The Skill Ceiling

OutOnOwen

Member
Jan 1, 2018
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3
Rate all classes by their skill ceiling, this is my personal one, in a competitive stander-point.

(From 9 being unskilled and 1 being super skilled)

9. Pyro
8. Spy
7. Engie
6. Heavy
5. Medic
4. Soldier
3. Demo
2. Scout
1. Sniper
 

SuperGuard

British Quality Gentleman
Honorary Member ★
Jul 16, 2017
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United Kingdom
9 - Heavy (Extremely straight-forward to understand and very quick to master.)
8 - Pyro (Straight-forward like the heavy but some other mechanics like air blasting take more time to master.)
7 - Soldier (Mastering the class takes considerably more skill than the previous two but it still isn't too difficult.)
6 - Demoman (Both the demoman and demoknight playstyles take different approaches which means that you need more time to master it fully.)
5 - Engineer (While you're sentry does most of the fighting, strategy is needed to place buildings in good places as well as keeping them active.)
4 - Scout (While being straight-forward, mastering the Scout as a class is considerably more difficult than most other classes.)
3 - Medic (Being a good Medic requires good team communication and observation if you want to be of any benefit to your team. Pocketing the Heavy doesn't count towards skill.)
2 - Sniper (Straight-forward again but being able to land headshots as much as possible requires a lot of hard practice and demands a high skill level to be adequate.)
1 - Spy (The playstyle itself requires good map knowledge, observation and speed on top of the variety of trick stabs you can learn.)
 

Kumpir

Lvl 13 Anime Hater
★ Donor ★
Aug 19, 2017
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Turkey
Pocketing the Heavy doesn't count towards skill.
oh no

9-)Soldier

Only Rocket Jump and Market Gardenering requires skill.

:cool:Pyro

Airblast and Puff n' Sting

7-)Medic

If you has a mic and your team knows how to listen their teammates, this class is easy. Only you must care about is dodging and where and when to op your über.

6-) Heavy

Snipers and Spies like killing Heavies, so you must be careful. Aim Minigun (it's not so easy). You must kill your enemy. For example you are fighting with a Soldier:
He probably shot you 1 rocket before you spin-up your Minigun. -90 hp. Now before her lauches his 4th Rocket and kills you, you have to kill him. And a lunchbox item. It has a recharge and eating it takes time.

5-)Scout

-100 damage!
MISS!

4-)Engineer

Sentry placement, Dispenser placement, healing them, dealing with Spies etc.

3-) Demo

-100 damage!

2-)Sniper

-150 damage!

1-)Spy

-9999999999999999999 damage!
 

demon

K X N G
★ Donor ★
Jul 16, 2017
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NYC
based on ceilings? i dont like a 1-9 scale since a lot of the classes mechanically come down to the same stuff or require about the same amount of skill.

hardest to master = 1, easiest to master = 4;
1. spy, sniper // hitting headshots on people in the air or on people in tight spaces is roughly on par with the map knowledge you need to play spy effectively
2. pyro // i feel like hitting reflects constantly takes a lot of time to master and getting to a point where you can reflect anything is pretty hard. however, since there isn't a whole lot of precision aiming with reflection its lower than spy and sniper but higher than demo/soldier since they are not your rockets, you do not gain all the positives of being able to create rockets for mobility purposes.
3. medic demo soldier // soldier and demo are basically the same class once you consider that the hardest thing to do is maybe airshotting someone or syncing your rockets // medic is about knowing when to pop and not dropping your uber, on top of long distance prediction for the crossbow
4. heavy engi scout // all hitscan classes, engineer has a few advanced mechanics but nothing too complicated. for all three you have to be aware of your surroundings and know how to aim, not too difficult to master and nothing too advanced. if you can track, you can track. if you can track well, why are you playing sniper or spy?