![]() His backstab is an instant kill, and he can sabotage turrets. He can dress up as enemies, and go invisible for a short time. The Heavy is big, slow, and can take massive amounts of punishment. Like the original, you have nine unique classes, and #2 is even more character driven, with wacky classes like the Engineer who can set up turrets, teleporters, and ammo dispensers. They've gone through 4 different games before deciding to release this one, and finally opted for a neat sort of animation look that goes beyond cel-shading, to make a style all their own. That's true, although it hasn't all been on this version. I think a 9 year development cycle must be some kind of record Jung. Outside of stalemate-breaking pick situations, Spy can also be used to help take down an Engineer nest or provide situational support with the Dead Ringer, which he can use to block doorways, capture points even if there are stickies on them, intercept general spam, or stay alive longer in combat.And for the Orange Box's multiplayer offering, we have the long, long, long awaited Team Fortress 2. ![]() This, combined with the fact that he has to spend a long time in transit and stealth, makes Spy a very high-risk, high-reward option. The Spy's lack of health and firepower gives him a serious risk of dying after he's been spotted, so backstab attempts are usually followed by either immediate death or narrow escape. He is most effective if used sparingly, as enemies are more likely to spot and stop him if they anticipate his appearance. His role is therefore similar to that of the Sniper, but he has the advantage of being able to do his duty even if the target is behind obstacles, walls, and/or team mates. The Spy is used most commonly to break a stalemate by killing a valuable target when that target is otherwise well protected. For example, on Yukon, the importance of Scouts combined with the potency of a Sniper at all three points sometimes leads teams to run one pocket Soldier, two Scouts, and a Sniper instead of two soldiers and two utilities. On some maps where utility classes are more desirable and spam is less effective than usual, it's not unheard of to see the roaming slot play a utility class. Some strategies might call for the roaming player to go for a specific strategic attack involving a class other than Soldier, like running a Pyro on Badlands. This job is usually relegated to a Soldier because of his ability to reposition himself with rocket jumps and take on the role of backup pocket. The roaming Soldier also functions as a suicide bomber, where the Soldier rocket jumps to the more important players of the enemy team ( Medic/ Demoman) and tries to kill them early in a fight, or tries to make them use their Ubercharge when they did not intend to. The roaming soldier, in addition with one designated flank scout will hold the flanks of a map, prevent enemies from being able to flank their team. The roaming player functions as his team's offensive muscle class and acts as a backup pocket. Main articles: Soldier (competitive), Roaming ![]() The Roamer and Specialist classes will move around and look to gain picks, back-cap, or force the enemy medic to deploy an Übercharge to save himself.Įach class in the standard lineup has a specific purpose: The Combo will usually receive the Medic's Übercharge, and represents a team's location on a map. The combination of the Medic and at least one of his partners (generally a Soldier and a Demoman) is referred to as " The Combo". Soldiers most commonly remain Soldiers throughout the entire game, though the pocket sometimes switches to a Heavy, and other switches are not unheard of. Depending on the map, either or both utilities might spend more time as other classes, especially on asymmetrical maps like Gravel Pit or Badwater. The Medic and Demoman almost never change classes within a game. ![]()
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