Spies, in addition to being able to one-hit kill backstab the enemy, cause general chaos among enemy ranks. Scouts, who are now rather deadly, are far and away the fastest, and their ability to double-jump and change direction in mid-air makes then all the more difficult to hit. Even though Medics may be the most vital to a team's success, the other classes remain useful. Unleashing this renders both target and Medic invulnerable for a few seconds, which is sometimes the only way to break through chokepoints populated with Heavies, Medics, and multiple tier three sentry guns. As you heal injured teammates, or "overheal" to 150 percent health, an ubercharge meter builds in the bottom right of the screen. For TF2 they've been given a health hose, which blasts out a restorative stream at friendlies within range and "sticks" to them as long as you keep the fire button depressed. ![]() The Medic, though, seems to be the hinge on which all gameplay balance swivels. If you're playing a capture point map without any Scouts on your team, you might as well just leave the server or start berating your squadmates until a few switch classes. If your team is full of Heavies and Soldiers but lacks Medics, you're not going to get very far. If your Engineers aren't guarding their structures, Spies can wipe them out in seconds with a few sapper charges. The only limiting factor is, of course, how effectively your team meshes together. Each class has a very clearly defined role and the means to ensure they perform successfully. Though classes now possess fewer means of attacking, the resulting gameplay feels much more focused. In TF2, each class has roughly three main ways of attacking - a primary weapon (the Heavy's minigun, Pyro's flamethrower, Engineer's sentry gun, etc.) and secondary (various classes have shotguns, others pistols, while the Demoman has a highly effective mine thrower) and melee weapons (the Scout's bat, the Medic's bonesaw, and so on). Medics can't "infect" the other team, Spies don't have tranquilizer darts, and none of the classes have hand grenades. No longer do you have Engineers running around with railguns and EMP grenades. ![]() Each class' abilities on the battlefield have been streamlined, which, along with the graphics, is what makes Team Fortress 2 so much more accessible than TFC. Like in Team Fortress Classic (TFC), Team Fortress 2 has nine character classes: Spy, Pyro, Soldier, Heavy, Medic, Sniper, Demoman, Scout and Engineer. Regardless, it's an excellent time to be a gamer, since as tough as it may be to pick one or the other, making either choice rewards you with a well designed and highly entertaining title. And accessibility may very well be the deciding factor in determining which product users prefer. After learning the ins and outs it's clearly an excellent product, but it lacks that immediate, irresistible appeal so prominent in Valve's Team Fortress 2. For those uninitiated in the ways of Enemy Territory, the scope, dynamic objectives, speed at which the tide of battle can turn and the number of things you need to quickly consider when that happens, and user interface can be rather daunting. ![]() Quake Wars is assuredly the more complicated game. ![]() There's really no right answer in this case as to which game is ultimately better.
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