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12,695 results

257. Quake: Team Fortress

Aug 23, 1996
TeamFortress is a new QuakeC mod which radically changes team games. It provides far more incentive for teams to actually work as a team. Each member of the team has unique weapons, items, and abilities, and style of play. Class Descriptions SCOUT The Scout is the fastest moving class of all, and the lightest armored. He can wear a maximum of 50 green armor. He only carries the axe, single-barrel shotgun, and the nailgun, and has a low ammo-carrying capability. His grenade types are Flash and Concussion, both not very useful for damaging enemies, but useful for escaping from enemies. He is the ideal class for swift recon and flag capturing, and his grenades are a good way to sow confusion among enemy ranks, allowing for easy kills from supporting teammates. A scout can disarm detpacks by simply running over them, although it does take a couple of seconds. A scout can also detect undercover enemy spies when he comes into contact with them. SNIPER The Sniper class moves at a medium speed, and wears as little armor as the Scout: a maximum of 50 green armor. He carries the axe, nailgun, and Sniper Rifle. His grenade types are Hand and Flares. His sniper rifle makes him the ideal class for long-distance defense, but his lack of close-range weaponry means he's got trouble if the opponent should get within range. SOLDIER The Soldier class is the basis of a TF team. He moves slower than most classes, but makes up for it with the weaponry and armor he carries. He can wear a maximum of 200 red armor. He uses the axe, the shotgun, the super shotgun, and the rocket launcher. His grenade types are Hand and Nail. A versatile class, the soldier has no real specialisation... but he's the core of any offensive or defensive squad. DEMOMAN The Demolitions Man moves at medium speed, and wears an average amount of armor. He can wear a maximum of 100 yellow armor. He uses the axe, the shotgun, and the grenade/pipebomb launcher. His grenades types are Hand and Mirv. At close range, the demoman is particularly dangerous... his main weapons are his launcher and hand/mirv grenades, and with them he can clear rooms in seconds. But at long range, he's in trouble. Due to his speed and weaponry, he's a good offensive class... but with his pipebombs and mirvs, he's often used as the last line of defense. COMBAT MEDIC The Combat Medic is a medium speed class with average armor. He can wear a limit of 100 yellow armor. He uses the medikit/bioweapon, the shotgun, the super shotgun, and the super nailgun. His grenade types are Hand and Concussion. A good class in most situations, the medic is good at close or medium range, and packs enough punch to kill any of the lesser-armored classes. A good addition to offensive teams, and an even better addition to defensive groups through his use of the medikit. A great class for clearing out snipers that are pinning a team down. HEAVY WEAPONS GUY The Heavy Weapons Guy is the slowest moving and most heavily armored class. He can wear a limit of 250 red armor. He uses the axe, the shotgun, the super shotgun, and the assault cannon. His grenade types are Hand and Mirv. An almost purely defensive class, the heavy weapons guy can kill any fully armored enemy with a few seconds of concentrated fire from the assault cannon. Mainly effective in open areas, he can be killed by weaker classes if they've got plenty of cover, due to the time taken for the assault cannon to spin up and down. PYROMANIAC The Pyro is a medium speed, well armored class. He can wear a maximum of 150 yellow armor. He uses the axe, the shotgun, the flamethrower, and the incendiary cannon. His grenade types are Hand and Napalm. A good support class, the Pyro often finds it hard to kill enemies on his own. Given time, most enemies burn to death, but in that time the Pyro's probably been killed. Due to his ability to knock chunks off the enemy, the Pyro is a great first line of defense. Any enemy getting past him will almost certainly be half dead. SPY The Spy is a medium speed, fairly lightly armored class. He can wear a maximum of 100 green armor. He uses a knife, a tranquiliser gun, the super shotgun, and the nailgun. His grenade types are Hand and Hallucogenic. A fantastic infiltration class, the Spy can often get inside incredibly well defended bases. His limited weaponry make him a weak fighter if the enemy is aware of his presence... but if they're unaware, he can kill them before they can blink. ENGINEER The Engineer is a medium speed, fairly lightly armored class. He can wear a maximum of 50 yellow armor. He uses a spanner, a railgun, and the super shotgun. His grenade types are Hand and EMP. A good defensive class, the engineer works primarily as a support class. With his ability to repair armor, create ammo, and build structures, the engineer increases the strength of a group of defenders tenfold.
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