Your TF2 tips.

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Daveman

has tits and is on fire
Jan 8, 2009
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if you're sniper, I'm not sure if it still works but apparently if you're good and quick, switching weapons back and forth is faster than reloading the rifle... they might've fixed it though. haven't played in ages
 

Acaroid

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Aug 11, 2008
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NuclearPenguin said:
Im bored and I bought TF2 the other day because of the 50% off.
Anyway, im wondering if any of you have any good tips to post? =o


Oh, and does the escapist have a TF2 clan?
Good tips,
If there are already 2 of a class they generally dont need a 3rd...unless it is a medic, maybe an engi

Even though they havent captured the 1st point, it is always good to keep the 2nd one covered just incase.

If at first you dont succed, try a different class. The game is built on knowing what combo of classes are good for disabling certain situations.

If all else fails, uber. Really, no matter how good a defense, get a few medics and get some ubers going!!

the biggest tip of all
HAVE FUN XD
if it seems stupid and spazz... YOU SHOULD DO IT!!
 

Caliostro

Headhunter
Jan 23, 2008
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Lord Krunk said:
Er-hem. The Huntsman and Backburner I respect, but the Sandman is useful (well, it was before the last couple of nerfs). I see the Razorback as a good precaution as well, but I'm always cautious enough with my SMG.
It was useful before the original nerf, when you could stun ubers and lock people down for a cheap kill. It was also slightly overpowered in a "rewarding spam" sense, while still being bad for a good scout (due to loss of double jump).

Nowadays it's junk. 95 Health is pathetic. A single shot from almost any main weapon in the game kills you, all for an item that doesn't even grant you any useful advantage in the first place. The time it takes you to throw that thing on someone would be best spent shooting them.

Lord Krunk said:
Here are the really useless items though:

The Blutsauger, Kritzkrieg,
You're a terrible medic. The blutsauger is one of the strongest, borderline overpowered weapons in the entire game. It does around 50-100 damage per second at medium range (100-150 at close range) while healing you around 30hp a second (providing you don't miss much), it's an absurdly quickly firing weapon, has giant magazines and a huge ammo count. It's a straight upgrade from the needle gun if you know what you're doing.

The Kritzkrieg is a blessing on defense, where you're mostly facing human rushes, or if you don't have a lot of sentries around. A good player can destroy sentry nests almost as easily with kritz as he can with ubers (except for pyros since they need to get close). A single kritz can clear an entire battlefield and allow your team to move up. It's a tactical choice between kritz and uber, learn to use them.

Lord Krunk said:
Cloak and Dagger
While I find it less efficient than the invisibility watch, it's far from useless. In the right hands it's amazing at causing the entire enemy defense to panic and waste precious time looking for you. Again, learn to use it.

Lord Krunk said:
Flare Gun
Learn to use it. It's amazing to wear down heavies, to spam down snipers (who will either get hit, screwing their aim for several seconds, or be forced to avoid it, allowing you to move up unharmed) and particularly good in conjunction with the airblast.

"But Cali, you just did a huge post explaining how the Huntsman is a piece of useless turd. The flare gun is also a non-AoE slow projectile weapon. What's the difference?"

Number one difference being the weapon they're substituting. The rifle as a weapon is already incredibly efficient, and the huntsman's pros does not make up for all it's cons (see my other post as to why). In the pyro's case, the weapon being replaced is the shotgun. The flare can almost kill a 125 class with a single flare (around 30 damage for the flare + 60 damage afterburn, totaling 90 damage in one hit at any distance), doesn't need to charge up, can be reloaded while inactive (meaning you can fire, switch to flame thrower and fire) and it refires at a fair rate. The flare gun also has synergies with the pyro's main weapon, the flamethrower. Mini-crits do considerable damage, they can be easily landed on targets that are airblast (which are usually targets on fire, but too far to axtinguish).

It's not a straight upgrade mind you, the shotgun has it's advantages (it's a hitscan weapon, making it more reliable, does more damage to pyros that only suffer the Flare's 30 damage hit, not the afterburn, etc), but it's a sidegrade with enough pros to compensate for the cons.

Lord Krunk said:
This one actually has a crucial use, but it's just too "technical" for most pub games, requiring a coordinated team. A single bonk can distract sentry fire long enough for your team to wipe it out unharmed.

...Goodluck finding a team that coordinated in pub matches though...

Lord Krunk said:
Force-A-Nature (This requires practise to learn all its... capabilities)
The FaN is actually inferior to the scattergun. The scattergun will kill anything the FaN kills just as fast, with the advantage that it fires 6 shots while the fan Fires 2 before reloading.

It's not ENTIRELY useless since it makes individual kills easier/less reliant on player skill (since the knockback makes them easy targets), but any good Scout will get better performance out of the Scattergun. I'm saying this as an old FaN fan that simply had to face the facts. The scattergun is harder to use, but it's more advantageous.

It's a bit like the Huntsman/sniper thing, except it's not as stupidly marked. The FaN is still pretty ok in the right hands, just not as good.

Lord Krunk said:
and any Heavy, Soldier or Demoman weapon (Except the Eyelander and Chargin' Targe must be a pair at all times).
It's not so linear. Most of them are sidegrades, not upgrades. The only exception that I can think of are the KGB, since they offer no significant downside vs. the heavy's fists... And maybe...

Lord Krunk said:
...the Equaliser...
Yeah that. It's not overpowered, and the shovel is not useless, but the Equalizer just doesn't have enough drawbacks to consider NOT using it. Straight upgrade IMO.
 

bradley348

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Apr 17, 2009
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Just play a full round with every class, learning its playstyle, and pick one you like the most, and play it a lot and unlock its new weapons and etc.

you will be blazing in no time
 

bcponpcp27

New member
Jan 9, 2009
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Watch EvilDaedalus's videos on youtube for good class specific core tips for the Scout, Pyro, Spy, and Engy. They helped me a ton actually.
 

Connor Lonske

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Sep 30, 2008
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First of all, you should play spy first. It will be very easy. When you unlock the dead ringer spy watch, make sure to only use that watch.

You should also try medic, who's purpose is to get high of his unlock able healing gun, which make the enemy team laugh uncontrollably for 2 seconds. This two second should be enough time for you team to cap the last point.

And lastly, when in dough, play demo and spam pipe bombs, and it that don't work, play soldier and spam rockets.
 

Lord Krunk

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Mar 3, 2008
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Caliostro said:
I added the Blutsauger? Whoops.

But yeah, I never found the Kritzkrieg and Dead Ringer useful, the former because Ubercharge means you don't have to worry about people coming up your ass while the guy you're healing is having fun spawncamping. I like that extra security. The latter is because of the very reason you brought up; everyone gets paranoid. When you're not invisible, people aren't fooled, and when you get exploded and just flop o the ground, you know you're fucked because you have a couple of seconds to get out of there before the Pyros home in on your position. Rinse and repeat. On a counter of spies that I have killed, I'm betting that about 90% of them were using the Dead Ringer.

The flare gun, I have reason to hate. It is practically useless in most situations, slow firing and does little to no immediate damage respective to the shotgun. As well as this, I'm a Pyro that likes to hang out in the water (best to ambush someone when they least expect it), and having the Flare Gun means I can't do any significant damage without using my axe. And I don't like resorting to melee weapons, because you're always just an inch away from the strike range.

Bonk, I do understand why it's useful, but it's good to have a fallback weapon. Sure, you lose your ability to evade sentries in doing so, but people swarm on Bonked scouts, just waiting to land a hit. I should know, I block doorways for them all the time. The trail doesn't help much either.

The Force-A-Nature is a touchy subject among most though. I get a lot of 'lol fan nub' comments from players that I kill. But then I think to myself, if I'm a nub, why am I dominating half the players on the goddamn leaderboard, including the guy that's calling me that? Anyway, a lot of people consider its lack of clip to mean it's useless. I tend to use it liek I use the compression blast: send people into corners so I can finish them off quickly. Also, when you're overpowered by enemies, just kump and shoot at someone in the opposite direction you're facing. You wouldn't believe how far away from danger you get. Its tactical usefulness beats the Scattergun's brute force, in my opinion.

But yeah, I agree with everything else you said. Except maybe the comment that I'm a terrible Medic. At least I don't puss out in the middle of a skirmish like most of them do.
 

YuheJi

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Mar 17, 2009
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Lord Krunk said:
But yeah, I never found the Kritzkrieg and Cloak and Dagger useful, the former because Ubercharge means you don't have to worry about people coming up your ass while the guy you're healing is having fun spawncamping. I like that extra security. The latter is because of the very reason you brought up; everyone gets paranoid. When you're not invisible, people aren't fooled, and when you get exploded and just flop o the ground, you know you're fucked because you have a couple of seconds to get out of there before the Pyros home in on your position. Rinse and repeat. On a counter of spies that I have killed, I'm betting that about 90% of them were using the Cloak and Dagger.
You're thinking about the Dead Ringer. Cloak and Dagger is the one that lets you be invisible forever. I would say the Dead Ringer was useful when it the update first came out, but most people have caught on by now. That sound is way, way too loud. The only real use I have found for it so far is pushing the card in payload maps. I disguise as a teammate, and I just stick by the cart. Sticky traps and other explosives won't be able to kill you very easily, and the cart quickly regenerates the cloak. Of course, it doesn't work when the cart is near the last point, as it is difficult to hide behind it when that happens.
 

Lord Krunk

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Mar 3, 2008
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YuheJi said:
Lord Krunk said:
But yeah, I never found the Kritzkrieg and Cloak and Dagger useful, the former because Ubercharge means you don't have to worry about people coming up your ass while the guy you're healing is having fun spawncamping. I like that extra security. The latter is because of the very reason you brought up; everyone gets paranoid. When you're not invisible, people aren't fooled, and when you get exploded and just flop o the ground, you know you're fucked because you have a couple of seconds to get out of there before the Pyros home in on your position. Rinse and repeat. On a counter of spies that I have killed, I'm betting that about 90% of them were using the Cloak and Dagger.
You're thinking about the Dead Ringer. Cloak and Dagger is the one that lets you be invisible forever. I would say the Dead Ringer was useful when it the update first came out, but most people have caught on by now. That sound is way, way too loud. The only real use I have found for it so far is pushing the card in payload maps. I disguise as a teammate, and I just stick by the cart. Sticky traps and other explosives won't be able to kill you very easily, and the cart quickly regenerates the cloak. Of course, it doesn't work when the cart is near the last point, as it is difficult to hide behind it when that happens.
Whoops, you're right. I'll have a bit of editing to do.