It's an all-star cast of characters playing TF2, making the game light-hearted
as well as competitive. Be sure to find yourself in whatever class you enjoy most
and master it over time, working with your team to bring home the wins.
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Scout |
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Although weak like the Spy in a firefight the scout is fast. Very fast,
to the point where he can run straight through a heated battle untouched.
Armed with a double-barrelled shotgun, but most importantly a little metal
bat, he can run up behind unsuspecting victims and whack them on the head.
In capture the flag the scout is the unit to be, for a quick steal and escape
plan, as well as utilising the double jump ability to reach places other
players can't. Read more about the Scout |
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Medic |
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The crazy doctor in the white coat is your best friend in this game. The
medic provides the most important support role of healing the team with
his healing gun which emits rays of healing energy, which can also boost
your life past full for a temporary time too. For offensive situations the Medic possesses a nifty nail gun and a lethal bone saw for melee combat, it's extremely effective. The main feature of the medic in TF2 is his ubercharge ability which constantly charges through healing teammates through your life. Once this reaches 100% you can activate the ubercharge on a teammate by right clicking to make both of you invulnerable for a short period of time. Ideal for a surprise rush tactic. Read more about the Medic |
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Soldier |
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The standard all round fighting unit of Team Fortress, the soldier combines
good armour, speed and weaponry into a one package. Armed with a rocket
launcher as a primary weapon, a double-barrelled shotgun and a spade a group
of soldiers tend to head the fight. The popular art of ‘rocket jumping'
whereby a soldier shoots the ground underneath him while jumping to propel
himself into the air to cover ground and obstacles is still regular feature
in TF2. The soldier is a brute. Read more about the Soldier |
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Spy |
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Friend or foe, look around your team, anyone of them could be a spy. The
spy is a very difficult class to play, it's all about biding your time,
stealth and blending in. The spy has the ability to disguise himself as
any of the opposing teams classes to become the unseen assassin. His deadly
butterfly knife backstab ability will result in an instant kill if you give
a spy the chance to sneak up on you. Once he has attacked however, the disguise
will be lost so keep alert. The spy also possesses a revolver for tricky situations and an energy sapper which is attached to engineer's buildings. These will deactivate and slowly destroy the building unless the engineer knocks off the device with his wrench. Lastly, the spy has a cloak ability for a short period which can be used to get behind enemy lines, decloak and blend in with your disguise. Be careful to hide away while decloaking. Read more about the Spy |
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Heavy (Formerly Heavy Weapons Guy) |
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The heavy is a very broad shouldered tough guy with a big mini-gun. There's
little more to say. This class is ideal for suppression fire and mowing
down several enemies at once, however he is generally slow and opening fire
with the mini-gun does take a second or two, for it to get spinning up to
speed. Once it does, take cover. You can keep the mini-gun primed with the
right click button, or even switch to the shotgun for other kills. For melee
attacks…fists do the job for the big guy! Be wary of the Heavy, who is usually
accompanied by a medic looking after him, you'll need to take the doctor
down first (if you live long enough to try). Read more abou the Heavy |
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Pyro |
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Truly insane, but he earns points in being so lethal. The pyro, is a red
demon set loose in Team Fortress to barbeque all he can find. He is armed
with a formidable flamethrower which licks it's enemies up in a coat of
flames, slowly burning them to death if not causing an instant fatality.
The pyro wears a flame retardant suit and gas mask, so is always free of
that burning sensation, however he does have a shotgun for other situations
or a mean looking fire axe (which double up as a guitar). The pyro is the
worse person to meet in a corridor, especially if you are a spy as he will
blow your cover immediately. Read more about the Pyro |
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Demoman |
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Gonna have to glue you back together…in hell. The demoman is pure power,
armed with a grenade launcher; he can fire several grenades in a few seconds
at your feet and empty a room very easily. Sadly, his explosives repertoire
doesn't end there. He also possesses a sticky bomb launcher which can be
fired onto most surfaces and detonated when you wish with a right click,
and they pack a real punch indeed. A great class for firing around corners
or over obstacles, or protecting capture points. The package is completed
with a snazzy rum bottle as a melee weapon. Read more about the Demoman |
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Engineer |
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The builder with a shotgun makes a comeback, now with the ability to build
upgradeable turrets, the basic, automatic and automatic with rocket versions.
The engineer can build 4 buildings: 1) turret, 2) dispenser, 3) teleport
entrance, 4) teleport exit. This buildings cost ‘metal' to make which needs
to be replenished to repair the buildings or upgrade them (turrets only).
Various items on the map will increase metal, or the lockers in your spawn.
The dispenser which can be built will replenish metal/ health and ammo for
anyone on your team who uses it too. The teleporters are integral to get
respawning teammates back on the front line as soon as possible. For offense the engineer has a shotgun, pistol and wrench which works as a melee weapon as well as building and repairing. A good engineer can win a team a round, just watch out for Spy sappers. Read more about the Engineer |
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Sniper |
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Playing the game, but rarely part of it, is the sniper. Armed with a large
scoped rifle and a good aim, the sniper sits back patiently picking off
his targets with a well-aimed shot to the head. Be sure to keep moving to
give him a harder time or give away his location, as once close the sniper
becomes easy prey. One of Valve's main ideas was to make each unit easily distinguishable from a distance despite their skin. So the dark silhouette of the sniper's hat should give you a second to re-evaluate your position. Alongside the rifle, the Sniper possesses a small automatic machine gun and a machete if anyone gets too close. Read more about the Sniper |
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