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* ConcussionFrags Concussion Grenades: Can be used to send the Scout flying through the air, or to disorientate a enemy pursuing him. The Scout can also annoy enemies by dropping one into their spawn.

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* ConcussionFrags ConcussionFrags: Concussion Grenades: Can Grenades can be used to send the Scout flying through the air, or to disorientate a enemy pursuing him. The Scout can also annoy enemies by dropping one into their spawn.

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Identified by his radio headset, the Scout is able to move at awesome speeds.

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Identified by his radio headset, headset and cap, the Scout is able to move at awesome speeds.



* CherryTapping: All of his weapons are built around self-defense and are more annoying than threatening. His main mode of 'attack' is finishing off an enemy who was badly injured by a teammate.

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* CherryTapping: All of his weapons are built around self-defense and are more annoying than threatening. The best he can hope for is slowing the enemy down. His main mode of 'attack' is finishing off an enemy who was badly injured by a teammate.



* WeakButSkilled: He is the least durable of the mercs, but he compensates with unique abilities: He can instantly locate the flag on any CTF map with the push of a button, disable a Spy's disguise or a Demoman's Detpack with a touch, and hamper the enemy's movements.

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* WeakButSkilled: TrueSight: Scout can divine the location of the enemy's flag with the push of a button. He can also disable a Spy's disguise with a touch.
* UtilityPartyMember:
He is the least durable of the mercs, but he compensates for ut with his unique abilities: He can instantly locate the flag on any CTF map with the push of a button, disable a Spy's disguise or a Demoman's Detpack with a touch, and hamper the enemy's movements.abilities.



!!The Demoman ([[NamesTheSame also named Greg]])

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!!The [[folder:The Demoman ([[NamesTheSame also (also named Greg]])Greg)]]



Identifiable via his riot helmet with a lowered visor, armoured jacket and knee pads, the Demoman is the master of explosives. While he is a little slower than other classes, he more than makes up for it with his incredibly deadly and powerful GrenadeLauncher and Pipebomb Launcher, which are useful for fights with enemies in close quarters and setting up deadly traps respectively. He is also capable of planting a Detpack, an extremely powerful explosive that can open up alternate routes on certain maps for those who closely observe their surroundings (and instantly kills anyone within the blast radius). However, not only does he lack serious armour and thus be more at risk than a stronger class like a Soldier or Pyro, but his weapons are also inaccurate and require practice to master, requiring him to plan his attacks and make sure he deals with enemies breaking in.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (A EmergencyWeapon that should only be used to deal with a weakened enemy or one who is capable of dodging his explosives), GrenadeLauncher (great for taking out Sentry Guns, fighting on offense if you want to cause confusion and/or to break up defence), [[StickyBomb Pipebomb Launcher]] (useful for defending a area with traps or bouncing at enemies when attacking), [[GrenadeSpam Hand Grenade]] (use mainly when you have run out of MIRV grenades), [[RecursiveAmmo MIRV Grenade]] (explodes and releases a cluster of smaller bomblets which all explode after three seconds)
* BigBulkyBomb: His Detpack.
* DemolitionsExpert

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Identifiable via Identified by his riot helmet with a lowered visor, armoured jacket and knee pads, the Demoman is the master emperor of explosives. While he is a little slower than other classes, he more than makes up for it with his incredibly deadly and powerful GrenadeLauncher and Pipebomb Launcher, which are useful for fights with enemies in close quarters and setting up deadly traps respectively. He is also capable of planting a Detpack, an extremely powerful explosive that can open up alternate routes on certain maps for those who closely observe their surroundings (and instantly kills anyone within the blast radius). However, not only does he lack serious armour and thus be more at risk than a stronger class like a Soldier or Pyro, but his weapons are also inaccurate and require practice to master, requiring him to plan his attacks and make sure he deals with enemies breaking in.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (A EmergencyWeapon that should only be used to deal with a weakened enemy or one who is capable of dodging his explosives),
explosives.

GrenadeLauncher (great for taking out Sentry Guns, fighting on offense if you want to cause confusion and/or to break up defence), [[StickyBomb Pipebomb Launcher]] (useful for defending a area with traps or bouncing at enemies when attacking), [[GrenadeSpam Hand Grenade]] (use mainly when you have run out of MIRV grenades), [[RecursiveAmmo MIRV Grenade]] (explodes and releases a cluster of smaller bomblets which all explode after three seconds)
* BigBulkyBomb: His The Detpack.
* DemolitionsExpertCherryTapping: The Demoman is ambushed while reloading his Grenade Launcher. Alternatively, the enemy might be too far away to be hit with it. In such cases, the Demoman might resort to a Single-Barrel Shotgun. The only practical use for it is killing weak support characters (to conserve grenades): those who have been worn down with grenades can be put to sleep with the shotgun.
* DemolitionsExpert: Nearly all of his weapons rely upon grenades. He can also plant a Detpack, a large explosive which opens up alternative routes on certain maps and instantly kills anyone within its blast radius.



* GlassCannon: While he has more health and armour than the Scout, Sniper, Medic, Spy and Engineer, he can still be easily brought down by a barrage of attacks or a grenade or two. That is, if a enemy can get past his massively damaging explosives.
* GrenadeSpam: Even more so than the other mercs, since nearly all of his weapons rely upon grenades.
* MadeOfExplodium: The MIRV grenade. It's a grenade that first causes a massive explosion, then splits into six normal grenades.
* RangedEmergencyWeapon: His Single-Barrel Shotgun, which should only be used against opponents that you know you won't be able to hit with your explosives or if you find yourself caught with your grenade launcher unloaded. It can also be used to save grenade ammo, as weaker classes that have been hit with a grenade can then be killed by one shot.
* RocketJump: He can use his Pipebombs to achieve a similar effect to the Soldier's rocket launcher's knockback jumping.
* SmokingIsCool: Again, on his old model.
* StuffBlowingUp
* SuspiciouslyCrackedWall: If you see one of these, put your Detpack there - nine out of ten times, you'll make a new path there.
* ThrowDownTheBomblet
* TrapMaster: He can lay down a set of Pipebombs that he can then set off at the right moment.

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* GlassCannon: While Not only does he has more health and armour lack armor, he's a bit slower than the Scout, Sniper, Medic, Spy and Engineer, he other classes. He can still be easily be brought down by a barrage of attacks sustained fire or a grenade or two. That is, if a the enemy can get past his massively damaging wall of explosives.
* GrenadeSpam: Even more so than the other mercs, since nearly all of his weapons rely upon grenades.
GrenadeLauncher: The Demoman is armed with a GrenadeLauncher and Pipebomb Launcher. These are designed for close quarters and setting up traps, respectively.
* MadeOfExplodium: The MIRV grenade. It's a grenade that which first causes a massive explosion, then splits into six normal grenades.
* RangedEmergencyWeapon: MasterOfUnlocking: If the Demoman spots a SuspiciouslyCrackedWall, hecan lay a Detpack there. Nine out of ten times, he'll blow open a new path.
* PowerfulButInaccurate:
His Single-Barrel Shotgun, weapons are spotty and require practice and planning to use, which should only be used against opponents that you know you won't be able to hit with your explosives or if you find yourself caught with your grenade launcher unloaded. It can also be used to save grenade ammo, as weaker classes that have been hit with a grenade can then be killed by one shot.
puts him at higher risk of ambushes.
* RocketJump: He can use his Pipebombs to achieve a create an effect similar effect to the Soldier's rocket launcher's knockback jumping.
forward recoil.
* SmokingIsCool: Again, on On his old model.
* StuffBlowingUp
* SuspiciouslyCrackedWall: If you see one of these, put your Detpack there - nine out of ten times, you'll make a new path there.
*
%%* ThrowDownTheBomblet
* TrapMaster: He can lay down a set of Pipebombs that he can and then he set them off at the right moment.
[[/folder]]
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While ''VideoGame/TeamFortress1'' and ''VideoGame/TeamFortressClassic'' have nowhere near as much characterization as their sequel, there is still enough to warrant a page explaining the PlayerParty of the game.

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While ''VideoGame/TeamFortress1'' and ''VideoGame/TeamFortressClassic'' have nowhere near as much characterization as [[VideoGame/TeamFortress2 their sequel, sequel]], there is still enough to warrant a page explaining detailing the PlayerParty of the game.
PlayerParty.

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* BlindedByTheLight: Hand Grenades are only useful for taking out enemy Scouts and Spies. However, they can also be used to distract stronger enemies, giving the Sniper a window to escape.

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* BlindedByTheLight: He's the only class (barring the Civilian) to use only one type of grenade. Hand Grenades are only useful for taking out enemy Scouts and Spies. However, they can also be used to distract stronger enemies, giving the Sniper a window to escape.



* GrenadeSpam: Since he's the only class (barring the Civilian) to use only one type of grenade, it's inevitable that the Sniper will pelt their enemy with explosives.



Identified by his camo face paint, the Soldier spearheads the assault on enemy territory. He relies on using his trusty Rocket Launcher to take out any obstacle, big or small. His [[BulletHell Nail Grenades]] enable him to hold down a area, preventing enemies from entering without suffering constant damage, and he is strong and durable enough to take down even the toughest enemies with his powerful weaponry and legendary RocketJump.


* AchillesHeel: His biggest concern is keeping his rocket launcher loaded, since it only has a capacity of four rockets and takes an excruciatingly long time to reload.
* {{BFG}}: His Rocket Launcher.

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Identified by his camo face paint, the Soldier spearheads the assault on enemy territory. He relies on using his trusty Rocket Launcher to take out any obstacle, big or small. His [[BulletHell Nail Grenades]] enable him to hold down a area, preventing enemies from entering without suffering constant damage, and he is strong and durable enough to take down even the toughest enemies with his powerful weaponry and legendary RocketJump.


territory.
----
* AchillesHeel: AllOrNothingReloads: His biggest concern is keeping his rocket launcher the bazooka loaded, since it only has a capacity of holds four rockets and takes an excruciatingly long time eternity to reload.
reload. His rocket launcher is the same single-shot model [[VideoGame/HalfLife1 Gordon Freeman]] uses, but with a four-rocket clip. Soldier just plays the reload animation four times, inexplicably stacking four rockets on top of each other.
* {{BFG}}: His He relies on his trusty Rocket Launcher.Launcher to demolish any obstacle, big or small.



* GrenadeSpam: Hand Grenade to deal with a enemy who can dodge his rockets), Nail Grenades spews nails everywhere before exploding, shredding apart any enemy before killing them with the final blast.



* MightyGlacier: The Rocket Launcher is powerful ''and'' accurate, even at long range. But it fires slower projectiles that take a long time to reload.
* NailEm: Via his Nail Grenades.
* RocketJump: Coming off the heels of the TropeNamer UrExample from ''Quake'', it's obvious that he has access to this ability.
* ShotgunsAreJustBetter: The Double-Barrel Shotgun makes a great sidearm thanks to its accuracy, heavg damage, and plentiful ammo. It also has a much wider spread than the weaker Single-Barrel Shotgun.
* SplashDamage: His primary weapon of crowd control.
* UnorthodoxReload: His rocket launcher is the same single-shot launcher that [[VideoGame/HalfLife1 Gordon Freeman]] uses, but with a four-rocket clip - Soldier just plays the reload animation four times, inexplicably stacking four rockets on top of each other.

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* MightyGlacier: He is strong and durable enough to take down even the toughest enemies with his powerful weapons and legendary rocket jump. The Rocket Launcher is powerful ''and'' accurate, even at long range. But range, but it fires slower projectiles that take a long time projectiles. (He's also got Hand Grenades to reload.
deal with enemies who can dodge his rockets.)
* NailEm: Via his Nail Grenades.
Grenades spew nails everywhere before exploding, shredding any enemy apart before killing them in the final blast. These enable the Soldier to hold down a area, preventing enemies from entering without suffering constant SplashDamage.
* RocketJump: Coming off the heels of the TropeNamer UrExample from ''Quake'', it's obvious that he has access to this ability.
''Quake''.
* ShotgunsAreJustBetter: The Double-Barrel Shotgun makes is a great sidearm thanks to its accuracy, heavg heavy damage, and plentiful ammo. It also has a much wider spread than the weaker Single-Barrel Shotgun.
* SplashDamage: His primary weapon of crowd control.
* UnorthodoxReload: His rocket launcher is the same single-shot launcher that [[VideoGame/HalfLife1 Gordon Freeman]] uses, but with a four-rocket clip - Soldier just plays the reload animation four times, inexplicably stacking four rockets on top of each other.
Shotgun.

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While ''VideoGame/TeamFortress1'' and ''VideoGame/TeamFortressClassic have nowhere near as much characterization as their sequel, there is still enough to warrant a page explaining the PlayerParty of the game.

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While ''VideoGame/TeamFortress1'' and ''VideoGame/TeamFortressClassic ''VideoGame/TeamFortressClassic'' have nowhere near as much characterization as their sequel, there is still enough to warrant a page explaining the PlayerParty of the game.



* GrenadeSpam: Since he's the only class (barring the Civilian) to have only one type of grenade, it's inevitable that the Sniper will pelt their enemy with explosives.

to:

* GrenadeSpam: Since he's the only class (barring the Civilian) to have use only one type of grenade, it's inevitable that the Sniper will pelt their enemy with explosives.



Identifiable via his combat fatigue suit, armored vest, military helmet, and camouflage face paint, the Soldier is capable of spearheading the attack on enemy territory, using his trusty Rocket Launcher to take out any obstacle, big or small, that might stand in his path. His [[BulletHell Nail Grenades]] enable him to hold down a area, preventing enemies from entering without suffering constant damage, and he is strong and durable enough to take down even the toughest enemies with his powerful weaponry and legendary RocketJump. However, he's not only pretty slow, but he's also a JackOfAllStats, with nothing he beats his teammates in (The Scout, Pyro, Medic and Spy are faster whereas the Demoman, Heavy, Engineer and Sniper can deal more damage), so he must learn to adapt and utilize his enemies' strengths and weaknesses to his advantage.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (A EmergencyWeapon that should only be used to conserve Shells on a weakened enemy), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (makes a great sidearm to your Rocket Launcher due to its decent accuracy, good damage and having plentiful ammo), [[StuffBlowingUp Rocket Launcher]] (Very powerful and accurate at long range, but has a slow projectile speed and slow reload speed), [[GrenadeSpam Hand Grenade]] (Useful to dealing with a enemy who can dodge your rockets), [[BulletHell Nail Grenade]] (spews nails everywhere before exploding, shredding apart any enemy before killing them with the final blast)

to:

Identifiable via Identified by his combat fatigue suit, armored vest, military helmet, and camouflage camo face paint, the Soldier is capable of spearheading spearheads the attack assault on enemy territory, territory. He relies on using his trusty Rocket Launcher to take out any obstacle, big or small, that might stand in his path. small. His [[BulletHell Nail Grenades]] enable him to hold down a area, preventing enemies from entering without suffering constant damage, and he is strong and durable enough to take down even the toughest enemies with his powerful weaponry and legendary RocketJump. However, he's not only pretty slow, but he's also a JackOfAllStats, with nothing he beats his teammates in (The Scout, Pyro, Medic and Spy are faster whereas the Demoman, Heavy, Engineer and Sniper can deal more damage), so he must learn to adapt and utilize his enemies' strengths and weaknesses to his advantage.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (A EmergencyWeapon that should only be used to conserve Shells on a weakened enemy), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (makes a great sidearm to your Rocket Launcher due to its decent accuracy, good damage and having plentiful ammo), [[StuffBlowingUp Rocket Launcher]] (Very powerful and accurate at long range, but has a slow projectile speed and slow reload speed), [[GrenadeSpam Hand Grenade]] (Useful to dealing with a enemy who can dodge your rockets), [[BulletHell Nail Grenade]] (spews nails everywhere before exploding, shredding apart any enemy before killing them with the final blast)
RocketJump.




* DoAnythingSoldier
* JackOfAllStats: While he lacks many exploitable weaknesses, he is not the best at anything really - the Scout and Medic can move faster without the need of the RocketJump, the Demoman and Heavy can deal more upfront damage in a firefight, the Pyro and Spy are better at area control with their Grenades, and the Engineer and Sniper can be better defenders.

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* %%* DoAnythingSoldier
* GrenadeSpam: Hand Grenade to deal with a enemy who can dodge his rockets), Nail Grenades spews nails everywhere before exploding, shredding apart any enemy before killing them with the final blast.
* JackOfAllStats: While he lacks many an exploitable weaknesses, he is not weakness, the best at anything really - the Scout Soldier doesn't stand out in any respect. Scout, Spy, Pyro, and Medic can move faster without (without the need aid of rocket jumps). Demoman, Heavy, Sniper, and even the RocketJump, the Demoman and Heavy can deal more upfront damage in a firefight, the ''Engineer'' have better offense. Pyro and Spy are better at area handling crowd control with their Grenades, and the Grenades. Engineer and Sniper can be are the better defenders.defenders. Soldier is a chameleon who has to change tactics depending on the situation.
* MightyGlacier: The Rocket Launcher is powerful ''and'' accurate, even at long range. But it fires slower projectiles that take a long time to reload.



* ShortRangeShotgun: Averted - both his Shotguns are good at fighting from a range, but the Double-Barrel Shotgun has a much wider spread than the weaker Single-Barrel Shotgun.

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* ShortRangeShotgun: Averted - both his Shotguns are good at fighting from a range, but the ShotgunsAreJustBetter: The Double-Barrel Shotgun makes a great sidearm thanks to its accuracy, heavg damage, and plentiful ammo. It also has a much wider spread than the weaker Single-Barrel Shotgun.

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* ChargedAttack: The SniperRifle does this. Hold it down long enough, and a simple bodyshot will suffice to OneHitKill nearly all targets.
* ColdSniper: The Sniper's bread and butter. And what you'll need to be, if you want him to fight effectively.

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* ChargedAttack: The SniperRifle Sniper Rifle does this. Hold it down long enough, and a simple bodyshot will suffice to OneHitKill nearly all targets.
* ColdSniper: The Sniper's bread and butter. And what you'll need to be, if you want him to fight effectively.
targets.



* SniperRifle: The Sniper's bread and butter. And what he'll need to master, if you want him to fight effectively.



!!The Soldier (Ross)

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!!The [[folder:The Soldier (Ross)(Ross)]]




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[[/folder]]

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Identified by his radio cap, the Scout is able to move at awesome speed via enhanced running, bunnyhopping and Concussion Jumps. He is the least durable of the mercs, but he compensates with unique abilities: He can instantly locate the flag on any CTF map with the push of a button, disable a Spy's disguise or a Demoman's Detpack with a touch, and hamper the enemy's movements.

to:

Identified by his radio cap, headset, the Scout is able to move at awesome speed via enhanced running, bunnyhopping and Concussion Jumps. He is the least durable of the mercs, but he compensates with unique abilities: He can instantly locate the flag on any CTF map with the push of a button, disable a Spy's disguise or a Demoman's Detpack with a touch, and hamper the enemy's movements.speeds.



* CombatPragmatist: In the hands of an inexperienced player, he is next to useless, as his weak weapons and fragility put him at a major disadvantage. He must not partake in a frontal assault.



* FragileSpeedster: Even more than his [=TF2=] incarnation. He is best-suited for flag running, i.e. running past the enemy perimeter to bag the flag. He must not partake in a frontal assault.

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* FragileSpeedster: Even more than his [=TF2=] incarnation. He boasts enhanced running, bunnyhopping and Concussion Jumps. He is best-suited for flag running, i.e. running past the enemy perimeter to bag the flag. He must not partake in a frontal assault.



* JokeCharacter: In the hands of an inexperienced player, he is next to useless, as his weak weapons and fragility put him at a major disadvantage that his speed can't compensate for.



* LethalJokeCharacter: However, if you learn how to use to circle-strafe and use Concussion Grenades, he can be a damn useful flag runner and offensive support.

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* LethalJokeCharacter: However, if you learn If he learns how to use to circle-strafe and use Concussion Grenades, he can be a damn useful deadly fighter in addition to his role as flag runner and offensive support.runner.



* WeakButSkilled: He is the least durable of the mercs, but he compensates with unique abilities: He can instantly locate the flag on any CTF map with the push of a button, disable a Spy's disguise or a Demoman's Detpack with a touch, and hamper the enemy's movements.



* ColdSniper: The Sniper's bread and butter, and what you'll have to become if you want him to fight effectively.

to:

* ColdSniper: The Sniper's bread and butter, and butter. And what you'll have need to become be, if you want him to fight effectively.



* GlassCannon: Low health and weak armor. The Sniper is of little use in a gunfight, and his damage drops off at close range. He should always try to stay out of the melee, as he has a huge advantage over all other classes from a distance.

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* GlassCannon: Low health and weak armor. The Sniper is of little use in a gunfight, and his damage drops off at close range. He should always try to stay out of the melee, as he has a huge advantage over all other classes from a distance. His Automatic Rifle is primarily meant to a) grease a Scout or a Spy, or b) stagger an enemy if the Sniper gets ambushed. The Nailgun can also fill this role if he's trying to conserve ammo.



* LaserSight: His rifle uses this in place of crosshairs. Just like in Team Fortress 2 (and [[TruthInTelevision real life]]), the laser itself is invisible — all that can be seen is the dot of light on walls, or unfortunate teammates.
* OneHitKill: His legendary rifle can both [[BoomHeadshot headshot]] and charge up for strong bodyshots. Either of these can one-shot a Heavy instantly, regardless of whether a Medic is backing him up.
* RangedEmergencyWeapon: The Automatic Rifle, which uses up sniper ammo and is primarily meant to damage an ambusher while getting away. The Nailgun can also become this if you're trying to conserve rifle bullets by using it to kill a Scout or Spy.

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* LaserSight: His rifle uses this in place of crosshairs. Just like in Team Fortress 2 (and [[TruthInTelevision real life]]), the laser itself is invisible — invisible: all that can be seen is the dot of light on walls, or unfortunate teammates.
* OneHitKill: His legendary rifle can both [[BoomHeadshot headshot]] and charge up for strong bodyshots. Either of these can one-shot a Heavy instantly, regardless of whether a Medic is backing him up. \n* RangedEmergencyWeapon: The Automatic Rifle, which uses up sniper ammo and is primarily meant to damage an ambusher while getting away. The Nailgun can also become this if you're trying to conserve rifle bullets by using it to kill a Scout or Spy.



* UniversalAmmunition: Aside from the Civilian, he's the only member of the team to have neither the Single-Barrel Shotgun nor the Double-Barrel Shotgun. He can pull out an Automatic Rifle to deal with ambushes. It deals decent damage and has a high rate of fire, but it exhausts his sniper rifle, since they use the same ammo.

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* UniversalAmmunition: Aside from the Civilian, he's the only member of the team to have neither the Single-Barrel Shotgun nor the Double-Barrel Shotgun. He can pull out an Automatic Rifle to deal with ambushes. It deals decent damage and has a high rate of fire, but it exhausts his sniper rifle, since they use the same ammo.ammo type.
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Identified by his glass headgear, the Sniper is not to be trifled with. His role is to assist the team by picking off enemies from afar.

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Identified by his glass headgear, the Sniper mesh sniper veil, this rifleman is not to be trifled with. His role is to assist the team by picking off enemies from afar.

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While Team Fortress Classic has nowhere near as much characterization as its sequel, there is still enough to warrant a page explaining the PlayerParty of the game.

to:

While Team Fortress Classic has ''VideoGame/TeamFortress1'' and ''VideoGame/TeamFortressClassic have nowhere near as much characterization as its their sequel, there is still enough to warrant a page explaining the PlayerParty of the game.



** The [[NailEm Nailgun]] is only useful if you're good at circle-strafing: it can tear most enemies to pieces. Or he can use it against a Sentry Gun.

to:

** The [[NailEm Nailgun]] is only useful if you're good at circle-strafing: it can tear rip most enemies targets to pieces.pieces, but unless the Scout has a friend nearby, the enemy will still make short work of him. Or he can use it against a Sentry Gun.



* NailEm: Via his Nailgun, which can be pretty effective at taking off a bit of a enemy's health via circle-strafing, although attempting to kill a enemy by yourself with this weapon isn't recommended.



!!The Sniper (Virgil)

to:

!!The [[folder:The Sniper (Virgil)(Virgil)]]



Identifiable via his desert camouflage suit, grass camouflage headgear, colored stripes and boots, the Sniper is the one class you ''never'' want to be in the sights of. His legendary SniperRifle is capable of headshotting and charging up for strong bodyshots, both of which can be a OneHitKill to even the Heavy with a Medic backing him up. However, he is weak at close range and has little power in a direct firefight, so he should always try to stay away from close combat as he has a huge advantage over all other classes from a distance, assisting his team by taking down enemies from afar and dealing with key targets.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), SniperRifle (the Sniper's bread and butter, and what you will have to become one with to be a effective Sniper), [[EmergencyWeapon Automatic Rifle]] (can be pulled out to deal with an ambusher with its high rate of fire and decent damage but uses the same ammo as the Sniper Rifle), [[NailEm Nailgun]] (Only useful if you're out of rifle bullets or are trying to conserve them), [[GrenadeSpam Hand Grenade]] (useful to taking down an enemy Scout or Spy trying to kill you or as a distraction against a stronger enemy while you run)
* BoomHeadshot: His speciality
* TheBusCameBack: His SniperRifle is an available weapon in VideoGame/TeamFortress2 as the Classic.

to:

Identifiable via Identified by his desert camouflage suit, grass camouflage glass headgear, colored stripes and boots, the Sniper is the one class you ''never'' want not to be in trifled with. His role is to assist the sights of. His legendary SniperRifle is capable of headshotting and charging up for strong bodyshots, both of which can be a OneHitKill to even the Heavy with a Medic backing him up. However, he is weak at close range and has little power in a direct firefight, so he should always try to stay away from close combat as he has a huge advantage over all other classes from a distance, assisting his team by taking down picking off enemies from afar afar.
----
* BlindedByTheLight: Hand Grenades are only useful for taking out enemy Scouts
and dealing with key targets.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should
Spies. However, they can also be disregarded), SniperRifle (the Sniper's bread and butter, and what you will have used to become one with to be a effective Sniper), [[EmergencyWeapon Automatic Rifle]] (can be pulled out to deal with an ambusher with its high rate of fire and decent damage but uses the same ammo as distract stronger enemies, giving the Sniper Rifle), [[NailEm Nailgun]] (Only useful if you're out of rifle bullets or are trying a window to conserve them), [[GrenadeSpam Hand Grenade]] (useful to taking down an enemy Scout or Spy trying to kill you or as a distraction against a stronger enemy while you run)
* BoomHeadshot: His speciality
* TheBusCameBack: His SniperRifle is an available weapon in VideoGame/TeamFortress2 as the Classic.
escape.



* ColdSniper
* CrosshairAware: If his Sniper Rifle's dot dances over your vision, you will explode into a pile of giblets unless you move FAST.
* DoNotRunWithAGun: While charging his rifle.
* GrenadeSpam: Since he's the only class (barring the Civilian) to have only one type of grenade, it's inevitable for a Sniper player to spam their grenades to deal with enemies.
* GlassCannon: Can potentially OneHitKill any enemy with his Sniper Rifle, but has low health and weak armour.
* LaserSight: The SniperRifle uses this in place of crosshairs. Just like in Team Fortress 2 (and [[TruthInTelevision real life]]), the laser itself is invisible — all that can be seen is the dot of light on walls, or unfortunate teammates.

to:

* ColdSniper
ColdSniper: The Sniper's bread and butter, and what you'll have to become if you want him to fight effectively.
* ContinuityNod: His rifle reappears in ''Team Fortress 2'' as the "Classic."
* CrosshairAware: If his Sniper Rifle's dot laser sight dances over your vision, you will explode into a pile of giblets unless you move FAST.
''fast''.
* DoNotRunWithAGun: While He cannot move while charging his rifle.
* GlassCannon: Low health and weak armor. The Sniper is of little use in a gunfight, and his damage drops off at close range. He should always try to stay out of the melee, as he has a huge advantage over all other classes from a distance.
* GrenadeSpam: Since he's the only class (barring the Civilian) to have only one type of grenade, it's inevitable for a that the Sniper player to spam will pelt their grenades to deal with enemies.
* GlassCannon: Can potentially OneHitKill any
enemy with his Sniper Rifle, but has low health and weak armour.
explosives.
* LaserSight: The SniperRifle His rifle uses this in place of crosshairs. Just like in Team Fortress 2 (and [[TruthInTelevision real life]]), the laser itself is invisible — all that can be seen is the dot of light on walls, or unfortunate teammates.teammates.
* OneHitKill: His legendary rifle can both [[BoomHeadshot headshot]] and charge up for strong bodyshots. Either of these can one-shot a Heavy instantly, regardless of whether a Medic is backing him up.



* ShotgunsAreJustBetter: Averted - aside from the Civilian, he's the only member of the team to have neither the Single-Barrel Shotgun nor the Double-Barrel Shotgun.
* SniperDuel: A given considering that one of the Sniper's main jobs is to [[HunterOfHisOwnKind kill the enemy team's Snipers who are giving his teammates trouble]].

to:

* ShotgunsAreJustBetter: Averted - aside SniperDuel: A given considering that one of the Sniper's main jobs is to shoot key targets, e.g. the enemy team's Sniper.
* UniversalAmmunition: Aside
from the Civilian, he's the only member of the team to have neither the Single-Barrel Shotgun nor the Double-Barrel Shotgun.
* SniperDuel: A given considering that one
Shotgun. He can pull out an Automatic Rifle to deal with ambushes. It deals decent damage and has a high rate of fire, but it exhausts his sniper rifle, since they use the Sniper's main jobs is to [[HunterOfHisOwnKind kill the enemy team's Snipers who are giving his teammates trouble]].
same ammo.
[[/folder]]
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* ShotgunsAreJustBetter: The [[ShotgunsAreJustBetter Single-Barrel Shotgun]], his strongest weapon. It does fair damage and is effective at long-range. But it's not strong enough to kill most enemies. At best, it should only be used to finish off a wounded opponent. For comparison, the Soldier, Pyro, Demoman, Heavy and Medic only use it as [[RangedEmergencyWeapon a backup weapon.]]

to:

* ShotgunsAreJustBetter: The [[ShotgunsAreJustBetter Single-Barrel Shotgun]], Shotgun, his strongest weapon. It does fair damage and is effective at long-range. But it's not strong enough to kill most enemies. At best, it should only be used to finish off a wounded opponent. For comparison, the Soldier, Pyro, Demoman, Heavy and Medic only use it as [[RangedEmergencyWeapon a backup weapon.]]
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Identified by his radio cap, the Scout is able to move at awesome speed via enhanced running, bunnyhopping and Concussion Jumps. While he may not be the most durable of the mercs, he compensates with unique abilities: He can instantly locate the flag on any CTF map with the push of a button, disable a Spy's disguise or a Demoman's Detpack with a touch, and hamper the enemy's movements.

to:

Identified by his radio cap, the Scout is able to move at awesome speed via enhanced running, bunnyhopping and Concussion Jumps. While he may not be He is the most least durable of the mercs, but he compensates with unique abilities: He can instantly locate the flag on any CTF map with the push of a button, disable a Spy's disguise or a Demoman's Detpack with a touch, and hamper the enemy's movements.
----

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!!The Scout (Greg):

to:

!!The [[foldercontrol]]

[[folder:The
Scout (Greg):(Greg)]]



Identifiable via his camouflage suit, boots, gloves, radio cap and visor, the Scout is the FragileSpeedster of the team, able to move at awesome speed via his enhanced running, bunnyhopping and Concussion Jumps. While he may not be the most durable of the mercs, he compensates by his unique ability to instantly locate the flag on any CTF map with the push of a button, can disable a Spy's disguise or a Demoman's Detpack at a touch, and can use unique Caltrops and Concussion Grenades to hamper and slow a enemy. However, he is mainly built for flag running and as such all his weapons are built around self-defense if necessary and are more annoying than threatening, so a Scout's main purpose to rush past a enemy defense and bag the flag rather than partaking in a charge.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon which should be disregarded, although the Scout can use it a bit more effectively with his speed), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (good damage and effective at long-range, but not powerful to kill most enemies who aren't badly wounded and need to be finished off), [[NailEm Nailgun]] (Only useful if you're good at circle-strafing, where it can quickly tear most enemies to pieces, or if used against a Sentry Gun), {{Caltrops}} (cuts a enemy's speed in half and deals a little damage when dropped on the floor), [[ConcussionFrags Concussion Grenades]] (can be used to send you flying into the air or to disorientate a enemy pursuing you, or can be used to simply annoy enemies by dropping one into their spawn)

to:

Identifiable via Identified by his camouflage suit, boots, gloves, radio cap and visor, cap, the Scout is the FragileSpeedster of the team, able to move at awesome speed via his enhanced running, bunnyhopping and Concussion Jumps. While he may not be the most durable of the mercs, he compensates by his with unique ability to abilities: He can instantly locate the flag on any CTF map with the push of a button, can disable a Spy's disguise or a Demoman's Detpack at with a touch, and can use unique Caltrops and Concussion Grenades to hamper and slow a enemy. However, he is mainly built for flag running and as such all his weapons are built around self-defense if necessary and are more annoying than threatening, so a Scout's main purpose to rush past a enemy defense and bag the flag rather than partaking in a charge.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon which should be disregarded, although the Scout can use it a bit more effectively with his speed), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (good damage and effective at long-range, but not powerful to kill most enemies who aren't badly wounded and need to be finished off), [[NailEm Nailgun]] (Only useful if you're good at circle-strafing, where it can quickly tear most enemies to pieces, or if used against a Sentry Gun), {{Caltrops}} (cuts a
enemy's speed in half and deals a little damage when dropped on the floor), [[ConcussionFrags Concussion Grenades]] (can be used to send you flying into the air or to disorientate a enemy pursuing you, or can be used to simply annoy enemies by dropping one into their spawn)movements.



* CherryTapping: His main method of attacking if he's not finishing off an enemy already injured by a teammate.
* CutTheFuse: He can disable an enemy Demoman's [[OneHitKill Detpack]] by just touching it.
* DesignatedPointMan
* FragileSpeedster: Even more so than his ''Team Fortress 2'' successor.
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.

to:

* {{Caltrops}}: Cut an enemy's speed in half. It also deals a little damage when they walk over it.
* CherryTapping: All of his weapons are built around self-defense and are more annoying than threatening. His main method mode of attacking if he's not 'attack' is finishing off an enemy already who was badly injured by a teammate.
* ConcussionFrags Concussion Grenades: Can be used to send the Scout flying through the air, or to disorientate a enemy pursuing him. The Scout can also annoy enemies by dropping one into their spawn.
* CutTheFuse: He can disable an enemy Demoman's [[OneHitKill Detpack]] Detpack by just touching it.
* %%* DesignatedPointMan
* FragileSpeedster: Even more so than his ''Team Fortress 2'' successor.
* HeroicMime: Like
[=TF2=] incarnation. He is best-suited for flag running, i.e. running past the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm enemy perimeter to bag the flag. He must not partake in need of medical attention!", as well as a few grunts.frontal assault.



** LethalJokeCharacter: However, if you learn how to use to circle-strafe and use Concussion Grenades, he can be a damn useful flag runner and offensive support.

to:

* LethalJokeItem:
** The {{Crowbar|Combatant}} is an EmergencyWeapon which should be disregarded. An allowance can be made for the Scout, since his speed allows him to use it effectively.
** His Single-Barrel Shotgun has no damage falloff and a tighter spread over distance than the stronger Double-Barrel Shotgun.
** The [[NailEm Nailgun]] is only useful if you're good at circle-strafing: it can tear most enemies to pieces. Or he can use it against a Sentry Gun.
*
LethalJokeCharacter: However, if you learn how to use to circle-strafe and use Concussion Grenades, he can be a damn useful flag runner and offensive support.



* RangedEmergencyWeapon: His Single-Barrel Shotgun, his strongest weapon (for comparison's sake, the Soldier, Pyro, Demoman, Heavy and Medic only have it as a backup weapon).
* ShortRangeShotgun: Averted - his Single-Barrel Shotgun has no damage falloff and a tighter spread over distance than the stronger Double-Barrel Shotgun.

to:

* RangedEmergencyWeapon: His ShotgunsAreJustBetter: The [[ShotgunsAreJustBetter Single-Barrel Shotgun, Shotgun]], his strongest weapon (for comparison's sake, weapon. It does fair damage and is effective at long-range. But it's not strong enough to kill most enemies. At best, it should only be used to finish off a wounded opponent. For comparison, the Soldier, Pyro, Demoman, Heavy and Medic only have use it as [[RangedEmergencyWeapon a backup weapon).
* ShortRangeShotgun: Averted - his Single-Barrel Shotgun has no damage falloff and a tighter spread over distance than the stronger Double-Barrel Shotgun.
weapon.]]
[[/folder]]



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of her teammates, she only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
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''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded, although the Scout can use it a bit more effectively with his speed), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (good damage and effective at long-range, but not powerful to kill most enemies who aren't badly wounded and need to be finished off), [[NailEm Nailgun]] (Only useful if you're good at circle-strafing, where it can quickly tear most enemies to pieces, or if used against a Sentry Gun), {{Caltrops}} (cuts a enemy's speed in half and deals a little damage when dropped on the floor), [[ConcussionFrags Concussion Grenades]] (can be used to send you flying into the air or to disorientate a enemy pursuing you, or can be used to simply annoy enemies by dropping one into their spawn)

to:

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that which should be disregarded, although the Scout can use it a bit more effectively with his speed), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (good damage and effective at long-range, but not powerful to kill most enemies who aren't badly wounded and need to be finished off), [[NailEm Nailgun]] (Only useful if you're good at circle-strafing, where it can quickly tear most enemies to pieces, or if used against a Sentry Gun), {{Caltrops}} (cuts a enemy's speed in half and deals a little damage when dropped on the floor), [[ConcussionFrags Concussion Grenades]] (can be used to send you flying into the air or to disorientate a enemy pursuing you, or can be used to simply annoy enemies by dropping one into their spawn)

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scoutnew_tfc_0.png]]



[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/snipernew_tfc.png]]



[[quoteright:331:https://static.tvtropes.org/pmwiki/pub/images/soldiernew_tfc.png]]



[[quoteright:252:https://static.tvtropes.org/pmwiki/pub/images/demomannew_tfc.png]]



!!The Medic

to:

!!The MedicCombat Medic
[[quoteright:298:https://static.tvtropes.org/pmwiki/pub/images/medicnew_tfc.png]]



[[quoteright:261:https://static.tvtropes.org/pmwiki/pub/images/heavynew_tfc.png]]



!!The Pyro (Beatrice)

to:

!!The Pyro (Beatrice)Pyromaniac (Beatrice)
[[quoteright:269:https://static.tvtropes.org/pmwiki/pub/images/pyronew_tfc.png]]



[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/spynew_tfc.png]]



!!TheEngineer (Fred):

to:

!!TheEngineer (Fred):(Fred Conagher):
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/engineernew_tfc.png]]


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[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/tfccivilian.png]]

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* DesignatedPointMan



* BoomHeadshot

to:

* BoomHeadshotBoomHeadshot: His speciality



* ColdSniper



* DoAnythingSoldier



* DemolitionsExpert



* TheBigGuy



''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (Very good for fighting at long range or finishing off a enemy wounded by your Napalm Grenades), [[KillItWithFire Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially a weaker Rocket Launcher that sets the impact site alight), [[GrenadeSpam Hand Grenade]] (Useful for taking down a single enemy or dealing with a crowd), [[MolotovCocktail Napalm Grenade]] (Can deal good damage, leaves a burning cloud that lasts a while, and ignites a enemy for a easier kill)

to:

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (Very good for fighting at long range or finishing off a enemy wounded by your Napalm Grenades), [[KillItWithFire [[FireBreathingWeapon Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially a weaker Rocket Launcher that sets the impact site alight), [[GrenadeSpam Hand Grenade]] (Useful for taking down a single enemy or dealing with a crowd), [[MolotovCocktail Napalm Grenade]] (Can deal good damage, leaves a burning cloud that lasts a while, and ignites a enemy for a easier kill)



* {{Pyromaniac}}



%% * TheEngineer: Duh.
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* ChainReactionDestruction: His EMP grenades not only detonate an enemy's explosive ammo but will also detonate scattered ammo packs.
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* MoreDakka: The Super Nailgun, which is basically a Tommy Gun with BottomlessMagazines. [[CaptainObvious That shoots nails]].

to:

* MoreDakka: The Super Nailgun, which is basically a Tommy Gun with BottomlessMagazines. [[CaptainObvious That shoots nails]].nails.



* TheEngineer: [[CaptainObvious Duh]].

to:

%% * TheEngineer: [[CaptainObvious Duh]].Duh.

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* CherryTapping: His main method of attacking if he's not finishing off a enemy already injured by a teammate.
* CutTheFuse: He can disable a enemy Demoman's [[OneHitKill Detpack]] by just touching it.

to:

* CherryTapping: His main method of attacking if he's not finishing off a an enemy already injured by a teammate.
* CutTheFuse: He can disable a an enemy Demoman's [[OneHitKill Detpack]] by just touching it.



* JokeCharacter: In the hands of a inexperienced player, he is next to useless, as his weak weapons and fragility put him at a major disadvantage that his speed can't compensate for.

to:

* JokeCharacter: In the hands of a an inexperienced player, he is next to useless, as his weak weapons and fragility put him at a major disadvantage that his speed can't compensate for.



''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), SniperRifle (the Sniper's bread and butter, and what you will have to become one with to be a effective Sniper), [[EmergencyWeapon Automatic Rifle]] (can be pulled out to deal with a ambusher with its high rate of fire and decent damage but uses the same ammo as the Sniper Rifle), [[NailEm Nailgun]] (Only useful if you're out of rifle bullets or are trying to conserve them), [[GrenadeSpam Hand Grenade]] (useful to taking down a enemy Scout or Spy trying to kill you or as a distraction against a stronger enemy while you run)

to:

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), SniperRifle (the Sniper's bread and butter, and what you will have to become one with to be a effective Sniper), [[EmergencyWeapon Automatic Rifle]] (can be pulled out to deal with a an ambusher with its high rate of fire and decent damage but uses the same ammo as the Sniper Rifle), [[NailEm Nailgun]] (Only useful if you're out of rifle bullets or are trying to conserve them), [[GrenadeSpam Hand Grenade]] (useful to taking down a an enemy Scout or Spy trying to kill you or as a distraction against a stronger enemy while you run)



* TheBusCameBack: His SniperRifle is a available weapon in VideoGame/TeamFortress2 as the Classic.

to:

* TheBusCameBack: His SniperRifle is a an available weapon in VideoGame/TeamFortress2 as the Classic.



Identifiable via his combat fatigue suit, armored vest, military helmet, and camouflage face paint, the Soldier is capable of spearheading the attack on enemy territory, using his trusty Rocket Launcher to take out any obstacle, big or small, that might stand in his path. His [[BulletHell Nail Grenades]] enable him to hold down a area, preventing enemies from entering without suffering constant damage, and he is strong and durable enough to take down even the toughest enemies, with his powerful weaponry and legendary RocketJump. However, he's not only pretty slow, but he's also a JackOfAllStats, with nothing he beats his teammates in (The Scout, Pyro, Medic and Spy are faster whereas the Demoman, Heavy, Engineer and Sniper can deal more damage), so he must learn to adapt and utilize his enemies' strengths and weaknesses to his advantage.

to:

Identifiable via his combat fatigue suit, armored vest, military helmet, and camouflage face paint, the Soldier is capable of spearheading the attack on enemy territory, using his trusty Rocket Launcher to take out any obstacle, big or small, that might stand in his path. His [[BulletHell Nail Grenades]] enable him to hold down a area, preventing enemies from entering without suffering constant damage, and he is strong and durable enough to take down even the toughest enemies, enemies with his powerful weaponry and legendary RocketJump. However, he's not only pretty slow, but he's also a JackOfAllStats, with nothing he beats his teammates in (The Scout, Pyro, Medic and Spy are faster whereas the Demoman, Heavy, Engineer and Sniper can deal more damage), so he must learn to adapt and utilize his enemies' strengths and weaknesses to his advantage.



* RocketJump: Coming off the heels of the TropeNamer UrExample from Franchise/Quake, it's obvious that he has access to this ability.

to:

* RocketJump: Coming off the heels of the TropeNamer UrExample from Franchise/Quake, ''Quake'', it's obvious that he has access to this ability.



Identifiable via his riot helmet with a lowered visor, armoured jacket and knee pads, the Demoman is the master of explosives. While he is a little slower than other classes, he more than makes up for it with his incredibly deadly and powerful GrenadeLauncher and Pipebomb Launcher, which are useful for fights with enemies in close quarters and setting up deadly traps respectively. He is also capable of planting a Detpack, an extremely powerful explosive that can open up alternate routes on certain maps for those who closely overserve their surroundings (and instantly kills anyone within the blast radius). However, not only does he lack serious armour and thus be more at risk than a stronger class like a Soldier or Pyro, but his weapons are also inaccurate and require practice to master, requiring him to plan his attacks and make sure he deals with enemies breaking in.

to:

Identifiable via his riot helmet with a lowered visor, armoured jacket and knee pads, the Demoman is the master of explosives. While he is a little slower than other classes, he more than makes up for it with his incredibly deadly and powerful GrenadeLauncher and Pipebomb Launcher, which are useful for fights with enemies in close quarters and setting up deadly traps respectively. He is also capable of planting a Detpack, an extremely powerful explosive that can open up alternate routes on certain maps for those who closely overserve observe their surroundings (and instantly kills anyone within the blast radius). However, not only does he lack serious armour and thus be more at risk than a stronger class like a Soldier or Pyro, but his weapons are also inaccurate and require practice to master, requiring him to plan his attacks and make sure he deals with enemies breaking in.



* CoolMask: So cool in fact that it was added into ''Team Fortress 2'' as the Berlin Brain Bowl.



* IdleAnimation: If you hold out the Medkit for a while, he'll start pushing buttons on it.



* JokeCharacter: The Pyro is infamously underpowered. Her flamethrower deals average damage with horrible reach, and the lingering flames deal a whopping eight damage. The Incendiary Cannon is like the Soldier's Rocket Launcher, but about 40% weaker. She's got average armor, decent speed, but most damningly doesn't have the Double-Barrel Shotgun that many other classes can fall back on.

to:

* JokeCharacter: The Pyro is infamously underpowered. Her flamethrower deals average damage is a slow projectile with horrible reach, and the lingering flames deal a whopping amazing eight damage. damage at most. The Incendiary Cannon is like the Soldier's Rocket Launcher, but about 40% much weaker. She's got high health, average armor, armor and decent speed, but most damningly doesn't have the Double-Barrel Shotgun that many other classes can fall back on.



''Armed with'': [[WrenchWhack Wrench]] (can repair buildings and a teammate's armor at the cost of metal, and can also be used as a JokeWeapon like the Crowbar), [[RayGun Railgun]] (not very powerful and has a terrible rate of fire, but quite effective if fighting from a distance and has a unique ammo supply), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (useful for self-defense if caught away from your sentry or if you needs to kill a enemy trying to mess up your buildings), [[GrenadeSpam Hand Grenade]] (should only be used if you're out of EMP Grenades, as they're less powerful and not as ranged), {{EMP}} Grenades (a OneHitKill if you know how to use it properly)

to:

''Armed with'': [[WrenchWhack Wrench]] (can repair buildings and a teammate's armor at the cost of metal, and can also be used as a JokeWeapon like the Crowbar), [[RayGun Railgun]] (not very powerful and has a terrible rate of fire, but quite effective if fighting from a distance and has a unique ammo supply), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (useful for self-defense if caught away from your sentry or if you needs need to kill a an enemy trying to mess up your buildings), [[GrenadeSpam Hand Grenade]] (should only be used if you're out of EMP Grenades, as they're less powerful and not as ranged), {{EMP}} Grenades (a OneHitKill if you know how to use it properly)


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* RangedEmergencyWeapon: The Railgun, which is useful for fighting from a distance but near useless at any other range.
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* JackOfAllStats: While he lacks many weaknesses, he is not the best at anything really - the Scout and Medic can move faster without the need of the RocketJump, the Demoman and Heavy can deal more upfront damage in a firefight, the Pyro and Spy are better at area control with their Grenades, and the Engineer and Sniper

to:

* JackOfAllStats: While he lacks many exploitable weaknesses, he is not the best at anything really - the Scout and Medic can move faster without the need of the RocketJump, the Demoman and Heavy can deal more upfront damage in a firefight, the Pyro and Spy are better at area control with their Grenades, and the Engineer and SniperSniper can be better defenders.



* RocketJump: Coming off the heels of the TropeNamer UrExample from VideoGame/Quake1, it's obvious that he has access to this ability.

to:

* RocketJump: Coming off the heels of the TropeNamer UrExample from VideoGame/Quake1, Franchise/Quake, it's obvious that he has access to this ability.



* DamageOverTime: Is capable of inducing this through his deadly Medkit, infected a enemy, which is like being on fire, except there's higher DPS, it spreads to teammates, and it can never, ever be put out, except by an allied Medic (or death).

to:

* DamageOverTime: Is capable of inducing this through his deadly Medkit, infecting a enemy. Being infected a enemy, which is like being on fire, except there's higher DPS, it spreads to teammates, and it can never, ever be put out, except by an allied Medic (or death).

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* GrenadeSpam: Even more so than the other mercs, since nearly all of his weapons rely upon grenades.



!!The Medic
Identifiable via his combat helmet, balaclava, breather mask, bulletproof vest and camouflaged combat slacks, the Medic is essentially the Scout's bigger, stronger brother. His higher than average speed and decent weaponry, combined with his concussion jumping and deadly infection, make him a prolific killer, and he is even capable of instantly and completely healing a teammate at a touch with his Medkit. However, while he is pretty powerful and fast, he can be easily outclassed and brought down by the other classes, enforcing his role as the team's main source of healing and curing of infection while assisting his team's fighters in bringing down enemies.

''Armed with'': [[HealingShiv Medkit]] (a melee weapon that heals teammates and [[ThatOneAttack infects enemies]]), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (A EmergencyWeapon that should only be used to fight a enemy from a distance), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (the go-to weapon in order to fight enemies, with good damage and decent accuracy), [[NailEm Super Nailgun]] (basically a stronger Nail Gun - still often not enough to actually kill enemies, but very effective against Sentry Guns), [[GrenadeSpam Hand Grenade]] (can be useful to bring down a crowded cluster of enemies), [[ConcussionFrags Concussion Grenades]] (used for concussion jumping all over the place, or in rarer circumstances, disorientating a chasing enemy)
* {{BFG}}: The Super Nailgun, although it pails in comparison to the Heavy's Assault Cannon.
* BioAugmentation: Via his Medkit, which can heal any wound and even give a teammate a extra 50 or so health points.
* CombatMedic: Emphasis on the "combat".
* DamageOverTime: Is capable of inducing this through his deadly Medkit, infected a enemy, which is like being on fire, except there's higher DPS, it spreads to teammates, and it can never, ever be put out, except by an allied Medic (or death).
* DeadlyDoctor
* GasMaskMooks: Enemy Medics, since their [[https://wiki.teamfortress.com/w/images/4/46/Medicnew_tfc.png updated models]] feature gas masks (the [[https://wiki.teamfortress.com/w/images/2/29/Medicold_tfc.png original model]] simply had him in a surgical mask). Friendly Medic are a case of CoolMask, as stated above.
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
* InterfaceScrew: Via his Concussion Grenades.
* MoreDakka: The Super Nailgun, which is basically a Tommy Gun with BottomlessMagazines. [[CaptainObvious That shoots nails]].
* ThePlague: Via his Medkit. [[MemeticMutation Enjoy your]] [[ThatOneAttack AIDS!]]



* HeroicBuild: He's as ripped as the game's primitive graphics will allow.

to:

* DoNotRunWithAGun: When spinning his Assault Cannon, his already unimpressive speed is reduced to a snail's pace.
* HeroicBuild: He's as ripped as the game's primitive graphics will allow.can showcase.

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* BigBad/TheLeader: Depending on whether or not he's on your team, as he will typically be the one leading the team's defences and charges.


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* BigBad / TheLeader: Depending on whether or not he's on your team, as he will typically be the one leading the team's defences and charges.

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* RocketJump: Coming off the heels of the TropeNamer UrExample from VideoGame/Quake, it's obvious that he has access to this ability.
* ShortRangeShotgun: Averted - both his Shotguns are good at fighting from a range, but the Double-Barrel Shotgun

to:

* RocketJump: Coming off the heels of the TropeNamer UrExample from VideoGame/Quake, VideoGame/Quake1, it's obvious that he has access to this ability.
* ShortRangeShotgun: Averted - both his Shotguns are good at fighting from a range, but the Double-Barrel ShotgunShotgun has a much wider spread than the weaker Single-Barrel Shotgun.



Identifiable via his riot helmet with a lowered visor, armoured jacket and knee pads, the Demoman is the master of explosives. While he is a little slower than other classes, he more than makes up for it with his incredibly deadly and powerful GrenadeLauncher and Pipebomb Launcher, which are useful for fights with enemies in close quarters and setting up deadly traps respectively. He is also capable of planting a Detpack, an extremely powerful explosive that can open up alternate routes on certain maps for those who closely overserve their surroundings (and instantly OneHitKills anyone within the blast radius). However, not only does he lack serious armour and thus be more at risk than a stronger class like a Soldier or Pyro, but his weapons are also inaccurate and require practice to master, requiring him to plan his attacks and make sure he deals with enemies breaking in.

to:

Identifiable via his riot helmet with a lowered visor, armoured jacket and knee pads, the Demoman is the master of explosives. While he is a little slower than other classes, he more than makes up for it with his incredibly deadly and powerful GrenadeLauncher and Pipebomb Launcher, which are useful for fights with enemies in close quarters and setting up deadly traps respectively. He is also capable of planting a Detpack, an extremely powerful explosive that can open up alternate routes on certain maps for those who closely overserve their surroundings (and instantly OneHitKills kills anyone within the blast radius). However, not only does he lack serious armour and thus be more at risk than a stronger class like a Soldier or Pyro, but his weapons are also inaccurate and require practice to master, requiring him to plan his attacks and make sure he deals with enemies breaking in.


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!!The Heavy Weapons Guy
Identifiable via his bandana, glowing orange goggles, utility gear and vest, the Heavy Weapons Guy, more commonly known as the Heavy, is the FaceOfTheBand and the leader of any charge. With his huge amount of health, armour and DPS, the Heavy can tear apart the enemy team in seconds with his ridiculously powerful [[GatlingGood Assault Cannon]] and take many hits before needing to locate a Medic or Engineer for health and armour, making him the ideal shock trooper. However, not only is he the slowest of the gang, but due to his slow speed and large size, many enemies, Snipers and Spies especially, will be able to lock onto him with ease, facilitating the need for him to partner up with his team to work as a effective defender and assistant to the Soldier and Medic on offense.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (should only be used to fight a enemy from a very long range), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (whip this out if you're in a situation where you need mobility, like if a Spy is trying to BackStab you), [[GatlingGood Assault Cannon]] (has a wack damage-per-second and rate of fire, but slows you down even more and chews up ammo like there's no tomorrow), [[GrenadeSpam Hand Grenade]] (useful if you don't have a MIRV Grenade on you), [[StuffBlowingUp MIRV Grenade]] (good for dealing with a Sentry Gun from a distance)
* BigBad/TheLeader: Depending on whether or not he's on your team, as he will typically be the one leading the team's defences and charges.
* {{BFG}}: His trademark Assault Cannon.
* HeroicBuild: He's as ripped as the game's primitive graphics will allow.
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
* MoreDakka: His role.
* MightyGlacier: Highest health, armour and damage, lowest speed.
* ShortRangeShotgun: Averted - both his Shotguns are good at fighting from a range, but the Double-Barrel Shotgun has a much wider spread than the weaker Single-Barrel Shotgun.
* SixthRanger: He was the first new class added to the game, only a few weeks into the newborn Team Fortress's life. He's also a literal case of this since he joined the already existing Scout, Sniper, Soldier, Demoman and Medic.
* UniversalAmmo: The only class to follow this, as all his weapons (Single-Barrel Shotgun, Double-Barrel Shotgun and Assault Cannon) use Shells, with the Assault Cannon being capable of using up all 200 Shells he can carry in '''20 seconds'''.

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* CutTheFuse: He can disable a enemy Demoman's [[OneHitKill Detpack]] by just touching it.



Identifiable via his desert camouflage suit, grass camouflage headgear, colored stripes and boots, the Sniper is the one class you ''never'' want to be in the sights of. His legendary SniperRifle is capable of headshotting and charging up for strong bodyshots, both of which can be a OneHitKill to even the Heavy with a Medic backing him up.

to:

Identifiable via his desert camouflage suit, grass camouflage headgear, colored stripes and boots, the Sniper is the one class you ''never'' want to be in the sights of. His legendary SniperRifle is capable of headshotting and charging up for strong bodyshots, both of which can be a OneHitKill to even the Heavy with a Medic backing him up.
up. However, he is weak at close range and has little power in a direct firefight, so he should always try to stay away from close combat as he has a huge advantage over all other classes from a distance, assisting his team by taking down enemies from afar and dealing with key targets.



* Charged Attack: The SniperRifle does this. Hold it down long enough, and a simple bodyshot will suffice to OneHitKill nearly all targets.

to:

* Charged Attack: ChargedAttack: The SniperRifle does this. Hold it down long enough, and a simple bodyshot will suffice to OneHitKill nearly all targets.



* GlassCannon: Can potentially OneHitKill any enemy with his Sniper Rifle, but has low health and weak armour.



!!The Demoman ([[NamesTheSame also named Greg]])
Identifiable via his riot helmet with a lowered visor, armoured jacket and knee pads, the Demoman is the master of explosives. While he is a little slower than other classes, he more than makes up for it with his incredibly deadly and powerful GrenadeLauncher and Pipebomb Launcher, which are useful for fights with enemies in close quarters and setting up deadly traps respectively. He is also capable of planting a Detpack, an extremely powerful explosive that can open up alternate routes on certain maps for those who closely overserve their surroundings (and instantly OneHitKills anyone within the blast radius). However, not only does he lack serious armour and thus be more at risk than a stronger class like a Soldier or Pyro, but his weapons are also inaccurate and require practice to master, requiring him to plan his attacks and make sure he deals with enemies breaking in.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (A EmergencyWeapon that should only be used to deal with a weakened enemy or one who is capable of dodging his explosives), GrenadeLauncher (great for taking out Sentry Guns, fighting on offense if you want to cause confusion and/or to break up defence), [[StickyBomb Pipebomb Launcher]] (useful for defending a area with traps or bouncing at enemies when attacking), [[GrenadeSpam Hand Grenade]] (use mainly when you have run out of MIRV grenades), [[RecursiveAmmo MIRV Grenade]] (explodes and releases a cluster of smaller bomblets which all explode after three seconds)
* BigBulkyBomb: His Detpack.
* EyepatchOfPower: His [[https://wiki.teamfortress.com/w/images/9/97/Demomanold_tfc.png old model]] has one ( HilariousInHindsight, eh, [[Characters/TeamFortress2Defense ya git?]]). His [[https://wiki.teamfortress.com/w/images/0/00/Demomannew_tfc.png revamped model]] replaces this with a visor.
* GlassCannon: While he has more health and armour than the Scout, Sniper, Medic, Spy and Engineer, he can still be easily brought down by a barrage of attacks or a grenade or two. That is, if a enemy can get past his massively damaging explosives.
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
* MadeOfExplodium: The MIRV grenade. It's a grenade that first causes a massive explosion, then splits into six normal grenades.
* RangedEmergencyWeapon: His Single-Barrel Shotgun, which should only be used against opponents that you know you won't be able to hit with your explosives or if you find yourself caught with your grenade launcher unloaded. It can also be used to save grenade ammo, as weaker classes that have been hit with a grenade can then be killed by one shot.
* RocketJump: He can use his Pipebombs to achieve a similar effect to the Soldier's rocket launcher's knockback jumping.
* SmokingIsCool: Again, on his old model.
* StuffBlowingUp
* SuspiciouslyCrackedWall: If you see one of these, put your Detpack there - nine out of ten times, you'll make a new path there.
* ThrowDownTheBomblet
* TrapMaster: He can lay down a set of Pipebombs that he can then set off at the right moment.



''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (Very good for fighting at long range or finishing off a enemy wounded by your Napalm Grenades), [[KillItWithFire Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially a weaker Rocket Launcher that sets the impact site alight), [[GrenadeSpam Hand Grenade]] (Useful for taking down a single enemy or dealing with a crowd), [[MolotovCocktail Napalm Grenade]] (Can deal good damage, leaves a burning cloud that lasts a while, and ignite a enemy for a easier kill)

to:

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (Very good for fighting at long range or finishing off a enemy wounded by your Napalm Grenades), [[KillItWithFire Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially a weaker Rocket Launcher that sets the impact site alight), [[GrenadeSpam Hand Grenade]] (Useful for taking down a single enemy or dealing with a crowd), [[MolotovCocktail Napalm Grenade]] (Can deal good damage, leaves a burning cloud that lasts a while, and ignite ignites a enemy for a easier kill)



* GasMaskMooks: Enemy Pyros have this as their new model (the original simply had her in a hood and visor). Friendly Pyros are aversions.

to:

* GasMaskMooks: Enemy Pyros have this as their [[https://wiki.teamfortress.com/w/images/9/9a/Pyronew_tfc.png new model model]] (the original [[https://wiki.teamfortress.com/w/images/c/c9/Pyroold_tfc.png original]] simply had her in a hood and visor). Friendly Pyros are aversions.



* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.

to:

* HeroicMime: Like the rest of his her teammates, he she only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.

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''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded, although the Scout can use it a bit more effectivly with his speed), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (good damage and effective at long-range, but not powerful to kill most enemies who aren't badly wounded and need to be finished off), [[NailEm Nailgun]] (Only useful if you're good at circle-strafing, where it can quickly tear most enemies to pieces, or if used against a Sentry Gun), {{Caltrops}} (cuts a enemy's speed in half and deals a little damage when dropped on the floor), [[ConcussionFrags Concussion Grenades]] (can be used to send you flying into the air or to disorientate a enemy pursuing you, or can be used to simply annoy enemies by dropping one into their spawn)

to:

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded, although the Scout can use it a bit more effectivly effectively with his speed), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (good damage and effective at long-range, but not powerful to kill most enemies who aren't badly wounded and need to be finished off), [[NailEm Nailgun]] (Only useful if you're good at circle-strafing, where it can quickly tear most enemies to pieces, or if used against a Sentry Gun), {{Caltrops}} (cuts a enemy's speed in half and deals a little damage when dropped on the floor), [[ConcussionFrags Concussion Grenades]] (can be used to send you flying into the air or to disorientate a enemy pursuing you, or can be used to simply annoy enemies by dropping one into their spawn)



!!The Pyro
Identifiable via [[SamusIsAGirl her]] flame-resistant hazard suit, gas mask, opaque face-plate, and large fuel tanks on her back, the Pyro is the queen of divide-and-conquer. Focused on igniting enemies by any means necessary, she is most notable for her Napalm Grenades which, if they don't kill a enemy in a matter of seconds, ignites them and takes off a good chunk of their health, forcing them to find a Medic in a hurry, and her Incendiary Cannon, which functions like the Soldier's rocket launcher but deals less damage in exchange for igniting the impact zone. However, she isn't very skilled at dealing upfront damage, so she should focus on assisting her team by distracting and weakening enemies with her fiery repertoire.

''Armed with'': [CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (Very good for fighting at long range or finishing off a enemy wounded by your Napalm Grenades), [[KillItWithFire Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially a weaker Rocket Launcher that sets the impact site alight), [[GrenadeSpam Hand Grenade]] (Useful for taking down a single enemy or dealing with a crowd), [[MolotovCocktail Napalm Grenade]] (Can deal good damage, leaves a burning cloud that lasts a while, and ignite a enemy for a easier kill)
* {{BFG}}: The Napalm Cannon, which shares a model with the Rocket Launcher.
* CherryTapping: Actually killing someone with the Flamethrower.
* CrossDressingVoices: She has the same masculine voice as the other mercs.
* DamageOverTime: Her main shtick.
* GasMaskMooks: Enemy Pyros have this as their new model (the original simply had her in a hood and visor). Friendly Pyros are aversions.
* GameplayAndStorySegregation: She's canonically female, but due to that being established years after the game's release, her in-game voice [[CrossDressingVoices is the same masculine voice the other classes have]].

to:

!!The Pyro
Sniper (Virgil)
Identifiable via [[SamusIsAGirl her]] flame-resistant hazard his desert camouflage suit, gas mask, opaque face-plate, grass camouflage headgear, colored stripes and large fuel tanks on her back, boots, the Pyro Sniper is the queen one class you ''never'' want to be in the sights of. His legendary SniperRifle is capable of divide-and-conquer. Focused on igniting enemies by any means necessary, she is most notable headshotting and charging up for her Napalm Grenades which, if they don't kill a enemy in a matter strong bodyshots, both of seconds, ignites them and takes off which can be a good chunk of their health, forcing them OneHitKill to find even the Heavy with a Medic in a hurry, and her Incendiary Cannon, which functions like the Soldier's rocket launcher but deals less damage in exchange for igniting the impact zone. However, she isn't very skilled at dealing upfront damage, so she should focus on assisting her team by distracting and weakening enemies with her fiery repertoire.

backing him up.

''Armed with'': [CrowbarCombatant [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (Very good for fighting at long range or finishing off SniperRifle (the Sniper's bread and butter, and what you will have to become one with to be a enemy wounded by your Napalm Grenades), [[KillItWithFire Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially effective Sniper), [[EmergencyWeapon Automatic Rifle]] (can be pulled out to deal with a weaker Rocket Launcher that sets ambusher with its high rate of fire and decent damage but uses the impact site alight), same ammo as the Sniper Rifle), [[NailEm Nailgun]] (Only useful if you're out of rifle bullets or are trying to conserve them), [[GrenadeSpam Hand Grenade]] (Useful for (useful to taking down a single enemy Scout or dealing with Spy trying to kill you or as a crowd), [[MolotovCocktail Napalm Grenade]] (Can deal good damage, leaves distraction against a burning cloud that lasts a while, and ignite a stronger enemy for while you run)
* BoomHeadshot
* TheBusCameBack: His SniperRifle is
a easier kill)
* {{BFG}}: The Napalm Cannon, which shares a model with the Rocket Launcher.
* CherryTapping: Actually killing someone with the Flamethrower.
* CrossDressingVoices: She has the same masculine voice
available weapon in VideoGame/TeamFortress2 as the other mercs.
Classic.
* DamageOverTime: Her main shtick.
Charged Attack: The SniperRifle does this. Hold it down long enough, and a simple bodyshot will suffice to OneHitKill nearly all targets.
* GasMaskMooks: Enemy Pyros CrosshairAware: If his Sniper Rifle's dot dances over your vision, you will explode into a pile of giblets unless you move FAST.
* DoNotRunWithAGun: While charging his rifle.
* GrenadeSpam: Since he's the only class (barring the Civilian) to
have this as only one type of grenade, it's inevitable for a Sniper player to spam their new model (the original simply had her in a hood and visor). Friendly Pyros are aversions.
* GameplayAndStorySegregation: She's canonically female, but due
grenades to that being established years after the game's release, her in-game voice [[CrossDressingVoices is the same masculine voice the other classes have]].deal with enemies.


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* LaserSight: The SniperRifle uses this in place of crosshairs. Just like in Team Fortress 2 (and [[TruthInTelevison real life]]), the laser itself is invisible — all that can be seen is the dot of light on walls, or unfortunate teammates.
* RangedEmergencyWeapon: The Automatic Rifle, which uses up sniper ammo and is primarily meant to damage an ambusher while getting away. The Nailgun can also become this if you're trying to conserve rifle bullets by using it to kill a Scout or Spy.
* ShotgunsAreJustBetter: Averted - aside from the Civilian, he's the only member of the team to have neither the Single-Barrel Shotgun nor the Double-Barrel Shotgun.
* SniperDuel: A given considering that one of the Sniper's main jobs is to [[HunterOfHisOwnKind kill the enemy team's Snipers who are giving his teammates trouble]].

!!The Soldier (Ross)
Identifiable via his combat fatigue suit, armored vest, military helmet, and camouflage face paint, the Soldier is capable of spearheading the attack on enemy territory, using his trusty Rocket Launcher to take out any obstacle, big or small, that might stand in his path. His [[BulletHell Nail Grenades]] enable him to hold down a area, preventing enemies from entering without suffering constant damage, and he is strong and durable enough to take down even the toughest enemies, with his powerful weaponry and legendary RocketJump. However, he's not only pretty slow, but he's also a JackOfAllStats, with nothing he beats his teammates in (The Scout, Pyro, Medic and Spy are faster whereas the Demoman, Heavy, Engineer and Sniper can deal more damage), so he must learn to adapt and utilize his enemies' strengths and weaknesses to his advantage.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (A EmergencyWeapon that should only be used to conserve Shells on a weakened enemy), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (makes a great sidearm to your Rocket Launcher due to its decent accuracy, good damage and having plentiful ammo), [[StuffBlowingUp Rocket Launcher]] (Very powerful and accurate at long range, but has a slow projectile speed and slow reload speed), [[GrenadeSpam Hand Grenade]] (Useful to dealing with a enemy who can dodge your rockets), [[BulletHell Nail Grenade]] (spews nails everywhere before exploding, shredding apart any enemy before killing them with the final blast)
* AchillesHeel: His biggest concern is keeping his rocket launcher loaded, since it only has a capacity of four rockets and takes an excruciatingly long time to reload.
* {{BFG}}: His Rocket Launcher.
* BulletHell: His Nail Grenades induce this.
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
* JackOfAllStats: While he lacks many weaknesses, he is not the best at anything really - the Scout and Medic can move faster without the need of the RocketJump, the Demoman and Heavy can deal more upfront damage in a firefight, the Pyro and Spy are better at area control with their Grenades, and the Engineer and Sniper
* NailEm: Via his Nail Grenades.
* RocketJump: Coming off the heels of the TropeNamer UrExample from VideoGame/Quake, it's obvious that he has access to this ability.
* ShortRangeShotgun: Averted - both his Shotguns are good at fighting from a range, but the Double-Barrel Shotgun
* SplashDamage: His primary weapon of crowd control.
* UnorthodoxReload: His rocket launcher is the same single-shot launcher that [[VideoGame/HalfLife1 Gordon Freeman]] uses, but with a four-rocket clip - Soldier just plays the reload animation four times, inexplicably stacking four rockets on top of each other.

!!The Pyro (Beatrice)
Identifiable via [[SamusIsAGirl her]] flame-resistant hazard suit, gas mask, opaque face-plate, and large fuel tanks on her back, the Pyro is the queen of divide-and-conquer. Focused on igniting enemies by any means necessary, she is most notable for her Napalm Grenades which, if they don't kill a enemy in a matter of seconds, ignites them and takes off a good chunk of their health, forcing them to find a Medic in a hurry, and her Incendiary Cannon, which functions like the Soldier's rocket launcher but deals less damage in exchange for igniting the impact zone. However, she isn't very skilled at dealing upfront damage, so she should focus on assisting her team by distracting and weakening enemies with her fiery repertoire.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (Very good for fighting at long range or finishing off a enemy wounded by your Napalm Grenades), [[KillItWithFire Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially a weaker Rocket Launcher that sets the impact site alight), [[GrenadeSpam Hand Grenade]] (Useful for taking down a single enemy or dealing with a crowd), [[MolotovCocktail Napalm Grenade]] (Can deal good damage, leaves a burning cloud that lasts a while, and ignite a enemy for a easier kill)
* {{BFG}}: The Napalm Cannon, which shares a model with the Rocket Launcher.
* CherryTapping: Actually killing someone with the Flamethrower.
* CrossDressingVoices: She has the same masculine voice as the other mercs.
* DamageOverTime: Her main shtick.
* GasMaskMooks: Enemy Pyros have this as their new model (the original simply had her in a hood and visor). Friendly Pyros are aversions.
* GameplayAndStorySegregation: She's canonically female, but due to that being established years after the game's release, her in-game voice [[CrossDressingVoices is the same masculine voice the other classes have]].
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.

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!!The Spy:
Identifiable via his camouflage suit, balaclava and laser headset, the Spy is the thinking man's class and everyone else's worst nightmare. He is able to disguise himself as any other player on the field and feign his own death, enabling him to instill paranoia in the enemy and keep them distracted before he goes in for a BackStab, which is a OneHitKill against any enemy in the game. While he is armed with some weapons and armor to defend himself if discovered, he is not built for fighting and so must rely upon stealth and deception to assist his team by eliminating critical threats and taking down Engineer buildings.

''Armed with'': [[KnifeNut Knife]] (a OneHitKill if it lands in the back, otherwise functions as a stronger Crowbar), [[AwesomeButImpractical Tranquilizer Gun]] (can slow down a enemy, but deals so little damage and is so slow that it should only be used to slow down a pursuer or secure a backstab - if you get a kill with it, the victim will NeverLiveItDown), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (EmergencyWeapon to fight for your life in case you get spotted), [[NailEm Nailgun]] (Can be used to distract and confuse a enemy, but not of much use for killing), [[GrenadeSpam Hand Grenade]] (Useful for destroying a Sentry Gun or taking down a enemy, since you can throw without losing your disguise), [[InterfaceScrew Hallucination Grenade]] (makes a enemy see and hear things that aren't there, such as grenades or flames, and can be a pain to deal with)
* AscendedGlitch: The idea for him originally comes from a glitch in the original Team Fortress where players would spawn with the wrong colors.
* BackStab: TropeNamer. His ''Team Fortress 2'' successor is the TropeCodifier.
* DoubleReverseQuadrupleAgent

to:

!!The Spy:
Pyro
Identifiable via his camouflage [[SamusIsAGirl her]] flame-resistant hazard suit, balaclava gas mask, opaque face-plate, and laser headset, large fuel tanks on her back, the Spy Pyro is the thinking man's class and everyone else's worst nightmare. He is able to disguise himself as queen of divide-and-conquer. Focused on igniting enemies by any other player on the field and feign his own death, enabling him to instill paranoia in the enemy and keep them distracted before he goes in means necessary, she is most notable for her Napalm Grenades which, if they don't kill a BackStab, which is a OneHitKill against any enemy in a matter of seconds, ignites them and takes off a good chunk of their health, forcing them to find a Medic in a hurry, and her Incendiary Cannon, which functions like the game. While he is armed with some weapons and armor to defend himself if discovered, he is not built Soldier's rocket launcher but deals less damage in exchange for fighting and igniting the impact zone. However, she isn't very skilled at dealing upfront damage, so must rely upon stealth and deception to assist his she should focus on assisting her team by eliminating critical threats distracting and taking down Engineer buildings.

weakening enemies with her fiery repertoire.

''Armed with'': [[KnifeNut Knife]] [CrowbarCombatant Crowbar]] (a OneHitKill if it lands in the back, otherwise functions as a stronger Crowbar), [[AwesomeButImpractical Tranquilizer Gun]] (can slow down a enemy, but deals so little damage and is so slow JokeWeapon that it should only be used to slow down a pursuer or secure a backstab - if you get a kill with it, the victim will NeverLiveItDown), disregarded), [[ShotgunsAreJustBetter Double-Barrel Single-Barrel Shotgun]] (EmergencyWeapon to fight (Very good for fighting at long range or finishing off a enemy wounded by your life in case you get spotted), [[NailEm Nailgun]] (Can be used to distract and confuse Napalm Grenades), [[KillItWithFire Flamethrower]] ([[VideoGameFlamethrowersSuck Don't bother]]), [[KillItWithFire Incendiary Cannon]] (Essentially a enemy, but not of much use for killing), weaker Rocket Launcher that sets the impact site alight), [[GrenadeSpam Hand Grenade]] (Useful for destroying a Sentry Gun or taking down a enemy, since you can throw without losing your disguise), [[InterfaceScrew Hallucination single enemy or dealing with a crowd), [[MolotovCocktail Napalm Grenade]] (makes (Can deal good damage, leaves a burning cloud that lasts a while, and ignite a enemy see and hear things that aren't there, such as grenades or flames, and can be for a pain to deal with)
easier kill)
* AscendedGlitch: {{BFG}}: The idea for him originally comes from Napalm Cannon, which shares a glitch in model with the Rocket Launcher.
* CherryTapping: Actually killing someone with the Flamethrower.
* CrossDressingVoices: She has the same masculine voice as the other mercs.
* DamageOverTime: Her main shtick.
* GasMaskMooks: Enemy Pyros have this as their new model (the
original Team Fortress where players would spawn with simply had her in a hood and visor). Friendly Pyros are aversions.
* GameplayAndStorySegregation: She's canonically female, but due to that being established years after
the wrong colors.
* BackStab: TropeNamer. His ''Team Fortress 2'' successor
game's release, her in-game voice [[CrossDressingVoices is the TropeCodifier.
* DoubleReverseQuadrupleAgent
same masculine voice the other classes have]].



* IdleAnimation: Like the Medic with his Medkit, her hands will fiddle with the Incendiary Cannon or Flamethrower if held for too long (coincidentally, these are also the only three held weapons with DamageOverTime).
* InterfaceScrew: Being set on fire will have the 2D sprite flames cover your screen if you are moving slowly or standing still.
* JokeCharacter: The Pyro is infamously underpowered. Her flamethrower deals average damage with horrible reach, and the lingering flames deal a whopping eight damage. The Incendiary Cannon is like the Soldier's Rocket Launcher, but about 40% weaker. She's got average armor, decent speed, but most damningly doesn't have the Double-Barrel Shotgun that many other classes can fall back on.
** LethalJokeCharacter: However, her Naplam Grenades are not be trifled with - if you know how to use them right, she can chain GrenadeSpam with Incendiary Cannon blasts and even the occasional Flamethrower burst to quickly kill enemy defenders and assist her team's Soldiers and Heavies.
* KillItWithFire: Her ''modus operendi''.
* RangedEmergencyWeapon: The Single-Barrel Shotgun - if you're actually trying to kill someone from a distance, the Incendiary Cannon is a better option.
* RedEyesTakeWarning: She has a red visor regardless of whether or not she's on the Red team or Blue team (or Green or Yellow, if the server has them). Shortly after seeing it, you are most likely set on fire.
* SamusIsAGirl: Her name's Beatrice. [[NotMakingThisUpDisclaimer Yes, really]].
* SixthRanger: She was the last of the original seven classes to be added to the original Team Fortress - the Spy, Engineer and Civilian weren't added until the 1998 revision.
* TheSmurfettePrinciple: Is the only female character in the game.
* VideoGameFlamethrowersSuck: Her Flamethrower is infamous for how horribly underpowered it is - it's slow, has horrible reach, and the lingering flames deal a whopping ''eight'' damage, even compared to the [[FragileSpeedster Scout]]'s 75 health.

!!The Spy:
Identifiable via his camouflage suit, balaclava and laser headset, the Spy is the thinking man's class and everyone else's worst nightmare. He is able to disguise himself as any other player on the field and feign his own death, enabling him to instill paranoia in the enemy and keep them distracted before he goes in for a BackStab, which is a OneHitKill against any enemy in the game. While he is armed with some weapons and armor to defend himself if discovered, he is not built for fighting and so must rely upon stealth and deception to assist his team by eliminating critical threats and taking down Engineer buildings.

''Armed with'': [[KnifeNut Knife]] (a OneHitKill if it lands in the back, otherwise functions as a stronger Crowbar), [[AwesomeButImpractical Tranquilizer Gun]] (can slow down a enemy, but deals so little damage and is so slow that it should only be used to slow down a pursuer or secure a backstab - if you get a kill with it, the victim will NeverLiveItDown), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (EmergencyWeapon to fight for your life in case you get spotted), [[NailEm Nailgun]] (Can be used to distract and confuse a enemy, but not of much use for killing), [[GrenadeSpam Hand Grenade]] (Useful for destroying a Sentry Gun or taking down a enemy, since you can throw without losing your disguise), [[InterfaceScrew Hallucination Grenade]] (makes a enemy see and hear things that aren't there, such as grenades or flames, and can be a pain to deal with)
* AscendedGlitch: The idea for him originally comes from a glitch in the original Team Fortress where players would spawn with the wrong colors.
* BackStab: TropeNamer. His ''Team Fortress 2'' successor is the TropeCodifier.
* DoubleReverseQuadrupleAgent
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.



* MistakenForSpies: A given considering that both teams cannot see who he truly is when disguised - his disguise appears the same to all of them. Some server mods manage to avert this by letting his team know that he is a friendly Spy.



* PlayingPossum: Via Feign Death. It's rarely ever useful, since most players get paranoid while dealing with a Spy and will tend to resort to BeatingADeadBody.

to:

* PlayingPossum: Via Feign Death. It's rarely ever useful, since most players get paranoid while dealing with a Spy and will tend to resort to BeatingADeadBody.BeatingADeadPlayer.
* ShotgunsAreJustBetter: If he needs to fight for his life, the Double-Barrel Shotgun is his go-to weapon.



* Percussive Maintenance: Much like his successor, he fixes and upgrades his equipment by smashing it repeatedly with his wrench.

to:

* Percussive Maintenance: PercussiveMaintenance: Much like his successor, he fixes and upgrades his equipment by smashing it repeatedly with his wrench.



* SixthRanger: The final merc to be added to the game.

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* SixthRanger: The final merc to be added to the game.game in the 1998 revision.
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* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.


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!!The Spy:
Identifiable via his camouflage suit, balaclava and laser headset, the Spy is the thinking man's class and everyone else's worst nightmare. He is able to disguise himself as any other player on the field and feign his own death, enabling him to instill paranoia in the enemy and keep them distracted before he goes in for a BackStab, which is a OneHitKill against any enemy in the game. While he is armed with some weapons and armor to defend himself if discovered, he is not built for fighting and so must rely upon stealth and deception to assist his team by eliminating critical threats and taking down Engineer buildings.

''Armed with'': [[KnifeNut Knife]] (a OneHitKill if it lands in the back, otherwise functions as a stronger Crowbar), [[AwesomeButImpractical Tranquilizer Gun]] (can slow down a enemy, but deals so little damage and is so slow that it should only be used to slow down a pursuer or secure a backstab - if you get a kill with it, the victim will NeverLiveItDown), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (EmergencyWeapon to fight for your life in case you get spotted), [[NailEm Nailgun]] (Can be used to distract and confuse a enemy, but not of much use for killing), [[GrenadeSpam Hand Grenade]] (Useful for destroying a Sentry Gun or taking down a enemy, since you can throw without losing your disguise), [[InterfaceScrew Hallucination Grenade]] (makes a enemy see and hear things that aren't there, such as grenades or flames, and can be a pain to deal with)
* AscendedGlitch: The idea for him originally comes from a glitch in the original Team Fortress where players would spawn with the wrong colors.
* BackStab: TropeNamer. His ''Team Fortress 2'' successor is the TropeCodifier.
* DoubleReverseQuadrupleAgent
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
* InterfaceScrew: Via his Tranquilizer Gun and Hallucination Grenades.
* MalevolentMaskedMan: Enemy Spies fit the bill.
* MasterOfDisguise
* {{Ninja}}: Both his models have a minor ninja theme to them, befitting his stealthy nature.
* PlayingPossum: Via Feign Death. It's rarely ever useful, since most players get paranoid while dealing with a Spy and will tend to resort to BeatingADeadBody.
* SixthRanger: He wasn't added to Team Fortress until the 1998 revision.

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!!The Scout (Greg):
Identifiable via his camouflage suit, boots, gloves, radio cap and visor, the Scout is the FragileSpeedster of the team, able to move at awesome speed via his enhanced running, bunnyhopping and Concussion Jumps. While he may not be the most durable of the mercs, he compensates by his unique ability to instantly locate the flag on any CTF map with the push of a button, can disable a Spy's disguise or a Demoman's Detpack at a touch, and can use unique Caltrops and Concussion Grenades to hamper and slow a enemy. However, he is mainly built for flag running and as such all his weapons are built around self-defense if necessary and are more annoying than threatening, so a Scout's main purpose to rush past a enemy defense and bag the flag rather than partaking in a charge.

''Armed with'': [[CrowbarCombatant Crowbar]] (a JokeWeapon that should be disregarded, although the Scout can use it a bit more effectivly with his speed), [[ShotgunsAreJustBetter Single-Barrel Shotgun]] (good damage and effective at long-range, but not powerful to kill most enemies who aren't badly wounded and need to be finished off), [[NailEm Nailgun]] (Only useful if you're good at circle-strafing, where it can quickly tear most enemies to pieces, or if used against a Sentry Gun), {{Caltrops}} (cuts a enemy's speed in half and deals a little damage when dropped on the floor), [[ConcussionFrags Concussion Grenades]] (can be used to send you flying into the air or to disorientate a enemy pursuing you, or can be used to simply annoy enemies by dropping one into their spawn)
* BadassMustache: He's shown with one in the ''Team Fortress 2'' comic "Catch Up", when the Classic mercs are shown. His actual in-game model lacks this.
* CherryTapping: His main method of attacking if he's not finishing off a enemy already injured by a teammate.
* FragileSpeedster: Even more so than his ''Team Fortress 2'' successor.
* InterfaceScrew: Via his Concussion Grenades.
* JokeCharacter: In the hands of a inexperienced player, he is next to useless, as his weak weapons and fragility put him at a major disadvantage that his speed can't compensate for.
** LethalJokeCharacter: However, if you learn how to use to circle-strafe and use Concussion Grenades, he can be a damn useful flag runner and offensive support.
* NailEm: Via his Nailgun, which can be pretty effective at taking off a bit of a enemy's health via circle-strafing, although attempting to kill a enemy by yourself with this weapon isn't recommended.
* RangedEmergencyWeapon: His Single-Barrel Shotgun, his strongest weapon (for comparison's sake, the Soldier, Pyro, Demoman, Heavy and Medic only have it as a backup weapon).
* ShortRangeShotgun: Averted - his Single-Barrel Shotgun has no damage falloff and a tighter spread over distance than the stronger Double-Barrel Shotgun.



Identifiable via his hardhat, overalls, body armour, work shirt and work gloves, the Engineer can fortify his base with the all-powerful Sentry Gun, supply other defenders with ammunition and armor via the Dispenser, or use his Teleporters to quickly transport his allies across their base or even to the enemy's fortress. In addition to these incredible structures, he is also notable for his deadly EMP Grenades, which in most circumstances can be a OneHitKill via detonating a enemy's entire ammo repertoire. However, his [[SquishyWizard low health and armor]] prevent him from being a true offensive powerhouse and land him neatly in the defensive category.

''Armed with'': [[WrenchWhack Wrench]] (can repair buildings and a teammate's armor at the cost of metal, and can also be used as a JokeWeapon like the Crowbar), [[RayGun Railgun]] (not very powerful, but quite effective if fighting from
a distance), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (useful for self-defense if caught away from his sentry or if he needs to kill a Spy trying to mess up his buildings), [[GrenadeSpam Hand Grenade]] (should only be used if you're out of EMP Grenades), {{EMP}} Grenades (a OneHitKill if you know how to use it properly)

to:

Identifiable via his hardhat, overalls, body armour, armor, work shirt and work gloves, the Engineer can fortify his base with the all-powerful Sentry Gun, supply other defenders with ammunition and armor via the Dispenser, or use his Teleporters to quickly transport his allies across their base or even to the enemy's fortress. In addition to these incredible structures, he is also notable for his deadly EMP Grenades, which in most circumstances can be a OneHitKill via detonating a enemy's entire ammo repertoire. However, his [[SquishyWizard low health and armor]] prevent him from being a true offensive powerhouse and land him neatly in the defensive category.

''Armed with'': [[WrenchWhack Wrench]] (can repair buildings and a teammate's armor at the cost of metal, and can also be used as a JokeWeapon like the Crowbar), [[RayGun Railgun]] (not very powerful, powerful and has a terrible rate of fire, but quite effective if fighting from
from a distance), distance and has a unique ammo supply), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (useful for self-defense if caught away from his your sentry or if he you needs to kill a Spy enemy trying to mess up his your buildings), [[GrenadeSpam Hand Grenade]] (should only be used if you're out of EMP Grenades), Grenades, as they're less powerful and not as ranged), {{EMP}} Grenades (a OneHitKill if you know how to use it properly)



* Percussive Maintenance: Much like his successor, he fixes and upgrades his equipment by smashing it repeatedly with his wrench.



* YouRequireMoreVespaneGas: His metal supply, which is required for repair and upgrading his Sentry.

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* YouRequireMoreVespaneGas: YouRequireMoreVespeneGas: His metal supply, which is required for repair and upgrading his Sentry.


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Identifiable via his hardhat, overalls, body armour, work shirt and work gloves, the Engineer can fortify his base with the all-powerful Sentry Gun, supply other defenders with ammunition and armour via the Dispenser, or use his Teleporters to quickly transport his allies across their base or even to the enemy's fortress. In addition to these incredible structures, he is also notable for his deadly EMP Grenades, which in most circumstances can be a OneHitKill via detonating a enemy's entire armour repertoire. However, his [[SquishyWizard low health and armour]] prevent him from being a true offensive powerhouse and land him neatly in the defensive category.

to:

Identifiable via his hardhat, overalls, body armour, work shirt and work gloves, the Engineer can fortify his base with the all-powerful Sentry Gun, supply other defenders with ammunition and armour armor via the Dispenser, or use his Teleporters to quickly transport his allies across their base or even to the enemy's fortress. In addition to these incredible structures, he is also notable for his deadly EMP Grenades, which in most circumstances can be a OneHitKill via detonating a enemy's entire armour ammo repertoire. However, his [[SquishyWizard low health and armour]] armor]] prevent him from being a true offensive powerhouse and land him neatly in the defensive category.category.

''Armed with'': [[WrenchWhack Wrench]] (can repair buildings and a teammate's armor at the cost of metal, and can also be used as a JokeWeapon like the Crowbar), [[RayGun Railgun]] (not very powerful, but quite effective if fighting from
a distance), [[ShotgunsAreJustBetter Double-Barrel Shotgun]] (useful for self-defense if caught away from his sentry or if he needs to kill a Spy trying to mess up his buildings), [[GrenadeSpam Hand Grenade]] (should only be used if you're out of EMP Grenades), {{EMP}} Grenades (a OneHitKill if you know how to use it properly)



* SixthRanger: The final merc to be added to the game.



* TheTurretMaster

to:

* TheTurretMasterTheTurretMaster
* YouRequireMoreVespaneGas: His metal supply, which is required for repair and upgrading his Sentry.

!!The Civilian:
Identifiable by his mustache, purple suit and weight, the Civilian is a man with a price on his head and a target on his back. To protect himself, he has hired one team of the mercs to protect him against the other team, who have been paid to assassinate him, as he tries to get to the safety of a evacuation truck. The Civilian himself is incredibly weak and near-defenseless, requiring the other players to make sure to guard him as he darts from place to place, desperately trying to get to the safety of his truck.
''Armed with'': [[ParasolOfPain Umbrella]] (useful if it rains)
* ButtMonkey: Both in-universe and to the fandom.
* EscortMission
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
* JokeCharacter: Unlike the Scout or Pyro, he can't become a LethalJokeCharacter in the right hands, and his only purpose is to be escorted.
* OhCrap: He's the only character to have a facial expression beside calm and/or focused, and he's got a perpetual expression of this. Entirely justified by his situation.
* ParasolOfPain: Averted, as his Umbrella, his only "weapon", is even more useless than the already JokeWeapon Crowbar. [[SugarWiki/MomentOfAwesome Getting a kill with it will be the highlight of your gaming career]].
* TheLoad: Literally his only purpose is to be carefully escorted around the map by his team, as he has no armor, almost no health, no grenades, only a melee weapon and isn't very fast.
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* DroneDeployer: Via his SentryGuns.

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* DroneDeployer: Via his SentryGuns.Sentry Guns.
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While Team Fortress Classic has nowhere near as much characterization as its sequel, there is still enough to warrant a page explaining the PlayerParty of the game.


!!TheEngineer (Fred):
Identifiable via his hardhat, overalls, body armour, work shirt and work gloves, the Engineer can fortify his base with the all-powerful Sentry Gun, supply other defenders with ammunition and armour via the Dispenser, or use his Teleporters to quickly transport his allies across their base or even to the enemy's fortress. In addition to these incredible structures, he is also notable for his deadly EMP Grenades, which in most circumstances can be a OneHitKill via detonating a enemy's entire armour repertoire. However, his [[SquishyWizard low health and armour]] prevent him from being a true offensive powerhouse and land him neatly in the defensive category.
* DroneDeployer: Via his SentryGuns.
* TheEngineer: [[CaptainObvious Duh]].
* GadgeteerGenius
* {{Gonk}}: His [[https://wiki.teamfortress.com/w/images/d/df/Engineerold_tfc.png original model]] was ugly even compared to the other low-polygon models of the other mercs. His [[https://wiki.teamfortress.com/w/images/8/8f/Engineernew_tfc.png updated model]] is significantly easier on the eyes, though.
* HeroicMime: Like the rest of his teammates, he only ever says "Medic!" and "Excuse me, I'm in need of medical attention!", as well as a few grunts.
* ShockAndAwe: His [[OneHitKill EMP Grenades]].
* SmokingIsCool: He is the only class to have a cigarette in his mouth on both his models (the Demoman's original model had one, but it was removed when the models were updated).
* TeleportersAndTransporters
* TheTurretMaster

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