Classes
Il existe neuf classes officielles qui peuvent êtres jouées dans Team Fortress 2. Ces classes se présentent comme suit:
Unused
Notez que la classe Civilian class ne peut pas être jouée.
Contents
Les rôles des classes
Les neuf classes sont regroupées en trois types de combat spécifiques,offensive, defensive, and support, mais toutes peuvent être jouées en dehors de la façon que leur rôle leur attribue en fonction de votre strategy.
Les Classes Offensives
Les classes offensives (Scout, Soldier and Pyro) sont la principale force d'attaque de l'équipe. Qu'ils donnent l'assaut sur les control points ou qu'il saisissent l'Intelligence, ces classes se sont rendues spécialistes de semer le désordre et le chaos. Les Scouts ont la capacité de capturer les points deux fois plus vite que n'importe quelle classe. Les Soldiers ont une formidable et perforatrice force de frappe grâce à leurs rocket launchers dévastateurs. Les Pyros répandent fiery havoc dans les rangs de l'ennemi en créant des embuscades.
Les Classes Défensives
Les Classes Défensives (Demoman, Heavy et 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 bombs and detonate them at will. Heavies are great for mowing down incoming troops and pushing back forces. Engineers can build sentry guns with amazing power, as well as teleporters and dispensers.
Les Classes de Support
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.
Health points
A Medic may over-heal someone to 150% of their normal health maximum. Classes can refill their health through a number of ways.
Class health points comparison table
Class | Normal Max | Over-healed Max | |
---|---|---|---|
Scout (with the Sandman equipped) |
125 110 |
185 165 | |
Soldier | 200 | 300 | |
Pyro | 175 | 260 | |
Demoman (with the Eyelander equipped, 0 heads) (with the Eyelander equipped, 1 head) (with the Eyelander equipped, 2 heads) (with the Eyelander equipped, 3 heads) (with the Eyelander equipped, 4 heads) |
175 150 165 180 195 210 |
260 225 245 270 290 315 | |
Heavy (within 30 seconds after consuming Dalokohs Bar) |
300 350 |
450 450 | |
Engineer | 125 | 185 | |
Medic | 150 | 225 | |
Sniper | 125 | 185 | |
Spy | 125 | 185 | |
Civilian | 50 | 75 |
Speed
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 foward, 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 calcualted by 90% of the class's forward speed, whilst crouching is at 66%. Forward and backward speeds are, however, the same when crouching, revving a Minigun as a Heavy 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 disgiused as Heavy will move to the speed of Heavy) and remain at that speed unless he un-disguises 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.
Class speed comparison table
Class | Forward | (abs) | Backward | (abs) | Crouched | (abs) | |
---|---|---|---|---|---|---|---|
Scout | 133% | 400v | 120% | 360v | 44.4% | 133.33v | |
Soldier (while using Equalizer with 121-160 hp) |
80%
88%
|
240v
264v
|
72%
79%
|
216v
238v
|
26.6%
29.3%
|
80v
88v
| |
Pyro | 100% | 300v | 90% | 270v | 33.3% | 100v | |
Demoman (while charging with Chargin' Targe) |
93%
250% |
280v
750v |
84%
N/A |
252v
N/A |
31.1%
N/A |
93.33v
N/A | |
Heavy (with minigun revved) |
77% 37% |
230v 110v |
69% 33% |
207v 99v |
25.5% 0% |
76.67v 0v | |
Engineer | 100% | 300v | 90% | 270v | 33.3% | 100v | |
Medic | 107% | 320v | 96% | 288v | 35.5% | 106.67v | |
Sniper |
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 |
abs - absolute figures in velocity units (v)
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