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Right, Now that I have spent several hours of game time in total playing TF2, racking up my stats and exploring the maps I can now knock up several anecdotes about this comedy genius fragfest now. First, we'll tackle the classes.
Before we begin, all classes have been grouped in a specific order of what their talents might be best at. This doesn't mean the Pyro is exclusive for defence of the Sniper is a pansy in one on one combat. Lets start with Offensive, Defensive and finally support.
The speciality of the offensive classes is quite simple, you must push forwards for victory towards your objective. Or in laymans terms, pwn hard and fast without stopping. A good game has a nice balanced mix of Offensive and Defensive classes with a few Supports mixed in. The Offensive classes will see most of the map and action, as well as a huge amount of their own gibs being gurned over by their oppoment.
Defensive, a no brainer again what these guys do. They keep the bad guys that fragged the offensive dudes from pushing forward. These guys are the wall that protect the capture points or intelligince from being taken. A balanced offence and defence is a must for any game.
Support, These guys do little jobs that help the team, from sniping chokepoints to healing to sneaking behind enemy lines making a mess of their suits these guys are very useful when the a stalemate occurs.
The Heavy:
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Strengths:
Lays down a huge column of supressive fire, shouts happily, best melee kill.
Weaknesses:
His own damn speed, fast spies and snipers with fetishes for slow bald men carring heavy guns. Demoman Stickies.
Ah, The Heavy. One of the first. First in the trailer, first into battle and usually the first to headshotted because of his bloody speed. Everyone loves the Heavy, despite the fact they call him fattie. Maybe it is because he is so damn happy with what he does and his simple devotion to his comrade, the Medic and his massive Minigun which he nicknames Sasha. Playing the Heavy is simple, you just need to know where to role and have good skills when it comes to shooting things. A simple tip for new players out there, you can wind your gun up AND fire at the same time. I took me two days to figuire this out.
One of the reasons why my STEAM stats state I have played the Heavy the longest isn't simple devotion, it is the fact for a man of his size and wielding a great big metal gun the Heavy is REALLY REALLY slow. Don't expect to get to the frontline to dramatically alter the course of the battle, unless an Engineer has built a Teleporter. Best taunt? His Shotgun one.
The Scout:
Strengths: Run, running, jump doge jump, capture point and grab intelligince.
Weaknesses:
Engineers Sentry Guns, Demoman sticky bombs anything really that can cause more than 10 damage a second.
Speed man! Speed, the life of a scout is ususally a short one with either sucess or bitter defeat. You are built for being small, irritating and very hard to hit. Never underestimate a Scout in combat but never assume as a Scout you are invincible. The Levered Scattergun the primary weapon of the Scout is hard hitting but it is nothing compared to the shame of being boinked to death by a Scouts Baseball Bat.
Scouts in capture maps have very few uses, usually at the start of the game or when the enemy team seems to have a crap slow defence. Their real strengths show in maps where Intelligince must be nabbed. Scouts also can capture a CP the fastest, because they count as two players instead of one. So being fragile is worth such a handy talent. Scouts also have this lovely ability called double jump, which I must say is very useful unless you are playing on a very laggy server. All the other classes are failures in the art of the jump, but Scout here has not only mastered height but the ability to change direction in jump too. Awesome.
Best taunt? Either his Scattergun or Baseball bat over the body of a fragged foe.
The Soldier:
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Strengths:
Blast Things with Rockets, juggle, jump and possibly sing! And the rocket jump.
Weaknesses:
Fire, explosions and his own Rocket Launcher sometimes.
MAGGOTS! You feel like screaming this out yourself, launching a small barage of rockets at your enemies feet, reloading and then accidentally gibbing yourself into a small light red stain on the concrete floor of the cap point. The Soldier is the jack of all, trades, master of none. It is just you, and your rockets soldier. Of course, that isn't a bad thing. With rockets, you have the highest chances of gibbing the poor suckers on the receiving end. A critical hit on an enemy with a rocket is as glorious as a firework. Just remember, to shoot at the baddies feet first.
A Soldier is excellent for bombardment, clearing out campers and sentry guns and of course, frontal assaults. The best taunt? His melee weapon one. Warms the blood up for killing.
Appearinces wise, the Soldier is quite neat. But everyone loves a good helmet, eh? There is an old saying on the battlefield Soldier, if a Medic can't get a Bull he'll grab a Sheep. Meaning, if there isn't a Heavy around and the Medic is almost charged, you have the luck of being god for about ten seconds in the game. Use it wisely old boy.
The Pyro
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Strengths:
Burning. Burning things. People. Building. And runs away a lot.
Weaknesses:
His fellow Pyro, really fast Scouts, Engineers Sentries and open spaces.
The weakest of all three Offensives, The Pyro needs a man with a brain to play him. First thing is first, running out in the open with a flame throwers makes your look like an idiot if there isn't a narrow opening, a team mate or a tunnel to hide in. You need to ambush and BURN your enemy, not get gibbed buy every single weapon on the opposing teams side in an instant. It really can be embarassing. When playing a Pyro, the term patience is a virtue does come to mind. Stalk, hide, ambush and harass the enemy until they burn to a crisp.
Pyros are excellent for sowing the seeds of chaos, especially over the control point. A single agile Pyro can ruin an entire effort in grabbing a point. Make that Pyro you. Pyros are the natural enemy of the Spy, since being cloaked is not flame resistint and the Pyro will enjoy wandering around the place looking for things to burn in his own way. He is a unique charactor, who has no nationality we can confirm and possibly a love to dressing up as a girl as strong as his love for fire.
The best taunt? Hard to choose, But I say his melee weapon one.
The Medic:
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Strengths:
Being more agile than other classes, the ability to heal team mates, auto-heal and the uber charges.
Weaknesses:
Being a walking target for everything on the field of battle and the syringe gun.
Ah, The Medic. The legendary jodphur wearing German Mad Scientist Sterotype. A very useful class, the best friend of the Heavy and wieleder of the uber charge. Medics are essential for breaking through enemy lines and well, keeping your team mates alive because Medkits and Med Lockers are few and far between. Medics also heal when they are hurt, making them more durible than other classes on the field.
A good Medic needs good judgement skills and a good sense of direction. The beam of the Healing Gun can only go so far. Soldiers and Heavies are the guys that need the most healing in the heat of battle, as well as Dem0men. Heal Engies when you respawn. Don't bother healing Scouts if they don't stop, Spys because this will easily give their position away. Always heal any team mate on fire, because being set alight is such an inconvinience.
Interesting, the Medics bone saw melee weapon not only has one of the best taunts, but does the most damage in the game compared to the other melee weapons.
The Engineer.
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Strengths:
Construction of Death Turrets, Teleporters and Dispensors.
Weaknesses:
Spys and their Sappers, Snipers and running out of metal.
The king of defence, the Engineer, especially when two of them work together should be feared and despised. Why? Because Engineers build turrets. Turrets that camp, and are allowed to camp. A level three twin chaingun turret with a missle launcher can ruin everyones day, unless they have been ubercharged by a Medic. A good Engineer needs to know his base off by heart, mainly the awkward hard to reace places that have excellent killing fields for his turrets. A good Engineer must also be brave and have the balls to leave his gun, go out into the frontline and plant a Teleporter somewhere to speed up slow dudes like the Heavy to get into the action quicker.
Medics must always be suspicious of odd types lurking in the base away from the battlefield. Especially if they stand anywhere near their turrets as their Natural foe, the Spy (Spyicious Sneakous) will stab them in the back, plant sappers causing their equipment to explode and laugh at them before nicking the Intelligince and leaving your base. Engineers can help the construction of their equipment by whacking them harder with their wrenches. Engineers can also recycle the weapons of the fallen for their turret and dispensor needs as well as the odd box of ammo lying around.
Best taunt, his Wrench taunt. Never seen a man so happy.
The Demoman:
Strengths: Having grenades, being able to set traps with his Sticky Bomb Launcher and essential mastery of basic physics.
Weaknesses:
Lack of any weapon for close combat aside from his melee weapon, being a black scottish cyclops, RELOAD RELOAD GOD RELO-, and being the best choice for enemy Spys to immitate.
The Demoman is god, Always respect the Demoman. He is crusher of turrets, setter of clever but irritating sticky bomb traps and the only chap who can still spam his deadly grenades. The Demomans grenades should also be feared, because they don't do damage like a soggy brillo pad but infact cause death followed by gibs apon contact. The Demoman should be called if the Soldier fails at Sentry Gun removal. The Demoman uber charged by a Medic is fearsome, because he can now dance around his own explosions without any harm.
Not to say the poor chap has his faults. He is the right speed and usually, the right place in battle for a good Spy to copy. An Engineer won't blink is he spots a Demoman lurking around 2-Fort until he is knifed in the back. A Demoman, like the Soldier with his rocket jump, can use one of his bombs to jump to a higher place. Health and speed wise, the Demoman is the Medium of both.
The best taunt? His Pipe Bomb Grenade Launcher one. Nothing can counter that.
The Sniper:
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Strengths:
The Scope of Zooming, Quick recharge, excellent secondary ranged weapon and mobile anti-Heavy defence.
Weaknesses:
Lack of Periphial Vision, Butterfly Knives to his back, Laser sight, enemy snipers with quicker reactions and being confused in a close quarters battle.
There is always one in any FPS game, a Sniper Rifle. The Sniper is an impressive class and very well balanced despite the deadliness of his bolt action rifle. His MP-40 looking Sub Machine gun is also very very good when it comes to close quarters combat and has a decent amount of ammo. Snipers may be more fragile than glass being the second weakest class but still put up one hell of a fight.
The charge bit of the Sniper Rifle is surprisingly easily, it does it by it self and is very fast. This however makes the dot of the laser sight very visible to your potential target. Lack all Snipers in all games, it is not common to get killed by something in close quarters because you are busy trying to pick off that nasty bugger of a Sniper on the other side of the map.
The best taunt? His Sniper Rifle one. So true.
The Spy
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Strengths:
The deadly backstab, going Predator with cloak, the ability to disguise and the Magnum of death.
Weaknesses:
Knife is terrible for stabbing anything but the back, can't cloak if holding Intelligince, loses disguise if bumped into or shot by enemy and limited time to cloak.
The Spy, one of everyones favourite classes in TF2 because they are kings of humiliation and trickery. Nothing says pwned more than being humbled by a Spy because your fragging spree has kept you rooted to the same spot facing the same direction way longer than you should have. Good Spys must know where to go on maps and who to disguise as. It is obvious the main way out of the base is out, since everyone and their mothers are watching it on the opposite team. Cloak or not, splash damage of spammed rockets will get you.
Be clever, use alernate routes and get behind enemy lines before disguising. A quick work of warning, never disguise as the Spy or enemy Scout. Your speed will remain the same, and Engineers will shoot you for being a Spy whether you are wearing your colours or not. A clever spy can easily disassemble a ramshackle defence by sapping turrets and other Engineer equipment and kacking off their best players. The best Spy can be healed, then uber charged by an enemy Medic.
The Spy Magnum is deadly, two or three shots should be enough to dispatch your foe. Be careful with your cloaking and teleporting too. And the best taunt, his Magnum one after bloody combat.
So, that is it. Next TF2 update will be about the maps, my likes and dislikes of them and general pleas to VALVE for some more of them.