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a few grenades in and watch them come running out.
Get up close and personal.
All your weaponry is powerful at close range, but none of it is very useful at long range. Avoid having fights with enemy classes that are dangerous at long range, like the Sniper and Soldier. Either charge them, dodging as you go, or retreat behind cover and hope they come to you. Wherever possible, fight in enclosed areas where they can't avoid getting hit by the explosions from your grenades.
Use your detpack to open new pathways.
Some TFC maps have specific obstructions that can only be destroyed by a detpack. These will be identified in the map Briefing screen.
There are 3 different "Set Detpack" keys to allow you to set the timer on the detpack. Place a detpack in front of the obstruction by pressing your "Set 5 Second Detpack" (M by default) key. You must hold down the "Set 5 second Detpack" key for 4 seconds to place the detpack, during which time you'll be unable to move or shoot. If your enemies are smart, they're going to try and kill you during this time, so you might need to get a teammate to escort you. You can stop setting the detpack at any time by releasing your "Set 5 second
Detpack" key, at which point you'll pick up the detpack and be able to move again. You can only carry 1 detpack at a time.
Learn to pipebomb jump.
Pipebomb jumping is a crude method of gaining access to areas you can't get to normally. Throw a pipebomb out, then go and stand on it.
Press your "Jump" key and your "Use Special Skill" key at the same time. This will cause you to jump and detonate the pipebomb simultaneously. The pipebomb's explosion will do a fair amount of damage to you, and propel you up into the air. It takes some practice, but once you've got it, you'll be able to get to places you couldn't before, like up into the middle of the enemy sniper positions.
[1.3.5] Medic
Medic - The most indirectly lethal class in the game.
Weapons: 1 Medikit/BioWeapon
2 Shotgun
3 Super Shotgun
5 Super Nailgun
Grenades: Primary: Hand Grenade
Secondary: Concussion Grenade
Speed: Fast
Armor: Medium armor (Maximum of 100 yellow armor)
Abilities: Can heal his teammates with the medikit
Automatically heals himself
Special
Skill: Select Medikit
A solid close-to-medium range fighter, the Medic moves swiftly and carries a gun that enables him to mow down any of the weaker classes without too much trouble. His real strength lies in his ability to heal himself and his teammates with his medikit. If you love seeing eternal gratitude in the eyes of your teammates, or can't aim at all and still want to be incredibly useful to your Team, go for the Medic class. You might not kill a lot of enemies, but the teammates whose lives you've saved sure will.
_______
TACTICS
¯¯¯¯¯¯¯
Heal your teammates.
When you look at your teammates (by pointing your crosshairs at them), the status bar in the lower leftm corner of your screen will show you their health and armor. If their health is less than 100%, they need some healing. Select your medikit by hitting your "Use
Special Skill" key, run over to your teammate, aim your medikit at them (just like you would a crowbar), and press your "Fire" button.
One "hit" and they'll be back to full health.
Cure your teammates.
Your medikit will heal everything. If you see that one of your teammates is concussed, hallucinating, infected, crippled from a leg shot or caltrop, or burning from a pyro's flamethrower, use your medikit on them to cure them of their affliction. They'll be eternally grateful.
Power up your teammates.
You can do even more than just heal and cure your teammates. If you use your medikit on a teammate who's already at full health, you'll inject him with adrenaline, increasing his health 5 points over his maximum health level. The maximum you can adrenalize him up to is 50 over his normal maximum health. Adrenaline is short-lived, and the player's health will slowly drop down until it's back at his normal maximum health. This is an excellent way to give an attack squad a boost before they enter the enemy base. The only drawback is that the medikit needs some "ammunition" to do this. You can get more medikit "ammunition" by picking up health packs in your Resupply Room. You'll need medikit "ammunition" to heal yourself over time too.
Infect your enemies.
If you use your medikit on an enemy, you'll infect him with an infectious virus. It'll drain his health slowly, until he either dies or is healed by a Medic on his team. The virus is particularly lethal because it's airborne. If the infected player gets near any of his teammates, the virus will infect them as well.
Listen for "Medic!".
Other teammates might signal to you that they need healing by shouting out "Medic!". You'll see a flashing red icon above the player who is calling for assistance. Heal 'em!
[1.3.6] HW Guy
Heavy Weapons Guy - A walking tank.
Weapons: 1 Crowbar
2 Shotgun
3 Super Shotgun
5 Assault Cannon
Grenades: Primary: Hand Grenade
Secondary: MIRZ Grenade
Speed: Very slow
Armor: Extremely heavily armored (Maximum of 300 red armor)
Ability: Due to his size and armor, the HW Guy isn't fazed much by injury, and rarely gets pushed around much by explosions.
Special
Skill: Select Assault Cannon
The name says it all. A slow moving, heavily armored beast toting an enormous assault cannon, the HW Guy can mow down any enemy in seconds.
Not a lot of finesse in this one, since the cannon spits out so much fire you barely need to aim it. If you like picking a defensive position in a map and saying "No-one, and I mean no-one, is getting past here", then the HW Guy's the class you want.
_______
TACTICS
¯¯¯¯¯¯¯
Defend.
Don't go on offense with this class until you're fairly experienced.
You're the slowest moving class in the, game, and you'll be picked off by enemy snipers before you even get into the enemy base. You're one of the strongest defensive classes in the game. Just keep firing your assault cannon at anyone firing at you, and they'll be the ones to die first.
Jump while firing.
Your assault cannon whacks quite a punch. Always jump and shoot, no matter what. You will take less damage from your enemies and you can kill them faster. This is because they are not hitting you part of the time (hence your jumping) and you are occasionally hitting them in the head. You can kill 2 enemeny HW guys and still have health and armor left if done properly.
Work in relatively open areas.
Your assault cannon takes a second to wind up before it begins firing. This means that it's not a good idea to guard places where a
Scout can appear and get past you before you've begun firing.
Enclosed spaces are also bad for you because they allow the enemy to jump out, lob rockets and grenades at you, and then duck back behind cover before you can hit them. That said, large open spaces are also dangerous for you due to your slow speed. Snipers and Soldiers can pick you off from a distance, where the inaccurate fire of your assault cannon renders it fairly ineffective. Luckily, enemy snipers rarely make it into your base. An ideal defensive position for a HW
Guy is at one end of a long corridor that enemies have to move through, allowing you to fire at them as they approach.
Stand in doorways.
Scouts hate you. You're their worst nightmare. The only thing on an enemy Scout's mind when he sees a HW Guy on Defense is "How can I get past him?". Do your part to make it harder for Scouts by standing in doorways that they need to get through. Scouts will run up and attempt to squeeze by you. Ignore them if they're shooting at you, since they have about 1/5 of the armor you have. Wind up the assault cannon and let 'em have it. If you're feeling particularly nasty in a
Capture The Flag map, go and stand right on top of your Flag. Watch out for their concussion grenades though.
Work with a Medic or Engineer.
Try and get an Engineer or Medic to defend near you, so that you can get them to heal you and repair your armor. Since you're so slow, it takes you longer than any other class to get to the nearest Resupply
Room, stock up, and return to your position. If you've got a Medic and/or Engineer nearby to save you the trouble, you can ensure your position is never left undefended. Remember to use your "Call for
Medic!" key to signal that you need assistance from them.
[1.3.7] Pyro
Pyro - Set them on fire, and watch them burn.
Weapons: 1 Crowbar
2 Shotgun
4 Flamethrower
5 Incendiary Cannon
Grenades: Primary: Hand Grenade
Secondary: Napalm Grenade
Abilities: Wears flame retardant armor, making him impossible to set on fire.
Special
Skill: Select Flamethrower
A great first line of defense, the Pyro can easily knock chunks out of the enemy with his flamethrower. He doesn't have much in the way of killing weaponry, but he can make sure no-one gets into the base without being set on fire, and being burned alive tends to upset people. If you like running into a room, firing wildly, and then watching enemies run around screaming as they roast, then the Pyro is perfect for you.
_______
TACTICS
¯¯¯¯¯¯¯
Set them on fire.
The strength of a Pyro comes in his ability to set enemies on fire with his flamethrower and incendiary cannon. The more you hit your enemies with fire, the longer they'll burn and the more damage they'll take. You're a great class for sowing confusion in the enemy ranks, mainly because it's really hard to aim effectively when you're burning to death. Keep in mind that your weaponry doesn't do a lot of damage though, and it'll take quite a while to kill armored classes like the Soldier and HW Guy. Get in close, set them on fire, and retreat while they burn. Keep doing it until they die.
Use your incendiary cannon effectively.
The flamethrower is your main method of setting enemies on fire, but the incendiary cannon has two advantages that make it essential in some situations. First, and most obvious, is that it has a far greater range and can ignite multiple targets at once. The rockets
Get up close and personal.
All your weaponry is powerful at close range, but none of it is very useful at long range. Avoid having fights with enemy classes that are dangerous at long range, like the Sniper and Soldier. Either charge them, dodging as you go, or retreat behind cover and hope they come to you. Wherever possible, fight in enclosed areas where they can't avoid getting hit by the explosions from your grenades.
Use your detpack to open new pathways.
Some TFC maps have specific obstructions that can only be destroyed by a detpack. These will be identified in the map Briefing screen.
There are 3 different "Set Detpack" keys to allow you to set the timer on the detpack. Place a detpack in front of the obstruction by pressing your "Set 5 Second Detpack" (M by default) key. You must hold down the "Set 5 second Detpack" key for 4 seconds to place the detpack, during which time you'll be unable to move or shoot. If your enemies are smart, they're going to try and kill you during this time, so you might need to get a teammate to escort you. You can stop setting the detpack at any time by releasing your "Set 5 second
Detpack" key, at which point you'll pick up the detpack and be able to move again. You can only carry 1 detpack at a time.
Learn to pipebomb jump.
Pipebomb jumping is a crude method of gaining access to areas you can't get to normally. Throw a pipebomb out, then go and stand on it.
Press your "Jump" key and your "Use Special Skill" key at the same time. This will cause you to jump and detonate the pipebomb simultaneously. The pipebomb's explosion will do a fair amount of damage to you, and propel you up into the air. It takes some practice, but once you've got it, you'll be able to get to places you couldn't before, like up into the middle of the enemy sniper positions.
[1.3.5] Medic
Medic - The most indirectly lethal class in the game.
Weapons: 1 Medikit/BioWeapon
2 Shotgun
3 Super Shotgun
5 Super Nailgun
Grenades: Primary: Hand Grenade
Secondary: Concussion Grenade
Speed: Fast
Armor: Medium armor (Maximum of 100 yellow armor)
Abilities: Can heal his teammates with the medikit
Automatically heals himself
Special
Skill: Select Medikit
A solid close-to-medium range fighter, the Medic moves swiftly and carries a gun that enables him to mow down any of the weaker classes without too much trouble. His real strength lies in his ability to heal himself and his teammates with his medikit. If you love seeing eternal gratitude in the eyes of your teammates, or can't aim at all and still want to be incredibly useful to your Team, go for the Medic class. You might not kill a lot of enemies, but the teammates whose lives you've saved sure will.
_______
TACTICS
¯¯¯¯¯¯¯
Heal your teammates.
When you look at your teammates (by pointing your crosshairs at them), the status bar in the lower leftm corner of your screen will show you their health and armor. If their health is less than 100%, they need some healing. Select your medikit by hitting your "Use
Special Skill" key, run over to your teammate, aim your medikit at them (just like you would a crowbar), and press your "Fire" button.
One "hit" and they'll be back to full health.
Cure your teammates.
Your medikit will heal everything. If you see that one of your teammates is concussed, hallucinating, infected, crippled from a leg shot or caltrop, or burning from a pyro's flamethrower, use your medikit on them to cure them of their affliction. They'll be eternally grateful.
Power up your teammates.
You can do even more than just heal and cure your teammates. If you use your medikit on a teammate who's already at full health, you'll inject him with adrenaline, increasing his health 5 points over his maximum health level. The maximum you can adrenalize him up to is 50 over his normal maximum health. Adrenaline is short-lived, and the player's health will slowly drop down until it's back at his normal maximum health. This is an excellent way to give an attack squad a boost before they enter the enemy base. The only drawback is that the medikit needs some "ammunition" to do this. You can get more medikit "ammunition" by picking up health packs in your Resupply Room. You'll need medikit "ammunition" to heal yourself over time too.
Infect your enemies.
If you use your medikit on an enemy, you'll infect him with an infectious virus. It'll drain his health slowly, until he either dies or is healed by a Medic on his team. The virus is particularly lethal because it's airborne. If the infected player gets near any of his teammates, the virus will infect them as well.
Listen for "Medic!".
Other teammates might signal to you that they need healing by shouting out "Medic!". You'll see a flashing red icon above the player who is calling for assistance. Heal 'em!
[1.3.6] HW Guy
Heavy Weapons Guy - A walking tank.
Weapons: 1 Crowbar
2 Shotgun
3 Super Shotgun
5 Assault Cannon
Grenades: Primary: Hand Grenade
Secondary: MIRZ Grenade
Speed: Very slow
Armor: Extremely heavily armored (Maximum of 300 red armor)
Ability: Due to his size and armor, the HW Guy isn't fazed much by injury, and rarely gets pushed around much by explosions.
Special
Skill: Select Assault Cannon
The name says it all. A slow moving, heavily armored beast toting an enormous assault cannon, the HW Guy can mow down any enemy in seconds.
Not a lot of finesse in this one, since the cannon spits out so much fire you barely need to aim it. If you like picking a defensive position in a map and saying "No-one, and I mean no-one, is getting past here", then the HW Guy's the class you want.
_______
TACTICS
¯¯¯¯¯¯¯
Defend.
Don't go on offense with this class until you're fairly experienced.
You're the slowest moving class in the, game, and you'll be picked off by enemy snipers before you even get into the enemy base. You're one of the strongest defensive classes in the game. Just keep firing your assault cannon at anyone firing at you, and they'll be the ones to die first.
Jump while firing.
Your assault cannon whacks quite a punch. Always jump and shoot, no matter what. You will take less damage from your enemies and you can kill them faster. This is because they are not hitting you part of the time (hence your jumping) and you are occasionally hitting them in the head. You can kill 2 enemeny HW guys and still have health and armor left if done properly.
Work in relatively open areas.
Your assault cannon takes a second to wind up before it begins firing. This means that it's not a good idea to guard places where a
Scout can appear and get past you before you've begun firing.
Enclosed spaces are also bad for you because they allow the enemy to jump out, lob rockets and grenades at you, and then duck back behind cover before you can hit them. That said, large open spaces are also dangerous for you due to your slow speed. Snipers and Soldiers can pick you off from a distance, where the inaccurate fire of your assault cannon renders it fairly ineffective. Luckily, enemy snipers rarely make it into your base. An ideal defensive position for a HW
Guy is at one end of a long corridor that enemies have to move through, allowing you to fire at them as they approach.
Stand in doorways.
Scouts hate you. You're their worst nightmare. The only thing on an enemy Scout's mind when he sees a HW Guy on Defense is "How can I get past him?". Do your part to make it harder for Scouts by standing in doorways that they need to get through. Scouts will run up and attempt to squeeze by you. Ignore them if they're shooting at you, since they have about 1/5 of the armor you have. Wind up the assault cannon and let 'em have it. If you're feeling particularly nasty in a
Capture The Flag map, go and stand right on top of your Flag. Watch out for their concussion grenades though.
Work with a Medic or Engineer.
Try and get an Engineer or Medic to defend near you, so that you can get them to heal you and repair your armor. Since you're so slow, it takes you longer than any other class to get to the nearest Resupply
Room, stock up, and return to your position. If you've got a Medic and/or Engineer nearby to save you the trouble, you can ensure your position is never left undefended. Remember to use your "Call for
Medic!" key to signal that you need assistance from them.
[1.3.7] Pyro
Pyro - Set them on fire, and watch them burn.
Weapons: 1 Crowbar
2 Shotgun
4 Flamethrower
5 Incendiary Cannon
Grenades: Primary: Hand Grenade
Secondary: Napalm Grenade
Abilities: Wears flame retardant armor, making him impossible to set on fire.
Special
Skill: Select Flamethrower
A great first line of defense, the Pyro can easily knock chunks out of the enemy with his flamethrower. He doesn't have much in the way of killing weaponry, but he can make sure no-one gets into the base without being set on fire, and being burned alive tends to upset people. If you like running into a room, firing wildly, and then watching enemies run around screaming as they roast, then the Pyro is perfect for you.
_______
TACTICS
¯¯¯¯¯¯¯
Set them on fire.
The strength of a Pyro comes in his ability to set enemies on fire with his flamethrower and incendiary cannon. The more you hit your enemies with fire, the longer they'll burn and the more damage they'll take. You're a great class for sowing confusion in the enemy ranks, mainly because it's really hard to aim effectively when you're burning to death. Keep in mind that your weaponry doesn't do a lot of damage though, and it'll take quite a while to kill armored classes like the Soldier and HW Guy. Get in close, set them on fire, and retreat while they burn. Keep doing it until they die.
Use your incendiary cannon effectively.
The flamethrower is your main method of setting enemies on fire, but the incendiary cannon has two advantages that make it essential in some situations. First, and most obvious, is that it has a far greater range and can ignite multiple targets at once. The rockets
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- Half-Life - Team Fortress Classic FAQ by System on 09/03/2006, 09:50
- Half-Life - Team Fortress Classic hints by System on 09/03/2006, 09:50






