Tuesday, June 18, 2013

The Soldier

The Soldier is a crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable of both offense and defense, and a great starter class to get familiar with the game.
The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health. This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout's double jump.
The two grenades on the Soldier's character model cannot be used unless the player finishes the Kamikaze taunt, which can only be used when the Equalizer or Escape Plan is equipped.

The Pyro

The Pyro is a mumbling pyromaniac of indeterminate origin who has a fervent fondness for all things fire related. As shown in Meet The Pyro, the Pyro appears to be insane and delusional, living in a utopian fantasy world known as Pyroland.
The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics. Due to the Flamethrower’s short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard.
Although categorized as an offensive class, the Pyro brings a few sources of utility to the battlefield. The Pyro’s compression blast, for example, can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy, even one under the effects of an ÜberCharge.
Because enemies hit by fire are visibly ignited, the Pyro is the best class for Spy-checking, as even a small puff of flame can nullify the Spy’s Cloak and disguise. Additionally, the Pyro can use the Homewrecker, Maul, or Neon Annihilator to protect an Engineer’s buildings from an enemy Spy's Sapper or use the Scorch Shot or Detonator to jump to normally unreachable places.
The Pyro wears an asbestos-lined suit that provides protection from the afterburn of other Pyros, though it does not add any resistance to the direct damage taken from the flamethrower. The three incendiary grenades on the Pyro's character model are purely cosmetic and cannot be used.

The Demoman

The Demoman is a scrumpy-swilling demolitions expert from the Scottish Highlands, and is one of the more versatile members of the team. A master of explosives, the Demoman strategically deals indirect and mid-range combat and massive splash damage. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his only good eye and the knowledge of his surrounding environment for well-timed detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordinance however, they will be shocked to learn the Demoman is extremely proficient at melee combat, being one of the deadliest melee classes in the game, with a variety of powerful melee unlocks in his arsenal.
The Demoman excels at swift destruction; he can bounce his grenades at creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. His stickybombs are a perfect tool for area denial, and are effective at keeping opponents away from any carts, control points, or Intelligence that he deems off-limits.

The Engineer

The Engineer is a soft-spoken, amiable Texan with an interest in all things mechanical. He specializes in constructing and maintaining Buildings that provide support to his team, rather than fighting at the front lines. The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammunition of nearby teammates, and Teleporters that quickly transport players from point A to point B.Because the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies, a good Engineer must keep his gear under a watchful eye and under repair with his Wrench at all times. When the Engineer needs to get his hands dirty, his trio of generic yet capable weapons, along with the assistance of his helpful hardware, make him more than capable of holding his own in a fight. If need be, the Engineer can even pick up and haul constructed buildings to redeploy them in more favorable locations (unless using the Eureka Effect).

The Medic

The Medic is a Teutonic man of medicine. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. Although the Medic's Syringe Gun and Bonesaw aren't the greatest weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of trouble.
When the Medic focuses his Medi Gun on a teammate, they will regain health points. Teammates who are already healthy will have their health buffed beyond the normal limit, up to 150% of their base health capacity. Teammates who have not taken damage recently will be healed more rapidly, encouraging smart withdrawals when injured.
When healing, the Medic will gradually fill an unique ÜberCharge bar, faster if healing injured teammates. When the ÜberCharge bar is fully charged, the Medic's healing gun will begin to crackle with small jolts of electricity, indicating that he can now deploy a unique charge to benefit his patient and himself for eight seconds. A charge from the Medi Gun offers temporary invulnerability, from the Kritzkrieg guaranteed critical hits for his patients, from the Quick-Fix rapid healing and immunity to knock back, and from the Vaccinator enhanced damage resistance.
Although the Medic cannot heal himself, he is capable of slowly regenerating health over time, and is the only class capable of doing so (aside from a Sniper using the Cozy Camper). The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health which he will passively heal. An injured Medic will begin regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second. This base rate can be negatively affected by the Blutsauger and boosted by the Medieval Medic item set.

The Spy

The Spy, hailing from an indeterminate region of France, is an enthusiast of sharp suits and even sharper knives. He relies on stealth and trickery to aid his team. Using a unique array of cloaking watches, he can render himself invisible or even fake his own death, leaving unaware opponents off-guard. His Disguise Kit lets him take on the form of any class on either team, allowing him to blend in while behind enemy lines before stabbing his unsuspecting "teammates" in the back. In fact, a swift backstab with any of the Spy's knives will kill any foe in a single hit - provided they aren'tunder the effects of any type of invulnerability or immense damage reduction.

Wednesday, June 5, 2013

The Scout

 The Scout is a fast running scrapper with a baseball bat and a snarky 'in-your-face' attitude. He is very rude, and seems to think he can handle anything. He often acts a lot tougher than he can actually prove to be, though he's certainly not weak.
He is the fastest mercenary on the battlefield, and his Double Jump leaves slower opponents struggling to keep up, as well as it helps him navigate the terrain and dodge oncoming projectiles. Carrying a Scattergun and a Pistol, the Scout is ideal for aggressive fighting and flanking. The Scout is a good class for quick hit and run tactics for sapping away the enemies' health due to his ability to get in, do damage and dash away before even being noticed.


The Heavy

The Heavy is a towering hulk of a man that hails from the USSR. He is the largest and possibly most dangerous class in Team Fortress 2. Boasting the most default health and devastating firepower from his trusty Minigun, the Heavy is no pushover. The Heavy's Minigun can inflict heavy damage at a high rate of fire, allowing him to mow down opposing babies, cowards and teeny-men in seconds. The Heavy's movementspeed is his main weakness. Revving up or firing his Minigun brings his already unimpressive speed down to a snail's pace, making him a very easy target for Snipers and Spies. His slow speed makes him more dependent on support from Medics and Engineers to keep him in the fight. Aside from decimating entire teams, the Heavy is able to provide further support for his comrades with an oft-required health boost via his Sandvich, which, when consumed, is capable of healing him to full health. It can also be dropped to provide an instant 50% health boost to his greedy teammates. However, if he isn't careful, an enemy may pick up the dropped Sandvich for a health boost of their own.

The Sniper


Hailing from the Australian Outback, the Sniper is a tough and ready crack shot. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using his SniperRifle and its ability to instantly kill a target with a headshot. He is effective at long range, but weakens with proximity, where he is forced to use his Submachine Gun or his Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where he can easily pin down enemies at chokepoints.



"Snipin's a good job, mate! It's challengin' work, outta doors. I guarantee you'll not go hungry, cause at the end of the day, long as there's two people left on the planet, someone is gonna want someone dead."

— The Sniper on his profession

Best Classes for Beginners in TF2


I remember using Scout a lot when I started playing Team Fortress 2Pyro and Heavy is also good, like most other classes than can die easily, high damage. Everyone is saying soldier, but I once found that one of the harder classes, since its slow reload speed and slow rocket firing didn't fit with my half-decent aim at the time.