Difference between revisions of "Offclasses (competitive)"
(capitalized Scout, linked GRUs and made it possessive, capitalized Kritzed, kritz -> Kritzkrieg, capitalized Demoman, ubers -> ÜberCharges, capitalized map names, capitalized weapon names, and MORE!) |
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[[Image:Pyroblows.png|right|250px]] | [[Image:Pyroblows.png|right|250px]] | ||
− | The [[standard competitive lineup]] | + | The [[standard competitive lineup]] allows for offclassing where players switch off of their normal classes onto a class more suited for the situation. These are meant to give the team agency independent from the [[combo (competitive)|combo]] and provide situation-specific support by [[capping (competitive)|capturing points]], getting [[pick]]s, and/or controlling flanks or otherwise vital areas. |
− | + | The players that generally offclass are the Scouts of the team, although in certain situations the Roaming Soldier can also. Of all members of the standard competitive lineup, utilities generally change classes most, usually doing so to get a specific advantage during a final point standstill with an offclass. By far the most commonly run offclass is the [[Sniper]], followed by the [[Heavy]] and the [[Engineer]]. | |
==Scout== | ==Scout== | ||
[[Image:Scout.png|right|150px]] | [[Image:Scout.png|right|150px]] | ||
{{main|Scout (competitive)}} | {{main|Scout (competitive)}} | ||
− | Scout has the most versatility of the utility classes, and it is not uncommon for a utility player to go an entire match without switching | + | Scout has the most versatility of the utility classes, and it is not uncommon for a utility player to go an entire match without switching off Scout. |
=====Scout Advantages===== | =====Scout Advantages===== | ||
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=====Scout Disadvantages===== | =====Scout Disadvantages===== | ||
* Is generally ineffective at long range. | * Is generally ineffective at long range. | ||
− | * Contributes little to | + | * Contributes little to spam. |
* Has trouble approaching well-guarded areas when there aren't open flanks. | * Has trouble approaching well-guarded areas when there aren't open flanks. | ||
* Usually can't hold a small area for very long when under fire. | * Usually can't hold a small area for very long when under fire. | ||
− | = | + | =Specialists= |
− | Based on map and game status, some classes can provide unique benefits over | + | Based on map and game status, some classes can provide unique benefits over Scout sufficient to make a class change worthwhile. Utility classes other than Scout are oftentimes chosen based on the skills and preferences of the player, as very few situations occur wherein one specialist utility is clearly a better choice than all others. |
− | All | + | All specialist utilities have the following drawbacks: |
* Usually becomes suboptimal once the situation changes. | * Usually becomes suboptimal once the situation changes. | ||
− | * Cannot get to mid as fast as | + | * Cannot get to mid as fast as Scout. |
− | * Cannot cap as fast as | + | * Cannot cap as fast as Scout. |
− | * Causes the other | + | * Causes the other Scout to lose his partner, giving him less survivability and flanking options. |
− | == | + | ==Pyro== |
− | [[Image: | + | [[Image:Pyro.png|right|150px]] |
− | {{main| | + | {{main|Pyro (competitive)}} |
− | + | The Pyro has a very specialized form of damage application and so is generally reserved for very specific competitive situations. His ability to ambush groups and cause them to become dispersed and uncoordinated is generally reserved for defense, especially on final points to counter enemy ÜberCharges. | |
− | ===== | + | =====Pyro Advantages===== |
− | * Can provide | + | * Can provide pressure and distraction with ambush flames if in a good position. |
− | * Can | + | * Can airblast people off of control points and/or high ground. |
− | * | + | * Can use airblast to give his team an advantage in spam. |
− | * Can | + | * Can reflect critical explosives back against the enemy team. |
− | ===== | + | =====Pyro Disadvantages===== |
− | * | + | * Deals very little damage if enemies intercept him before he reaches close range. |
− | * Has | + | * Has a poor approach when encountering enemies head-on. |
− | * | + | * Cannot airblast projectiles as fast as enemies can fire them. |
− | |||
==Heavy== | ==Heavy== | ||
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{{main|Heavy (competitive)}} | {{main|Heavy (competitive)}} | ||
− | Heavy is used most commonly to defend a final capture point, especially if he has team mates that are dead or respawning. He is ideal when mobility is a | + | A Heavy is used most commonly to defend a final capture point, especially if he has team mates that are dead or respawning. He is ideal when mobility is not a priority and the team needs firepower to hold an area. |
=====Heavy Advantages===== | =====Heavy Advantages===== | ||
− | * Can act as an emergency [[pocket]] if both soldiers are dead or out of reach. | + | * Can act as an emergency [[Combo (competitive)|pocket]] if both soldiers are dead or out of reach. |
− | + | * Is very good at taking out enemy Scouts. | |
− | + | * Makes an ideal defensive [[ÜberCharge]] target because his ammo type and hit points alleviate the need to reload or go for cover as the Über is ending. | |
* Can defend a point with little support firepower. | * Can defend a point with little support firepower. | ||
− | + | * Can physically stand on a point to block capture for a relatively long time. | |
− | + | * Can [[knock back]] [[rocket jump]]ing Soldiers away from the point. | |
− | |||
=====Heavy Disadvantages===== | =====Heavy Disadvantages===== | ||
− | * Has extremely slow travel time | + | * Is generally ineffective at long and mid range. |
− | * | + | * Has an extremely slow travel time. |
− | * | + | * Has a huge cost to speed if spun up, thus takes speed at the cost of effectiveness. |
− | + | * Falls easily to Snipers, Spies, focused fire and [[Kritzkrieg|critical]] attacks. | |
− | |||
− | |||
==Engineer== | ==Engineer== | ||
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{{main|Engineer (competitive)}} | {{main|Engineer (competitive)}} | ||
− | Engineer is a common choice when a team needs to defend a point and has some time to | + | An Engineer is a common choice when a team needs to defend a point and has some time to set up. His Sentry Gun takes no extra damage from critical explosives, and has very fast reaction times, allowing it to deal with Soldiers or Scouts. His Teleporters effectively reduce respawn times, which is key on large maps. An Engineer is a common choice on Payload maps. |
=====Engineer Advantages===== | =====Engineer Advantages===== | ||
− | * Has the strongest | + | * Has the strongest Scout area denial when his level 3 Sentry Gun is up. |
− | * Can knock back | + | * Can knock back rocket jumping Soldiers without putting himself at risk. |
* Can provide health and ammo to his team in areas where pickups are rare (most final points). | * Can provide health and ammo to his team in areas where pickups are rare (most final points). | ||
− | * | + | * Takes no bonus damage from critical hits. |
=====Engineer Disadvantages===== | =====Engineer Disadvantages===== | ||
* Requires extensive preparation time. | * Requires extensive preparation time. | ||
* Can be overwhelmed by a Demoman quickly. | * Can be overwhelmed by a Demoman quickly. | ||
− | * | + | * Cannot deal strong damage by himself. |
+ | * Is vulnerable to Spies. | ||
+ | |||
+ | ==Sniper== | ||
+ | [[Image:Sniper.png|right|150px]] | ||
+ | {{main|Sniper (competitive)}} | ||
+ | |||
+ | A Sniper is the most common situational utility. He can be effective even if opponents are aware of him. He is an ideal choice when enemies are forced into open spaces, like most yards and the final points of maps like [[Granary (competitive)|Granary]] and [[Yukon (competitive)|Yukon]]. | ||
+ | |||
+ | =====Sniper Advantages===== | ||
+ | * Can provide area denial/support. | ||
+ | * Can contribute immediately upon gaining vision of enemies. | ||
+ | * Rarely has to sacrifice himself when going for picks. | ||
+ | * Can instantly kill most classes with a quick headshot or a charged bodyshot. | ||
+ | |||
+ | =====Sniper Disadvantages===== | ||
+ | * Suffers somewhat long transit times wherein he risks being ambushed. | ||
+ | * Has poor deathmatch. | ||
+ | * Has trouble dealing with enemies coming from multiple directions/routes. | ||
+ | * Is not very helpful for capturing points, especially back-caps. | ||
==Spy== | ==Spy== | ||
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{{main|Spy (competitive)}} | {{main|Spy (competitive)}} | ||
− | Spy is most helpful for breaking stalemates, particularly during | + | A Spy is the most helpful for breaking stalemates, particularly during a final point standstill. Of all of the classes, he is the most handicapped when expected or spotted before striking. Because of this, Spies are generally used sparingly, oftentimes to sacrifice themselves to kill the enemy Medic in areas where a Sniper can't get a clear shot. He is considered unfavorable when immediate efficacy and combat potential are high priorities. |
=====Spy Advantages===== | =====Spy Advantages===== | ||
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* Can take out targets even when all flank routes are guarded. | * Can take out targets even when all flank routes are guarded. | ||
* Is good for final point back-caps. | * Is good for final point back-caps. | ||
− | + | * Can provide focused cleanup by watching enemy hit points and making use of his revolvers. | |
− | * Can provide focused | + | * Provides [[Spy weapons (competitive)#Sapper|Sapper]] support when team mates are pushing into a Sentry nest. |
− | * Can use the [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]] for various support roles | + | * Can use the [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]] for various support roles, such as absorbing critical hits or blocking chokes. |
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=====Spy Disadvantages===== | =====Spy Disadvantages===== | ||
− | * | + | * Has poor deathmatch against opponents with high health. |
* Takes a long time to set up picks that are usually far from guaranteed. | * Takes a long time to set up picks that are usually far from guaranteed. | ||
* Is very likely to die once he is spotted or gets a pick. | * Is very likely to die once he is spotted or gets a pick. | ||
− | * | + | * Spy checking is very common, making Spy play harder. |
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Latest revision as of 23:56, 7 February 2020
The community competitive scene changes frequently. Some or all info may be outdated.
The standard competitive lineup allows for offclassing where players switch off of their normal classes onto a class more suited for the situation. These are meant to give the team agency independent from the combo and provide situation-specific support by capturing points, getting picks, and/or controlling flanks or otherwise vital areas.
The players that generally offclass are the Scouts of the team, although in certain situations the Roaming Soldier can also. Of all members of the standard competitive lineup, utilities generally change classes most, usually doing so to get a specific advantage during a final point standstill with an offclass. By far the most commonly run offclass is the Sniper, followed by the Heavy and the Engineer.
Contents
Scout
Scout has the most versatility of the utility classes, and it is not uncommon for a utility player to go an entire match without switching off Scout.
Scout Advantages
- Usually reaches mid quickly.
- Can quickly capture points alone and in pairs.
- Quickly and easily moves between areas and levels of elevation, allowing for quick flanking.
- Has strong deathmatch capability at close-mid range and can use mobility to survive at mid-long range, both with relatively little healing.
- Has high damage output and many options when attacking, allowing for quick surprise picks and successful chasing.
Scout Disadvantages
- Is generally ineffective at long range.
- Contributes little to spam.
- Has trouble approaching well-guarded areas when there aren't open flanks.
- Usually can't hold a small area for very long when under fire.
Specialists
Based on map and game status, some classes can provide unique benefits over Scout sufficient to make a class change worthwhile. Utility classes other than Scout are oftentimes chosen based on the skills and preferences of the player, as very few situations occur wherein one specialist utility is clearly a better choice than all others.
All specialist utilities have the following drawbacks:
- Usually becomes suboptimal once the situation changes.
- Cannot get to mid as fast as Scout.
- Cannot cap as fast as Scout.
- Causes the other Scout to lose his partner, giving him less survivability and flanking options.
Pyro
The Pyro has a very specialized form of damage application and so is generally reserved for very specific competitive situations. His ability to ambush groups and cause them to become dispersed and uncoordinated is generally reserved for defense, especially on final points to counter enemy ÜberCharges.
Pyro Advantages
- Can provide pressure and distraction with ambush flames if in a good position.
- Can airblast people off of control points and/or high ground.
- Can use airblast to give his team an advantage in spam.
- Can reflect critical explosives back against the enemy team.
Pyro Disadvantages
- Deals very little damage if enemies intercept him before he reaches close range.
- Has a poor approach when encountering enemies head-on.
- Cannot airblast projectiles as fast as enemies can fire them.
Heavy
A Heavy is used most commonly to defend a final capture point, especially if he has team mates that are dead or respawning. He is ideal when mobility is not a priority and the team needs firepower to hold an area.
Heavy Advantages
- Can act as an emergency pocket if both soldiers are dead or out of reach.
- Is very good at taking out enemy Scouts.
- Makes an ideal defensive ÜberCharge target because his ammo type and hit points alleviate the need to reload or go for cover as the Über is ending.
- Can defend a point with little support firepower.
- Can physically stand on a point to block capture for a relatively long time.
- Can knock back rocket jumping Soldiers away from the point.
Heavy Disadvantages
- Is generally ineffective at long and mid range.
- Has an extremely slow travel time.
- Has a huge cost to speed if spun up, thus takes speed at the cost of effectiveness.
- Falls easily to Snipers, Spies, focused fire and critical attacks.
Engineer
An Engineer is a common choice when a team needs to defend a point and has some time to set up. His Sentry Gun takes no extra damage from critical explosives, and has very fast reaction times, allowing it to deal with Soldiers or Scouts. His Teleporters effectively reduce respawn times, which is key on large maps. An Engineer is a common choice on Payload maps.
Engineer Advantages
- Has the strongest Scout area denial when his level 3 Sentry Gun is up.
- Can knock back rocket jumping Soldiers without putting himself at risk.
- Can provide health and ammo to his team in areas where pickups are rare (most final points).
- Takes no bonus damage from critical hits.
Engineer Disadvantages
- Requires extensive preparation time.
- Can be overwhelmed by a Demoman quickly.
- Cannot deal strong damage by himself.
- Is vulnerable to Spies.
Sniper
A Sniper is the most common situational utility. He can be effective even if opponents are aware of him. He is an ideal choice when enemies are forced into open spaces, like most yards and the final points of maps like Granary and Yukon.
Sniper Advantages
- Can provide area denial/support.
- Can contribute immediately upon gaining vision of enemies.
- Rarely has to sacrifice himself when going for picks.
- Can instantly kill most classes with a quick headshot or a charged bodyshot.
Sniper Disadvantages
- Suffers somewhat long transit times wherein he risks being ambushed.
- Has poor deathmatch.
- Has trouble dealing with enemies coming from multiple directions/routes.
- Is not very helpful for capturing points, especially back-caps.
Spy
A Spy is the most helpful for breaking stalemates, particularly during a final point standstill. Of all of the classes, he is the most handicapped when expected or spotted before striking. Because of this, Spies are generally used sparingly, oftentimes to sacrifice themselves to kill the enemy Medic in areas where a Sniper can't get a clear shot. He is considered unfavorable when immediate efficacy and combat potential are high priorities.
Spy Advantages
- Can get picks with little or no support.
- Can reach targets that are behind cover.
- Can take out targets even when all flank routes are guarded.
- Is good for final point back-caps.
- Can provide focused cleanup by watching enemy hit points and making use of his revolvers.
- Provides Sapper support when team mates are pushing into a Sentry nest.
- Can use the Dead Ringer for various support roles, such as absorbing critical hits or blocking chokes.
Spy Disadvantages
- Has poor deathmatch against opponents with high health.
- Takes a long time to set up picks that are usually far from guaranteed.
- Is very likely to die once he is spotted or gets a pick.
- Spy checking is very common, making Spy play harder.