/tf2console/ - Console TF2
So you want to play Console TF2?
Introduction
Team Fortress 2 is the follow-up to both Team Fortress Classic and the original Quake mod, Team Fortress. The game was originally released and was only available with The Orange Box package. Unlike other "class-based" games that offer a variety of combat classes only, Team Fortress 2 packs a wild variety of classes which provide a broad range of tactical abilities and personalities, and lend themselves to a variety of player skills.
Game modes
Control Points (CP)
Attack/Defend is a game mode in which RED begins with all the points in their control and BLU wins if it captures all of RED's points. Generally, the control points may only be captured in a set order. RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are locked and cannot be captured again by RED. Dustbowl requires the BLU team to capture three stages of two control points each to win the game. If the attacking team fails to win any stage, teams switch and the defenders then take a turn as the attackers, beginning with stage 1. Gravel Pit, allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C).
Control Point maps have two main types of game modes, symmetrical and domination. Control points are circular platforms with a team-colored light and hologram in the center (neutral points have a white light and hologram). To capture a point that is currently neutral or owned by the enemy team, the player simply stands on the point until the capture meter fills with their team color. The more players on a point, the faster they capture it, though only to a limited extent. Scouts, count as 2 players when capturing control points. Capture progress is not made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress does not reset immediately, but instead slowly fades away.
Capture the Flag (CTF)
Capture the Flag features both RED and BLU bases, each containing their own Intelligence briefcase (also known as the "flag"). The goal for both teams is to capture the enemy's Intelligence to reach the game's capture limit (default limit is 3 captures) while preventing the enemy team from achieving the same. Both teams' Intelligence briefcases are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the "Intelligence Room". To pick up the Intelligence, the player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the location of their Intelligence, where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to successfully capture it. If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Administrator informs the teams over the loudspeaker and the Briefcase remains stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time, the Intelligence can be picked up as normal. Each time the Intelligence is picked up, and then dropped, the timer is reset to 60 seconds. The enemy is unable to reset or move the Intelligence themselves. The Intelligence cannot be carried by players with an invulnerability buff (i.e. players under the Medi Gun's UberCharge) and Intelligence carriers cannot receive an invulnerability buff or use Teleporters. Cloaked Spies cannot pick up the Intelligence until their Cloak has been turned off. However, if a Spy does acquire the Intelligence, they lose their disguise and are no longer able to change their disguise or Cloak. If the Intelligence carrier dies in a normally inaccessible part of the map, such as falling into a pit or off a cliff, the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match enters a Stalemate.
Territorial Control (TC)
In Territorial Control, the goal is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, the Power Plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected. In any game in TC (except in RED/BLU base games), if a control point is not captured before the eight-minute time clock reaches zero, the game goes into Sudden Death mode.
Gameplay logic
Being that Team Fortress was originally developed as a Quake mod by Quake heads looking for ways to improve in Quake Deathmatch, so any skills learned here can be learned in here transfers over to there as well as other shooters and vice versa. Imagine that the Players are like enemies, and playing the objective is just a condition/a goal to give the opponents to aggro the player contesting the objective.(i.e. Enemies stopping you from "beating" the level.)
Classes
Scout
| Type | Health | Speed | Notes |
|---|---|---|---|
125 Overheal: 185 |
133% Velocity: 400.00 |
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
| Scattergun | Base: 60 Crit: 180 |
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| Pistol | Base: 15 Crit: 45 |
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| Bat | Crit: 105 |
Soldier
| Type | Health | Speed | Notes |
|---|---|---|---|
200 Overheal: 300 |
80% Velocity: 240.00 |
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Base: 90 Crit: 270 |
|||
Base: 60 Crit: 180 |
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Crit: 195 |
Pyro
| Type | Health | Speed | Notes |
|---|---|---|---|
175 Overheal: 260 |
100% Velocity: 300.00 |
||
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Base: 139.5 / sec. Crit: 418.5 / sec. |
|||
Base: 60 Crit: 180 |
|||
Crit: 195 |
Demoman
| Type | Health | Speed | Notes |
|---|---|---|---|
175 Overheal: 260 |
93% Velocity: 280.00 |
||
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Direct Hit: 95-105 Crit: 270-330 After Bounce: 22-64 Crit: 190 |
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Directly Underneath: 103-171 Crit: 353 |
|
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Crit: 195 |
Heavy
| Type | Health | Speed | Notes |
|---|---|---|---|
300 Overheal: 450 |
77% Velocity: 230.00 |
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Base: 52 / sec. Crit: 108/ sec. |
|||
Base: 60 Crit: 180 |
Ideal for ammo conservation. | ||
Crit: 195 |
Engineer
| Type | Health | Speed | Notes |
|---|---|---|---|
125 Overheal: 185 |
100% Velocity: 300.00 |
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Base: 60 Crit: 180 |
Ideal for close and medium range threats. | ||
Base: 15 Crit: 45 |
Ideal against long-range threats. | ||
Crit: 195 |
Medic
| Type | Health | Speed | Notes |
|---|---|---|---|
150 Overheal: 225 |
107% Velocity: 320.00 |
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Base: 10 Crit: 30 |
Syringes quickly lose momentum through the air and fall. | ||
Heals and buffs allied targets. | |||
Crit: 195 |
Sniper
| Type | Health | Speed | Notes |
|---|---|---|---|
125 Overheal: 185 |
100% Velocity: 300.00 |
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Base: 50-150 Crit: 150-450 |
Gains power as you look 150 (full charge) through scope. | ||
Base: 8 Crit: 24 |
Heals and buffs allied targets. | ||
Crit: 195 |
Spy
| Type | Health | Speed | Notes |
|---|---|---|---|
125 Overheal: 185 |
100% Velocity: 300.00 |
| Weapon | Ammo | Damage | Notes |
|---|---|---|---|
Base: 40 Crit: 120 |
Slower than pistols but heavier damage. | ||
Base: 8 Crit: 24 |
Disables and damages Engineer buildings. | ||
Backstab: 6x victim's HP |
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