• The Armory - Loadout and Gameplay Discussion
    298 replies, posted
Dead Ringer + Spycicle + Enforcer is best spy (Just kidding, Dont send the hounds on me) I prefer my Strange Knife + Enthusiasts with either Ambassador if my ping is ok or Enforcer/Regular Revolver if its not...
Any map with a lot of vertical room, particularly Hightower, I roll Cow Mangler + Gunboats + Equalizer(generally). Five rockets to jump around with and rain death with. Plus that map's so compact that there are only really so many spaces for Sentrys, though the minis are the only problem with the loadout.
Kritzkrieg + Offensive/Defensive class = lotsafun
I think the Machina is a pretty decent sniper rifle. :c
Also Rocket Launcher or Cow Mangler (depending on # of enemy engies and team support) + Gunboats + Market Gardner is loads of fun
I think I prefer the Solemn Vow over the ubersaw...
I'm shocked there's people here who appreciate the cow mangler. And even more shocked how mature and civil this topic has been so far.
[QUOTE=Speed Of Dark;35043874]I think I prefer the Solemn Vow over the ubersaw...[/QUOTE] It's nice knowing enemy health and relaying that to your teammates. I've been using the Solemn Vow for a little while now and it's always been useful.
The Cow Mangler is fucking awesome. And once you [del]get over the fact the particles suck[/del] get a mod to make the particles not suck, it's even [B]better[/B].
I drop ubers too often so I use the vita saw.
Five shots, and a shot that sets people on FIRE. Honestly, -15% damage isn't that big of a deal, especially when you get an extra. Valve needs to remove the reload debuff, as it's pretty much just a joke.
I think the Pain Train is a good melee weapon.
My loadouts: [B]Scout[/B]: Scattergun, Pistol, Atomizer [B]Soldier[/B]: Original, Shotgun, Equalizer [B]Pyro[/B]: Degreaser, Shotgun, Axtinguisher [B]Demoman[/B]: Grenade Launcher, Stickybomb Launcher, Ullapool Caber [B]Heavy[/B]: Tomislav, Sandvich, G.R.U. [B]Engineer[/B]: Widowmaker, Wrangler, Jag [B]Medic[/B]: Overdose, Medigun/Kritzkrieg, Ubersaw [B]Sniper[/B]: Machina, SMG, Shahanshah [B]Spy[/B]: Ambassador, Spy-cicle, Invis Watch As you might be able to tell I like min-maxing.
In my opinion, the Solemn Vow is the most useful melee for the Medic. Maybe because I use mostly the Quick-fix, the uber-related syringes aren't really useful with it having the fastest healing rate.
[QUOTE=Seiteki;35043808]Vanilla weapons are nice, but from a gameplay standpoint, some are obsolete now. The fireaxe and bonesaw.[/QUOTE] I still love my bonesaw. I's so satisfying getting a kill with it.
Would a scout with Short stop and bonk go better with the bat or the wrap assassin?
[b]Scout:[/b] Scatter, Pistol, Wrap Assassin [b]Soldier:[/b] Rocket Launcher, Buff Banner, Equalizer [b]Pyro:[/b] Degreaser, Shotgun/Flare, Third Degree [b]Demo:[/b] Grenade Launcher, Sticky Launcher, Pan [b]Heavy:[/b] Minigun, Sandvich, GRU [b]Engie:[/b] Widowmaker, Pistol, Gunslinger [b]Medic:[/b] Overdose, Kritzkrieg/Medigun, Ubersaw [b]Sniper:[/b] Sniper Rifle, Jarate, Bushwacka [b]Spy:[/b] Ambassador/Revolver, Knife, Timepeice
[QUOTE=cs_bunny;35043779]Vanilla weapons all the way. Except the Blutsauger, that thing is a godsend.[/QUOTE] Blutsauger is bad because a good medic should always be healing and that takes away from the medics survivability.
[QUOTE=ryfry99;35044829]Blutsauger is bad because a good medic should always be healing and that takes away from the medics survivability.[/QUOTE] Once my team mates died and I was the only one left on the point so I pulled my blutsauger out and killed three people coming at me and capped the point.
I still feel that Sydney Sleeper + SMG is one of the most fun combos you can play with, especially against other Snipers who are trying to be super srs MLG pr0s. Also, any love for Shotgun Heavies? :<
I find that the overdose, vanila medi-gun and ubersaw are the best weapons for the med. Also the syringe gun works too. Anything but the blutsauger, that health regen penalty can fuck up your survival chances pretty good.
[QUOTE=Seiteki;35043808]Vanilla weapons are nice, but from a gameplay standpoint, some are obsolete now. The fireaxe and bonesaw.[/QUOTE] They weren't useful to begin with, honestly if they released the game with only Engineer and Spy having melee slots I doubt anybody would have cared
Why use a shotgun when I can keep using my minigun ?
[u]Scout[/u] Loadout 1: Scattergun/Pistol/Bat Loadout 2: Scattergun/Bonk/Bat Loadout 3: Scattergun/Pistol/Atomizer Loadout 4: Scattergun/Bonk/Atomizer Any loadout besides #1 is almost never used, but there because they might be good for fucking around. Bonk and the Atomizer are the only acceptable alt. Scout items in my book. [u]Solider[/u] Loadout 1: Rocket Launcher/Shotgun/Equalizer <--Main loadout Loadout 2: Rocket Launcher/Gunboats/Equalizer <--Rocket jumping shenanigans Loadout 3: Rocket Launcher/Buff Banner/Equalizer <--Experimental loadout to see if the banner is worth using up inventory space. Loadout 4: Rocket Jumper/Gunboats/Equalizer <-- Rocket jumping practice loadout [u]Demoman[/u] Loadout 1: Grenade Launcher/Stickybomb Launcher/Ullapool Caber Loadout 2: Grenade Launcher/Stickybomb Launcher/Frying Pan <-- For slightly less explosive shenanigans Loadout 3: Grenade Launcher/Sticky Jumper/Ullapool Caber <-- Haven't gotten a Sticky Jumper yet Loadout 4: Grenade Launcher/Sticky Jumper/Frying Pan <-- Haven't gotten a Sticky Jumper yet [u]Engineer[/u] Loadout 1: Shotgun/Pistol/Wrench Loadout 2: Frontier Justice/Pistol/Wrench Loadout 3: N/A Loadout 4: N/A Never play anything besides Vanilla Engineer, though I occasionally swap his shotguns out. [u]Medic[/u] Loadout 1: Syringe Gun/Medi Gun/Ubersaw Loadout 2: Syringe Gun/Kritzkrieg/Ubersaw Loadout 3: Blutsauger/Medi Gun/Ubersaw <-- Experimental Loadout 4: Crusader's Crossbow/Medi Gun/Amputator <-- Experimental [u]Sniper[/u] Loadout 1: Sniper Rifle/SMG/Kukri Loadout 2: Sniper Rifle/Jarate/Bushwacka Loadout 3: Huntsman/Jarate/Bushwacka Loadout 4: Huntsman/SMG/Kukri No loadouts for Heavy, Pyro, or Spy, because I do not play them. [b]EVER[/b].
Is Loch-n-Load, Chargin' Targe and Ulapool Caber a good combination? I use it mostly for the bonus, but still I can get some kills from it, and die less.
After I got a strange smg, I can't seem to go back to using any other secondary for sniper. I mean, sure it's weak, but it is so useful against spies and finishing an enemy off if you miss a headshot, but still land some damage.
[QUOTE=Yakekuso;35045055]Is Loch-n-Load, Chargin' Targe and Ulapool Caber a good combination? I use it mostly for the bonus, but still I can get some kills from it, and die less.[/QUOTE] Grenade Launcher is better in basically every way
[QUOTE=t man;35045100]Grenade Launcher is better in basically every way[/QUOTE] I think the LnL is a pretty useful tool. I mean, the damage increase may seem small at a glance and you do lose the bounce, but it's still effective. GL direct hit: Base: 84&#8211;123 Crit: 270&#8211;330 LnL direct hit: Base: 103&#8211;147 Crit: 342&#8211;388 I almost always one-shot Scouts and other low health classes with it. Not to mention how you can take out a sentry with those two shots easily.
oh hey we're actually discussing TF2 [B]Scout[/B] - Scattergun/Pistol/Wrap Assassin Scattergun is the best primary, bar none. Pistol's usefulness can't be beat. Wrap Assassin has really nice utility. [B]Soldier[/B] - Original/Buff Banner/Disciplinary Action [B]OR[/B] Cow Mangler/Shotgun/Disciplinary Action I love the stock RL, and I feel I'm decent enough with it to not need my Shotgun. Buff Banner is insanely useful when playing with a great team, and the DA is just great for getting from A to B a little quicker. When I'm playing with a crappier team, I seem to do better with the Cow Mangler. 5 shots lets me spam a little more, Shotgun is a nice backup, and the DA is just the DA. [B]Pyro[/B] - Gas Jockey Gear, alternating between Shotgun and Flare Gun for secondary. The Degreaser's switch speed is perfection, the Powerjack is an excellent tool for the Pyro. The Shotgun is the perfect secondary, and the Flare Gun is the perfect Sidegrade. It's not which one I feel will be more useful, it's which one I feel like using that day. I do equally well with both, no matter my team's composition or theirs. [B]Demoman[/B] - Loch-n-Load/Scottish Resistance/Ullapool Caber [B]OR[/B] Wee Booties/Splendid Screen/Eyelander First loadout is for real demolitions. The Damage and Speed bonus provided by the LnL is fantastic, and you can never one-shot enough Scouts. You rarely need to spam if you can accurately hit your target. The ScoRes is useful for defending a small area while simultaneously being okay for stickyspamming. So long as you do that whole "area denial" thing correctly, you can be just as effective with the ScoRes as you are with the SL. Oh, and the Caber is just the best melee weapon ever. Plus, 10% fire resistance! Second loadout is obviously for fucking around. I love the Eyelander for demoknighting because it rewards you for actually killing people, whereas the Persuader is just "STEAL AMMO BOXES GET HEALTH." I also hate how he uses the saxxy animations for it. Ruins everything. [B]Heavy[/B] - Iron Kurtain/Shotgun/Fists A man's Heavy loadout. Stock is the only way to go. The other weapons simply don't provide the overall utility that the stock does. [B]Engineer[/B] - Frontier Justice/Pistol/Wrench [B]OR[/B] Frontier Justice/Pistol/Gunslinger Hate all you want, the Frontier Justice is amazing no matter what wrench you're using. If you can't kill an enemy in three shots, you need to be a bit more careful with your aiming. Plus, the Pistol can finish off any target you need to if the time comes. I mostly use the default wrench for normal Engineering because it looks aesthetically the best and it doesn't come with any silly gimmicks. Bleed is stupid (and I don't need Pyros fucking me up with flares), faster building speed is mathematically worthless, the Eureka Effect simply isn't worth it. I don't really need to explain the Gunslinger. It's just badass. It's a god damned [I]robot hand.[/I] [B]Medic[/B] - Blutsauger/Kritzkreig/Ubersaw I'll obviously switch mediguns if the need arises, but I almost always have my Kritz equipped. The Blutsauger is fantastic in a pinch, as if your patient dies, you have a fighting chance with the health recovery. The Kritzkreig is fantastic because of the faster charge rate and, in my experience, a random player will make better use of 100% crits than invulnerability. With a trusted patient, it all depends on the situation. Also, the Ubersaw just looks really fucking cool and I like the little bonus I get from meleeing people. :v: [B]Sniper[/B] - Bazaar Bargain/SMG/Shahanshah My latest obsession. Bazaar Bargain rewards you for playing well, while its downside is barely noticeable. People say that Jarate is the best secondary for Sniper, but I have yet to encounter a situation where being able to properly defend oneself is more useful than covering an enemy in piss and praying that you either get to melee him or her or that a teammate comes by and helps you out. The Shahanshah just looks really cool, and the bonus is nice. If you're in a melee fight as a Sniper, chances are you're on the verge of being fucked. Why not have a bit of an upper hand? [B]Spy[/B] - Revolver/Knife/Invis Watch Can't beat stock. No gimmicks, no bells and whistles, just a sexy gun, knife, and the best watch for utility. The only sidegrade I'd ever consider for Spy is the Ambassador, but every time I try it, I just switch back to the Revolver. Far more reliable than the Ambassador ever could be. Oh, and if you use your cloak efficiently and do your job as Spy (i.e. killing people), you should rarely, if ever, run out of cloak. It's fantastic. I guess that's that. :v:
[QUOTE=Seiteki;35043431]It's the 3 rocket limit that gets me.[/QUOTE] And if it wasn't? Community would go nuts about how OP it is... like Backburner or Phlog
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