TC2 Competitive Wiki
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Overview[]

Although the 9 classes in Typical Color 2 were originally categorized into offense, defense, and support, that isn't really accurate because of certain weapons and game mechanics that gives each class more playstyle variety. So more realistically the 9 classes should be sorted into pick, power, and support, although some classes may be in the middle of 2 categories.


Pick[]

A pick is a solitary kill on an important class. As opposed to taking out a few enemies before dying or retreating, it is killing only one enemy, with that enemy being an important piece of the opposing team. Picks may or may not be suicidal; obviously surviving after a pick is better than being suicidal. Whilst all classes can get a pick, some are more effective than others:

  • Flankers that have managed to flank the enemy can pick enemy Marksmen with relative ease, while having a go at the Doctor can be worth the effort as well. Using the Perceptionist, the Scout can take out targets from behind once he has managed to flank, dealing a maximum of 140 damage to enemies facing away from him per shot. With their powerful close range Lever Shotgun or Lupara DB, the Flanker can quickly pick off any high priority targets with a few blasts and then escape. With the Shortstop the Flanker can take on targets at a longer range, albeit requiring more shots to kill.
  • Marksmen are the quintessential picking class; in fact one could say that due to the nature of his primary weapon all of his kills are picks. One uncharged headshot or fully charged bodyshot will take out any light class with minimal risk. A slightly charged headshot can easily take out a Doctor as well. Enemy Marksmen or built-up Mechanics can also be efficiently removed this way. A fully charged headshot will also pick any Brute, which instantly removes a wall from in front of the team.
  • Agents are not as effective at picking as Marksmen (as they generally do not survive for long after doing their job), but they can cause paranoia, sap buildings, provide distractions, give out important information, and backcap objectives. They are especially useful if the enemy team is watching for Marksmen (and therefore probably not their backs). The Eternal Reward and Cloak and Dagger combination is great for hiding out before going to strike at an important enemy, as well as having the benefit of not creating any sound and taking the disguise.
  • Troopers using the Gunboats are very ideal at getting a pick on an a target in a group as he can quickly jump in and quickly jump out, or make a quick escape using the Escape Plan. The Direct Hit is also very useful for taking out high priority targets, and can function as an alternative sniping weapon. Since it can take out most classes in one to two hits, it is very effective at disrupting the enemy team. Finally, the Market Gardener can pick key targets off with practice on more open maps, as the Trooper can simply rocket jump towards his target and net a critical swing before landing, which is enough to kill a Doctor from full health.

Power[]

Support[]

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