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Team Fortress 2 And You!
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TOPIC: Team Fortress 2 And You!
#444
Team Fortress 2 And You! 2 Years, 3 Months ago Karma: 3
I'm aware that there's a review of TF2 in the forum, but I felt like elaborating on specific things like strategy and dynamics.

Hello all, and welcome to my quick rundown of Team Fortress 2.

Team Fortress 2... and YOU!

I'm gonna briefly talk about the 9 classes in this thread, so nothing too special here. But feel free to ask any questions you may have and I'll try to answer them as best I can.

Let's begin with the offensive classes: The Scout, The Soldier, and The Pyro.


The Scout
Primary: Scattergun/Force-a-Nature
Secondary: Pistol/Bonk! Energy Drink
Melee: Bat/Sandman

The Scout is, hands down, the fastest class in the game. He is also the only class that can double-jump! Used mainly for offensive harassment, Scout is a master of hit-and-run combat. Emphasis on "run" - he doesn't have much HP.
His primary, the Scattergun, is used best at point-blank range for maximum damage. 2 shots will kill most things, and nothing will live through 5. The Force-a-Nature enhances this deadly effectiveness by adding knockback, therefore confusing his opponent. And if the Scout is in the air, firing the FaN will give him knockback too! Jump, jump, and fire at the ground to do a triple jump! However, the FaN possesses far less ammo per clip - be sure to aim for those utility classes first!
His secondary, the pistol, gives the Scout some degree of range - for example, picking off a Sentry gun, or popping some shots while closing in on a target. However, his unlock, Bonk! Energy Drink, will provide Scout with 6 seconds of invulnerability! But as soon as your godmode wears off, you'll be pitifully slow, so plan your escape if you plan on living. This is great for distracting offensive pushes and Sentry guns. But you lose your pistol in exchange - choose wisely.
The Bat has no truly special qualities. It swings twice as fast as other melee weapons but deals half of their damage. So make sure you hit your targets! On the other hand, the Sandman has the awesome ability of stunning people! Also, the Scout gains a tauntkill with the Sandman - be sure to use it during Humiliation. But the Scout's HP will be dropped to a mere 90 - be sure you're good at dodging things or you're gonna be toast.

The Soldier
Primary: Rocket Launcher
Secondary: Shotgun
Melee: Shovel

The Soldier is the bread-and-butter class of TF2. No glaring weaknesses, but not exactly that great, either. He has a decently high HP, but is slower than most classes. Can also Rocket Jump to great heights. Good all-around.
The Rocket Launcher is a weapon of great power. A well-placed rocket will leave your enemies reeling, and a critical rocket will out-right kill almost everything. Rockets are also great for taking out Sentry guns from afar. However a poor clip size and long reload times make the Soldier not exactly work for one-on-one unless he's prepared. Oh, and do remember that rockets have travel times - if a rocket is coming from far enough away, any opposition can take a few steps to the side and be completely missed. Aim for the ground!
The shotgun isn't anything terribly special - a ho-hum weapon for a ho-hum class. Good for picking away at Scouts and anything point-blank.
The shovel is also a ho-hum melee weapon - although landing a critical shovel seems to have more of an awe-factor than any other melee weapon. Your mileage may vary.

The Pyro
Primary: Flamethrower/Backburner
Secondary: Shotgun/Flaregun
Melee: Axe/Axtinguisher

The Pyro is a great class for harassment and chaos. And with slightly more HP than other classes, you'll be able to do it for a bit longer, than say, a Scout. However a Pyro is also invaluable for defense - they are the Spy's biggest counter. And using the Airblast makes the Pyro far more team-oriented - he can extinguish you if you're on fire, reflect incoming projectiles, and blast away incoming enemies (including Ubers).
The Flamethrower is great - people will take additional damage per second as long as they are on fire. The Pyro can "fire and forget" - if he's done enough damage, he can leave and let the fire kill his opposition. But fire is pretty easy to extinguish, be it health packs, friendly Jarate, friendly Airblasts, Sandviches, or friendly Medics. The Flamethrower's Airblast is worth a separate guide - however I'll let what I said above suffice for now. The Backburner, however, is for a completely different style of Pyro - ambushing. Backburners score 100% criticals from behind - everything caught off guard will be more than likely dead unless they deal with you quickly. In exchange, though, you lose your Airblast. Again, choose wisely.
The shotgun remains the same with every class that wields it - you know one shotgun, you know them all. The Flaregun, on the other hand, lets the Pyro ignite from afar. Ideally, a Pyro should try to flare Snipers - the bounce from the fire will make it so that they can't aim well. Also, flares will mini-crit on targets already on fire - shoot that Scout in the back as he's running away! Oh, and no matter which weapon you choose, the Pyro can tauntkill if he has his Secondary out. HADOUKEN!!
The Axe is nothing too new or special. The Axtinguisher, on the other hand, is special. For starters, it can't crit and does 50% less damage. But it has 100% crits on a burning target. Go with the Axe if you don't melee that much, but go Axtingusiher if you like it up close and personal (with flaming targets, of course).

More coming soon!
Kytsune
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Last Edit: 2009/10/27 08:34 By Kytsune.
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Joo are no match for Sandvich!
 
#445
Re:Team Fortress 2 And You! 2 Years, 3 Months ago Karma: 4
This is awesome!!!! Thank you!!!!

Now I know why I hate my new flame thrower ... rofl ...

And I did NOT know that I could put people out!!!! OR that I could knock back the flipping ubers ... that is worth losing the backburner - unless I'm on a map I'm good at sneaky on

No wonder they get so mad at me when I just run by them and they are on fire ... roflmao ... OH - and that's why they yell Pyro Pyro when an uber is coming at us ... good information!!! You just saved me some grief in the future I am certain!


This was very very helpful to me Thank You!!!
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#446
Re:Team Fortress 2 And You! 2 Years, 3 Months ago Karma: 3
Continuing on to the defensive classes: The Demoman, The Heavy, and The Engineer.


The Demoman
Primary: Grenade Launcher
Secondary: Stickybomb Launcher
Melee: Bottle

The Demoman, true to his name, is a demolitions expert. He's very slightly slower than most of the other classes, but he can Stickybomb Jump in a manner not unlike the Soldier to quickly cover ground. He also has a healthy amount of HP (no pun intended).
The Grenade Launcher is a great tool - imagine a slightly weaker Rocket Launcher that can shoot around corners! A direct grenade isn't gonna leave much behind, and a quick follow-up shot will trash mostly everything. However, keep an eye on your ammo - it can be eaten up pretty quickly.
The Stickybomb Launcher is a great defensive/ambush tool. Simply lay some Stickybombs on a Capture Point or just behind a door frame, kick back until you see some enemies nearby, and BOOM! Also, being able to keep 8 down at once can guarantee NOTHING will live if someone eats all of them. They're also useful for harassing anyone chasing you - run away, lay one, detonate, wash rinse repeat.
Unfornately, I think you've noticed a trend - the Demoman simply can't deal with close range attacks, for his splash damage will damage himself in most situations! Hope your Bottle swings true.

The Heavy
Primary: Minigun/Natasha
Secondary: Shotgun/Sandvich
Melee: Fists/The Killing Gloves of Boxing

The Heavy Weapons Guy. Arguably the face of Team Fortress 2, being featured on the box art and also having the first Meet The Team video. As his frame would suggest, he's very slow, but has the most health in the game. Watch out for Snipers and Spies - hunting Heavies is one of their past-times.
The Minigun is all about anticipation. There's a brief rev-up period that occurs before actually firing, so make sure your target is either occupied or oblivious. At close range the Minigun will eat anything within seconds - but it's rather inaccurate, and each bullet individually won't do that much damage. In addition, during the windup and while firing, the Heavy slows down significantly further - crouch, and he can't move! Natasha, on the other hand, is good for taking out Scouts, Medics, and other classes that need to move around - on hit, Natasha will slow the target down. In exchange, though, Natasha deals 25% less damage - make sure to travel in groups and avoid Minigun Heavies.
The shotgun in this particular case seems... out of place, in my opinion - range isn't something the shotgun was built for, and the Minigun (either one) seems a lot better up close than a shotgun. Granted, it's not useless (as I'll explain in the next section), but you may prefer the Sandvich instead. The Sandvich is a great tool - it deals no damage, but when consumed, the Heavy will go back up to full health! Considering you have unlimited Sandviches, this is a great deal! Also, when you right-click, you'll toss your Sandvich. Now, you'll lose your ability to pick it back up - you've got to grab a medium medkit while at full health or go to a resupply locker to get another Sandvich. So why would you toss it? Anyone who picks it up gets 50% health restored. Your Medic is about to die? Toss him a Sandvich. Enemy Spy running around with low health? Bait him with a Sandvich.JOO ARE NO MATCH FOR SANDVICH
The Heavy's Fists is his melee weapon - he'll kill you with his bare hands. He can also tauntkill - POW! - and it actually has great range. Use only on unsuspecting targets, though. But when he dons the Killing Gloves of Boxing, he'll have to swing a bit slower than normal, and he can't tauntkill. But should he land a kill with them, the Heavy gains 5 seconds of 100% crits. HOWEVER! Don't go and grab your Minigun - the rev-up time will eat some of your crit power. Grab the shotgun instead and fire away - or keep swinging your KGB if there's a lot of heat on you.

The Engineer
Primary: Shotgun
Secondary: Pistol
Melee: Wrench
Special: PDA

The Engineer is king of area denial. With his Sentry Gun, he can easily defend a bottleneck or a critical area single-handedly... until an Uber or a Spy come waltzing by!
The Shotgun, in the Engineer's case, is his main way of Spy-checking without a friendly Pyro running about. It's spread means it's got the best chance of checking for cloaked Spies, over the Pistol and the Wrench.
The Pistol doesn't change that much - it's a good way to pick off Spies that are running away from you.
The weapon that you'll be using most, strangely enough, is the Wrench. As a weapon, there's nothing special about it. However, it's also used as the way to make your buildings build faster and the way to upgrade said buildings. Just whack them, and you'll be reaping the benefits.
The Engineer actually has two PDA's: a Build PDA, and a Destroy PDA. Build builds buildings, Destroy destroys them. When you open either menu, you'll see if you can build/destroy a Sentry Gun, a Dispenser, a Teleporter Entrance, or a Teleporter Exit. Each building has their cost (130, 100, 125, and 125) in metal - a resource unique to the Engineer - to put down, and each building takes an additional 200 metal (which can be obtained from lockers, ammo boxes, and dropped weapons) to upgrade one level, for a maximum of 3 levels each. I hope that wasn't too complicated... Anyway, it's a lot easier to see this in action - my advice is to watch people who are Engineers, and see where they place buildings to learn Engineer setups for any given level. Hell, if you go Pyro while you're doing it, the Engineer will thank you for watching their stuff.
Oh, one last thing - Spies can attach Sappers to your buildings, which disable them and sap their health away until they blow up. Two whacks with the Wrench will destroy the sapper... but that Spy might be right behind you as you do it. Be warned.
Kytsune
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Last Edit: 2009/11/14 08:29 By Kytsune.
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Joo are no match for Sandvich!
 
#455
Re:Team Fortress 2 And You! 2 Years, 3 Months ago Karma: 4
Hey - now that we got our own fast TF2 server - you really should finish these and come play a bit more often!!!

This tutorial has helped me a lot ... but there is still a great deal of improvement needed with me so I don't make people rage so often!! lololol
DizzyEnuf
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#480
Re:Team Fortress 2 And You! 2 Years, 2 Months ago Karma: 4
Awesome!! Thank you for finishing the Engineer part

You should come say hi to us more often in the IRC ... lol ...
DizzyEnuf
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#483
Re:Team Fortress 2 And You! 2 Years, 2 Months ago Karma: 2
Nice thread Kyt
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Demek
 
#501
Re:Team Fortress 2 And You! 2 Years ago Karma: 4
I'm still waiting for the rest
DizzyEnuf
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