Team Fortress 2
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[edit] Backstory
Team Fortress 2 is the long-awaited sequel to the original Team Fortress of Quake engine and Team Fortress Classic for Half-Life 1/Goldsource engine, and is the result of a decade's design work. Superficially, Team Fortress 2 is about the interminable battle between the twin companies Reliable Excavation and Demolition (RED) and Builders League United (BLU). TF2 stands out from other first-person shooters, including the preivous Team Fortress games, by using a visual style based on early 20th-century artwork, similar to that used by Pixar's The Incredibles, and focusing gameplay on personal bests rather than intra-team competiveness, building of momentum, and chance events.
[edit] Gameplay Scenarios
- Capture the Flag (CTF) normally requires each team to move a token (a briefcase) from the opposition's capture point to the team's capture point. If the token is dropped, it will remain for about one minute before being re-spawned at its home capture point. (CTF mode can be played with one token, not unlike Unreal Tournament Fragball, or the token's spawn location can be made dynamic, however few, if any, maps use this capability.)
- Control Point (CP) maps come in three varieties. In two of these varieties, such as the maps Dustbowl and Gravel Pit, BLU is tasked with overrunning RED's defenses. BLU must take one or more specified control points by physically occupying them for a duration. In Dustbowl, points are taken one at a time, and the teams switch whenever RED defends a point successfully until time expires. In Gravel Pit, BLU must take points A and B before taking C for the win. In these modes, a captured point cannot be reclaimed by RED. Other control-point maps, such as Granary and Well begin with the centre point of five unclaimed, and each team wants to take the opposition's outermost point while defending their own outermost point. The centre point is the slowest to capture, the penultimate is faster, and the final point can often be captured in two seconds. Additionally, these maps are almost completely symmetrical, though often slight differences can be seen and exploited.
- Payload (PL) is a new game mode introduced in the Gold Rush update. Blue players must escort a cart to various checkpoints while red must prevent blue from pushing the cart. The cart moves when Blue stands within range of it's area of effect. The more players, the faster it moves. If no blue players stand near the cart for a certain period of time, the cart may go backwards.
[edit] Overview of the Classes
[edit] Scout
Scout is fast, can jump once while in the air, and carries a shotgun as a primary weapon that is twice as powerful as the shotguns many other classes carry as sidearms. He is fragile, and thus is best used to quickly raid control zones when defenses are down and recover briefcases by either picking them up and getting them behind friendly lines or by chasing down enemies carrying the friendly case. They are also good sneak attackers against fragile classes. (Scout, Engineer, Sniper, Spy)
[edit] Soldier
Soldier is an enduring class carrying a bazooka as a primary weapon. Soldiers are the go-to class for offense, and can kill many players quicky with the high damage of the bazooka and crit streaking. They can also blast-jump to elevated locations. Soldier's movement speed is the second lowest, faster than only Heavy.
[edit] Pyro
Pyro is an enduring class that uses a flamethrower as a primary weapon. Any class contacting the flame other than other Pyroes will ignite and in addition to fire damage from the flame itself they will slowly burn 40% of their health range unless they become submerged or medicated. Pyro is weak in direct combat and is best an ambush class. Additionally, Pyro is strong against Spy, because the flamethrower is inexpensive ammo-wise and one puff will ignite a Spy, revealing the Spy's position and doing 50 damage of burn even if the Spy manages to escape. Pyro's speed is median, but players who are burning are slowed down a small amount.
[edit] Demo
Demoman is an enduring class specialised for defending areas and destroying defensive arrangements. His four-shot pipe-bomb launcher does significant damage to fragile classes when the weapon strikes directly, while his sticking remote mines can destroy engineer buildings and deliver massive damage to the enduring classes. He also has the greatest blast-jump capibility, though used improperly it becomes suicidally powerful, since he can launch himself eighty feet into the air, ensuring significant falling damage upon landing. Demo moves slower than median speed.
[edit] Heavy
The heavy-weapons guy is the most resillient class. He is also the slowest. Heavy's primary weapon is a minigun that does massive damage at close range, though it becomes rather average at a distance. Heavy makes a great defender, but is also useful on offense when a strong defense must be broken through.
[edit] Engineer
The Engineer's responsibility is to set up and maintain turret guns to defend capture zones and choke points, build appropriate dispensers to either support the engineer or his teammates, and to station teleporters to aid slower classes like Soldier and Heavy and ensure the front lines stay manned. The engineer's turret gun can be built to three levels. A level one is sufficient to kill fragile classes in most situations. A level two fires faster and is tougher to break. A level three will tear apart soldiers and heavies until it is disabled.
[edit] Medic
Medics restore teammates' health, and temporarily boost health to +50%. They also earn assist points whenever a teammate they are healing earns a frag. While medics don't often engage in combat themselves, one or two medics are often worth more than one or two more of any other class in an offensive push. Medic's health is special. He carries more health than a fragile class, and it slowly regenerates over time. This reduces the effect of being caught aflame and makes Medics harder to remove since one that is not taking fire is recovering health. Medics are also slightly faster than median. Finally, the Medic can earn a ten-second invincibility period to share with the teammate (or enemy spy) of his choice.
[edit] Sniper
Sniper is specifically designed for ranged combat. Damage dealt by his rifle is determined by how long he sights it before firing. Headshots always register as critical hits, doing lethal damage to any fragile class, or a resiliant class that isn't carrying a Medic's health boost. His submachine gun sidearm is not powerful but can provide a fighting retreat.
[edit] Spy
Spies are a unique class, blending strength and weakness in all areas. Spy's revolver is powerful enough to engage fragile classes, but is futile against healthy resillient classes without a critical hit. The balisong is a weak melee weapon unless it successfully strikes an enemy's back, which is always fatal. The spy can disguise as any enemy-team class allowing him to avoid detection by sentry turrets, but at best there are a number of clues that give him away to enemy players, and at worst, without team damage, a Spy will not last long amongst his enemy. Spy's watch grants a ten-second cloak of invisibility, though it will be disupted if the Spy is shot or collides with an enemy's body. Spy also carries a device to disable engineer buildings, though its effectiveness is mostly nullified if the engineer is present. Spy's speed is median, but will be reduced if he disguises as a Demoman, Soldier, or Heavy. He does not gain speed by wearing Medic or Scout, though he did during part of the game's beta period.
[edit] Critical Hits
Whenever a player attacks in TF2, there is a small chance that the attack will be a Critical Hit. A critical hit always deals the maximum damage for the attack. Melee attacks carry twice the critical hit rate of normal weapons. Whenever a player earns a point, the critical hit rate increases temporarily. This allows for crit streaking, allowing a player to eliminate a number of enemies in a short time aided by luck. This is often seen with Soldiers, Medics, and Engineers. Soldiers can easily blast fragile enemies, build a large crit factor, and then tackle the resillient defenders. Medics earn crit factor by healing an attacking soldier, allowing them to easily bonesaw anyone would would attempt to strafe them. Spies who are foolish enough to attempt to sap a maintained gun will always eat a critical wrench because the engineer builds crit chance by breaking the Spy's sappers and because the Engineer can hit the Spy before the Spy sees that the Engineer isn't hitting his gun with this particular wrench swing.
The balisong is an exception to the melee crit rule. While the critical hit mechanism functions -- the special sound is played and in the case of an animated backstab, the Critical Hit indicator will show -- the attack is never enhanced by a successful critical attack.
[edit] Tactical Gamer TF2 Guide
New players and old players alike, Tactical Gamer presents it's TG:TF2 Guide. Currently under construction, this guide will provide helpful tips and tricks, using basic and advanced techniques to improve your game.
Click here to access the Tactical Gamer: Team Fortress 2 Guide.
[edit] See Also
- Reserved for expansion.
