Support/pt

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The official group picture from Valve, featuring the (from left to right): Pyro, Engineer, Spy, Heavy, Sniper, Scout, Soldier, Demoman, and the Medic

There are nine official classes that can be played in Team Fortress 2 alongside one community created one; they are as follows:

Official classes

Community created classes

Class roles

All nine main classes are grouped into three specific combat types, offensive, defensive, and support but all can be played outside their assigned role depending on the player's choice of strategy. Community created Classes are special by only being available it's very own centered custom gamemodes.

Offensive Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png

Tf2 offense.png

Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it is assaulting Control Points or grabbing the Intelligence, these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well-timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).

Defensive Leaderboard class demoman.png Leaderboard class heavy.png Leaderboard class engineer.png

Tf2 defense.png

Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.

Support Leaderboard class medic.png Leaderboard class sniper.png Leaderboard class spy.png

Tf2 support.png

Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, 300% healing rate as well as immunity to movement impairing effects, or 75% resistance to bullets, explosions, or fire. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable and deconstruct buildings, and assassinate critical menaces.

Random

Tf2 random.jpg

The Random role randomly selects one of the nine classes for you; it can be used when you're not sure who to play, and it's a great way to get familiar with the characters.

Subclass

Subclass is a term used to describe a set of weapons a class has that drastically changes the way a class is played. There is currently only one subclass, the Demoknight. Not to be confused with playstyle, a term used to describe a loadout that benefits from playing in a certain way but keeps the core mechanics of a class (such as Trolldier or Gunslinger Engineer).

Health points

Class health points comparison

The "All class" portrait, featuring one of each class type.
Classe Vida Sobrecura Sobrecura com o Desenrascador
Leaderboard class scout.png Scout 125 185 158
Com o Sandman equipado 110 165 139
Leaderboard class soldier.png Soldier 200 300 251
Com o Reforço do Batalhão equipado 220 330 276
Leaderboard class pyro.png Pyro 175 260 220
Leaderboard class demoman.png Demoman 175 260 220
Com botas equipadas 200 300 251
Com uma arma corpo-a-corpo decapitadora equipada e com 0 cabeças 150 225 189
Com uma arma corpo-a-corpo decapitadora equipada e com 1 cabeça 165 245 208
Com uma arma corpo-a-corpo decapitadora equipada e com 2 cabeças 180 270 226
Com uma arma corpo-a-corpo decapitadora equipada e com 3 cabeças 195 290 245
Com uma arma corpo-a-corpo decapitadora equipada e com 4 ou mais cabeças 210 315 264
Com botas no compartimento de arma e uma arma corpo-a-corpo decapitadora equipadas e com 0 cabeças 175 260 220
Com botas no compartimento de arma e uma arma corpo-a-corpo decapitadora equipadas e com 1 cabeça 190 285 239
Com botas no compartimento de arma e uma arma corpo-a-corpo decapitadora equipadas e com 2 cabeças 205 305 258
Com botas no compartimento de arma e uma arma corpo-a-corpo decapitadora equipadas e com 3 cabeças 220 330 276
Com botas no compartimento de arma e uma arma corpo-a-corpo decapitadora equipadas e com 4 ou mais cabeças 235 350 295
Leaderboard class heavy.png Heavy 300 450 376
Sob os efeitos de Barra Dalokohs ou de Bolo de Peixe 350 500 426
Com os Punhos de Aço equipados 300 390 346
Com os Punhos de Aço equipados e sob os efeitos da Barra Dalokohs ou do Bolo de Peixe 350 440 396
Leaderboard class engineer.png Engineer 125 185 158
Com o Pistoleiro equipado 150 225 189
Leaderboard class medic.png Medic 150 225 189
Com a Vita-Serra equipada 140 210 176
Leaderboard class sniper.png Sniper 125 185 158
Leaderboard class spy.png Spy 125 185 158
Com o Grande Ganhador equipado 100 150 126
Com a Kunai do Conspirador equipada 70 105 89
Sobrecura máxima de facadas nas costas da Kunai do Conspirador N/D 210 N/D
Theoretical value. Overheal does not exceed 150% of the classes' maximum health.

A Medic with the Medi Gun, Kritzkrieg, or Vaccinator may overheal a teammate to 150% of their normal health maximum. The Quick-Fix can overheal up to only 125% of a teammate's health, but can still maintain fully overhealed health created by the Medi Gun, Vaccinator, or Kritzkrieg. If hurt, a player can refill their health through a number of ways.

Speed

Escape Plan speed values vs. health

Speed is measured in-game using the command cl_showpos 1, measuring in velocity units (v.) The standard movement speed is 100% (that of the Engineer, Pyro, and Sniper). Note that forward speed is obtained by pressing the forward, left, or right keys, the backward speed is obtained by pressing the backward key, while crouching speed is found by pressing the crouch button. Backward speed is generally calculated by 90% of the class's forward speed, while crouching is at 33%. Forward and backward speeds are the same when crouching or charging/zooming as a Sniper. During humiliation, all classes on the winning team will move 10% faster and all on the losing team will move 10% slower.

All normal forward speeds are capped at 520v or 173%; backwards-capped at 468v or 156%; crouched at 173.33v, or 58%; swimming at 416v, or 139%.

For Spies, disguising as a slower class (Soldier, Pyro, Engineer, Sniper, Demoman, or Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as, e.g. the Spy disguised as the Heavy will move to the speed of Heavy, and remain at that speed unless he breaks disguise or cloaks. Disguising as a faster class (Scout), however, will not make the Spy move faster and he will continue to move at 107% speed (Spy`s default speed). Disguising as a player wielding a weapon that increases move speed (eg Powerjack or Overdose) will show the disguised Spy as carrying the weapon, but will not actually increase speed.

A Demoman wielding the Eyelander, Horseless Headless Horsemann's Headtaker, or Nessie's Nine Iron gains approximately 7% of his base speed with every kill or "head" taken with it. While charging with the Chargin' Targe, Splendid Screen, or Tide Turner equipped, he moves at 250% of the standard movement speed. The Soldier's speed while wielding the Escape Plan increases by 10% with every loss of 40 health below 200.

A Soldier who has activated the effects of the Concheror nearby their teammate, or has hit a teammate within the last 4 seconds with the Disciplinary Action, will allow the teammate and the Soldier himself to move up to 140% of the speed they normally would.

A Medic who has any secondary weapon equipped is able to match the speed of any faster-moving teammate while they are connected by the healing beam.

Class speed comparison

Classe Normal De costas Agachado Swimming
Leaderboard class scout.png Scout
133 %
120 %
44 %
107 %
Com o Baby Face's Blaster cheio 0%
120 %
108 %
40 %
96 %
Com o Baby Face's Blaster cheio 50%
147 %
132 %
49 %
117 %
Com o Baby Face's Blaster cheio 100%
173 %
156 %
58 %
139 %
Leaderboard class soldier.png Soldier
80 %
72 %
27 %
64 %
Carregando o Cow Mangler 5000
27 %
27 %
9 %
21 %
Segurando o Plano de Fuga com mais de 160 de vida
80 %
72 %
27 %
64 %
Segurando o Plano de Fuga com entre 160 a 121 de vida
88 %
79 %
29 %
70 %
Segurando o Plano de Fuga com entre 120 a 81 de vida
96 %
86 %
32 %
77 %
Segurando o Plano de Fuga com entre 80 a 41 de vida
112 %
101 %
37 %
90 %
Segurando o Plano de Fuga com menos de 41 de vida
128 %
115 %
43 %
102 %
Leaderboard class pyro.png Pyro
100 %
90 %
33 %
80 %
Wielding the Powerjack
115 %
104 %
38 %
92 %
Leaderboard class demoman.png Demoman
93 %
84 %
31 %
75 %
Com botas no compartimento de arma e um escudo equipados
103 %
92 %
34 %
82 %
Com uma arma corpo a corpo decapitadora equipada e 0 cabeças
93 %
84 %
31 %
75 %
Com uma arma corpo a corpo decapitadora equipada e 1 cabeça
101 %
91 %
34 %
81 %
Com uma arma corpo a corpo decapitadora equipada e 2 cabeças
108 %
97 %
36 %
87 %
Com uma arma corpo a corpo decapitadora equipada e 3 cabeças
116 %
104 %
39 %
93 %
Com uma arma corpo a corpo decapitadora equipada e 4 ou mais cabeças
123 %
111 %
41 %
99 %
Com botas no compartimento de arma, um escudo e uma arma corpo a corpo decapitadora equipados e 0 cabeças
103 %
92 %
34 %
82 %
Com botas no compartimento de arma, um escudo e uma arma corpo a corpo decapitadora equipados e 1 cabeça
111 %
100 %
37 %
89 %
Com botas no compartimento de arma, um escudo e uma arma corpo a corpo decapitadora equipados e 2 cabeças
119 %
107 %
40 %
95 %
Com botas no compartimento de arma, um escudo e uma arma corpo a corpo decapitadora equipados e 3 cabeças
127 %
115 %
42 %
102 %
Com botas no compartimento de arma, um escudo e uma arma corpo a corpo decapitadora equipados e 4 ou mais cabeças
136 %
122 %
45 %
108 %
Segurando o Corta-Crânios do Escocês
79 %
71 %
26 %
63 %
Segurando o Corta-Crânios do Escocês com botas no compartimento de arma e um escudo equipados
87 %
79 %
29 %
70 %
Investindo com um escudo
250 %
N/D N/D
200 %
Investindo com um escudo enquanto segura o Corta-Crânios do Escocês
213 %
N/D N/D
170 %
Investindo com um escudo enquanto segura o Corta-Crânios do Escocês com botas no compartimento de arma equipadas
234 %
N/D N/D
187 %
Leaderboard class heavy.png Heavy
77 %
69 %
26 %
61 %
Any of the Heavy's Primary weapons spun up, except the Brass Beast
37 %
33 %
0 %
29 %
Brass Beast spun up
15 %
15 %
0 %
12 %
Under the effects of the Buffalo Steak Sandvich
104 %
93 %
35 %
83 %
Wielding the Gloves of Running Urgently
100 %
90 %
33 %
80 %
Wielding the Eviction Notice
88 %
79 %
29 %
71 %
Leaderboard class engineer.png Engineer
100 %
90 %
33 %
80 %
Carregando uma construção
90 %
81 %
30 %
72 %
Leaderboard class medic.png Medic
107 %
96 %
36 %
85 %
Com a Overdose e com 100% de ÜberCarga
128 %
115 %
43 %
102 %
Healing a Scout
133 %
120 %
44 %
107 %
Leaderboard class sniper.png Sniper
100 %
90 %
33 %
80 %
With any Rifle, except the Classic, zoomed in
27 %
27 %
9 %
21 %
Charging the Classic at either zoom level
27 %
27 %
9 %
21 %
With the Huntsman drawn
53 %
53 %
18 %
N/D
Leaderboard class spy.png Spy
107 %
96 %
36 %
85 %
Disguised as a Scout
107 %
96 %
36 %
85 %
Disguised as a Soldier
80 %
72 %
27 %
64 %
Disguised as a Pyro
100 %
90 %
33 %
80 %
Disguised as a Demoman
93 %
84 %
31 %
75 %
Disguised as a Heavy
77 %
69 %
26 %
61 %
Disguised as a Engineer
100 %
90 %
33 %
80 %
Disguised as a Medic
107 %
96 %
36 %
85 %
Disguised as a Sniper
100 %
90 %
33 %
80 %

Size

A height chart for all the classes.

All classes have varying heights, with the Engineer being the shortest and the Heavy being the tallest of the classes for the purposes of tracing Hitscan weapons. Classes also have various builds and general body sizes; each class has its own individual set of shaped hitboxes used for bullet-based attacks.

However, for the purposes of collisions with objects, players, melee attacks, and projectiles, all classes are considered to be the same width and height. This also means that no class has an advantage or disadvantage when it comes to navigating corners or tight spaces.

Update history

Atualização de 21 de maio de 2008

Atualização de 6 de janeiro de 2011 (Beta)

Atualização de 13 de janeiro de 2011 (Beta)

  • Player health increased 25%. (over normal – not the previous 100% increase)

Atualização de 11 de fevereiro de 2011 (Beta)

  • Restored player health to normal values.

Atualização de 27 de junho de 2012 (Pyromania Update)

  • [Indocumentado] Increased the running speed cap from 450HU/s to 520HU/s.

Atualização de 7 de julho de 2016 (Meet Your Match Update)

  • Spy max speed increased to 320 (from 300).

Unused content

In 2017, Drew Wolf, a former Valve design artist, updated his personal website and uploaded some concept art of the female version of the classes created by him.[1] According to the note made by Drew Wolf, there used to be "an internal pitch project" made by Valve "to bring female characters to the cast of Team Fortress 2", and "the goal of the project was to dive deep into possibilities and facilitate creative discussion". However, Drew's artwork does not include the Pyro class, as their gender is still unknown.

A console variable named tf_player_use_female_models was found in the game's source code that is related to the female classes. The console variable would haved modified the loading of player models to append _female to end of the player model filename, for example scout_female.mdl.[2] This is supported by the console variable's description; "For testing. Appends '_female' to the model filename loaded"[3] The only known existing official model of any female class is that of the Soldier. The model was created in 2009 and nothing else came of it. There was also planned to be a civilian class in the game that was meant to appear in the also removed VIP gamemode, where one team had to escort the Civilian class to safety while the other one had to kill him by any means, however it was cut and later replaced by Payload.

Gallery

References

  1. https://www.drewwolf.com/#/tf2alt/ Drew Wolf's personal website
  2. game\shared\tf\tf_playerclass_shared.cpp#L164
  3. game\shared\tf\tf_playerclass_shared.cpp#L136