Difference between revisions of "Mechanics/tr"

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{{DISPLAYTITLE:Mekanikler}}
 
{{DISPLAYTITLE:Mekanikler}}
  
[[Image:Team Fortress 2 Screenshot.png|500px|right|thumb|[[2Fort]]'ta [[#Combat|Mücadele]] yerini alıyor.]]
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[[Image:Team Fortress 2 Screenshot.png|500px|right|thumb|[[2Fort]]'ta [[#Mücadele|mücadele]] eden oyuncular.]]
  
{{Quotation|'''Soldier''',başarısını duyuruyor.|İşte bu nasıl yaptığındır,adamım!|sound=Soldier_autocappedintelligence02.wav}}
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{{Quotation|'''Soldier''',başarısını duyuruyor.|İşte bu iş böyle yapılır beyler!|sound=Soldier_autocappedintelligence02.wav}}
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''[[Team Fortress 2/tr|Team Fortress 2]]'' 'nin '''mekanikleri''' oyuncuların, [[servers/tr|sunucuların]], ve içerik editörlerinin kurallarını belirler. Bu mekanikleri anlamak,oynayışı daha verimli ve geniş kapsamlı kılar.
  
''[[Team Fortress 2]]'' 'nin '''mekanikleri''' oyuncuların, [[serverların]], ve içerik editörlerinin kurallarını belirler. Bu mekanikleri anlamak,oynayışı daha verimli ve geniş kapsamlı kılar.
 
 
==Motor==
 
==Motor==
 
[[Image:Source engine logo.png|400px|right]]
 
[[Image:Source engine logo.png|400px|right]]
  
{{hatnote|Ana Başlık: [[Source Engine]]}}
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{{hatnote|Ana Başlık: [[Source Engine/tr|Source Motoru]]}}
 
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''Team Fortress 2'', Microsoft Windows, Xbox 360, PlayStation 3, Mac OS X ve Linux'ta çalışması için tasarlanmış [[Source Engine/tr|Source Motoru]]'nun The Orange Box sürümünde çalışır. The Orange Box motoru eski Source Motoru'na donanımsal yüz işleme, yumuşatılmış [[particles/tr|parçacıklar]] ve çoklu çekirdekli işleme özelliklerini ekler. TF2, 24 ya da daha az oyuncu (Xbox 360'ta 18, PS3'te 16) için optimize edilmiş ve dengelenmiştir, ama [[servers/tr|sunucular]] 32 oyuncuya kadar (yalnızca PC/Mac) izin verebilir. Tüm oyuncu hareketleri ve ayarları ConVar yani Konsol Değişkenleri ve [[console/tr|konsol komutları]] tarafından yönetilir.
''Team Fortress 2'',[[Source Engine]]'in Orange Box versiyonunda çalışır.Microsoft Windows,Xbox 360,PlayStation 3,Mac OS X ve Linux üzerinde çalışması için tasarlanmıştır.Orange Box motoru,eski Source motoruna donanım yüz işlemesi, hafif [[parçacıklar]], ve çok çekirdekli işleme özelliklerini ekler. TF2 24 veya daha fazla oyunculu oyunlar için optimize edilmiştir ve dengelendirilmiştir(Xbox 360 için 18 ve PS3 için 16), ancak [[serverlar]] isterlerse 32 oyuncuya kadar oyunlara ev sahipliği yapabilirler (yanlızca PC/Mac için). Tüm oyuncu davranışları ve seçenekleri [[console|konsol komutlarıyla]] ve ConVars olarak bilinen değişkenleriyle idare edilir.
 
  
 
==Sınıflar==
 
==Sınıflar==
[[Image:Team Fortress 2 Group Photo.jpg|thumb|350px|right|Soldan sağa: [[Pyro]], [[Engineer]], [[Spy]], [[Heavy]], [[Sniper]], [[Scout]], [[Soldier]], [[Demoman]], and [[Medic]].]]
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[[Image:Team Fortress 2 Group Photo.jpg|thumb|350px|right|Soldan sağa doğru: [[Pyro/tr|Pyro]], [[Engineer/tr|Engineer]], [[Spy/tr|Spy]], [[Heavy/tr|Heavy]], [[Sniper/tr|Sniper]], [[Scout/tr|Scout]], [[Soldier/tr|Soldier]], [[Demoman/tr|Demoman]] ve [[Medic/tr|Medic]].]]
 
 
{{hatnote|Ana başlık: [[Sınıflar]]}}
 
 
 
''Team Fortress 2'' 'de dokuz tane oynanabilir sınıf bulunmaktadır,bunlar üç kategoriye ayrılır - "Saldırı", "Savunma", ve "Destek", ancak bu sınıflandırmaların oynayış üzerinde etkisi yoktur. Sınıfların yetenekleri ve istatistikleri [[ekipmanlara]] bağlı olarak değişebilir.
 
 
 
:{{Class link|Scout}}: 133% [[Classes#Speed|Hareket hızı]]na ve {{Metrics/Health|C=scout}} [[Classes#Health points|can puanı]]na sahip bir saldırı sınıfı, vur-kaç tarzı mücadelede ve görev tamamlayıcı rolde özelleşmiştir.[[Jumping#double jump|Çift zıplayış]] yapabilir ve [[control point (objective)|Kontrol noktaları]]nı ele geçirirken (ve [[Payload#Carts|Payload vagonları]]nı ittirirken) 2 kişiye eşit bir orana sahip olur.Scout standart olarak bir [[Çifte]]ye,bir [[Pistol]]e ve bir [[Beysbol sopası]]na sahiptir.
 
 
 
:{{Class link|Soldier}}: 80% hareket hızına ve {{Metrics/Health|C=soldier}} can puanına sahip bir saldırı sınıfı,bir çok farklı duruma karşı uyum sağlayabilir,bu onu hem saldırıda hem de savunmada iyi bir sınıf haline getirir.[[Jumping#Basic rocket jump|Roket zıplayışı]] yaparak normalde erişilemeyen noktalara erişebilir.Soldier standart olarak bir [[Roket]]e,bir [[Av tüfeği]]ne ve bir [[Kürek]]'e sahiptir.
 
 
 
:{{Class link|Pyro}}:100% hareket hızına ve {{Metrics/Health|C=pyro}} can puanına sahip bir saldırı sınıfı,yakın menzil çarpışmalarınada idealdir ve iyi bir destektir.Düşmanlarını [[fire|Ateş]]e verebilir,[[basınçlı hava]] da kullanabilir,ayrıca ateş-kaynaklı saldırıların [[yakma]] özelliğinden etkilenmez.Pyro Standart olarak bir [[Ateş püskürtücüsü]]ne,bir [[Av tüfeği]]ne ve bir [[Yangın baltası]]na sahiptir.
 
 
 
:{{Class link|Demoman}}: 93.33% hareket hızına ve {{Metrics/Health|C=demoman}} can puanına sahip bir savunma sınıfı,alan savunmasında ve hasar vermede özelleşmiştir.[[Jumping#Basic sticky jump|Yapışkan bomba zıplayışı]] yapabilir.Demoman standart olarak bir [[bomba atar]]'a,bir [[Yapışkan bomba atıcısı]]na ve bir [[Şişe]]ye sahiptir.
 
 
 
:{{Class link|Heavy}}: 76.67% hareket hızına ve {{Metrics/Health|C=heavy}} can puanına sahip bir savunma sınıfı,sürekli hasar vermede ve engellemede mükemelldir.Heavy standart olarak bir [[Minigun]]'a,bir [[Av tüfeği]]ne ve kendi [[yumruklar]]ına sahiptir.
 
 
 
:{{Class link|Engineer}}: 100% hareket hızına ve {{Metrics/Health|C=engineer}} can puanına sahip olan,alan savunmasında ve desteğinde özelleşmiş olan savunma sınıfı.[[Yapılar]] oluşturabilir,koruyabilir,yükseltebilir,hareket ettirebilir ve kontrol edebilir.Engineer Standart olarak bir [[Av tüfeğine]],bir [[Pistol]]e,bir [[İngiliz anahtarı]]na ve bir [[PDA]]'ya sahiptir.
 
 
 
:{{Class link|Medic}}: 106.67% hareket hızına ve {{Metrics/Health|C=medic}} can puanına sahip olan,takım arkadaşlarının ömrünü ve verimini arttırmaya odaklanan destek sınıfı.pasif olarak can yeniler ve takım arkadaşlarını iyleştirebilir ayrıca kendisi ve takım arkadaşları üstünde [[ÜberŞarj]] kullanabilir.Medic Standart olarak bir [[Şırınga silahı]]na,bir [[Sıhhi silah]]'a ve bir [[Kemik testeresi]]ne sahiptir.
 
 
 
:{{Class link|Sniper}}: 100% hareket hızına ve {{Metrics/Health|C=sniper}} can puanına sahip olan bir destek sınıfı,uzak mesafedeki hedefleri indirmek için idealdir.[[Kafadan vuruş]] yapabilir.Sniper standart olarak bir [[Tüfek]]'e,bir [[SMG|Hafif Makineli Tüfek]]'e ve bir [[Kukri]]'ye sahiptir.
 
 
 
:{{Class link|Spy}}: 100% hareket hızına ve {{Metrics/Health|C=spy}} can puanına sahip olan bir destek sınıfı,aksaklıkları düzeltmekte ve süikastlerde idealdir.[[kılık değiş]]tirebilir,[[Sapper|yapıları bozabilir]],[[görünmez]] olabilir,Kafadan vuruş (yanlızca [[Elçi]] ile) ve [[Arkadan bıçaklama]] yapabilir.Spy standart olarak bir [[Altıpatlar]]a,bir [[bozucu]]ya,bir [[Knife|kelebek bıçağı]]na,bir [[kılık değiştirme kiti]]ne,ve bir [[Görünmezlik saati]]ne sahiptir.
 
 
 
==Savaş==
 
Savaş öncelikli olarak rakip takımların amaçları doğrultusunda mücadele etmelerini gerektirir.Team Fortress 2'de savaşta etkili olan çok sayıda  mekanik vardır.Patlayıcılar,Taretler,Av tüfekleri,vb. gibi
 
 
 
===Damage===
 
[[Image:Damagefalloff.png|300px|right|thumb|How damage is affected by distance.]]
 
 
 
{{main|Damage|Critical hits}}
 
{{See also|Health}}
 
 
 
Most [[weapons]] deal damage to [[Health|health points]]. Unless the server is modded, weapons do not cause [[friendly fire|damage to teammates]], though many weapons are capable of damaging their user. Weapon damage is subject to a number of variables, though the vast majority of weapons don't deal locational damage (the main exceptions being Sniper or Spy [[headshot]]s and Spy [[backstab]]s). Most weapons deal increased damage to targets that are nearby and reduced damage to targets that are far away, though mini-crits are not subject to the latter and critical hits are subject to neither. Distance modifiers to damage are based on the distance between attacker and target on-hit (as opposed to the position of the attacker when the attack was first made). Explosive damage is reduced as the target's distance from the explosion's center increases. While most explosive weapons can hurt their users, the [[Soldier]] and [[Demoman]] are granted damage reduction to their own explosive attacks.
 
 
 
[[Image:CritHitChance.png|thumb|250px|right|Critical hit chance based on recent damage.]]
 
 
 
Unless disabled by a server setting, most weapons have a randomized modifier to damage (approximately ±15%) and can also semi-randomly become [[critical hit]]s. Critical hits are not subject to damage randomization or distance-based damage modifiers, and always deal 300% of the weapon's base damage. Critical attacks are usually accompanied by team-colored visual effects and electric shock sound effects (most noticeably on explosive projectiles). Usually, non-melee attacks have a 2-12% chance to become critical based on recent damage output while melee attacks have a 15-25% chance; however, some weapons, like the [[Market Gardener]], are unable to get random critical hits. When hit by a critical attack, text appears above the target's head, a distinct hit sound is played, and the target is subject to greatly increased knockback. Critical attacks do not deal extra damage or knockback to their users, though they may provide visual or audio cues that suggest they do. Critical hits do not stack onto a single attack.
 
 
 
A variety of weapons and status effects can cause [[mini-crit]]s. Mini-crits function similarly to critical hits, though they only deal 135% base damage, provide less knock back than a full critical hit, and do not produce the same audio-visual effects. Additionally, while critical hits deal the same damage regardless of distance, mini-crits are subject to damage ramp-up when attacking from close range. If an attack would be both a mini-crit and a critical hit, it will function as though it were only a critical hit. Like critical attacks, mini-crit attacks do not cause increased damage to their users.
 
 
 
[[Buildings]] are not subject to extra damage from critical hits and mini-crits, nor are attacks against them modified by distance. Likewise, attacks made by buildings themselves are not subject to distance-based damage modifiers and cannot become critical hits, though they still may become mini-crits.
 
 
 
===Hit detection===
 
[[Image:Disguised {{botignore|spy}} hitbox.png|thumb|right|300px|[[Disguise]]s don't have matching hitboxes.]]
 
 
 
{{main|Projectiles|Hitscan}}
 
 
 
Most weapons are either ''projectile weapons'' or ''hitscan weapons''.
 
 
 
*'''Projectile weapons''', such as the [[Rocket Launcher]], produce moving objects with positioning and effects determined by the server's game state, which can make them less reliable for players with high latency. Projectiles usually have unique rules of physics applied to them separate from the player, and player velocity is not used in determining the initial velocity of projectiles. Projectiles do not spawn from center-screen, but from the side on which the weapon is held (a right-handed Soldier produces rockets from his right-hand side). Projectile collision detection does not use model-conforming hitboxes; instead, projectile hit detection relies on a single, large hitbox, also used for collisions with the map and other players, that completely encompass the player model, and does not vary based on the players class or state, except for crouching (for example, a standing Heavy has the same projectile hit detection as a running Scout, but different from a crouched one). The Pyro's particle-based flame attacks follow most projectile weapon mechanics.
 
 
 
*'''Hitscan weapons''', such as the [[Minigun]] produce instant hit-or-miss attacks instead of projectiles. Melee weapons and bullet/pellet-producing weapons are generally hitscan. Hitscan weapons determine collision based on the game state of the attacker (as opposed to projectiles, which use the server's game state), which can produce somewhat disjointed hit detection ("I already got behind cover; how did that hit me?"). Hitscan weapons are produced from center-screen, even if visual effects seem to suggest otherwise. Non-melee hitscan weapons use fairly accurate model-fitting hitboxes (a standing Heavy would indeed be a much larger target than a standing Scout); melee weapons use the same large hitbox used by projectile weapons.
 
**Non-melee hitscan weapons will fire a bullet or at least one pellet perfectly accurate down the crosshair if the weapon has not been fired for at least 1.25 seconds (notably, the [[Sniper Rifle]]'s shots always occur after this period). After an accurate shot, the weapon will incur a period of slight inaccuracy unless the weapon is held from firing for 1.25 seconds. The two exceptions to this rule, the [[Ambassador]] and the [[Enforcer]], are affected by a shorter period of inaccuracy, lasting only until the crosshair has shrunk to its normal size for the Ambassador, and an equal amount of time for the Enforcer. This period is a little less than a second long (about 0.9s).
 
 
 
===Weapon types===
 
{{main|Weapons}}
 
{{see also|Ammo}}
 
 
 
Each class has a unique set of weapons at their disposal occupying weapon slots 1, 2, and 3 (often referred to as primary, secondary, and melee, respectively). Some classes may have additional slots, such as the Engineer's [[PDA]] and Spy's [[Disguise Kit]]. The choices players make in choosing weapons and items constitutes their [[loadout]].
 
 
 
Most non-melee weapons require [[Ammo]] for use. Weapons that use Ammo can be either reserve-based (having a limited clip size and requiring reloading from stored ammo, such as the [[Pistol]]) or fully-loaded (capable of using all ammo without reloading, such as the [[Minigun]]). Reserve-based weapons either use magazine-style reloading (reload fills loaded ammo in single, one-time animation, such as the [[Revolver]]) or sequential reloading (reloads ammo from reserve one at a time, such as the [[Shotgun]]). Reloading can be interrupted at any time by attacking or changing weapons, though time spent reloading (beyond the last carried ammo increment, in the case of sequential weapons) is wasted. When reloading a sequential reload weapon, a different animation and reload time is used for reloading the first ammo and subsequent ammo (for example, an emptied [[Grenade Launcher]] takes 1.24 seconds to reload 1 ammo, plus 0.6 seconds for each ammo after that).
 
 
 
Many weapons that don't use ammo must be recharged instead (such as [[Jarate]]). Recharging can usually be done by waiting for a set amount of time, going to the resupply cabinet, or respawning. Some weapons without ammo require manual refill based on specific requirements, such as the Medi Gun (which requires refill for ÜberCharge, though not for [[healing]]) and the [[Buff Banner]].
 
 
 
===Status effects===
 
[[Image:ÜberCharge Kritzkrieg.png|thumb|right|350px|The [[Heavy]] under the effect of a [[Critical hits#crit boost|crit boost]] from the [[Kritzkrieg]] of the [[Medic]], who is in turn under the effect of an enemy [[Scout]]'s [[Mad Milk]].]]
 
 
 
{{see also|Weapons}}
 
 
 
Status effects include a variety of weapon-induced player conditions, such as [[Fire]] and [[Bleeding]]. All status effects are removed by death, touching a [[Resupply Locker]] or class change, and most negative effects are removed by ÜberCharge. Some can be removed by healing or submersion in [[water]]. There are both positive and negative effects.
 
====Positive effects====
 
* '''[[ÜberCharge]]''': An ÜberCharged player is invulnerable to all forms of damage other than [[environmental hazards]] or a [[Telefrag]]. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes. Caused by the [[Medi Gun]], escaping from [[Eyeaduct]]'s Underworld, [[Ghost Fort]]'s Skull Island and stunning [[Merasmus]] with a bomb.
 
* '''[[Quick-Fix|Megaheal]]''': A player under this effect is immune to movement-impairing effects (such as [[knockback]], [[stun]], and [[slowdown]]) and is healed at 100.8-302.4 HP per second (depending on how recently the player was damaged), or 3x the Quick-Fix's base heal rate. Megahealed players have a glowing ring around their feet, similarly to the [[Buff Banner]]. Received by the [[Quick-Fix]]'s ÜberCharge.
 
* '''[[Crit boost]]''': All attacks from a player under the effects of a crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Received by the [[Kritzkrieg]], the [[Killing Gloves of Boxing]], [[Frontier Justice]], the [[Diamondback]], the [[Chargin' Targe]], the [[Splendid Screen]], and the [[Phlogistinator]]; also occurs after capturing the [[Capture the Flag#Intelligence|Intelligence]] and attaining [[First Blood]] on most servers, collecting a [[Halloween pumpkin]] on a [[Haunted Halloween Special]], escaping from [[Eyeaduct]]'s Underworld or [[Ghost Fort]]'s Skull Island, or for the winning team during [[humiliation]]. The [[Cow Mangler 5000]] cannot be forced to crit, even during a crit boost.
 
* '''[[Critical hits#Mini-crit boost|Mini-crit boost]]''': Attacks from a player in a mini-crit boost will all be mini-crits. Mini-crit boosted weapons glow with electricity based on team color, with a slight yellow tint (greenish blue for BLU, orange for RED). Received by [[Crit-a-Cola]], [[Buff Banner]], [[Chargin' Targe]], [[Splendid Screen]], [[Tide Turner]], [[Buffalo Steak Sandvich]], and the [[Cleaner's Carbine]].
 
* '''[[Overheal]]''': An overhealed player's health is above 100% (limited to 150%). Overhealed players emanate health icon-shaped, team-colored particles. Received by the [[Medi Gun]], [[Kritzkrieg]], [[Vaccinator]], [[Quick-Fix]], [[Eyelander]]/[[Nessie's Nine Iron]]/[[Horseless Headless Horsemann's Headtaker]], [[Powerjack]], [[Conniver's Kunai]], [[Dalokohs Bar]]/[[Fishcake]], and escaping from Eyeaduct's Underworld.
 
* '''[[Bonk! Atomic Punch|Evasion]]''': Evasion prevents enemy weapons from damaging a player, though it has no impact on knock back or the induction of status effects. Evasive players produce an afterimage distortion effect behind them, and attacks against them cause flashes of text indicating misses. The only item to cause this effect is [[Bonk! Atomic Punch]].
 
* '''[[Soda Popper|Hype Mode]]''': Hype mode allows the player (as the [[Scout]] class) to perform 5 additional air jumps while the effect is active. A bright purple glow is applied to the player's active weapon. The only item to cause this effect is the [[Soda Popper]].
 
* '''[[Disciplinary Action|Speed Boosted]]''': A 40% speed boost is applied, which caps at 150% of the basic move speed. Speed-boosted players are indicated by a wind breeze particle effect surrounding them. Received by [[Disciplinary Action]], the buff from [[Concheror|The Concheror]], getting a kill with the [[Big Earner]], feigning death with the [[Dead Ringer]], and hitting an enemy with the [[Eviction Notice]], as well as escaping from [[Eyeaduct]]'s Underworld or [[Ghost Fort]]'s Skull Island, and going through the door on the clock tower in [[Helltower]].
 
* '''[[Battalion's Backup|Damage Softening]]''': Players benefiting from damage softening receive reduced damage and knock back from Critical hits and mini-crits, and take an additional 35% reduced weapon damage overall. Such players have a glowing ring around their feet (an effect shared by the Buff Banner's Crit boost effect). Received by the [[Battalion's Backup]].
 
* '''[[The Vaccinator|Resistance]]''': Players can have 1 of 3 resistance types deployed on them. Those resistance types are called Bullet Resistance, Blast Resistance and Fire Resistance. These Resistance types can be deployed as an ÜberCharge with the Vaccinator equipped.
 
 
 
====Negative effects====
 
* '''[[Fire]]''': A burning player takes damage over time (an effect known as [[Afterburn]]), to which Pyros are immune. From most sources, this deals 3 damage every half-second over 10 seconds for a total of 60 damage (Degreaser only deals 2 damage at a time, totaling 40). Received by the [[Flamethrower]], [[Backburner]], [[Degreaser]], [[Phlogistinator]], [[Rainblower]], [[Nostromo Napalmer]], ignited [[Huntsman|arrows]], [[Flare Gun]], [[Detonator]], [[Manmelter]], [[Scorch Shot]], [[Sharpened Volcano Fragment]], [[Huo-Long Heater]] and the charged shot from the [[Cow Mangler 5000]].
 
* '''[[Bleeding]]''': Bleeding players take damage over time. Bleeding duration is based on the source (either 5 or 6 seconds), dealing 3-5 damage every half-second. Received by the [[Southern Hospitality]], [[Tribalman's Shiv]], [[Boston Basher]], [[Three-Rune Blade]], [[Flying Guillotine]] and the projectile (bauble) from the [[Wrap Assassin]].
 
* '''[[Slowdown]]''': The enemy's [[speed|movement speed]] is reduced. Received only by getting hit with [[Natascha]].
 
* '''[[Jarate]]''': Attacks made against Jarate-soaked players become [[Critical hits#mini-crits|mini-crits]]. Jarate-soaked players are tinted yellow and drip yellow droplet particles, which partially reveal [[Cloak|cloaked Spies]]. Received by [[Jarate]] and the [[Sydney Sleeper]].
 
* '''[[Mad Milk|Milk]]''': Players who attack Milk-soaked enemies are healed for 60% of the damage dealt (does not overheal). Milk-soaked players drip white droplet particles, which partially reveal cloaked Spies. Received by [[Mad Milk]]. Can be upgraded to any Medic Primary (excluding the [[Crusader's Crossbow]]) in [[Mann vs. Machine]].
 
* '''[[Match outcomes#Humiliation|Fleeing State]]''': Fleeing players move 10% reduced speed, cannot move while crouched, and cannot fire or change weapons (although they can [[taunt]]). Such players can be recognized by their change in character animations, which vary by class (most can be characterized as looking "frightened" or "disappointed"). Received by the [[Sandman]], [[humiliation]], [[Ghost]]s, and the [[Horseless Headless Horsemann]]'s "taunt".
 
* '''[[Critical hits#Mini-crits|Marked For Death]]''': Attacks made against players who are Marked For Death become mini-crits. A player who is marked for death has a white skull and crossbones image above their head. Unlike Jarate, Mark For Death can't be removed by being submerged in water nor being healed by a Medic. The only cures are touching a Resupply Locker or waiting it out. Scouts can Mark enemies For Death with the [[Fan O'War]], Soldiers are Marked For Death while using the [[Escape Plan]] and for three seconds after switching weapons, Heavies are Marked For Death while using the [[Gloves of Running Urgently]] and for three seconds after switching weapons, and Engineers are Marked for Death when [[haul]]ing a building with the [[Rescue Ranger]] equipped (whether picked up from a distance or not) and for three seconds afterward. As well as that, in MvM, the Sandman can be upgraded to apply a mark for death upon any robots the baseball hits.
 
 
 
===Knock back===
 
[[Image:Pyroblows.png|thumb|right|100px|A [[Pyro]] using [[compression blast]] on a [[Scout]].]]
 
 
 
{{Main|Knockback}}
 
{{See also|Jumping}}
 
 
 
Most weapons produce at least some sort of knock back, much of which is too small to notice. Attack modifiers to knock back include damage, critical hit or mini-crit status, and weapon-specific effects. Knockback can be used to manipulate the positioning and movement of players, especially those of enemies through [[juggling]], and oneself through [[Jumping#Soldier jumps|rocket jumping]] or [[Jumping#Demoman jumps|sticky jumping]]. Some weapons and abilities, such as the [[Force-A-Nature]] and [[compression blast]], are based on unique knock back functionality. ÜberCharged targets are less influenced by enemy knock-back than normal targets, and Megahealed players and [[Disguise]]d Spies are not subject to knock back from enemy weapons, but a compression blast will affect Disguised Spies.
 
 
 
==Environment==
 
Depending on the [[map]] and [[server]], the goals and rules of TF2 gameplay can change dramatically. By understanding these variables in gameplay (and how to parse them in the [[Server Browser]]), players can find a game environment that suits them and fully contribute to their team's goals.
 
 
 
===Objectives===
 
[[Image:GravelPitDefense.jpg|thumb|right|400px|A [[defense|defensive]] team guarding a [[control point (objective)|control point]] on [[Gravel Pit]].]]
 
{{hatnote|Main article: [[List of game modes]]}}
 
 
 
Maps are made based on a variety of game modes, which are used to determine the objectives for both teams. Teams may compete over the same goals (such as in [[List of game modes#Standard control point|Push Control Point]] and [[List of game modes#King of the Hill|King of the Hill]] maps) or oppose each other in an offense vs. defense setup (such as in [[List of game modes#Attack/Defend|Attack/Defend Control Point]] and [[List of game modes#Payload|standard Payload]] maps).
 
 
 
Many game modes use [[control point (objective)|control points]]. Control points begin to be captured when a player of a team not owning the point stands on the point. The [[Control point timing|capture time]] varies by map, and its speed is increased when more players stand on it (though each player beyond the first provides diminishing returns). Capture is halted when an opposing team member stands on it in defense, and capture progress is gradually undone when no capturing team mates stand on the point. Control points cannot be captured while "locked", and locked points are usually unlocked after preceding points are captured. [[Payload#Carts|Payload carts]] are pushed and halted the same way control points are captured, though instead of capturing a Payload cart, the pushing team tries to bring it to a checkpoint. ÜberCharged players cannot capture points or push carts, though they can defend them.
 
 
 
In all official maps with offense vs. defense game modes, [[BLU]] plays offense while [[RED]] plays defense. In such maps, BLU tends to have faster [[respawn]] times, but RED is given a [[setup time]] to prepare a robust defense.
 
* '''[[List of game modes#Arena|Arena]]''': Players spawn only at the beginning of the round, with no respawning. After a set time, a neutral control point unlocks, which can be captured to win the round. If all members of a team die, that team loses the round. Has [[First Blood]] and automated team assignment/shuffling by default. Official arena maps don't have [[Respawn#Resupply|resupply Lockers]].
 
* '''[[Capture the Flag]] (CTF)''': Teams work to capture the opposing side's [[Intelligence]] faster than their opponents do the same. Any player can pick up an enemy's Intelligence, and their team gains a point if that player returns the enemy's Intelligence to their team's own original Intelligence spot. The Intelligence drops on command or when its carrier dies; it is returned to its original location if it remains on the ground for a set time after being dropped.
 
* '''[[List of game modes#Standard Control Point|Control Point, Push]] (CP)''': Each team starts with two locked control points and fight for the middle, neutral control point. From then on, at any given time, each team's furthest control point is unlocked, while all others are locked. Teams must capture all five control points to win the round.
 
* '''[[List of game modes#Attack/Defend|Control Point, Attack/Defend]] (CP)''': If the offensive team captures all of the defense's control points before time runs out, they win (if defense can prevent this, they win). In most maps, only one or two control points are unlocked at a time (the notable exception being [[Steel]]).
 
* '''[[List of game modes#King of the Hill|King of the Hill]] (KOTH)''': Each team has their own countdown timer, and a team wins when their countdown timer reaches zero. A team's timer counts down while they own the control point, but is frozen while that team does not have ownership of the control point. Note that a team's timer will still count down even if there are enemies '''trying''' to capture the point.
 
* '''[[List of game modes#Mann vs. Machine|Mann vs. Machine]] (MVM)''': A team composed of up to six human players must fend off waves of [[Bots|AI]]-controlled [[robots]], stopping them from deliver a bomb to the map's stronghold. Players are able to collect [[credits|cash]] from destroyed robots and buy [[Upgrade Station|upgrades]] between waves. Offense wins if successfully deliver the bomb, while defense wins by successfully Ward off all the waves.
 
* '''[[List of game modes#Payload|Payload]] (PL)''': Offense pushes the Payload cart in a manner similar to capturing a control point, trying to reach checkpoints instead of finishing point captures. The Payload cart supports allies as if it were a level 1 [[Dispenser]]. Offense wins if the cart reaches the final checkpoint, while defense wins by making sure the cart doesn't reach the final point before the timer counts down to 0 .
 
* '''[[List of game modes#Payload Race|Payload Race]] (PLR)''': Essentially identical to Payload, but instead of offense vs. defense, each team pushes their own cart in an attempt to reach the finish before the opposing team does.
 
* '''[[List of game modes#Special Delivery|Special Delivery]] (SD)''': CTF-streetball, an initially neutral briefcase of [[Australium]] must be transported to [[Non-player characters#Poopy Joe|Poopy Joe's]] rocket before the opposing team can do the same.
 
* '''[[List of game modes#Territorial Control|Territorial Control]] (TC)''': Each team is randomly assigned territories, and rounds consist of each team trying to contest one of their opponent's control points (while the opposing team tries to capture one of theirs). Most of the map is locked during gameplay, consisting of only one territory vs. one territory. After enough successive wins, a round takes place at the losing side's base point, which they must defend against the offense-only opposing team.
 
* '''[[List of game modes#Training Mode|Training Mode]] (TR)''': Training maps are for practicing skills against obstacles and/or bots and learning through tutorials. They are often played with only one human player, or at the very least, no opposing human sides.
 
 
 
===Map elements===
 
[[Image:Pickups.png|thumb|300px|right|Left to right: 100% [[health]] kit, [[Sandvich]], 50% [[ammo]] pack.]]
 
 
 
{{See also|Respawn|Pickups}}
 
 
 
Players start the round in their team's respawn room, where they can change class and loadout instantly. Most respawn rooms contain resupply cabinets, which fully restore health, restock weapon ammo, refill most item meters, and remove most negative status effects, though a similar effect can be achieved by class switching. Upon dying, a player waits to respawn in a respawn wave, which typically come at ten- or five-second intervals, but do vary by map, team color and size, objective status, and server settings. After this wait they appear at their team's furthest forward respawn room. Respawn rooms can be earned by capturing points or pushing Payload carts to checkpoints, and can be lost if the opposing team makes such progress themselves.
 
 
 
Many maps make use of doors. Although their visuals suggest otherwise, doors are handled by the server as being either completely open or completely shut, alternating between the two instantly. Most doors are opened whenever a player stands near them. However, some doors will only open to players coming from a certain side or players on a certain team, most notably respawn room doors. Some doors remain locked until certain conditions are met, such as control points being captured or Payload cart checkpoints being reached.
 
 
 
The boundaries and surfaces of maps are not determined by visual elements, but invisible surfaces that determine where players and projectiles can go. All maps--even outdoor ones--have player ceilings and walls, though they may be invisible, and projectiles may even appear to go through them. Additionally, many surfaces and objects in the game that appear to take physical space are completely ignored for collision detection, with players and projectiles passing through them as if nonexistent; these surfaces can be used for hiding [[Stickybombs]] or [[spam]]ming targets from cover.
 
 
 
Maps usually have [[pickups]] placed in various locations. Map-specific health and ammo pickups will remain in place until grabbed, respawning after a ten-second delay. The map health pickups restore 20.5%, 50%, or 100% health based on size (pill bottle, first aid tin, and ice cooler, respectively); similarly, the map ammo pickups restore 20.5%, 50%, or 100% ammo and 41, 100, or 200 [[metal]] based on size (small grey metal box, medium beige metal box, and large wood crate, respectively). When players die, they usually drop weapons that can be picked up for 50% ammo and 100 metal (unless the dropped item was an Engineer [[toolbox]], which drops 100% ammo and 200 metal); destroyed buildings also leave behind metal debris, which can be picked up for ammo and metal. A Heavy who dies with a [[Sandvich]], [[Dalokohs Bar]], [[Fishcake]], or [[Buffalo Steak Sandvich]] active will instead drop that, which can be picked up for 50 health points (75 for Scouts).
 
 
 
===Server settings===
 
[[File:Steam Server Browser.png|right|300px|thumb|The [[Server Browser]].]]
 
 
 
{{Main|Servers|Server Browser}}
 
{{See also|SourceTV|Mods}}
 
 
 
Server settings can have a strong impact on gameplay in terms of performance and game balance. Players can select what kind of server on which they want to play using the Server Browser, filtering based on tags (which include game modes and changes to respawn times), player count, map, latency, and the like. Generally, servers closer to the player's location will have reduced latency, resulting in faster connection and more accurate hit detection. Game smoothness is also affected by the server's hardware and networking settings, especially at higher player counts or when running some [[mods]].
 
 
 
Servers can run [[scripting|scripts]] and configs just as a player can, with commands from clients issued by rcon. For more unique functionality, there are numerous server plugins to modify gameplay or provide administrative or stat assistance, the most common being [[SourceMod]] and HLStatsX. Instead of running plugins, servers can use logs to interact with third-party match-making programs, such as [http://tf2lobby.com/ TF2 Lobbies], which let them see stats out-of-game.
 
 
 
There are a variety of server settings that can change gameplay without running plugins or external programs. These include:
 
 
 
* '''Respawn times''': Respawn times can be changed to either be shorter or effectively removed entirely. These can cause fluctuations in map and class balance, though combat is more steadily provided.
 
* '''Damage settings''': Servers can disable random Critical hits, random damage spread, and random pellet spread with ConVars. This is most commonly done on competitive servers and those that frequently play [[arena]] maps.
 
* '''Max players''': While TF2 was originally designed for 24 players or fewer, servers can raise the limit to 32 at the cost of performance. This can cause in increase of [[spam]] that slows objective progress, but ensures a greater amount of combat in the map.
 
* '''Objective specifics''': Map objectives can be specified from the server. For example, the CTF game mode can be played to a certain capture count, to a certain time limit, or both. Related options include disabling Crit boosts from [[First blood]] or [[Intelligence]] capture, changing the map time limit, and using a win difference mercy rule.
 
* '''Pure''': The <tt>sv_pure</tt> ConVar dictates what kinds of custom files are allowed on the server. When set to 0, clients can use any custom content they wish. When set to 1, clients are allowed to use any files on the server's whitelist. When set to 2, clients may not use any custom content besides those specifically allowed by [[Valve]].
 
* '''SourceTV''': Servers can enable SourceTV to allow a large number of spectators to watch the game without risking interference. SourceTV acts like an observer player, taking up a server slot while not playing on either team. Unlike players, SourceTV broadcasts its spectator view from the server's IP address (using a different port).
 
* '''Special modes''': There are server modes that can be applied to any map regardless of game mode, including [[highlander]] and tournament modes. These are more commonly reserved for private events and competitions.
 
Other common rule areas that vary by server include team size/balance rules, alltalk (cross-team) voice chat, and ping limits.
 
 
 
==Configuration==
 
There are a variety of ways to configure the ''Team Fortress 2'' client. The choices players make in setting up TF2 can have impacts on game interaction, performance, and presentation. Most of these methods of customization are not available on console versions of the game, save [[Options|main menu options]].
 
 
 
===Program setup===
 
[[Image:Launch Options.PNG|thumb|right|200px|Example of launch options.]]
 
 
 
{{Main|Steam|Launch options}}
 
 
 
Some aspects of a player's machine, operating system, and Steam settings can affect TF2, and after a long history of updates, ''Team Fortress 2'' has required an increasing amount of system resources to play at optimum frame rates. Additionally, some program features enabled by default may be undesirable for certain players, either due to performance issues or personal preference.
 
 
 
Steam, by default, enables both Steam Cloud synchronization and the Steam Community In-Game Overlay, which can be changed under Steam Settings. Within Steam's interface, players can also change launch options. As the name suggests, launch options are TF2 settings that are applied when the game is launched. Launch options can be accessed by opening the Properties of Team Fortress 2 in the Steam Library and clicking "Set Launch Options...". Launch options are separated by spaces and start with either a dash (if the command is ''not'' accessible through console commands]) or a plus sign (if the command ''is'' a console command). Launch options can be used to achieve a variety of effects, including...
 
* '''Smooth Alt+Tabbing''': Players who wish to view other windows and programs while running TF2 can run it in windowed mode with no border. This can be reversed with the full-screen launch option (<tt>-full</tt>). Example (for 1440x900 resolution): <tt>-window -noborder -w 1440 -h 900</tt>
 
* '''DirectX Level''': Due to performance or personal preference, running TF2 in a low DirectX level may be ideal. Example (for DirectX 8.1): <tt>-dxlevel 81</tt>
 
* '''Disabling Extraneous Features''': Memory usage and performance drops can be minimized by disabling unused features. Example: <tt>-novid -nojoy -noipx -nocrashdialog</tt>
 
In addition to the Steam options, launch options can be specified for individual shortcuts to Team Fortress 2 by adding them to the file <tt>"C:\Program Files\Steam\Steam.exe" -applaunch 440</tt> as a shortcut target. For example, this shortcut target would run TF2 full-screen with no intro video:
 
  "C:\Program Files\Steam\Steam.exe" -applaunch 440 -full -novid
 
 
 
Video card and sound card configuration tools can be used to override game settings. For example, some video card utilities can change <tt>mat_picmip</tt> to values outside the normally-allowed bounds in Team Fortress 2, though this can be considered [[cheat]]ing.
 
 
 
Team Fortress 2 can be subject to operating system influences on mouse control. While this can be mitigated through launch options and registry edits, the easiest method to override this is by enabling Raw input (<tt>m_rawinput 1</tt>).
 
 
 
===Customization===
 
[[Image:Fov Comparison.PNG|thumb|right|300px|Default fov (top) and max fov (bottom) from same vantage point.]]
 
 
 
{{Main|Options|Scripting|Heads-up display}}
 
 
 
The most straightforward way for a player to customize their TF2 experience is the in-game options panels. In essence, the options panels are user-friendly ways to set ConVars, which can otherwise by set manually using the [[console|developer console]]. These panels are...
 
* '''Keyboard''': Allows for simple key binding (can be done in command console with <tt>bind "KEY" "COMMAND"</tt>). The advanced options allow for fast weapon switching (change slots without confirming with the attack key) and enabling developer console (an important option for anyone using console commands).
 
* '''Mouse''': Contains options for mouse and gamepad control. The "Raw input" option gives users more reliable mouse aiming by bypassing operating system mouse settings.
 
* '''Audio''': Has a variety of sound-related options. Closed captions do not work without custom files.
 
* '''Video''': Allows for some control of display settings, though some settings found in launch options and FPS configs are missing or disabled. The advanced video options panel has the field of view (fov) slider, which can be increased to grant the player wider vision in-game.
 
* '''Voice''': Has simple controls for in-game voice chat.
 
* '''[[Multiplayer options]]''': Contains a great variety of gameplay-related options (mostly in [[Multiplayer options#Advanced multiplayer options|advanced options]]) and content download control.
 
These settings are stored as ConVars in <tt>config.cfg</tt>, found in the <tt>cfg</tt> folder (which is usually found in <tt>C:\Program Files\Steam\steamapps\STEAMLOGIN\team fortress 2\tf\</tt>). By default, <tt>config.cfg</tt> is saved to the Steam Cloud.
 
  
In addition to the menu panels, ConVars can be changed with more specificity using [[scripting]]. Scripting allows for more advanced and uniquely tailored controls, dynamic player settings, and more optimized performance (performance scripts are usually just called "configs"). Script files are located in the <tt>cfg</tt> folder (usually found in <tt>C:\Program Files\Steam\steamapps\common\team fortress 2\tf\</tt>). The file <tt>autoexec.cfg</tt> runs on game startup, and the class-named files (such as <tt>scout.cfg</tt>) each run when first spawning as the appropriate class. Most scripts are made using <tt>bind</tt>, <tt>alias</tt>, game commands, and/or ConVars; the <tt>wait</tt> command may be used to produce automated, chronologically sequenced functions, though a number of servers disable this with <tt>sv_allow_wait_command 0</tt>.
+
{{hatnote|Ana makale: [[classes/tr|Sınıflar]]}}
  
Many aspects of the TF2 interface can be customized by editing the [[Heads-up display]], or "HUD". Most custom HUDs always work regardless of server settings, unless the HUD uses customized material files, which constitute [[:Category:Customization|custom content]] and are disabled by <tt>sv_pure</tt> servers (most HUDs only contain <tt>/resource/</tt> and <tt>/scripts/</tt> files, which are allowed in all <tt>pure</tt> settings).
+
''Team Fortress 2'''de oynanabilir 9 sınıf bulunmaktadır. Bu sınıflar kendi içlerinde üç sınıfa ayrılırlar. Bu sınıflar "Saldırı", "Savunma" ve "Destek" sınıflardır. Bu sınıflandırmanın oyunun oynanışında hiçbir etkisi yoktur. Sınıfların yetenek ve istatistikleri o anki [[loadout/tr|kuşanımlarına]] göre değişebilir.
  
===Tools===
+
:{{Class link|Scout}}: %133 hareket hızı ve {{Metrics/Health|C=scout}} [[Classes#Health points|sağlık puanı]]  ile vur-kaç dövüşlerinde ve görev yapmada uzmalaşmış bir saldırı sınıfı. [[Jumping/tr#Çift zıplama|Çift zıplama]] özelliği ve [[control point (objective)/tr|kontrol noktalarını]] ele geçirirken ve [[Payload#Vagonlar|Payload vagonlarını]]) ittirirken 2 kişilik etkisi vardır. Scout varsayılan olarak [[Scattergun/tr|Çifte]], [[Pistol/tr|Tabanca]] ve bir [[Bat/tr|Beyzbol Sopası]] kullanır.
{{Main|Help:Recording demos|Steam Workshop}}
 
  
There are a variety of first-party (some in-game and some not) and third-party tools to assist in playing, editing, and analyzing Team Fortress 2. These include:
+
:{{Class link|Soldier}}: %80 hareket hızı ve {{Metrics/Health|C=soldier}} sağlık puanı ile çok çeşitli durumlara uyum sağlayabilmesi onu harika bir saldırı ve savunma sınıfı yapar.[[Jumping#Basit roketle zıplama|Roket zıplaması]] ile normalde ulaşamayacağı yükseklikteki yerlere ulaşır. Soldier varsayılan olarak bir [[Rocket Launcher/tr|Roket Atar]], bir [[Shotgun/tr|Tüfek]] ve bir [[Shovel/tr|Kürek]] kuşanmıştır.
  
* '''Demo Recording and Playback''': Players can record demos of gameplay (<tt>record FILENAME</tt> in console) to watch or share later without using the resources necessary for live video capturing. Demos can be played with the console command <tt>playdemo FILENAME</tt> and captured to video using the <tt>startmovie</tt> command. [http://etf2l.org/faq/p-rec/ PREC] is a common, Valve-approved add-on to TF2 that automates demo recording.
+
:{{Class link|Pyro}}: %100 hareket hızı ve {{Metrics/Health|C=pyro}} sağlık puanı ile yakın savaş ve takımına destek için ideal bir saldırı sınıfı. Düşmanlarını [[Fire/tr|yakabilir]], [[Compression_blast/tr|geri püskürtebilir]] ve de geri püskürtme ile düşman [[Projectiles/tr|özel mermi türlerini]] geri püskürtebilir. Pyro varsayılan olarak bir [[Flame_Thrower/tr|Alev Silahı]], bir [[Shotgun/tr|Tüfek]] ve bir [[Fire_Axe/tr|Yangın Baltası]] kullanır.
* '''TF2 Tool Mode''': TF2 can be run under a "tool mode" with the launch option <tt>-tools</tt>. The tool mode allows access to the Commentary editor, Material editor, and perhaps most notably, the Particle editor.
 
* '''Source SDK''': The [[Source Engine]] Software Development Kit, or SDK, is a set of programs that come with all Source engine games and run through [[Steam]], including the Model Viewer (commonly used for posing wiki images) and Hammer editor (used for making maps). The SDK can be accessed in the Tools subsection of the Steam Library, and has [[vdc:SDK_Docs|its own wiki]].
 
* '''GCFScape''': One can examine and extract the contents of TF2 using [[vdc:GCFScape|GCFScape]], a third-party application used by most custom content editors. GCFScape can also be used to validate or defragment game files. In order to view and edit VTF files extracted using GCFScape, [[vdc:VTFEdit|VTFEdit]] is commonly used.
 
These tools, in addition to modeling and sound editing software, can be used to edit a variety of TF2 gameplay elements, though their actual presence in-game is based on server settings (most notably with the {{code|sv_pure}} command and file whitelists).
 
  
User-made content can be submitted to [[Valve]] through the [[Steam Workshop]]. Content deemed worthy of inclusion becomes official game content, with the author credited and rewarded for their contribution.
 
  
== See also ==
+
== Ayrıca bakınız ==
 
* [[:Category:Gameplay]]
 
* [[:Category:Gameplay]]
 
* [[:Category:Customization]]
 
* [[:Category:Customization]]
  
== External links ==
+
== Dış bağlantılar ==
* [[vdc:Main_Page|Valve Developer Community Wiki]]
+
* [[vdc:Main_Page|Valve Geliştirici Topluluğu Wiki]]
 
<br>
 
<br>
  
 
[[Category:Gameplay/tr]]
 
[[Category:Gameplay/tr]]

Latest revision as of 14:08, 4 May 2021



2Fort'ta mücadele eden oyuncular.
İşte bu iş böyle yapılır beyler!
Soldier,başarısını duyuruyor.

Team Fortress 2 'nin mekanikleri oyuncuların, sunucuların, ve içerik editörlerinin kurallarını belirler. Bu mekanikleri anlamak,oynayışı daha verimli ve geniş kapsamlı kılar.

Motor

Source engine logo.png
Ana Başlık: Source Motoru

Team Fortress 2, Microsoft Windows, Xbox 360, PlayStation 3, Mac OS X ve Linux'ta çalışması için tasarlanmış Source Motoru'nun The Orange Box sürümünde çalışır. The Orange Box motoru eski Source Motoru'na donanımsal yüz işleme, yumuşatılmış parçacıklar ve çoklu çekirdekli işleme özelliklerini ekler. TF2, 24 ya da daha az oyuncu (Xbox 360'ta 18, PS3'te 16) için optimize edilmiş ve dengelenmiştir, ama sunucular 32 oyuncuya kadar (yalnızca PC/Mac) izin verebilir. Tüm oyuncu hareketleri ve ayarları ConVar yani Konsol Değişkenleri ve konsol komutları tarafından yönetilir.

Sınıflar

Soldan sağa doğru: Pyro, Engineer, Spy, Heavy, Sniper, Scout, Soldier, Demoman ve Medic.
Ana makale: Sınıflar

Team Fortress 2'de oynanabilir 9 sınıf bulunmaktadır. Bu sınıflar kendi içlerinde üç sınıfa ayrılırlar. Bu sınıflar "Saldırı", "Savunma" ve "Destek" sınıflardır. Bu sınıflandırmanın oyunun oynanışında hiçbir etkisi yoktur. Sınıfların yetenek ve istatistikleri o anki kuşanımlarına göre değişebilir.

Leaderboard class scout.png Scout: %133 hareket hızı ve 125 sağlık puanı ile vur-kaç dövüşlerinde ve görev yapmada uzmalaşmış bir saldırı sınıfı. Çift zıplama özelliği ve kontrol noktalarını ele geçirirken ve Payload vagonlarını) ittirirken 2 kişilik etkisi vardır. Scout varsayılan olarak Çifte, Tabanca ve bir Beyzbol Sopası kullanır.
Leaderboard class soldier.png Soldier: %80 hareket hızı ve 200 sağlık puanı ile çok çeşitli durumlara uyum sağlayabilmesi onu harika bir saldırı ve savunma sınıfı yapar.Roket zıplaması ile normalde ulaşamayacağı yükseklikteki yerlere ulaşır. Soldier varsayılan olarak bir Roket Atar, bir Tüfek ve bir Kürek kuşanmıştır.
Leaderboard class pyro.png Pyro: %100 hareket hızı ve 175 sağlık puanı ile yakın savaş ve takımına destek için ideal bir saldırı sınıfı. Düşmanlarını yakabilir, geri püskürtebilir ve de geri püskürtme ile düşman özel mermi türlerini geri püskürtebilir. Pyro varsayılan olarak bir Alev Silahı, bir Tüfek ve bir Yangın Baltası kullanır.


Ayrıca bakınız

Dış bağlantılar