Nine classes are grouped into three categories: offense, defense, and support. One difference between Team Fortress 2 and the original is that each class is more unique. Abilities have been added, changed and removed from each class to make each one a completely different playing experience. The most prominent of these changes is the removal of conc jumping and grenades (primary and secondary, with the exception of the demoman). The classes in Team Fortress 2 are:
Melee Weapon: Wrench (note the wrench is the only weapon that can destroy a sapper and it has the most amount of crits per swing)
Other Weapon: Construction PDA
Characteristics:
build sentry gun (max 1 built at any one time, hit with wrench to upgrade up to 3 levels)
build health & ammo dispensers (max 1 built at any one time, a level 1 dispencer can give 40 metal each time it regenerates it, level 2 its 50 and at level 3 its 60)
build personal teleporters (max 1 entrance, 1 exit at any one time, finding good exit locations will also be easier, you get a display of entrance/exit health, # of times teleporter used, max level is 3)
multiple engineers build things faster, hitting newly constructed items with the wrench completes them faster.
The primary weapon sidegrade is called natascha. This gun slows your enemies down with the penelty of less damage.
The secondary weapon sidegrade is the sandvich. After activating it, you spend 4 seconds eating it which will regain health over the eating time. However during those 4 seconds you are vunerable to enemies since you cant move. Spies can easily backstab you at this point, or someone could come and taunt kill you which could be embarassing.
The melee weapon sidegrade is called the Killing Gloves of Boxing (KGB). Upon killing a enemy with these you get 5 seconds of 100% critical hits. With this you can either carry on attacking with the KGB getting more time with crits or you could switch to the minigun and still receive the 100% crits
The minigun needs to be spinning in order to shoot, so if you think an enemy is coming, press mouse 2 to spin the gun and be ready to start shooting. This however will make him move very slowly and vunerable to good snipers and spies.
The heavy makes a very good medic buddy since he can easily hit by demos who slowly take down his health. With his 450hp when healed is quite a threat.
Secondary Weapon: Medi-gun (range 10-15 yards, bends with target movement to a degree, boosts hp to 150%)
Melee Weapon: Bonesaw
Characteristics:
healing with medi-gun fills a gauge which when full can be used to trigger short invulnerability to medi-gun target and self
moving crosshair over a teammate shows a cross icon over their head which fills the more health your teammate has.
Pyro
*Tag: Spy Catcher
Type: Offense and defense
Primary Weapon: Flamethrower
Secondary Weapon: Shotgun
Melee Weapon: Fire axe
Characteristics:
best close-quarters class
short range firepower
Recent additions ( June 2008) to weaponry are available.
A Flamethrower upgrade, called the BackBurner, gives 100% chance of critical hit from behind, 0% chance otherwise.
A Flare Gun, which burns for a while after hit. this significantly improves a Pyro's medium range ability.
An upgraded Axe, called the axtinguisher, it deals critical hits to an enemy who is on fire, but less damage otherwise.
an air jet was added to the original Flamethrower. bound to the right mouse button, it allows the reflection of soldier's missiles, and both types of demoman grenades.
Scout
*Tag: too...much...caffiene
Type: Offense
Primary Weapon: Scattergun
Secondary Weapon: Pistol
Melee Weapon: Aluminum Baseball Bat
Characteristics:
fastest class
weakest class
able to double jump (tricky timing allows change of direction in mid-air)
able to briefly stun enemies by hitting a baseball at them with the "Sandman" bat