Difference between revisions of "Offclass"
Waterhog91 (talk | contribs) (Created page with "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 o...") |
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− | + | 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 == | == Engineer == |
Revision as of 06:11, 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.
Contents
Pyro
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
Sniper