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Old 06-03-2008
Balemur's Avatar
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Default Actual class damage outputs


Guide to classes and weapons.


Key:

Name of class:
Starting health
Relative speed
Primary Weapon (rate of fire, accuracy, relative damage, rounds/clip)
Secondary Weapon (rate of fire, accuracy, relative damage, rounds/clip)
Melee Weapon
Gadget
Special class ability

Click on class Name or scroll down for class specific guides*


Offensive:
For those who belong on the front lines


Scout:

Health: 125
Speed: Fast
Scatter Gun - med ROF, low accuracy, high damage, 6 rounds/clip
Pistol - high ROF, med accuracy, low damage, 12 rounds/clip
Baseball Bat - 24-46 (105 crit) [about 2 hits per second]
Special: Captures control points twice as fast. Double jump ability.


Soldier:
Health: 200
Speed: Slow
Rocket Launcher (explosive) - med ROF, high accuracy, high damage, 4 rounds/clip
Shotgun - high ROF, med accuracy, med damage, 6 rounds/clip
Shovel - 43-87 (195 crit) [a little more than 1 hit per second]
Special - Rocket jump ability (aim down and fire rocket near feet)


Pyro:
Health: 175
Speed: Medium
Flamethrower - high ROF, high accuracy, high damage, 200 rounds/clip
(Notes: limited range)
Shotgun - high ROF, med accuracy, med damage, 6 rounds/clip
Fire axe - 43-87 (195 crit) [a little more than 1 hit per second]


Defensive:

For those who know the value of a good defense


Heavy:
Health: 300
Speed: Slow
Chain gun - high ROF, med accuracy, high damage, 200 rounds/clip
(Notes: requires warm-up, right trigger keeps gun revved up)
Shotgun - high ROF, med accuracy, med damage, 6 rounds/clip
Fists - 43-87 (195 crit uppercut) [a little more than 1 hit per second]


Demoman:
Health: 175
Speed: Slow-Medium
Grenade Launcher (explosive) - med ROF, accuracy dependant on trajectory, high damage, 4 rounds/clip
(Notes: grenades are on a delay fuse but explode on contact with enemy target.)
Mine Launcher (explosive) - med ROF, accuracy dependant on trajectory, high damage, 8 rounds/clip
(Notes: mines stick to non-player surfaces, up to 8 can be placed, Right Mouse to detonate. Also Holding down left mouse can propel the mines farther. (Hold for further effect)
Whiskey Bottle - 43-87 (195 "broken bottle" crit) [a little more than 1 hit per second]
Special - Mine jump ability (fire mine on floor, stand over and detonate)


Engineer:
Health: 125
Speed: Medium
Shotgun - high ROF, med accuracy, med damage, 6 rounds/clip
Pistol - high ROF, med accuracy, low damage, 12 rounds/clip
Wrench – able to upgrade sentry with metal, remove Sappers
43-87 (195 crit) [a little more than 1 hit per second]
Tool Box (able to build one of each)

* build sentry – able to build up to a level 3 turret, gains more HP and firepower
* build dispenser* – dispenses metal, health, and ammo
* build teleport entrance – requies teleport exit to function
* build teleport exit – requires teleport entrance to function

Support:
For those who like variety in their FPS


Sniper:
Health: 125
Speed: Medium
Sniper Rifle - low ROF, high accuracy, high damage, 1 round/clip
Machine Gun - high ROF, high accuracy, med damage, 25 rounds/clip
Machette - 43-87 (195 for a Critical hit) at a rate of a little more than 1 hit per second
Special: Hitting a target's head results in critical hit


Spy:
Health: 125
Speed: Medium
Revolver - low ROF, med accuracy, med damage, 6 rounds/clip
Butterfly Knife - 37-54 (no crit, but instant kill if it hit area 180º behind target)
Diguise Kit – disguise as an enemy (or friendly) teammate
Sapper – Deactivates and causes damage to enemy engineer's sentry, dispenser, or teleports
Cloaking Device – Renders user completely invisible for 10 seconds, 10 second recharge, cannot attack
Special: A butterfly knife attack to a target's backside results in an instant kill


Medic:
Health: 150
Speed: Medium-Fast
Syringe Gun - high ROF, accuracy dependant on trajectory, med damage, 40 rounds/clip
Bone Saw - 43-87 (195 crit) [a little more than 1 hit per second]
Medi-gun* – heals friendly team mates, buffs friendly health by 50%, able to activate a 10 second invincibility Ubercharge on healing team mate and user when fully charged
(Notes: press Right mouse when 100% charged to trigger Ubercharge)
Special: Medic heals 1 point of health/~1 second

Last edited by Balemur; 06-03-2008 at 03:46 PM..
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  #2 (permalink)  
Old 06-03-2008
Balemur's Avatar
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Default Re: Actual class damage outputs

I'm posting this due to people making claims about damage or so and so's melee is stronger than so and so's. I grabbed this off my clan's website. Hope you all enjoy. =)
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Old 06-03-2008
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Default Re: Actual class damage outputs

Lol, "Left Trigger" in the heavy section.

Would you like some SAUCE with your copy-pasta?
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  #4 (permalink)  
Old 06-03-2008
Balemur's Avatar
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Default Re: Actual class damage outputs

Fixed. =P Not my fault they wrote it wrong. I don't even belong to the warrior nation's TF2 section. I just looked at it today and noticed the class guides. lol

In all honesty, I could always go to another clan since I'm not really part of WNx's TF2 team. =P
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Old 06-03-2008
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Default Re: Actual class damage outputs

Wow, Nice. Thank you for that!
The easiest way to see how much dmg each class gives at a glance!
Whoever did this, whoa, what a nice job!
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  #6 (permalink)  
Old 06-03-2008
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Default Re: Actual class damage outputs

Hmm I don't think its 100% right. Seems the Engineer's wrench crits far more often than the rest. Many a spy can attest to that fact.
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Old 06-03-2008
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Default Re: Actual class damage outputs

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Old 06-03-2008
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Default Re: Actual class damage outputs

Thats more like it.

Which also means that Pyro vs. Pyro in order to win you need to hit the other Pyro roughly 9-12 times with a flamethrower but at a closer range you could pull it off in just a few shotgun hits or the same amount of shotgun hits as the flamethrower at medium range. Interesting.

Last edited by SoBe Green; 06-03-2008 at 10:06 PM..
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Old 06-03-2008
Sivias's Avatar
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Default Re: Actual class damage outputs

Sorry, but if you are going to post the effective damage of classes, you should actually post the damage per round and the speed, and the DPS at different ranges.
Saying "Medium rate of fire" with a "200 round clip" gives no effective damage meter.

(much like faktor's link)
Also, tf2wiki.net has all the info per class for damage and a lot of other info.

Something i would note with that guy's comprehensive damage report is the chance for crits.

He says it's fairly consistent, except your chance to crit changes per play style. The better you do, the more you crit. The more enemies on your screen, the higher chance for crit.
those are the only two i know of, but i'm sure there is more.
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Last edited by Sivias; 06-03-2008 at 10:48 PM..
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Old 06-04-2008
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Default Re: Actual class damage outputs

Spys don't crit with butterfly knife? LIES!
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  #11 (permalink)  
Old 06-04-2008
Sivias's Avatar
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Default Re: Actual class damage outputs

Backstabs are always crits (kinda like head shots), i believe, but regular stabs have no chance for crits.
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Old 06-04-2008
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Default Re: Actual class damage outputs

Quote:
Originally Posted by Sivias View Post
The more enemies on your screen, the higher chance for crit.
Isn't that unfair for the 800x600 resolutioner?
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Old 06-04-2008
beatnik's Avatar
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Default Re: Actual class damage outputs

I got a rise in my levi's at the thought of all sniper crits being the same as spy backstabs.

btw.. the levi's quote comes from somewhere. anybody else listen to Lex and Terry on the radio?
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  #14 (permalink)  
Old 06-04-2008
Sivias's Avatar
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Default Re: Actual class damage outputs

Quote:
Originally Posted by Paaaat View Post
Isn't that unfair for the 800x600 resolutioner?
*edit for trying not to be a dick*

Resolution changes the amount of pixels rendered, not the amount of content you see - simply how clear it is when you see it.

Display resolution - Wikipedia, the free encyclopedia
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  #15 (permalink)  
Old 06-04-2008
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Default Re: Actual class damage outputs

..No...

I could've sworn i've been able to see more on the widescreen than the 4:3 i was playing on the other.. month?
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