Team Fortress 2 - Adivce

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xavi

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medic, sniper, pyro, or engi are all good starting classes.
I would recommend joining a 2FORT CTF server and get accustomed to the map.
Watch your language, some serves boot and ban if it gets too bad.
never trust anybody(could be a spy)
Best way to learn how to use people/learn maps is to go Medic and heal one of the players with the most points(if they're a demo,soldier,heavy, or just somebody offense based in general)
steam name is Samson0191 but I don't play often because I have slow internet at home =/
 

Mister Awesome

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Jan 17, 2010
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the easiest classes to start playing as would be pyro or heavy. But everyone eventually comes to find they really like the other classes and that they're really good with them. so just try them all out and see which one you like best, and no class is more important.

here are some general tips and hints:
1: NEVER STAND STILL. Almost all the time you will need to be moving, if you stand still in the heat of combat you will most likely get killed.

2. You can compression blast using mouse2 with your flamethrower equipped, this knocks away grenades and rockets and even blast your enemies many feet back. If there is a medic that is ubering someone it is a good thing to run up to them and compression blast them back. Your team will love you for it (by the way ubering is when a medic makes someone invincible for a while)
 

Megacherv

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Sep 24, 2008
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Caliostro said:
@OP: The problem with asking for help on internet forums is that EVERYONE will "help", even if they have no real knowledge to provide. They'll just say something, anything, instead. Quod erat demonstrandum:

Megacherv said:
Yeeeaaah, but a charged headshot can still take a heavy down right after an ubercharge...which always fun to do.
Yeah, after the damage is done. The idea is to prevent the uber, not to go "LOL" after it steamrolled through your base and destroyed half of your defenses. That's the point of the uber.

Always kill the medic when you can. He's almost always the most important target.

TheYellowCellPhone said:
2. NEVER use Natasha
Disregard the above. Ignorant user is ignorant.

dfcrackhead said:
definitely go to CTF-2Fort...I love that map
Yeah, don't. 2Fort is possibly the worst official map created. Playing 2fort actually degrades your knowledge of the game. You kind of "unlearn" as you play it. Play it once for historic purposes, and never again.

D4zZ said:
Megacherv said:
I charge because normally my teammates have the rest of the ground covered. I only intentionally charge against buidings. I wait for a heavy's uber to run out, keeping my aim on him.

Rule 1 of sniping: be patient. I once waited for about 8 minutes waiting for a shot when defending on Hoodoo. Got a headshot with the first clock against a pyro, then waited again...
Spending 8 minutes on one shot is pretty much the definition of useless.

If you're taking that long over kills you may want to switch to a class that doesn't take you an age to be helpful.
Listen to this man. Dazz is one of the good players that generally is right about what he says.

Spending 8 minutes waiting for a shot is the equivalent of idling or not even being in the server to begin with. Charging shots is usually a nono.

Shovel said:
3. Slow moving classes get priority on transports. Except for Medics, person with least health gets health pickup. Using things like "e" for medic and "z + 2" for thanks is always nice. You won't need much gameplay tips because as I mentioned, TF2 is very easy to pick up and play.
To extend: Medics are usually the exception to everything. Teleporters? Medics go first, then from Heaviest to lightest class (if you ever see a Scout take a teleport that's not a "special insertion" teleport, i.e.: a teleport really deep into enemy territory that somehow managed to ninja past them, find out where they live and shoot them in the head in real life because they should have been drowned at birth). Is there an healthpack nearby? Medics first. Then from most (people on fire) to least urgent (half life left or more). You need to target someone on the enemy team? Medics first! See the picture?

Signa said:
most medics can't really kill anyone 1v1,
Blutsauger is one of the best, borderline overpowered, weapons in this game. With it the Medic becomes a TANK. 150 health, self-regeneration, high DPS, huge ammo count and second fastest speed.

Bad medics can't kill anything. Good medics focus on healing, but can handle themselves if need be.

Megacherv said:
Can't beat a bit of flare-sniping.
Yeah, don't try to do this against decent players. Flares are slow moving non-AoE projectiles. Sniper bullets are not. You will lose every single time against decent snipers, and likely against every other class as they either have AoE projectiles or hitscan (meaning "instantly traveling") weapons. Flares are for using as suppression weapons and for close/midrange fighting, particularly in a combo with airblast.

Megacherv said:
D) Always snipe from far away. I've seen idiots up-close to the enemy with a huntsman (bow and arrow) and they've been pulverised by a heavy. Stick at the back with a rifle.
Wrong. I mean, the Huntsman is useless, but a good sniper can stay just behind his team, at medium range. With the sniper rifle. The Huntsman is always junk, for everything.

Megacherv said:
E) Once you get the Cloak and Dagger for the Spy, use it forever, it's the best cloaking watch out there.
Wrong. That's only good if you're a campy spy (i.e.: bad spy). The normal Invisibility Watch is the best and most adaptable.

Megacherv said:
F) If all else fails, w+m1 with a pyro and burn it all.
Yeah... Enjoy not killing jackshit. W+M1 only works against bad or unlucky players.

@OP: See what I mean? This is only in the first page. Be careful which "advice" you take.
Hey, it's managed to serve me perfectly well.

And what you say about stuff like camping spies are bad, and sniping from far away is stupid, that seemes like backwards logic to me. This isn't CoD where you run up and snipe people from point blank range. Snipers are meant to be long-range, that's what the scope is for. It allows you to keep a better view of the battlefield, and you don't have to move your aim as much to get your target in your sights.

Charging is also good if headshots miss. A fully charged shot can knock off a good chunk of health, if not kill them. Charging can also take down level 1 sentries before they're upgraded, or can cause enough damage to get the engie to come out of hiding so you (or someone else) can get a clear shot on him. Remember, it's a support class for a reason.

Flare guns have a respectable amount of range, and if a sniper isn't paying attention you can easily get him with a crit.

The Cloak and Dagger allows practically unlimited invisibilty, and crouch walking can get you away from the kill area without draining it too much. This gives you time for the agro to shift to other players.

And W+M1 is just fun to make everyone go nuts, and can help get a good amount of assists if nothing else. It's also the best tool for spy-checking.

You're not supposed to be an unstoppable force on your own. You're supposed to be helping each other.

I agree with you about the Natascha though...stops those cocky scouts in their tracks.


(Fucking hell, mentioning what I did as a sniper ONCE got me so much shit. It's what snipers do for christ sake...)
 

Outright Villainy

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D4zZ said:
Also you still want to be taking down the medic right after an uber charge.
Not always. If they've charged into your base and their teammates aren't around, taking down the heavy means the medic will go down in seconds with minimal casualties. The heavy could get another kill or two before he goes down. He's a much safer target too, a medic could move at the last second and the whole thing will fall apart. If they're moving as a group though, then absolutely go for the medic, you need to slow their push, and a downed heavy is nothing compared to free heals for an entire team.

OT: Start with Medic or soldier, they both are easy to pick up, and particularly with the medic you can learn how people interact in combat while providing good support and just have to focus on manoevering yourself well.

Caliostro said:
Thank you for a dose of some bloody sense.
 

Audio

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I dont think medic is a good choice for starting out. There is a lot of abuse thrown about if you don't go uber at the right time or get yourself killed early.

Start with soldier. Everyone knows what to do with a rocket launcher =D !!
Don't be too disheartened when you die a lot. Just keep in mind of what you're team is there to do and help out. (attack or defend)
 

AlphaOmega

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Just my Opinions here, and I am guy that knows what to do but is just pretty bad at aiming:

Scout:
Scattergun is generally better then the Force a Nature, except on some maps for mobility/enviremental kills.
Pistol is a great all round weapon, and bonk! is more something you switch too for a specific goal; the Crit-a-Cola is a lot of fun but I am not a fan of it (due to the above bad aim)
I prefer the normal bat over the sandman but they both have their uses, on most maps the extra life is really nice though.

Soldier:
Unless you have pinpoint aim or really want to kill a sentry just use the normal rocket launcher.
the gunboots got nerfed, which is a shame. I tend to use the shotgun on more open maps and 5cp maps; the buff banner is great on attack/defense and Payload
The Equalizer is a straight upgrade on the shovel (unless its melee only sudden death) and the Pain train can be great on badlands/gravelpit C.

Pyro:
Flamethrower is generally a LOT better then the backburner, minicrits on reflected things are great and killing a kritz push with its own rocket is the best feeling.
I use the flaregun myself but in most cases the shotgun is better; I just like annoying people with the flaregun.
Axetinguisher is better then the fireaxe in 99% of the cases. The homewrecker is cool to defend engineers with.

Demoman:
Pipelauncher has no alternative.
The shield is really defensive or used with the eyelander for melee demo, scottish resistance is a nice gun but in the chaos of battle I prefer the normal sticky launcher.
the eyelander is very good, but the -25health makes it not worth it on maps you wont get alot of melee chanes; Im no fan of the skullcutter because imo the eyelander is just better.
for the paintrain the same as the soldier applies.

Heavy:
Sasha/Minigun and Natasha are both very good; but both fit different playstyles and team support. if you are rolling with a team deffo use the Natasha because it gives your team longer to kill other people.
I tend to use the sandvich over the shotgun; its just that nice. shotgun isnt bad though. The chocolate is kinda useless.
Fists over Killing gloves is very subjective, I personally like the gloves because if you killl a guy with them you have a nice 5-6seconds of crits on your minigun.

Egineer: (just had its patch so yeah)
I really like the frontier justice, but mostly on defense or in combination with the gunslinger. Both the FJ and shotty have their upsides though.
The wrangler can be great, but the fatc that if you get killed its really easy to kill your sentry is a major downside; the pistol is also a great weapon on its own.
Use the Wrench on servers with random krits, use the southern hospitality on servers without (generally speaking) the gunslinger is for offensive engineering but I think the minisentry's will get adjusted son so this is not seti n stone yet.

Medic:
Medigun and Kritzkrieg both have their strong points, generally try to have 1 medic with each but always have a normal uber.
When you have a good pocket use the needlegun for the better regen, if you tend to get in fights use the blutsauger.
IMO the ubersaw is a straight upgrade over the bonesaw.

Sniper:
Sniper rifle is better then the huntsman except for corridor spam on payload.
Jarate is almost always better to help a push/defense provided your team can keep most spies clear. if not just use the SMG because a smart spy will just revolver you to death.
I prefer the Shiv over the Kurki but they are pretty equal.

Spy:
Generally I get more mileage out of the normal revolver, but the ambassador is not THAT bad.
Use the normal watch, never use the cloak and dagger, the Dead ringer can be useful sometimes/can fit your playstyle.
 

DazZ.

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Outright Villainy said:
D4zZ said:
Also you still want to be taking down the medic right after an uber charge.
Not always. If they've charged into your base and their teammates aren't around, taking down the heavy means the medic will go down in seconds with minimal casualties. The heavy could get another kill or two before he goes down. He's a much safer target too, a medic could move at the last second and the whole thing will fall apart. If they're moving as a group though, then absolutely go for the medic, you need to slow their push, and a downed heavy is nothing compared to free heals for an entire team.
Yeah I mentioned later on there are a few times heavy first is more helpful.
D4zZ said:
Shoot the medic first, unless you're úbered and can take down the heavy who is killing your team and get the medic before he runs off. There are a few times to kill the heavy, but as a general rule, kill the fucking doctor.
If you can get the doctor later, but take the heavy now as he is doing damage to your team take the heavy first as well.

Although to be honest, if there is an uber coming at me, I'm not going to be around to see them unuber unless I've flanked, in which case I'll take them both or they'll already be on a stickie carpet.

I'd stick to the general rule of medics first until you know what the hell is going on.
 

Megacherv

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Sep 24, 2008
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D4zZ said:
If you can get the doctor later, but take the heavy now as he is doing damage to your team take the heavy first as well.
That's what I've been trying to get at people! Someone understands me!

Well, I didn't really try, but it's why I do it.
 
Feb 13, 2008
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Load Map
Choose Pyro
Hold down W+M1
?????
Profit!

or, join the TF2 group now [http://www.escapistmagazine.com/groups/view/The-Escapist-Team-Fortress-2-Group-PC], where our bright cheery volunteers are waiting to answer your questions!

And that's not all, join now and get invited to our Steam group FREE OF CHARGE.

If that's not enough, we'll even add in the tag [ESC] to your name ABSOLOUTELY FREE!

Join today, we're waiting for your call!
 

Outright Villainy

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AlphaOmega said:
I prefer the Shiv over the Kurki but they are pretty equal.
Not anymore it's not. It's been severely nerfed, and the Kukri is better in about 95% of situations now.
The shiv is good if
a) you hit them with jarate first.
b) there's no medics/health packs around to negate it.
c) hit them only once. Hit them twice with the kukri and you've already done more damage instantly than two hits with the shiv plus bleed.


So if you want to kill them, the kukri is better. if you think you'll only ever hit your enemy once, the shiv will wound them more, but won't kill them unless they've been damaged already. And even then it's only about 15 damage difference.
It's just incredibly self defeating right now.
 

Sephychu

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Dec 13, 2009
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Persi said:
The sniper class is awesome.

It's just I don't know how people are so good with the huntsman.
Practice. Bloody practice.
I still prefer the rifle though.

1. The classes are pretty well done in numerical order, the scout being the easiest to get to grips with and the Spy being the hardest.
2. Nope. The constant updates help to iron that out.
3. Not really. Someone here will though.
 

Caliostro

Headhunter
Jan 23, 2008
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Megacherv said:
And what you say about stuff like camping spies are bad, and sniping from far away is stupid, that seemes like backwards logic to me. This isn't CoD where you run up and snipe people from point blank range. Snipers are meant to be long-range, that's what the scope is for. It allows you to keep a better view of the battlefield, and you don't have to move your aim as much to get your target in your sights.
Camping (when not strictly on defense off course) is bad, regardless of which class does it. That said, the Spy has no reason to camp around. Ever. He can do his job just as well, in fact better, if he keeps moving, which he can do with the IW, not with the C&D. That said, Snipers can fight at ANY range. You should be as far as you can be providing you can support your team adequately. If that means getting closer, so be it. The rifle gives you the ability to fight at ANY range, don't waste it.

Megacherv said:
Charging is also good if headshots miss. A fully charged shot can knock off a good chunk of health, if not kill them. Charging can also take down level 1 sentries before they're upgraded, or can cause enough damage to get the engie to come out of hiding so you (or someone else) can get a clear shot on him. Remember, it's a support class for a reason.
Fully charged shot is less reliable than a normal headshot damage wise and takes 4 seconds to charge up. In this game, 4 seconds is several eternities. Headshots are instant. If you're missing headshots, aim better, don't miss. The only reasons to charge up shots are, indeed, buildings, post-uber "cleaning" (which you should prevent at all costs, but if all else fails, at least kill them after), and to shoot targets that have their heads covered (like snipers in places where you can't shoot the head but can shoot the leg, or hand, or something). Quickscopes are almost always better for everything else.


Megacherv said:
Flare guns have a respectable amount of range, and if a sniper isn't paying attention you can easily get him with a crit.
If he's not paying attention he's not a good sniper. That said, effective range, the range at which you can always land a hit, regardless of what your opponent does, as long as you don't miss? lol, no. It's really short. Normal range, as in the distance the gun will hit? Yeah. Like any gun in this game.

Megacherv said:
The Cloak and Dagger allows practically unlimited invisibilty, and crouch walking can get you around the battlefield without draining it too much. This gives you time for the agro to shift to other players.
Also gives time for the game to end before you get to do anything. A good spy doesn't need unlimited invisibility. A good spies learns where he should cloak, how to maximize his cloak, which areas experience high and low traffic so he knows where to hide/recharge/prepare and where to hunt, and where to pick up metal to extend or refill his cloak. In the time it takes you to "crouch walk" the entire map, I've gotten time to run across the map, stab a couple of people, sap a sentry or two, die and go back for more.

Megacherv said:
You're not supposed to be an unstoppable force on your own. You're supposed to be helping each other.
Why can't you do both again?

Megacherv said:
(Fucking hell, mentioning what I did as a sniper ONCE got me so much shit. It's what snipers do for christ sake...)
Except it's not. Good Snipers don't camp. Bad ones do. When you see those snipers sitting on Sniper ledges all day, they're bad snipers. Good ones might use it, but when the team moves they move with it.
 

Megacherv

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Caliostro said:
Persi said:
It's just I don't know how people are so good with the huntsman.
They're not. The Huntsman is horrible and not good for anything.
You obviously aren't too good with it then, because it's not useless. I've seen playes kick arse with that thing.


That said, the Spy has no reason to camp around.
Also gives time for the game to end before you get to do anything. A good spy doesn't need unlimited invisibility. A good spies learns where he should cloak, how to maximize his cloak, which areas experience high and low traffic so he knows where to hide/recharge/prepare and where to hunt, and where to pick up metal to extend or refill his cloak. In the time it takes you to "crouch walk" the entire map, I've gotten time to run across the map, stab a couple of people, sap a sentry or two, die and go back for more.
Maybe you like playing as the spy but aren't too good at it? Maybe you need time to think about the situation and consider your actions?

And I did edit my post saying when crouch walking was useful.

In this game, 4 seconds is several eternities.
Also gives time for the game to end before you get to do anything.
Oh come off it, games can easily at least 5 minutes if not more. Unless you only play Arena mode, then you're missing out on most of the game.

Good ones might use it, but when the team moves they move with it.
I never said I didn't do this did I? Gold Rush, stage one, I always move back to the spawn point to snipe as soon as the cart gets to the tunnel because it's almost impossible to defend. It's also good because from there, only 2 entrances are visible and you don't have to cover as much, and enemy snipers only have those 2 openings to counter-snipe you.

If he's not paying attention he's not a good sniper.
What if you've flanked them, or they're concentrating on one spot? No matter how skilled you are, you can only see what's in front of you.

That said, effective range, the range at which you can always land a hit, regardless of what your opponent does, as long as you don't miss? lol, no. It's really short. Normal range, as in the distance the gun will hit? Yeah. Like any gun in this game.
Effective range is the range at how effective it is. If I can amange to get a hit from the first point on Thundermountain, incapacitate a sniper for a few seconds so another one can get a shot ready for when he comes out, that's effective.

Except it's not. Good Snipers don't camp. Bad ones do. When you see those snipers sitting on Sniper ledges all day, they're bad snipers.
How are they? This isn't team deathmatch, the game is mostly objective based. If you camp and manage to get a good amount of kills in a single life and are being assisted by another sniper, (for instance I got 13, which is good for me), that's still skill.


Look, when you're not super-skilled at the game, you do what you can to help. Whether this be dying whilst w+m1'ing a group of sentries so that the engies are distracted and come out from cover, or if you're only just damaging an enemy sniper so that he retreats leaving an opening for your team to advance, it's still helping, and it's still teamwork. There's a reason why the clan I'm in is called No Talent. I said that these strategies work alright for me, and they do. Not all the time, because no game is the same, but they still allow me to have fun in the game.
 

Megacherv

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Mehall said:
Megacherv said:
No Talent
You're in No Talent?

Aha, I play on one of those servers sometimes (when I'm not on the gog community UK one)
Yeah, they're the only servers I play on.

(strange, I didn't get a quote notification from you. Did you edit it in?)

EDIT: Wait, there it is
 

Mehall

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Feb 1, 2010
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Megacherv said:
Mehall said:
Megacherv said:
No Talent
You're in No Talent?

Aha, I play on one of those servers sometimes (when I'm not on the gog community UK one)
Yeah, they're the only servers I play on.

(strange, I didn't get a quote notification from you. Did you edit it in?)

EDIT: Wait, there it is
Heh, I just got a quote notification from you, but didn't see the edit.

ALSO:

who said the backburner was useless? Yes, you lose the airblast, but +15% damage AND crits if you can get behind them?

It wins, especially on PL maps, and especially on one of the new ones. not upward (though it CAN be good on there), the other one. That winds round the middle, up to the top. yeah, you can get behind people easily.
 

AlphaOmega

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Outright Villainy said:
AlphaOmega said:
I prefer the Shiv over the Kurki but they are pretty equal.
Not anymore it's not. It's been severely nerfed, and the Kukri is better in about 95% of situations now.
The shiv is good if
a) you hit them with jarate first.
b) there's no medics/health packs around to negate it.
c) hit them only once. Hit them twice with the kukri and you've already done more damage instantly than two hits with the shiv plus bleed.


So if you want to kill them, the kukri is better. if you think you'll only ever hit your enemy once, the shiv will wound them more, but won't kill them unless they've been damaged already. And even then it's only about 15 damage difference.
It's just incredibly self defeating right now.
Right, sorry. I forgot it got "fixed" like the rocketboots.
 

Caliostro

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Jan 23, 2008
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Megacherv said:
You obviously aren't too good with it then, because it's not useless. I've seen playes kick arse with that thing.
You obviously aren't good. Period.

First because you've descended into ad hominem, attacking me as you fail to attack my argument, but mostly because you fail to understand this isn't a matter of opinion. Taste can be argued. Effectiveness, in this case, can not.

Due to the Huntsman's slow moving projectile nature, like any non-explosive projectiles, it has a criminally short effective range, essentially a small room's length, after which whether it hits or not is up to luck and not skill. Get that? There's a maximum, and very short, range after which the time it takes for the huntsman's arrow to hit the target is greater than the time it takes to dodge it, which means anyone who sees it can simply step out of the way.

You can say "predicting!", but that's just bullshit. Unless you know everyone you're playing with, you're not predicting, you're randomly guessing. You're not basing yourself on previously psychological and functional knowledge of that person, you're just tossing a coin and hoping you got it right. Guessing is luck.

You can't do that with the rifle because the shot is instant. The rifle's hitscan nature means if you don't mess up the aiming bit, which admittedly is the hardest part, it's impossible to avoid it at any distance. Whether it's at melee range or across an entire map. The Huntsman's arrow becomes possible to avoid after a very short distance.

You can say it's fun, you can say you like it, but I can PROVE that everything the Huntsman does the Rifle can do better. If you saw someone dominating with it, it usually means he was playing against very bad players.

Megacherv said:
Maybe you like playing as the spy but aren't too good at it? Maybe you need time to think about the situation and consider your actions?

And I did edit my post saying when crouch walking was useful.
See above for the reply to the typical scrub insult.

And crouch walking is never as useful as being able to move properly.

"I can away from the kill area invisible!"

So can I with the IW, and I can do it running, which is a lot faster and safer, and I can turn right around for seconds. Contrary to the C&D the IW recharges from dropped metal, which means it refills a large part when I backstab someone (and inevitably grab their dropped weapon for metal/ammo). The C&D is good to camp. Camping players are useless.

Megacherv said:
Oh come off it, games can easily at least 5 minutes if not more. Unless you only play Arena mode, then you're missing out on most of the game.
You're not following. Yes, games can last 5, even 20/30 minutes, but a LOT happens in those minutes. 4 seconds is enough for me to steal your intel from it's spawn into "undefendable" or hard to touch locations. 4 seconds is enough to kill you most of the time. 4 seconds for one shot, in this game, is a lifetime.

I'm guessing you play it very "campy" from what you're saying, so I guess understand that. Let me put it in perspective: The charge time it takes you to body shot a normal 125 character, I can kill 4 150 or 125 hp classes and be ready to kill another at the same time you scope in, not even including that you need to stand still during those 4 seconds, which any passing enemy will find absolutely delightful.

Megacherv said:
I never said I didn't do this did I? Gold Rush, stage one, I always move back to the spawn point to snipe as soon as the cart gets to the tunnel because it's almost impossible to defend. It's also good because from there, only 2 entrances are visible and you don't have to cover as much, and enemy snipers only have those 2 openings to counter-snipe you.
Goldrush is a terrible map... But, and assuming you're talking defense on the first level, you can snipe from the whole "past-tunnel" area, that way you can cover just about anywhere.

I'll give you one thing I forgot as I tend to rarely play boring modes like payload and a/d cp: when you're strictly defending (like in those modes), charging your shot to cover an entrance isn't that bad, providing other entrances are covered and someone has your back.

Still better to scope in only when you have a target, but it's not terrible in those modes.

Megacherv said:
What if you've flanked them, or they're concentrating on one spot? No matter how skilled you are, you can only see what's in front of you.
When you flank someone it hardly matters what weapon you're using. Yes, if you flank them it's a good "disabling" weapon.

Megacherv said:
Effective range is the range at how effective it is. If I can amange to get a hit from the first point on Thundermountain, incapacitate a sniper for a few seconds so another one can get a shot ready for when he comes out, that's effective.
It's also luck, or a bad sniper. Effective range of a weapon is the range at which you need to rely solely on your skill with a weapon to hit. The flare is a very good weapon, I use it myself on the Pyro, but it's hardly effective at long range unless people are stupid and don't avoid it.

Megacherv said:
How are they? This isn't team deathmatch, the game is mostly objective based. If you camp and manage to get a good amount of kills in a single life and are being assisted by another sniper, (for instance I got 13, which is good for me), that's still skill.

Look, when you're not super-skilled at the game, you do what you can to help. Whether this be dying whilst w+m1'ing a group of sentries so that the engies are distracted and come out from cover, or if you're only just damaging an enemy sniper so that he retreats leaving an opening for your team to advance, it's still helping, and it's still teamwork. There's a reason why the clan I'm in is called No Talent. I said that these strategies work alright for me, and they do. Not all the time, because no game is the same, but they still allow me to have fun in the game.
Player skill is irrelevant for the argument. I usually top the charts on almost any server I'm playing on, I rarely bring it up because it's irrelevant. You shouldn't be looking for "pedigree", you should be looking at the actual argument. I don't see how it's relevant whether you tell me you're one of pandemic's Scouts (arguably some of the best Scout players to ever touch this game) or if you picked up the game yesterday.

I'm not saying you have to play this way, nor that these strategies "are a crime!!!!!", but they're not efficient, and they're not what you should be aiming at to be good. The Sniper class has an absurdly high skill ceiling and floor to be GOOD at it. It's by far the single hardest class to be really good at. It pays off. When you're really good, you're nigh untouchable with it. That said, it's a seriously difficult class to be good at, way harder than all others. I can understand that people pick up the Huntsman, as it lowers the skill floor immensely by trading skill for luck. That's what it does. The Huntsman will make it easier for the guy who doesn't have 200+ straight hours to put into sniping to be "passable" for a real Sniper. Obviously, it also comes with the downside that it completely dwarfs it's own potential, as substituting skill with luck means that no matter how many hours you put into it, there's only so much your own skill will contribute to using it. An half-decent player who just picked up the Huntsman will be basically as good as someone who spent every day since it's release mastering it. The rifle, is far more unforgiving.

But at the end, when someone asks, "Which is best? If I want to be good, which should I work for?", the answer is simple: The rifle. It's not a matter of taste, they can decide which one they like more on their own, it's not a matter of anything but sheer efficiency, and the rifle is way more efficient, as is the flamethrower to the BB, and the Scattergun to the FaN.

Nobody was good at this game when they started.