Originaly, we had a separate classes and weapons page. They have been combined due to so many
class specific weapons. At this point in time, there isn't the greatest ammount of information
about what class has what specific weapon, (you can get get a good idea by checking out
screenshots and videos though) First
we'll start off with a little general weapon info, then get into specifics.
Handguns/Machine Guns/ShotGuns
Information about general weapons is vague at best. With the ever ongoing balancing of classes
what weapons they have and how powerfull they will be is ever changing. When we know something
more specific, we'll be sure to let you know.
Here is what we currently have:
Most of the weapons are normal bullet firing guns. Every class has some form of pistol or smaller
secondary gun. All pistols do locational damage. A submachine gun and the sniper rifle also do
locational damage. The weapons have recoil, accuracy and range. You will not be able to snipe with
your pistol since the maximum range is not very long. The heavy machine gun can cover that range,
but you must be crouched to shoot accurately with it. Some weapons are very inaccurate if fired
while moving. You also lose accuracy as a result of recoil. These changes in realism will change
the way you play, you can expect a lot less circle strafing combat. A lot of weapons also let you
choose if you want to shoot semi, three shot burst, or full auto.
FAMAS
Currently, screen shot that shows a weapon model from the player's view. It is called the FAMAS.
At this time, it is unknown what this weapon is like in the game, and what classes have it.
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Fixed Gun Emplacements
Valve is going all out with the fixed gun emplacements now, they are also a lot easier to use. The
Engineer's now able to build fixed gun emplacements, which makes holding your position in some of
the Territorial Control maps a lot easier, if you can hold the enemy off long enough to build them.
The player's viewpoint is now down behind the weapon, so you're effectively firing right down the
barrel, and the gun looks like it's a weapon you're carrying. Playtesters have found this a lot
easier to use than Half-Life's style. (you remember how clumsy that is)
Marine
The standard army grunt, armed with a sturdy assault rifle and
carrying a disposable SMAW for heavier targets.
SMAW: a standard issue Rocket Launcher for the Marine class,
There has to be a rocket launcher in every game. The TF2 rocket launcher is not your average Quake
arcade shooter gun. It is a realistic weapon. It carries one missile, so make it count, and it
shoots exhaust out back, so your allies better stay out of your way, but also give you cover fire
while you line it up. The missile also takes 20 meters to arm and has a huge blat radius when it
hits. No more rocket jumping.
Machine Gunner
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The heavy backup, essential for laying down covering fire
while your Marines and Rangers advance. If he can find a sandbag to rest his
machine gun's tripod on, he can pin down an entire enemy squad.
Click here to see a little picture of concept art of the Machine Gunner
by Chuck Jones, to get a fullsize picture, check out this one. Or
if your on a phat porn pipe, look at this baby in 1315x1638 resolution.
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Sniper
The ever-efficient TFC Sniper, with a few extra tricks up his
sleeve. One of the major differences is that the sniper will not have the same "lag-dot" as it's been
nicknamed, the netcode has been vastly improved all around, (we heard that Yahn has been locked
in a steal cage next to the generator is being poked with sharp sticks and won't be let out until
he creates a netcode slicker than a hot knife cutting through butter. And a cure for cancer.)
The sniper can blend into his surroundings, as long as he stays still and doesn't make too much
noise.
Commando
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The only class capable of destroying large installations, the
Commando often needs protection for the few undisturbed seconds it takes to
set his charges. |
Flame-Thrower
The perfect class for cleaning out the enemy
squads held up in bunkers and trenches. The flamethrower has a lot more possibility in TF2
compared to TFC. Shoot into the right size room and everyone inside will be burnt to a crisp because
of the new "volumetric" flame technology (same thing that used for the fog and smoke) So this
guy is definitely going to be a threat when shooting in/into confined areas. |
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Officer
The core of a squad, the Officer
increases the morale, and hence combat abilities, of all his teammates around him. His IR goggles
and smoke grenades make him the perfect class to lead an attack. (There is no released picture of
the Officer available)
A little Q&A was done to further investigate what how this "moral" system works:
Q: I understand that the officer class will improve the nearby players speed and precision,
but what happens when he is killed and the team sees it? Will those players return to normal status
or will they drop beyond it (due to morale issues)?
A: The players return to normal morale status. One of our goals in TF2 is to encourage
players to move together in squads. We provide a lot of incentives to do so, using the morale
system to make the members of the squad more powerful. At the same time, we try to avoid giving
players any reasons to not want to be in squads, which would be the case if you were penalized
below your normal level if your Officer died. We stick to positive reinforcement wherever possible.
Ranger
The lightest and fastest combative class, the Ranger's the perfect
choice to lead the charge against enemy emplacements. Dangerous when up
close, he is often able to flank an enemy squad and hit them from the
side.
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Field Medic
The most important team player in the game. His ability to
revive dying team-mates, coupled with his ability to resupply and repair
teammate's armor, makes him an essential to any squad. He also has the chance to revive dying
team mates, when they are killed, they can call out medic, and if he reaches him in time, they will
be back and fighting fit.
We've heard through the grapevine that snipers are having a hayday with the tactic of killing someone
in the middle of a field and then waiting for that lonely medic to come out and try and save him.
Also sounds like it puts quite the decision on the medic to chance running out there when you see
a sniper dot hovering around, but you also see the guy faintly yelling, "meeeeediccc!"
Engineer
Text here... Will go along side, the underneith as needed...
The Engineer's still the heart of defensive squads. A new method
of building makes building selection and building placement very important.
His ability to make mounted machine guns and carry them to strategic
locations for other players to use makes him an key class in operations
where you're trying to gain, and hold, ground by pushing the enemy back.
The Engineer's now able to build fixed gun emplacements, which makes holding your position in some
of the Territorial Control maps a lot easier, if you can hold the enemy off long enough to build
them.
The Engineer now builds things with energy. He can have unlimited sentry guns, provided he has
enough energy for them to operate with (he can build energy depots, but they can also be destroyed
but maps can control all of this)
Spy
The infiltration and assassination class, the Spy maintains his ability
to disguise himself as an enemy. He's perfect for taking out lone enemies
and disappearing without a trace.
A couple more notes on the spy, he will be able to intercept enemy voice communications, but he will
have to be in very close range to do so. Also, like in TF/TFC, he will be able to disguise himself,
however the system is slightly different, he dons the uniform of the enemy he's killed. (unknown if
he can grab uniforms of other dead bodies.) And if he is not discovered while attacking, he will keep his disguise,
so he can take out one or two stray people, and as long as they don't sound a warning, he'll be able to
lurk away unnoticed, or join the main group and reek some havoc.
Garrote Wire: this is the Spy's stealth weapon for sneaking up behind
an enemy and killing them silently. (Check out the
combo.mpg video to see
this in action)
Spyder Grenade: How this bad boy works is unknown, (guesses are you take the view of the
spyder to search around) but Robin had the following to
say about it, "perfect for scouting out the enemy base."
Instructor
The Instructor's not actually a physical player in the game. His only function is to train other
players. He sees through the eyes of his trainee and, through the use of a laser pointer and voice
link, he teaches the trainee how to play the game.
Commander
The class responsible for the team's
strategy, the Commander sees the entire battle from above. He has an interface identical to most RTS
games, enabling him to give orders, set waypoints, use voice to chat to team members, and ultimately
to give his team enough information for them to win. (What kind of picture do you want in this one,
a floating head? Actually that would be kinda cool :)
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