/me tips his hat. Good-bye old friend, you will be greatly missed.
A Proud Member of the TeamFortress2 WebRing




  From burning everything in site to blowing everybody and their mother up, the Pyro, Soldier, and demoman can't be beat.

S

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   The Pyomaniac. Burn baby, burn!

   The Pyro is BACK baby! If you gave up on this class in QW TF, time to give him a second go in TFC. Instead of a faithful conversion, it feels like TFS and Valve have made the Pyro what they originally intended but couldn't pull off with the original.

   For those that played earlier versions of TF, you'll remember the Pyro was a lag inducing pain as he ran around lighting everything on fire, from the other team, to the walls, the floor, the ceiling, ramps, railings, anything and everything. Well, while he isn't a walking flame job, he does do a good job of spreading his hot love. Anyone foolish enough to walk into your flamethrower's path will light up, and run around like one of those stunt men from a cheesy movie, covered in flames, a great sight to behold. Napalm works a bit differently now to, it's more like it's original form, toss one out, and blam, you've spewed napalm (Big shock 'eh?) in a wide radius, and it's lit to boot. It makes a much more imposing block to a hallway now. Any fool that walks through your bonfire, well, see the above on the flamethrower!

-King Nothing



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 Soldier. The heavy hitter

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   One thing you will find with the new Soldier is that you can shoot a rocket before you are fully reloaded. At least in a LAN game you can, and I am assuming you can in an internet game as well. Though like I said, I haven't had a chance to fully test TFC yet. As a matter of fact, you can depress the rocket launcher trigger, expend your four rockets from the initial clip, keep the trigger depressed, and it will fire rockets continuously as it loads each individual rocket. Of course there is the load time to be factored in so it is not as fast as launching the first four.

   I have not had time to try to set up my old rocket jump alias to see if it works, but the good old fashioned rocket jump is alive and kicking. I have a lot of trouble with it, being used to the alias. I do find it easier to rocket jump backwards as a rule. You know, run backwards and aim down and fire! I'm flying baby! Grenade jumps still seem to work the same too.

   The actual firing rate and aiming of the RL appears the same but feels different. It's hard to explain. I guess it is going from the RL in Half-Life to the RL in TFC, the fact that you can't direct the flight of the rocket after it leaves the launcher. You do have the smoke trail for eye candy though! 8 > )...

   The nail grenade is a bit different. It seems to not last as long, but that could be my imagination. And it is quiet, other than the explosion at the end. Seems to operate the same though. I miss the sound of the nails bouncing off the walls.

   I believe the TF Soldier will adapt readily to the TFC soldier. The fire fights in the map Hunted are intense and exciting. It is rapidly becoming a favorite map of mine. There is nothing like going out of the door with four or six soldiers and fighting it out against a group of snipers, trying to lead the president to safety. I am happy with TFC. It has revitalized my playing and renewed interest in the old comfortable team based game, TF. Soon you will all have the chance to give it a go and we are thankful that Valve saw fit to give us a pre release copy for reviewing. It is a privilege and we were honored to accept.

-The Hal



 The Demoman. Lets see if it'll blow up!

   The Demoman is a powerfull class with 4 different types of grenades. They have a regular grenade, The mirv that consists of a single grenade that detonates into 6 or 8 individual bomblets, the grenade launcher and the pipe bomb which you can place multiples of and then detonate from a distance. And also they have the standard shotgun.

   The det pack is a nice little trap you can set. You set a demolitions pack and after a set amount of time it explodes. You can vary the time setting which gives you time to get the hell out of Dodge! Either the pipe bombs are more powerfull or it is just the physics of the Half life engine, but I seem to get knocked farther into the air and off the bridge in 2forts a lot more by pipe bombs and grenades. That alone may make for quite a bit different strategy in playing.

   The speed, armor and health All seem the same as in TF. Starting armor is 50 and 90 health. The speed and weaponry of the Demoman make him a good choice for either offense or defense. He has a six shot grenade clip so he can fire on the run in an seemingly endless stream of ordinance. A well placed and timely detonated pipe bomb or grenade can be devastatingly effective.

   This class may be a little over bearing for a new player. And if he does choose this class he will be bound to let loose with an explosive display that would make a Disney fireworks show look like a candle light dinner. The Demoman is not to be taken lightly, his only fault being that he is moderately armored. But that is easily over come by a tactful use of weapons.

-The Hal



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 The President. Weak, and needs your help!

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   It was more of a joke to add this in. But hey.. The President, or more commonly known as The Hunted (or civilian for that matter) is still a fact of life that we all have to deal with!

   If you are playing this guy, you will be happy to know that now you can be healed by members of different colors, and they cannot damage you.(unlike in QuakeTF) That in itself makes this class a heck of a lot more fun to play! The basic duty is to take this light armored stud from point A to point B. In doing so, you really have to trust your bodyguards to pick out and stop would-be assassins.

   This class is amazingly fun to play, but the urge to kill something usually takes over leaving you begging for someone to take office for the next term.

-Spaceman Spif



 Thats all she wrote. Take me home!
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