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YouGamers.com Reviews Team Fortress 2

Team Fortress 2


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ESRB rating: Mature ESRB: Blood and Gore,Intense Violence
Publisher: Valve Software
Genre(s): Shooting
Home Page: http://orange.half-life2.com/tf2.h...
 











 
 
By: Jarno Kokko Oct 11, 2007

Soldier, Heavy, Demoman


The Pyro is definitely hotter up close than Soldier.

Heavy weapon Guys have the most disturbing grin (and the biggest gun).

As with the grunts of any army, the Soldier is the backbone of every Team Fortress team - rockets pack plenty of punch, and the Soldier can also take a hit or two without immediately keeling over. The Soldier is able to use otherwise inaccessible routes with the good old rocket jump trick, but beyond that he's just your all-around average offensive character.

The big and sturdy Heavy Weapons Guy is still the man with the biggest gun and the slowest movement speed. When faced alone, he's potentially a problem, but there are plenty of ways to deal with him. Pair one with a Medic, and activate the Ubercharge, and you have created a real problem for the defense - at least for ten seconds. The gun spins up slowly, drops the movement speed to a crawl while spinning, and eats ammo like no tomorrow, but at close range it rips trough everything. At medium and long range the shots tend to spread out a lot, balancing things out. This leaves a lone Heavy Weapons Guy as a sitting duck for Snipers and Soldiers who keep their distance.

Demoman sticky bombs are handy for setups like this...

...Click - Boom!

The Demoman is not quite as explosive as he used to be, but he still packs quite a punch. The remotely activated sticky bombs are still a great tool for setting up ambushes, and while the grenade launcher got adjusted a bit during the beta with the removal of on-impact explosion of the grenades after the first bounce, it's still a devastating tool in skilled hands; now you just have to score a direct hit without bounces, or ensure the time-fused grenades stop at the right spot for maximum effect - rewarding skill instead of careless spamming is always a good thing.

Pyro, Sniper, Scout


Pyro - when you want your enemies properly grilled.

The Pyro is the master of close-up fighting with the flamethrower. In tight areas a single Pyro can do terrible damage, and together with the Heavy Weapons Guy, the Pyro is a good target for a quick Ubercharge-fueled round of mayhem in the middle of the other team. His combination of speed and lethality at close range is a good mix, and in some maps he feels almost overpowered as the flames keep burning and killing people long after Pyro himself has been taken out. A health pack, a dispenser, Medic's healing gun or a quick jump to water (where available) can douse the flames, but often the only option is to just die off screaming "Fire Fire Fire!".

The man with the hat - the Sniper - is still around for all those weenies who enjoy preying on players who actually risk their hide battling it out in the open. For maximum damage, a Sniper is required to wait a while after switching to the scoped view, eliminating the age old issue of Snipers pulling off fatal snap shots "off the hip" with their rifles. For close combat a Sniper packs a machine pistol, and can sometimes manage to take out enemies fair and square, without relying on that evil rifle.

Sniper - inserting high-velocity projectiles where they do not belong.

Boom, headshot.

Scouts are seriously fast, and have the annoying skill of double jumping. It must be all that caffeine.

Running about like a mad chicken, the Scout rounds up the lot. He's the speedy guy in sneakers who had too much coffee in the morning. Fast, deadly up to medium range and sporting a baseball bat for cracking those hard cases that can't get the hint. They have lost their nailguns somewhere along the way, but in exchange they received a nice scattergun that can dish out plenty of hurt at close ranges.

Scouts can also pull off double jumps, allowing access to alternate routes or just generally dodge incoming fire like no other - and dodge they must, as they are very soft targets, easily killed when caught standing still. They are great in Capture the Flag as a flag runner, and count as two people when capturing control points - assuming they can somehow stay alive while loitering in the control point capture zone.

All in all, each of the nine classes have their unique strengths and weaknesses. Some are best in defense, some excel in offense, some can do both depending on how they are played, and all nine feel useful without any obviously overpowered classes. Class balance is the most important factor in a game like this, and I must say that Valve has got it so close to being just right that it's clear they've really played their own game over and over again, polishing things until every class feels useful, yet fair. A rare achievement.




 

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