Scout:
- Kill: Can easily spawnkill if it is to pick off a single person. Viable if to take down people by surprise or to take out teleporters.
- Camp: Can't spawncamp, not strong enough to survive because by camping he sacrifices his speed - his only main strong point.
Soldier:
- Kill: Has more trouble getting to the spawn due to his low speed, so if he gets there he has had to jump through quite a few hoops already. Not terribly viable.
- Camp: Unlikely, but if you make it to the spawn as a soldier, and then have enough health left or a medic, then it can be pretty destructive.
Pyro:
- Kill: Easy because of the pyro's speed and health, but most pyro attacks are suicide anyway unless übered. Viable as for the scout if to take people down by surprise or for tele killing, though less likely to succeed.
- Camp: Doesn't have enough health to stay around, and to kill people he has to be in their faces. A single heavy spells doom for any spawncamping pyro. Can be dangerous with medic support though.
Demoman:
- Kill: Not as likely, demomen are better used elsewhere, most spawnkills will be made by a demo on the way to somewhere else.
- Camp: Very viable as his specialty is setting up traps. Extremely hard to take out if he has support.
Heavy:
- Kill: Not easy without medic support, but very likely with an über.
- Camp: Easy if supplied with enough health, through either a sandwich or a medic. An über rush can often turn into a camp if both players are still alive, hard to counter.
Engineer:
- Kill: Nearly impossible, and rare to begin with.
- Camp: If an engi is actually able to get to the enemy spawn by himself and set up a sentry then I am more inclined to blame the enemy team for letting him get that far!
Medic:
- Kill: Very unlikely, and not terribly dangerous.
- Camp: Pretty much impossible. No threat except if he sneaks up on you with a saw.
Sniper:
- Kill: Hard unless the spawn is in plain sight like on granary. In that case, just use the other spawn door.
- Camp: Moderately easy, though not terribly dangerous. To counter, just use the other spawn door, or ask for help in taking him out.
Spy:
- Kill: Easy, though unlikely to be repeated easily if the enemy team is smart enough to check their backs in the future.
- Camp: Hard due to low health and the fact that a smart enemy team will spycheck everything near the spawn once you get a few spawnkills.
So the conclusion is that spawncamping is only really viable/effective for soldiers, demos, heavies and heavy/medic combos. Other classes don't really pose a serious threat near the spawn except initially. So if one of those other classes is near the spawn, it's not worth complaining about to begin with, and if the more dangerous ones are, then it depends on whether they're passing through/attacking/rushing or camping.
Edited by CodeCat, 07 February 2010 - 17:36.