• Personal Advice And Tips Thread
    54 replies, posted
You got tricks up your sleeve you think others don't know but should? Post them here at your leisure and comment on them, try them, improve them, what have you. As a Medic, your patient is a wall of flesh, so take cover behind it as if it were made of actual brick. Unless the patient is brick brained, that is. Otherwise just use nearby static scenery and actual walls. As Scout, if you didn't kill someone with two shots, and if there's 2 or more ways to get to him, haul ass and bust out of that other end to finish them off. They won't see it coming. Usually. Red Tape Recorder is heaven sent for sentry demolishing with teammates as it takes under 8 seconds for a level 3 to be reduced to a measly level 1 that mere 2 rockets or stickies will wreck. Theoretically allows your teammate's pushing pressure to destroy the unupgraded sentry. Want to be useful as sniper, but suck at headshotting? Sydney Sleeper will charge faster than default and most sniper rifles and a bodyshot takes the lazy sons of bitches out of commission for a moment. None of the Soldier melees intrigue you too much? Swap your shovel to Escape Plan, not only is it a direct upgrade, what with no damage downsides, you'll increase your chances of living another day as you retreat at almost scout's speed.
Flamethrower extension is a neat little trick for Pyros to catch up Medics or Scouts. Just let go of W for a fraction of a second or backpedal and your flames will reach a little bit farther so you'll be able to flare that pesky Scout later on. You can Crit Enemy Pyros with Flare by just holding M1 all the time and switching to Flare.
Remember: Going backwards reduces your speed Backpedaling is not helpful, it makes you slower, which makes it easier for enemies to catch you, which makes them do more damage with bullets
[QUOTE=ojcoolj;39656617]Remember: Going backwards reduces your speed Backpedaling is not helpful, it makes you slower, which makes it easier for enemies to catch you, which makes them do more damage with bullets[/QUOTE] Well, depends. If you're a faster class, backpedaling slightly slows down your escape but in return lets you deal damage to the guy who's chasing you. And if you're a Pyro caught in a derpy flamethrower duel, backpedaling makes your flames deal more damage than those of the guy chasing you because of how fire particles work or whatever, giving you an advantage. Tip: On Sawmill, take the rooftop route from spawn to your team's high entrance to the hill, but don't enter. Instead, look out over the water area and the wall separating it from the enemy side of the map. There's a 2fort sniper fence prop sticking out of that wall which hasn't been playerclipped, meaning you can jump onto it. If you do that and strafe as far to the left as possible without falling down, the vertical distance to the top of the wall is just low enough that you can get up by crouch-jumping, taking you to the roof overlooking the main hill entrance. Kinda tricky to pull off, but it's a neat spot to place teleporters and minisentries. [t]http://cloud-2.steampowered.com/ugc/560965477481217312/1B182272BC47FD606291DD3B767F09EF4465FD04/[/t]
Medic: If you're trying to uber a sentry nest, run in front of the sentry so your patient can get close to it without it being knocked back.
[B]Map tip[/B] Engineer on CTF_Turbine: When you go up there [T]http://www.tfportal.de/gfx/screenshots/tf2maps/turbine2.jpg[/T] Place your tp entrance on the intelligence, so that ennemy spies cant use it ! If they want to use the teleporter, they will grab the intelligence...
I remember one time on Dustbowl, the team had three Medics, I was a Heavy, and there were 4 sentries grouped together around the area One medic ubered me, making me invincible Another one Quick Fix'd me so I wouldn't take knockback And the third one ubered the second one so he wouldn't die We won It was glorious...
Heavy tip: Your fists are among the most powerful weapons in the game. What they lack in range, they make up for in raw power and speed. Fists are only outclassed by the backburner (if you were to only get criticals) and a kritz'd demoman with the sticky launcher, so you should exploit them at every opportunity. Fist wielding heavies (commonly referred to in the meta game as fistheavies) are able to stirke fear in to even the most experienced of tryhards as a direct result of this.
*snip*
As a serious Heavy player, I can say... [b]Be twitchy.[/b] Always be looking everywhere, and never stop moving. You'll be much harder to surprise or backstab and, interestingly enough, slightly harder to headshot. [b]Be bait.[/b] If you know a Spy's tailing you, lure him to get as close as possible before suddenly whipping around and swiss cheesing his face. If you're fast enough, they can't even Dead Ring. [b]Be crafty.[/b] Learn a map's layout and find ways to take unusual routes. Stick to high ground, and flank wherever possible. I've caught countless Scouts off guard this way. [b]Be jumpy.[/b] Jump while spinning up to maintain speed, jump around unpredictably if Snipers are about, jump onto a grenade or rocket to gain height advantage briefly. The list goes on. [b]Be prepared.[/b] In any case except when being pocketed, carry a shotgun of your choice. Spies and Scouts are more eager to attack you if they don't hear a minigun, and two shots will kill either. [b]Be paranoid.[/b] Even while spinning up, listen closely for certain sounds like rifles, revolvers, decloaks, scatterguns, or sentries. Take careful note of what you hear, and plan accordingly. Wear headphones for best effect. [b]Be stealthy.[/b] Avoid using any voice commands. Be silent until spotted or until you're in a prime position of attack to ambush almost anybody. Most will only prepare to fight a Heavy after they see or hear one. [b]Be smart.[/b] If you think you'll lose a fight, retreat around the nearest corner, or take some other form of cover. Force your foe to fight on your terms. Often they won't even give chase, leaving you alive.
the world doesnt need another sniper in our team.
[QUOTE=Metaru;39663930]the world doesnt need another sniper in our team.[/QUOTE] There's even the Uncle sam-ish spray: I WANT YOU TO PLAY MEDIC No team needs 6 snipers
As a Sniper, even a noscope bodyshot will ruin a rocket/sticky jumping enemy's day and momentum. Headshots work even better, but just focus on hitting them at all - it might save your medic from getting bombed. When going against a sentry nest as any class when ubered, please supress your "jump every time I shoot a sticky/rocket/rev up" reflex. So many times that ~pro~ demoman does this while I try to run in front of them to absorb sentry fire, but they have already been knocked far back. If you have a Huntsman and an enemy pyro is activating his Phlog charge, you have no excuse to not give him a well-timed taunt kill surprise. Never stops being hilarious either. Seriously, if a Pyro activates his Mmph in the open you do not have to run away. If you have any explosive weapons you can easily take half of his health or more the moment he comes out of it, and demomen have [i]no[/i] excuse for running away - place stickies at their feet.
If you and bigger attack power class spawn at the same time. Let him use the teleporter first. I.E.: You're a pyro and he's a demo
uninstall
[b]~ TELEPORTER ETIQUETTE TIME ~[/b] Teleporter priority should ALWAYS be: [b]Engineer who owns the Teleporter[/b] (to ensure his buildings stay built) [b]Other Engineers[/b] (to help defend the exit and fortify the frontlines) [b]Medic[/b] (to fortify the frontlines and provide the primary means for a push) [b]Heavy[/b] (to offset reduced speed and fortify the frontlines or defense) [b]Soldier[/b] (to offset reduced speed and fortify the frontlines) [b]Demoman[/b] (to fortify defense) [b]Pyro[/b] (to fortify the frontlines and check for Spies at the exit) [b]Spy[/b] (to allow faster access to enemy frontlines) [b]Sniper[/b] (to allow faster access to vantage points near the frontlines) [b]Scouts almost never actually need it, but don't be a douche and yell at them. Sometimes they need it to keep pressure on enemy Medics.[/b] If you see someone higher on the list than you trying to use the teleporter, let them. If you're waiting on it to recharge and someone higher than you approaches, allow them to take it and walk instead. If you see someone with a pocket Medic approach the teleporter, allow them both to go through one after the other, regardless of whether they're lower on the list or not. Medic knows what he's doing. And finally, never ever ever ever NEVER stand on a teleporter that hasn't yet connected to the other side. If you use it right as it comes online, you're wasting precious recharge time that the people respawning after you might need way more than you. See a non-functioning entrance? Move on. Walking is usually faster than waiting for teleporters to complete anyway.
The Engineer's pistol does great chip damage if you use it right, [del]and like the SMG, each crit bullet does 24 damage and in close range, 5 bullets fired in just over a second will drop any 125 class to 5hp. They're good as dead after that.[/del] [B]Crit pistols do 45 per hit and fuck up everything[/B] The Rescue Ranger's projecticles take time to hit, and thus it's not too hard to peek around a corner and expose yourself, which is when the enemy will plan to react to incoming fire. You can expose yourself and fire then hide again, to which the enemy will start preparing for your next appearance, only to be hit by the projectile a few moments later. Been a couple of times I've been able to peek corners and ledges and kill a Heavy that was fully spun up and aiming at where I previously was. [URL="http://cloud.steampowered.com/ugc/560961672057354339/3A3D2D2B0DF81F3EEB0484C4282FD4EADAD2E352/"]Example. I was on the lower set of stairs under the ledge.[/URL]
[QUOTE=Everything;39667366]Teleporter priority should [B]ALWAYS[/B] be:[/QUOTE] no
[QUOTE=SlickBlade;39667374]The Engineer's pistol does great chip damage if you use it right, and like the SMG, each crit bullet does 24 damage and in close range, 5 bullets fired in just over a second will drop any 125 class to 5hp. They're good as dead after that.[/QUOTE] Pistol crit bullets actually do 45 damage each. If an engy's critting with his pistol, it's really going to hurt.
[QUOTE=Everything;39663333]Avoid using any voice commands. Be silent until spotted or until you're in a prime position of attack to ambush almost anybody.[/QUOTE] NUUUUUUUUUUU WEAPOOON
Don't be afraid to fight back as a Medic. Most enemies will underestimate your Syringe Gun or even the Crossbow, therefore running in a predictable path towards you when you are seperated from your teammates. The Blutsauger is the best weapon for this backpedaling strategy, as it gives you health. The Crossbow is more of a weapon for holding the line until your teammates arrive, the bolts actually do somewhat high damage over distance, keeping enemies away very often unless they are pushing. I killed countless Heavies over distance with either primary because they didn't see me as a threat, so use that to your advantage. Don't hestitate to fall back though when it gets too hot, don't play hero. If you die less, you save your Übercharge and can obviously keep your teammates alive. So you will need to jump and dodge very often. Also, use your melee (high crit chance because of assists) against fast classes or those bad in close range combat: Scout (Hard to hit with primary, low health, careful when they use their Scattergun) Soldier (Only melee him when right next to him, as he will hestitate to shoot rockets right in front of him as it deals self-damage, forcing him to pull out either his shotgun or melee) Demoman (Same reason, careful when they try to stickytrap you, also don't fight Demoknights with melee) Spy (Low health, beware of facestabs, trickstabs or close range revolvers)
As a medic, if you're fully charged and have more than half your health chipped off in a mere second, pop it. Premature uber is better than none.
As a Pyro, if the enemy has ubered, try to airblast the Medic away from his patient.
[QUOTE=9Clockwork;39670808]As a Pyro, if the enemy has ubered, try to airblast the Medic away from his patient.[/QUOTE] I've tried this and it truly works so long as you don't get the PATIENT's attention.
[QUOTE=Mr. Magoolachub;39667391]no[/QUOTE] To elaborate, I think that that list is a good guideline, but always? Definitely not. What if you were a soldier on top of the scoreboard and the heavy was a junker of a player who had been on the bottom the whole game. You'd take it first, same with any class lower than heavy on that list in a similar scenario. What if the Engineer's sentry was dead and your point had just begun to be captured, well the Engineer isn't going to do jack shit by taking the tele in that situation, you'd be better off structuring it so a demo went through first, then a heavy or a soldier. What if it was a ctf map and a scout was running away with your intel, but the engy had a teleporter set up going out in to the map, well shit, I don't think sending an engy first would be a good idea, nor a medic, nor a etc etc etc. The scout would take it, because he has the best chance of catching up. Maybe a soldier or a demo due to their explosive jumping. Decent guideline? Yes. Always? Fuck no.
Never begin to buy strange weapons. You'll thank me later when you don't feel compelled to use the same items over and over.
Have fun and enjoy the game.
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Don't follow spies up stairs.
Don't build your sentry next to another sentry. It makes it easier for an enemy Demo or Soldier to kill two birds with one stone.
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