Difference between revisions of "Classes"

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[[File:Team Fortress 2 Group Photo.jpg|thumb|400px|right|The official group picture from Valve, featuring the (from left to right): [[Pyro]], [[Engineer]], [[Spy]], [[Heavy]], [[Sniper]], [[Scout]], [[Soldier]], [[Demoman]], and the [[Medic]]]]
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{{Quotation|'''The Heavy'''|Are you dangerous like Heavy, or coward like Scout?|sound=Are_you_dangerous_like_heavy,_or_coward_like_scout.wav}}
 
 
 
There are nine official '''classes''' that can be played in ''[[Team Fortress 2]]''; they are as follows:<br />
 
 
 
<p style="font-size: 115%;">'''Official classes'''</p>
 
* {{Class link|Scout}}
 
 
 
* {{Class link|Soldier}}
 
 
 
* {{Class link|Pyro}}
 
 
 
* {{Class link|Demoman}}
 
 
 
* {{Class link|Heavy}}
 
 
 
* {{Class link|Engineer}}
 
 
 
* {{Class link|Medic}}
 
 
 
* {{Class link|Sniper}}
 
 
 
* {{Class link|Spy}}
 
 
 
__TOC__
 
==Class roles==
 
All nine classes are grouped into three specific combat types, offensive, defensive, and support, but all can be played outside their assigned role depending on the player's choice of [[Team strategy|strategy]].
 
 
 
===Offensive {{Icon class|class=scout|link=Scout}} {{Icon class|class=soldier|link=Soldier}} {{Icon class|class=pyro|link=Pyro}}===
 
[[Image:Tf2_offense.png|border|150px|right]]
 
 
 
Offensive classes ([[Scout]], [[Soldier]], and [[Pyro]]) are the main attack force of the [[team]]. Whether it's assaulting [[Control point (objective)|Control Points]] or grabbing the [[Capture the Flag#Intelligence|Intelligence]], these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier [[Classes#Class speed comparison|speed]] and [[Jumping#Double jump|double jump]]s. Soldiers pack a punch with their devastating [[Rocket Launcher]]s, and can attack from unexpected directions by [[Jumping#Basic rocket jump|rocket jumping]]. Pyros can wreak [[fire|fiery havoc]] in enemy ranks with a well timed ambush or [[Compression blast|extinguish]] their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).
 
 
 
{{anchor|Defensive classes}}
 
 
 
===Defensive {{Icon class|class=demoman|link=Demoman}} {{Icon class|class=heavy|link=Heavy}} {{Icon class|class=engineer|link=Engineer}}===
 
[[Image:Tf2_defense.png|border|150px|right]]
 
 
 
Defensive classes ([[Demoman]], [[Heavy]], and [[Engineer]]) serve to inhibit enemy access and to hold enemies back from vital points on the [[map]]. Overall, the [[Classes#Defensive|defensive group]] has the most firepower of all the groups. Demomen can safeguard areas with [[Stickybomb Launcher|stickybomb]]s that they can detonate when enemies come by. Heavies are great for [[Minigun|mowing down]] incoming troops and pushing back forces. Heavies can also [[Natascha|keep enemies in an area while whittling their health]] for teammates to finish off. Engineers can build [[Sentry Gun]]s for effective area defense, as well as build [[Teleporters]] and [[Dispenser]]s for logistical support of the team.
 
 
{{anchor|Support classes}}
 
 
 
===Support {{Icon class|class=medic|link=Medic}} {{Icon class|class=sniper|link=Sniper}} {{Icon class|class=spy|link=Spy}}===
 
[[Image:Tf2_support.png|border|150px|right]]
 
 
 
Support classes ([[Medic]], [[Sniper]], and [[Spy]]) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of [[healing]] for teammates, capable of [[Healing#Overheal|overheal]]ing them to 150% of their maximum [[health]], and can provide a range of buffs such as [[Ubercharge|invincibility]], [[Kritzkrieg|100% critical hit rate]], [[Quick-Fix|300% healing rate as well as immunity to movement impairing effects]], or [[Vaccinator|75% resistance to bullets, explosions, or fire]]. Snipers can [[Headshot|eliminate key targets]] from a distance and use [[Jarate]] to extinguish teammates on fire and increase the [[damage]] dealt to the enemy. Spies can [[Disguise|infiltrate]] enemy lines [[Cloak|undetected]], [[Sapper|disable]] and [[Red-Tape Recorder|deconstruct buildings]], and [[Backstab|assassinate]] critical menaces.
 
 
 
==Health points==
 
 
 
=== Class health points comparison ===
 
[[Image:Allclassportrait.png|thumb|130px|right|The "All class" portrait, featuring one of each class type.]]
 
{{Class health pack and overheal table|overheal}}
 
{{clr}}
 
 
 
A Medic with the [[Medi Gun]], [[Kritzkrieg]], or [[Vaccinator]] may overheal a teammate to 150% of their normal health maximum. The [[Quick-Fix]] can overheal up to only 125% of a teammate's health, but can still maintain fully overhealed health created by the Medi Gun, Vaccinator, or Kritzkrieg. If hurt, a player can refill their health through a [[health|number of ways]].
 
 
 
==Speed==
 
[[File:Escape Plan Speed.png|thumb|Escape Plan speed values vs. health]]
 
 
 
Speed is measured in-game using the command <code>cl_showpos 1</code>, measuring in velocity units (v.) The standard movement speed is 100% (that of the Engineer, Pyro, and Sniper). Note that forward speed is obtained by pressing the forward, left, or right keys, the backward speed is obtained by pressing the backward key, while [[crouching]] speed is found by pressing the crouch button. Backward speed is generally calculated by {{#expr:100*{{Metrics/Speed factor|back}}round0}}% of the class's forward speed, while [[crouching]] is at {{#expr:100*{{Metrics/Speed factor|crouch}}round0}}%. Forward and backward speeds are the same when crouching or charging/zooming as a Sniper. During [[Match outcomes#Humiliation|humiliation]], all classes on the winning team will move 10% faster and all on the losing team will move 10% slower.
 
 
 
All normal forward speeds are capped at {{#expr:{{Metrics/Speed cap}}round2}}v or {{Math/Relative_speed|{{Metrics/Speed cap}}}}%; backwards-capped at {{#expr:{{Metrics/Speed cap|back}}round2}}v or {{Math/Relative_speed|{{Metrics/Speed cap|back}}}}%; crouched at {{#expr:{{Metrics/Speed cap|crouch}}round2}}v, or {{Math/Relative_speed|{{Metrics/Speed cap|crouch}}}}%; swimming at {{#expr:{{Metrics/Speed cap|swim}}round2}}v, or {{Math/Relative_speed|{{Metrics/Speed cap|swim}}}}%.
 
 
 
For Spies, [[disguise|disguising]] as a slower class (Soldier, Pyro, Engineer, Sniper, Demoman, or Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as, e.g. the Spy disguised as the Heavy will move to the speed of Heavy, and remain at that speed unless he breaks disguise or [[cloaks]]. Disguising as a faster class (Scout), however, will not make the Spy move faster and he will continue to move at 107% speed. Disguising as a player wielding a weapon that increases move speed (eg [[Powerjack]] or [[Overdose]]) will show the disguised Spy as carrying the weapon, but will not actually increase speed.
 
 
 
A Demoman wielding the [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], or [[Nessie's Nine Iron]] will gain approximately {{#expr:(1-{{Metrics/Speed|C=demoman}}/{{Metrics/Speed|C=demoman|M=haunted|H=1}})*100round0}}% of his base speed with every kill or "head" taken with it. While charging with the [[Chargin' Targe]] or [[Splendid Screen]] equipped, he moves at {{Math/Relative_speed|{{Metrics/Speed|C=demoman|S=shield}}}}% of the standard movement speed. The Soldier's speed while wielding the [[Escape Plan]] increases by 10% with every loss of 40 health below 200.
 
 
 
A Soldier who has activated the effects of the [[Concheror]] nearby their teammate, or has hit a teammate within the last 4 seconds with the [[Disciplinary Action]], will allow the teammate and the Soldier himself to move up to 140% of the speed they normally would.
 
 
 
A Medic who has any secondary weapon equipped will be able to match the speed of any faster-moving teammate while they are connected by the healing beam.
 
 
 
=== Class speed comparison ===
 
{{Class speed table}}
 
 
 
== Size ==
 
[[File:Heightchart.jpg|thumb|right|A height chart for all the classes.]]
 
 
 
All classes have varying height, with the Engineer being the shortest and the Heavy being the tallest of the classes for the purposes of tracing [[Hitscan]] weapons. Classes also have various builds and general body sizes; each class has their own individual set of shaped hitboxes used for bullet-based attacks.
 
 
 
However, for the purposes of collisions with objects, players, melee attacks, and projectiles, all classes are considered to be the same width and height. This also means that no class has an advantage or disadvantage when it comes to navigating corners or tight spaces.
 
 
 
== Update history ==
 
'''{{patch name|5|21|2008}}'''
 
* Improved prediction of [[Spy]]'s speed changes when [[disguise|disguising]].
 
 
 
'''{{patch name|1|6|2011|beta}}'''
 
* Player [[health]] increased 100%.
 
 
 
'''{{patch name|1|13|2011|beta}}'''
 
*Player health increased 25%. (over normal – not the previous 100% increase)
 
 
 
 
'''{{patch name|2|11|2011|beta}}'''
 
'''{{patch name|2|11|2011|beta}}'''
 
* Restored player health to normal values.
 
* Restored player health to normal values.

Revision as of 14:06, 17 October 2018

[\ February 11, 2011 Patch (Beta)

  • Restored player health to normal values.

June 27, 2012 Patch (Pyromania Update)

  • [Undocumented] Increased the running speed cap from 450HU/s to 520HU/s.

July 7, 2016 Patch (Meet Your Match Update)

  • Spy max speed increased to 320 (from 300).