markers for healing
  • Auto callouts for injured teammates
  • Mouse input on scoreboard (lets you mute/report etc.)

Optional but handy:

  • Minimized viewmodels
  • Disable sprays
  • Disable hats

Weapons and Hats

Gold Rush doesn’t use random drops. Everything is achievement-based, just like the old days.

How to get weapons

Complete each class’s achievement milestones.
Every milestone unlocks that class’s weapons.
A few special weapons require you to already own them in your normal TF2 inventory. These include:

  • Gunboats
  • Homewrecker
  • Loch-n-Load
  • Ullapool Caber
  • Your Eternal Reward

Once you complete the milestones, the weapons show up automatically in Gold Rush.

How to get hats

Hats only work in Gold Rush if you already own them in your main TF2 inventory.
Paint and quality don’t matter because they aren’t visible here.
There are 18 hats in total and you can only equip one.

Balance & Mechanics

Gold Rush isn’t a one-to-one copy of modern TF2. Weapons behave closer to their old versions, some buffs and nerfs are reverted, and mobility is slightly toned down.

Here’s the important stuff you’ll actually feel while playing:

Scout

  • Sandman can stun (except Uber targets)
  • Bonk has no slowdown during invulnerability
  • Force-A-Nature is basically unchanged

Soldier

  • Direct Hit bonus damage doesn’t affect buildings
  • Gunboats and Buff Banner feel normal
  • Equalizer behaves just like the current version

Pyro

  • Flamethrowers work like post-Jungle Inferno flames but with old visuals
  • Backburner has +15% damage, crits from behind, and no airblast
  • Axtinguisher deals full crits to burning players

Demoman

  • Loch-n-Load has -50% clip size, higher damage, and breaks sentries faster
  • Scottish Resistance uses its very slow release version
  • Ullapool Caber deals 126 damage

Heavy

  • Natascha is the early version
  • Sandvich works the same
  • KGB unchanged

Engineer

  • Frontier Justice unchanged
  • Wrangler has no shield, but your sentry reactivates faster after wrangling

Medic

  • Classic versions of Blutsauger, Kritzkrieg, and Übersaw

Sniper

  • Huntsman and Jarate unchanged
  • Razorback never recharges

Spy

  • Ambassador can headshot at all ranges and deals 102 HS damage
  • Dead Ringer has older mechanics but can’t recharge from ammo packs
  • YER has no cloak penalty or disguise kit
  • Cloak & Dagger behaves normally

Global changes:

  • Slightly slower reloads
  • Slightly slower weapon switch
  • Spy moves slower overall

These tweaks make the game feel punchier and more deliberate—closer to 2009 TF2.

If you’re coming from modern TF2, the biggest adjustment is how honest the game feels. You aren’t juggling a thousand weapon gimmicks. You aren’t worried about insane powercreep items. Most fights are determined entirely by positioning, aim, and timing.

A few quick first-match tips:

  • Don’t overextend—the slightly slower reloads punish greedy pushes
  • Stay with your team; old-school maps reward groups rather than lone-wolf plays
  • Keep an eye on Medics; their Über/Kritz timings define pushes more than anything
  • Scout and Soldier feel extremely strong since the movement isn’t as cluttered with modern mobility tools
  • Always expect classic tactics—sticky traps, corner heavy holds, ambushes, and sentry nests are common

Once you get used to the flow, the simplicity becomes addictive. Gold Rush feels like TF2 boiled down to the fun core.