TF2 Strategy

Discussion in 'Games' started by Tyro D. Fox, Aug 15, 2012.

  1. Tyro D. Fox

    Tyro D. Fox Ho, hog, heg! I can does Game Dev thing, yes!
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    I kinda like looking through the guides on how to fight as a certain class and tips on useful application so I was wondering if any pony else had a few good tips.

    My Engie Tip: Make full use of the ability to move a sentry whenever you defend the room the intelligence is in. Place your sentry where it will likely kill something. Once you have caught something in your trap. Move it as quickly as you can to a new position in the room. The Jag helps to get the sentry up and running quickly.

    The advantage here is that your eliminating your opponents ability to prepare a plan of attack. They will likely not expect the sentry to have moved as most Engies like to set up and leave their sentries be. While they attempt to avoid your sentry, they will likely walk straight into it's new line of fire. I find it really useful on 2Fort.

    So, what nuggets of knowledge do you guys have?
     
  2. NotWhatWeExpected

    NotWhatWeExpected Today is tomorrow New Zealand
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    Baha...there is so much I could contribute to this thread...
    I'll start with Spy and Pyro. Maybe I'll add more later *shrugs*

    [size=+2]SPY[/size]
    I SEE SPY!

    Loadouts
    Dead Ringer + Butterfly* + L'Etranger
    Cloak and Dagger + Eternal Reward + Any Revolver
    Cloak + Butterfly* + Any Revolver
    *Butterfly can be replaced by the Spycicle, and I suggest you do this. It is the perfect anti pyro weapon, and it gives you a chance to get away before you are set on fire and your location is revealed.
    If you want to use the Red Tape Recorder, be my guest. That thing is hilarious for pissing off Engineers, but it takes longer to destroy sentries. Use it if you're having continual problems destroying an Engineer's equipment.

    Strategy

    You are not, I repeat, NOT the main aid of your team. At the most, you can cut the enemy's lines enough for your allies to pass through. Remember that you are a support class, not an Attack class.
    If there's 2+ spies on your team, please do not go spy and refer to my Pyro guide below.
    When disguising, I suggest choosing either Sniper, Pyro, or another Spy since they all run at the top speeds a Spy can go. I do not suggest Medic because people will expect you to heal them when you get nearby, and when you don't, they'll spycheck you.
    Seeing as you're a support class, do not be afraid to die. If you die, it would mean a lot less than if the Heavy + Medic pair on the bridge were to suddenly drop dead, so take chances! No, this does not mean get into a knife war with a Pyro, be smart about it.
    The Dead Ringer makes a HUGE bzzphwoo noise when uncloaking. Make sure you're a safe distance from your target so that you can still stab them without them being alerted to your presence.
    Improving upon the Dead Ringer note, ANY cloaks make noises when you uncloak, but you can be a bit closer if you're not using the dead ringer.

    [size=+2]PYRO[/size]
    HUDDA HUDDA!

    Loadouts
    Degreaser + Any Secondary + Axtinguisher (Or Postal Plumber)
    Flamethrower + Any Secondary + Any Melee
    Phlogistinator + Manmelter + Any Melee

    The Degreaser + Axtinguisher combo is good if you're having issues with Heavy + Medic pairings. If you're bad at targetting the medic, you can take down the heal target faster than the medic themself can heal them.
    When using all the default weapons, you have a fairly balanced level of weaponry. Go nuts!
    While I don't like the Phlog (no compression blast? get out.), some people tend to be pretty pro around corners and such with the crits. If you're gonna use this weapon, you have to use the Manmelter. Using the Manmelter's secondary puts out burning teammates, which is essential since you no longer have Compression Blast.

    While using Pyro, I prefer not using the Backburner. It's extra damage is nice, but the compression blast chews right through your ammo, and you're left with nothing to defend yourself.

    All the secondary weapons have their moments. The Detonator can be used for flare jumping, the Shotgun can be used for enemy pyros, the Reserve Shooter is good for airblasting, and the Scorch Shot is good for taking town faster classes by knocking them into the air so you can reach them.

    Now, choose your melee weapons carefully. The Back Scratcher is only good if your team has no medics. The extra health is a nice boost, but medics could possibly waste their time healing you while they could be out saving peoples' lives. The Powerjack is, again, good if you have no medics, but it's best to use a Back Scratcher in that case. The Homewrecker should only be used on defense if the enemy team has 2+ Spies and they are working together to wreck your Engineers' buildings. Although, even with this benefit, I suggest leaving it out anyways as you'd be more helpful killing the Spies rather than removing sappers. If you feel like messing around, you can use any of the Fire Axe reskins, but I always suggest using the Third Degree if you have no other choices. This weapons has no drawbacks, so it's better than just using the default weapon.

    Strategy

    For the love of god, COMPRESSION BLAST! If a burning teammate runs up to you, right click them! They'll definitely thank you afterwards for saving their life.
    If you're fighting another Pyro without the shotgun, compression blast them when they get close to you. It will disorient them and give you time to burn them as they come down, seeing as they cannot change their direction.
    If you hear a spy uncloak, get your W + M1 buttons ready and start running around burning everyone. Pyros who don't spycheck rustle my jimmies.


    Well, there's my two cents :derpe:
     
  3. Blackjack

    Blackjack Deactivated Account
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    That stratagy sucks.
    Pyro loadout is as follows:


    No medics, CTF or just feeling badass:
    Degreaser + Shotgun + Backscratcher

    The degreaser is the best flamethrower, as the instant weapon change lets you do combos that insta kill most classes, the backscratcher's extra health is... godlike, especially if you're moving around a lot. The shotgun is the most all round secondary, letting you beat other pyros and certain classes with more ease.

    If you're feeling in a juggly mood, equip the Reserve Shooter, but do mind that it must not be used in the same way as the shotgun, but if you go into a massive group of people, airblast them all and quickly reserve shooter them, you normally rack up a large amount of damage and a few kills. Then you run off and get full health from a tiny healthpack BECAUSE BACKSCRATCHER IS JUST THAT DARN AWESOME.

    Feel free to set a heavy on fire then run around in circles meleeing him, most heavies are complete IDIOTS so for surprise attacks on larger classes, melee is a must.
    If you can airblast them into a corner, melee, airblast, melee, airblast, melee, you can kill most classes.

    As for the axtinguisher, it removes the element of surprise as you have to set them on fire first, and that takes time and by the time you've done that, they've probably gotten away. Unless there's a corner nearby. In which case, same tactic for a faster kill.
    And as the backscratcher does crits 1/5 of the time, which is the exact same damage as an axtingisher, it seems to level them out as the axe being a crutch weapon.

    Powerjack is for when there are medics.
    Preferable with the polycount hat.
    Just use the speed and keep away from scouts, the 10% damage is a monster with the scatter.

    For the love of GOD, never use the following:

    Philoginator
    Manmelter
    Third Degree

    I mean...
    Just don't, okay?

    If your aim is good 'nuff use the flare gun instead of the shotgun, the crit at close range usually helps.
    But I prefer the detonator, although on contact it's only mini crits, noone sees the damage difference, the afterburn usually kills them, and there are few greater feelings than detonating it in an engie nest or the other group and hearing a hundred DING DING DING DING, knowing that you're making them go HOLYSHIET ITS FIER OMG.

    Remember: weaker players really fear fire, they run if set on fire. Keep that in mind. If you just detonated that sniper and he keeps his position, run like hell. He can probably shoot you. Well.

    If you're spychecking, don't HOLD DOWN THE MOUSE, you waste a f***ton of ammo, just do short bursts, the particles cause fire damage, if you hear the 'you hit something you can burn' noise, burn the crap out of them, and airblast them over healthpacks so they can't go invisible on you.

    Oh yeah, put out teammates.
     
    #3 Blackjack, Aug 15, 2012
    Last edited: Aug 15, 2012
  4. NotWhatWeExpected

    NotWhatWeExpected Today is tomorrow New Zealand
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    [​IMG]
     
  5. Tyro D. Fox

    Tyro D. Fox Ho, hog, heg! I can does Game Dev thing, yes!
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    Easy, guys. Both would probably work but how about my turn?

    My Engineer Tactics

    Defensive Loadout:

    Primary: Pomson 6000 - It has nearly nothing to hold it back except it's ammo capacity and reload time. However, the ability to sap from Spies and Medics is fantastic. Furthermore, it acts more like a rifle, allowing the Engie to attempt to pick of targets at a greater distance without any worry of running out of ammo. The only other problem is learning to compensate for the slow speed of each 'energy bullet' as it fires like a Rocket Launcher.

    Secondary: Pistol - When the Pomson runs low and you need to retreat, the Pistol's good for covering fire.

    Melee: The Jag - The ability to put up defences quickly is far, far more useful to my usual strategy detailed above than the ability to deal with Spies easier. That is what the Pomson is for.

    With this set, the Engineer is able to still take shots at oncoming enemies at his leisure without having to distance himself to much from his nest. The Pomson is able to soften up the two most dangerous team mates for your Sentry gun, the Spy and and the Medic, by limiting their special abilities. Making a Spy run when his clock has run out or a Medic and his Patient get mowed down by Sentry fire is an invaluable ability if you can make the shot count.

    Offensive Loadout:

    Primary: The Frontier Justice - While it won't win much in the way of gun fights with it's small ammo capacity, it's the critical hit ability we want it for.

    Secondary: The Wrangler - There is very little that is more deadly in the game than a sentry being used like a mini-gun.

    Melee: The Gunslinger - What we need for this is a sentry that is cheep and can be set up very quickly. These sentries won't last very long and it's part of the point.

    Hat: Something stylish. I suggest the Texas Ten Gallon.

    Yes! This is the entirety of the Engie Update Set. What we're using it for it Crit Cultivation. You build a sentry right where it can cause as much pain as possible while still being somewhere it can be set up without damage. Switching to the Wrangler, proceed to unleash hell. While the Mini-Sentry isn't as powerful compared to it's larger, upgradeable brother, using the Wrangler increases it's fire-rate, making up for it. This is a far less accurate use of your Sentry but it does manage to not only place you and a mounted mini-gun under your control right in front of a battlefield of targets, it will also attract attention to the mini-sentry. Once a few kills have been made (you might have to refill your sentry's ammo), feel free to let your sentry be destroyed. They're cheep and you can't repair them. Besides, you should now switch to your crit charged shotgun to deal heavy damage to the enemies that killed your sentry. If you have enough of these kills, you might even be able to run into the thick of battle and take a few with you before you die.

    So...Anyone play Soldier?
     
    #5 Tyro D. Fox, Aug 15, 2012
    Last edited: Aug 15, 2012
  6. Blackjack

    Blackjack Deactivated Account
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    *evil stare*
     
  7. Tyro D. Fox

    Tyro D. Fox Ho, hog, heg! I can does Game Dev thing, yes!
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    I'm getting an evil stare because?
     
  8. NotWhatWeExpected

    NotWhatWeExpected Today is tomorrow New Zealand
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    Let's just say...the Pomson 3000 isn't exactly a desireable weapon...

    What's the point of stealing someone's uber/cloak when you can kill them instead?
     
  9. Tyro D. Fox

    Tyro D. Fox Ho, hog, heg! I can does Game Dev thing, yes!
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    That's what your sentry is for.
     
  10. Sparkypony

    Sparkypony Antisocial ponyality disorder

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    My Soldier

    Hat: Soldiers Stash

    Primary Weapon:Liberty Launcher :Reason :Faster rocket speed.

    Secondary Weapon :Stock Shotgun :Reason: Finishing weakened enemies.

    Melee Weapon: Market Gardener :Reason: Air crits.
     
  11. Tyro D. Fox

    Tyro D. Fox Ho, hog, heg! I can does Game Dev thing, yes!
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    Ooo...I really like the Begger's Bazooka. It's awful for almost everything at long range of course but it's so handy to have for close encounters. So much fun to round a corner and just let it blow everything up.
     
  12. Laydee Kaze

    Laydee Kaze Practically Part of the Site Itself

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    Was going to post about Spy tactics but I'll do Scout instead since nobody has done him yet x3

    The Scattergun is REALLY powerful if used correctly. A lot of people tend to just use scout because he's the fastest class... but running and shooting everywhere just wastes ammo. Use the Scattergun with closer ranged targets... Ones you can actually hit. For the longer range ones, use a pistol, as it tends to deal a fair bit more damage than a distanced scatter.

    I use the atomizer for my bat, as it tends to help a lot when you mis-judge a jump and just skim from missing it. xD
     

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