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Team Fortress 2 (TF2) is a multiplayer team-based first-person shooter with strategy elements, developed by Valve Corporation.
Just like its predecessor, Team Fortress Classic, Team Fortress 2 players can choose to play as one of nine archetypal classes, each with its own unique strengths and weaknesses.
The nine playable classes have all returned from the original Team Fortress, with the possibility of new classes being introduced after the initial release. Classes are grouped into three categories to help new players but can be played in any role; they are offense, defense, and support. One difference between Team Fortress 2 and the original is that each class is more unique and abilities have been added, changed and removed from each class to make each class a completely different playing experience. One of the most prominent of these changes is the removal of hand-thrown grenades from every class.
Scout
The fastest character but also one of the weakest. He is best suited to capturing objectives once defences are disabled and counts as 2 players when capturing points. He is armed with a 6-shot underlever shotgun dubbed the "Scattergun", a pistol, and a baseball bat, and his unique ability is the double jump, allowing him to change his direction mid-air. His speed combined with his double jump ability makes him a hard target to hit.
Soldier
This character, who speaks with a barrel-chested military drawl, has a 4-shot rocket launcher, a shotgun and an entrenching tool for melee. He is slow, but has above average health and can boost himself to extraordinary heights by bouncing on his own rocket explosions (at the cost of some health). He is generally better at shorter ranges because his rockets travel slowly. Aiming rockets at the ground beneath opponents ensures a greater chance of causing damage as direct body hits are difficult.
Pyro
Equipped with a short range flamethrower, a shotgun and a fire axe, the Pyro can set fire to enemies at short range, ambushing people in corridors, and generally causing chaos. The flamethrower is also particularly useful against enemy spies, as flames on a cloaked spy make him visible. However, because his flamethrower is only effective at very short range he is vulnerable in the open, but can use his shotgun for mid-range combat or to finish off burning enemies.
Demoman
A faster than average class who wields a powerful 4-shot grenade launcher, a remotely-triggered sticky bomb gun and a whisky bottle for melee. His main grenade launcher is effective at short to medium ranges and has the unique ability to fire grenades over obstacles and around corners. The Demoman's secondary weapon is an 8-shot sticky bomb gun: the bombs are triggered remotely by right clicking at any time, even while holding the primary grenade launcher. Sticky bombs can be devastating if used in a defensive role, protecting entrances and capture points. However, they can be scattered by rocket blasts and the Demoman can only have a maximum of 8 active bombs at any one time. He can also grenade jump off of the sticky bombs.
Heavy
This large character carries a large, heavy and very powerful minigun. His secondary weapons are a shotgun and his fists. He is the slowest class and his minigun slows him further while it's being spun up or fired. However, he has the most health of any class and his minigun deals a tremendous amount of damage over a large area. When paired with a Medic he can become many times more powerful. He seems to be of a Russian origin.
Engineer
The Engineer is a class dedicated to building various structures. He is responsible for building turrets, teleporters, and ammo and health dispensers. The turrets can be upgraded twice, moving from basic to dual miniguns to dual miniguns with rocket launchers. This is achieved by hitting the turrets with his monkey wrench and using "metal" points collected from spawning ammo boxes, dispensers or the weapons of fallen players. He is also able to salvage small amounts of metal from fallen structures. The turrets are powerful and accurate, and when fully upgraded, almost instantly deadly. They can be extremely effective if used in the right locations and supported by an Engineer. The Engineer is armed with a pump-action shotgun, a pistol, and a monkey wrench which doubles as a melee weapon. The dispensers an engineer can create give out ammo and health to friendly players, but also will give him metal.
Medic
The only class who can directly heal other players. His lock-on Ghostbusters-style healing gun delivers a fast health charge, can be used without being depleted, and can boost players to 150% of their normal health cap. The Medic also has an "Ubercharge" bar which slowly fills up as he heals players. Once it is ready, he can use to give him and his heal target 10 seconds of invulnerability, accompanied by a bright glow over the player models. Medics are extremely useful in a support role, charging more powerful characters like the Heavy, Demoman and the Soldier while they push forward. The medic is equipped with a 40-shot repeating syringe-gun and a bonesaw, both of which can be quite effective at close range. Medics regenerate health passively, but slowly. He seems to be of a German origin.
Sniper
An Australian character who carries a bolt-action scoped sniper rifle. He is slow while scoped and his rifle leaves a visible laser-dot where he's aiming. His rifle charges up the longer the Sniper is zoomed in, taking about 3 seconds for full charge, which results in a much more powerful shot. A headshot from un-charged will kill most classes, however. He is also armed with a submachine gun which, while weak compared to most of the game's close-range weapons, gives him a fighting chance should an enemy get too close for the rifle to be effective. His melee weapon is a kukri.
Spy
One of the most complex and difficult classes to play effectively, the Spy can disguise himself as any class on either team. To his allies, he appears as normal but wears a paper mask representing his disguise. When disguised the Spy will use an alias name of a random enemy team member of the same class he or she is disguised as, which can lead to him being caught - occasionally a player will find a disguised Spy with his own name, making it obvious he is a Spy. He is not recognized by turrets of either team while disguised, allowing him to put sapping machines on enemy structures - this action alerts everyone in the team and the Engineer has about 5 seconds to break the sapper before the structure is destroyed. The disguise is broken when the Spy attacks with his butterfly knife or pistol - his knife kills any class instantly from behind but is relatively weak when attacking from the front. In addition to disguises, the Spy can turn completely invisible for approximately 10 seconds using the right-mouse-button, before needing to recharge. His cloak is temporarily disrupted when shot and he can be discovered if he bumps into an enemy. He cannot attack or sap structures while cloaked, and toggling the cloak takes time as the spy fades out/in. The Spy cannot use his cloaking abilities or disguises while he is carrying the objective/intelligence. He carries a 6-shot revolver as his main weapon.
Download Game Content :
Server Name |
IP Address & Port |
| -= SGS TF2 ARENA I Server =- |
196.4.79.34:27016 |
| -= SGS TF2 ARENA II Server =- |
196.4.79.20:27015 |
| -= SGS TF2 CLAN I Server =- |
196.4.79.81:27015 |
| -= SGS TF2 CLAN II Server =- |
196.4.79.81:27016 |
| -= SGS TF2 CLAN III Server =- |
196.4.79.71:27015 |
| -= SGS TF2 CLAN IV Server =- |
196.4.79.71:27016 |
| -= SGS TF2 FASTLANE TURBINE STEEL Server =- |
196.4.79.24:27016 |
| -= SGS TF2 GOLDRUSH GRAVELPIT DUSTBOWL BADWATER Server =- |
196.4.79.34:27015 |
| -= SGS TF2 I Server =- |
196.4.79.8:27017 |
| -= SGS TF2 II Server =- |
196.4.79.24:27015 |
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