Getting into Team Fortress 2: Possibly this late on?

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Realitycrash

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Dec 12, 2010
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I've been wanting to get into TF2, since I miss the 'old-school'-online shooters. However, I'm aware that TF2 has been around for awhile, and that whatever community remains have deep ingrained knowledge of the classes and the maps. So, can one get into the game relatively easy, or will I be outclassed no-matter what?
Any quick-pointers about the classes? I was interested in perhaps playing a Scout, since I always enjoyed the fast, agile classes.
 

Smooth Operator

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Oct 5, 2010
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Well if you aren't going into it with friends and want a half decent time then at least watch youtube tutorials for your desired class (and no trying to learn all nine is not sensible at all).

Then look for some newbie servers and prepare to get your ass handed to you.
 

Rose and Thorn

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May 4, 2012
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It really isn't that hard to get into. If you like online FPS, than you should be able to pick it up quickly. If there is anything you are confused about just look it up online, or if you run into any problems.

I suggest starting with the Scout class to get used to the game before trying out the other classes. Nothing special about the scout other than super speed.

I might also recommend "Killing Floor". If you haven't played it, it is another online team shooter, although it is more of a survival game. If you like TF2 you will probably like this one and I find it a lot more fun and has a better community. They are pretty nice to new comers.
 

Cazza

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It's only too late after all the servers are dead. Which I can't see happening anytime soon. I suggest starting on a 2fort 24/7 server without a capture limit (CTF gamemode). They are always noob friendly. Your not going to get people screaming at you for not doing objective or messing about. You can get a feel for the classes and weapons.
 

Realitycrash

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I read that there are unlockable/craftable weapons. I am always skeptic toward such things; Is it only cosmetic, or do they provide gameplay advantages?
If they provide gameplay advantages, then there's a whole mess of meta-game issues to deal with. I fucking loath having to deal with that, not to menttion more experienced players will have better weapons.
 

Soviet Heavy

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Realitycrash said:
I read that there are unlockable/craftable weapons. I am always skeptic toward such things; Is it only cosmetic, or do they provide gameplay advantages?
If they provide gameplay advantages, then there's a whole mess of meta-game issues to deal with. I fucking loath having to deal with that, not to menttion more experienced players will have better weapons.
There are very few true upgrades for weapons. most of them are simply side grades for different play styles. For example, the Heavy has a number of different miniguns that are all situational. The standard Sasha gun is good vs all, Natascha is use for dealing with Scout rushes, Tomislavs for ambushes, and the other one which I can't remember is meant for static defense.

If a weapon is a true upgrade, expect it to be balanced out in one of the many patches that come regularly.
 

Maze1125

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Mr.K. said:
Well if you aren't going into it with friends and want a half decent time then at least watch youtube tutorials for your desired class (and no trying to learn all nine is not sensible at all).
Learning all nine is absolutely vital.
If you don't understand a class well enough to play it yourself, then you don't understand it well enough to counter it when another person plays it.

Realitycrash said:
I read that there are unlockable/craftable weapons. I am always skeptic toward such things; Is it only cosmetic, or do they provide gameplay advantages?
The idea is that they're just side-grades, but a lot of people are willing to claim that some are simply better or worse than the standard.
 

Biodeamon

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If you`re team has more than two of a class don`t pick it. NO TEAM NEEDS 7 FUCKING SNIPERS

also don't be a demoman unless you're the spawn of satan. (demos are the most infuriating class to play as and play against)
 

Smertnik

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Realitycrash said:
I read that there are unlockable/craftable weapons. I am always skeptic toward such things; Is it only cosmetic, or do they provide gameplay advantages?
If they provide gameplay advantages, then there's a whole mess of meta-game issues to deal with. I fucking loath having to deal with that, not to menttion more experienced players will have better weapons.
The ones which can be considered clear upgrades are melee weapons and thus aren't that important in the grand scheme of things. The actual guns are either sidegrades or even downgrades. I can't really think of a gun which is superior in every way to its default counterpart (my knowledge is based on playing up to around half a year ago but I doubt that this has changed in the meantime).

There're a lot of items which provide specific effects one should be aware of, though, and the item multitude as a whole can get confusing to someone who has never played the game before (I assume at least).
 

Solo-Wing

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Dec 15, 2010
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Biodeamon said:
If you`re team has more than two of a class don`t pick it. NO TEAM NEEDS 7 FUCKING SNIPERS

also don't be a demoman unless you're the spawn of satan. (demos are the most infuriating class to play as and play against)
Fuck that Soldiers are the worst.

Personally when I started I want with the spy right away. I picked it up fairly quickly and have been having fun ever since.
 

DazZ.

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Jun 4, 2009
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With the class thing you don't "main" a class, you can have a favourite that you play the most, but if a team already has enough of them, don't be the third.

You play what the team needs. Weapons are mostly sidegrades and taste, you switch to a weapon to compliment your playstyle but leaves you open to other situations. You're going to have to learn a fuck ton of new weapons though and exactly what they do, there is a massive amount of variety now.
 

frobalt

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Jan 2, 2012
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http://wiki.teamfortress.com/wiki/Classes < - This place will be useful for information.

You can get a quick feel for what to expect out of classes there and choose what you'll 'main' as.

As has been said, weapons tend not to be flat out upgrades, as most have negative points to counter the good points.

I only got back into TF2 recently, and didn't have many items when I did. I now main the spy, as I love back-stabbing people.

To answer your question though, no, it is not too late as players tend to be on even footing item-wise, whether they've played for years or have only just started.
 

MysticToast

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Jul 28, 2010
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One important thing to note, most players have a stupid obsession with hats. If you happen to find one and you don't think you'll use it, you can trade it away for a few weapons you're interested in.

I've taken advantage of this ridiculous addiction and gotten a bunch of weapons I've always wanted with just a couple hats I didn't want.
 

DustyDrB

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Jan 19, 2010
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Gonna quote myself because I'm lazy...

DustyDrB said:
Anyway, the only classes I wouldn't recommend playing as if you're a new player are the Scout and Spy.

-You can W+M1 as a Pyro but you're doing it oh so wrong. You should either focus on counters (basically, you're a mobile hurricane who blows back all the things with your compression blast). You're also extremely lethal with the right weapon combos (I go with the Degreaser, Flare Gun, and Axetinguisher. It's a fairly common loadout because it basically puts you in control of your own crit rate, though it also leaves you vulnerable to other Pyros). That's hardly the only way to play, though. It's become a pretty technical class the last couple of years thanks to the Degreaser mostly.

-You can sit back as a Demoman and just set up traps. It's effective. You just need to learn player patterns (what route they tend to take, where they tend to look when they enter a room so they don't shoot all your stickies, etc). Demoman is a great class, really. It's an utter powerhouse when played right.

-Soldier is probably the most balanced class in the game. I don't recommend not having your shotgun equipped in a normal scenario, though. Good Pyros will laugh at you if you do opt for a banner of some kind. Even without rocket jumping, you can do fairly well. Though acquiring that skill will improve your game greatly.

-Medic is great because you just follow and focus on dodging what comes your way. Dodging is a fantastic skill to develop for any class. Just make sure you heal everyone around you (at least give them a buff before you go back to the main person you're healing).

-Heavy...not really many advanced tactics for him, really. Just simultaneously spin-up and jump into a room rather than creep out. Other than that, point and shoot. Use your sandvich to heal yourself or drop it to heal a teammate (especially your Medic, if you have one). That's about it. Though I don't play this class much. Too slow, too vulnerable (you're a big, slow-moving target, and a target many people make a priority at that).

-Engie: Build sentries where you can get maximum coverage without there being an easy way to destroy it. You want to force your enemies to have to "peek" out if they want to destroy the sentry. Always be aggressive. Rather than whack endlessly at your sentry, pursue them with your shotgun in hand. They usually won't expect that, so long as you don't run straight at them and telegraph your attack. If you're accurate, the Widowmaker is wonderful.

-Sniper...I don't play Sniper. I guess the skills transfer if you're used to that sort of play? I don't know. New players tend to love to be Snipers, though. Long-range instakills need to die in fire, as far as I'm concerned.

-Spy and Scout are just difficult to play as a new player. They involve having a good knowledge of the game and a great deal of skill. Newbie spies are often the least valuable team members, even if you have a nice k:d (presumably from sitting in a corner and stabbing the occasional dude). If you have to play Spy, then use your gun. For the love of God, use your fucking gun. So many Spies walk around with their knives out at all times when it should be the other way around. Pull out your knife when you know you're about to be in a close-quarter situation or are immediately about to backstab someone. Other than that, your gun is decently powerful. It won't outdamage most other weapons, but it's accurate.
Some changes since I posted this...
Pyro: I dropped the Axtinguisher because...I dunno, it feels cheap. I switch between the Third Degree (Equal damage to Medics and whoever they are healing), Powerjack (gain health on kills), or the Back Scratcher (More melee damage and health from health packs. Makes heals from Medics super slow, though).

Soldier: I actually will use a banner now with the Beggar's Bazooka. People really aren't used to that weapon being used well. I basically like to go "Full Overkill" and pair the Bazooka (which can shoot three rockets in a quick burst) with the Buff Banner and decimate the groups of unsuspecting enemies. It's not my main loadout, as I still typically go with the stock Rocket Launcher, Shotgun, and Disciplinary Action (underrated weapon, the speed boost can really help you and some teammates push the attack more quickly and then escape in a hurry if you need to).

Demoman: The new weapon - The Loose Cannon - is looking to be a great complement to Demomen who rely on their stickies for kills more. Why? It does not detonate on contact, so you can fire at an enemy up close and not hurt yourself (and you may even knock him back). It counters the Pyro's airblast in that you can cook the projectile so that even if he tries to reflect it, it will still explode in his face. And you can also use it in a suppressing fashion like the stock grenade launcher, firing a bunch of projectiles to keep enemies at bay. Similarly, you can push back those Heavy Medic charges due to the knockback of the projectile. Testing out this weapon so far, I think it really adds more versatility to the class.
 
Jun 11, 2009
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Realitycrash said:
I read that there are unlockable/craftable weapons. I am always skeptic toward such things; Is it only cosmetic, or do they provide gameplay advantages?
If they provide gameplay advantages, then there's a whole mess of meta-game issues to deal with. I fucking loath having to deal with that, not to menttion more experienced players will have better weapons.
Jesus, you weren't kidding when you said you were new.

Honestly, probably the best thing you can do to get into it is get into it. Download the game (it's free if you don't mind paying for it) and just click "Play Online." It's as simple as that: the game will match you to a server with some open slots, you'll pick a class and get going. Not gonna lie, it takes a lot of time to actually be good at the game - I, for one, was terrible when I picked it up - but it's almost always fun to play, even if you lose.

That said, there are some general tips you should know. Without going into "THIS IS HOW YOU PLAY IT NOOB" territory:

(Quick question: are you familiar with server-based games? Counter-Strike, Tribes, that sort of thing. It doesn't make a huge difference, but it will help you with some finer points of the TF2 experience.)

- If you use can, avoid servers with custom content. There are a few with good, fun modifications, but most are full of donate-to-win bullshit like infinite ammo, invulnerability, and access to normally unreachable areas. Where they can then build auto-tracking turrets with rockets and gatling guns. Pretty much, if you see the loading bar start over and display something like "downloading ______.mp3" or something like that, click cancel and try matchmaking again or just find a server yourself, if you're proficient with server browsers.

- Dick around in the options menu. There are a number of options that most players toggle on or off, simply because the game plays better that way. Showing damage numbers, sniper rifles not automatically re-zooming ater firing a shot, playing a sound every time you hit someone, that sort of thing. The aforementioned three are important, but there's also a button that lets you make the medic's healing beam a toggle instead of a hold-to-heal, and a button that shows a marker over your current heal target. Much more enjoyable than the default.

And for the love of god, set the field of view to 90. A 75 FOV is no way to play, no matter who you ask.

- Learn the voice commands. The default voice menu keys are Z, X, and C, and each has a list of eight commands that goes with it. There are a few (Spy! Incoming! Go go go! Thank you!) that you should learn soon, but do your best to become familiar with them, as they facilitate communication even without a mic.

- Try out each class, but stick with one you like if you find enjoyment in it. Scout is a good place to start, since he'll let you traverse the unfamiliar maps more quickly, as is Soldier, since he's the basic combat class. Aside from that, medic is a pretty easy class to play, and people will love you if you consistently play medic. Again, though, do what's most fun for you, since you're just starting out.

- Have a look around the wiki (wiki.teamfortress.com) and read up about the weapons and/or classes. Actually playing is the best way to discover their subtleties, but knowledge is power, right? There are also weapon demonstration videos which will help give you an idea of how each weapon works. Also, read up about game mechanics (damage falloff and crits, for example) so that you aren't left wondering why that glowing rocket did 270 damage instead of 40.

- Try and make friends. If you have a great time playing with someone (conversing, specifically, either through text or headsets) then ask if they would mind being Steam friends. If they wouldn't, throw them an invite and try to join more games with them in the future. This is by far the least crucial tip I have to give, and it's more for the point when you're confident enough in your skills that you want to work on other things.

Now, since you asked about items . . .

TF2 and its interactions with items are . . . unique.

First and foremost, don't feel offput because you don't have all the fancy new items. The stock weapons (the default three that each class starts with) are among the best in the game, and you'll do perfectly well with those. They'll also help you understand the role your class plays. Unlike most shooters, there is no level-up system: you simply find items by playing the game. The more you play, the more you find. You can also trade and craft items, but that's a whole economy in and of itself. Avoid it while you're learning.

Basically, cosmetic items and hats are precisely that: cosmetic. They function as status symbols, but they don't mechanically help you play the game. Weapons are all functionally sidegrades, and though there are a handful of straight upgrades, they don't really matter in the grand scheme of things. If you get a new weapon, try it out and see if you like it. If you like it, use it, simple as that. There are optimal loadouts and combinations, but nobody will expect a novice to know these.

In short, play to have fun.

(There are some extraordinarily cheap weapons that you shouldn't use as a point of human decency, like the Degreaser, or the Soda Popper, but by and large any item is fair game.)
 

thibaut95

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Feb 8, 2011
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i got in a month ago... I'm not a great player by any means but i like to think i can handle myself.
It helps if you have some friends who can give you some nice items though
 

White_Lama

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Feb 23, 2011
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Unless you care about the now non-obtainable hats and such, nah, it ain't hard to get into it ^^