Classes/ar
There are nine official classes that can be played in Team Fortress 2. The classes are as follows:
Unused
ملاحضة لا تستطيع أن تلعب بالسيفيليان في هذه اللعبة.
محتويات
دور الكلاسات
كل تسعة كلاسات مجمعون إلى ثلاثة مجموعات طرق عراك مختلفة هم الهجوم,الدفاع,الدعم ولاكن كل كلاس يستطيع ان يلعب خارج دوره معتمداً على إختيارك الإستراتيجي.
الهجوم
كلاسات الهجوم هم السكاوت, الصولدجير و البييروالهجوم الرئيسي للفريق. إن كان هجوم عنيف على الكنترول بوينتس ام اخذ الإينتيلليجينسي, هذه الكلاسات متخصصة في التدمير. السكاوت لديه الموهبة ليحتل الكنترول بوينت اسرع بمرتين من اي كلاس اخر. الصولدجير يستطيع "إرسال لكمة" ,بسلاحه المهلك الروكط لونشر. البييرو يستطيع إبداء النار في منطقة العدو.
الدفاع
كلاسات الدفاع همالديمومان, الهيفي و الإينجينيير يخدم لمنع العدو من الدخول في منطقة الفريق و يبعد العدو من إحتلال مناطق نقطة ضعف الخريطة . في المجموع هذه المجموعة لديها أكثر قوة نارية من اي مجموعة أخرى و هذه المجموعة تخصّص في إفراغ هذه الطاقة في دفعةٌ واحدة.الديمومان أمن المناطق بسلاح الستيكي بومبس. الهيفي جيد لقتل العدوان في [[|المينيجون|دفعةٌ واحدة]] ودفع العدوان إلى الخلف. الإينجينيير يستطيع بناء السنتري جون بقوةٍ مدهشةو ايضاً بناء الديسبينسير و التيليبورتير
الدعم
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 from a distance and use Jarate to extinguish fires and increase the damage dealt by their teammates. Spies can infiltrate enemy lines, disable buildings and assassinate Critical threats.
نقاط الهلث
A Medic may overheal someone to 150% of their normal health maximum. Classes can refill their health through a number of ways.
جدول مقارنة بين هلث الكلاسات
Class | Normal Max | Over-healed Max | |
---|---|---|---|
Scout (with the Sandman equipped) (with the Special Delivery pack equipped) |
125 110 150 |
185 165 225 | |
Soldier (with the Rocket Jumper equipped) |
200 100 |
300 150 | |
Pyro | 175 | 260 | |
Demoman (with the Eyelander or HHHH equipped, 0 heads) (with the Eyelander or HHHH equipped, 1 head) (with the Eyelander or HHHH equipped, 2 heads) (with the Eyelander or HHHH equipped, 3 heads) (with the Eyelander or HHHH equipped, 4+ heads) (with the Sticky Jumper equipped) (with the Sticky Jumper and the Eyelander or HHHH equipped, 0 heads) (with the Sticky Jumper and the Eyelander or HHHH equipped, 1 head) (with the Sticky Jumper and the Eyelander or HHHH equipped, 2 heads) (with the Sticky Jumper and the Eyelander or HHHH equipped, 3 heads) (with the Sticky Jumper and the Eyelander or HHHH equipped, 4+ heads) |
175 150 165 180 195 210 100 75 90 105 120 135 |
260 225 245 270 290 315 150 110 135 155 180 200 | |
Heavy (within 30 seconds after consuming Dalokohs Bar) |
300 350 |
450 450 | |
Engineer (with the Gunslinger equipped) |
125 150 |
185 225 | |
Medic (with the Vita-Saw equipped) |
150 140 |
225 210 | |
Sniper (with the Darwin's Danger Shield equipped) |
125 150 |
185 225 | |
Spy | 125 | 185 | |
Civilian | 50 | 75 |
السرعة
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, 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 undisguises or Cloaks. 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.
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.
The Horseless Headless Horsemann is not a class, but is shown here for comparison.
جدول مقارنة السرعة بين الكلاسات
Class | Forward | (abs) | Backward | (abs) | Crouched | (abs) | |
---|---|---|---|---|---|---|---|
Scout | 133% | 400v | 120% | 360v | 44.4% | 133.33v | |
Soldier (while using the Equalizer with 121-160 hp) |
80%
88%
|
240v
264v
|
72%
79%
|
216v
238v
|
26.6%
29.3%
|
80v
88v
| |
Pyro (with the Gas Jockey's Gear pack equipped) |
100%
110% |
300v
330v |
90%
99% |
270v
297v |
33.3%
36.7% |
100v
110v | |
Demoman (while charging with the Chargin' Targe) |
93%
250% |
280v
750v |
84%
N/A |
252v
N/A |
31.1%
N/A |
93.33v
N/A | |
Heavy |
77% 37% |
230v 110v |
69% 33% |
207v 99v |
25.5% 0% |
76.67v 0v | |
Engineer (while hauling any building at any level, Combat Mini-Sentry Guns included) |
100%
75% |
300v
225v |
90%
67.5% |
270v
202.5v |
33.3%
25% |
100v
75v | |
Medic | 107% | 320v | 96% | 288v | 35.5% | 106.67v | |
Sniper (with Sniper Rifle or Sydney Sleeper zoomed) |
100% 27%
|
300v 80v
|
90% 27%
|
270v 80v
|
33.3% 1.33%
|
100v 4v
| |
Spy | 100% | 300v | 90% | 270v | 33.3% | 100v | |
Civilian | 100% | 300v | 90% | 270v | N/A | N/A | |
Horseless Headless Horsemann | 133% | 400v | N/A | N/A | N/A | N/A |
abs - absolute figures in velocity units (v)
الحجم
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.
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