Team Fortress 2 - PC PS3 XB360/Classes

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Demoman

Demoman
Demoman
  • Health: 175 (260 with Medigun buff)
  • Type: Defense
  • Speed: Slow/medium

The Demoman is an explosives expert. Offensively he uses his grenade launcher. Defensively he has sticky bombs that he can plant, then set off when an enemy passes by.

The grenade launcher can lob, bounce, or ricochet explosives where ever the Demoman wants. You can use them to destroy turrets from around corners or rain death on opponents from behind a wall.

A Demoman will often set up a trap with sticky bombs. When an enemy attacks, he'll retreat, then blow up anyone that follows him. Sticky bombs are also great for defending choke points or corralling enemies into ambushes.

The Demoman is also a good class for taking out sentries. The grenade launcher can bounce explosives around corners and can hit sentries without exposing the player.

Although the Demoman has lots of firepower, he lacks a direct fire weapon. This means that someone like a Scout can maneuver close to a Demoman and kill him.

His Grenade Launcher can possibly kill the enemy on impact.

Demoman Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimaryGrenade Launcher??416
SecondarySticky Grenade Launcher??824
MeleeBottle?MeleeN/AN/A

Engineer

Engineer
Engineer
  • Health: 125 (185 with Medigun buff)
  • Type: Defense
  • Speed: Normal

Although Engineers have limited personal weapons, they are vital to winning any game. Only they can build important machines like teleporters, turrets, and dispensers. One of the keys to being a good Engineer is proper placement of these devices.

Engineers use metal they collect off of fallen enemies and destroyed equipment to construct their machines. They can also get metal from dispensers they or other Engineers have built.

Defensively Engineers build sentry guns. Most team defenses are built around sentry guns. These turrets can independently secure bases and strong points. These guns can outshoot any player, so taking out well a placed sentry is difficult or at times even impossible.

Well placed sentries are key to winning any game. They should be placed in chokepoints; areas that the enemy has to pass through to reach his objective. Avoid putting them where they can seen from far away, Soldiers can easily destroy sentries from a distance. Place them behind corners where they can shoot from medium or short range. Make a note of where other Engineers (both on your team and the opposing team) place sentries and how effective each location is.

Engineers also keep a team's offense going. They build teleporters to quickly get reinforcements to the front line. The battlefield is often a meatgrinder, and the victor is the team that can get fresh meat into battle as quickly as possible.

All those men shooting at each other also need ammo. The Engineer's dispenser will provide all the ammo your team's Heavy needs to mow down opponents. Dispensers also dispense metal, necessary to make other machines. The dispenser should be the first machine you build, as it makes the others easier to make.

Engineers can also repair machines by hitting them with the wrench. If they have spare metal, they can upgrade them as well. Engineers spend most of their time building or repairing their machines.

Engineers often work together in groups. Multiple sentry guns can protect each other, and Engineers can help repair or upgrade a teammate's machines.

Spies have a special ability to destroy anything the Engineers build. The electro sapper, once affixed to a machine will destroy it. An Engineer should always keep an eye on his creations and defend them with his shotgun or wrench. It's common for Engineers to shoot anybody who comes near their machines in case that person is a spy.

Spies often disguise themselves as Engineers, pretending to fix equipment they're actually attempting to destroy. The key to sniffing them out lies in the fact that Spies disguised as Engineers carry a shotgun, while Engineers near equipment usually have their wrenches out.


Engineer Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimaryShotgun??632
SecondaryPistol??12200
MeleeWrench?MeleeN/AN/A

Heavy

Heavy
Heavy
  • Health: 300 (450 with Medigun buff)
  • Type: Defense
  • Speed: Very slow

The Heavy is the slowest but most powerful class in the game. They carry a minigun that spits out bullets at an astounding rate and can mow down anyone they see. Heavies are often the lynchpin of an offense or defense, with other players moving against or in support of the Heavy.

Because Heavies move slow, and even slower while they're firing, they tend to do better defending rather than attacking. A Heavy next to a dispenser can be as effective as a sentry gun for defending an area.

If you're a Heavy, try to hook up with a Medic before the game starts. He can heal you while you're shooting everything that moves. You have so much health that that nothing can kill you with one shot, and everything else can be healed. A Heavy with an ubercharge can destroy even the best prepared defense. Two Heavies both with ubercharges will turn the tide of almost any game.

Heavies should do everything they can to defend the Medic healing them.

Heavy Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimaryMinigun??200200
SecondaryShotgun??632
MeleeHands?MeleeN/AN/A

These unlockable weapons have only been added in the PC version.

Heavy Unlockable Weapons
TypeNameDamageRangeAmmo CapacityAmmo CarriedUnlock
PrimaryNatascha ??200200Complete 16 Heavy Achievements
SecondaryThe SandvichN/AN/A1InfiniteComplete 10 Heavy Achievements
MeleeThe Killing Gloves of Boxing?MeleeN/AN/AComplete 22 Heavy Achievements

Natascha: Natascha replaces your main minigun, Sasha, it can slow down enemies that you hit but will deal 25% less damage then Sasha.

The Sandvich: Eating this will heal the Heavy by 120 hp, eating will take 4 seconds and the Heavy is completely vulnerable while eating. Enemies will be able to hear the heavy eating.

The Killing Gloves of Boxing: Slower then the regular fists but will give the Heavy 100% critical for 5 seconds if he kills an enemy with the K.G.B.

Medic

Medic
Medic
  • Health: 150 (225 with Medigun buff)
  • Type: Support
  • Speed: Fast

Medics are a pure support class. The syringe gun does little damage and a lone Medic can easily be killed by another class. Medics are however key to winning any game. When paired with a Heavy or Soldier, that person becomes almost invincible.

A key aspect of the Medic is the Ubercharge. After you've healed your teammates a certain amount, both of you will become invincible for a short time. You can then charge enemy positions destroy their turrets, kill everyone you see while they can't do anything to stop you. Save this effect for an offensive push. "Ubers" are key to breaking defenses and chokepoints. Games are often won or lost by a well timed Uber Charge.

At the start of games, Soldiers or Demo-men will often damage themselves with their rocket launchers or sticky bombs to help Medics get an Uber Charge faster.

Most opponents realize that attacking a gun wielding brute while he's being supported by a medic is futile. They will try to take out the Medic first. When you're a Medic, it's important that the person you're healing makes every effort to defend you.

Don't try to attack with your Syringe gun. It does little damage and you're outgunned by every other class in the game. Your best bet, if you don't have a teammate to defend you, is to either escape or use your bone saw.

Stay behind cover while healing. A Medic is a high priority target for enemy players, especially Snipers. The healing gun can shoot around corners, so stay behind a corner while your teammate is out shooting.


Medic Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimarySyringe Gun ??40150
SecondaryMedi GunNone?N/AN/A
MeleeBone Saw?MeleeN/AN/A

These unlockable weapons have only been added in the PC version.

Medic Unlockable Weapons
TypeNameDamageRangeAmmo CapacityAmmo CarriedUnlock
PrimaryBlutsauger ??40150Complete 10 Medic Achievements
SecondaryCritzcriegNone?N/AN/AComplete 16 Medic Achievements
MeleeUberSaw?MeleeN/AN/AComplete 22 Medic Achievements

The unlockable weapons can be obtained by gaining the needed amount of achievements specific to the medic and each weapon will have a new ability as well as they will replace the original weapons when equipped.

Blutsauger: This new syringe gun will allow you to draw out +3 health from your enemies when they are hit. It will no longer be able to deal critical damage.

Critzcrieg: The new medigun when fully ubercharged will allow you to fire critical shots 100% of the time. Though it will no longer give you invincibility.

Ubersaw: The ubersaw will allow the medic to fully charge up the ubercharge of whatever medigun is equipped after 4 successful strikes.

Pyro

Pyro
Pyro
  • Health: 175 (260 with Medigun buff, 225 with Backburner equipped)
  • Type: Offense
  • Speed: Normal

No class can do more damage up close than the Pyro. The flamethrower not only does damage, but it catches them on fire. This fire continues to burn and hurt them until they are healed or die.

Pyros are good choice for beginning players because the basic Pyro strategy is simple: get the enemy in close and burn them.

The main weakness of the Pyro is lack of range. Other players will do everything possible to stay out of range of the flames.

Pyros are most deadly in tight quarters where other players can't maneuver away from them. The best thing a Pyro can do if caught in the open is switch to the shotgun and find cover. They should avoid water-filled areas.

Pyros are also excellent at sniffing out spies. Each time you come across a teammate, shoot them with a quick flame. Teammates will be immune while Spies will catch fire. You can also search for a cloaked Spy by filling a suspect area with fire.

Pyro Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimaryFlamethrower??200200
SecondaryShotgun??632
MeleeFire Axe ?MeleeN/AN/A


These unlockable and updated weapons have only been added in the PC version.

Pyro Unlockable Weapons
TypeNameDamageRangeAmmo CapacityAmmo CarriedUnlock
PrimaryBackburner ??200200Complete 16 Pyro Achievements
SecondaryFlare Gun??116Complete 10 Pyro Achievements
MeleeAxtinguisher?MeleeN/AN/AComplete 22 Pyro Achievements

The unlockable weapons can be obtained by gaining the needed amount of achievements specific to the medic and each weapon will have a new ability as well as they will replace the original weapons when equipped.

Flamethrower: The original Flamethrower has been updated to have a secondary fire, when used the secondary fire will produce a blast of compressed air that will push enemies away as well as reflect projectiles.

Backburner: The replacement to the original Flamethrower, the Backburner will guarantee a critical hit when used on an enemy from behind. It loses the compressed air blast ability of the original but gives an additional 50 health.

Flare Gun: The Flare Gun will replace your Shotgun and will allow you to ignite an enemy at long range.

Axtinguisher: The Axtinguisher is weaker then the regular Fire Axe but when used on an enemy that is ignited it will guarantee critical hits.

Scout

Scout
Scout
  • Health: 125 (185 with Medigun buff)
  • Type: Offense
  • Speed: Very fast

A Scout has the advantage of speed. They move faster than any other class, twice as fast as a Heavy. They are great for flanking the enemy or running intelligence back to base.

Scouts can also double jump, which is useful for getting past defenses and entering bases at unexpected points.

A Scout has little health and only short range weapons. Use speed to quickly close the distance on your opponents and keep moving while firing.

Some Scouts use the baseball bat as their primary weapon. They move so quickly it becomes hard to aim with the scattergun. It's easer to run behind someone and hit them with the bat.

When playing a Scout, don't stand still. Keep moving in unpredictable directions to avoid enemy fire. Your speed is your best defense.


Scout Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimaryScattergun??632
SecondaryPistol??1236
MeleeBaseball Bat?MeleeN/AN/A

Sniper

Sniper
Sniper
  • Health: 125 (185 with Medigun buff)
  • Type: Support
  • Speed: Normal

Snipers have a long range scoped gun that will kill any player that stands in the open or stays still for too long.

Snipers not only take out targets, but they also keep enemy players out of open areas. What would be a straight shot at an enemy base becomes guaranteed death with a Sniper covering it. Scouting and movement become far harder with a Sniper on the other team.

The sniper rifle becomes more powerful the longer the scope is kept at a zoom. The disadvantage is that the gun projects a laser dot at its target. Enemy players will be looking for this dot and take cover if they see it. Point the dot somewhere they can't see it, then point at them when you're ready to fire.

The primary threat to Snipers comes from Spies. They are able to sneak behind enemy lines to the back of the map, where Snipers position themselves. The Sniper scope limits vision so enemies can often kill them with melee attacks from the rear. Other threats come from anybody that gets too close; Snipers work best at long range.

A Sniper's secondary weapon is a machine pistol. It's quite effective can outshoot a Spy's revolver or even a Scout's scattergun.


Sniper Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimarySniper Rifle??125
SecondaryMachine Pistol??2575
MeleeKukri (knife)?MeleeN/AN/A

Soldier

Soldier
Soldier
  • Health: 200 (300 with Medigun buff)
  • Type: Offense
  • Speed: Slow

The Soldier is an offensive class that is a good choice for beginning players. In a game built around specialization, Soldiers are versatile. They have high health and the rocket launcher does a lot of damage and has an area effect. They are second only to Heavies in the amount of firepower they carry and don't have the Heavy's gun spin up time to worry about. They also don't have to deal with the Pyro's range limitation. No one else in the game can make a sustained offensive push like Soldiers.

Instead of aiming directly at other players, aim for their feet. You're less likely to miss the ground and the explosion is almost as effective as a direct hit.

Always make sure your rocket is fully loaded. It only carries four rockets, and they go pretty fast in a firefight. A common tactic against Soldiers is to wait until their launcher is empty and then attack.


Solider Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimaryRocket Launcher??416
SecondaryShotgun??632
MeleeShovel?MeleeN/AN/A

Spy

Spy
Spy
  • Health: 125 (185 with Medigun buff)
  • Type: Support
  • Speed: Normal

Spies can disguise themselves as members of the other team. This allows them free access to the enemy's rear to take out Snipers, Engineer's machines (and the Engineers too) or anybody that has their back turned. Attacking someone will break the disguise.

One or two Spies can turn the tide of a game by destroying sentry guns. A well placed sentry can lock up a choke point, and can be very difficult for other classes to destroy. A Spy can walk up to it and sap it, allowing his teammates to attack.

The opposing team will be looking for spies, so you'll have to act the part. Don't disguise yourself as a Scout because your opponents will notice you're not as fast as one. A common but effective tactic is to turn around and walk backwards. This makes it look like you're retreating back toward your own base.

When the enemy catches you, they'll be on the lookout for you disguised as that same class. Many Spies have a favorite method of operation and use the same disguise over and over. The enemy will eventually catch on, so frequently change the class you're disguised as.

Spies can also cloak. This invisibility lasts only a limited time, so make good use of it. Use it to slip from one side of the fighting to the other, then activate your disguise. Be sure not to bump into anyone while you're cloaked; you'll become partially visible and the other team will focus on killing you.

A Spy has a special attack against Dispensers, Teleporters, and Sentry Guns. The Electro Sapper has the ability to destroy these machines without breaking the Spy's disguise.

When a player uses a teleport, they have a teleporter after effect on them. This is easy to know if they see some blu guy running around with a red teleporter after effect on them. So after using the teleporter, wait until the effect wears down.

It's important not to have too many Spies on one team. Spies are most effective when the other team isn't looking for them.

When cloaked or disguised, avoid contact with enemies, literally. Enemies will notice when they don't pass through you like their teammates.

While disguised you have the ability call for an enemy Medic. Allow him to heal you, then kill him.

Spies have limited weapons. The knife is perfect for stabbing an enemy in the back, but neither it nor the revolver can do much damage in a straight-out fight. Spies must rely on stealth and treachery rather than firepower.


Spy Weapons
TypeNameDamageRangeAmmo CapacityAmmo Carried
PrimaryRevolver??624
SecondaryElectro SapperN/AContactN/AN/A
MeleeKnife?MeleeN/AN/A
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