CrispyFern
easy Pete when difficult petr walks in
big ag fears the people's garden
The Medic is a Teutonic man of medicine from Stuttgart, Germany. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. Although the Medic's Syringe Gun and Bonesaw aren't the most excellent weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of enemy fire.
When the Medic focuses his Medi Gun on a teammate, they gradually regain health points. Teammates who are already at full health have their health buffed beyond the standard limit, going up to 150% of their base health capacity (with the exception of weapons that have overheal penalties, such as the Fists of Steel and the Quick-Fix). Teammates who have not taken damage recently are healed more rapidly, encouraging other players withdrawals when injured.
When healing, the Medic gradually fills a unique ÜberCharge bar, which can fill faster if healing injured or not-fully-overhealed teammates. When the ÜberCharge bar is fully charged, the Medic's Medi Gun begins to crackle, accompanied by small electric team-colored particles at its tip, indicating that he can now deploy a unique charge to benefit his healing target (and himself) for eight seconds. A charge from the Medi Gun offers temporary invulnerability; a charge from the Kritzkrieg grants guaranteed critical hits to your heal target; the Quick-Fix grants rapid healing, along with immunity to knockback and compression blasts from Pyros; and the Vaccinator grants enhanced damage resistance to a specific damage type (bullets, explosives, and fire).
Although the Medic cannot heal himself with his Medi Gun (unless using an ÜberCharge-deployed Quick-Fix or the Kritzkrieg's Oktoberfest taunt), he is capable of slowly regenerating health over time, and is the only class capable of doing this naturally. The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health he passively heals. An injured Medic begins regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second (this base rate can be positively affected by the Amputator, and negatively affected by the Blutsauger). Healing injured teammates will double the current rate of health regeneration.
I like grass pokemon because they remind me of weed smoke xD
The Engineer was added to the original Team Fortress mod to appeal to players who lacked traditional skills required to perform well in first-person shooters.
The Engineer is a soft-spoken, amiable Texan from Bee Cave, Texas, USA with an interest in all mechanical things. He specializes in constructing and maintaining Buildings that provide support to his team, rather than fighting at the front lines, making him the most suitable for defense. The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammunition of nearby teammates, and Teleporters that quickly transport players from point A to point B.
Because the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies, a good Engineer must keep his gear under a watchful eye and under repair with his Wrench at all times. When the Engineer needs to get his hands dirty, his trio of generic yet capable weapons, along with the assistance of his helpful hardware, make him more than capable of holding his own in a fight. If need be, the Engineer can even pick up and haul constructed buildings to redeploy them in more favorable locations. While usually viewed as a defensive class, the Engineer has a selection of high-tech weapons that allow him to destroy projectiles or to build faster-deploying, less damaging Sentry Guns, which give him great utility at the front lines too. His Teleporters are also a key point to both the offensive and defensive team's success, allowing slower, heavier classes to reach the front-lines quicker.
One time I went to a hipster cafe with some friends and it had a blt with guac on the menu and it was labeled an lgbt. After the waiter took our orders and left all my friends were laughing at me for ordering and lgbt instead of a blt and I had to be like, "n-no, thats what the sandwich is actually called here." BUT THE WAITER ALREADY TOOK OUR MENUS, so I couldn't prove it and none of them believed me!
Did ghengis Khan really go his whole life without a blt?!?!?
Wait. If tomatos are from america, what did the romans put on their spagetti?!?!?!
The Pyro is a pyromaniac of indeterminate origin with a muffled voice and a burning passion for all things fire related. As shown in Meet the Pyro, the Pyro may be delusional, visualizing themself in a utopian fantasy world known as Pyroland.
The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics. Due to the Flamethrower's short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard.
Although categorized as an offensive class, the Pyro also brings some utility to the battlefield. The Pyro's compression blast, for example, can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy, including one under the effects of an invincibility-granting ÜberCharge.
Because enemies hit by fire are visibly ignited, the Pyro is the best class for Spy-checking, as even a small puff of flames can nullify the effectiveness of the Spy's cloak and disguise. Additionally, the Pyro can use the Homewrecker, the Neon Annihilator, and the Maul to protect an Engineer's buildings from an enemy Spy's Sapper. The Pyro can also use the Detonator or Scorch Shot to Flare jump, and the Thermal Thruster jetpack to fly to places that are normally unreachable to them.
The Pyro wears an asbestos-lined suit that provides protection from the afterburn of other Pyros and all flame-related weaponry (except for the Dragon's Fury and Gas Passer, which can light even Pyros on fire), although it does not provide any resistance to direct damage from flamethrowers, flare guns, or explosions. The three incendiary grenades on the Pyro's character model are purely cosmetic and cannot be used.