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Sniper. The one shot wonder.
The sniper is pretty close to its old version, the main changes are the lack of any secondary grenade (Aw, now I can't flare spam!) and the sweet looking sniper rifle model. Old snipers will settle right in with the new sharp shooter without even thinking about it. Like all good snipes, autozoom is replaced by a key bound zoom function by default. This is one class that I can't find a way to really criticize, before, it was pretty much perfectly balanced, and that balance hasn't been blemished in any way.
-King Nothing
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Heavy Weapons Guy. Spin that cannon of love!
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The HWguy is the slowest class, although I would not bet against him in a foot race with a soldier. Suffice it to say he is slow. But he is a tough guy. The most heavily armored class of them all, he spawns with 150 armor and 100 health. His main weapons are a assault cannon, the mirv grenade, the regular grenade, the single barrel and double barrel shot gun.
The assault cannon appears to fire eight to ten bullets per second, an awesome display of fire power that no class can stand up to for very long. The assault cannon in TF also took cells to run, but that doesn't seem to be the case in TFC. Also, you are able to shoot the assault cannon while moving in TFC, but you would have to line the Heavy up with a fence post (Or some other non moving object) to tell.
Fully armored, (after picking up the red armor) a heavy weapons guy has 300 armor, seemingly indestructible. However, because of his slow movement, he is an easy target, just don't stand still while fighting him. Also of note is the fact that you can fire a grenade while simultaneously firing your assault cannon, another nice tweak that will make the HWguy even more formidable than he used to be.
The best task for this puppy is defense in my opinion. He is not mobile enough to fight his way through multiple defenders in the enemy base, and if he did grab th flag, he is so slow, the enemy defense would have to be taking a nap to let him escape. Now, not being a HWguy by trade, I am sure many HWguys would like to argue that point. I play soldier, so come and get some Weps! I have something for you!
-The Hal
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The Scout, Speedy Gonzales.
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The first thing I noticed trying the scout, is he doesn't quite feel as zippy as he used to. I don't know if the boys at Valve forgot to load him up with NoDoze before sending him out to play or what, but he just doesn't feel like a pocket rocket anymore. He still outruns everyone who challenges him however, it's just not by the same big margin.
The scout still carries his trusty (and annoying) concussion grenades. Once again, TFS set things back to the way they were in earlier versions of TF, the concussion sends your view wobbling while you keep from retching as your 60+ fps OpenGL accelerator tricks your brain into thinking the game is real. The one item that bugs me about the concussion effect is the lack of messing up one's aim. Like the old concussion, practice can eliminate the woozy feeling, negating the usefulness of the concussion. I'd prefer to see the new style concs brought in (Don't even THINK of hate mailing me buddy! :) ) or the affect of the conc turned up a notch to make it more intimidating. The caltrop, now those are improved. The old ones looked like someone with a bad case of dandruff went running by, sprinkling a little trail of pain as he went. The new ones behave the same, but boy do they look the part! Nasty sharp pieces of metal waiting to flip that nifty foot damage indicator on the HUD. (Nice job on that Valve!)
Overall, the scout seems to have lost a bit of his edge over his past incarnation, but something tells me I'll still be piss'en and moaning about them as they run off with my flag for the 10th time...
-King Nothing
Next up... The Pyro, Soldier, Demo, and a special guest
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