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If you're new
to Team Fortress, you may find all these classes a little overwhelming. If so, pick a
class that sounds good and play around with it until you're comfortable trying other
classes. You'll want to get familiar with all the various classes at some point, though;
you'll need to know their weaknesses you want to attack them properly. |
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» Scout | |
The Scout's main attribute is his speed - he is, hands-down, the fastest player in the game. Of course, when you're this fast, you know you're not very well-equipped...weak weapons and low health/armor will ensure you're on the losing end of almost every firefight you get into. The upside is you'll rack up points carrying the flag, which as the Scout, is your entire raison d'etre. To help him escape enemies, the Scout can throw down
caltrops, which will injure and slow down anyone who runs over them. He also has
concussion grenades at his disposal, which will disorient the field of vision of anyone
unlucky enough to get caught it it's blast. |
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» Sniper | |
The Sniper may be the most controversial class ever created for multiplayer gaming. Some people swear by them, others hate them. Be that as it may, the fact remains that when a current situation calls for long distance death to be dealt, the class called upon is the Sniper. The Sniper's pride's and joy - his rifle - is capable of killing most classes with a single shot to the head, and can also cripple with a leg shot. As the Sniper, use your "special skill" key to go into zoom mode, and then hold down the fire button to "charge" up a shot. The longer you charge the shot, the more damage you can do when you fire. When playing as the sniper, stick to the rooftops and sniper decks, as your armor level and health don't exactly make a good case for hand to hand combat. Weapons: Sniper Rifle, Auto Rifle,
Nailgun, Crowbar |
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» Soldier | |
The Soldier is pretty much an all-purpose player. With decent speed, weapons and armor, you can use this class in about any situation, from offensive attacks to flag escort to defensive support. The Soldier's main weapon, the Rocket Launcher, is excellent for clearing routes for flag carriers, and also good for sniper removal - sniper decks and rooftops are provide no sanctuary from well-placed rocket shots. Just remember, there's no guided rocket option in TFC, so make your shots accurate. For in-close combat, the Soldier carries both the single
and double-barrelled shotguns. He also carries the Nail Grenade, which will spin and shoot
out nails at anyone near it for a few seconds until it eventually explodes, making his one
of the most well-rounded arsenals in the game. |
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» Demoman | |
The Demoman is the explosive expert of the game. Armed with grenades and pipebombs, he is good at both defending, setting traps, and leading an offensive charge. The most valuable skill of the Demoman, however, is the ability to open up alternative routes to opponents bases with the Detpack. This highly explosive device can be used to open alternate routes on maps such as The Well and Two Fortresses, making the Demoman very valuable indeed. To use the Detpack, first assign it to a key using the TFC configuration menu. Hold down the key for five seconds to lay the pack, and then get as far away as possible - a "FIRE IN THE HOLE" message will appear on the screen letting your teammates know the Demoman is at work. Weapons: Single Barreled Shotgun,
Grenade / Pipebomb Launcher, Crowbar |
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» Medic | |
The Medic may well be the least glorious position there is, but is also one of the most critical. The field medic has the ability to heal his own or his teammate's wounds, bringing their health back to maximum. While playing as the Medic, you have to keep an eye and an ear out for teammates calling for medics. After you hear the "MEDIC!!" call, look for a red cross to appear above your teammate in need. Another great thing about being a part of the medical profession in a violent game is that you have the ability to infect an opponent with a deadly virus. This will continue to eat away health until a medic from the infected player's team aids him. Better yet, the infection can be transmitted from enemy to enemy, so if you can sneak into the enemy base, you can start an outbreak that can cause mass confusion for the opposition. Weapons: Medkit, Single and
Double-Barreled Shotguns, Super Nailgun |
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» Heavy Weapons Guy | |
If you're into serious firepower, then this is the brute for you. The Heavy Weapons Guy is walking death when wielding his beloved Assault Cannon. This weapon can tear through players in a HURRY, but the tradeoff for all that firepower is that he moves along at a crawl, and then half of that while firing the cannon. Because of the slow movement speed, and the fact that the Assault Cannon goes through ammo like a wino goes through 20/20, you'll never want to stray too far away from home and easy ammo replenishment. Weapons: Assault Cannon, Single and
Double-Barreled Shotguns, Crowbar |
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» Pyro | |
The Pyro is sort of an all-purpose position. As a member of the offensive team, he is a good leading assault option, leading the charge and creating confusion by setting enemy defensive units on fire. As a member of the defensive team, he can break an enemy assault off the same way. He can also clear off sniper decks, and do many other tasks. Almost all of the Pyro's weapons are fire-based, useful for setting either players or areas ablaze. The Flamethrower is great for creating up-close havoc up-close, while the Incendiary Cannon's rockets can do great damage from long range. The class is flame-resistant, so if an enemy Pyro is causing you trouble, you may want to fight fire with fire. Weapons: Flamethrower, Incendiary
Cannon, Single Barrel Shotgun, Crowbar |
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» Spy | |
This sneaky bastard is the class everyone loves to hate. The Spy has the ability to change uniforms and classes at will, thoroughly masking his identity. He can also fake being dead, and carries a knife that is excellent for sticking in the back of a sniper's head : ) If you are using the Spy as a means to get to the flag uncontested, be aware that you will revert to your natural spy form as soon as you grab the flag. You will also lose your disguise if you attack anyone, and can be "uncovered" if an enemy spy or scout touches you. Weapons: Knife, Tranquilizer Gun,
Double-Barreled Shotgun, Nailgun |
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» Engineer | |
The Tim Taylor of the Team Fortress universe, the Engineer has the ability to build powerful weapons, as well as supply stations to help their teams (called dispensers) The engineer's remote sentry guns are the ultimate in home defense, and can really break apart an enemy charge. To build a sentry gun, make sure you've collected plenty of metal (armor) and pull up the "build" menu (accessed through your "special skill" key). Once you've built your sentry gun, you can hit it with the wrench to or add ammo or upgrade it with stronger armor and weapons. You'll need to collect ammo packs to do this, so be sure to stock up. This is a real specialty position, and should not be one of the first classes that a beginner should play. Games are won and lost on the engineer's placements of sentry guns. As the engineer, you should also assist in the distribution of ammunition to other defensive positions, such as the Heavy Weapons Guy. Weapons: Railgun, Double-Barreled
Shotgun, Wrench, ability to create Sentry Guns |
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