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− | [[Image:Team Fortress 2 Group Photo.jpg|thumb|500px|right|The official group picture from Valve showing (from left to right): the [[Pyro]], [[Engineer]], [[Spy]], [[Heavy]], [[Sniper]], [[Scout]], [[Soldier]], [[Demoman]], and [[Medic]]]] | + | {{Redirects here|Mercenaries|for=the cosmetic item|Mercenary}} |
− | [[Image:Allclassportrait.png|thumb|256px|right|The all_class portrait]]
| + | [[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]]]] |
| | | |
− | There are nine official classes that can be played in [[Team Fortress 2]]. The classes are as follows:
| + | {{Quotation|'''The Heavy'''|Are you dangerous like Heavy, or coward like Scout?|sound=Are_you_dangerous_like_heavy,_or_coward_like_scout.wav}} |
| | | |
− | *{{Icon class|class=scout|link=Scout}} [[Scout]] | + | There are nine official '''classes''' that can be played in ''[[Team Fortress 2]]'' alongside one community created one; they are as follows:<br /> |
− | *{{Icon class|class=soldier|link=Soldier}} [[Soldier]] | + | <div style=display:inline-table> |
− | *{{Icon class|class=pyro|link=Pyro}} [[Pyro]] | + | ; Official classes |
− | *{{Icon class|class=demoman|link=Demoman}} [[Demoman]] | + | * {{Class link|Scout}} |
− | *{{Icon class|class=heavy|link=Heavy}} [[Heavy]] | + | * {{Class link|Soldier}} |
− | *{{Icon class|class=engineer|link=Engineer}} [[Engineer]] | + | * {{Class link|Pyro}} |
− | *{{Icon class|class=medic|link=Medic}} [[Medic]] | + | * {{Class link|Demoman}} |
− | *{{Icon class|class=sniper|link=Sniper}} [[Sniper]] | + | * {{Class link|Heavy}} |
− | *{{Icon class|class=spy|link=Spy}} [[Spy]] | + | * {{Class link|Engineer}} |
| + | * {{Class link|Medic}} |
| + | * {{Class link|Sniper}} |
| + | * {{Class link|Spy}}</div> |
| + | <div style=display:inline-table> |
| + | ; Other playable characters |
| + | * {{Class link|Saxton Hale}}</div> |
| | | |
− | '''Unused''' | + | == Class roles == |
− | *[[Civilian]]
| + | All nine main 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]]. Community created Classes are special by only being available in their very own centered [[Steam Workshop|custom game modes]]. |
| | | |
− | Note the Civilian class cannot be played in the game.
| + | === {{anchor|Offensive classes}} Offensive {{Icon class|Scout}} {{Icon class|Soldier}} {{Icon class|Pyro}} === |
| + | [[File:Tf2 offense.png|border|150px|right]] |
| | | |
− | ==Class roles==
| + | Offensive classes ([[Scout]], [[Soldier]], and [[Pyro]]) are the main attack force of the [[team]]. Whether it is 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 [[#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). |
− | 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 your choice of [[strategy]].
| |
| | | |
− | ===Offensive=== | + | === {{anchor|Defensive classes}} Defensive {{Icon class|Demoman}} {{Icon class|Heavy}} {{Icon class|Engineer}} === |
− | [[Image:Tf2_offense.jpg|border|150px|right]] | + | [[File:Tf2_defense.png|border|150px|right]] |
− | Offensive classes ([[Scout]], [[Soldier]] and [[Pyro]]) are the main attack force of the team. Whether it's assaulting [[control points]] or grabbing the [[Intelligence]], these classes specialize in causing mayhem and destruction. Scouts have the ability to capture points twice as fast as any other class. Soldiers pack a punch with their devastating [[Rocket Launcher]]s. Pyros can stir up a [[fire|fiery havoc]] in enemy ranks with an ambush.
| |
| | | |
− | ===Defensive===
| + | Defensive classes ([[Demoman]], [[Heavy]], and [[Engineer]]) serve to inhibit enemy access and to hold enemies back from vital points on the [[List of maps|map]]. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with [[Stickybomb Launcher|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 [[Dispenser]]s for logistical support of the team. |
− | [[Image:Tf2_defense.jpg|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. In total, this group has the most firepower of all the groups, and these classes specialize in expelling this power at one time. Demomen can safeguard areas with [[sticky bomb]]s and detonate them at will. Heavies are great for [[Minigun|mowing down]] incoming troops and pushing back forces. Engineers can build [[Sentry Gun]]s with amazing power, as well as [[teleporter]]s and [[Dispensers]]. | + | === {{anchor|Support classes}} Support {{Icon class|Medic}} {{Icon class|Sniper}} {{Icon class|Spy}} === |
| + | [[File:Tf2_support.png|border|150px|right]] |
| | | |
− | ===Support===
| + | 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 [[ÜberCharge|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. |
− | [[Image:Tf2_support.jpg|border|150px|right]]
| |
− | Support classes ([[Medic]], [[Sniper]] and [[Spy]]) make the backbone of any team. They offer the offensive and defensive classes an extra edge in battle and can turn the tide of the game in a second. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics have the power to [[heal]] teammates and overheal them to 150% of their maximum health. Snipers can take out threats [[Sniper Rifle|from a distance]] and use [[Jarate]] to extinguish fires and increase the damage dealt by their teammates. Spies can infiltrate enemy lines, [[Electro Sapper|disable buildings]] and [[Backstab|assassinate]] Critical threats. | |
| | | |
− | ==Health points== | + | === {{anchor|Random}} Random === |
− | A Medic may [[overheal]] someone to 150% of their normal health maximum. Classes can refill their health through a [[health|number of ways]].
| + | [[File:Tf2_random.jpg|border|70px|right]] |
− | ====Class health points comparison table====
| |
− | {| class="wikitable grid" align="Left" style="margin-bottom: 10px"
| |
− | ! class="header" |
| |
− | ! class="header" | Class
| |
− | ! class="header" | Normal Max
| |
− | ! class="header" | Over-healed Max
| |
− | |-
| |
− | |{{Icon class|class=scout}}
| |
− | |[[Scout]]<br><small>(with the [[Sandman]] equipped)</small><br><small>(with the [[Special Delivery]] pack equipped)</small>
| |
− | |125<br><small>110<br><small>150
| |
− | |185<br><small>165<br><small>225
| |
− | |-
| |
− | |{{Icon class|class=soldier}}
| |
− | |[[Soldier]]<br><small>(with the [[Rocket Jumper]] equipped)</small>
| |
− | |200<br><small>100
| |
− | |300<br><small>150
| |
− | |-
| |
− | |{{Icon class|class=pyro}}
| |
− | |[[Pyro]]
| |
− | |175
| |
− | |260
| |
− | |-
| |
− | |{{Icon class|class=demoman}}
| |
− | |[[Demoman]] <br><small>(with the [[Eyelander]] equipped, 0 heads)</small><br><small>(with the [[Eyelander]] equipped, 1 head)</small><br><small>(with the [[Eyelander]] equipped, 2 heads)</small><br><small>(with the [[Eyelander]] equipped, 3 heads)</small><br><small>(with the [[Eyelander]] equipped, 4 heads)</small><br><small>(with the [[Sticky Jumper]] equipped)</small>
| |
− | |175<br><small>150<br>165<br>180<br>195<br>210<br>100
| |
− | |260<br><small>225<br>245<br>270<br>290<br>315<br>150
| |
− | |-
| |
− | |{{Icon class|class=heavy}}
| |
− | |[[Heavy]]<br><small>(within 30 seconds after consuming [[Dalokohs Bar]])</small>
| |
− | |300<br><small>350
| |
− | |450<br><small>450
| |
− | |-
| |
− | |{{Icon class|class=engineer}} | |
− | |[[Engineer]]<br><small>(with the [[Gunslinger]] equipped)</small> | |
− | |125<br><small>150
| |
− | |185<br><small>225
| |
− | |-
| |
− | |{{Icon class|class=medic}}
| |
− | |[[Medic]]<br><small>(with the [[Vita-Saw]] equipped)</small>
| |
− | |150<br><small>140
| |
− | |225<br><small>210
| |
− | |-
| |
− | |{{Icon class|class=sniper}}
| |
− | |[[Sniper]]<br><small>(with the [[Darwin's Danger Shield]] equipped)
| |
− | |125<br><small>150
| |
− | |185<br><small>225
| |
− | |-
| |
− | |{{Icon class|class=spy}}
| |
− | |[[Spy]]
| |
− | |125
| |
− | |185
| |
− | |-
| |
− | |
| |
− | |[[Civilian]]
| |
− | |50
| |
− | |75
| |
− | |}
| |
− | <br clear="all" />
| |
| | | |
− | ==Speed==
| + | The Random role randomly selects one of the nine classes for the player; it can be used when they are unsure who to play, and it is a great way to get familiar with the characters. |
− | Speed is measured in-game using the command '''''cl_showpos''''' set to '''1''', measuring in velocity units (v). The standard movement speed is 100% (that of [[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 whilst [[crouching]] speed is found by pressing the crouch button. Backward speed is generally calculated by 90% of the class's forward speed, whilst [[crouching]] is at 33%. Forward and backward speeds are, however, the same when crouching or charging/zooming as a [[Sniper]]. During [[humiliation]] all classes on the winning team will move 10% faster.
| |
| | | |
− | For [[Spies]], [[disguise|disguising]] as a slower class (Soldier, Demoman & Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as (e.g. Spy disguised as Heavy will move to the speed of Heavy) and remain at that speed unless he un-disguises or [[Cloak]]s. Disguising as a faster class (Scout, Medic and sometimes Soldier and Demoman) however will not make the Spy move faster and will continue to move at 100% speed.
| + | === {{anchor|Subclass}} Subclass === |
− | [[File:Equalizerdamagespeed.PNG|thumb|Equalizer speed values vs. health]] | + | ''Subclass'' is a term used to describe a set of weapons a class has that drastically changes the way a class is played. There is currently only one official subclass, the [[Glossary of player terms#Demoknight|Demoknight]]. Not to be confused with ''playstyle'', a term used to describe a [[loadout]] that benefits from playing in a certain way but keeps the core mechanics of a class (such as [[Trolldier]] or [[Gunslinger]] Engineer). |
| | | |
− | A [[Demoman]] wielding the [[Eyelander]] will gain approximately 8% on his speed with every killing blow or "head", whilst with a [[Chargin' Targe]] he charges at 250% of the standard movement speed. The speed of Soldier's wielding the [[Equalizer]] increases by 10% with every loss of 40 health.
| + | == Health points == |
| | | |
− | ====Class speed comparison table====
| + | === Class health points comparison === |
− | {| class="wikitable grid" align="Left" style="margin-bottom: 10px"
| + | [[File:Allclassportrait.png|thumb|130px|right|The "All class" portrait, featuring one of each class type.]] |
− | ! class="header" |
| + | {{Class health pack and overheal table|overheal}} |
− | ! class="header" | Class
| + | {{clr}} |
− | ! class="header" | Forward
| |
− | !(abs)
| |
− | ! class="header" | Backward
| |
− | !(abs)
| |
− | ! class="header" | Crouched
| |
− | !(abs)
| |
− | |-
| |
− | |{{Icon class|class=scout}}
| |
− | |[[Scout]]
| |
− | |align="right"|133%
| |
− | |align="right"|400v
| |
− | |align="right"|120%
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− | |align="right"|360v
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− | |align="right"|44.4%
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− | |align="right"|133.33v
| |
− | |-
| |
− | |{{Icon class|class=soldier}} | |
− | |[[Soldier]]<br> | |
− | <small>(while using the [[Equalizer]] with 121-160 hp)</small><br>
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− | <small>(while using the [[Equalizer]] with 81-120 hp)</small><br>
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− | <small>(while using the [[Equalizer]] with 41-80 hp)</small><br>
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− | <small>(while using the [[Equalizer]] with 1-40 hp)</small>
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− | |align="right"|80%
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− | <small>88%
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− | <br>
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− | 96%
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− | <br>
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− | 112%
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− | <br>
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− | 128%
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− | |align="right"|240v
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− | <small>264v
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− | <br>
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− | 288v
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− | <br>
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− | 336v
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− | <br>
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− | 384v
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− | |align="right"|72%
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− | <small>79%
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− | <br>
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− | 86%
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− | <br>
| |
− | 101%
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− | <br>
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− | 115%
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− | |align="right"|216v
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− | <small>238v
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− | <br>
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− | 259v
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− | <br>
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− | 302v
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− | <br>
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− | 346v
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− | |align="right"|26.6%
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− | <small>29.3%
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− | <br>
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− | 32.0%
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− | <br>
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− | 37.3%
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− | <br>
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− | 42.7%
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− | |align="right"|80v
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− | <small>88v
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− | <br>
| |
− | 96v
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− | <br>
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− | 112v
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− | <br>
| |
− | 128v
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− | |-
| |
− | |{{Icon class|class=pyro}}
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− | |[[Pyro]]<br>
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− | <small>(with the [[Gas Jockey's Gear]] pack equipped)</small>
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− | |align="right"|100%
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− | <small>110%
| |
− | |align="right"|300v
| |
− | <small>330v
| |
− | |align="right"|90%
| |
− | <small>99%
| |
− | |align="right"|270v
| |
− | <small>297v
| |
− | |align="right"|33.3%
| |
− | <small>36.7%
| |
− | |align="right"|100v
| |
− | <small>110v
| |
− | |-
| |
− | |{{Icon class|class=demoman}}
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− | |[[Demoman]]<br>
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− | <small>(while charging with the [[Chargin' Targe]])</small><br>
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− | <small>(with the [[Eyelander]] and 1 head)</small><br>
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− | <small>(with the [[Eyelander]] and 2 heads)</small><br>
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− | <small>(with the [[Eyelander]] and 3 heads)</small><br>
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− | <small>(with the [[Eyelander]] and 4+ heads)</small><br>
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− | <small>(with the [[Scotsman's Skullcutter]])</small><br>
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− | <small>(with the [[Scotsman's Skullcutter]] while charging with the [[Chargin' Targe]])</small><br>
| |
− | |align="right"|93%
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− | <small>250%<br/>
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− | 101%<br/>
| |
− | 108%<br/>
| |
− | 116%<br/>
| |
− | 123%<br/>
| |
− | 79%<br/>
| |
− | 213%
| |
− | |align="right"|280v
| |
− | <small>750v<br/>
| |
− | 302v<br/>
| |
− | 324v<br/>
| |
− | 347v<br/>
| |
− | 369v<br/>
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− | 238v<br/>
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− | 638v
| |
− | |align="right"|84%
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− | <small>N/A<br/>
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− | 91%<br/>
| |
− | 97%<br/>
| |
− | 104%<br/>
| |
− | 111%<br/>
| |
− | 71%<br/>
| |
− | N/A</small>
| |
− | |align="right"|252v
| |
− | <small>N/A<br/>
| |
− | 272v<br/>
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− | 292v<br/>
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− | 312v<br/>
| |
− | 332v<br/>
| |
− | 214v<br/>
| |
− | N/A
| |
− | |align="right"|31.1%
| |
− | <small>N/A<br/>
| |
− | 34%<br/>
| |
− | 36%<br/>
| |
− | 39%<br/>
| |
− | 41%<br/>
| |
− | 26%<br/>
| |
− | N/A
| |
− | |align="right"|93.33v
| |
− | <small>N/A<br/>
| |
− | 101v<br/>
| |
− | 108v<br/>
| |
− | 116v<br/>
| |
− | 123v<br/>
| |
− | 79v<br/>
| |
− | N/A
| |
− | |-
| |
− | |{{Icon class|class=heavy}}
| |
− | |[[Heavy]]<br>
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− | <small>(with [[Minigun]] revved)</small><br>
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− | <small>(while using the [[G.R.U.]])</small>
| |
− | |align="right"|77%<br>
| |
− | <small>37%<br>
| |
− | <small>100%
| |
− | |align="right"|230v<br>
| |
− | <small>110v<br>
| |
− | <small>299v
| |
− | |align="right"|69%<br>
| |
− | <small>33%<br>
| |
− | <small>90%
| |
− | |align="right"|207v<br>
| |
− | <small>99v<br>
| |
− | <small>269.1v
| |
− | |align="right"|25.5%<br>
| |
− | <small>0%<br>
| |
− | <small>33.2%
| |
− | |align="right"|76.67v<br>
| |
− | <small>0v<br>
| |
− | <small>99.67v
| |
− | |-
| |
− | |{{Icon class|class=engineer}}
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− | |[[Engineer]] <br>
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− | <small>(while hauling any building at any level, Combat Mini-Sentry Guns included)</small>
| |
− | |align="right"|100%
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− | <small>75%
| |
− | |align="right"|300v
| |
− | <small>225v
| |
− | |align="right"|90%
| |
− | <small>67.5%
| |
− | |align="right"|270v
| |
− | <small>202.5v
| |
− | |align="right"|33.3%
| |
− | <small>25%
| |
− | |align="right"|100v
| |
− | <small>75v
| |
− | |-
| |
− | |{{Icon class|class=medic}}
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− | |[[Medic]]
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− | |align="right"|107%
| |
− | |align="right"|320v
| |
− | |align="right"|96%
| |
− | |align="right"|288v
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− | |align="right"|35.5%
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− | |align="right"|106.67v
| |
− | |-
| |
− | |{{Icon class|class=sniper}} | |
− | |[[Sniper]]<br>
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− | <small>(with [[rifle]] zoomed)</small> <br>
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− | <small>(with [[Huntsman]] drawn)</small>
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− | |align="right"|100%<br>
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− | <small>27%
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− | <br>
| |
− | 45%
| |
− | |align="right"|300v <br>
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− | <small>80v
| |
− | <br>
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− | 136v
| |
− | |align="right"|90%<br>
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− | <small>27%
| |
− | <br>
| |
− | 41%
| |
− | |align="right"|270v <br>
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− | <small>80v
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− | <br>
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− | 122v
| |
− | |align="right"|33.3%<br>
| |
− | <small>1.33%
| |
− | <br>
| |
− | 15%
| |
− | |align="right"|100v<br>
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− | <small>4v
| |
− | <br>
| |
− | 45v
| |
− | |-
| |
− | |{{Icon class|class=spy}}
| |
− | |[[Spy]]
| |
− | |align="right"|100%
| |
− | |align="right"|300v
| |
− | |align="right"|90%
| |
− | |align="right"|270v
| |
− | |align="right"|33.3%
| |
− | |align="right"|100v
| |
− | |-
| |
− | |
| |
− | |[[Civilian]]
| |
− | |align="right"|100%
| |
− | |align="right"|300v
| |
− | |align="right"|90%
| |
− | |align="right"|270v
| |
− | |align="right"|N/A
| |
− | |align="right"|N/A
| |
− | |}
| |
| | | |
− | <br clear="all" /> | + | 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]]. |
− | ''<sup>'''abs''' - absolute figures in velocity units (v)</sup>''
| + | |
| + | == 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 [[cloak]]s. Disguising as a faster class (Scout), however, will not make the Spy move faster and he will continue to move at 107% speed (Spy`s default 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]] gains 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]], [[Splendid Screen]], or [[Tide Turner]] 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]], allows 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 is 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 == | | == Size == |
| [[File:Heightchart.jpg|thumb|right|A height chart for all the classes.]] | | [[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 class. 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. | + | All classes have varying heights, 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 its 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 == |
| + | {{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}}''' |
| + | * Restored player health to normal values. |
| + | |
| + | '''{{Patch name|6|27|2012}}''' ([[Pyromania Update]]) |
| + | * {{Undocumented}} Increased the running speed cap from 450HU/s to 520HU/s. |
| + | |
| + | '''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]]) |
| + | * Spy max speed increased to 320 (from 300). |
| + | |
| + | '''{{Patch name|10|18|2024}}''' ([[Scream Fortress XVI]]) |
| + | * Fixed players not being able to select a class and spawn after watching an intro video.}} |
| + | |
| + | == Unused content == |
| + | * In 2017, [https://www.drewwolf.com/ Drew Wolf], a former Valve design artist, updated his personal website and uploaded some concept art of the female version of the classes created by him.<ref>https://www.drewwolf.com/#/tf2alt/ Drew Wolf's personal website</ref> According to the note made by Drew Wolf, there used to be "an internal pitch project" made by Valve "to bring female characters to the cast of Team Fortress 2", and "the goal of the project was to dive deep into possibilities and facilitate creative discussion". However, Drew's artwork does not include the [[Pyro]] class, as their gender is still unknown. |
| + | * A [[Console commands|console variable]] named {{code|tf_player_use_female_models}} was found in the game's source code that is related to the female classes. The console variable would haved modified the loading of player models to append {{code|_female}} to end of the player model filename, for example {{code|scout_female.mdl}}.<ref>game\shared\tf\tf_playerclass_shared.cpp:L136, 164</ref> The only known existing official model of any female class is that of the Soldier. The model was created in 2009 and nothing else came of it. |
| + | * A Civilian class was meant to appear in the removed VIP gamemode, where one team had to escort the Civilian class to safety while the other one had to kill him by any means, however it was cut and later replaced by [[Payload]]. |
| + | |
| + | === Gallery === |
| + | <gallery> |
| + | File:Female Scout.jpg|Concept art of female Scout. |
| + | File:Female Soldier.jpg|Concept art of female Soldier. |
| + | File:Female Demoman.jpg|Concept art of female Demoman. |
| + | File:Female Engineer.jpg|Concept art of female Engineer. |
| + | File:Female Demoman, Scout and Engineer.jpg|Concept art of female Demoman, Scout and Engineer. |
| + | File:Female Heavy, Scout, Soldier and Medic.jpg|Concept art of female Heavy, Scout, Soldier and Medic. |
| + | File:Female Demoman, Heavy, Spy, Engineer and Medic.jpg|Concept art of female Demoman, Heavy, Spy, Engineer and Medic. |
| + | </gallery> |
| + | |
| + | == References == |
| + | <references/> |
| | | |
− | [[Category:Classes| ]]
| |
| {{Class Nav}} | | {{Class Nav}} |
− | {{Languages}} | + | {{Mechanics Nav}} |
| + | |
| + | [[Category:Classes]] |
"Mercenaries" redirects here. For the cosmetic item, see
Mercenary.
There are nine official classes that can be played in Team Fortress 2 alongside one community created one; they are as follows:
- Other playable characters
Class roles
All nine main 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 strategy. Community created Classes are special by only being available in their very own centered custom game modes.
Offensive
Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it is assaulting Control Points or grabbing the 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 speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well-timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).
Defensive
Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the 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 mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.
Support
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 overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% Critical hit rate, 300% healing rate as well as immunity to movement impairing effects, or 75% resistance to bullets, explosions, or fire. 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, disable and deconstruct buildings, and assassinate critical menaces.
Random
The Random role randomly selects one of the nine classes for the player; it can be used when they are unsure who to play, and it is a great way to get familiar with the characters.
Subclass
Subclass is a term used to describe a set of weapons a class has that drastically changes the way a class is played. There is currently only one official subclass, the Demoknight. Not to be confused with playstyle, a term used to describe a loadout that benefits from playing in a certain way but keeps the core mechanics of a class (such as Trolldier or Gunslinger Engineer).
Health points
Class health points comparison
The "All class" portrait, featuring one of each class type.
Scout
|
125
|
185
|
158
|
With the Sandman equipped
|
110
|
165
|
139
|
Soldier
|
200
|
300
|
251
|
With the Battalion's Backup equipped
|
220
|
330
|
276
|
Pyro
|
175
|
260
|
220
|
Demoman
|
175
|
260
|
220
|
With weapon slot boots equipped
|
200
|
300
|
251
|
With a head-taking melee weapon equipped with 0 heads
|
150
|
225
|
189
|
With a head-taking melee weapon equipped with 1 head
|
165
|
245
|
208
|
With a head-taking melee weapon equipped with 2 heads
|
180
|
270
|
226
|
With a head-taking melee weapon equipped with 3 heads
|
195
|
290
|
245
|
With a head-taking melee weapon with 4 or more heads
|
210
|
315
|
264
|
With weapon slot boots and a head-taking melee weapon equipped with 0 heads
|
175
|
260
|
220
|
With weapon slot boots and a head-taking melee weapon equipped with 1 head
|
190
|
285
|
239
|
With weapon slot boots and a head-taking melee weapon equipped with 2 heads
|
205
|
305
|
258
|
With weapon slot boots and a head-taking melee weapon equipped with 3 heads
|
220
|
330
|
276
|
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads
|
235
|
350
|
295
|
Heavy
|
300
|
450
|
376
|
Under the effects of the Dalokohs Bar or Fishcake
|
350
|
500†
|
426
|
With the Fists of Steel equipped
|
300
|
390
|
346
|
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake
|
350
|
440
|
396
|
Engineer
|
125
|
185
|
158
|
With the Gunslinger equipped
|
150
|
225
|
189
|
Medic
|
150
|
225
|
189
|
With the Vita-Saw equipped
|
140
|
210
|
176
|
Sniper
|
125
|
185
|
158
|
Spy
|
125
|
185
|
158
|
With the Big Earner equipped
|
100
|
150
|
126
|
With Conniver's Kunai equipped
|
70
|
105
|
89
|
Maximum overheal from Conniver's Kunai backstabs
|
N/A
|
210
|
N/A
|
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
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 number of ways.
Speed
Escape Plan speed values vs. health
Speed is measured in-game using the command cl_showpos 1
, 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 90% of the class's forward speed, while crouching is at 33%. Forward and backward speeds are the same when crouching or charging/zooming as a Sniper. During 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 520v or 173%; backwards-capped at 468v or 156%; crouched at 173.33v, or 58%; swimming at 416v, or 139%.
For Spies, 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 (Spy`s default 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 gains approximately 7% of his base speed with every kill or "head" taken with it. While charging with the Chargin' Targe, Splendid Screen, or Tide Turner equipped, he moves at 250% 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, allows 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 is able to match the speed of any faster-moving teammate while they are connected by the healing beam.
Class speed comparison
Scout
|
|
|
|
|
Baby Face's Blaster at 0% boost
|
|
|
|
|
Baby Face's Blaster at 50% boost
|
|
|
|
|
Baby Face's Blaster at 100% boost
|
|
|
|
|
Soldier
|
|
|
|
|
Charging the Cow Mangler 5000
|
|
|
|
|
Wielding the Escape Plan over 160 Health
|
|
|
|
|
Wielding the Escape Plan between 160 and 121 Health
|
|
|
|
|
Wielding the Escape Plan between 120 and 81 Health
|
|
|
|
|
Wielding the Escape Plan between 80 and 41 Health
|
|
|
|
|
Wielding the Escape Plan below 41 Health
|
|
|
|
|
Pyro
|
|
|
|
|
Wielding the Powerjack
|
|
|
|
|
Demoman
|
|
|
|
|
With weapon slot boots and a shield equipped
|
|
|
|
|
With a head-taking melee weapon equipped with 0 heads
|
|
|
|
|
With a head-taking melee weapon equipped with 1 head
|
|
|
|
|
With a head-taking melee weapon equipped with 2 heads
|
|
|
|
|
With a head-taking melee weapon equipped with 3 heads
|
|
|
|
|
With a head-taking melee weapon equipped with 4 or more heads
|
|
|
|
|
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 0 heads
|
|
|
|
|
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 1 head
|
|
|
|
|
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 2 heads
|
|
|
|
|
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 3 heads
|
|
|
|
|
With weapon slot boots, a shield, and a head-taking melee weapon equipped with 4 or more heads
|
|
|
|
|
Wielding the Scotsman's Skullcutter
|
|
|
|
|
Wielding the Scotsman's Skullcutter with weapon slot boots and a shield equipped
|
|
|
|
|
Charging with a shield
|
|
N/A
|
N/A
|
|
Charging with a shield and wielding the Scotsman's Skullcutter
|
|
N/A
|
N/A
|
|
Charging with a shield and wielding the Scotsman's Skullcutter with weapon slot boots equipped
|
|
N/A
|
N/A
|
|
Heavy
|
|
|
|
|
Any of the Heavy's Primary weapons spun up, except the Brass Beast
|
|
|
|
|
Brass Beast spun up
|
|
|
|
|
Under the effects of the Buffalo Steak Sandvich
|
|
|
|
|
Wielding the Gloves of Running Urgently
|
|
|
|
|
Wielding the Eviction Notice
|
|
|
|
|
Engineer
|
|
|
|
|
Hauling a building
|
|
|
|
|
Medic
|
|
|
|
|
Wielding the Overdose at 100% ÜberCharge
|
|
|
|
|
Healing a Scout
|
|
|
|
|
Sniper
|
|
|
|
|
With any Rifle, except the Classic, zoomed in
|
|
|
|
|
Charging the Classic at either zoom level
|
|
|
|
|
With the Huntsman drawn
|
|
|
|
N/A
|
Spy
|
|
|
|
|
Disguised as a Scout
|
|
|
|
|
Disguised as a Soldier
|
|
|
|
|
Disguised as a Pyro
|
|
|
|
|
Disguised as a Demoman
|
|
|
|
|
Disguised as a Heavy
|
|
|
|
|
Disguised as a Engineer
|
|
|
|
|
Disguised as a Medic
|
|
|
|
|
Disguised as a Sniper
|
|
|
|
|
Size
A height chart for all the classes.
All classes have varying heights, 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 its 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
May 21, 2008 Patch
January 6, 2011 Patch (Beta)
January 13, 2011 Patch (Beta)
- Player health increased 25%. (over normal – not the previous 100% increase)
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).
October 18, 2024 Patch (Scream Fortress XVI)
- Fixed players not being able to select a class and spawn after watching an intro video.
Unused content
- In 2017, Drew Wolf, a former Valve design artist, updated his personal website and uploaded some concept art of the female version of the classes created by him.[1] According to the note made by Drew Wolf, there used to be "an internal pitch project" made by Valve "to bring female characters to the cast of Team Fortress 2", and "the goal of the project was to dive deep into possibilities and facilitate creative discussion". However, Drew's artwork does not include the Pyro class, as their gender is still unknown.
- A console variable named
tf_player_use_female_models
was found in the game's source code that is related to the female classes. The console variable would haved modified the loading of player models to append _female
to end of the player model filename, for example scout_female.mdl
.[2] The only known existing official model of any female class is that of the Soldier. The model was created in 2009 and nothing else came of it.
- A Civilian class was meant to appear in the removed VIP gamemode, where one team had to escort the Civilian class to safety while the other one had to kill him by any means, however it was cut and later replaced by Payload.
Gallery
Concept art of female Scout.
Concept art of female Soldier.
Concept art of female Demoman.
Concept art of female Engineer.
Concept art of female Demoman, Scout and Engineer.
Concept art of female Heavy, Scout, Soldier and Medic.
Concept art of female Demoman, Heavy, Spy, Engineer and Medic.
References