![]() ![]() Critical attacks do not deal extra damage or knockback to their users, though they may provide visual or audio cues that suggest they do. When hit by a critical attack, text appears above the target's head, a distinct hit sound is played, and the target is subject to greatly increased knockback. Usually, non-melee attacks have a 2-12% chance to become critical based on recent damage output while melee attacks have a 15-65% chance however, some weapons, like the Market Gardener, are unable to get random critical hits. Critical attacks are usually accompanied by team-colored visual effects and electric shock sound effects (most noticeably on explosive projectiles). Critical hits are not subject to damage randomization or distance-based damage modifiers, and always deal 300% of the weapon's base damage. Unless disabled by a server setting, most weapons semi-randomly deal critical hits. ![]() Team Fortress 2 has a variety of mechanics that influence combat, such as explosives, Sentry Guns, shotguns, and much more.Ĭritical hit chance based on recent damage dealt. CombatĬombat is the primary means through which opposing teams compete for objectives. The Spy is armed with the Revolver, a Sapper, a Butterfly Knife, a Disguise Kit, and an Invisibility Watch by default. Can disguise, sap buildings, cloak, headshot (With the Ambassador only) and backstab. Spy: A support class with 107% move speed and 125 health points, ideal for covert disruption and assassination. The Sniper is armed with the Sniper Rifle, a Submachine Gun, and a Kukri by default. Sniper: A support class with 100% move speed and 125 health points, ideal for long-distance target elimination. The Medic is armed with the Syringe Gun, a Medi Gun, and a Bonesaw by default. Can regenerate health passively and is capable of healing teammates and deploying ÜberCharges on both teammates and himself. Medic: A support class with 107% move speed and 150 health points that focuses on improving the longevity and efficiency of teammates. The Engineer is armed with a Shotgun, a Pistol, a Wrench, and a PDA by default. Can create, maintain, upgrade, move, and control buildings. Engineer: A defensive class with 100% move speed and 125 health points that specializes in area denial and support. The Heavy is armed with the Minigun, a Shotgun, and his own Fists by default. Heavy: A defensive class with 77% move speed and 300 health points, excelling in dealing and receiving sustained damage. The Demoman is armed with the Grenade Launcher, a Stickybomb Launcher, and a Bottle by default. Demoman: A defensive class with 93% move speed and 175 health points, specializing in area denial and damage output. The Pyro is armed with the Flamethrower, a Shotgun, and a Fire Axe by default. ![]() Can ignite enemies, use compression blast to reflect projectiles and extinguish teammates, and is not affected by afterburn from fire-based attacks. Pyro: An offensive class with 100% move speed and 175 health points, ideal for close-quarters combat and group support. The Soldier is armed with the Rocket Launcher, a Shotgun, and a Shovel by default. Can rocket jump to reach normally unreachable places. Soldier: An offensive class with 80% move speed and 200 health points, able to adapt to a variety of situations, making him great for both attack and defense. The Scout is armed with the Scattergun, a Pistol, and a Bat by default. Can double jump and capture control points (and push Payload carts) at double the rate of any other class. Scout: An offensive class with 133% move speed and 125 health points, specializing in hit-and-run combat and objective-capturing. The abilities and stats of the classes can vary based on their loadouts. There are nine playable classes in Team Fortress 2, which are categorized into three areas- "Offense," "Defense," and "Support," though these categorizations mostly have no impact on gameplay. ![]()
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