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Team Fortress 2 is the sequel to the game that put class-based, multiplayer team warfare on the map. This year’s most anticipated online action game, TF2 delivers new gametypes, a signature art style powered by Valve’s next generation animation technology, persistent player statistics, and more.
Unlike other “class-based” games that offer a variety of combat classes only, Team Fortress 2 packs a wild variety of classes which provide a broad range of tactical abilities and personalities, and lend themselves to a variety of player skills.
Play as the flame-throwing Pyro, the room clearing Heavy, or the Spy, a master of disguises. Other classes include: Scout, Sniper, Medic, Engineer, Demoman, or Soldier.
Gameplay
Team Fortress 2 players can choose to play as one of nine classes, each with their own unique strengths and weaknesses. At launch, the gamemodes 'Capture the Flag' and 'Control Point' will be available. The game includes detailed charts showing time played as each class, average points, maximum points, most damage, and many other variables when a map is being loaded. Persistent statistics tell the player how they are improving, for example telling them if they came close to their record number of kills with that class. The game only displays "points" to other players, instead of displaying each player's kills and deaths. The distinction encourages non-combat classes to stay out of combat: the Medic class will receive points for enemies killed by the player he is healing. Each player can see his own stats on the scoreboard.[citation needed] Players are able to spectate a game, including the option of spectating in first-person. A freeze-cam allows a player to see who killed them.
Classes
Team Fortress 2 includes 9 playable classes, divided up into 3 roles. Offense, Defense and Support. A difference between Team Fortress 2 and the original is that each class is more unique and abilities have been added, changed and removed to make each class a completely different playing experience. One of the most prominent of these changes is the removal of hand-thrown grenades from every class.
The class information shown below is from the current beta version and may be changed in the final release.
Scout
The fastest class in the game, the scout's role is to capture objectives once enemy defenses have been disabled and as such a scout represents two players when capturing points. Scouts are able to double jump, giving extra height to a leap and allowing a change of direction in mid-air, and when combined with his natural speed this makes the scout a difficult target to hit.
Health: 125
Weapons: Underlever shotgun, pistol, aluminium baseball bat.

Soldier
The soldier is a slow moving class, yet can boost himself to higher platforms by rocket jumping. The soldier is most suited to combat over short to medium ranges as his rockets travel slowly.
Health: 200
Weapons: rocket launcher, shotgun, entrenching tool

Pyroman
Unlike its counterparts in previous Team Fortress incarnations, the pyro's signature the flamethrower is one of the more powerful short range weapons in the game, able to set enemies on fire to cause additional damage over time. To extinguish the flames, players must fully submerge themselves in water, pick up a health pack, receive healing from a medic or engineer's dispenser or simply wait out the flames and take the damage. Other pyros cannot be set alight, but will still take damage from the initial attack. Due to the short range of the flamethrower, the pyro relies on ambushing enemies to achieve the full effect of his weapon.
Health: 175
Weapons: short-range flamethrower, shotgun, fire axe

Demoman
The demoman can use grenade launchers to fire grenades over obstacles and around corners. Sticky bombs can also be used in a defensive role for setting traps and mining routes, although the opposing team can displace them with most weapons. The demoman can only have a maximum of eight active sticky bombs at any one time and placing more sticky bombs with eight already in place will begin detonating previously-deployed bombs in the order they were launched. Demomen can also use their explosives to jump, when timed well this can send the Demoman to great heights but takes a lot of damage. The demoman moves slightly slower than most other classes.
Health: 175
Weapons: timed detonation grenade launcher, remote detonation sticky bomb launcher, Scotch bottle

Heavy Weapons Guy
The slowest class of the nine, the heavy is used for both offensive and defensive purposes. The minigun itself has a short wind-up time and its low accuracy limits a heavy to medium and short range combat. The combination of high health, a large body and a powerful weapon make the heavy ideal for medics to hide behind.
Health: 300
Weapons: minigun, shotgun, bare fists

Engineer
The engineer is able to build various structures through "metal" points to support the team: a sentry gun that can be upgraded through three stages of effectiveness, a teleporter matrix consisting of an entry and exit facility and an ammunition and health dispenser. While its ammunition supplies are infinite the dispenser requires time to regenerate metal supplies. Metal is collected from resupply points, dispensers, the weapons of fallen players and even the debris of destroyed structures.
Health: 125
Weapons: shotgun, pistol, monkey wrench

Medic
Armed with a healing gun, the medic is able to quickly and continuously regenerate a teammate's health up to 150% of their initial health. The medic can also use the healing gun to "Übercharge" other players after using the device for a certain amount of time. Übercharge renders the medic and the targeted teammate invulnerable for ten seconds. The healing gun cannot be used in offensive capabilities. Medics are able to slowly regenerate their own health passively and move slightly faster than most other classes.
Health: 150
Weapons: healing gun, syringe-gun, bone-saw

Sniper
The sniper is able to kill all classes instantly with a shot to the head, although he must charge his rifle in order for the shot to be fatal against tougher targets. However, the rifle leaves a visible team-colored laser dot where it is aimed.
Health: 125
Weapons: bolt-action sniper rifle, machine pistol, kukri

Spy
Spies randomly use an alias name of an enemy of the same class, occasionally having his cover blown by the player he is mimicking. Spies can take damage when disguised but do not show blood. Spies also have the ability to cloak for a maximum of ten seconds. This cloak must recharge after use, and can be disrupted by enemy fire, contact with an enemy player or by being set alight. Spies cannot attack through the cloak, but they can disguise whilst cloaked and vice versa. Using a combination of cloaking and disguises allows spies infiltrate the enemy team with little trouble. Spies also carry electronic sappers that are placed on enemy structures, disabling them and slowly damaging them to destruction unless an engineer repairs their sabotaged equipment. A spy's disguise is not lost when he places a sapper.
Health: 125
Weapons: revolver, butterfly knife, sappers
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