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 Post subject: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 11:27 am 
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CBWGaming.com presents the Ultimate TF2 Guide. We've been playing the stink out of the game since the beta was released a few weeks ago and have had lots of opportunity to put it through it's paces on our 3 TF2 servers.

Classes - TF2 has built upon the class system introduced in the original Team Fortress Classic. The classes are a great example of "rock - paper - scissors" in that each class has it's strengths and weaknesses that can be exploited by other classes. For example, the Heavy Weapons Guy is verystrong and has a powerful weapon, however he is slow and can be easy pickings for a sniper or spy. The best teams will be well balanced between classes to achieve the objectives of the map and gametype. There are 9 classes that can be played....

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Scout

Health: 125
Weapons: Shotgun, Pistol, Baseball bat

Strengths: Fastest moving player in the game... by far. This is the
perfect class for running intelligence back for the score or to run ahead
of your team to start capturing control points. His speed makes him a hard
target to hit (snipers) and he can often run right around enemy players
before they get a shot off. The scout can double jump which can allow him
to clear large gaps and change direction in mid air.

Weakness: Low health and lack of a big time weapon is his weakness.

Tips: Don't hang around for a fight... keep moving. If you need to duke it out, use your speed to your advantage - a circle strafe is your friend against anyone who is packing more firepower than you are... which is just about everyone!
Every map has a couple of spots where your double jump can be used effectively. A key one is the middle bridge on 2Fort. Head out to the battlements and double jump onto the center bridge roof and then again onto the enemy battlements. With any luck you can slip right into the ramp doorway and be on your way to grab the enemy intelligence.

Read the complete guide here...


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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 1:04 pm 
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Wicked write up Spive!!

Note:
Quote:
If you sense that enemy contact is inevitable, spool
the gun nearly up to speed by pressing the fire button once every second or
so - this makes sure that you can start unloading rounds into the enemy
without waiting for the gun to rev up to speed from scratch.


You don't need to do this,
Hold the right mouse button.. it brings the gun to full speed, but you walk slowly as if you were firing...

Tips for Pyro:

With Friendly Fire off, the Pyro is the #1 person for finding disguised spies....

Tips for Engineers:

1) Always build the dispenser first, as it will give you more build points to build other things, and is a big help in healing medics and others

2) At the very beginning of any level, immediately drop a Entrance Portal, run back into the spawn to refill your build points to 200, THEN head out into the fray....

3) Team up with another Engineer to drop a lvl 2 sentry really quickly....

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 1:34 pm 
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Cool... I'll add those (although I think I already had your #1 Engie tip).

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 3:05 pm 
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Good work on the guide. Here are some extra tips and a few mistakes I found.

Tips for soldier
Crouching while rocket jumping will increase your height.
Try and predict where the enemy will be when your rocket lands.

Tips for Pyro

As a pyro you cannot be set on fire, although you still take damage for a enemy pyro's flamethrower you will not burn afterwards. So when fighting another pyro it is usually best to take out the shotgun.

tips for demo

Hold left click with the sticky launcher to charge up and send them further.

Engineer corrections

(I think you may have copied this from my incorrect guide :D )
- Dispenser only costs 100 metal
- Teleporter costs 125
- sappers sap slower on higher level sentries

tips for medic

heal damaged teammates to get ubercharge faster.

tips for sniper

take down a Heavy Weapons Guy with one fully charged shot to the head.

tips for spy
Bumping into an enemy or getting shot while in cloak will make you slightly visible.

feel free to use all, none or some of these.

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 3:39 pm 
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Updated.

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 3:44 pm 
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sweet, except you wrote use alternate fire to launch the sticky bombs further but it's done by holding primary fire.

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 10:43 pm 
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Very Nice Spive

read through all of them this one point caught my attention though

Quote:
While cloaked, don't bump into the enemy or you'll lose your invisibility.


Your invisibility does not go away, its just the fact the enemy will ask why is there an invisible barrier blocking me.

Another thing that would be good for a tip is for the spy

- If spotted as an enemy bolt it and change the class immediately to something else because the enemy who saw you will most likely shoot the all of his teammates until he found you as that class.

Other than that one point amazing write up

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 10:46 pm 
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Python wrote:
Very Nice Spive

read through all of them this one point caught my attention though

Quote:
While cloaked, don't bump into the enemy or you'll lose your invisibility.


Your invisibility does not go away, its just the fact the enemy will ask why is there an invisible barrier blocking me.

Another thing that would be good for a tip is for the spy

- If spotted as an enemy bolt it and change the class immediately to something else because the enemy who saw you will most likely shoot the all of his teammates until he found you as that class.

Other than that one point amazing write up


You don't lose invisibility per se, but when you bump in to someone you can see the outline or the silhouette of the cloaked player in front of you. The same way you can see the player if he takes damage while he's cloaked.

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Thu Oct 11, 2007 11:09 pm 
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never knew that thought people were just puzzled by an invisible wall.

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Fri Oct 19, 2007 6:39 am 
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Nice guide Spive still missing a couple tips for my favorite Engineering class but well written.

I'd give those tips here but I'm keeping them on the downlow until after the tournament.... =D

I can't help it... I still need a bit of an advantage


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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Fri Oct 19, 2007 7:29 am 
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Welcome to the forums Malice. Some reason your post count is still at zero guess your post wasn't that important says the website, Nah im just jokin with ya man Mr. Nemesis for like 3 maps in a row :S but regardless have a seat and enjoy the scenery this is a good place and happy to see you here.

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Sat Oct 20, 2007 5:49 pm 
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good read!

i think the best thing engineers can do is swap their dispencers next to their sentries. it allows u to overlap over the dispencer and give good cover and its harder for snipers to hit u. another thing is when a spy saps my sentry and dispencer, i always fix my dispencer first. the sentry has more hp thant he dispencer so i like to keep the dispencer, which is helpful for the whole team, alive.

pyro should always run with short bursts of flamelauncher.

another easy way to detects spies is to get in a habbit of colliding with every team mate you see. if they go through you, thats ur team. if they collide, thats a spy.


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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Mon Oct 22, 2007 3:11 pm 
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Great read! I learned a lot! Some other tips follow.

Spy:
1) If you must quickly take down a sentry/disp/teleporter as a spy, sap it then shoot it. You'll lose your disguise, but the sentry will go down faster than the five second sapping delay which gives the engineer less time to repair it.
2) A disguised spy acquires the name of a player on the other team of the same class. Thus, if you see a teammate with your name, they're a spy! (No wait, maybe you're the spy! Just kidding.) Conversely, if you disguise yourself as a medic, beware of the opposing medics -- you might run into the player whose name you've acquired and your disguise will be blown.

Engineer:
1) On certain maps as an engineer, you can sort of "wall yourself in" with a dispenser, a sentry gun, and a wall/corner/ledge. The wall will keep spies from hitting you in the back. The dispenser will heal you and you can immediately repair the dispenser or sentry even if they get sapped. It's kind of boring to be stuck behind a gun and dispenser, but it will be very difficult to take your buildings or you down.
2) Sentry guns face the direction the engineer is facing when he builds them. Sentry guns fire faster in the direction they are facing. They will turn to fire on something behind them, but it takes a second to turn. Face your sentry guns toward the enemy. As claymores say: "Front Toward Enemy"
3) Similar to sentries, teleporters will eject their passengers facing the same direction the engineer was facing when placing the teleporter. It's often advantageous to align a teleporter so passengers will come out facing in the direction they need to go (ie, not facing a wall and not facing back towards home base.)
4) Very few people know that engineers can destroy their own buildings. After destroying your building, you can recover the metal and build it again in a better place. (I don't know if destroying a dispenser will do any damage like it used to in TF1.)

Demoman:
1) The demoman's primary weapon is difficult to use -- you have to actually hit your target or your grenades won't explode for a couple of seconds in which case, your target is long gone. Use sticky grenades all the time. If an enemy is charging at you, just lay the sticky in front of them then detonate it. If they're circle strafing, just lead them slightly, stick the grenade on the ground and they'll run over it. Detonate appropriately.
2) (unconfirmed) I've noticed that a lot of demomen have problems destroying teleporters (maybe all engineer buildings?) with the normal grenades. The grenades don't seem to always detonate when they hit the buildings and even then the splash damage seems to do minimal damage to buildings. Use sticky grenades to destroy buildings.
3) Demomen's sticky grenades can be detonated with the alt-fire button even if another weapon is selected. Thus, a demoman can lay an ambush then use his other weapons to do something else. For example, you can lay stickies on a capture point, then go offensive with the normal launcher. When you hear "CP is being captured" just press the right mouse button.

Medic:
1) Most people Uber heavies. This can be a waste of an Uber! With their barrel spinning, the heavies move so slowly they can't take much ground. They may be able to wipe out everyone in front of them, but they won't be able to adjust to a dynamic situation (such as a sentry gun far away out of range or behind some walls.) If I get Ubered as a heavy, I actually prefer to use my shotgun, then run at sentries to take them out. Soldiers are sometimes better choices for Ubers. They fire four rockets, then switch to shotgun doing maximal damage with maximal mobility.
2) Conversely, if you see a heavy/medic Uber combo, all you need to do is slow them down until the Uber runs out. Pop into view, get them to shoot at you, then hide. The heavy and medic will be moving so slowly, they won't take any ground. When the Uber runs out, attack them in earnest.
3) If you can't hide behind a wall, hide behind the person you're healing.

Scout:
1) The scout's scattergun is deadly at close range. The scout is fast enough to get close. You do the math.

Soldier:
1) Even at close range, the soldier's rockets take a moment to reach their target. Lead your target.

Sudden Death:
You cannot resupply during sudden death. Thus, medics and engineers are good sudden death classes because they can heal. As an engineer, build a dispenser first or you won't have enough metal to build anything else.

Long Live Four Team Spazzball!


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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Mon Oct 22, 2007 3:55 pm 
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Doomgoober... first off, welcome!! :D

Great tips... I'll add them to the guide. I particularly like the engineer one about boxing you in.... I got taken out with a spy last night even like that. I think he sapped both my dispenser and sentry, shot them both (like you mentioned) and killed me with his gun as well... all in about 2 seconds - he was efficient. Do engineers take damage from their own gear blowing up similar to soldiers and demomen taking damage from their own weapons? That would have explained why I died so soon.

On the sudden death point... I usually try to go medic if we don't have at least two on our team. Often it can be the difference between winning and losing the round having those healing powers handy.

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 Post subject: Re: The Ultimate TF2 Guide
PostPosted: Mon Oct 22, 2007 7:53 pm 
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Hey, that's a great guide Spive. I'll have to try some of those tips.

I have a tip for the spy. Sometimes you can not simply keep sapping a sentry. An engineer will waste you first if he knows what he is doing. If you are trying to sap a sentry gun that has an engineering leaching to it, you can get both if you're fast enough. Stand behind the engineer, and sap the sentry through the engineer. Quickly switch to your knife and stab the engineer before he knows what is going on. Takes a bit of practice, but it really only requires a player to be fast with the hands.


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