Difference between revisions of "Team strategy"

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== The Classes ==
 
== The Classes ==
  
The heart of Team Fortress 2’s gameplay is the nine different Classes and how they interact with both friend and foe. It is important to know how each class work, even if you don’t usually play as them. Each class has unique attributes that determine their strengths and weakness: health, movement speed, weaponry, and other innate abilities such as health regeneration or the ability to Double Jump. The next is a list of the basic abilities and characteristics, as well as a basic idea of what the class shall focus to do.
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The heart of Team Fortress 2's gameplay are the nine different [[Classes]] and how they interact with both friend and foe. Even if you play only one or two of them on a regular basis, it is still enormously helpful to learn about the role of each Class in the overall context of a game. Each class has unique attributes that determine their strengths and weakness: health, movement speed, weaponry, and other innate abilities such as health regeneration or the ability to [[Double Jump]]. This section categorizes the different classes and is meant to draw attention to how the different Classes can work together to become more powerful in groups than they would be functioning alone. NOTE: this categorization is different from the "official" [[Classes#Class roles|class roles]] of Offense, Defense, and Support defined by Valve, and it is meant to draw attention to strategic and play-style similarities as opposed to an arbitrary "theme."
  
=== The Scout. ===
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=== Group 1 - General Combat ===
The main abilities of the scout are that he is the fastest class in the game, that he has the ability to double jump and that his capture rate is equal to two.  Making this the ideal class to steal the enemy intelligence, reach and capture points faster, and gain access to part of the map not reachable by other classes (Like jumping into the enemy battlements on 2Fort).
 
  
Basic strategy:
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*'''Classes''': [[Demoman]], [[Heavy]], [[Pyro]], [[Scout]], [[Soldier]]
Your roles as a Scout is most of the time capture control points and carry the Intelligence back to the base. However since you have the ability to double jump and are the fastest class, you are the most capable class to flank the enemy. Therefore, you should look out to kill distracted enemies, like medics charging their Übercharge or snipers that weren’t expecting a scout to jump into their battlements.
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*'''Characteristics''': All the members of this group possess high average firepower, survivability, or maneuverability and in some cases a good mix of all three. All but the Scout have a Health range of 175-300 without [[Healing#overheal|overhealing]], and receive the vast majority of [[ÜberCharge]]s due to their powerful Primary weapons, with high rates of damage. Another defining characteristic of this group is that almost all abilities that impede enemy movement are found in this group: [[Natascha]], the [[Force-A-Nature]], the [[Shortstop]], the [[Sandman]], the Rocket, Grenade and Sticky Launchers' ability to "juggle" opponents upon detonation, and the Pyro's [[Compression Blast]]. The vast majority of the abilities in the game that can buff movement speed and mobility are also found in this group: the Force-A-Nature, the ability to rocket, grenade, or sticky jump, the [[Equalizer]], the [[Eyelander]]/[[Chargin' Targe]], the [[Gas Jockey's Gear]] item set, the [[GRU]], and the [[Buffalo Steak Sandvich]]. The general combat classes do not require much prep time or positioning before entering combat, which can be important in situations when time is limited.
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*'''Team Role''': These classes make up the majority of most teams, and engage in the heaviest and most direct fighting on the front lines. The members of this group are generally the ones responsible for spearheading pushes into enemy territory and securing objectives, and should play as aggressively as a situation allows. Their success is usually measured in kills made and damage dealt before dying. Members of this group are usually capable of holding their own in one-on-one matchups against other classes; a team entirely consisting of Group 1 classes won't have any critical weaknesses and can often do fairly well over short periods, but experience difficulties breaking down tough defenses and may run into problems during sustained firefights: help from Groups 2 and 3 becomes necessary eventually. One of the most vital roles that these classes perform is to protect the other Classes, particularly the less well armed Support. Medics and Engineers need to be kept alive as long as possible to benefit the team fully, and need protection from Group 1 and 3 enemies, who will often target them specifically and constantly. Buildings are constructed and maintained by Engineers, but they help the entire team, so should be considered "public property" and looked after by all, especially Pyros. In order to help out the Support Classes even more, it is important to leave Health and Ammo [[pickups]] to them as much as possible. Even the Group 3 Assassins, the Sniper and Spy, rely on the front line combatants in Group 1 to provide them with cover and distract the enemy team while they get into position to eliminate key enemies. Their job becomes much harder if there are no heavier classes to preoccupy the enemy.
  
=== The Soldier. ===
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==== Artillery ====  
Even though the soldier is one of the slower classes, he has the ability to rocket jump to jump higher or travel further. Also the rocket launcher is one of the most powerful weapons in the game, and its splash damage combined with a critical hit, can kill multiple classes in one shot.
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[[File:War Update Titlecard.png|thumb|300px|right|The [[Soldier]] and [[Demoman]], the artillery of the team.]]
  
Basic strategy:
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*'''Classes''': [[Demoman]], [[Soldier]]
The soldier main function is to take down enemies and buildings with the rocket launcher. Also the splash damage of the rockets makes it a perfect choice for a medic’s Kritzkrieg. He can also flank the enemy to a certain degree using the rocket jump, to strike enemies from behind.
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*'''Strengths''': Both of these Classes have a high amount of damage potential, range, resilience, and mobility, and they possess similar weapons. The Rocket, Sticky, and Grenade launchers fire highly damaging [[Projectiles|rounds]] that deal a large amount of "splash" that can damage multiple enemies at once. Not only that, but these weapons are the only consistent form of indirect fire in the game, able to score damage and kills without needing a direct line of sight to a target. This combined with the ability to "fire and forget" allow the Soldier and Demoman to make excellent use of cover to enhance their already formidable staying power. They also excel at demolishing the [[Sentry gun|Sentry Gun]] positions of Engineers, as they can both attack from a safe range and each attack can simultaneously damage multiple [[Buildings]] plus any Engineers trying to repair. Both classes also possess the ability to trade some of their health for the ability to perform explosive [[Jumping|jumps]] that can cover huge vertical and horizontal distances quickly and allow them to make sudden and devastating attacks from unexpected angles, or to escape tough situations.
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*'''Weaknesses''': While the Artillery classes don't have very pronounced weaknesses, the weapons of these classes carry some disadvantages as well. The Soldier and Demoman can easily hurt and kill themselves when firing point-blank. Most importantly however, all of the "launcher" weapons have limited clip sizes and lengthy reload times. How to manage reloads is an important skill for playing the artillery classes -- being too trigger-happy can be fatal. The need to reload can often make holding positions against a constant stream of enemies problematic without support. It is also important to note that because explosive projectiles take time to travel, they can often be dodged especially at mid to long range by agile and skilled foes, regardless of how well they were aimed when fired.
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*'''Team Role''': Dealing huge amounts of damage at medium ranges, forcing enemies out of cover and entrenched Sentry positions, and punishing enemies that are tightly packed together; these are the classes the most commonly accused of being "overpowered". Consistent damage in any situation is their role however, and failing to provide enough of it can quickly lead to the team being overpowered by the opposition. Other than this, the main strengths of the Soldier and Demoman are their sheer lack of huge exploitable class weaknesses.
  
=== The Pyro. ===
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==== Close Combat ====
The main ability of the Pyro is that he cannot catch on fire, and he has the ability to extinguish teammates on fire and reflect enemy projectiles and enemies themselves (except with the Backburner).
 
  
Basic strategy:
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*'''Classes''': [[Heavy]], [[Pyro]], [[Scout]]
The main job of the Pyro is to ambush the enemy at close range using the flamethrower, catch groups of enemies on fire to create confusion, use the flamethrower to look for invisible or disguised spies, and reflect incoming projectiles separate a Medic from their Übercharge target so they become vulnerable.
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*'''Characteristics''': While also belonging to Group 1, the "general combatants", the members of this group are distinguished by a few things. Namely, they have more pronounced strengths, but also more pronounced weaknesses than the Artillery Classes, creating trade-offs, along with a few more specialized roles such as Spy-checking and objective-grabbing. The Heavy has the highest Health of any Class but also the lowest mobility especially while attacking; the Pyro is devastating at close range and when appearing unexpectedly, but conversely has very low damage potential at mid and long range, and is usually not as much of a threat without the element of surprise. The Scout by contrast is the fastest and most agile Class but has the lowest health out of the Group 1 Classes, and if the Sandman is equipped, the lowest base Health (110) in the game. All three Classes in this group can do tremendous damage over time, however in order to do so they must usually 1) be at close range and 2) have line of sight to their target. This in turn means that they often take as much damage as they receive, requiring these classes to rely on flanking and ambushing, and keeping their health topped up between engagements, preferably with some help from Engineers and Medics. The reliance on line of sight attacks also makes this group much less effective overall against Sentry Guns than the Artillery classes. The Pyro is the most effective [[Spy-checking]] Class on the team, able to expose both Cloaked and Disguised Spies with ease, as well as assisting with Electro Sapper removal. The Pyro and the Heavy are unique in that their Primary weapons, the [[Flamethrower]] and the [[Minigun]], never require reloading, and can fire continuously until depleted. This can enable them to provide invaluable support to the other Classes during prolonged fights where enemies are streaming in constantly. This can also make them very effective Übercharge recipients being able to utilize the entire period of invulnerability to the fullest possible effect.
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*'''Team Role''': This group of classes is the most easily held at bay by enemy Sentry Gun positions. Teams that are relying too heavily on the classes in this group often have a difficult time defeating a team that is "turtling" or defending. Once enemy Sentry Guns have been eliminated however, they can freely enter enemy territory and wreak havoc. This group is also effective working with and protecting allied Support classes -- Pyros work synergistically with Engineers and both Pyros and Heavies work very well with friendly Medics. This group is also very good at punishing enemy teams that neglect having enough Group 2 classes to heal and restrict their movement with Sentry Guns. Without enough healing, [[fire]] can deal a huge amount of damage through afterburn, and the "hitscan" bullet damage of Heavies and Scouts with good aim cannot be easily dodged, so can quickly erode enemy health. Finally, all three Classes in this group are very effective at contesting objectives of various types. Heavies have the staying power to defend dropped [[Intelligence]], [[Capture points]] and [[Carts]] and lay down suppressing fire; Pyros have unique abilities to keep Spies away from objectives and can also physically prevent enemies from contesting objectives by using the Compression Blast to push them back, while the Scout can use his natural speed and extra capture force to accomplish objectives faster than any other Class. While Soldiers and Demomen usually make up the damage "backbone" of a team, a sprinkling of the close combat classes can help them hold their ground, counter unexpected threats, contest objectives, and make a devastating coordinated push when the time comes.
  
=== The Demoman. ===
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=== Group 2 - Support ===
Almost the same as the soldier, the Demoman can use his Sticky bombs to jump higher and further. The grenades of the grenade launcher explode on direct contact with an enemy, unless it touches the ground first. He can also lay sticky bombs he can detonate any moment to create traps for the enemy, or destroy enemy buildings.
 
  
Basic strategy:
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*'''Classes''': [[Engineer]], [[Medic]]
The role of the Demoman in the team is to use his sticky bombs to create traps for incoming enemies, deny access to control points placing Sticky bombs on them, and to destroy enemy buildings. Even though the Demoman may successfully take down single sentry nest without a medic in favorable conditions, if it is a very well defended sentry nest it would be better to wait for an Übercharge than to try several times to take it down by yourself.
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*'''Characteristics''': By far the most team-oriented Classes, the Engineer and the Medic are the only Classes that can provide reliable [[healing]] to their allies, often several at once, greatly reducing team losses due to simple attrition. For this reason alone, almost any team of any size greater than one on any map will benefit from having at least one Support Class, however the usefulness of the Support classes increases as team size increases. They largely lack powerful combat abilities of their own, having low hitpoints (125-150) average mobility and weak ranged weaponry, and therefore must contribute to their team's success through their support skills. These skills are very powerful however, and have a huge impact on the game -- Medics and Engineers are much more than simply glorified Health and Ammunition [[pickups]] for the other Classes. The Engineer's support skills take the form of his [[Buildings]], while the Medic's take the form of the ability to provide [[Healing#Overheal|overhealing]] buffs to multiple teammates, and the game-changing [[ÜberCharge]]. For both Classes, bringing these assets to bear in a game takes time -- both Übercharges and fully upgraded Buildings can take quite some time to reach their full potential, often a minute or more of game time. In a game as fast-paced as Team Fortress 2, that's a small eternity. Many game-types have a [[Setup time]] to accommodate the Support Classes and allow them to contribute at full power right from the beginning of the mission. Good Engineers and Medics will do everything they can to speed up the process of building their Übers and Buildings. The long "build" times of the Medic and Engineer define the success of their gameplay in terms of their own survival and not in getting kills. Both Classes must play very cautiously to avoid death, to survive long enough to provide Übercharges and maintain Buildings. A Support class who dies at a critical moment can cost their team victory.
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*'''Team Role''': Providing healing and resupply to allies in the field, reducing team losses due to attrition, and allowing teammates to hold positions while under constant enemy pressure, or apply constant pressure of their own. A team with Group 2 classes that survive will almost always be able to outlast a team without any. Sentry Guns and overhealed/invulnerable teammates are very good at absorbing and shrugging off damage. A Medic that is skilled at overhealing can easily increase the health of multiple allies by up to 50%, which can be a game-winning advantage by itself if an enemy team does not eliminate the Medic or does not have Medics of its own. Support is given to any and all teammates, but is most effective when given to the general combat Classes of Group 1 who will usually take the brunt of enemy attacks, and often die and need to return to the battle quickly upon respawning. Medics and Engineers on the same team can support each other quite effectively as well and should do so whenever the opportunity arises. For example, Medics can provide Übercharges to allied [[Kritzkrieg]] Medics or Engineers under heavy fire, while Engineers can repair, build, and upgrade the Buildings of other friendly Engineers. The Support classes are often necessary to counter the effect of the Support classes of the enemy team -- many games are often decided by a contest between the Übercharges of one team's Medics and the Sentry nests of the other team's Engineers. Übercharges can also be vital to defend against enemy Übers and Kritzkriegs. The Support Classes need to watch out for the attacks of enemy Group 3 Classes, the Sniper and Spy, since they are often the priority targets of these enemies. Help from Group 1 and 3 is often necessary to stay alive. Finally, the Support Classes can break the back of the enemy team on the attack or ensure a successful defense of an objective through a well executed Übercharge or well-placed Sentry Gun. In terms of team composition, a reliance on a large number of Support Classes is almost never a good idea. While they can provide very powerful Support abilities, Medics and Engineers themselves are not effective "go it alone" classes. Every player who plays a Support Class is not playing a Class that can fight off the enemy, and increases the burden proportionately on the smaller number of teammates who are playing a Class from Groups 1 or 3. Engineer or Medic heavy teams can also be a dream come true for enemy Snipers and Spies, whose skills are quite capable of countering the Support Classes. The power of the Support Classes is their ability to help out a large number of their teammates easily, and to take fullest advantage of this it is wise not to have too many team spots devoted to Support.
  
=== The Heavy. ===
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=== Group 3 - Assassination ===
The Heavy is the class with the most Health in the game but at the same time is the slowest class of all. However, the combination of the firepower of the mini gun and his great health makes it one of the hardest classes to kill, and even harder when he is paired with a Medic.
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[[Image:Merch_SpySniper_Poster.png|thumb|300px|right|The assassins: the [[Spy]] and the [[Sniper]].]]
  
Basic strategy:
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*'''Classes''': [[Sniper]], [[Spy]]
The role of the heavy is to attack the enemy with his mini gun, which in most cases can take them down in a matter of seconds. However, having ready up his mini gun to attack, and having a very low mobility while deployed, makes him excel more in defending while being support by a Medic or a dispenser, or attack when the enemy is not expecting you. Also since he gains a total of 450 health points while overheal by a medic, he can also be useful to attack small sentry nests without an Übercharge. And most of the time is the preferred target for medic’s Übercharges.
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*'''Characteristics''': While both possessing similarly low Health (125-150) and average movement speed, the most obvious similarity of these two classes is their shared ability to instantly kill any opponent with a single attack, largely regardless of target health. They both rely on good positioning, skillful aim, and patience to get their kills. While the success of the Group 3 Classes is also to some extent measured by how many enemies they kill before they themselves die, unlike Group 1, ''who'' they kill is usually more important than ''how many''. A Spy that reveals his position and sacrifices his life to stab an enemy Soldier is of questionable value -- but taking out an enemy Medic with full Über can be game-changing and is well worth dying for. Both the Sniper and Spy avoid the front lines due to their low health, and instead operate behind the lines -- the Sniper behind his allies' lines, and the Spy behind his enemies'. Both classes are also better than any other class at picking off opponents who are trying to hide behind their allies, such as Medics.
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*'''Team Role''': Precision elimination of key enemy targets. These can be very talented enemy players that your team is having trouble with, or they can be resilient targets such as Heavies, or they can be high value targets such as Medics and Engineers. The Assassin Classes are at their most valuable when countering the influence of the Group 2 Support Classes. [[Headshot]]s and [[Backstab]]s can cut right through the healing and overhealing of Medics and eliminate Engineers hiding behind their Sentry Guns. The Spy in particular is designed with the ability to disable and destroy Engineers and their Buildings. The Support Classes also try to stay alive at all costs so that they can build up their power and provide constant benefit to their team. Death is a much bigger setback to Engineers and Medics than it is for any other Class, and the Assassins from Group 3 are sometimes the only Classes capable of killing them even when they are surrounded by formidable defenses. The Sniper and Spy also tend to end up locking horns with their counterparts on the enemy team due to where and how they fight. The ability to pick off key enemies can break stalemates, and the psychological effect of Snipers and Spies can split the concentration of enemies and make them reluctant to push forward. The ability of Spies in particular to attack enemies in areas where they expect to be secure can have a huge overall impact on enemy defenses. A team with very effective Snipers and Spies, if left unchecked, can easily run away with a game. However there are several reasons why having too many Snipers and Spies on a team is a very bad idea. Snipers and Spies operate "behind the lines" or at arms length and rely on not being the immediate target of the enemy to kill distracted players who are not expecting them. However, not having enough general combat classes means the enemy team will be less occupied and much more able to focus on eliminating Snipers and Spies. Not only that, but having a lot of Spies has diminishing returns and becomes counterproductive as the enemy team realizes how many Spies are being used. One Spy that still has the element of surprise is much more effective than several that are constantly getting discovered and killed. If you are playing Spy or Sniper and not having a very good day, it may not be your fault. It may be the fault of your team's composition.
  
=== The Engineer. ===
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=== Class Specific Strategies ===
He is the only class with the ability to create, repair, and upgrade buildings. These include Sentries, Dispensers, and teleporters.  He is also able pick up and redeploy his own buildings, which makes it easier to move them where the team needs them.
 
  
Basic strategy:
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See below.
While the role of the Engineer is mostly to defend objectives, such as capture points or the intelligence. The ability to be able to redeploy buildings makes the Engineer capable of offensive strategies, such as redeploying a level 3 sentry close to the enemy spawn, so your teammates can capture the points while the enemy tries to take down you sentry. However is to remember that a level one sentry deployed in the capture point at the beginning of the defense round, is better than having a level 3 sentry close to spawn and ready to move it after the match has already started. And only hide between your sentry and dispenser while the enemy attacks, of you will be an easy target for a skillful spy.
 
 
 
=== The Medic. ===
 
The medic is the most important class in the game, since he is the one that makes sure the team is healed, buff them to 150% of their total health and most importantly, he has the ability to make himself and his Medigun target invulnerable to all damage for a short period of time, or grant 100% Critical hit chance to his target again only for a short period of time. He also has a passive ability to regenerate his own health.
 
 
 
Basic strategy:
 
A medic should always be healing the team, doing so he charges his Übercharge meter, and makes their target health go up to 150% of their total health. Targets that haven’t being hurt recently can be healed faster, and healing more hurt teammates makes the Übercharge meter fill faster, however, during set up time, the Übercharge will fill at its maximum rate, so incidentally hurting oneself during set up is useless (but this tactic does work during the rest of the round).
 
 
 
=== The Sniper. ===
 
The sniper has the ability to get 100% critical hits with headshots while his rifle is zoomed in. His shots also do more damage the longer he has being zoomed in. This makes the sniper the perfect class to take down key targets.
 
 
 
Basic strategy:
 
The Sniper can take an overhealed Heavy with a single fully load headshot. However, a non loaded headshot does 150, enough to kill most classes that not overhealed. Take that in mid while sniping, since expending much time zoomed can give the opportunity to the enemy to flank you and kill you.
 
 
 
=== The spy. ===
 
The Spy is one of the hardest classes to master, but a very good Spy can change the tide of a match one second to the other. The Spy can disguise as any class from any team, while disguised, the enemy will see him displaying the name of a teammate of the same class. He can also turn invisible for a short period of time, which allows him to move without being noticed.
 
 
 
Basic strategy:
 
While the simple act of disguising oneself as a teammate can fool distracted enemies, or people not familiar with the Spy’s ability. More experienced player may be able to recognize a spy right away. You will have to pick a disguise that makes sense for the place you are (people will be more likely to suspect that the Sniper heading to the Intelligence room is a spy, than a Sniper that heads to the battlements. One shall never disguise as an enemy among teammates, and when cloak, avoid touching the enemy, since it will make them slightly visible for a moment.
 
  
 
== Team Tactics==
 
== Team Tactics==

Revision as of 03:30, 31 January 2011

If fighting is sure to result in victory, then you must fight
Sun Tzu

In Team Fortress 2, it can be difficult for a single player to effectively combat the enemy team. Working with the other classes on your team is an important aspect for success. This article is designed to assist you and your team with achieving victory. For a guide on improving your own game, see Strategy. For map-specific strategies, see the individual pages for each map.

General Strategy

Communication

Due to the absence of a mini-map, and Team Fortress being a class oriented game, communication and cooperation is always a key element to achieve victory. Coordination between the team players and the right balance of classes will always lead the team towards victory. Even regardless of skill levels, communication is the most important ability to learn. Either through the use of teamspeak or the in-game voice chat, a team with good communication and synchronization can defeat skilled players that lack teamwork. Effective team communication and coordination is especially desired in the more competitive venues of the game.

Voice commands and text messages are a very useful way to communicate, but, since many in game sounds and the location of the character may affect if teammate is able to hear the voice command and some players may not pay attention to the text chat, a microphone will always be a more relieve way to communicate with your team. For example, vital information such as the location and Disguise of enemy Spies, the place of enemy Sentry nests and Stickybomb traps and the timing of attacks and Übercharges (by the enemy or by the team) simply cannot be communicated as easily without the use of voice chat.

However, it is worth bearing in mind that some servers use the AllTalk feature, which allows every player in the server to listen to everyone, including the enemy team. In such circumstances, it may be best to use the team text chat for more vital information, since sharing this by voice chat may cause the enemy team to be ready to counter your attacks. AllTalk is generally enabled on some public servers, in which the game is played more for the social interaction of every player, no matter the team, rather than playing with a competitive mind.

Team Composition

Team Fortress 2 is a class-based, teamwork game in which players on a team usually have to cooperate and coordinate to some extent in order to achieve victory. The nine different Classes have their own strengths and weaknesses and their own unique styles of play, based around maximizing their strengths and minimizing their weaknesses. However, it is impossible for any one player no matter how skilled to completely compensate for the weaknesses of the class they are currently playing. One player may be less skilled than the other, but he could still win in an encounter in which his current class has the upper hand (such as a less-skilled Pyro beating a skilled Spy). This makes the choice of which class to play very important, and the player will be rewarded for learning more about different classes, and at the same time it makes cooperation equally important.

A mistake many new players commit, is to view Team Fortress 2 outside of the team context, focusing instead on the class(es) they prefer to play and thinking of strategy only in terms of a series of one-on-one match-ups against. However, most combat situations in Team Fortress 2 will be between groups of players performing as different classes. Therefore to be successful, one most think and work as a team, rather than as a unit. This include being aware of what classes currently make up your team and the opposing team, this is known as team composition. It is often possible to gain an advantage by having several players play as classes that counter the classes that the enemy team plays as (An example being, using Demomen pair with medics, to counter a team that has many Engineers). However, over-compensating may happen some times (For example, if a team is having trouble with enemy Spies, too many players might decide to switch to Pyro, leaving the team vulnerable to other classes). It is a better idea to check the scoreboard periodically to keep an eye on your team's current classes and recommend adjustments accordingly, but you must also be willing to change your class if the time requires it.

Practice

It is important to practice with every class and not only with the class you like the most. Learn every class’s strengths and weaknesses in order to be ready when the time comes the team need you to change class. It is also vital to know the role that every class plays on the game, since asking your team's only Engineer to switch to Medic may not be the most effective way to protect the intelligence, while also making a push to get the enemy’s one. If you are not playing a vital role in the game, it would be better that you chose to change to class and fulfill the role that is in need at the moment. However, if there is a player who more skillful with the class that is needed, you shall let that player to take the job.

The Classes

The heart of Team Fortress 2's gameplay are the nine different Classes and how they interact with both friend and foe. Even if you play only one or two of them on a regular basis, it is still enormously helpful to learn about the role of each Class in the overall context of a game. Each class has unique attributes that determine their strengths and weakness: health, movement speed, weaponry, and other innate abilities such as health regeneration or the ability to Double Jump. This section categorizes the different classes and is meant to draw attention to how the different Classes can work together to become more powerful in groups than they would be functioning alone. NOTE: this categorization is different from the "official" class roles of Offense, Defense, and Support defined by Valve, and it is meant to draw attention to strategic and play-style similarities as opposed to an arbitrary "theme."

Group 1 - General Combat

  • Classes: Demoman, Heavy, Pyro, Scout, Soldier
  • Characteristics: All the members of this group possess high average firepower, survivability, or maneuverability and in some cases a good mix of all three. All but the Scout have a Health range of 175-300 without overhealing, and receive the vast majority of ÜberCharges due to their powerful Primary weapons, with high rates of damage. Another defining characteristic of this group is that almost all abilities that impede enemy movement are found in this group: Natascha, the Force-A-Nature, the Shortstop, the Sandman, the Rocket, Grenade and Sticky Launchers' ability to "juggle" opponents upon detonation, and the Pyro's Compression Blast. The vast majority of the abilities in the game that can buff movement speed and mobility are also found in this group: the Force-A-Nature, the ability to rocket, grenade, or sticky jump, the Equalizer, the Eyelander/Chargin' Targe, the Gas Jockey's Gear item set, the GRU, and the Buffalo Steak Sandvich. The general combat classes do not require much prep time or positioning before entering combat, which can be important in situations when time is limited.
  • Team Role: These classes make up the majority of most teams, and engage in the heaviest and most direct fighting on the front lines. The members of this group are generally the ones responsible for spearheading pushes into enemy territory and securing objectives, and should play as aggressively as a situation allows. Their success is usually measured in kills made and damage dealt before dying. Members of this group are usually capable of holding their own in one-on-one matchups against other classes; a team entirely consisting of Group 1 classes won't have any critical weaknesses and can often do fairly well over short periods, but experience difficulties breaking down tough defenses and may run into problems during sustained firefights: help from Groups 2 and 3 becomes necessary eventually. One of the most vital roles that these classes perform is to protect the other Classes, particularly the less well armed Support. Medics and Engineers need to be kept alive as long as possible to benefit the team fully, and need protection from Group 1 and 3 enemies, who will often target them specifically and constantly. Buildings are constructed and maintained by Engineers, but they help the entire team, so should be considered "public property" and looked after by all, especially Pyros. In order to help out the Support Classes even more, it is important to leave Health and Ammo pickups to them as much as possible. Even the Group 3 Assassins, the Sniper and Spy, rely on the front line combatants in Group 1 to provide them with cover and distract the enemy team while they get into position to eliminate key enemies. Their job becomes much harder if there are no heavier classes to preoccupy the enemy.

Artillery

The Soldier and Demoman, the artillery of the team.
  • Classes: Demoman, Soldier
  • Strengths: Both of these Classes have a high amount of damage potential, range, resilience, and mobility, and they possess similar weapons. The Rocket, Sticky, and Grenade launchers fire highly damaging rounds that deal a large amount of "splash" that can damage multiple enemies at once. Not only that, but these weapons are the only consistent form of indirect fire in the game, able to score damage and kills without needing a direct line of sight to a target. This combined with the ability to "fire and forget" allow the Soldier and Demoman to make excellent use of cover to enhance their already formidable staying power. They also excel at demolishing the Sentry Gun positions of Engineers, as they can both attack from a safe range and each attack can simultaneously damage multiple Buildings plus any Engineers trying to repair. Both classes also possess the ability to trade some of their health for the ability to perform explosive jumps that can cover huge vertical and horizontal distances quickly and allow them to make sudden and devastating attacks from unexpected angles, or to escape tough situations.
  • Weaknesses: While the Artillery classes don't have very pronounced weaknesses, the weapons of these classes carry some disadvantages as well. The Soldier and Demoman can easily hurt and kill themselves when firing point-blank. Most importantly however, all of the "launcher" weapons have limited clip sizes and lengthy reload times. How to manage reloads is an important skill for playing the artillery classes -- being too trigger-happy can be fatal. The need to reload can often make holding positions against a constant stream of enemies problematic without support. It is also important to note that because explosive projectiles take time to travel, they can often be dodged especially at mid to long range by agile and skilled foes, regardless of how well they were aimed when fired.
  • Team Role: Dealing huge amounts of damage at medium ranges, forcing enemies out of cover and entrenched Sentry positions, and punishing enemies that are tightly packed together; these are the classes the most commonly accused of being "overpowered". Consistent damage in any situation is their role however, and failing to provide enough of it can quickly lead to the team being overpowered by the opposition. Other than this, the main strengths of the Soldier and Demoman are their sheer lack of huge exploitable class weaknesses.

Close Combat

  • Classes: Heavy, Pyro, Scout
  • Characteristics: While also belonging to Group 1, the "general combatants", the members of this group are distinguished by a few things. Namely, they have more pronounced strengths, but also more pronounced weaknesses than the Artillery Classes, creating trade-offs, along with a few more specialized roles such as Spy-checking and objective-grabbing. The Heavy has the highest Health of any Class but also the lowest mobility especially while attacking; the Pyro is devastating at close range and when appearing unexpectedly, but conversely has very low damage potential at mid and long range, and is usually not as much of a threat without the element of surprise. The Scout by contrast is the fastest and most agile Class but has the lowest health out of the Group 1 Classes, and if the Sandman is equipped, the lowest base Health (110) in the game. All three Classes in this group can do tremendous damage over time, however in order to do so they must usually 1) be at close range and 2) have line of sight to their target. This in turn means that they often take as much damage as they receive, requiring these classes to rely on flanking and ambushing, and keeping their health topped up between engagements, preferably with some help from Engineers and Medics. The reliance on line of sight attacks also makes this group much less effective overall against Sentry Guns than the Artillery classes. The Pyro is the most effective Spy-checking Class on the team, able to expose both Cloaked and Disguised Spies with ease, as well as assisting with Electro Sapper removal. The Pyro and the Heavy are unique in that their Primary weapons, the Flamethrower and the Minigun, never require reloading, and can fire continuously until depleted. This can enable them to provide invaluable support to the other Classes during prolonged fights where enemies are streaming in constantly. This can also make them very effective Übercharge recipients being able to utilize the entire period of invulnerability to the fullest possible effect.
  • Team Role: This group of classes is the most easily held at bay by enemy Sentry Gun positions. Teams that are relying too heavily on the classes in this group often have a difficult time defeating a team that is "turtling" or defending. Once enemy Sentry Guns have been eliminated however, they can freely enter enemy territory and wreak havoc. This group is also effective working with and protecting allied Support classes -- Pyros work synergistically with Engineers and both Pyros and Heavies work very well with friendly Medics. This group is also very good at punishing enemy teams that neglect having enough Group 2 classes to heal and restrict their movement with Sentry Guns. Without enough healing, fire can deal a huge amount of damage through afterburn, and the "hitscan" bullet damage of Heavies and Scouts with good aim cannot be easily dodged, so can quickly erode enemy health. Finally, all three Classes in this group are very effective at contesting objectives of various types. Heavies have the staying power to defend dropped Intelligence, Capture points and Carts and lay down suppressing fire; Pyros have unique abilities to keep Spies away from objectives and can also physically prevent enemies from contesting objectives by using the Compression Blast to push them back, while the Scout can use his natural speed and extra capture force to accomplish objectives faster than any other Class. While Soldiers and Demomen usually make up the damage "backbone" of a team, a sprinkling of the close combat classes can help them hold their ground, counter unexpected threats, contest objectives, and make a devastating coordinated push when the time comes.

Group 2 - Support

  • Classes: Engineer, Medic
  • Characteristics: By far the most team-oriented Classes, the Engineer and the Medic are the only Classes that can provide reliable healing to their allies, often several at once, greatly reducing team losses due to simple attrition. For this reason alone, almost any team of any size greater than one on any map will benefit from having at least one Support Class, however the usefulness of the Support classes increases as team size increases. They largely lack powerful combat abilities of their own, having low hitpoints (125-150) average mobility and weak ranged weaponry, and therefore must contribute to their team's success through their support skills. These skills are very powerful however, and have a huge impact on the game -- Medics and Engineers are much more than simply glorified Health and Ammunition pickups for the other Classes. The Engineer's support skills take the form of his Buildings, while the Medic's take the form of the ability to provide overhealing buffs to multiple teammates, and the game-changing ÜberCharge. For both Classes, bringing these assets to bear in a game takes time -- both Übercharges and fully upgraded Buildings can take quite some time to reach their full potential, often a minute or more of game time. In a game as fast-paced as Team Fortress 2, that's a small eternity. Many game-types have a Setup time to accommodate the Support Classes and allow them to contribute at full power right from the beginning of the mission. Good Engineers and Medics will do everything they can to speed up the process of building their Übers and Buildings. The long "build" times of the Medic and Engineer define the success of their gameplay in terms of their own survival and not in getting kills. Both Classes must play very cautiously to avoid death, to survive long enough to provide Übercharges and maintain Buildings. A Support class who dies at a critical moment can cost their team victory.
  • Team Role: Providing healing and resupply to allies in the field, reducing team losses due to attrition, and allowing teammates to hold positions while under constant enemy pressure, or apply constant pressure of their own. A team with Group 2 classes that survive will almost always be able to outlast a team without any. Sentry Guns and overhealed/invulnerable teammates are very good at absorbing and shrugging off damage. A Medic that is skilled at overhealing can easily increase the health of multiple allies by up to 50%, which can be a game-winning advantage by itself if an enemy team does not eliminate the Medic or does not have Medics of its own. Support is given to any and all teammates, but is most effective when given to the general combat Classes of Group 1 who will usually take the brunt of enemy attacks, and often die and need to return to the battle quickly upon respawning. Medics and Engineers on the same team can support each other quite effectively as well and should do so whenever the opportunity arises. For example, Medics can provide Übercharges to allied Kritzkrieg Medics or Engineers under heavy fire, while Engineers can repair, build, and upgrade the Buildings of other friendly Engineers. The Support classes are often necessary to counter the effect of the Support classes of the enemy team -- many games are often decided by a contest between the Übercharges of one team's Medics and the Sentry nests of the other team's Engineers. Übercharges can also be vital to defend against enemy Übers and Kritzkriegs. The Support Classes need to watch out for the attacks of enemy Group 3 Classes, the Sniper and Spy, since they are often the priority targets of these enemies. Help from Group 1 and 3 is often necessary to stay alive. Finally, the Support Classes can break the back of the enemy team on the attack or ensure a successful defense of an objective through a well executed Übercharge or well-placed Sentry Gun. In terms of team composition, a reliance on a large number of Support Classes is almost never a good idea. While they can provide very powerful Support abilities, Medics and Engineers themselves are not effective "go it alone" classes. Every player who plays a Support Class is not playing a Class that can fight off the enemy, and increases the burden proportionately on the smaller number of teammates who are playing a Class from Groups 1 or 3. Engineer or Medic heavy teams can also be a dream come true for enemy Snipers and Spies, whose skills are quite capable of countering the Support Classes. The power of the Support Classes is their ability to help out a large number of their teammates easily, and to take fullest advantage of this it is wise not to have too many team spots devoted to Support.

Group 3 - Assassination

The assassins: the Spy and the Sniper.
  • Classes: Sniper, Spy
  • Characteristics: While both possessing similarly low Health (125-150) and average movement speed, the most obvious similarity of these two classes is their shared ability to instantly kill any opponent with a single attack, largely regardless of target health. They both rely on good positioning, skillful aim, and patience to get their kills. While the success of the Group 3 Classes is also to some extent measured by how many enemies they kill before they themselves die, unlike Group 1, who they kill is usually more important than how many. A Spy that reveals his position and sacrifices his life to stab an enemy Soldier is of questionable value -- but taking out an enemy Medic with full Über can be game-changing and is well worth dying for. Both the Sniper and Spy avoid the front lines due to their low health, and instead operate behind the lines -- the Sniper behind his allies' lines, and the Spy behind his enemies'. Both classes are also better than any other class at picking off opponents who are trying to hide behind their allies, such as Medics.
  • Team Role: Precision elimination of key enemy targets. These can be very talented enemy players that your team is having trouble with, or they can be resilient targets such as Heavies, or they can be high value targets such as Medics and Engineers. The Assassin Classes are at their most valuable when countering the influence of the Group 2 Support Classes. Headshots and Backstabs can cut right through the healing and overhealing of Medics and eliminate Engineers hiding behind their Sentry Guns. The Spy in particular is designed with the ability to disable and destroy Engineers and their Buildings. The Support Classes also try to stay alive at all costs so that they can build up their power and provide constant benefit to their team. Death is a much bigger setback to Engineers and Medics than it is for any other Class, and the Assassins from Group 3 are sometimes the only Classes capable of killing them even when they are surrounded by formidable defenses. The Sniper and Spy also tend to end up locking horns with their counterparts on the enemy team due to where and how they fight. The ability to pick off key enemies can break stalemates, and the psychological effect of Snipers and Spies can split the concentration of enemies and make them reluctant to push forward. The ability of Spies in particular to attack enemies in areas where they expect to be secure can have a huge overall impact on enemy defenses. A team with very effective Snipers and Spies, if left unchecked, can easily run away with a game. However there are several reasons why having too many Snipers and Spies on a team is a very bad idea. Snipers and Spies operate "behind the lines" or at arms length and rely on not being the immediate target of the enemy to kill distracted players who are not expecting them. However, not having enough general combat classes means the enemy team will be less occupied and much more able to focus on eliminating Snipers and Spies. Not only that, but having a lot of Spies has diminishing returns and becomes counterproductive as the enemy team realizes how many Spies are being used. One Spy that still has the element of surprise is much more effective than several that are constantly getting discovered and killed. If you are playing Spy or Sniper and not having a very good day, it may not be your fault. It may be the fault of your team's composition.

Class Specific Strategies

See below.

Team Tactics

These are the strategies of the game that most players should learn and understand if they want to help their team. Using these in combat will allow you to get a leg up on the competition.

Find alternate routes and use them (even if they take longer than direct route). Don't take the same flanking route too often to avoid becoming predictable -- the enemy will quickly learn to anticipate your strategy.
Wait around corners and surprise your enemy. You and a few of your allies could wait around corners and ambush any enemies that walk by as a defensive or offensive tactic.
Communicate with your Medic buddy. Try not to waste your ÜberCharge, but remember that it's better to spend your charge and survive than to die with a charge ready. Have a plan for what you will do when Übered.

The Barrage

  • Overview: a creeping hail of explosives moves though an area to clear the way for the rest of the team.
  • Details: Demomen and Soldiers fire continually into an area to make it a no-go zone for the opposing team. Attackers follow the barrage by moving into the cleared area and holding it.

The Demomen and Soldiers must use a spread of fire across the intended area to ensure it is all cleared.

Über push

  • Overview: the attacking team coordinates a series of ÜberCharges to clear an area.
  • Details: Two or more Medics build up an ÜberCharge. The first Medic activates his charge and enters the area; after 9 seconds the second Medic follows and moves into the area. If the situation allows, the second Medic can follow immediately, taking advantage of the distraction provided by the first Über pair and moving deeper into enemy territory before activating the second charge. Communicating who will Über first is key.

Minefield

  • Overview: Demomen lay series of Stickybombs over an open area.
  • Details: a spread out carpet of Stickybombs is laid over an open area in sequence by several Demomen. When attackers push forward, detonate each set of Stickies in series to kill multiple waves of attackers. It is important that the other Demomen wait for the previous set to be detonated before detonating the next set. Using the Scottish Resistance makes this strategy more efficient, easier to pull off, and somewhat lessens the need for multiple Demomen, as a single Demoman can have up to 14 stickies and selectively detonate them.

Coordinated Sap

  • Overview: Spies sap Sentry Gun emplacements to enable an attack by teammates.
  • Details: a Spy or Spies sap Sentry Gun emplacements just before an offensive push, enabling teammates to safely attack the disabled Sentry Guns. Communicate when you have sapped the Sentry Gun to enable the attack to commence immediately. Continue to sap to enable the attacker to take out the Engineer first.

Medic Luring

  • Overview: a "Soldier/Heavy" disguised Spy lures Medics into ambush points.
  • Details: instead of attempting to kill an enemy Medic, a Spy disguised as an enemy assault class can lure an unaware Medic into an ambush. Thinking you are a member of his team, the Medic may follow you into your team's base, allowing your team to ambush him with a Sentry Gun or a group of allies. Remember that Spies look less suspicious when they appear to be trying to help the team.

Rushing

Main article: Rush
  • Overview: All players select the same class to overwhelm the enemy.
  • Details: All players choose only one class or a majority of one class. The class usually depends on the situation. For example, a Scout rush allows your team to reach and capture the first point very quickly, hopefully before the entire enemy team arrives.

Tactical Direction

  • Overview: In certain maps your team will have to decide whether to go one path or another.
  • Details: this decision usually comes into play in 3-CP maps such as Gravel Pit.

See also