Team Fortress Classic

Team Fortress Classic

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Classes
By 76561198187252078
This guide will explain the ten classes of Team Fortress Classic.
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Scout

Special Skill Key: Displays the status of each team's flag on Capture the Flag maps

Speed: Very fast
Armor: Low armor (maximum of 50 armor)

Weapon: Single-barrel shotgun, nail gun and crowbar
Grenades: 3 caltrop canisters and 3 concussion grenades

Abilities
Removes an enemy's Spy's disguise by touching him
Disarms detpacks set by enemy Demomen when he comes in contact with them

Description
The scout is the weakest unit in Team Fortress Classic. The only job of the scout is to capture flags and points. His nailgun is not very powerful against a moving player, but it can take down sentry guns very quickly. The single-barrel shotgun works best as a self-defense for when you get caught, and that's the only thing it works for. You should not fight too often. If you do find yourself fighting a lot, you're probably not playing scout too properly.

The scout has two class-specific grenades unlike the other classes which only get one. The scout comes armed with caltrop canisters and concussion grenades. Caltrops can be dropped to slow enemy pursuers down. Concussion grenades have two uses. You can use them to concussion jump which is what they're mainly used for. However, they can be used to disrupt the aim of enemies.
Sniper

Special Skill Key: Toggles the sniper rifle zoom

Speed: Medium
Armor: Low armor (Maximum of 50 armor)

Weapons: Nailgun, auto rifle, sniper rifle and crowbar
Grenades: 4 hand grenades

Description
If you don't like being in the thick of battle, and you prefer to assassinate your targets in a more safe way, the sniper is a good class to choose. Your main weapon is a sniper rifle. The sniper rifle has a charge feature where you have to hold down your attack button to charge it. If you charge it for about four seconds, it will do maximum damage. Unlike other weapons, the sniper rifle has locational damage. A headshot will do the most damage, and it's a guaranteed kill when fully charged. Bodyshots are the most basic form of locational damage that have no added on advantages. They are capable of one-shotting as well, but it depends on the class you shoot. Legshots are the last form of locational damage. They do the least damage, but they have the added on advantage of slowing enemies down.

The sniper has a few tools to deal with enemies up close. The sniper can make his rifle fully automatic, but this mode drains ammunition quickly. It is not advised that you use this mode to be aggressive, and you should use it for self defense. You also have a nailgun to use just incase you run out of rifle ammunition. Frag grenades will also be a great tool to save yourself at close distances because of their high damage output.
Soldier

Special Skill Key: Reloads your currently selected weapon

Speed: Slow
Armor: Heavily armored (Maximum of 200 armor)

Weapons: Single-barrel shotgun, double-barrel shotgun, rocket launcher and crowbar
Grenades: 4 hand grenades and 2 nail grenades

Description
The soldier is probably the most well-rounded class in Team Fortress Classic. The soldier can play both offense and defense very well because of his amount of armor and his weapons. The soldier also has a special mobility trick he can use.

The soldier's primary weapon is the rocket launcher. This thing isn't easy to get the hang of instantly, but it is quite easy to understand. The rocket launcher carries four rockets at a time. Each of these rockets not only dish out high damage, but they have something called splash radius. What this means is that you don't have to aim directly at an enemy to damage them. You should aim near their feet. Direct hits do more damage, but I wouldn't recommend going for them unless you're confident in making the shot. There's a reason for that. You don't wanna waste shots when using the rocket launcher. LIke I said, you only have four of them. Reloading takes some time so it's advised that you reload your rocket launcher frequently.

The soldier also has the ability to do a rocket jump. This is basically sacrificing your health and armor for some mobility. If you look down on your feet, and you jump and shoot a rocket, you will get propelled. This is good for reaching spots more quickly or getting into positions most players wouldn't normally be able to reach.

For backup, the soldier has a double-barreled shotgun which will be your main secondary weapon. The double-barreled shotgun is a powerful medium ranged gun that works well when you have to reload. It also serves as a great gun for when you have to finish a guy off or when they'll be too hard to hit with a rocket. I wouldn't recommend using the single-barreled shotgun too much. It doesn't do nearly as much damage, and it should be used to kill a guy who has a VERY small amount of health.

The soldier has four frag grenades, but the soldier also carries special nail grenades. When nail grenades are thrown, they will shoot nails in a 360 degree pattern. This is great for clearing areas, especially those with sentry guns.
Demolitions Man

Special Skill Key: Detonates all your pipebombs

Speed: Medium
Armor: Medium armor (Maximum of 120 armor)

Weapons: Single-barrel shotgun, grenade/pipebomb launcher, and crowbar
Grenades: 4 hand grenades and 2 MIRV grenades

Abilities
Can set large explosive charges, called detpacks, to blow down obstructions, creating more entrances to the enemy base

Description
The demoman is a class generally used for clearing large areas as well as a defensive class for placing traps. The demoman's primary weapon is the grenade/pipebomb launcher. In grenade mode, the pipe gun will shoot blue grenades. These grenades do high damage. The grenades don't explode instantly unless they hit a player or an engineer buildable. They do explode after being on the ground for a short time. Pipebomb mode allows you to control the time when grenades explode. Many players use this mode because landing hits with the grenade mode is difficult, but it's also used for traps a lot. Since you can detonate green pipes whenever you'd like, you can use them to cover an area like a flag or a control point. When an enemy comes near, you can detonate the pipes, and then you'll see a shower of gibs.

The demoman comes with MIRV grenades. These are the most lethal grenades in the game. When thrown, there is a high damage explosion that splits up into four little grenades. All of these grenades do a large amount of damage, and they have a big radius in comparison to other grenades. The demoman also comes with normal frag grenades and a single-barreled shotgun for backup.

The demoman has a detpack. The detpack is a large bomb that can be set for 5, 20, or 50 seconds. Detpacks are generally used to open new paths such as the back of the church in Avanti, but they can also be used as a killing device. The radius is very large, and it will instakill a guy even if nothing but his fingernail was in the radius.
Combat Medic

Special Skill Key: Selects the medikit

Speed: Fast
Armor: Medium armor (Maximum of 100 armor)

Weapons: Medikit, single-barrel shotgun, double-barrel shotgun, and super nailgun
Grenades: 4 hand grenades and 3 concussion grenades

Abilities
Can heal his teammates with the medikit
Automatically heals himself over time.

Description
The combat medic, like the soldier, is very versatile. The combat medic, often just referred to as medic, has the ability to fight, capture flags at a faster rate than most classes, and heal teammates.

The combat medic is armed with a super nailgun. The super nailgun is a large gun that's more effective than the scout's nailgun. It's primary use is taking out sentries. While it does do more damage than the nailgun, I wouldn't recommend using it for killing unless the person you're trying to kill is standing still, moving predictably, or at a very close distance. You do come with a double-barrel shotgun, though. This is probably going to be your main killing device. It functions exactly the same way as the soldier's shotgun, only with less ammunition. Since you move fast, you can often use this gun as a more direct weapon than other classes. You also have the single-barrel shotgun which functions the same way as the soldier's single-barrel shotgun as well. Like I said, it's not recommended you use the single-barrel shotgun very often. You should use it very ocassionally.

The medic is one of the few classes that get a special melee weapon. The medic's melee weapon is the medkit. It has a few uses. The most obvious use is that it can heal teammates. If you see a teammate struggling with their amount of health, go up to them, and give them a small tap. They'll be at full health instantly. However, the medkit doesn't repair armor. That job is left to another class. The medkit can power-up teammates, though. You can give a teammate 50 more health than normal. This isn't instant unlike healing to full health, but it doesn't take too long. The medkit can also cure some effects such as being on fire, being infected, or having leg injuries.

The final use of the medkit isn't going to effect your teammates, but it will be devastating to your enemies. You have the ability to infect enemies. You tap them with your medkit like you would with a teammate, and they lose health slowly. However, this effect doesn't end unless they're healed by a medic themselves or they die. Medics are immune to infection.

Medics come with frag grenades, but they also come with concussion grenades. These grenades function exactly the same way as they do with the scout.
Heavy Weapons Guy

Special Skill key: Selects the assault cannon

Speed: Very slow
Armor: Extremely heavily armored (Maximum of 300 armor)

Weapons: Single-barrel shotgun, double-barrel shotgun, assault cannon, and crowbar
Grenades: 4 hand grenades and 2 MIRV grenades

Abilities
Due to his size and armor, the HW Guy isn't fazed much by injury, and rarely gets pushed around much by explosions.

Description
The heavy weapons guy, sometimes referred to as heavy or hwguy, is probably the most basic class in Team Fortress Classic. You have a lot of armor, a lot of health, and you have a large gun. The heavy weapons guy is primarily used in a defensive position due to him having slow speed. Your primary weapon, the assault cannon or minigun, is one of the most lethal weapons in the game. It has a high damage output at close and medium ranges, and it has a fast fire rate. This gun does have a few disadvantages, though. It consumes ammunition very quickly, it takes some time to spin up, and it loses accuracy at longer ranges. With these disadvantages in mind, it's recommended that you defend in closed areas and block doorways. That way, you can kill enemies more quickly so you won't waste as much ammunition, spinning up your gun won't be as much of an issue, and you won't have to deal with enemies outside of close range. Also, keep in mind that you aren't pushed around by explosions. Concussion grenades will still get you, but any heavier classes like soldier and demomen that try to attack you can't push you out.

The heavy weapons guy has a double-barreled shotgun, and you're probably wondering when should you use it. It shares ammunition with the assault cannon, but the ammo will deplete much more slowly if using the double-barreled shotgun. It's good for saving ammo. Also, you don't move slowly while shooting this like you would with an assault cannon so its also good if you need mobility. It's also better at long range than the assault cannon.

On offense, the heavy weapons guy still has strengths. The heavy weapons guy sort of works as a "covering" class that can mow down the defenders with his chaingun, and this helps when offenders are not able to get past a defense. If a soldier is harming a scout on your team, the heavy weapons guy can start firing at the soldier to ensure that the scout is safe.

The heavy weapons guy comes with MIRV grenades which function the same way as the demoman's MIRV grenades. The heavy weapons guy has a single-barreled shotgun, and frag grenades for backup.
Pyromaniac

Special Skill key: Selects the flamethrower

Speed: Medium
Armor: Well-armored (Maximum of 150 armor)

Weapons: Single-barrel shotgun, flamethrower, incendiary cannon, and crowbar
Grenades: 4 hand grenades and 4 napalm grenades

Abilities
Wears flame proof armor, making him impossible to set on fire

Description
Most people fail to understand the concept of this class. The pyro in Team Fortress Classic wasn't made for lethality. The pyro's primary job is to confuse people with flames. Despite that, the pyro can still make his way around killing things pretty easily. The pyro works well on offense and defense as a support role, and he is a very efficient class with dealing with snipers, even if he doesn't kill them.

The pyro comes with a flamethrower. The flamethrower shoots a stream of flames that will ignite any enemy it touches. The flamethrower does moderate damage, and the the flames obtained from the igniting effect makes seeing difficult. This allows pyro to soften offensive classes so defensive classes have a better shot at defending the objective, and it also allows the pyro to do the reverse with an offensive role. The pyro can soften defensive classes so offensive classes have a better shot at capturing the objective. It's best to burn an enemy as much as you can. Pursuing can be useful at times, but that's not recommended if your teammates can deal with the harmed enemies already.

The pyro also has an incendiary rocket launcher. This has the same igniting effect as the flamethrower, but it comes with a few advantages. It can be used at a longer distances, ignite multiple targets at once, and it can burn enemies through thin walls and ceilings. The incendiary rocket launcher is not nearly as powerful as the soldier's rocket launcher, but you don't have to reload. The pyro also has unique incendiary grenades which ignite the floor, and these grenades will set any players that touch the ignited floor on fire. These are the pyro's most damaging flame weapon. The pyro class cannot be set on fire so going against other pyros can be a bit of a pain sometimes.

For backup, the pyro has a shotgun and frag grenades which will most likely come in handy when combatting other pyros.
Spy

Special Skill key: Brings up the Spy skills section of the Command Menu

Speed: Medium
Armor: Medium armor (Maximum of 100 armor)

Weapons: Tranquilizer gun, double-barrel shotgun, nailgun, and knife
Grenades: 4 hand grenades and 4 hallucination gas grenades

Abilities
Removes an enemy Spy's disguise when he touches him
Can disguise himself to look like any class, team or both
Can feign death

Description
The spy is one of the rather more complicated classes in Team Fortress Classic. The spy has the ability to disguise as an enemy or a teammate, instakill players with one stab in the back, slow enemies down, cause enemies to hallucinate, and fake his own death.

The spy is one of the few classes with a special melee weapon. That is the knife. the knife does twice the damage of a crowbar except when stabbing in the back where it does more than EIGHT TIMES (an instakill) the damage of a crowbar. This is the weapon that allows the spy to do his job of infiltration because he can get rid of key targets in the enemy base. The spy has the ability to disguise as an enemy so he doesn't look too suspicious when sneaking up on enemies, and the spy can disguise as a friendly so people don't get paranoid when they see a spy walking about of the base. The spy's tranqulizer pistol slows enemies down, making it a good combonation weapon with the knife. The spy also comes with hallucination grenades to cause enemies to take a slight amount of damage, see fake grenades, hear fake gunshots, and see fake bullet holes in the wall.

The spy has the ability to fake his own death. It's recommended that you use this technique for hiding instead of fooling, though. If you get shot and fake your own death as you get shot, it won't show up in the killfeed so it's better to use this as a hiding trick.

The spy also has a double-barreled shotgun, but it has less ammo than the other classes have in their double-barreled shotguns, and he has a nailgun. Since the spy can throw grenades without losing his disguise, and he has a nailgun, the spy is probably the best class for destroying sentry guns.
Engineer

Special Skill key: Brings up the Build menu section of the Command Menu

Speed: Medium
Armor: Lightly armored (Maximum of 50 armor)

Weapons: Railgun, double-barrel shotgun, and wrench
Grenades: 4 hand grenades and 4 EMP grenades

Abilities
Can build automatic sentryguns
Can build ammunition & armor dispensers
Can repair his teammates' armor
Can create ammunition
Can build teleporter entrances & exits.

Description
The engineer class is primarily used for defense. The engineer has the ability to set up an automatic turret known as a sentry gun. A sentry gun will automatically lock onto an enemy unless the enemy is a spy disguised as a teammate. If you build a sentry gun in an area such as a flag room or a control point, it will shoot enemies trying to capturing it which is where the defensive effectiveness comes in. Sentry guns can be upgraded to include more damage, more health, a faster fire rate, and when they get to level three, rockets. The engineer also comes with the ability to build dispensers that will give teammates ammunition as well as armor. The engineer's dispenser can also be used as a trap. If you fill it with ammunition, and an enemy gets close to it, you can detonate it to turn them into gibs. The engineer can build a teleporter entrance which will be connected with a teleporter exit once the teleporter exit is built. This is the best thing an engineer can do in an offensive role.

As far as weapons go, the engineer comes with a double-barreled shotgun which I've explained in other classes before. The engineer also comes with a railgun and a wrench. The railgun is pretty much only good for taking out enemy sentry guns because it doesn't do much damage. I wouldn't advise using it against players, though. You also have a wrench which does the same damage as a crowbar, but it can repair your teammates' armor as well as repair your buildables.

The engineer comes with specialized EMP grenades that will detonate ammunition. This grenade works well against classes with a lot of ammunition such as pyros and heavies.
Civilian

Special Skill Key: None

Speed: Medium
Armor: None

Weapons: Umbrella
Grenades: None

Abilities
None

Description
The civilian is a bonus class that's not featured in regular gameplay like the other nine combatants. The civilian is an incredibly weak class as you can tell from its health amount of fifty, lack of armour, single melee weapon that deals the same damage as a crowbar, and of course it's frightened look and simple suit and tie. The primary reason for this class's existence is to be "The Hunted" on a map called hunted where assassins have to kill him to win. Bodyguards have to escort him to the van which is in an escape door that can be opened by pressing a button on one of two towers. When playing on hunted, it's best to stay near your teammates, and if you're good at bunnyhopping, try to move quickly to the escape door. The civilian is also used on maps for roles that no other classes specifically have to fill in. For example, on sports maps with stadiums, the civilians could be a spectator. The civilian could be a goalie on football/soccer maps as well.
54 Comments
skellyboi88 9 Jul @ 7:02pm 
10th class teased for tf2
Algeanie 22 Sep, 2024 @ 4:00pm 
Tbh i thought this was a joke till i remembered the civilian, well done tho
Hastur 5 Mar, 2024 @ 10:15pm 
tysm <3
this is super helpful
dominik.durkovsky 11 Feb, 2024 @ 1:00pm 
tf2 classic has civilian
M084MM3D 23 Oct, 2023 @ 8:36am 
brother ?
Melon 24 Jan, 2023 @ 6:20am 
TF2 version when
3650 Aiden Walker 8 Oct, 2022 @ 11:26am 
The only one here that was left to rot in Team Fortress Classic was the Civilian
Wpierdalacztrawy 12 Jan, 2022 @ 7:25am 
It is in team fortress 2 Classic (mod)
link 27 Dec, 2021 @ 5:52pm 
lmao why isn't the civilian in tf2? it'd make a good gamemode
Rangooo 5 Oct, 2021 @ 2:59pm 
@AfterlifeSkedaddle no it wasnt lol