View Full Version : Team Fortress 2 TIPS !!
WalkinTarget
20th Sep 2007, 12:12 PM
Add your gameplay tips to this thread and see if we can't help others with their questions. List any and all tips, including what classes work best together, how to uber charge your teammates and strategy hints as well.
My contributions:
For those taking FOREVER for the game to first load because it loads a part of the Dustbowl map add -console to the launch properties of TF2 in Steam.
This will just take you to a 2D splash page with some TF2 graphics and will make getting into the game MUCH faster.
Alternatively you can add +map none, and -novid. The former will disable loading of the demo background map, the latter turns off the valve intro movies
CheebaNinja
20th Sep 2007, 01:08 PM
#1--With the medic heal teammates until your ubercharge meter is full then right click to make you and whomever your healing invunerable until the meter is gone.This is handy for offense if u follow a heavy weapons guy assaulting a CP make him invul right when u head into the fragfest and watch him hose everyone in sight to bits. :D
#2--As engineer stay close to your sentry and other provosions and shoot ANYONE who comes near with your shotty once to make sure its not a spy trying to take u and your stuff out.Engineer is best used for defense as the only thing capable of taking it out is a spy or invul heavy.Also keep ur sentry out of line of sight so a soldier with rockets cant hit it from beyond its effective range. :)
MajorDeath
20th Sep 2007, 02:20 PM
Those spy's are a real annoyance!!! ArG they get me every time!!!
MD
baconoclock
20th Sep 2007, 02:27 PM
As an engineer put down your supply depot thing FIRST then your sentry gun. The depot will keep giving supplies to build then upgrade your sentry gun.
A pair of engineers with two sentry guns can hold a position for a very long time.
To safely disable a sentry gun use a sniper/spy/demo. Should be able to take the sentry gun out with little to no damage
CarbonFire
20th Sep 2007, 03:39 PM
If you see an Invulnerable Medic and Soldier/Heavy/Demoman combo, WAIT them out. Generally they aren't moving fast enough to run past you, and once its down, you can mop them up (Always medic first, as the other classes are damage sponges with a medic attached). Also, Invulnerable combo is immune to everything, even Sentries. Sentries will still shoot though, and if the medic drops his support of a player for a second, they may have enough time to kill the recently invulnerable player.
The "Documents" on 2Fort cannot be carried by a disguised or cloaked Spy, an Ubercharged player, or through a teleporter.
Sappers placed by Spies take two wrench hits to remove Scouts count for two when capping CPs
Engineer toys build up faster when you whack them with your wrench(*Clank!*Clank!*)
Ammo boxes, dropped weapons and Resupply closets in spawn areas all give Engineers build metal, and some other classes ammo.
The direction you place a teleporter exit is the direction your teammates will face when exiting. Make sure not to face it into a corner!
Remember, spies can call for medics too, so shoot them anyway.
Pyro + Engineer is a great combo. Pyro can weed out spies, and Engineer gives the Pyro long-range coverage that allows him to properly apply his CQ trade.
Don't change your disguise as a spy while you're visible to the enemy, they can see the smoke surrounding you (even when cloaked). Medic's Ubercharge resets when they are killed Remember, the faster you rush the enemy, the less time they have to setup defenses and get their ubercharges ready.
The Syringe Gun the Medic carries can be an effective gun, you just have to learn how to compensate for the slow projectile speed and trajectory drop.
If you hear an electrical sound like a short-circuit, that means for next couple of seconds your next shot or two will be critical hit shots. Make em count!
And for the BEST tip? Make sure all of the Cain's Lair servers are in your Favorites!
63.113.60.2:27015
63.113.60.2:27035
63.113.60.3:27015
63.113.60.3:27035
Keep em comin! :2thumbs:
CheebaNinja
20th Sep 2007, 09:14 PM
Took out 3 heavies 2day with syringe gun. :D
{CLR} Naillik
20th Sep 2007, 10:13 PM
Took out 3 heavies 2day with syringe gun. :D
Cheeba is officially the "Good medic of TF2" :D
WalkinTarget
20th Sep 2007, 10:18 PM
Looking over that list of achievements is imposing. Check out Flamethrower ... you have to set 6 enemies on fire in 30 seconds, which isn't easy given the limited range from the Pyro.
{CLR}geneSW
20th Sep 2007, 11:41 PM
set-up your entry teleporter right away, and get as close to the enemy as you safely can, then set-up your exit end. Keep your teammates up front, and use the sentry's as support tools is what I do, works for me.
CheebaNinja
21st Sep 2007, 11:41 AM
That syringe gun is hard to use but a couple of em in the head and it'll take out anyone with a couple shots.Just use it like your ping is in the 200-300 ms range and lead ppl out by an inch at 20m and boom boom boom dead. :2thumbs:
darth_nevus
21st Sep 2007, 12:08 PM
Quick Setup and defense.
As an engineer, i learned a lovely trick that helps out greatly when you have a piss poor team.
During the "setup" time, First, run out, and deploy the box. instead of waitinf gor it to build, run to the nearest resupply area, or even ammo box, and pick it up. this will give you enough resources to drop a sentry. instead of hammering on it, head back to the resupply or ammo box, grab another set, make a quick pass by the hub, and you sould be able to get 1 level upgrade out of the sentry gun, all before 10 seconds of acutal game time has passed. some maps i can get both upgrades done before the maps start, all by simply running around. no one expects them do be done so soon, and it becomes a happy massacre!
Rand{CLR}
21st Sep 2007, 01:54 PM
Quick Setup and defense.
As an engineer, i learned a lovely trick that helps out greatly when you have a piss poor team.
During the "setup" time, First, run out, and deploy the box. instead of waitinf gor it to build, run to the nearest resupply area, or even ammo box, and pick it up. this will give you enough resources to drop a sentry. instead of hammering on it, head back to the resupply or ammo box, grab another set, make a quick pass by the hub, and you sould be able to get 1 level upgrade out of the sentry gun, all before 10 seconds of acutal game time has passed. some maps i can get both upgrades done before the maps start, all by simply running around. no one expects them do be done so soon, and it becomes a happy massacre!
I learned this one real fast, but it doesn't help. As of last night, people had adapted to take advantage of the Beta inbalances: a single engineer, no matter how good, isn't going to stop the FOUR scouts, who each count as 2 guys, taking that flag if he's still building up his gun.
Pigworthy commented on this in-game, and I noticed it before that. Scouts are truly unbalancing factors on the node capture maps. A small group of those guys will rip through a defence that has yet to realize what's going on, as was the case in about every round we played last night. Maybe once more players realized just what the heck just happened, it may change, but for now the first team to take that approach wins the map.
And online players being what they were, nobody was adapting to the tactic except CLRs, and there weren't enough of us. :twisted:
-Rand
CarbonFire
21st Sep 2007, 03:57 PM
I learned this one real fast, but it doesn't help. As of last night, people had adapted to take advantage of the Beta inbalances: a single engineer, no matter how good, isn't going to stop the FOUR scouts, who each count as 2 guys, taking that flag if he's still building up his gun.
Pigworthy commented on this in-game, and I noticed it before that. Scouts are truly unbalancing factors on the node capture maps. A small group of those guys will rip through a defence that has yet to realize what's going on, as was the case in about every round we played last night. Maybe once more players realized just what the heck just happened, it may change, but for now the first team to take that approach wins the map.
And online players being what they were, nobody was adapting to the tactic except CLRs, and there weren't enough of us. :twisted:
-Rand
Yeah, in smaller games, scout can seem a bit unbalanced (especially when they count for two on caps). If you have a team that will adjust to your all out scout tactics though, you will have problems. A single decent Heavy with medic in tow can work over 3-4 Scouts in pretty short order. Throw in a sentry, and its good night to the speed freaks. Pyro can also make short work of them, as he can engage, fire em up, and disengage and just watch them burn
:evilfire:
I think thats the point though. A single engineer, with no backup and only 1 turret, should not be able to turtle all by his lonesome against 4 other players, almost without exception. Unless the 4 players are all poor players or choose less effective classes. If, however, you are a skilled combat class like a soldier or a scout, you MAY be able to hold a point against 4 other players.
I think it just gets chalked up to people not understanding the pacing and delicate balance of the game. Once more people get this game, and the skill of the players goes up, we'll see a whole different level of gameplay and balance.
CheebaNinja
21st Sep 2007, 05:53 PM
With proper placment of said sentry and tactics one engi CAN defend against 4 scouts.The sentry will kill em all in the air or whereever as long as it spots em first.On the other hand there is no stopping a heavy with more than on medic in tow. 8) On Fort this morn there was 3 medics all ready with there ubers and were taking the intel and making it back everytime.Even 3 fully upgraded senrtys and our on haevys coulndt stop em. :twisted:
CheebaNinja
22nd Sep 2007, 04:26 PM
Tip of the day:Dont defend locked nodes. :D
Apache Warrior
22nd Sep 2007, 05:11 PM
Kill the other guy first. :mutley:
Apache
WalkinTarget
23rd Sep 2007, 11:03 AM
In other news, instant messaging someone via Steam Friends kicks them OUT of the damn game and to their desktop.
:(
Doh ... Sorry, Darth ...
Dead...Again
23rd Sep 2007, 12:24 PM
In other news, instant messaging someone via Steam Friends kicks them OUT of the damn game and to their desktop.
:(
Doh ... Sorry, Darth ...
LOL thx for the tip!
WalkinTarget
23rd Sep 2007, 12:49 PM
Yet another one ... at the start of the warmup round, if you are a medic, look for the Demo guys or Soldiers doing damage to themselves (from rocket jumps or too close to their 'nades) and heal them before the actual round starts.
This gives you an early jump on an Uber powerup, at which point you rush the enemy capture/control point. Make sure to have two companions, such as an HWG and a soldier. Once you powerup, you can then trade off the Uber charge, which lasts for 10 full seconds, from one to the other heavy. Just point at the other guy and have him receive the balance of the Uber charge.
The HWG will take lots of damage, but he already has plenty of hit points, so have the Soldier or Demo clear out any sentry guns that will only be a base sentry at that point, not an upgraded one, as this is a quick rush tactic designed to gain early control of the map.
Gremlin_flg
23rd Sep 2007, 05:16 PM
Hey question for you guys, in the stats it has an entry for "life leached." I thought it might mean you could steal life with the medic gun, but doesn't seem to do anything. Anybody know the downlow on this?
baconoclock
24th Sep 2007, 09:52 AM
Hey question for you guys, in the stats it has an entry for "life leached." I thought it might mean you could steal life with the medic gun, but doesn't seem to do anything. Anybody know the downlow on this?
I would guess getting healed as a spy by an enemy medic? not sure to be honest....
Tuqui-tuqui
24th Sep 2007, 02:19 PM
This deserve a sticky.
If you guys dont mind I will polish your tips so they stand out more :2thumbs:
EDIT: will have to wait a bit for the edits, but could someone please sticky this?
mapes
24th Sep 2007, 04:01 PM
Quick Setup and defense.
As an engineer, i learned a lovely trick that helps out greatly when you have a piss poor team.
During the "setup" time, First, run out, and deploy the box. instead of waitinf gor it to build, run to the nearest resupply area, or even ammo box, and pick it up. this will give you enough resources to drop a sentry. instead of hammering on it, head back to the resupply or ammo box, grab another set, make a quick pass by the hub, and you sould be able to get 1 level upgrade out of the sentry gun, all before 10 seconds of acutal game time has passed. some maps i can get both upgrades done before the maps start, all by simply running around. no one expects them do be done so soon, and it becomes a happy massacre!
Actually a really good variation on this theme is to know where on the map an ammo box spawns...not just the in base but out in the field. On maps that I know that theres an ammo powerup what I'll do the first thing as engy is as soon as I walk out of the start area is drop a port entrance. I then run to mid field where a ammo power up is and grab it. I can then build a dispenser. While thats building I can pick up more ammo and depending on whether we are on the offensive I would build a port exit or on the defensive build a SG next....
Runaway_Jim
24th Sep 2007, 04:13 PM
Not really tip related, but this will make you watch your screen more...
You know how the game always shows who killed you and gives you the chance to take a screenshot?
Well the other night, a soldier pretty much blew me into little chunks. When it showed who did it, on the floor next to him was part of a hand and above that was text that said, "Your hand" with an arrow pointing to it. I was laughing so hard I forgot to get a screenshot of it. Man... the more and more I play, the better it gets.
CarbonFire
24th Sep 2007, 08:52 PM
Not really tip related, but this will make you watch your screen more...
You know how the game always shows who killed you and gives you the chance to take a screenshot?
Well the other night, a soldier pretty much blew me into little chunks. When it showed who did it, on the floor next to him was part of a hand and above that was text that said, "Your hand" with an arrow pointing to it. I was laughing so hard I forgot to get a screenshot of it. Man... the more and more I play, the better it gets.
You mean like this?
http://img229.imageshack.us/img229/4268/bitsdd6.jpg
More Bits! :D
'Nother tip: If you are playing spy, its sometimes good to bypass the enemy if you think your team can cap a control point and head straight for the next one. If they succeed, you can start capping the next one right away, and on some maps, like Dustbowl, you might even be able to get away with the back cap before the enemy can setup :2thumbs:
Runaway_Jim
25th Sep 2007, 12:07 AM
This too!
:D
http://www.sirex.me.uk/imagehost/pics/390a5c3d-9634-3b51.jpg
Tuqui-tuqui
27th Sep 2007, 11:03 AM
Stickied and I will begin editing this during these next two days :2thumbs:
CheebaNinja
27th Sep 2007, 11:29 AM
Cant find my SS.
Ortiz
29th Sep 2007, 11:33 PM
I have a few medic-related tips.
In a medic-heavy team. Shoot the medic first. The heavy is hard to kill as it is. Plus, they could possibly Uber at any moment.
Medic is a support role, but it can also be an offensive role in that you can keep your teammates alive longer as they advance. This tactic is my favorite. I like running around trying not to die.
Shoot from somewhere near cover so the medic can heal you from safety.
I know everyone thinks they're supposed to "Uber" Heavies, but I've found that Uber-ing a soldier can be much more useful if your timing is good. He can take out sentries and heavies quicky, especially if there are other backing you up.
WalkinTarget
30th Sep 2007, 09:14 AM
I uber'ed a Scout yesterday, who rather than cap the control point as I expected him to do, ran off in search of a few bad guys. If he had stood on the control point for even 5 seconds of the 10 allowed, we would have a much better chance of taking the point. If someone ubers you, know your role and get in there swinging.
CarbonFire
30th Sep 2007, 01:42 PM
I uber'ed a Scout yesterday, who rather than cap the control point as I expected him to do, ran off in search of a few bad guys. If he had stood on the control point for even 5 seconds of the 10 allowed, we would have a much better chance of taking the point. If someone ubers you, know your role and get in there swinging.
You can't cap as uber. Sometimes it will help you get into position, but unless its the last flag on Well/Granary or Hydro, the enemies that are around will just sit there waiting for the uber to go down before they slaughter you.
CheebaNinja
1st Oct 2007, 11:54 AM
U cant always make it to the flag even uber cause of the 5 sentrys waiting for u will push u bcak so u cant run.Ill use ubers just to kill sentrys and other heavies.As long as ur being healed and gettin damage and kills the uber goes up way faster.Like killa said always shoot the medic first and the same goes for engi senrty combos shoot the engi first.(unless ur a spy) :wink: Getting CPs are all about the whole team pushing at once. :2thumbs:
Ortiz
7th Oct 2007, 05:15 PM
I know a lot of people like to fall back on gravelpit when it's obvious that a cap can't be stopped, but unless you're an engineer or a medic, don't fall back. Well, at least not everyone. Staying and fighting will give engineers more time to build at the next cap point. (I'm mostly talking about falling back to C)
Edit:
Another thing about falling back on gravelpit. I'm really sick of engineers falling back and building at C when everyone is still fighting for A or B. Unless you're sure A/B is lost, then build there. You could also be building a teleporter which really helps.
Mute
17th Dec 2007, 01:35 PM
-If your proficient enough with your uber as a medic, you can actually keep 2 people ubered at a time by switching back and fourth really quickly, it can be tough at first, but once you get into it, two ubered heavys are kinda hard to stop
WalkinTarget
20th Jul 2008, 04:35 PM
Awesome guide for people learning to play as a Spy .. I love the leaping backstabs !!
http://www.youtube.com/watch?v=d87QCn_cafI
WalkinTarget
21st Jul 2008, 12:31 PM
Good video showing how Valve's hitbox can sometimes be a bit .. err ... wonky:
http://www.freshbite.info/fnews_1215656105_10375.htm
Note; this is a default setting and it basically acts like a bullet compensation setting, ie: your bullet will slightly drop and take a second to reach its target, at which point the target is no longer where it was a second ago. It induces lag into the flight trajectory.
WalkinTarget
10th Nov 2009, 12:09 PM
Tip update time !!! Refreshing this to include the newest perks built into TF2.
Soldier - nothing has changes, this class did not receive an update yet.
Demoman - same as above. If you want to have fun with him, use stickies to stickyjump to control points or other locations.
Pyro - AIRBLAST !! Yaaa, Backburner is fun, until you learn the force of the airblast ! Here's what it can do: unstick Demoman's stickies (or just deflect his nades back at him). Cart surrounded by sticky bombs ?? Airblast 'em away.
Soldier shooting at you from 30 feet away. Airblast his rocket back at him !
Friendly on fire ?? Airblast the flame out, saving him precious health points.
Uber heading towards you ?? Airblast them at a doorway to prevent them from moving forward.
Sooo many uses for the airblast that its become the best tool in the game.
Medic - Medics are surprisingly hard to bring down when they equip the +3 health Syringe gun. Every hit on you adds +3 to their health. Don't bother to melee, as the UberSaw is a one hit one kill melee weapon.
Spy - Cloak and Dagger is fun. It is a class that Valve has continued to nerf due to its overpowered initial setup back in the day when you could sap sentries fully cloaked. Best advice to newb spies - disguise as a class and ACT LIKE THAT CLASS. Go as a Sniper, then camp near the enemy snipers. If you are a Heavy running away from the front lines (with full health), I am sure you are a Spy. Be patient, and set up a backstab when no one else is nearby.
Scout - Once you get the Atomic Bonk soda, use it to get by sentry guns and enemy fire. You cannot be shot under its influence. Also, the Sandman (bat) with its ball is an effective way to stop an uber or keep a Soldier from finishing you off. It 'bonks' the opponent and prevents him from moving for 5 long seconds.
Heavy - Natasha, the upgraded mini-gun, slows your enemies as you hit them. Works great to prevent a Scout rush at the beginning of a round. The Sandvich is the earned perk to replace your shotty. It adds your health back, so even without a Medic you can take some seeerious damage before dying off. Be aware that it takes 5 seconds to eat it, and a Spy LOVES to backstab when a Heavy breaks out his Sandvich.
Sniper - Jarate !!! Geez, this stuff is greeat fun to use when you play as a offensive Sniper. Nobody does it, but its fun to go along for an offensive push and toss your bottle at the enemy. Mini-crits for every person covered in pee puts a serious dent in any defense if done right. I use the bow and arrow just because its easier to see a Spy coming for you, but true Snipers take a backstab and don't take it personal. They love their rifle and they love their scope. I just don't do well with it, so to each their own. But don't forget to toss your bottle if you have it !! You can also extinguish a burning teammate with it, which saves a life every now and then (especially useful on a Medic, who helps everyone but doesn't have a lotta HP to begin with).
Engy - most overlooked, underappreciated class in the game. TF2's version of the offensive line in the NFL. If you do it wrong, your team loses. Its very hard to play a very efficient Engy. The only class the Engy cannot defend against is the Spy, and he'd better be a good Spy to beat a good Engy. Ifyou leave your gear alone, you are NOT a good engy. It WILL get sapped.
Best advice for an Engy ? Build your stuff where it can't take distance fire (Sniper can shoot you, but your sentry doesn't sense the Sniper in range yet). Also, if a Spy saps your gear, kill the Spy first. You can always rebuild. If you are trying to wrench off the sapper, I as a Spy am going to backstab you, killing both YOU and your GEAR. GET THAT SPY FIRST !!
Combine with another Engy to set up sentries that cover fire each other ... don't build them together, build them spaced apart so a Spy can't sap both at once. If you see an Engy leaving his gear to get metal, cover his gear if its in front of yours. You need to maintain the sentry closest to the front lines, as that one will be a Spy's first target since it slows down a team push on a cart.
Apache Warrior
10th Nov 2009, 01:00 PM
I love my scope. :D
And I love shooting Engies as they are setting up their equipment. :twisted:
Apache
Furryappleseed
11th Nov 2009, 03:14 AM
I love my engie. I am also very good at sniper, demo, and pyro also but something about me and my sentry just draws me to that class.
My tips are if you are engie then get your teleporters to level 3 before you leave base to build exit. This way you can build your dispenser when you arrive to your exit location, get that metal, then build exit. Now you are not waiting to get that metal for your tele and you can get that sentry up so the other team cant push you off your front line easily.
Another tip is if you are going to uber a class, do it to pyro/demo first, and heavies second. Demo if you are taking out sentries that are spread out or at some elevation and pyro for straight room clearing. Soldiers just don't have the ammo to be as useful with just 4 rockets to kill many people and their rof isn't high enough to take out a sentry, since any decent engie will just sit behind his gun healing it.
On the other hand if the medic is using the Kritzkreig medigun then the soldier is a lot more useful at killing groups of people and becomes quite dominant for those few seconds.
I do think that we should try out some of the Dustbowl map. It requires the most teamwork of all the maps imho. It is basically what I played on 100% of the time until Cain got the server up so it would be nice to try it out with the clr's.
Cain
11th Nov 2009, 08:08 AM
Thx for the tips Furry !!
:2thumbs:
paceman
11th Nov 2009, 12:10 PM
Okay - how do you get these new Perks? :scratch:
RuThLeSsKiLLa
11th Nov 2009, 12:44 PM
Okay - how do you get these new Perks? :scratch:
there 2 ways. either you find it randomly giving by the drop system, tho u need to play alot or u complete each of the (class)achievements and get the (new)weapons unlocks.
WalkinTarget
11th Nov 2009, 02:30 PM
The perks will come with time. Its hard to learn a new class and I can spectate and tell in 20 seconds if a guy knows what he's doing with a certain class. Like 2Fort for example, I know it like the back of my hand - where every sentry gun should go, what to do to defend. Only problem is most guys don't know that map at all.
Expect to get OWNED HARD when you start a new class. You gotta learn somehow, but it is the only way to learn the intricacies of each classes strengths/weakness. I have under 2 hours total played as a Heavy, but I've killed enough of them to know how to stay alive.
Todays tip: Heavy+Medic = Spy magnet. If you are a Pyro, escort a Heavy Medic combo from behind and backpedal and toss out some flame every now and then to burn any cloaked Spies tailing the Medic awaiting the backstab on both players.
Apache Warrior
11th Nov 2009, 03:34 PM
My sniper tip, kill them before they kill you. Preferably from a distance.
Apache
paceman
11th Nov 2009, 06:11 PM
My sniper tip, kill them before they kill you. Preferably from a distance.
Apache
:shock:
Queen B
12th Nov 2009, 04:39 PM
Ok, I don't have much experience in the game, but I'll resume what I've learned as a medic, and later on the sniper part =D.
* A moving medic is SO much harder to kill than a static one. That goes for a sniper, a pyro and everything else. I cannot tell you how many times I could even feel the bullet from a sniper go right by my head.
* Pyros are your worst nightmare. You do not heal yourself, thus you cannot put out your own fire. Don't be shy, call for a doctor, curse your pyros for not putting you out. If you are to meet one, don't stop for action, if you can, heal somebody else that'll kill him OR run away, on your back shooting on him. Meele is not an option.
* Do a spy check. Always. Do not get assists for killing people from your team. For spies, the best way is your ubersaw, it's so shiny <3
* Collegues over mates. Yeah, heal other medics, THEN turn to the rest of your team. 2 medics heal more than 1 medic, thus keeping more people alive. In the same topic, as I said before, don't be shy and call for a doctor when you need one.
* Take some time to learn how to fight as a doctor. Why you might ask? Well, medics are awesome. Besides that, it's not always that you'll have somebody (useful) by your side, and sometimes, instead of overhealing you'll be of more help killing the spy that is trying to backstab your meat shield. You should take note that the gun doesn't fire straight. It goes a little bit down and to the right. Take some time to practice and take a feeling of it. The gun is also not recommended if you're attacking someone, only if you're running from someone. The bullets seem to go on slow motion, so it's easy to dodge. But, if someone is going after you, it's easier to hit <3
* Ok, you're healing someone, but who else is by your side? Pay attention to all players that are near you, if one gets hurt, share a little healing. It also helps for the spy check.
* Use your meat shield or any other shield you can get. Don't stick your head together with the heavy, soldier, demoman or whoever it is. Stay hidden if possible, and take cover on your shield.
* If your health starts to drop, run away. Let your meat shield know that, if possible through voice chat. Avoid death, yeah it's not nice, and it does take some time for us to build up that uber =(
* Who to uber? That depends. First of all, are you attacking or defending? For attack, you could try soldier, pyro, and demoman(yeah, you know when the red team puts up 50 sentry guns? he's your guy.) A good defense would be a heavy or a soldier. But you have to see who is next to you. Also, don't pop it if you're not near the place, or if you both have a complete health bar. Wait as long as possible, for uber doesn't last forever. Oh yeah, note that you should uber a pyro when you're the closest as possible to the enimies, pyro's shotgun isn't their strong point. Oh yeah, also note that some players are suicidal. Seriously, they run into the middle of 7 sentry guns and 2 heavies. Don't follow, or if you do when you're with uber, tell him you're falling back once it starts to end. Don't die in vain. Also keep in mind that you are invulnereable WITH ubercharge, don't march to death thinking you'll be the greatest one killing everybody with your gun, you'll die. Yes, I am positive.
* When to uber? That depends, but remember, it's better to do it when you're not 100% sure than do die with a 100% probability.
* Medigun or Kritzkrieg? That also depends. You have to balance, if you need to finish off many people, with a good defense on a spot, medigun would be best, you don't take hits and take many down. But seriously, kritzkrieg is awesome. If you give it to a soldier, he doesn't even have to hit and he explodes things. It's amazing.
* Over time you'll get the feeling of how long it takes to heal each class. Ok, a heavy should not heal fast, if he does, take out your ubersaw <3 OH YEAH! another thing that I noticed, spies cannot call for doctor with a red balloon! So anyone with a red balloon for doctor is not a spy =D How great is that.
*Ok, remember I said you don't heal yourself? So it's very important to know where the medipacks are on the map you're in. Grab it before that soldier besides you do, if you need it, of course. You'll keep him alive, who'll keep you?
Ok, these are the things that come to my mind right now, I know I know some others, but I'll put them up later when I remember. I hope this was useful or/and helpful to someone =D
EDIT:
* Try to go ahead when you're invulnereable, if you take the hits, your ubered shield can aim more carefully and probably hit more targets. Be careful not to be thrown away from him however. It happens. I know.
* You could also use the uber to save other people from dying, instead of just helping the atk/def. You'll have to try it a lot in order to learn when to do it, I find it very hard to know when to use it. I have died many times with 100% uber =(
H0ly-H@nd-Gr3nade
13th Nov 2009, 06:42 PM
Don't be stingy with your ammo - you will either die before you run out or you will pick up more from the many ways you can get more ammo.
You can get more ammo from the ammo pick ups, dropped guns (which are EVERYWHERE), or dispensers. As a soldier, I spam rockets in places where enemies could potentially be, hoping they get hit with the splash damage. Just make sure to keep reloading so your clip is always full!
EDIT: fixed some info
Apache Warrior
14th Nov 2009, 08:13 AM
Don't be stingy with your ammo - you will either die before you run out or you will pick up more from the many ways you can get more ammo.
You can get more ammo from the ammo pick ups, dropped guns (which are EVERYWHERE), or dispensers. As a soldier, I spam rockets in places where enemies could potentially be, hoping they get hit with the splash damage. Just make sure to keep reloading so your clip is always full!
EDIT: fixed some info
I try to memorize where I can get extra health and or ammo. When I get low on either I fall back and recharge.
Apache
{CLR} ObiTroy
15th Nov 2009, 10:43 AM
What good is the flare gun for? I tried to [unsuccessfully] kill a few folks with it last night.
H0ly-H@nd-Gr3nade
15th Nov 2009, 11:14 AM
What good is the flare gun for? I tried to [unsuccessfully] kill a few folks with it last night.
I find it difficult to get kills with it as well. I mostly just use it to be annoying to those who sit back from the font line (snipers usually).
I prefer the shotgun, but maybe I just haven't found the correct away to use the flare gun.
ch33s3r
15th Nov 2009, 11:14 AM
What good is the flare gun for? I tried to [unsuccessfully] kill a few folks with it last night.
I think it's more of an annoyance rather than deadly. You can shoot snipers with it and it makes it extremely difficult for them to be able to aim properly if they're on fire. If an enemy is annoying your team from a distance, shoot off some flares at him. I prefer the shotgun over the flare gun though.
Jenan
16th Nov 2009, 12:33 AM
You can also use the flare gun to ignite close range enemies then bring out the axetinguisher to finish them off :D
ch33s3r
16th Nov 2009, 09:28 AM
You can also use the flare gun to ignite close range enemies then bring out the axetinguisher to finish them off :D
Ah, yeah, that's another reason for it. Ughhhhhhhh :wink:
Queen B
23rd Nov 2009, 09:15 PM
I remembered something else that I saw some really awesome doctors doing. You know when you're almost full with ubercharge? Type e and call for medic. Ok, people from your team will know when you're charged with that message, but they can see you even without it, because there is a window showing your health and your % of ubercharge ready. OTHER people from the OTHER team can also hear when you give the message that your ubercharge is ready, so, sometimes it's better to make it a surprise attack
ch33s3r
24th Nov 2009, 01:25 AM
I remembered something else that I saw some really awesome doctors doing. You know when you're almost full with ubercharge? Type e and call for medic. Ok, people from your team will know when you're charged with that message, but they can see you even without it, because there is a window showing your health and your % of ubercharge ready. OTHER people from the OTHER team can also hear when you give the message that your ubercharge is ready, so, sometimes it's better to make it a surprise attack
So are you saying that calling for medic as you're about to be fully charged stops your character from yelling, "I AM FULLY CHARGED"? If so, that's pretty awesome. Sorry if I misunderstood :X
Queen B
24th Nov 2009, 04:52 AM
No, that's exactly it, I usually do it when we're starting a game or when I rush in with other guys, so the other team doesn't really get the message too lol ;P Besides I also use voice chat to let people know, sometimes your meat shield does not realize you're charged unless you say so =O
Ogah
1st Dec 2009, 08:52 AM
Ogah's Heavy Guide - Learn to be Credit to Team in a few easy steps!
I'll go into detail covering the Heavy, his loadout and tactics and the Medic. I don't play medic much (since I really suck at it) but I know how they function and what to expect from them.
Heavy - As a heavy you're the meat to combo with your medic. This means lots of fire power. With this in mind, I recommend the following loadout
Main - Minigun (Natascha is fine and all but the -25% damage hurts you... a lot. Plus the other team is probably not going to all be scouts).
Secondary - Shotgun. If you have a medic, there is absoutely no need for food in your pocket.
Melee - Makes no difference here. The gloves are my personal favorite since I can smash someone then swap to another weapon for a second or two of crits.
Now that you're all set with the loadout, jump in to the fight. When you venture fourth as Team Medic/Heavy be sure to keep an eye out for:
Sniper (you can pick out the dots depending on the color of the team). The huntsman is hard to pick up but they will be closer range than a sniper with the rifle.
Spies - These punks always get me and good ones have some seriously good strats. A few things to look out for with these guys: 1. Listen - you can hear the dead ringer noise and cloaking noises. It means they are close. 2. Fire in random locations. You have TONS of ammo so spray a few rounds. Finding a spy cloaked in a corner and killing him before he does anything is oh so satisfying. 3. Listen to your medic. The medic is another set of eyes. While you're decimating 54 sentry guns the medic can be on spy duty for ya and give you a heads up.
Pyros - They usually aren't a problem but you may want to up your sensitivity in game for them. Their tactics usually involve circle strafing you. Kill them before they get to that point. Also, be mindful when you uber. Compression Blasts are really annoying when you're uber so get the jump on them.
Demos - they are really annoying but you can shoot the stickies and blow them up before they detonate on top of you. Kill the stickies and all he has is grenade and whatever stickies he can shoot. 1 or 2 are better than 8 on ya.
Every other class is fairly easy to kill once you know how the class is played.
Now this is something I've come to accept and has worked really well. As the heavy and being the meat, you can take quite a bit of damage and even more with the medic. When you're with your medic buddy, protect him at all costs. I'll take rockets, run into fire and basically check our backs to make sure no one kills my medic. I see a lot of heavies just wander off and forget the guy healing them. Bad heavy.
Keep them alive. This also works for sentry guns. Placing yourself in front of rockets coming at the gun can make that engineer's day by keeping his gun up. He'll still be credit to team.
PM me any questions you might have.
Cain
1st Dec 2009, 08:59 AM
:ty2:
Queen B
1st Dec 2009, 02:33 PM
Now this is something I've come to accept and has worked really well. As the heavy and being the meat, you can take quite a bit of damage and even more with the medic. When you're with your medic buddy, protect him at all costs. I'll take rockets, run into fire and basically check our backs to make sure no one kills my medic. I see a lot of heavies just wander off and forget the guy healing them. Bad heavy.
:luvu:
:ty2:
Aessassen
1st Dec 2009, 04:36 PM
Aessassen's Tips for Failing just a bit less...
(I'm not even close to a tf2 pro, I've just played on and off since release and heres some things that I do.)
Demoman: One of the harder classes to master, but once you do you can be devastational at times.
1) ALWAYS put your stickies were people are GOING TO be, not were they are unless a slow heavy or non-moving target. Most people won't notice/change their course even after seeing you throw two stickies in the they are taking.
2) Remember! you have two guns! Most demo's forget to use the pipe launcher - Do remember that the pipe laucher will do most damage with a direct hit than even a soldiers rocket.
3) Don't be afraid to bottle them! maybe I'm just a little melee-happy after L4D2 but I rather enjoy bottling the spy that though he could.
Soldier: The soldier is one heck of a class, easy to play but difficult to master.
1) Shooting rockets directly people make seem like the sensible thing to do but unless you have pretty good aim it usually results in rockets.. IN SPACE! - So shooting at the feet of your opponent is usually the better idea. There is some skill in this as well due to the fact that lighter classes (pyros mainly) will be thrown in the air once you hit them in the feet, so try to track were they will land and have a rocket waiting for their arrival at said spot.
2) Don't Forget Your Shotgun - I can't emphasize this enough, the shotgun is a very handy tool when used correctly, often times better to switch to shotgun and throw a couple buckshots off vs reloading your launcher when in the heat of battle.
Medic: The class no one wants to play but all love when a medic is healing them or prevented their untimely death with a quick heal.
1) Your not an attacking class, stopping to heal to shoot at an incoming scout with your syringe gun is almost always a bad idea.
2) Don't be greedy with your heals - we all healbot a top player from time to time but do not neglect fellow team members.
3) When you are infact healbotting, its kind of your job to make sure a spy doesnt sneak behind you and backstab you or your heavy buddy - simply stating "Spy" over the mic will make most players turn around almost instantly.
4) When Ubering a fellow teammate to take out a sentry - WALK INFRONT of whoever you are ubering, it will give them a significantly better chance of taking out whatever your trying to.
Sniper: Deadly went played well, utterly useless when not
1) Be patient - Sometimes touching off a few random shots into crowds of people will result in a death but often times if you just wait for the right shot its just that much better (i.e. waiting for Ogah's head to pop up from behind that cart)
2) Learn your mouse's movement - Don't mess around with mouse smoothing/sensitivity/dpi too much - simply knowing how far your crosshair will move but knowing how far you have to move your hand is worlds better than just moving the mouse until the crosshair is where you want it. Once you achieve hand/eye coordination then you will start being able to hit those darn scouts.
3) Don't stand in one place - after you kill a few people its time to reposition - A lot of people find a good sniper to be enough of a threat to become determined to kill you, and if you dominate them.. I hope your wearing your razorback.
4) Huntsman may be fun, but ultimately its taking the sniper out of its true form.. just as most pyro's wouldnt touch the backburner due to giving up compression blast, most snipers wouldnt touch the lucksman due to losing your ranged deadlyness
5) Its always worth it to wait for a headshot - though a fullycharged body shot will take out the few sub-150 HP classes, its almost always better to just wait for the headshot, if not just for the sound and the extra point, but its just that much more demoralizing, and demoralization of taking out heads can be quite overwhelming (just snipe the same guy 3-4 times as he's leaving spawn and you know hes upset)
6) Don't be afraid to take the shot - I find myself missing a lot of kills because I'm waiting the guy to stand still - you have 25 bullets and if you run out you have been sitting in the same spot for way to long.
7) cl_interp 0 and cl_lagcompensation 1 - makes it so most of the time, when you point and shoot, it shoots instead of lagging a bit.
Thats all I feel like I can comment on, besides that I just play engy but everyone has their own style of aggressiveness vs defensiveness.. I find that an aggressive engie with a forward tele or sentry gun can change the the whole momentum of a game.
paceman
3rd Dec 2009, 03:27 PM
A couple more I will add for Medic that really sunk in last night.
Communication. - Tell someone before you start the Uber. I don't know how many times I have been on the receiving end of an Uber and was not ready. As demo man and soldier I've been reloading, wasting valuable time. I've been ubered (?) while running away. As Heavy I've been Ubered when I was still a LONG ways away from the action. By the time we got to any thing the Uber was over.
If you're a medic and are about to die, better to use it than lose it. But timing is key!!! Think!!!
Last night was a pathetic display of how not to play medic. Medics healing one person at the expense of all others. I stood beside a couple of medics, hopping up and down, yelling medic over and over and getting no love. I got ubered multiple times when I could not do anything with it.
Pumpkin_Jack
3rd Dec 2009, 06:50 PM
Alright im in the making for a spy and demo one will have it up once im ready. Only two classes i realy know from my tf2 tourny days.
paceman
4th Feb 2010, 11:07 AM
This was so good it must be required viewing for any Pyro. :D
http://www.youtube.com/watch?v=iwLfGunep2Q
beanlover
4th Feb 2010, 11:21 AM
Nice...Pyro compression blast is the best part about being a pyro...I've learned a lot about it and love using it to make enemies waste their ubers. :D
The only thing that vid didn't cover is extinguishing your teammates who are on fire with the blast.
Roffe
4th Feb 2010, 11:37 AM
lol the airblast is so overpowered :P why does so many pyros use the backburner
Apache Warrior
4th Feb 2010, 12:11 PM
I used the backburner when it was first available to me. But, the airblast is much more useful and I quickly switched back.
Apache
{CLR} ObiTroy
4th Feb 2010, 01:36 PM
I used the backburner when it was first available to me. But, the airblast is much more useful and I quickly switched back.
Apache
Agreed. I think I used the backburner for two maps once I found it but switched back.
beanlover
4th Feb 2010, 02:37 PM
The backburner was one of my first drops when I started tf2...so I equipped it right away thinking how awesome I'd be with my brandy-new weapon! Had no clue there even was a compression blast until someone enlightened me. Now I only use normal flamethrower.
paceman
4th Feb 2010, 02:38 PM
My timing on blowing away rockets still needs work. But being able to blow targets off of a capture point is HUGE.
beanlover
4th Feb 2010, 02:46 PM
My timing on blowing away rockets still needs work. But being able to blow targets off of a capture point is HUGE.
I'm with you there bro...I'm almost always either too early or too late to "return to sender". I did figure out you can't blow back the flares from a pyro today though...but I didn't realize (until recently) that you can blow back arrows and other larger projectiles (just not bullets and flares).
The most satisfaction I get from compression blasting is blowing 4+ people off of a point hahaha.
Apache Warrior
4th Feb 2010, 04:46 PM
I like to blast them into the air, so high, you can barely see them. I keep blasting them up until their uber disappears. Then I let them fall to their death. :twisted:
Apache
Roffe
20th Feb 2010, 03:52 PM
as pyro: when u see a demo with the targe. he might get 50% fire damage reduction but the axtinguisher does 100% when his ignited.
Kriotek
20th Feb 2010, 04:21 PM
as pyro: when u see a demo with the targe. he might get 50% fire damage reduction but the axtinguisher does 100% when his ignited.
compression blast is great in this situation too especially if they have the eyelander with that huge range compared too other melee weapons.
set them on fire blast them back rinse repeat. (you cant blast them while they are in "charge mode" only after they have charged)
{CLR}geneSW
22nd Feb 2010, 11:40 PM
MEDICS! If a demo has stickies and says uber me... you have a 95% chance of taking out 2 sentries at the same time. It is almost always a better option to take in a demo than a pyro when it comes to multiple sentries.
Also, if a demoman says to you "Hey, keep on me i'll hurt myself and help you build that uber real fast"... then you just might want to do that because there is only one other class that can hurt themselves on purpose and help you get an uber faster.
Reimill
24th Feb 2010, 02:15 AM
oopppsss doublepost srryyy
Reimill
24th Feb 2010, 02:22 AM
I feel like theres to much bashing on the backburner when it is a very very useful weap UNDER CERTAIN CIRCUMSTANCES!
Backburner tips
-FLANK FLANK FLANK! i cannot stress this enough, on say big maps like badwater basin, you hide and wait till you see 2+ enemies pass you, then when your sure your clear you sneak behind and crit their backs, they WILL die before they realize their getting damaged
-Jump and rotate around your target, especially if its a heavy, the range for the crit is actually pretty wide so if you happen to be in front of your target "which you shouldnt be as a backburner pyro" you need to swing around as fast as possible
-high ledges are your friend, when you see somebody running underneath you, jumping from a high ledge and burning is just as effective as a spy, and you happen to have a bit more range than said class
-do NOT run head first, the whole reason its called a BACKburner is because you come from the BACK
-very helpful in stopping cart pushes, as enemies are almost ALWAYS facing the way of the track, you just come in behind jumping your butt off and holding M1, everyone falls in a few seconds, trust me.
hope this enlightens a few people on the backburner, its not that its bad because theres no comp blast, but your playing technically a completely different class, where the pyro does great face to face against demo and soldiers, the backburnerpyro is more like a spy in where he has to hide and come out at the right time to destroy from behind.
[i think one main reason why people hate it is not knowing HOW to use the backburner, but more because of the people who use the backburner and STILL dont know how to use it]
Supafly
30th Mar 2010, 10:03 AM
All these wonderful guides!! keep them up. Let me see what i can toss into the mix.
Medic
We all know our job is to provide support and heal our fellow teammates. Here are some tips for staying alive a tad bit longer.
When it comes to it standing still is not the thing you want to do. MOVE AROUND what I do sometimes is just do a Circle motion and spin like a football player to avoid those spies that we love and care for so much. Try this do the electric slide at a faster pace that should make things more entertaining for you.
When you are healing someone and do not have an ubercharge and they charge into the fight full force just top them off with an overheal and let them run rampid staying alive and obtaining your ubercharge will be more beneficial ( sorry fellas but this medic is not suicidal ).
Another thing to keep in mind is priority on your heals.
#1 Anyone that is on fire just heal them for a bit so they live and continue healing your main target. But if it comes down to saving someone when there are multiple targets on fire Medics are first then any damaging classes.
#2 A heavy should not be the #1 healing target yes they are great meat shields and do nice damage. They have tons of health you can afford to let them drop down a bit while saving a teammate in need.
Now comes the FUN
The joys of UBERCHARGING! CHOOSING YOUR TARGET
As we know once the team hears UBERCHARGE READY everyone is yelling pick me!
Think about your situation are you a Offensive or Defensive team. How many sentries do they have and how many pyros. As an offensive team you would like to UBER a demo because we all know its tons of fun to see multiple buildings explode at the same time as well they get the job done faster for when there are guns that are spread out amongst the area BUT KEY REMINDER When pushing to kill sentries just because you uber and follow in the ubered target doesn't mean your job is done! Use yourself to tank the bullets and rockets from a sentry gun so your demo or pyro even can get close enough without having to waste time. PLACE YOURSELF IN BETWEEN YOUR KILL TARGET AND YOUR UBER TARGET
If you're playing for a small area such as the attic ( Goldrush don't remember map names ) Use a pyro and run up before he does so he can just run in without any push back.
I will continue to add tips for medic scout and demo a bit later heres a few tips for now. I am currently at work :( I will see everyone in game.
Dead_And_Gone
30th Mar 2010, 05:50 PM
Great Sup :2thumbs:
I too jitter around like an undersized running back, as it also makes you a tougher target for Snipers and other dastardly demons. :twisted:
A word to the player I'm healing and have a uber ready.
TALK !!! Let me know when you want it set off. You are the one that sees the tactical scenario first hand. If we exit the spawn, and you don't chat or talk to let me know there is a level 3 sentry staring at your big mug, then I WON'T KNOW. Luckily, after you've been blown to little pieces and I'm still alive, I can pick you up again when you respawn.
I've seen the Kritzkrieg used very well on several occassions. Mostly great on cart escorts, or defense with a Demo or Soldier. But it still is a distant 2nd to the Ubercharge.
Apache Warrior
30th Mar 2010, 05:57 PM
I too jitter around like an undersized running back, as it also makes you a tougher target for Snipers
Sometimes. :twisted:
Apache
ViTO
30th Mar 2010, 07:10 PM
PLACE YOURSELF IN BETWEEN YOUR KILL TARGET AND YOUR UBER TARGET
Those are words to live by right there !!!
So right !!
Supafly
31st Mar 2010, 11:05 AM
I can't edit my previous post now to continue on my journey my boss is on Vaca! and I'm free! lmao
Ok so quick flash back UBERCHARGE PLACE YOURSELF BETWEEN YOUR KILL TARGET AND YOUR UBER TARGET
Give ubers to Demos for the situation that sentries are spread out.
Give ubers to Pyros for the situation that sentries are in a tight areas.
Let the Kritz begin!
Oh the grin on my face :twisted: knowing that as soon as we turn that corner we wipe out more than half the enemy team with two crit shots from a demo.
As Dead and Gone has stated they are wonderful for capture points, cart defends, and other various situations. Remember you can use the Kritzkrieg (hopefully i spelled that right) anywhere just have to learn how to survive because you cant go invulnerable.
In my opinion giving pyros kritz is like putting a hamster on those little wheels they have in their cages they run run run run run and go absolutely no where...
Demos Heavys Soldiers Even a good scout has use for it. You don't have to choose specifically which you need to use for what situation i honestly always roll kritz with demos just because they can sticky detonate whenever they would like. Before popping the kritz make sure there are enemies around and about because no one likes to waste these things :(. In addition to knowing they are there pop it before you turn the corner so they have no time to react its like a WHAM BAM THANK YOU MA'AM type deal.
Keep in mind if you're defending first round use Kritz then switch off if you need to for medigun. Utterly destroying your opponent right when the gates open leaving them speechless makes a great defensive because half the time you get them before the medic pops ubers.
*Kritz for offense is for advance users only* (JK) this just takes time to get use to and learn the play style to successfully push with using kritz and not a medigun. Medic takes time to become good with patience is needed if you don't have that then sorry :(
Hope my tips help some. If anyone wants to hear what i have to say for Demos and Scouts let me know.
{CLR} ObiTroy
31st Mar 2010, 11:49 AM
...
In my opinion giving pyros kritz is like putting a hamster on those little wheels they have in their cages they run run run run run and go absolutely no where...
...
+1. Please don't kritx me if I'm a pyro. Please.
gldisater
31st Mar 2010, 01:42 PM
Snipers
Remember that proper maintenance of your rifle is important to continue reaching out to touch someone. To clean your rifle always use Tears of Uber-Ready Medics. Accept no substitutes. :D
GKhan
31st Mar 2010, 09:33 PM
Nice tips, the medic related ones really help me to improve myself as medic.
BTW i think i'm a good medic because i'm always keeping alive all my teammates instead of just keeping alive one of them.
When an enemy pyro comes arround, don't be afraid of running back, your teammates don't gonna die instantly and you can go back and extinguish the fire on them. But if you just stay there instead of running back, it's pretty sure that you're gonna die.
PD: I'm SO bad with the ubersaw =P. Supa i promess i'm gonna improve my ubersaw game and we're going to do the 2 uber medic thing.
It's really tricky express myself in english, but i think i'm improving my writing skills.
See you guys.
Supafly
1st Apr 2010, 08:33 AM
<3 Gkhan its okay we were doing great lmao until the stupid pyros came and with the compression blast :pissed:
But good job tho so far we need to keep doing that :D
Roffe
1st Apr 2010, 07:26 PM
FLANK FLANK FLANK! i cannot stress this enough, on say big maps like badwater basin, you hide and wait till you see 2+ enemies pass you, then when your sure your clear you sneak behind and crit their backs, they WILL die before they realize their getting damaged
thats ambushing btw. what the pyro is intended for
Dead_And_Gone
1st Apr 2010, 10:40 PM
Something was brought home with great fanfare tonight. Spies killed off the medics, most of which were near uber, time after time after time on my team. I was one of the medics.
We had pyro's, they just ran past us without once checking corners or holes for spies. Nor did they patrol. It was a very very bad round as a result. Up to 4 pyro's, and not one took on an anti-spy role. One guy went to pyro just to try to help protect the medics, but too little, too late.
You really don't know how discouraging it is to be ready for a uber run, and get backstabbed, and backstabbed, and backstabbed. And you see a pyro running past you to get to the soldier that he can see.
Yes, a good heavy or such will shoot back behind them to check for spies, but not when we are about to charge.
2 of the 4 medics said they weren't going to play it anymore for awhile, because of the constant deaths. Yes, the spies were good, but really, a decent pyro can make a huge difference.
My rant for the day. :twisted:
{CLR} ObiTroy
2nd Apr 2010, 08:28 AM
Sorry I didn't play last night, D&G... that would NOT have happenned had I played and was on your team.
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