(This page's screenshot, a picture of the Red base in the map 2Fort, shows just how exposed the second-story sniper balcony is. Nevertheless, most Snipers have no choice but to use these locations, where they are easily targeted by opposing Snipers, shooting from their base's sniper deck. TFC maps are often designed with prominent and easy-to-find "sniper decks" whose occupants are highly exposed, thus compromising the Sniper's only defense: stealth. However, a number of gameplay elements are designed to limit the Sniper's effectiveness. Once exposed, he is easily defeated by most any class: his autorifle is not particularly damaging and its ammo supply is limited his only other defense is his grenades, which will often kill both players thanks to their large damage radius. He works best from concealment stealth is his only defense. The Sniper has one of the game's two one-hit-kill weapons (aside from Spy's knife) which is arguably the game's only viable ranged weapon most of TFC's other guns either a) ineffective over long distances (shotguns) or b) are slow moving enough to be dodged easily at long distances (nailguns, grenades, rockets, etc). Has medium speed, and is armed with only normal grenades. flagrunning on 2fort-style maps).Īrmed with a deadly sniper rifle with zoom a crowbar, a nailgun, and an alt-fire mode on his rifle that turns it into an automatic weapon. Players who adopt the crowbar scout mentality are usually especially skilled at concjumping and therefore adept at achieving whatever objective the map in question uses (e.g. Some players of this class choose to limit themselves to using only the scout's crowbar as a weapon, whether for personal challenge or merely for the entertainment of other players such individuals are known as "crowbar scouts". There is often one on each team in clan matches, generally devoted to flag-capturing and little else. A Scout's weapons are ineffective against other players, and offer no chance at all against a skilled Engineer + Soldier combo. Armed with crowbar, single-barrelled shotgun, nailgun, caltrops and concussion grenades.Ĭoupled with his concussion grenades, concjumping Scouts are very hard to defeat unless you have a sentry gun or something to block him with. The fastest class, but weakly armed and armored, can strip a spy of its disguise, and can defuse demoman charges. This list describes the strengths and weaknesses of each class: Games where professional players fight it out (clan matches and public servers where clan members play seriously) are dominated by Soldiers and Medics. This interdependence makes each class important, and creates a Rock, Paper, Scissors scenario where each of the classes offers important counters to each other.Īlthough this works in theory, the reality is nothing like it. But the Spy's disguise can be exposed by a Scout. Snipers can kill any class with just one charged shot, but are vulnerable to getting stabbed in the back by a Spy. An Engineer can cause massive damage to an HWGuy with his EMP grenades, which have little effect on Scouts. For example, the Scout is the fastest class in the game, but with its weak armor and weaponry, is easily fragged (killed) by a Heavy Weapons Guy (HWGuy) under the right circumstances. Each class, detailed below, has its own unique strengths and weaknesses, which are offset by certain other classes. Before spawning, and after dying (which happens often), players have the opportunity to pick a class. After picking a team (i.e., the red team or the blue team), players pick a " class". The most interesting aspect of TFC is the class-based interdependence it breeds amongst teammates.
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