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Scout: Scout's not a meatshotting douchebag and he sucks at combat. Scout is just for flag running. I don't recommend fighting unless you're going against another scout or an engineer placing a buildable. Maybe targets on low health.
Soldier: Soldier is essentially the same as his Team Fortress 2 counterpart, but you have two shotguns. The double-barreled shotgun does more damage, but has a slower reload + fire rate. The single-barreled shotgun is the opposite. It does very tiny damage, but reloads like Sonic and has a pretty good fire rate.
Sniper: Sniper rifles are capable of one-shotting even without headshots. The only classes that are really worth headshotting if you fully charged up your shot are HWGuys and maybe soldiers.
Demoman: Demoman has a detpack that he is capable of placing. The detpack is an instakill to anyone in the radius and can blow holes. He also has a shotgun. Green pipes are for traps and manual detonation while blue pipes automatically detonate.
Medic: Medic is the most changed class when compared to his Team Fortress 2 counterpart. You are not a HWGuy's best friend in this game. Healing is 1/3 of your job. Healing is quick. One tap of the medikit will bring a teammate to full health, but overhealing them takes a bit more time. There are NO ubers. Your second job is fighting. Medics can fight. You have a pretty good nailgun which is an awesome sentry killer, and a double-barreled shotty. Also your medkit infects enemies permanently. It will only stop if they die or get healed by one of their medics. Your last job is flag capturing. You can conc jump and you are the second fastest class.
HWGuy: HW is essentially the same as his Team Fortress 2 counterpart, but you have two shotguns.
Pyro: Oh boy, no one likes this guy. Pyro is more of an offensive-support unit that uses his flames to hamper the vision of the enemies instead of wrecking everything. Flamethrower hit detection is buggy, but you do have an incendiary rocket launcher. It does significantly less damage than soldier's rocket launcher and has a slower projectile, but no reloading is required, it has a huge splash radius, and it sets players on fire. Also no airblast so don't come in here talking about W + M1 noobs.
Spy: The spy is probably the second most different from his Team Fortress 2 counterpart. The only things that you can compare is the backstab and disguise. Spy has a shotgun that is DOUBLE-BARRELED, a pistol that slows enemies down, and a nailgun for the hell of sentries. The spy can feign death, but it's not like your good ol' dead ringer you're used to. No one falls for it, and you just turn into a corpse. It can be useful for hiding, but not tricking. The only people you can trick with it are noob HWGuys. Although, getting someone to fall for a disguise is no where near as hard as it is in Team Fortress 2.
Engineer: Engineer's pretty similar. You have all your three buildables. A sentry gun is the only upgradable buildable you have. You don't need 8 200 metal hits to upgrade it. You just need 1 130 metal hit to upgrade it. Dispensers give ammo and armor and can be refilled, but no health. Teleporters are the same, but they can't be upgraded. You have a railgun which is considered usless, but it can be used to finish enemies off that you or your sentry hurt enough or to take out enemy sentries if you're getting offensive.
I won't go over the nades, but this is how the classes work.