

The Picture to the right is the scout hitting a heavy with his bat!
Pyro has the unique ability to set enemies on fire at close range with his Flamethrower, inflicting damage over time through burning. With only a secondary shotgun to supplement his short range, he must rely on Ambush tactics to catch opponents off-guard. Pyros are major assets in locating enemy Spies. The Flamethrower will ignite both Cloaked and Disguised Spies; which, when combined with its spread, makes it ideal for finding a Spy attempting to hide or blend in.
The Demoman or what he likes to be called the "Black Scottish Cyclops" is as his nickname is a black scotsman. With no weapons (outside of his melee weapon, the Scrumpy bottle) suitable for close-quarters combat, the Demoman excels at indirect combat. Armed with a Grenade launcher and Sticky bombs, the Demoman is capable of taking out enemies using clever tricks with the game's physics engine.
The Grenade launcher is very powerful, capable of taking out classes with smaller health-pools (Scouts, Medics, Spies and Engineers) in one or two grenades. The Grenade launcher is perfect for taking out Sentry guns that are around tight corners. Sticky bombs are the perfect tool for defending Intelligence or Control points. Fire a few in some hard -to-see spots, and wait for some prey.

The Heavy's firepower is very impressive, able to quickly mow down just about anything but an opponent Heavy in seconds, and able to take on large numbers of enemies at once up to a reasonably long range and wide cone of fire. However, revving up and shooting the Minigun brings their already-unimpressive speed to a snail's pace, making them an open (and large) target for any enemy outside their range of fire - especially enemy Snipers.
The engineer is a defensive class that can do many helpful things to give their team much more of a fighting chance. They are perhaps most known for their Sentry guns, automated turrets that can be upgraded via wrench whacks as the Engineer gathers Metal from downed units' dropped weapons, ammo crates and even their own Dispensers (portable machines that replenish the health and ammo of nearby troops). They can also build Teleporters to quickly transport team-mates between two points on the map.
The Medic is the primary healing class in Team Fortress 2. They are typically found near the front-lines, healing wounded team-mates while trying to stay out of trouble. The Medic carries mediocre weaponry (if mastered, he can fight as well as other classes), as his main focus is to heal other players using the Medigun. While the Medigun is focused on an ally, that ally gets an additional bonus of up to 150% of his maximum health. If the medic stops healing, that bonus health will slowly degenerate back to the maximum health for that class.
The Sniper Rifle charges in strength the longer the Sniper remains zoomed in. The Sniper Rifle's laser sight will expand until fully charged. The Sniper has very little close-combat defense, sporting only a Submachine gun which isn't immensely powerful, and a Kukri.







1 comment:
Kl this is very informative lol i did have the game when it first came out but i didnt keep it as i enjoyed halo 3 better .. but i hear there have been updates for it ? can you let me know some of them ?
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