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The Medic. Man with a medpack!
The medic is one of the more misused classes. The intent was to have him support his own players as in healing them and carrying supplies to them. Some have made the medic an offensive terror. I am not saying this is bad or against the rules, just that I don't think that is what he was intended for.
The medics weapons are the med pack used to heal friends, and infect foes with disease. Standard shotgun. I forgot to mention that the shotgun reloads much faster in TFC, probably twice as fast. The double barrel shotgun, (a secondary weapon) and the super nail gun using the Automatic rifle model. He also carries hand grenades and concussion grenades. The medic class seems not to have changed much at all from the TF version.
The concussion grenade does not seem as powerfull and is modeled more like the original concussion effect in TF. You do not get the same lift while attempting a concussion jump and the damage area seems smaller, maybe as much as half as small. Instead of healing a team mate with the ax, you now carry a med pack with buttons and lights! High tech baby! Also, the medic is self healing as before.
Keep in mind that We don't play all these classes on a regular basis, so our observations may be a bit off. (At least I don't!) A medic should play a support role, and he is well suited for this. Starting health is 90 and armor is 50. He can go along on an offensive run and heal the damaged and injured team mates as they regroup upon reaching th enemy base. Or he can stay in his own base and heal injured team mates and help resupply them as well.
-The Hal
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Engineer. A man and his sentry.
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The Engineer is a mixed bag. I'm actually not too crazy about the
appearance of the sentrygun, dispenser and spanner.. they all look a bit
"small". Nonetheless they're still very detailed, and the fact that your
sentrygun's health and ammo are displayed on your HUD means no more
fiddling with sbar_ commands as in Quake. Also too, your spanner
physically hits your sentry and dispenser, and you don't clip into
either one as much as in the original, making it much easier to
fill/upgrade both.
The EMP grenades are even more lethal then before, and I think this is
to offset the Engie's decreased speed. His "railgun" is similar to (and
using) the Gauss, so if you are fond of that weapon you're in luck.
Diehard TF Engies won't be disappointed with the TFC version, but they
won't be surprised either.
-SailorScout
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Spy, A James Bond wannabe.
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You thought the TF 2.9 Spy kicked some major behind? Well the TFC Spy is
even better! Thanks to the ability to fire off some shots before a
reload is completely done, no longer are you helpless as your
double-barrelled shotgun reloads. Sure it'll be slower unless you wait
for it to completely reload, but the point is to keep firing when
chasing down that enemy who you just knifed. Speaking of which, the
knife just plain rules now. That is.. if you can get close enough to use
it! It doesn't quite have the reach of the crowbar most of the other
classes have though, so you will need to get right behind your target as
in the original TF.
The hallucinogenic grenade is similar but different. You still see and
hear things, but now you see sparks and flames and the screen shakes
every once in a while, adding to the disorientation. Also too, you'll
sometimes "see" projectiles like rockets and nails fly by! This can be a
major problem for a team in a fire fight, and helps add to the confusion
more. As with the Scout's concussion and caltrop, you'll see a little
icon in your HUD indicating you're seeing things.
-SailorScout
Next up... The Sniper, HWGuy, and Scout
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