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Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravel Pit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round starts in order to hold a point, usually point B. 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.
 
Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravel Pit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round starts in order to hold a point, usually point B. 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 even less mobile than a Heavy, having no mobility unless moved (taking away all of its firepower). However, a fully set up Level 3 gun, with good positioning and while being tanked or wrangled, can be even more powerful and durable than a Heavy  - although setting up the gun can take an unnecessarily long time. A team can sometimes also opt for an Engineer offclass if they know the enemy will be pushing with the Kritzkrieg, as crits do not affects damage on buildings, and the Kritzkrieg does not protect the affected players from incoming damage in any way.
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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). A team can sometimes also opt for an Engineer offclass if they know the enemy will be pushing with the Kritzkrieg, as crits do not affects damage on buildings, and the Kritzkrieg does not protect the affected players from incoming damage in any way.
  
 
The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.
 
The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.
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== Pyro ==
 
== 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.
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Once again, a class mostly used by cock sucking faggots. (except for Prophet)
 
 
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. While the enemy team ubers in, the Pyro moves forward to airblast the combo 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.
 
  
 
== Sniper ==
 
== Sniper ==
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Similar to the Sniper in his single-target killing power, the Spy is a highly situational "pick class" that excels during stalemates. The Spy lacks a lot of the utility that the Sniper provides, but can be more effective at times where a Sniper has little vision or killing capabilities. The Spy also has excellent scouting power through use of the Cloak and Dagger item.
 
Similar to the Sniper in his single-target killing power, the Spy is a highly situational "pick class" that excels during stalemates. The Spy lacks a lot of the utility that the Sniper provides, but can be more effective at times where a Sniper has little vision or killing capabilities. The Spy also has excellent scouting power through use of the Cloak and Dagger item.
  
Choosing Spy at the right time is the most important part of the class. Played once in a game, the enemy will be much more careful for the rest of that game. The first stab is the most effective. In an ideal situation, the Spy won't even be seen by the enemies until an enemy player is killed. Because of the high levels of communication and low amount of players in a game, disguises are very unreliable and will not fool most players. Additionally, it is unwise to disguise as anything other than the main 6v6 classes (Scout, Soldier, Medic, Demo).  Disguising as Soldiers and Demos will cripple the Spy's movement speed, and a team usually knows where their Medic is, and it's very suspicious to see a Medic but not have him healing anything, so generally, Scout is the best disguise, even though the Spy is slower, this can be disguised with spamming jump and crouch, or just sneaking around with cloak and the small body of the Scout.
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Choosing Spy at the right time is the most important part of the class. Once played him once in a game, the enemy will be much more careful for the rest of that game. The first stab is the most effective. In an ideal situation, the Spy won't even be seen by the enemies until an enemy player is killed. Because of the high levels of communication and low amount of players in a game, disguises are very unreliable and will not fool most players. Additionally, it is unwise to disguise as anything other than the main 6v6 classes (Scout, Soldier, Medic, Demo).  Disguising as Soldiers and Demos will cripple the Spy's movement speed, and a team usually knows where their Medic is, and it's very suspicious to see a Medic but not have him healing anything, so generally, Scout is the best disguise, even though the Spy is slower, this can be disguised with spamming jump and crouch, or just sneaking around with cloak and the small body of the Scout.
  
 
Due to all of this, the best watch to take when going for kills is the standard Invisibility Watch. It will get the Spy behind them the furthest and fastest. When trying to scout out the enemy position, attempting a back cap, however doing anything that requires more than 15 or so seconds of invisibility, the Cloak and Dagger is best. This can be used to invade the last point on a map and simply watch, or wait for them to push out and attempt a cap. Going spy at the right time in a game is the primary deciding factor in its usefulness.  The Dead Ringer can be used while holding last to fake a death with friendly disguises and instigate an enemy push, but can be detected by listening to the Spy's death cry, or if they have ragdolls on, as the Spy's corpse is dropped, not the disguise.
 
Due to all of this, the best watch to take when going for kills is the standard Invisibility Watch. It will get the Spy behind them the furthest and fastest. When trying to scout out the enemy position, attempting a back cap, however doing anything that requires more than 15 or so seconds of invisibility, the Cloak and Dagger is best. This can be used to invade the last point on a map and simply watch, or wait for them to push out and attempt a cap. Going spy at the right time in a game is the primary deciding factor in its usefulness.  The Dead Ringer can be used while holding last to fake a death with friendly disguises and instigate an enemy push, but can be detected by listening to the Spy's death cry, or if they have ragdolls on, as the Spy's corpse is dropped, not the disguise.

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