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Team Fortress 2


privateer

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το art style παντως ειναι πολυ πιο διαχρονικο απο οτιδηποτε αλλο κυκλοφορει λογω cartoon.

το gameplay πρεπει να ειναι καλο, ανυπομονω να κανω και παλι rocket jumps επειτα απο πολλα χρονια 8)

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Medic

Primary Weapon: Syringe Launcher

Secondary Weapon: Medi-Gun

Melee Weapon: Bonesaw

 

Valve: The core Support class, the Medic is invaluable on both Offense and Defense. When attached to an Offensive squad, he's critical to keeping it alive inside the enemy base (while also boosting its Offensive capability.) On Defense, his ability to keep Defenders healthy means they won't have to leave their posts. If you want to be loved by your entire team, or to indirectly kill a horde of enemies without firing a shot, then the Medic is just what the doctor ordered.

 

Unlike his TFC counterpart, the Medic is no longer an all out flag grabber. In fact, going into a base alone is one of the last things a Medic wants to do. Instead of infecting and flying across maps, he is now solely responsible for keeping his teammates alive. The Medicʼs Medi-Gun creates a “tether” with a maximum of about 20 feet that is linked to his patient. During this chain, the patient is pumped full of health points. Also, the Medic can increase the maximum health of his patient by 150%. Enough Healing allows a bar to fill up. Once the bar is filled, the Medic and his patient can go Invulnerable for 10 seconds. Once it ends, the bar needs to be refilled once again. He also can regenerate his own health slowly over time automatically. However, a Medic that is alone isnʼt that great in combat, having a machine gun (Syringe Launcher) which is only slightly better than Shotguns and SMGs. A Medic does what he does best: Heals.

 

Strengths:

• Can Heal his patient even behind corners.

• Can increase the maximum health of his patient by 150%

• Can make himself and his patient Invulnerable.

• Can survive in close and mid range combat.

• Invulnerability Charges are great for ending enemy chokepoints and stalemates.

• Good at Supporting teammates on both Offense and Defense.

• Can regenerate their own health over time.

 

Weaknesses:

• Weak in long range combat.

• Usually wonʼt survive in most confrontations while alone.

• Invulnerability makes him and his patient stick out.

• Secondary weapon has no use in combat.

• Healing chain can be disrupted by the splash force of Rockets and Grenades

 

Demoman

Primary Weapon: Sticky Bomb Launcher

Secondary Weapon: Grenade Launcher

Melee Weapon: Bottle

 

Valve: A versatile combat class packing an absurd amount of high explosives, the Demoman is great at holding a map's choke points. Whether he's shutting down an enemy route by laying Sticky Bombs along it, shelling an area with long distance Grenade fire, or simply blowing up anything that blocks the team's way, the Demoman is the class of choice for anyone interested in making a lot of noise.

 

The Demoman is all about indirect combat and explosions. He is primarily used on Defense to create chokepoints and stalemates. However, his Grenade Launcher allows him to swap to offense on the fly. Learning to bounce Grenades off surfaces and Detonating them at the right time is something any Demoman must practice. Knowing where to place Sticky Bombs in good hiding spots is also something to keep in mind. However, both his Primary and Secondary weapons are explosive Launchers and he doesnʼt have a safe weapon for close quarters combat. It should be noted, that the Demomanʼs TNT Mirv seen in the second trailer was removed in favor of the Sticky Bomb Launcher.

 

Strengths:

• Decent on Offense.

• Incredible on Defense.

• Good in both interiors and exteriors.

• Good at creating chokepoints and stopping enemy advancement.

• Splash force from Grenades can be used to break Medic healing chains and knock enemies into the abyss.

• Grenades can be bounced off walls and ceilings for indirect combat.

• Good at mid and long range combat.

• Can remote Detonate Sticky Bombs and Grenades.

• Good at destroying Engineer constructs.

 

Weaknesses:

• Lacks a safe weapon.

• Sticky Bombs can be destroyed by enemy explosives.

• Weak in close quarters combat.

• Grenades can be dodged easily.

• Hard to be stealthy due to explosives.

• Chokepoints can easily be avoided by Scouts and Soldiers.

 

Engineer

Primary Weapon: Shotgun

Secondary Weapon: Pistol

Melee Weapon: Wrench

Other: Construction PDA

 

Valve: The defensive backbone of any team, the Engineer builds useful devices such as Sentry Guns, Health & Ammo Dispensers, and personal Teleporters. Tactical placement of these devices and the ability to maintain them under fire are the keys to being a successful Engineer. If you're better at planning and thinking than fighting, you're a natural born Engineer.

 

Much similar to the Medic and Spy, itʼs what the Engineer does outside of combat that makes him a valuable asset to gaining a victory. Also similar to the Scout, he carries a Shotgun as his Primary and a Pistol as his Secondary. He is best off supporting on Defense, but placing his constructs at the right places can give a serious boost to his teammates that are on Offense. The Engineer uses Scrap Metal as way of currency to build his Sentry Guns, Dispensers, and Teleporters. Anyone who is a fan of RTS games is going to fall in love with the Engineer.

 

Strengths:

• Incredible at supporting Defense.

• Good at supporting Offense.

• Good at close range combat.

• Good in interiors.

• Can create Sentry Guns, Dispensers, and Teleporters.

• Constructs can be built faster with the help of other Engineers.

 

Weaknesses:

• Bad at mid and long range combat.

• Doesnʼt fair so good while outside.

• Whacking constructs with the Wrench leaves him vulnerable from behind.

• Spys can destroy his constructs quickly.

 

Heavy

Primary Weapon: Minigun (Sasha)

Secondary Weapon: Shotgun

Melee Weapon: Fists

 

Valve: The slowest, most powerful class, the Heavy carries a massive minigun capable of clearing roomfuls of enemies. He's vital on Defense to deal with Scouts, who can easily avoid Soldiers and Demomen. If you're a player who wants to be in the thick of the action, but your aim is a little rusty, the Heavy is the perfect class for you.

 

“Cry some more!”

The Heavy is the main “tank” of the game. His Minigun can tear through hoards of enemies without having to reload. He also has more health than any other class in the game. He is probably the best class to be paired up with a Medic and can create utter chaos while Invulnerable. Unfortunately, he is by far the slowest class and his size makes him easy prey for even the worst of Snipers. Also, he makes a lot of noise and itʼs hard to be stealthy.

 

Strengths:

• Has more health than any other class.

• Minigun can tear through multiple enemies without having to reload.

• Minigun can be spun up without shooting.

• Good on Offense and Defense.

• Good at close and mid range combat.

• Good in interiors.

• Good at breaking defenses.

• Good at holding chokepoints.

• Good at creating distractions.

 

Weaknesses:

• Slowest class in the game.

• Moves even slower while firing his Minigun.

• Minigun needs to constantly be refilled.

• Large and easy target.

• Bad in exteriors.

• Bad at long range combat.

• Hard to be stealthy.

 

Pyro

Primary Weapon: Flamethrower

Secondary Weapon: Shotgun

Melee Weapon: Fire Axe

 

Valve: The nastiest class to run into when turning a corner. The Flamethrower produces a massive amount of damage over a short range, making the Pyro the most lethal close-quarter class there is. Pyros are often seen playing a defensive role near the front line, ambushing enemies as they enter tight spaces. On Offense, they're terrific at harassing the enemy's defense, since it's hard to maintain a solid Defensive line when you're on fire.

 

Unlike his weak TFC counterpart, the TF2 Pyro is by far the deadliest class in close quarters combat. His Flamethrower can turn a Heavy with full health into toast in a matter of seconds. All it takes is a small puff of flame to Ignite an enemy, causing them to lose health rapidly and be turned into ash fast if they donʼt reach a pool of water. However, he has incredibly short range and is pretty much the up and close “melee” class of the game. His prowess in ambushing makes him a nightmare for any class that unfortunately turns a corner to meet him. He is slightly faster than the other classes (besides the Scout) and canʼt take anymore punishment than a Demoman. Also, water hates him.

 

Strengths:

• The most lethal close quarters class in the game.

• Good speed considering his necessity to get up close and personal.

• Lighting enemies on fire will usually cause them to panic and retreat.

• Extremely deadly in interiors.

• Works well on both Offense and Defense.

• Good at breaking stalemates by temporarily crippling the enemy defense.

• Shotgun allows for a little boost if the flamethrower canʼt reach them.

 

Weaknesses:

• Terrible at mid and long range combat.

• Extremely vulnerable while outside.

• Water makes his flamethrower useless.

 

Spy

Primary Weapon: Revolver

Secondary Weapon: Disguise Kit

Melee Weapon: Butterfly Knife

Other: Sapper

 

Valve: The Spy excels at the black arts of infiltration and assassination. With the ability to disguise himself to look like an enemy, or even become fully invisible on command, the Spy creates havoc behind enemy lines. He's an enemy's worst nightmare -- a dangerous foe indistinguishable from a friend. If you prefer guile to brute force, the Spy is what you're looking for.

 

The Spy is by far the most complex class in the game and has a much higher learning curve than the other classes…unless you play Splinter Cell or something. The Spy himself is pretty much useless while in combat and heʼs only slightly less fragile than a Scout. Itʼs what he does while out of combat that makes him an important asset to the team. Instead of being about killing everyone in sight, he is about causing the enemy team to slowly crumble imperceptivity over time. This can be done by simply killing key enemies to causing paranoia and having the opposing team turn on each other. Iago for the win! Spys are the lone splinter cells who risk everything to just simply create a few holes in the enemy defense. Those holes however being a deciding factor in the long run.

 

Strengths:

• Good on Offense.

• Good at taking out key Defenders.

• Can quickly destroy Engineer constructs.

• Good at taking out enemy chokepoints.

• Good at causing distrust within the enemy team.

• Good at distractions.

• Can Cloak.

• Can Disguise himself as the enemy.

• 1-hit Stealth Kills from behind.

 

Weaknesses:

• Bad on Defense.

• Useless in combat.

• Low health.

• Cannot attack while cloaked.

• Disguise drops if damaged enough.

• Smart enemies that constantly communicate with each other can see through disguises.

• Cigarettes give him cancer.

 

Soldier

Primary Weapon: Rocket Launcher

Secondary Weapon: Shotgun

Melee Weapon: Shovel

 

Valve: The core of any offensive push, the Soldier comes armed with a devastating Rocket Launcher. Faster and slightly more fragile than the Heavy, the Soldier's a true all-arounder. From taking out Engineer Sentry Guns to using his Rockets to launching himself into the air, the Soldier is useful in a wide variety of situations. If you're an old school deathmatcher, or just quick on your feet in the middle of combat, the Soldier's your man.

 

The Soldier is your main jack-of-all-trades, master of none. He can do good against any other class in combat, but he lacks the special perks that allows them to excel in particular areas. He can hold chokepoints, but nowhere near as good as a Heavy or Demoman, he can take enemies out from far away, but nowhere near as good as a Sniper. He can capture documents and control points, but nowhere near as good as a Scout. Heʼs the easiest class for new players to adapt to, but skilled players can use the splash force from his Rockets for Juggles and knocking enemies into the abyss.

 

Strengths:

• Good balance of health and speed.

• Good on Offense and good on Defense

• Can adapt to any situation and able to stand his ground against every other class in combat.

• Good in both close, mid, and long range combat.

• Good in interiors and exteriors.

• Can rocket jump past Defenses and into enemy bases.

• Good at flag running and beating other classes to control points.

• Good at taking out Engineer constructs from afar.

• Good splash force from Rocket Launcher.

 

Weaknesses:

• Doesnʼt excel better than any certain class in particular areas.

• Can accidentally hurt himself with a ton of damage from Rocket Jumping and the later fall from doing so.

• Rocket Launcherʼs splash damage is small and weak compared to a direct rocket to the body.

• Reload time of the Rocket Launcher leaves him open.

• Scouts can easily dodge his rockets and exploit his reload times to deadly effects

 

Sniper

Primary Weapon: Sniper Rifle

Secondary Weapon: Submachine Gun

Melee Weapon: Machete

 

Valve: Nobody beats the Sniper at long-range combat. With a little time to find a perch and dig in, he can significantly slow an enemy advance. If knocking the helmet off a Soldier at 400 paces sounds fun, then the Sniper is the class for you.

 

“Crikey!”

The Sniper is all about precision elimination at long range. Out of all the classes, there is no one more important on Defense than the Sniper. With several high perches specifically designed for the Sniper on all maps, he can rest in his own little home all the while Sniping enemies in their tracks. The Sniper has a special Charge Shot ability that allows him to build up a powerful shot while scoped. Unfortunately while Charged, a big laser dot appears on his target giving away his presence. While exceptional at long range, he is best off staying out of direct combat. When in combat, he canʼt do much other than retreat and find some teammates. Also, he isnʼt that great in the many interiors of most maps. Fortunately if he does get in a close range scrap, he can swap to his SMG and use it to as a way to suppress the enemy while making an escape. He should beware though, that while scoped, he is vulnerable from getting stabbed in the back by enemy Spys.

 

Strengths:

• Incredible at Defense.

• Great at long range combat.

• Great at shooting out into open areas.

• Good at holding chokepoints.

• Can do high damaging Charge Shots.

• Can survive in close range combat.

 

Weaknesses:

• Bad on Offense.

• Bad at close and mid range combat.

• Bad in interiors.

• Charge Shot leaves a big laser dot on the target.

• Vulnerable from behind while scoped.

 

Scout

Primary Weapon: Scattergun

Secondary Weapon: Pistol

Melee Weapon: Aluminum Baseball Bat

 

Valve: The fastest and lightest of all the classes, the Scout uses his speed to punch through enemy lines before opposing defenders can react. What he lacks in health and weaponry, he makes up for with his incredible speed and aerial maneuverability. If you'd like to sprint gracefully through enemy fire, look into the Scout.

 

The Scout is the gameʼs mosquito. Heʼs incredibly agile and can dish out good damage, but is the most fragile class in the game and canʼt take a lot of hits. The Scout is by far the fastest class in the game. He can literally run circles around Heavies. The Scoutʼs Scattergun and Baseball Bat are used for quick, high damaging stings at close range. When the Scout isnʼt capturing control points and documents, heʼs creating distractions and doing his best to piss off every other class. His Double Jump allows him to reach areas inaccessible to other classes and hop from rooftop to rooftop past Defenses.

 

Strengths:

• Fastest class in the game.

• Hard to hit.

• Can Double Jump and can change direction mid-jump.

• Can reach areas other classes canʼt.

• Can deal out quick damage at close range.

• Good at making distractions.

• Good on offense.

 

Weaknesses:

• Has the least amount of health in the game.

• Weak at mid and long range combat.

• Hard to maneuver while in close quarters.

• Weak on Defense.

• Hard to control.

• Ritalin.

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to game ta spaei

apistefta ethistiko apo to loading ti pistas...

arxizei to map kai sou dixnei ena video me to "briefing" se stil tainia tou 50

otan pethaneis sou dixnei mia screenshot san kart postal apo afton pou se efage (thimizei cod edo) kai meta sou leei diafora stats se sxesi me to overall peksimo sou.

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episis, logika tha vgei patch gia afto.

apo oti nomizo kanane upgrade tin engine, giati einai peripou 1,3 gb to tf2 mono tou , kai sta options ton grafikon exei parapano epiloges (sto hdr, kai ena simataki tis ati:P)

alla, eipane oti tha kanoune optimize to game gia dual core, i kati tetio.

exo to keyboard me tin othoni kai ena apo ta apps tou einai to cpu/memory usage kai vlepo sinexis xrisi tou enos pirina mono (kai sto load argei se sxesi me to hl2 paradigma)

den ksero an fteei to oti exo quad core, i oti einai beta, pantos elpizo na to allaksoune

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