Strategy TF2

Started by KKND, October 13, 2007, 10:11:17 AM

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KKND

For class-specific strategies, please see the individual pages for each class.
 
  • Don't pick up enemies' weapons after they die unless you are running out of ammunition.  The engineer on your team can pick it up and retrieve metal from it.  Also, the heavy and pyro can run out of ammo quickly, so leave some for them to pick up as well.
  • Soldiers and demomen can use their rockets and sticky bombs, respectively, to injure themselves during the setup phase of a match to allow medics to fill their ÜberCharge meter faster. Note that it is more effective to shoot at a wall than at the ground to avoid wasting time airborne.
  • Don't grab the teleporter when a heavy is nearby; let the slow guy use it!
  • If you want to switch classes while alive, go into your respawn room to switch without the death penalty. (Note! You can even do this on the Sudden Death rounds right at the beginning.)
  • The best teams are ones that are balanced. We all have our favourite classes, but before choosing one when you join on a server, it's best to check what your team is missing. Adding a fifth engineer is generally a lot worse than becoming the team's first medic.
  • Use voice chat and the radio hotkeys to keep close communication with your team! It's a team-based game and without good co-operation, it's not as much fun (and you have a better shot at losing the match).
  • As a spy, you can repeatedly sap a Sentry Gun or other device, and even with an engineer hitting it repeatedly with his wrench, it will die.  This is because the sapper does some damage during the two swings it takes to kill the sapper, and right after the sapper is killed you put another one, meaning constant damage and eventual death.  Just be careful he doesn't wise up and wrench you good!
Use all the space available while you are capturing a point (note: the space available to capture is not limited to the circle. The limits of the capture zone is the black/yellow line). If your teamates and you stay in a bunch, it will be easier for a soldier or a demoman to kill you and preventing the point capture

T-Bag

Don't greedily hang around the medics on the frontline to get the maximum health when there are players with low health being healed, it's better if you don't have to wait for them to respawn to make another push.
Be cautious about people heading the wrong way, familiarise yourself with who plays what class. Some people head back to get more ammo/health, so don't immediately assume they're a spy, but if your team arranges that everyone heading backwards shoots into the air etc then you can be sure they're not a spy.
If you see a spy try and find them, if you spot a spy they'll try and run, but they'll still be a threat, forcing them to go through the whole deal of respawning is better for your team. If they drop round a corner change disguise and head right back for you they're still a threat. If you're guarding your SG it's best not to go far, as spy I duck round a corner, change disguise and head straight for their sentry for easy points.
Take the medic out first! If a HW Guy comes round the corner with a medic charging him, there's nothing he'd like more than his medic to get ubercharged faster, so taking small amounts of health off him is what he wants. Take out that medic and you'll have stranded a slow heavy in the open, then you'll have a much easier time.
Juggling Hard Disks over concrete floors ends in tears 5% of the time.

Penfold

Nice post - some good info there :)


PEN