I don't think I am really good but what do you people define as "good" at TF2? [sp] My most recent scores were 55 and 7 but TF2 isnt really a Kill-Death-Ratio game[/sp]
Actually helping your team?
How many kills you have is not an accurate measurement, as that just means you happen to be skilled at killing, but killing isn't the point of the game.
KDRs are especially stupid, since a shit sniper could easily get 20 kills without dying once, yet he may not be helping his team.
[QUOTE=Scarabix;32732243]Actually helping your team?[/QUOTE]
Good answer lol. (I myself do push the cart on goldrush when I am sniper tho)
[QUOTE=CakeMaster7;32732277]How many kills you have is not an accurate measurement, as that just means you happen to be skilled at killing, but killing isn't the point of the game.
KDRs are especially stupid, since a shit sniper could easily get 20 kills without dying once, yet he may not be helping his team.[/QUOTE]
Well I don't know what is considered a measurable way on tf2.
Does your team win often with your help? Yes? You are considered "good". No? Change to a class that isn't Sniper or Spy.
[QUOTE=CharlesMan;32732309]Does your team win often with your help? Yes? You are considered "good". No? Change to a class that isn't Sniper or Spy.[/QUOTE]
Nice answer.
facepunch is a bad place to ask this
Being a medic.
Pulling out a homewrecker when you notice a spy is constantly bullying your engineers. I do this alot, and they're very gracious for it.
But "good" in general is being supportive to your team.
[QUOTE=UntouchedShadow;32732403]Pulling out a homewrecker when you notice a spy is constantly bullying your engineers. I do this alot, and they're very gracious for it.
But "good" in general is being supportive to your team.[/QUOTE]
It feels good to pybro.
How to be helpful as any class when in your spawn.
If you see the teleporter entrance sapped, instead of just waiting for the engie to do something, quickswitch to Pyro, pull a homewrecker hit and switch to back to your usual class.
If you're a spy destructions matter more than kills
-Medic: how much you've healed is more important than kills
-Scout: Points capped is more important than kills
-Engie: Teleports is more important than kills
The other classes are only good at killing really.
[QUOTE=CharlesMan;32732309]Does your team win often with your help? Yes? You are considered "good". No? Change to a class that isn't Sniper or Spy.[/QUOTE]Not totally true, if you're a good Spy you can provide great support to your team, like when I backstab a Heavy Medic Combo so my teammates can move forward or when I wage my endless war with the Engineers and keep their sentries down.
Just don't be that useless Cloak and Dagger Spy who thinks he's useful camping the enemy spawn.
[QUOTE=Totenkreuz;32732520]If you're a spy destructions matter more than kills
-Medic: how much you've healed is more important than kills
-Scout: Points capped is more important than kills
-Engie: Teleports is more important than kills
The other classes are only good at killing really.[/QUOTE]
I don't usually disagree with you, but this only applies for CTF or 5CPs.
If you are a sniper with the machina and dont wait for full charge (headshot) whilst pushing the cart...
Is that good or just stupid?
[QUOTE=Charrax;32732629]If you are a sniper with the machina and dont wait for full charge (headshot) whilst pushing the cart...
Is that good or just stupid?[/QUOTE]
You can still be a very good player and help your team immensely, even on offence, with just the regular Sniper rifle if you're good at playing Sniper. The Baazar Bargain in the hands of an organic human aimbotter can also cause an in-game apocalypse. FPUK servers and its players are an example of this.
Actually you can pretty much be a good player regardless of your class/loadout if you're able to greatly assist your team.
[QUOTE=Scarabix;32732608]I don't usually disagree with you, but this only applies for CTF or 5CPs.[/QUOTE]
:0 you're right.....that's like 90% of what I play though.
[QUOTE=Charrax;32732629]If you are a sniper with the machina and dont wait for full charge (headshot) whilst pushing the cart...
Is that good or just stupid?[/QUOTE]
If your shot killed a valuable member of the other team, then all is well.
[B][I]TEAM[/I][/B] Fortress 2
Maybe we should play a few games together, then I could tell you more.
Until then, just based off statistics while playing on equal teams on a day where you're neither especially lucky or unlucky:
- if you're playing an attack class like Scout, Soldier, Pyro, Demo, Sniper or Spy: Is your K/D positive?
- as Scout, do you have control over entering and exiting a fight and can sneak up on key targets most of the time?
- as Soldier, can you use rocket-jumping efficiently in correspondence to the placement of medpacks on the map and can you knock people airborne with rockets if you want? Are you generally an independent carrier?
- as Pyro, can you burn around corners, deflect most projectiles and generally kill enemies quickly in close range? Are Spies crippling your Sentry nests all the time? Do you use your airblast to ruin ubercharges and keep enemies from capping points or the intel?
- as Demoman, can you fight on the frontlines while defending the intel, can you protect sentry nests from Spies, can you land a lot of direct hits with nades? Are you generally a good carrier on the defensive team and do you roughly know how many stickies you need for a certain distance to cross?
- as Heavy, do you feel like you can carry a somewhat competent team and do you throw your Sandvich often, if it is equipped? Do you think your health bonus overall outweighs your speed malus?
- as Engie, is it hard for you to find a good positioning for your sentry where it can assist your team/protect the objective without becoming a foreseeable target itself and without being destroyed before you level it out? Do you know about several spots to move your sentry around in order to keep a surprise factor when deffing the intel or pressing on with the Gunslinger? Can you fend off Spies and Demomen without the assistance of your team?
- as Medic, is your ubercharge:death ratio equal or positive? Can you fend off or escape most encounters with Spies, Scouts and Pyros? Do you generally have enough overview on the battlefield to have an educated opinion on who is winning and losing when it's better to retreat than to attack? If you notice your patient won't get far during this Ubercharge, do you use the last ~10% to pull out early? Is survival your top priority unless you're pretty certain you can do a very important or the last push?
- as Sniper, do you have a reflexive precise aim and do you know your target priority list at all times? Is dodging non-hitscan weapons a problem for you, are Spies and counter-Snipers a big problem for you, is the enemy often aware of you before you fired your first shot?
- as a Spy, can you trick the enemy team and escape if your cover is blown in most situations? Can you parkour the terrain to minimize fall damage and pull off acrobatics like changing your pathing just after cloaking, fooling the enemy you took another route, or even stairstabs?
Last but not least, do you receive angry messages/praise specifically aimed at you? Are people calling you OP? Do they swear to kill, maim and destroy everything you hold close and dear because of that Kritzcharge?
solo fortress 2
[QUOTE=Suttles;32733341]solo fortress 2[/QUOTE]
get back to your unusual trading 2
Getting tournament invites.
You are good at TF2 when you know the maps and medkit locations and other environmental stuff, smooth coordinated movement etc.
Then it's just surviving and dishing out as much damage as you possibly can. Not too complex.
I usually go by score-death-ratio. Kills do not show how good you are at Team Fortress 2, just how good you are in a fight. With the score, it shows if you've been more of a benefit to your team than the opponents, with the factoring in of your destructions, assists, ubers, backstabs, etc.
hats
I know I am a good TF2 player when my team is losing and when I switch class to medic we win.
Give your medic your SANDVICH [release][h2]YOU FAT FUCK[/h2][/release]
It's the little things that make you an asset to your team. One move is actually usually the reason between winning or losing, whether it's the spy that destroy the sentry nest or all the offensive classes on the team making a big push late in the game. If it wasn't a blowout, then it was probably one effort that did it.
It's simply a matter of hats.
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