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Classes
eam Fortress Classic implements a number of different player "classes". A successful team will use a variety of these classes,
assigning duties based on each player's class. This creates a requirement for teamplay, organization and discipline no found in
vanilla capture the flag mods. Most Team Fortress players will quickly adopt a favorite class and stick with it,
developing a skill in that class which makes them a vital part of a successful team.
The differences between each class adds a lot of variety to the game and the tactics you use. The Heavy Weapons guy is much slower than the others,
especially when carrying a flag, making him typically unsuitable for that task.
The slow speed also makes you rely on good shooting skills than defensive action to survive. Other classes are much faster, but
carry less armor, making them easier to pick off, if you can hit them. Here's a description of each class and it's attributes from the documentation
included in Team Fortress Classic.
- Scout
Special Skill Key: Displays the status of each team's Flag on Capture The Flag maps
Speed: Very fast
Armor: Low armor (maximum of 50 green armor)
Weapons: Single-barrel shotgun, nail gun and crowbar
Grenades: 3 caltrop canisters and 3 concussion grenades
Abilities:
Removes an enemy's Spy's disguise by touching him
Disarms detpacks set by enemy Demomen when he comes in contact with them
- Sniper
Speed: Medium
Armor: Low armor (Maximum of 50 green armor)
Weapons: Nailgun, auto rifle, sniper rifle and crowbar
Grenades: 2 hand grenades
- Soldier
Speed: Medium
Armor: Well Armored(Maximum of 200)
Weapons:Crowbar, the shotgun, the super shotgun, and the rocket launcher.
Grenades:Hand and Nail
Abilities:
- Demoman
Speed: Medium
Armor: Medium armor (Maximum of 100 yellow armor)
Weapons: Single-barrel shotgun, grenade/pipebomb launcher, and crowbar
Grenades: 4 hand grenades and 4 MIRV grenades
Abilities:
Can set large explosive charges, called detpacks, to blow down obstructions, creating more entrances to the enemy base
- Medic
Speed: Fast
Armor: Medium armor (Maximum of 100 yellow armor)
Weapons: Medikit, single-barrel shotgun, double-barrel shotgun, and super nailgun
Grenades: 3 hand grenades and 2 concussion grenades
Abilities:
Can heal his teammates with the medikit
Automatically heals himself over time if the medikit has enough "ammunition"
- Heavy Weapons Guy
Speed: Very slow
Armor: Extremely heavily armored (Maximum of 300 red armor)
Weapons: Single-barrel shotgun, double-barrel shotgun, assault cannon, and crowbar
Grenades: 4 hand grenades and 1 MIRV grenade
Abilities:
Due to his size and armor, the HW Guy isn't fazed much by injury, and rarely gets pushed around much by explosions.
- Pyro
Speed: Medium
Armor: Well-armored (Maximum of 150 yellow armor)
Weapons: Single-barrel shotgun, flamethrower, incendiary cannon, and crowbar
Grenades: 1 hand grenade and 4 napalm grenades
Abilities:
Wears flame retardant armor, making him impossible to set on fire
- Spy
Speed: Medium
Armor: Lightly armored (Maximum of 100 green armor)
Weapons: Tranquilizer gun, double-barrel shotgun, nailgun, and knife
Grenades: 2 hand grenades and 2 hallucination gas grenades
Abilities:
Removes an enemy Spy's disguise when he touches him
Can disguise himself to look like any class, team or both
Can feign death
- Engineer
Speed: Medium
Armor: Lightly armored (Maximum of 50 yellow armor)
Weapons: Railgun, double-barrel shotgun, and wrench
Grenades: 2 hand grenades and 2 EMP grenades
Abilities:
Can build automatic sentryguns
Can build ammunition & armor dispensers
Can repair his teammates' armor
Can create ammunition
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