08-06-2011, 08:49 AM
Introduction
Team Fortress 2 is the long-anticipated sequel to Team Fortress Classic (TFC), a popular add-on to the original classic game Half Life. The Team Fortress series of games is unique in the way that fast action is mixed with strategy to provide a thinking man’s online shooter that also appeals to the hardcore ‘itchy trigger finger’ fans. With unique graphics and improved technology, Team Fortress 2 has the potential to become the best class-based multiplayer game ever made.
Team-play is a big point of the game, you cant win without it.
All in all its a big battle between the Teams "Red" and "Blue".
Classes
Scout
Health Points: 125
The scout is the fastest class in the game. He can make a double jump and take every point with the double speed than every other class.
The standard weapons are a shotgun (scattergun), a pistol and a baseball bat. The best strategy is to come from behind, kill a support class like the medic and then ran to the next medikit.
Weapon suggestion:
Primary: Scattergun
Secondary: Pistol / Bonk
Melee: Bat / Atomizer
Soldier
Health Points: 200
The soldier is good for beginners, because he can be used for many things, he is offensive and defensive. He is after the heavy the 2nd slowest class, but you can perform a rocket with jumping and shooting on the ground. Standard Weapons are a rocket launcher, a shotgun and a shovel.
Weapon Suggestion:
Rocket Launcher (default)
Shotgun (default)
Equalizer
Pyro
Health Points: 150
Standard weapons are the flamethrower, a shotgun and a fire ax.
He is most effective, if you attack from behind. The Pyro has the most effective combo in the game. With the "Degreaser" you burn a enemy, you change to the "Axtinguisher" and you get a critical hit. This kills most enemy's with one hit. Also the pyro can perform a airblast to blow away enemies or rockets etc.
Weapon suggestion:
Degreaser
Shotgun (default)
Axtinguisher
Heavy
Healt Points: 300
The heavy is the slowest and biggest class in the game. He has a Minigun with 200 bullets, a shotgun and fists. He is a deadly Enemy in combination with a medic. He is only good in close combat, because of the miniguns spread. In far distance he is useless. With the sandvich you can heal yourself or others.
Weapon suggestion:
Minigun
Sandvich
Fists / Gloves of Running Urgently (with Medic)
Medic
Health Points: 150
Most players don't play him because they think its boring to heal and support other players. The medic is the only class who can heal himself without medipacs or something else. With the medigun he has a lot of power and is #1 target for the others. Most the team with a good medic wins. When the medics medigun reached 100%, you can perform a "overcharge", which gives you and the player you heal unlimited life for a short time or only critical hits. Next to the medigun, he has the syringe gun and a bone saw, which you should only use if you are alone.
Weapon Suggestion:
Syringe Gun
Medi Gun / Kritzkrieg
Ubersaw
Sniper
Health Points: 150
The Sniper is like in any other game with a little difference. The longer you scope, the more damage you make. So there is no quick scoping like in CoD. With a fully loaded shot, you can kill a overhealt heavy with one headshot.
Weapon Suggestion:
Sniper-Rifle
SMG/ Jarate
Bushwacka
Spy
Health Points:150
Another class that is hard to play. He can get invisible for a short time and can get behind the enemy front. He has a knife, a pistol and a "sapper", which can set electronics like sentry guns apart from combat. With the knife you kill with one stab in the back of the enemy (one hit kill). Also you can mask yourself as a enemy and get behind the front. But you should act like a enemy to not get spotted.
Weapon Suggestion:
Knife
Enforcer
Dead-Ringer
Demoman
Health Points: 175
The Demoman can handle offensive and defensive gameplay. He has 2 primary weapons and a melee weapon. One of the primary weapons is a grenade launcher, which can make many damage on the other site. The other weapon is a sticky grenade launcher, the bomb stick everywhere and you can detonate them whenever you want. The melee weapon is a bottle.
Weapon suggestion:
Grenade Launcher
Sticky Launcher
Bottle
Engineer
Health Points: 150
The Engineer is a defensive class and and used his own weapons not very often. He can build building like the sentry gun, the dispenser (heals and gives ammo) and a teleporter. For building these things you need metal, which you can get by dropped weapons, the medic locker in the base, or the dispenser. Thats why you should always build the dispenser before building a sentry gun. He has a Wrench, by hitting the building you level them and they get better. Next to the wrench he has a pistol and a shotgun.
Weapon suggestion:
Frontier Justice
Pistol
Gunslinger
Gametypes
Attack / Defend
Attack/Defend maps vary greatly in gameplay. In all of them, BLU must capture all control points before time runs out while RED must prevent them from doing so. Once BLU has captured a control point, it is locked and cannot be recaptured by RED. If the time runs out before BLU captures all the CPs, red wins and the teams swap sides. If BLU captures all the CPs, the teams will either swap sides (Gravelpit) or the map will move on to the next stage (Dustbowl).
Payload
In payload, the BLU team must push a cart to the end of a track while RED must prevent it from getting there. To push the cart, a member of the BLU team must stand next to it. The more BLU people next to the cart, the faster it goes. The cart's speed maxes out at 4 people. Any RED team member standing next to the cart will stop all forward progress until he moves away. If no BLU member stands next to the cart for 30 seconds, it will start rolling backwards. When the round timer runs out and no BLU team member has stood next to the cart for 30 seconds, RED wins. If the cart reaches the end of the track, BLU wins.
There are also checkpoints scattered along the track. When the cart reaches a checkpoint, time is added to the clock. In addition, the cart cannot roll back past checkpoints.
Arena
In arena, each team attempts to kill every player on the enemy team. There are no respawns, so staying alive is essential. If the game is not over after a certain period of time, a control point is made available. Whichever team captures the point will win.
When a team is defeated, the players on that team are cycled. Some players remain, while others are pushed into spectators and must wait for the next round. The new team will now need to engage the enemy and claim victory.
Arena games are typically played to a score of 5, with scores being reset once a new team wins. Reaching the score limit will reset the score as well, and split the players across the two teams before filling in the player slots.
Capture the Flag
One of the oldest game modes around. Your goal is to steal the enemy's intelligence briefcase and bring it back to your Intelligence Room. You can still capture the intelligence even if your team's intelligence is missing. If you die while carrying the intelligence, it will drop on the ground and stay there until it returns. To return your intelligence to your base you must defend it for 60 seconds from the point it was dropped without an enemy touching it. If an enemy manages to grab your intelligence within those 60 seconds, the timer will be reset. In a standard game of Capture the Flag, the first team to capture the intelligence three times wins a round. Depending on the server settings, a new round will start or the server will change map. If the map runs out of time and neither team has won a round, the game will stalemate.
I hope you enjoyed this little guide and you will enjoy the game, its Free
If you have any questions or suggestions, tell me.
Blixx
The Gamers
The Gamers