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'''Team Fortress 2''' and it's predecessor, '''Team Fortress Classic''', were games developed by [[Valve Software]] that introduced a team-tactical style of gameplay, offering up nine different classes with their own unique attributes.
'''Team Fortress 2''' and it's predecessor, '''Team Fortress Classic''', were games developed by [[Valve Software]] that introduced a team-tactical style of gameplay, offering up nine different classes with their own unique attributes.


<!-- *Engineer: The engineer has the ability to construct "buildings" such as Sentry Guns, Health & Ammo Dispensers, and Teleportation devices.  His main weapons are the Spanner(similar to a crescent wrench), a shotgun, and a pistol.  -->
*Engineer: The engineer has the ability to construct "buildings" such as Sentry Guns, Health & Ammo Dispensers, and Teleportation devices(a combination of an exit and an entrance).  His main weapons are the Spanner(similar to a crescent wrench), a shotgun, and a pistol.
 
*Sniper: The sniper has a sniper rifle, that when zoomed in "charges up" thereby producing a shot that causes more damage.  In Team Fortress Classic, it was initially required to hold down the fire key in order to "charge up" the shot, but in TF2 it has been changed to a waiting period.  He also equips a [[machine gun]] and a [[machete]] for closer-ranged attacks.  Also, in TFC he carried a Nailgun in addition to his two sniper-rifle modes (the second-fire mode doubled as a machine gun) but he lost the nailgun for TF2.
 
*Demoman: In TFC, previously the demoman had trigger-detonable pipebombs, a grenade launcher, and a timer-activated mass-effect explosive device.  The timer-activated device was removed and now his weapons consist of a grenade launcher, a "stickybomb" device (still trigger-detonable), and an empty booze-bottle for melee attacks.  He is the only class in the game that has the capability for indirect fire.
 
*Spy: In the original TFC, the spy had the ability to disguise himself as another class of either team, wield a knife to backstab, and feign death.  In order to increase his effectiveness, the class has been modified with an electro-sapper that enables him to not only turn invisible for a short period of time, but also to place electro-sapper charges on engineer structures to disable, and ultimately destroy them. 
 
*Scout: The scout is the fastest class, running somewhere between three to four times the speed as the rest.  His weapons are a short-ranged scattergun, a baseball bat for melee attacks, and a pistol.  In TF2 he gained the ability to perform mid-air jumps for the ability to "double-jump".  In TFC he was equipped with a nailgun, but this was removed in TF2.
 
*Soldier: The soldier carries an over-the-shoulder [[rocket launcher]], a shotgun, and a shovel meant for melee-combat.  Previously in TFC he carried two types of shotguns (a single and a double-barrel SPAS style), but the second style of shotgun was removed for TF2.
 
*Medic: The medic is a support class, able to provide healing to the rest of the classesHe wields a healing-ray, a hypodermic rapid-fire gun which has a falloff distance, and a bonesaw.  In TFC he had a medpack which was not constant-fire, a shotgun and a nailgun.  Additionally, using the medpacks alternate fire mode, he could spread plague to the opposing team members which would spread to other team members when they came into contact.  These were all removed for TF2, and instead he now has the ability to "charge up" the healing-ray to provide a 10-second invulnerability bonus to fellow teammates.
 
*Heavy-Weapons Guy: The HW Guy is the slowest class, but is armed with a gattling-gun that has a spin-up penalty, a shotgun, and can use his fists for melee attacks.  Virtually no changes were made from TFC in this assault class.
 
*Pyro: The pyro wields a flamethrower, a shotgun, and a fireman's axe for melee attacks.  The effectiveness of the flamethrower was a major change from TFC to TF2; the range and strength were increased.
 
 


Both versions of Team Fortress offer up gametypes such as "capture and hold", "object capture", and "defend-attack", however TF2 has yet to offer any maps that feature the multiple "capture-and-return" style of play.
Both versions of Team Fortress offer up gametypes such as "capture and hold", "object capture", and "defend-attack", however TF2 has yet to offer any maps that feature the multiple "capture-and-return" style of play.

Revision as of 00:05, 15 November 2007

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Team Fortress 2 and it's predecessor, Team Fortress Classic, were games developed by Valve Software that introduced a team-tactical style of gameplay, offering up nine different classes with their own unique attributes.

  • Engineer: The engineer has the ability to construct "buildings" such as Sentry Guns, Health & Ammo Dispensers, and Teleportation devices(a combination of an exit and an entrance). His main weapons are the Spanner(similar to a crescent wrench), a shotgun, and a pistol.
  • Sniper: The sniper has a sniper rifle, that when zoomed in "charges up" thereby producing a shot that causes more damage. In Team Fortress Classic, it was initially required to hold down the fire key in order to "charge up" the shot, but in TF2 it has been changed to a waiting period. He also equips a machine gun and a machete for closer-ranged attacks. Also, in TFC he carried a Nailgun in addition to his two sniper-rifle modes (the second-fire mode doubled as a machine gun) but he lost the nailgun for TF2.
  • Demoman: In TFC, previously the demoman had trigger-detonable pipebombs, a grenade launcher, and a timer-activated mass-effect explosive device. The timer-activated device was removed and now his weapons consist of a grenade launcher, a "stickybomb" device (still trigger-detonable), and an empty booze-bottle for melee attacks. He is the only class in the game that has the capability for indirect fire.
  • Spy: In the original TFC, the spy had the ability to disguise himself as another class of either team, wield a knife to backstab, and feign death. In order to increase his effectiveness, the class has been modified with an electro-sapper that enables him to not only turn invisible for a short period of time, but also to place electro-sapper charges on engineer structures to disable, and ultimately destroy them.
  • Scout: The scout is the fastest class, running somewhere between three to four times the speed as the rest. His weapons are a short-ranged scattergun, a baseball bat for melee attacks, and a pistol. In TF2 he gained the ability to perform mid-air jumps for the ability to "double-jump". In TFC he was equipped with a nailgun, but this was removed in TF2.
  • Soldier: The soldier carries an over-the-shoulder rocket launcher, a shotgun, and a shovel meant for melee-combat. Previously in TFC he carried two types of shotguns (a single and a double-barrel SPAS style), but the second style of shotgun was removed for TF2.
  • Medic: The medic is a support class, able to provide healing to the rest of the classes. He wields a healing-ray, a hypodermic rapid-fire gun which has a falloff distance, and a bonesaw. In TFC he had a medpack which was not constant-fire, a shotgun and a nailgun. Additionally, using the medpacks alternate fire mode, he could spread plague to the opposing team members which would spread to other team members when they came into contact. These were all removed for TF2, and instead he now has the ability to "charge up" the healing-ray to provide a 10-second invulnerability bonus to fellow teammates.
  • Heavy-Weapons Guy: The HW Guy is the slowest class, but is armed with a gattling-gun that has a spin-up penalty, a shotgun, and can use his fists for melee attacks. Virtually no changes were made from TFC in this assault class.
  • Pyro: The pyro wields a flamethrower, a shotgun, and a fireman's axe for melee attacks. The effectiveness of the flamethrower was a major change from TFC to TF2; the range and strength were increased.


Both versions of Team Fortress offer up gametypes such as "capture and hold", "object capture", and "defend-attack", however TF2 has yet to offer any maps that feature the multiple "capture-and-return" style of play.