Difference between revisions of "User:K-Mac/Teams (Classic)"
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==Team Members== | ==Team Members== | ||
− | A team will consist of a mix of the game's | + | A team will consist of a mix of the game's 10 classes. The class type can be restricted on certain types of maps and should be chosen accordingly for a given map/enemy. |
The Classes are as follows: | The Classes are as follows: | ||
− | *[[Scout]] - Rapid | + | *[[Scout (Classic)|Scout]] - Rapid Flag Capturer |
− | The Scout is | + | The Scout is a wise choice when capturing flags quickly when defense is not established due to his fast running ability. The Scout's lower health and lack of hand grenades makes it difficult to capture flags on well established defenses unless teamwork is utilized. |
− | *[[Soldier]] - | + | *[[Soldier (Classic)|Soldier]] - Offensive Support |
The Soldier is equipped with his Rocket Launcher and has stamina to spare, which makes him a highly versatile class for both offensive and defensive roles. | The Soldier is equipped with his Rocket Launcher and has stamina to spare, which makes him a highly versatile class for both offensive and defensive roles. | ||
− | *[[Pyro]] - Pyrotechnics | + | *[[Pyro (Classic)|Pyro]] - Pyrotechnics |
The Pyro relies heavily on ambush tactics to catch opponents off-guard, due to the short range of the Flamethrower. One of the primary roles of the Pyro is the vital task of Spy-checking; a puff of flame will ignite both Cloaked and Disguised Spies, and the Pyro will then proceed to hunt them down with the same mercy and goodwill shown all his opponents — which is to say, none. | The Pyro relies heavily on ambush tactics to catch opponents off-guard, due to the short range of the Flamethrower. One of the primary roles of the Pyro is the vital task of Spy-checking; a puff of flame will ignite both Cloaked and Disguised Spies, and the Pyro will then proceed to hunt them down with the same mercy and goodwill shown all his opponents — which is to say, none. | ||
− | *[[Demoman]] - House Cleaning | + | *[[Demoman (Classic)|Demoman]] - House Cleaning |
Armed with his Grenade Launcher and Sticky bombs, the Demoman uses his only good eye and knowledge of the surrounding environment for well timed detonations that send enemies skyward, often in several pieces. | Armed with his Grenade Launcher and Sticky bombs, the Demoman uses his only good eye and knowledge of the surrounding environment for well timed detonations that send enemies skyward, often in several pieces. | ||
− | *[[Heavy]] - Mow Down | + | *[[Heavy weapons guy (Classic)|HWGuy]] - Mow Down |
The Heavy is the heaviest class in Team Fortress 2, boasting the highest stamina, the biggest gun, and the slowest footspeed. His firepower is highly impressive, allowing him to quickly mow down opposing babies, cowards and teeny-men in seconds. | The Heavy is the heaviest class in Team Fortress 2, boasting the highest stamina, the biggest gun, and the slowest footspeed. His firepower is highly impressive, allowing him to quickly mow down opposing babies, cowards and teeny-men in seconds. | ||
− | *[[Engineer]] - Area Denial | + | *[[Engineer (Classic)|Engineer]] - Area Denial |
The Engineer chooses to build and maintain Buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry Gun, an automated turret, the Dispenser, which replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray. | The Engineer chooses to build and maintain Buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry Gun, an automated turret, the Dispenser, which replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray. | ||
− | *[[Medic]] - Doctor Assisted Homicide | + | *[[Medic (Classic)|Medic]] - Doctor Assisted Homicide |
The Medic is the primary healing class of the team. While his [[Medi Gun]] is focused on an ally, wounded teammates will quickly regain health, while unharmed teammates' health will be temporarily topped up. While healing, the Medic's [[ÜberCharge]] bar will fill up until the weapon begins to crackle, at which point he can activate a deadly charge that either makes himself and an ally temporarily invulnerable or gives his patient 100% Critical shots for up to 8 seconds. | The Medic is the primary healing class of the team. While his [[Medi Gun]] is focused on an ally, wounded teammates will quickly regain health, while unharmed teammates' health will be temporarily topped up. While healing, the Medic's [[ÜberCharge]] bar will fill up until the weapon begins to crackle, at which point he can activate a deadly charge that either makes himself and an ally temporarily invulnerable or gives his patient 100% Critical shots for up to 8 seconds. | ||
− | *[[Sniper]] - Precision Elimination | + | *[[Sniper (Classic)|Sniper]] - Precision Elimination |
The Sniper prefers to hide in elevated or hard-to-see spots, where he can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating enemy Medics, giving his team a chance to advance. | The Sniper prefers to hide in elevated or hard-to-see spots, where he can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating enemy Medics, giving his team a chance to advance. | ||
− | *[[Spy]] - Uncloak and Dagger | + | *[[Spy (Classic)|Spy]] - Uncloak and Dagger |
The Spy uses his unique array of [[Cloak]]ing watches, which allow him to render himself invisible and even fake his own death, leaving unaware opponents off-guard. His Disguise Kit lets him take on the form of any class, allowing him to blend in and sneak behind enemy lines before stabbing his unsuspecting 'teammates', quite literally, in the back. | The Spy uses his unique array of [[Cloak]]ing watches, which allow him to render himself invisible and even fake his own death, leaving unaware opponents off-guard. His Disguise Kit lets him take on the form of any class, allowing him to blend in and sneak behind enemy lines before stabbing his unsuspecting 'teammates', quite literally, in the back. | ||
Revision as of 03:16, 2 January 2011
There are four teams which a player can join upon entering a game: Red, Blue, Yellow, and Green. Spectator may also be joined to watch players of any team. If the teams have an unequal amount of players, the larger team may be unable to be joined, dependent on the server's settings. The players on each team may be displayed along with their score by pressing the "Tab" button (by default). You may also switch teams by using the "n" key (by default), as long as your team has at least one more player than the opposing team. If a team is two or more players larger than the other, a team balance may be triggered, also dependent on server settings.
Contents
Ingame
When in a team, you will find yourself with a number of players with whom you must co-operate to achieve your overall objectives. Most maps feature only the Red or Blue team. Sometimes this will involve fighting on an Attack/Defend maps, where one team will typically be attacking while the other defends on an asymmetrical map, or struggling to capture a flag or hold a control point in a Capture the Flag or Control Point map, respectively. On these maps, generally, both teams have equal objectives and the layout is typically symmetrical, with the only differences between the two sides being aesthetic. Assassination/Escort are unique as they will usually offer an additional class and an additional team (Yellow). One team will be the VIP, or person being escorted, another team will be the bodyguards, and the final team will be the assassins.
ON the Attack/Defend style maps, Red team acts as the defending team and Blue team are the attackers. Red and blue are equally represented on the Control Point, Capture the Flag Maps and Deathmatch official maps. Assassination/Escort maps typically involve the Civilian class being on the Blue team and being escorted by the Red team as bodyguards. Yellow team is also included as the assassins.The Green team is currently only used on custom maps and Deathmatch maps.
Working as a team is critical in Team Fortress 2, as each class has various weaknesses which can be compensated for by the strengths or abilities of a different class. Some of the classes are designed around team play, such as the Medic, who, alone is useless, but with an adequate class to support, becomes a valuable asset which can turn the tides of a match.
Team Members
A team will consist of a mix of the game's 10 classes. The class type can be restricted on certain types of maps and should be chosen accordingly for a given map/enemy.
The Classes are as follows:
- Scout - Rapid Flag Capturer
The Scout is a wise choice when capturing flags quickly when defense is not established due to his fast running ability. The Scout's lower health and lack of hand grenades makes it difficult to capture flags on well established defenses unless teamwork is utilized.
- Soldier - Offensive Support
The Soldier is equipped with his Rocket Launcher and has stamina to spare, which makes him a highly versatile class for both offensive and defensive roles.
- Pyro - Pyrotechnics
The Pyro relies heavily on ambush tactics to catch opponents off-guard, due to the short range of the Flamethrower. One of the primary roles of the Pyro is the vital task of Spy-checking; a puff of flame will ignite both Cloaked and Disguised Spies, and the Pyro will then proceed to hunt them down with the same mercy and goodwill shown all his opponents — which is to say, none.
- Demoman - House Cleaning
Armed with his Grenade Launcher and Sticky bombs, the Demoman uses his only good eye and knowledge of the surrounding environment for well timed detonations that send enemies skyward, often in several pieces.
- HWGuy - Mow Down
The Heavy is the heaviest class in Team Fortress 2, boasting the highest stamina, the biggest gun, and the slowest footspeed. His firepower is highly impressive, allowing him to quickly mow down opposing babies, cowards and teeny-men in seconds.
- Engineer - Area Denial
The Engineer chooses to build and maintain Buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry Gun, an automated turret, the Dispenser, which replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray.
- Medic - Doctor Assisted Homicide
The Medic is the primary healing class of the team. While his Medi Gun is focused on an ally, wounded teammates will quickly regain health, while unharmed teammates' health will be temporarily topped up. While healing, the Medic's ÜberCharge bar will fill up until the weapon begins to crackle, at which point he can activate a deadly charge that either makes himself and an ally temporarily invulnerable or gives his patient 100% Critical shots for up to 8 seconds.
- Sniper - Precision Elimination
The Sniper prefers to hide in elevated or hard-to-see spots, where he can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating enemy Medics, giving his team a chance to advance.
- Spy - Uncloak and Dagger
The Spy uses his unique array of Cloaking watches, which allow him to render himself invisible and even fake his own death, leaving unaware opponents off-guard. His Disguise Kit lets him take on the form of any class, allowing him to blend in and sneak behind enemy lines before stabbing his unsuspecting 'teammates', quite literally, in the back.
Spectator
In spectator mode you can watch the match from the perspective of any of the participating players, or roam around freely. In this mode you will take up a server slot but not a player slot. You will also go into spectate mode during the respawn period, though if you enter spectate in this fashion, you will still appear to be on your own team, and a skull will appear next to your name on the player board (TAB). The spectator camera will automatically try and seek out a player with the same class as you to spectate until you appear at a respawn area. [1]
When spectating, you may use the primary and secondary fire button to cycle through different players, and the spacebar key to switch between a first and third person perspective, or go into "noclip" mode (fly freely around the map, passing right through everything).