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Refugee Gaming • View topic - How to Not Suck at TF2 Guide

How to Not Suck at TF2 Guide

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How to Not Suck at TF2 Guide

Postby TheGreyLock » Fri Aug 20, 2010 3:43 pm

Lesson One: The Scout

My inferred biography:

The Scout was born in South Boston with many older brothers. Whether or not every brother shared the same father is debatable. His toughness comes from needing to prove himself and stand out from his brothers. Personally I like to think he became a mercenary trying to make money for his mother after he failed to land a deal with the Boston Red Sox. The Bonk! company considers sponsoring him.

Overview:

Besides the obvious capping of points and intelligence, the Scout is excellent at a tactic that is almost never even considered in tutorials and tactical videos. That tactic is distraction. That is something that can eat up precious time if the attacking team is preoccupied with a RED Scout running about poking at them with his Pistol. One or two of these near the first point after it has been capped should be fine as long as the Scouts focus only on poking at the enemy and avoiding all attacks instead of killing them. If that happens, the tactic won't work for very long.

Scattergun - The most reliable weapon at his disposal. This should definitely be used if the pistol is not equipped as well. Two point blank shots will kill nearly every class. Three or four to the back of an oblivious Heavy will almost always work as well, especially if he is firing his gun at your teammates.

Force-a-Nature - This weapon is very useful for hit and run tactics such as moving a Heavy out of the way while running to cap intel. Another fantastic usage of the knockback is on maps that have pits of death. One shot will knock any player very far into oblivion. Also remember that you should aim both shots individually rather than holding down M1 trying to shoot them twice. For example chasing down a Demoman. Shoot him at an angle into the air, hold onto your other shell while continuing to run forward and use your other shot right before he hits the ground. It's a surprisingly accurate weapon.

Pistol - This should be almost always equipped, as the drink based secondary items are far too situational (more on that later). The pistol is great for messing with a Sniper's aim when running him down. Another great use is to distract the attention of a strong force, such as a Heavy Medic pair to you as the rest of your team can focus their forces on them. If you've shot a player once or twice with your Scattergun and they run off, it's obvious that they are low on health. The pistol does around fifteen points of damage, therefore if you focus your aim on your victim running away, you should easily be able to gun them down.

Bonk! Energy Drink - This is a very situational "weapon" that should only be equipped in game for specific situations and then swiftly changed back to the Pistol. If your team can manage a little bit of teamwork, it is an easy way to take down a Sentry. Run after drinking the Bonk as close to the Sentry as you can and keep your teammate out of the line of fire. If this tactic was used more, maps like 2fort wouldn't be considered such a turtle of a map. Another use of Bonk is to drink it while on fire to avoid burning to death and using it to block the movement of Ubercharges. Also you can still taunt kill with the Sandman. That's satisfying.

Crit-a-Cola - This drink if used in the right hands can be a lethal force. The main key to it is to not be hit by ANYTHING. Your biggest enemy while Cola'd is splash damage from rockets and rolling grenades (ones that didn't hit any player and detonate after rolling on the ground). This should NEVER be used together with the Force-a-Nature as the amount of shots you can get off is far less, making the cons outweigh the pros considerably. Only use this during ambushes from the back or the side where you are least likely to be stuck by retaliation.

Bat - The severely underrated vanilla baseball bat brings the Scout's health up to 125. While this does not seem like very much of an advantage over the Sandman, the extra health boost will reduce your fatality rate significantly due to it being a decent percentage of his base health points. It is extremely quiet in comparison to the other melee weapons, allowing you to kill unaware enemies without being noticed by their teammates. It is also an ideal weapon for killing Medics who are focused on healing.

Sandman - A fantastic substitute for the bat. The ball takes a little bit of time to get used to aiming, but it is far more than a ball you use to stun enemies with before killing them. The best use for the Sandman is to stun enemy Heavies and Soldiers being pocketed by Medics who are reeking havoc on your team, giving your team a window to focus their forces. Also Demomen are unable to detonate their Sticky Bombs while stunned. This can be used as an anti-sticky camping Demo tactic. Another use is using it while retreating or retrieving intel. Say you have the intel and a Soldier comes for you face to face, rather than trying to outstraffe him, it would be better to stun him and keep running. It's also useful for taking out Natascha Heavies (again TEAMWORK).
Last edited by TheGreyLock on Fri Aug 20, 2010 9:56 pm, edited 2 times in total.
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Re: Grey's School of TF2 (basic tactics for the newbie)

Postby RonDiaz » Fri Aug 20, 2010 3:59 pm

great post looking forward to more.
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Re: Grey's School of TF2 (basic tactics for the newbie)

Postby TheGreyLock » Fri Aug 20, 2010 7:14 pm

Lesson Two: The Soldier

My Inferred Biography:

The Soldier was involved in a small military conflict during his younger years when he was a long haired and unemployed bum. While he did nothing to assist any soldiers on either side, he believed that he was the hero of the battle. Due to his severely unstable mind, his entire personality flipped entirely in his attempt to become a perfect Soldier. However he was denied from every branch of the military. He lives his life denying being a civilian.

Overview:

The Soldier is the backbone of any good team. To be more accurate, a Soldier that doesn't simply spam rockets is the backbone of any good team. It's a great class for beginners to start out with due to his high health points and variety of weapons. Along with all that, the ability to access virtually every corner of the map with mastered rocket jumping is invaluable.

Rocket Launcher - Splash damage* is your friend. With this weapon the key is to always aim for your target's feet. If aimed well enough, it will bounce your victim into the air after dealing quite a bit of damage. While knocked into the air, this is the time to either airshot* them or to quickly whip out your shotgun and hit them with a shell or two to kill them. With the exception of Heavies, Demomen, and Soldiers, the latter is far more effective and reliable with even only one shot from the shotgun. To get crit rocjkets, you have to know that the more damage you do in a short period of time, the higher chance you have of getting a crit. This is very useful to know if you keep track of how many players you've gibbed since you last respawned. If you're not shooting, you better be reloading. With only four rockets loaded at a time, it's always important to be able to blast four in a given direction at any given time. That is a very VERY basic technique but its importance is paramount.

*airshot - knocking a player into the air by shooting at their feet and gibbing them in the air with another rocket
*splash damage - damage given from the explosion rather than the impact of the rocket

Direct Hit - For this, splash damage isn't going to do a thing. You should really only shoot if you know that the rocket will hit, otherwise you'll just be wasting your ammunition. I have found that it works best as an ambush weapon used from the side or behind on a single straggling player trying to run back up to the point. For this tactic to work, you'll need to move quickly from hiding spot to hiding spot due to everyone being alerted to where you are and what you're doing. You can also one hit many of the classes, even more likely for a quick pop if they had been in a firefight and were fleeing.

Shotgun - The staple weapon belonging to three classes is very useful with two or three clean shots taking out most classes. As mentioned above, it is a fantastic weapon substitute for rockets when enemies are close up and you want to avoid self damage. It is also the weapon switched to when under attack or attacking and all four rockets as used up but the pressure remains with no time for reloading. Unless you are a very advanced Soldier, it is advised to remain with the shotgun exclusively as the Soldier's secondary weapon. Reasons will be listed shortly.

Buff Banner - This is a weapon far more suited to offense than defense. There is really no practical use for it when defending as there is no reason to push. Remember that crits will count for adding to your rage meter, so a Kritz Medic will be very valuable to your rage meter. Remember if you are killed with your banner up, the effect will wear off immediately. Be sure to stand in back of your buffed teammates during the Banner so that they will protect you from being killed. You also receive an assist for every kill. TIP: It is possible for two Buff Banner Soldiers to continuously Buff each other and fill each others' rage meters in a similar fashion to the two Medics with two Ubersaws trick.

Gunboats - This is an equip that was most likely developed more for learning how to rocket jump and for doing tricks in general as the benefits are outweighed by far by the cons of not having a reliable secondary weapon like the shotgun. The Gunboats are the Soldier's version of the Razorback. It doesn't benefit your team or yourself and makes you seem silly. They're good for playing basketball though.

Shovel - Since the release of the Equalizer, this melee weapon's usage has fallen to oblivion. The reason behind this is that the Soldier was never considered to be a melee class. The only advantage that the shovel has over the Equalizer is that the damage is consistent and perhaps during these days of the Equalizer, an enemy player may mistake you for holding an Equalizer and treat you with more caution that necessary. That's really all that can be inferred at this point.

*In my opinion, the weapon should do nearly zero damage until the user has fifty or less health points at which point the extra power comes in, however the speed boost is completely unnecessary. Oh, and crits. Why does it have crits? That's just unnecessary.

Equalizer - While not broken, it seems to be a complete upgrade to the shovel, leaving no reason to use the old melee weapon. A popular use of the Equalizer is to get to the middle point as quickly as you can and then heal using what medpacks are around. Running for it with little health and carrying Intel works wonders as well, as you can still fire rockets simply by switching weapons. You will lose your speed boost when you switch, but you'll be better equipped for ranged battle. The Equalizer works great as a last stand and is most effective as an ambush weapon from the side or back. Doing this can easily rack up kills. The danger is to never run at someone head on as you will be dropped easily by half a clip from a Scout's pistol if you are at fifty health points. Oh IF THERE'S A MEDIC AROUND, PUT THIS AWAY. I'M SERIOUS.

Pain Train - No excuse to use this unless playing capture point. Far more often this is carried by the Demoman due to the Equalizer's power and speed boosts. While not widely used by Soldiers, it's good to have it as an option if the clock is getting short on time and you need to capture a point.
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Re: How to Not Suck at TF2 Guide

Postby Reverend Brown » Fri Aug 20, 2010 11:24 pm

Stickying this thread due to overwhelming awesome. Interesting read for those of us who don't steamroll with every (or any :jesus:) class.
With all the blood making a flood, you made your path by crossing us.
He who spits the fire seethes all he detests, decapitating, bloody creed.

Kirisute gomen.
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Re: How to Not Suck at TF2 Guide

Postby BlackArrow » Tue Aug 24, 2010 4:05 pm

Couple disagreements here, and points to add
The Direct Hit: A great weapon IF you can aim well. If you get it perfectly at their feet and bounce them up, airshots with the direct hit are insanely easy, so ti's almost a guaranteed airshot then. And airshots with the DH are mini-crits, and couple with the shotgun you can skeet shoot (bounce them up and shot gun them) which you can also do with the regular rocket launcher. However I personally prefer the regular rocket launcher, as my computer is laggy so I can't really do precise aiming at the moment...

Buff Banner: Depends what kind of soldier you are, I never use the shotgun anyway, i jsut reload my launcher and frantically fire when i'm out of loaded rockets... And it's useful on defense because you can push them BACK giving them more space that they have to push back through.
Gun Boats: Just aren't really meant for pubs, i only use them on 2fort because I rocket jump there a lot. In competitive tf2 soldiers have LOTS of jumps, and that's where the Gunboats make sense, just not really in public servers ;P
Shovel: Sometimes used by soldier because when they run out of ammo loaded while ubered they can simply switch to their shovel and keep the uber :)
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Re: How to Not Suck at TF2 Guide

Postby RonDiaz » Tue Aug 24, 2010 5:41 pm

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Re: How to Not Suck at TF2 Guide

Postby Song! » Fri Aug 27, 2010 4:18 pm

looking forward to a medic one *glare*
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Re: How to Not Suck at TF2 Guide

Postby RonDiaz » Fri Aug 27, 2010 4:20 pm

I wait as well with baited breath for the next installment :-)
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Re: How to Not Suck at TF2 Guide

Postby TheGreyLock » Sun Aug 29, 2010 5:26 pm

NOTE: I'M IN COLLEGE NOW AND SETTLING IN. THE PYRO LESSON SHOULD BE UP TOMORROW.
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Re: How to Not Suck at TF2 Guide

Postby zolso » Sun Aug 29, 2010 11:02 pm

mmmmmmmm cant wait for my fav class guide
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