Difference between revisions of "Classes"

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(Class speed comparison: Updated sniper area with Cozy Camper (and fixed the Huntsman values))
(Class speed comparison: Fixed Cozy Camper (Values are calculated as stood; e.g. 80-(80*.6)) You can't have half a Hammer Unit)
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[[Image:Team Fortress 2 Group Photo.jpg|thumb|400px|right|The official group picture from Valve, featuring the classes (from left to right): [[Pyro]], [[Engineer]], [[Spy]], [[Heavy]], [[Sniper]], [[Scout]], [[Soldier]], [[Demoman]], and [[Medic]]]]
 
 
{{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 [[rocket jumping]]. Pyros can wreck [[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 [[stickybombs]] 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 [[Dispensers]] 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 [[heal]]ing for teammates, capable of [[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]], or [[Quick-Fix|300% healing rate as well as immunity to movement impairing effects]]. Snipers can eliminate key targets from a distance and use [[Jarate]] to extinguish teammates on fire and increase the [[damage]] dealt to the enemy. Spies can infiltrate enemy lines undetected, [[Electro Sapper|disable buildings]], and [[Backstab|assassinate]] critical threats.
 
 
==Health points==
 
 
=== Class health points comparison ===
 
[[Image:Allclassportrait.png|thumb|130px|right|The "All class" portrait.]]
 
 
{| class="wikitable grid" align="Left" style="text-align: center;margin-bottom: 10px"
 
! class="header" | Class
 
! class="header" | Base HP
 
! class="header" | Overhealed
 
|-
 
|align="left"|{{Class link|Scout}}<br><small>([[Sandman]] equipped)</small><br><small>([[Special Delivery]] pack equipped)</small>
 
|{{Metrics/Health|C=scout}}<br><small>{{Metrics/Health|C=scout|M=sandman}}<br><small>{{Metrics/Health|C=scout|G=special delivery}}
 
|{{overheal|{{Metrics/Health|C=scout}}}}<br><small>{{overheal|{{Metrics/Health|C=scout|M=sandman}}}}<br><small>{{overheal|{{Metrics/Health|C=scout|G=special delivery}}}}
 
|-
 
|align="left"|{{Class link|Soldier}}
 
|{{Metrics/Health|C=soldier}}
 
|{{overheal|{{Metrics/Health|C=soldier}}}}
 
|-
 
|align="left"|{{Class link|Pyro}}
 
|{{Metrics/Health|C=pyro}}
 
|{{overheal|{{Metrics/Health|C=pyro}}}}
 
|-
 
|align="left"|{{Class link|Demoman}}<br><small>([[Eyelander]], [[Horseless Headless Horsemann's Headtaker|HHHH]] or [[Nessie's Nine Iron]] equipped, 0 heads)</small><br><small>(Eyelander, HHHH or Nessie's Nine Iron equipped, 1 head)</small><br><small>(Eyelander, HHHH or Nessie's Nine Iron equipped, 2 heads)</small><br><small>(Eyelander, HHHH or Nessie's Nine Iron equipped, 3 heads)</small><br><small>(Eyelander, HHHH or Nessie's Nine Iron equipped, 4+ heads)</small><br><small>([[Claidheamh Mòr]] equipped)</small><br><small>([[Ali Baba's Wee Booties]] or [[Bootlegger]] equipped)</small><br><small>(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 0 heads)</small><br><small>(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 1 head)</small><br><small>(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 2 heads)</small><br><small>(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 3 heads)</small><br><small>(Ali Baba's Wee Booties or Bootlegger and the Eyelander, HHHH or Nessie's Nine Iron equipped, 4+ heads)</small><br><small>(Ali Baba's Wee Booties or Bootlegger and the Claidheamh Mòr equipped)</small>
 
|{{Metrics/Health|C=demoman}}<br><small>{{Metrics/Health|C=demoman|M=eyelander|H=0}}<br>{{Metrics/Health|C=demoman|M=eyelander|H=1}}<br>{{Metrics/Health|C=demoman|M=eyelander|H=2}}<br>{{Metrics/Health|C=demoman|M=eyelander|H=3}}<br>{{Metrics/Health|C=demoman|M=eyelander|H=4}}<br>{{Metrics/Health|C=demoman|M=claidheamh mòr}}<br>{{Metrics/Health|C=demoman|P=bootlegger}}<br>{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=0}}<br>{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=1}}<br>{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=2}}<br>{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=3}}<br>{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=4}}<br>{{Metrics/Health|C=demoman|P=bootlegger|M=claidheamh mòr}}
 
|{{overheal|{{Metrics/Health|C=demoman}}}}<br><small>{{overheal|{{Metrics/Health|C=demoman|M=eyelander|H=0}}}}<br>{{overheal|{{Metrics/Health|C=demoman|M=eyelander|H=1}}}}<br>{{overheal|{{Metrics/Health|C=demoman|M=eyelander|H=2}}}}<br>{{overheal|{{Metrics/Health|C=demoman|M=eyelander|H=3}}}}<br>{{overheal|{{Metrics/Health|C=demoman|M=eyelander|H=4}}}}<br>{{overheal|{{Metrics/Health|C=demoman|M=claidheamh mòr}}}}<br>{{overheal|{{Metrics/Health|C=demoman|P=bootlegger}}}}<br>{{overheal|{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=0}}}}<br>{{overheal|{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=1}}}}<br>{{overheal|{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=2}}}}<br>{{overheal|{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=3}}}}<br>{{overheal|{{Metrics/Health|C=demoman|P=bootlegger|M=eyelander|H=4}}}}<br>{{overheal|{{Metrics/Health|C=demoman|P=bootlegger|M=claidheamh mòr}}}}
 
|-
 
|align="left"|{{Class link|Heavy}}<br><small>([[Dalokohs Bar]] or [[Fishcake]] for 30 seconds)</small><br><small>([[Warrior's Spirit]] equipped)</small><br><small>(Dalokohs Bar or Fishcake eaten and Warrior's Spirit equipped)</small>
 
|{{Metrics/Health|C=heavy}}<br><small>{{Metrics/Health|C=heavy|S=fishcake}}<br>{{Metrics/Health|C=heavy|M=warrior's spirit}}<br>{{Metrics/Health|C=heavy|S=fishcake|M=warrior's spirit}}
 
|{{overheal|{{Metrics/Health|C=heavy}}}}<br><small>{{overheal|{{Metrics/Health|C=heavy}}}}<br>{{overheal|{{Metrics/Health|C=heavy|M=warrior's spirit}}}}<br>{{overheal|{{Metrics/Health|C=heavy|M=warrior's spirit}}}}
 
|-
 
|align="left"|{{Class link|Engineer}}<br><small>([[Gunslinger]] equipped)</small> 
 
|{{Metrics/Health|C=engineer}}<br><small>{{Metrics/Health|C=engineer|M=gunslinger}}
 
|{{overheal|{{Metrics/Health|C=engineer}}}}<br><small>{{overheal|{{Metrics/Health|C=engineer|M=gunslinger}}}}
 
|-
 
|align="left"|{{Class link|Medic}}<br><small>([[Vita-Saw]] equipped)</small>
 
|{{Metrics/Health|C=medic}}<br><small>{{Metrics/Health|C=medic|M=vita-saw}}
 
|{{overheal|{{Metrics/Health|C=medic}}}}<br><small>{{overheal|{{Metrics/Health|C=medic|M=vita-saw}}}}
 
|-
 
|align="left"|{{Class link|Sniper}}<br><small>([[Darwin's Danger Shield]] equipped)
 
|{{Metrics/Health|C=sniper}}<br><small>{{Metrics/Health|C=sniper|S=darwin's danger shield}}
 
|{{overheal|{{Metrics/Health|C=sniper}}}}<br><small>{{overheal|{{Metrics/Health|C=sniper|S=darwin's danger shield}}}}
 
|-
 
|align="left"|{{Class link|Spy}}<br><small>([[Conniver's Kunai]] equipped)</small><br><small>(Maximum buff from Conniver's Kunai)</small><br><small>([[Big Earner]] equipped)<small>
 
|{{Metrics/Health|C=spy}}<br><small>{{Metrics/Health|C=spy|M=conniver's kunai}}<br>N/A<br>{{Metrics/Health|C=spy|M=big earner}}
 
|{{overheal|{{Metrics/Health|C=spy}}}}<br><small>{{overheal|{{Metrics/Health|C=spy|M=conniver's kunai}}}}<br>{{overheal|{{Metrics/Health|C=spy|M=conniver's kunai}}|factor=3}}<br>{{overheal|{{Metrics/Health|C=sniper|M=big earner}}}}
 
|}
 
<br clear="all" />
 
 
A Medic with the [[Medi Gun]] or [[Kritzkrieg]] may [[overheal]] a teammate to 150% of their normal health maximum: the [[Quick-Fix]] cannot overheal but boasts an increased normal healing rate. If hurt, a player can refill their health through a [[health|number of ways]].
 
 
==Speed==
 
[[File:Equalizerdamagespeed.PNG|thumb|Equalizer 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 [[Spy]], [[Sniper]], [[Pyro]], and [[Engineer]].) Note forward speed is obtained by pressing the forward, left, or right keys, backward speed obtained by pressing the backward key, while [[crouching]] speed is found by pressing the crouch button. Backward speed is generally calculated by 90% of the class's forward speed, while [[crouching]] is at 33%. Forward and backward speeds are, however, 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 walking speeds are capped at 400v, or 133% (that of the [[Scout]]).
 
 
For [[Spies]], [[disguise|disguising]] as a slower class (Soldier, 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 undisguises or [[cloaks]]. Disguising as a faster class (Scout and Medic), however, will not make the Spy move faster and he will continue to move at 100% speed.
 
 
A [[Demoman]] wielding the [[Eyelander]], [[Nessie's Nine Iron]] or the [[Horseless Headless Horsemann's Headtaker]] will gain approximately 8% on his speed with every kill or "head" taken with it. While charging with the [[Chargin' Targe]] or [[Splendid Screen]] equipped, he moves at 250% of the standard movement speed. The Soldier's speed while wielding the [[Equalizer]] increases by 10% with every loss of 40 health below 200.
 
 
A [[Soldier]] who has hit a teammate within the last 4 seconds with the [[Disciplinary Action]] will allow the teammate and the Soldier himself to move at 140% of the speed they normally would, capped at Scout speed.
 
 
A [[Medic]] who has the [[Quick-Fix]] equipped will be able to match the speed of any faster heal target while they are connected by the healing beam.
 
 
The [[Horseless Headless Horsemann]] is not a class, but is shown here for comparison.
 
 
 
=== Class speed comparison ===
 
=== Class speed comparison ===
 
{| class="wikitable grid" align="Left" style="text-align: center;margin-bottom: 10px"
 
{| class="wikitable grid" align="Left" style="text-align: center;margin-bottom: 10px"
Line 337: Line 224:
 
|align="left"|{{Class link|Sniper}}<br>
 
|align="left"|{{Class link|Sniper}}<br>
 
<small>([[Sniper Rifle]], [[Sydney Sleeper]], [[Bazaar Bargain]], or [[Machina]] zoomed)</small> <br>
 
<small>([[Sniper Rifle]], [[Sydney Sleeper]], [[Bazaar Bargain]], or [[Machina]] zoomed)</small> <br>
<small>(Sniper Rifle, Sydney Sleeper, Bazaar Bargain, or Machina zoomed and [[Cozy Camper]])</small> <br>
+
<small>(With [[Cozy Camper]] aiming [[Sniper Rifle]], [[Sydney Sleeper]], [[Bazaar Bargain]], or [[Machina]] zoomed)</small> <br>
 
<small>([[Huntsman]] drawn)</small> <br>
 
<small>([[Huntsman]] drawn)</small> <br>
<small>(Huntsman drawn and Cozy Camper)</small>
+
<small>(With [[Cozy Camper]] and [[Huntsman]] drawn)</small>
 
|100%<br>
 
|100%<br>
 
<small>27%
 
<small>27%
 
<br>
 
<br>
1.6%
+
11%
 
<br>
 
<br>
53%
+
45%
 
<br>
 
<br>
21%
+
18%
 
|300v <br>
 
|300v <br>
 
<small>80v
 
<small>80v
 
<br>
 
<br>
4.8v
+
32v
 
<br>
 
<br>
160v
+
136v
 
<br>
 
<br>
64v
+
54v
 
|90%<br>
 
|90%<br>
 
<small>27%
 
<small>27%
 
<br>
 
<br>
1.6%
+
11%
 
<br>
 
<br>
48%
+
41%
 
<br>
 
<br>
21%
+
16%
 
|270v <br>
 
|270v <br>
 
<small>80v
 
<small>80v
 
<br>
 
<br>
4.8v
+
32v
 
<br>
 
<br>
144v
+
122v
 
<br>
 
<br>
64v
+
49v
 
|33.3%<br>
 
|33.3%<br>
 
<small>1.33%
 
<small>1.33%
 
<br>
 
<br>
0.53%
+
0.5%
 
<br>
 
<br>
 
15%
 
15%
 
<br>
 
<br>
1%
+
6%
 
|100v<br>
 
|100v<br>
 
<small>4v
 
<small>4v
 
<br>
 
<br>
1.6v
+
2v
 
<br>
 
<br>
53.33v
+
45v
 
<br>
 
<br>
3.2v
+
18v
 
|-
 
|-
 
|align="left"|{{Class link|Spy}}
 
|align="left"|{{Class link|Spy}}
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<br clear="all" />
 
<br clear="all" />
 
''* Note'': '''abs''' = absolute figures in velocity units (v), or [[Hammer unit]]s per second.
 
''* Note'': '''abs''' = absolute figures in velocity units (v), or [[Hammer unit]]s per second.
 
== 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. 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 means the [[Huntsman]] will act as a headshot independently of a class' actual head 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|1|6|2011|beta}}'''
 
* Player health increased 100%
 
 
{{Class Nav}}
 
 
[[Category:Classes| ]]
 

Revision as of 04:16, 16 March 2012

Class speed comparison

Class Forward (abs) Backward (abs) Crouched (abs)
Leaderboard class scout.png Scout 133% 400v 120% 360v 44.4% 133.33v
Leaderboard class soldier.png Soldier

(Equalizer with 121-160 HP)
(Equalizer with 81-120 HP)
(Equalizer with 41-80 HP)
(Equalizer with 1-40 HP)
(charging with Cow Mangler 5000)

80%

88%
96%
112%
128%
26.7%

240v

264v
288v
336v
384v
80v

72%

79%
86%
101%
115%
26.7%

216v

238v
259v
302v
346v
80v

26.7%

29.3%
32%
37.3%
42.7%
1.3%

80v

88v
96v
112v
128v
4v

Leaderboard class pyro.png Pyro

(Gas Jockey's Gear pack equipped)

100%

110%

300v

330v

90%

99%

270v

297v

33.3%

36.7%

100v

110v

Leaderboard class demoman.png Demoman

(charging with Chargin' Targe or Splendid Screen)
(Eyelander, HHHH, or Nessie's Nine Iron and 1 head)
(Eyelander, HHHH Nessie's Nine Iron and 2 heads)
(Eyelander, HHHH Nessie's Nine Iron and 3 heads)
(Eyelander, HHHH Nessie's Nine Iron and 4+ heads)
(Scotsman's Skullcutter)

93%

250%
101%
108%
116%
123%
79%

280v

750v
302v
324v
347v
369v
238v

84%

N/A
91%
97%
104%
111%
71%

252v

N/A
272v
292v
312v
332v
214v

31.1%

N/A
34%
36%
39%
41%
26%

93.33v

N/A
101v
108v
116v
123v
79v

Leaderboard class heavy.png Heavy

(Minigun, Natascha, or Tomislav spinning)
(Brass Beast spinning)
(G.R.U. drawn)
(Buffalo Steak Sandvich for 15 seconds)

77%

37%
14.67%
99.67%
104%

230v

110v
44v
299v
311v

69%

33%
13.2%
89.7%
93%

207v

99v
39.6v
269.1v
279.5v

25.5%

0%
0%
33.2%
34.5%

76.67v

0v
0v
99.67v
103.5v

Leaderboard class engineer.png Engineer

(hauling any building)

100%

75%

300v

225v

90%

67.5%

270v

202.5v

33.3%

25%

100v

75v

Leaderboard class medic.png Medic

(Overdose drawn with 100% ÜberCharge)
(Quick-Fix drawn while healing a Scout)

107%

117.33%
133%

320v

352
400v

96%

105.6%
120%

288v

316.8
360v

35.5%

39.11%
44.4%

106.67v

117.34v
133.33v

Leaderboard class sniper.png Sniper

(Sniper Rifle, Sydney Sleeper, Bazaar Bargain, or Machina zoomed)
(With Cozy Camper aiming Sniper Rifle, Sydney Sleeper, Bazaar Bargain, or Machina zoomed)
(Huntsman drawn)
(With Cozy Camper and Huntsman drawn)

100%

27%
11%
45%
18%

300v

80v
32v
136v
54v

90%

27%
11%
41%
16%

270v

80v
32v
122v
49v

33.3%

1.33%
0.5%
15%
6%

100v

4v
2v
45v
18v

Leaderboard class spy.png Spy 100% 300v 90% 270v 33.3% 100v
Horseless Headless Horsemann 133% 400v N/A N/A N/A N/A


* Note: abs = absolute figures in velocity units (v), or Hammer units per second.