Team Fortress Classic is a multiplayer odd-on to the action game "Half-Life" inspired by the Quake Game modification of similar name. It consists of a set of maps, sometimes played seuqnetially over time, with a set of team-oriented goals. some of those maps involve enemy "flags" that must be captured and returned to one's own base camp for points. Others involve establishment of one's own team flag on an area, and retaining control of that area.
My name within the game is "O/Siris." Like most within the game, I have established certain roles that I prefer to play. Team Fortress Classic has several of them available, depending upon the rules of the specific map being played. My preferences are for "Soldier" and "Demoman." The former is a rocket-laucher toting character with quite a punch. The latter packs a grenade launcher that doesn't go very far, but can lay ruin to entire areas of a map. I've been known to play the healing medic now and again also.
Take a look at what you have available for roles:
Each class has it's own particular purpose and abilities. In time, I will list them in greater detail in their own pages. For now:
The Medic is the healer, a roving repository of healthkits to bring his fellows to full health. An added capability is that those healthkits infect the enemy when used on them. An infection that spreads if that enemy touches one of their own.
The engineer is a construction/destruction expert. His abilities include the sentry guns he can build that can fire rockets when fully completed, and armor/ammo dispensers that come in quite handy in the right places. His wrench can also fix armor for friends on the fly.
The sniper is pretty self explanatory. If the red laser sight of his rifle touches you, get ready to start anew.
The scout is also self explanatory. Not very lethal, but very fast. Excellent where no automated or area defenses are in effect. And his caltrops can bring a chasing enemy to a painful slowness. Don't forget, if an enemy spy touches him, that spy is revealed.
The Demoman is the explosives expert, and his grenades and pipebombs bring rooms to a quiet emptiness. Like the HWGuy, his mirvgrenades can clear a room in seconds. And if your fortress has a weakness, his DetPacks will destroy it.
The Soldier's rocket launcher provides a long distance punch even the sniper fears. Unlike the sniper, who must aim carefully and slowly for maximum effect, the soldier's rockets are fire and forget. And his loadout of 50 rockets makes for quite a battle.
HWGuy is the heavy of the group. His autocannon can wipe a room clean in short order, but he is all but stationary while firing. Like the Demoman, his MirvGrenades can turn a room lifeless in seconds.
The Pyroman's flamethrower doesn't just hurt, it keeps hurting until the fire is out. He, too, has a rocket launcher, but the rockets carry napalm. The damage that keep on giving... For added effect, he also has napalm grenades.
Finally, there is the spy. Master of deception and cunning. Able to masquerade as any character on either team. A knife to the back from one is no laughing matter. His tranquilizer darts leave you all but helpless. And no dead body is safe if one is feigning death.
Capturing flags, holding areas, or protecting a VIP, each class has its role and its better uses. Investigate each one. Obviously, no one is suited to all roles, so find your niche.
And have fun. It IS a game after all.