Difference between revisions of "Offclass"

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== Pyro ==
 
== Pyro ==
  
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Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. The player may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.
 
 
  
 
== Heavy ==
 
== Heavy ==

Revision as of 06:12, 1 July 2013

In 6v6, an Offclass is any class apart from the standard Scout, Soldier, Medic, and Demoman. These are situational classes, most often switched to by a Scout or Roamer when holding or pushing last in 5cp.


Pyro

Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. The player may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.

Heavy

The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.

Engineer

Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravelpit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend the buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If the Engineer works with his team, this can all be done smoothly. On an average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.

Sniper



Spy