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[[File:VIP-Race.png|500px|right]]
[[File:VIP-Race.png|500px|right]]


The [[Civilian]] is the conniving and <s>stingy</s> ''generous'' billionaire entrepreneur who has hired the mercenaries to protect and aid him in his escape in the [[VIP]] and [[VIP Race]] gamemodes, as he is the only one able to capture points in these modes. Due to his role as the VIP, he'll be the priority target for all enemies, making it the utmost priority to stay alive. The Civilian has a large health pool of 200 HP, a speed of 280 HU/s, akin to the [[Demoman]]'s, and gains 5-15 health per second in health regeneration. He has a high support focus, with his aura and melees providing buffs to his teammates. While near the Civilian, his teammates gain 5-15 health regeneration per second and a 20% damage resistance, which can be accessed through walls and from behind obstacles, allowing you to take cover as you support your team.  
The [[Civilian]] is the conniving and <s>stingy</s> ''generous'' billionaire entrepreneur who has hired the mercenaries to protect and aid him in his escape in the [[VIP]] and [[VIP Race]] gamemodes. In these modes, the Civilian is the only player capable of capturing points, making him a central figure for both teams. As the VIP, he is a high-priority target for enemies, making his survival of the utmost importance. The Civilian has a large health pool of 200 HP, a speed of 280 HU/s (matching the speed of the [[Demoman]]), and passively regenerates 5-15 health per second. His playstyle is heavily support-focused; both his aura and his melee weapons provide very helpful buffs to his teammates. Allies within his aura gain 5 to 15 health regeneration per second and receive 20% damage resistance. Notably, these effects apply even through walls and solid obstacles, allowing the Civilian to safely support his team from behind cover.
 
As the key player of any VIP match, the Civilian should avoid direct combat whenever possible and stay near the rest of their teammates. Staying behind bulkier teammates—such as the [[Heavy]] or [[Soldier]]—allows the Civilian to provide aura support while minimizing risk. Pressing forward to capture points should be done only when the area is secure, as reckless positioning can lead to a 30-second reduction to the round timer-or an instant loss in the case of [[Trainyard]]. Unlike other classes, the Civilian’s value isn’t in dealing damage, but in enabling the rest of the team to succeed. A smart Civilian player knows when to press forward with the team, when to hang back and recover, and when to retreat altogether.
 
An important aspect of the Civilian's gameplay is choosing the right melee weapon to suit your team’s needs. While the Civilian lacks effective combat options, his melee weapons provide a powerful buff to a teammate that can give them the edge they need over the enemy team. These weapons serve as important tools for supporting your team—whether through speed and aggression, or a simple 35% damage increase. The usage of the [[Derby Cane]] versus the [[Umbrella]] changes how, when and to who the Civilian grants buffs, and understanding the pros and cons of each is essential for making the tough choice between the two.


== Melee Weapons ==
== Melee Weapons ==
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[[File:Backpack_Umbrella.png|225px]]
[[File:Backpack_Umbrella.png|225px]]


The Umbrella is the stock melee for the Civilian that is similar to the Scout's bat in that it deals only 35 damage per hit, and swings every 0.5 seconds. However, it is unadvisable to use it as a weapon in most scenarios, but as a boosting tool for your teammates through its Alt-fire effect. Alt-firing while looking at a teammate grants them a Mini-crit boost for 8 seconds which recharges in 15 seconds. This boost is best used offensively on a high dps class like [[Heavy]], [[Soldier]], [[Pyro]] and [[Demoman]]. The boost can be used supportively on a [[Medic]] to buff his heal speed and ÜberCharge build rate by 35% each. It should not be given to [[Sniper]]s or [[Spy|Spies]], as they already gain situational crits often, or [[Engineers]], as their buildings are not boosted by the Umbrella.
The [[Umbrella]] is the Civilian’s stock melee weapon, functioning similarly to the [[Bat]] in terms of combat-It deals only 35 damage per hit, and swings every 0.5 seconds. However, its primary use is not its melee capabilities, but its alternate-fire effect. When alt-fired while aiming at a teammate, the Umbrella grants them a Mini-crit boost for 8 seconds, with a 15-second cooldown between uses. This boost is best used offensively on a high-DPS class like [[Heavy]], [[Soldier]], [[Pyro]] and [[Demoman]], and best used supportively on a [[Medic]] to buff his heal speed and ÜberCharge build rate by 35% each. The Mini-crit boost is less useful to classes that already have access to guaranteed critical damage, like the [[Sniper]] with headshots or [[Spy]] with backstabs. To make the most out of the boost, Civilians should be aware of their teammates’ roles and timing, and save the boost for moments where it'll do the most good.


=== [[Derby Cane]] ===
=== [[Derby Cane]] ===
[[File:Backpack_Derby Cane.png|200px]]
[[File:Backpack_Derby Cane.png|200px]]


The Derby Cane has the same melee stats as the Umbrella, but also like the Umbrella, its main focus is not in direct combat, but its Alt-Fire boost effect. Alt-firing while looking at a teammate grants them a [[Haste]] boost for 8 seconds which recharges in 13 seconds. This boost is best used offensively on the slower classes like [[Heavy]], [[Soldier]] and [[Demoman]], as they would benefit most from the speed boost and firing and/or reload speed boost. It can be used supportively on [[Engineer]]s, who benefit from the boosted [[wrench]] swing speed for quickly upgrading and repairing buildings, [[Snipers]], who benefit from the faster [[Sniper Rifle|rifle]] charge speed and reload speed, [[Spies]], who benefit from the higher mobility (although the [[L'Escampette]]'s speed boost does not stack with haste) and [[Medic]]s using the [[Rejuvenator]], who benefit greatly from the higher firing speed, reload speed and mobility. The [[Kritzkrieg]] and the [[Medi Gun]] do not benefit as much from this buff, unlike with the [[Umbrella]].
The [[Derby Cane]] has the same melee stats as the Umbrella; 35 damage per hit, two hits per second. Like the Umbrella, its main focus is not in direct combat, but its Alt-Fire boost effect. Alt-firing while targeting a teammate grants them a [[Haste]] boost for 8 seconds, with a 13-second cooldown between uses. The Haste boost is best used on slower classes such as the [[Heavy]], [[Soldier]], and [[Demoman]], because it improves their movement, firing and reload speeds. It can also be used supportively on [[Engineer]]s, granting faster [[Wrench]] swings for upgrading or repairing buildings, and on [[Sniper]]s, who benefit from quicker charge and reload speeds with the [[Sniper Rifle]].
[[Spies]] benefit from the higher mobility, but it doesn't stack with the [[L'Escampette]]'s speed boost. The Haste boost is especially helpful for [[Medic]]s using the [[Rejuvenator]], as the weapon has a low firing speed and reload speed, as well as the higher movement speed for more effective repositioning. However, the [[Medi Gun]] and [[Kritzkrieg]] only receive a 35% healing rate bonus from Haste; unlike the Umbrella, the Derby Cane does not enhance their ÜberCharge build rate.
 
=== [[Mini-crits]] vs. [[Haste]] ===
 
Below is a table of every weapon's DPS with no boost, the [[Haste]] boost, the [[Mini-crit]] boost, and both.
 
The formula to calculate DPS is <math>\frac d{i+c}</math> , where "d" is damage, "i" is the weapon's attack interval and "c" is the weapon's charge or recharge time.
 
{| class="wikitable sortable"
! Weapon !! Base DPS !! Haste DPS !! Mini-crit DPS !! Higher DPS !! Both DPS
|-
| [[Brick]] || 11 || 22 || 13.5 || Haste || 27
|-
| [[Bat]]/[[Umbrella]]/[[Derby Cane]] || 70 || 117 || 94 || Haste || 157
|-
| [[Pistol]] || 100 || 150 || 135 || Haste || 200
|-
| [[R.P.G.]] || 73 || 117 || 99 || Haste || 158
|-
| [[Shotgun]] || 96 || 135 || 130 || Haste || 180
|-
| Most [[Melee]]s || 81 || 130 || 110 || Haste || 176
|-
| [[Cyclops]] || 67 || 133 || 90 || Haste || 180
|-
| [[Dynamite Pack]] || 26 || 51 || 35 || Haste || 69
|-
| [[Minigun]] || 343 || 507 || 457 || Haste || 676
|-
| [[Coilgun]] (Fully charged) || 36 || 94 || 48 || Haste || 126
|-
| [[Scattergun]] || 96 || 120 || 130 || Mini-crit || 162
|-
| [[Nailgun]] || 120 || 150 || 160 || Mini-crit || 200
|-
| [[Rocket Launcher]] || 113 || 150 || 153 || Mini-crit || 203
|-
| [[Flamethrower]] || 186 || 186 || 251 || Mini-crit || 243
|-
| [[Flare Gun]] || 15 || 20 || 21 || Mini-crit || 27
|-
| [[Twin Barrel]] || 50 || 59 || 68 || Mini-crit || 80
|-
| [[Grenade Launcher]] || 167 || 222 || 225 || Mini-crit || 300
|-
| [[Anti-Aircraft Cannon]] || 109 || 133 || 147 || Mini-crit || 180
|-
| [[Coilgun]] (Primary Fire) || 63 || 75 || 85 || Mini-crit || 102
|-
| [[Syringe Gun]] || 95 || 121 || 133 || Mini-crit || 169
|-
| [[Stickybomb Launcher]] || 180 || 240 || 240 || Same || 288
|-
| [[Mine Layer]] || 300 || 360 || 360 || Same || 432
|-
| [[Shock Therapy]] || 3.3 || 10 || 4.5 || Haste || 13.4
|-
| [[Sniper Rifle]] || 33<br>{{tooltip|100|Headshot}} || 50<br>{{tooltip|150|Headshot}} || 45<br>{{tooltip|100|Headshot}} || Haste || 68<br>{{tooltip|150|Headshot}}
|-
| [[Huntsman]] || 25<br>{{tooltip|75|Headshot}} || 50<br>{{tooltip|150|Headshot}} || 34<br>{{tooltip|75|Headshot}} || Haste || 68<br>{{tooltip|150|Headshot}}
|-
| [[Huntsman]] (Fully Charged) || 40<br>{{tooltip|120|Headshot}} || 50<br>{{tooltip|150|Headshot}} || 54<br>{{tooltip|120|Headshot}} || Haste || 108<br>{{tooltip|240|Headshot}}
|-
| [[Sniper Rifle]] (Fully Charged) || 33<br>{{tooltip|100|Headshot}} || 75<br>{{tooltip|225|Headshot}} || 136<br>{{tooltip|100|Headshot}} || Haste || 108<br>{{tooltip|240|Headshot}}
|-
| [[Hunting Revolver]] || 60<br>{{tooltip|180|Headshot}} || 80<br>{{tooltip|240|Headshot}} || 81<br>{{tooltip|180|Headshot}} || Haste || 108<br>{{tooltip|240|Headshot}}
|-
| [[SMG]] || 76 || 105 || 105 || Same || 147
|-
| [[Fishwhacker]] || 53 || 78 || 67 || Haste || 102
|-
| [[Revolver]] || 80 || 89 || 108 || Mini-crit || 120
|-
| [[Tranquilizer Gun]] || 8.7 || 15 || 12 || Haste || 21
|-
| [[Knife]] || 50 || 80 || 68 || Haste || 108
|}
 
{| class="wikitable sortable"
! Weapon !! Base HPPS !! Haste HPPS !! Mini-crit HPPS !! Higher HPPS !! Both HPPS
|-
| [[Sandvich]] || 3.5 || 8.6 || 3.5 || Haste || 8.6
|-
| [[Medigun]]/[[Kritzkrieg]] || 24 || 32 || 32 || Mini-crit || 44
|-
| [[Rejuvenator]] || 55 || 72 || 55 || Haste || 72
|-
| [[Shock Therapy]] || 3.33%/s || 10%/s || 3.33%/s || Haste || 10%/s
|}
 
=== Results and Disclaimers ===
Of the damage-dealing weapons in Team Fortress 2 Classic, 32 gain higher DPS values when affected by the [[Haste]] boost, 11 perform better with the [[Mini-crit]] boost, and 3 have the same DPS under either effect. Notably, all 17 melee weapons benefit more from Haste, significantly influencing that total. However, even when excluding melee weapons, 15 ranged weapons still outperform under Haste, compared to 11 under Mini-crits.
 
It's important to note that the DPS calculations used in this comparison generally do not account for reload times, with the exception of weapons that must reload between shots, such as the [[R.P.G.]], [[Sniper Rifle]], and [[Cyclops]]. Since the mini-crit boost doesn't affect reload speed, weapons that need to reload frequently would have much higher DPS gains from Haste when reloads are factored in.
 
Other than simply buffing DPS, Haste also enhances movement speed, weapon switching speed, and rev-up time, stats which are not reflected in the DPS table, but still relevant to overall effectiveness. The main difference is with how each buff actually increases damage output. Haste increases ''firing speed'', which means the player needs to land more shots to actually benefit from the buff. Mini-crits, by contrast, increase the ''damage per shot'', allowing for the usual firing speed to yield more damage. As a result, utilizing the Haste boost has a higher skill ceiling and greater potential, while Mini-crits are more forgiving and easier to use consistently.
 
In terms of the 5 healing weapons available, the [[Haste]] boost generally proves more effective than the [[Mini-crit]] boost, although the reason for that varies from weapon to weapon. For the [[Sandvich]] and the [[Shock Therapy]], which each have a 30-second recharge time, the Haste boost reduces their cooldowns to approximately 10 seconds. This effectively triples their healing frequency, significantly increasing their average healing per second. For the [[Rejuvenator]], since it operates more like a grenade launcher than a traditional medigun, it benefits far more from the higher reload and firing speed of the Haste boost, and the Rejuvenator's health output isn't affected by Mini-crits, making Haste the only effective buff for Medics using the weapon. However, the [[Medi Gun]] and the [[Kritzkrieg]] each gain a 35% increased healing rate from either buff, but only the Mini-crit boost increases their ÜberCharge rate. Even though Mini-crits do offer a unique benefit for those Mediguns, Haste is still the more effective boost overall due to it reducing cooldowns and increasing the frequency at which recharge and projectile-based support weapons can be used.


Overall, the [[Derby Cane]]'s Haste boost is more impactful on average due to it effecting more than just DPS or HPPS, i.e. reload and mobility improvements. Furthermore, it recharges 15% faster than the [[Umbrella]]'s Mini-crit boost, making Haste generally the more versatile and rewarding choice for Civilians.


[[Category:Civilian]]
[[Category:Civilian]]
[[Category:Guides]]
[[Category:Guides]]
[[Category:Basic strategy guides]]
[[Category:Basic strategy guides]]

Latest revision as of 19:11, 1 September 2025

The Civilian is the conniving and stingy generous billionaire entrepreneur who has hired the mercenaries to protect and aid him in his escape in the VIP and VIP Race gamemodes. In these modes, the Civilian is the only player capable of capturing points, making him a central figure for both teams. As the VIP, he is a high-priority target for enemies, making his survival of the utmost importance. The Civilian has a large health pool of 200 HP, a speed of 280 HU/s (matching the speed of the Demoman), and passively regenerates 5-15 health per second. His playstyle is heavily support-focused; both his aura and his melee weapons provide very helpful buffs to his teammates. Allies within his aura gain 5 to 15 health regeneration per second and receive 20% damage resistance. Notably, these effects apply even through walls and solid obstacles, allowing the Civilian to safely support his team from behind cover.

As the key player of any VIP match, the Civilian should avoid direct combat whenever possible and stay near the rest of their teammates. Staying behind bulkier teammates—such as the Heavy or Soldier—allows the Civilian to provide aura support while minimizing risk. Pressing forward to capture points should be done only when the area is secure, as reckless positioning can lead to a 30-second reduction to the round timer-or an instant loss in the case of Trainyard. Unlike other classes, the Civilian’s value isn’t in dealing damage, but in enabling the rest of the team to succeed. A smart Civilian player knows when to press forward with the team, when to hang back and recover, and when to retreat altogether.

An important aspect of the Civilian's gameplay is choosing the right melee weapon to suit your team’s needs. While the Civilian lacks effective combat options, his melee weapons provide a powerful buff to a teammate that can give them the edge they need over the enemy team. These weapons serve as important tools for supporting your team—whether through speed and aggression, or a simple 35% damage increase. The usage of the Derby Cane versus the Umbrella changes how, when and to who the Civilian grants buffs, and understanding the pros and cons of each is essential for making the tough choice between the two.

Melee Weapons

The Umbrella is the Civilian’s stock melee weapon, functioning similarly to the Bat in terms of combat-It deals only 35 damage per hit, and swings every 0.5 seconds. However, its primary use is not its melee capabilities, but its alternate-fire effect. When alt-fired while aiming at a teammate, the Umbrella grants them a Mini-crit boost for 8 seconds, with a 15-second cooldown between uses. This boost is best used offensively on a high-DPS class like Heavy, Soldier, Pyro and Demoman, and best used supportively on a Medic to buff his heal speed and ÜberCharge build rate by 35% each. The Mini-crit boost is less useful to classes that already have access to guaranteed critical damage, like the Sniper with headshots or Spy with backstabs. To make the most out of the boost, Civilians should be aware of their teammates’ roles and timing, and save the boost for moments where it'll do the most good.

The Derby Cane has the same melee stats as the Umbrella; 35 damage per hit, two hits per second. Like the Umbrella, its main focus is not in direct combat, but its Alt-Fire boost effect. Alt-firing while targeting a teammate grants them a Haste boost for 8 seconds, with a 13-second cooldown between uses. The Haste boost is best used on slower classes such as the Heavy, Soldier, and Demoman, because it improves their movement, firing and reload speeds. It can also be used supportively on Engineers, granting faster Wrench swings for upgrading or repairing buildings, and on Snipers, who benefit from quicker charge and reload speeds with the Sniper Rifle. Spies benefit from the higher mobility, but it doesn't stack with the L'Escampette's speed boost. The Haste boost is especially helpful for Medics using the Rejuvenator, as the weapon has a low firing speed and reload speed, as well as the higher movement speed for more effective repositioning. However, the Medi Gun and Kritzkrieg only receive a 35% healing rate bonus from Haste; unlike the Umbrella, the Derby Cane does not enhance their ÜberCharge build rate.

Below is a table of every weapon's DPS with no boost, the Haste boost, the Mini-crit boost, and both.

The formula to calculate DPS is di+c , where "d" is damage, "i" is the weapon's attack interval and "c" is the weapon's charge or recharge time.

Weapon Base DPS Haste DPS Mini-crit DPS Higher DPS Both DPS
Brick 11 22 13.5 Haste 27
Bat/Umbrella/Derby Cane 70 117 94 Haste 157
Pistol 100 150 135 Haste 200
R.P.G. 73 117 99 Haste 158
Shotgun 96 135 130 Haste 180
Most Melees 81 130 110 Haste 176
Cyclops 67 133 90 Haste 180
Dynamite Pack 26 51 35 Haste 69
Minigun 343 507 457 Haste 676
Coilgun (Fully charged) 36 94 48 Haste 126
Scattergun 96 120 130 Mini-crit 162
Nailgun 120 150 160 Mini-crit 200
Rocket Launcher 113 150 153 Mini-crit 203
Flamethrower 186 186 251 Mini-crit 243
Flare Gun 15 20 21 Mini-crit 27
Twin Barrel 50 59 68 Mini-crit 80
Grenade Launcher 167 222 225 Mini-crit 300
Anti-Aircraft Cannon 109 133 147 Mini-crit 180
Coilgun (Primary Fire) 63 75 85 Mini-crit 102
Syringe Gun 95 121 133 Mini-crit 169
Stickybomb Launcher 180 240 240 Same 288
Mine Layer 300 360 360 Same 432
Shock Therapy 3.3 10 4.5 Haste 13.4
Sniper Rifle 33
100
50
150
45
100
Haste 68
150
Huntsman 25
75
50
150
34
75
Haste 68
150
Huntsman (Fully Charged) 40
120
50
150
54
120
Haste 108
240
Sniper Rifle (Fully Charged) 33
100
75
225
136
100
Haste 108
240
Hunting Revolver 60
180
80
240
81
180
Haste 108
240
SMG 76 105 105 Same 147
Fishwhacker 53 78 67 Haste 102
Revolver 80 89 108 Mini-crit 120
Tranquilizer Gun 8.7 15 12 Haste 21
Knife 50 80 68 Haste 108
Weapon Base HPPS Haste HPPS Mini-crit HPPS Higher HPPS Both HPPS
Sandvich 3.5 8.6 3.5 Haste 8.6
Medigun/Kritzkrieg 24 32 32 Mini-crit 44
Rejuvenator 55 72 55 Haste 72
Shock Therapy 3.33%/s 10%/s 3.33%/s Haste 10%/s

Results and Disclaimers

Of the damage-dealing weapons in Team Fortress 2 Classic, 32 gain higher DPS values when affected by the Haste boost, 11 perform better with the Mini-crit boost, and 3 have the same DPS under either effect. Notably, all 17 melee weapons benefit more from Haste, significantly influencing that total. However, even when excluding melee weapons, 15 ranged weapons still outperform under Haste, compared to 11 under Mini-crits.

It's important to note that the DPS calculations used in this comparison generally do not account for reload times, with the exception of weapons that must reload between shots, such as the R.P.G., Sniper Rifle, and Cyclops. Since the mini-crit boost doesn't affect reload speed, weapons that need to reload frequently would have much higher DPS gains from Haste when reloads are factored in.

Other than simply buffing DPS, Haste also enhances movement speed, weapon switching speed, and rev-up time, stats which are not reflected in the DPS table, but still relevant to overall effectiveness. The main difference is with how each buff actually increases damage output. Haste increases firing speed, which means the player needs to land more shots to actually benefit from the buff. Mini-crits, by contrast, increase the damage per shot, allowing for the usual firing speed to yield more damage. As a result, utilizing the Haste boost has a higher skill ceiling and greater potential, while Mini-crits are more forgiving and easier to use consistently.

In terms of the 5 healing weapons available, the Haste boost generally proves more effective than the Mini-crit boost, although the reason for that varies from weapon to weapon. For the Sandvich and the Shock Therapy, which each have a 30-second recharge time, the Haste boost reduces their cooldowns to approximately 10 seconds. This effectively triples their healing frequency, significantly increasing their average healing per second. For the Rejuvenator, since it operates more like a grenade launcher than a traditional medigun, it benefits far more from the higher reload and firing speed of the Haste boost, and the Rejuvenator's health output isn't affected by Mini-crits, making Haste the only effective buff for Medics using the weapon. However, the Medi Gun and the Kritzkrieg each gain a 35% increased healing rate from either buff, but only the Mini-crit boost increases their ÜberCharge rate. Even though Mini-crits do offer a unique benefit for those Mediguns, Haste is still the more effective boost overall due to it reducing cooldowns and increasing the frequency at which recharge and projectile-based support weapons can be used.

Overall, the Derby Cane's Haste boost is more impactful on average due to it effecting more than just DPS or HPPS, i.e. reload and mobility improvements. Furthermore, it recharges 15% faster than the Umbrella's Mini-crit boost, making Haste generally the more versatile and rewarding choice for Civilians.