• The Armory - Loadout and Gameplay Discussion
    298 replies, posted
[QUOTE=Totenkreuz;35044994]Why use a shotgun when I can keep using my minigun ?[/QUOTE] mobility. I can take out heavies with my flaregun without a problem.
[QUOTE=Kwikkicat;35045345]And if it wasn't? Community would go nuts about how OP it is... like Backburner or Phlog[/QUOTE] No, I get why it has a 3 rocket limit, but that's also why I don't use it. I need my 4 rockets.
[B]Scout[/B] - Scattergun, Lugermorph, Holy Mackerel Technically stock, but Luger looks better than the pistol, and Holy Mackerel, who DOESN'T want to use a fish as a lethal bat? [B]Soldier[/B] - Rocket Launcher, Shotgun, Equalizer Rocket launcher, alot like it, some prefer the Black Box, and other prefer the Liberty Launcher, but either way this is the best Launcher, Shotgun is great since I can't use backpacks what-so ever, and Equal is pretty self-explanatory. [B]Pyro[/B] - Degreaser, Shotgun, Axetinguisher Degreaser, or course, if the best flame thrower, and shotgun is more useful than flare gun is pyro-to-pyro situations, and well, Axetinguisher is pretty much a great axe under certain circumstances. [B]Demoman[/B] - Grenade Launcher, Sticky Bomb Launcher, Pan Grenade Launcher is better than Loch for me, since I can't hit anything with Loch and I mostly rely on the splash damage of the Grenade Launcher if it doesn't hit, Sticky because, well, Scottish Resistance IS useful in alot of circumstances, but sticky jumping is a big no-no, and Pan, well, it's fun. [B]Heavy[/B] - Iron Kurtain, Shotgun, Fists Nothing beats stock. [B]Engineer[/B] - Frontier Justice, Lugermorph, Wrench Frontier Justice beats any shotgun, hands down, and the crits are definitely useful. Luger, same reason as Scout, and Wrench, well, it's pretty much the best you can get. [B]Medic[/B] - Blutsager, Medigun, Ubersaw Blutsager is VERY useful because it gives health on hit, the Medigun gives pretty much the best ubers, and Ubersaw is the best saw, hands down. [B]Sniper[/B] - Sniper Rifle, SMG, Shahansha Sniper rifle is, well, stock, making it very useful, SMG is great, since well, it sure is better than a jar of pissor a, uhg, [I]Razorback[/I], and Shahansha,= not only looks great, it's also surprisingly useful. [B]Spy[/B] - Le' Etranger, Your Eternal Reward, Dead Ringer Technically, the Saharan Spy set, [I]VERY[/I] useful with Dead Ringer, since it Silences the Dead Ringers loud noise. Also very useful for killing Heavy-Medic pairs or large groups of people. [editline]7th March 2012[/editline] [QUOTE=Seiteki;35045390]No, I get why it has a 3 rocket limit, but that's also why I don't use it. I need my 4 rockets.[/QUOTE] Yea, I can't use only 3 rockets, 4 is the only way to go.
I kind of like how the cow mangler is like a super weak version of the bfg9000 That would be an interesting deal for the next quakecon
Oh boy TF2 time. [B]Scout[/B]: Scattergun/Shortstop, Pistol/Milk, Sandman/Mackeral I generally switch up each one depending on my mood. It always feels so good to kill an unaware Heavy/medic or combo with the fish. [B]Soldier[/B]: Stock RL/DH, Shotgun/Buff Banner, Equalizer/Whip I generally use the Direct hit, but on the days when I'm not really feeling my best I'll use Stock and as for the shotgun and buff banner I mainly use it with the Stock and the shotgun for my DH just in case I'm having trouble shooting someone. As for melee it all depends on my mood. [B]Pyro:[/B] Degreaser, Shotgun, Axetinguisher Self explanatory [I]Pybro[/I]: Backburner, Shotgun/flaregun, and HomeWrecker Spies be hatin' yo [B]Demoman[/B]: Grenade Launcher, Sticky/SR, Pan/Headtaker SL for offense, SR for defense [B]Demoknight[/B]: Grenade launcher, Targe, Headtaker, Or Demopan Splendid screen is dumb. [B]Heavy[/B]: Iron Kurtain, Shotgun/Sandvich, any fists I'll use the shotgun if I'm alone and the sandvich if I have a pocket medic. [B]Engie:[/B] Shotgun/Widowmaker, Wrangler/Lugermorph, Jag/Gunslinger Luger and Widowmaker if I'm using the Gunslinger. [B]Medic:[/B] Blutsauger, Kritz/Stock, UberSaw Nothing too special. Really helps against W+M1 pyros and Scouts. [B]Sniper[/B]: Stock/Machina, SMG, Shiv I'm not that good as a Sniper but I try to not use the machina as the sydney Sleeper mk 2 [B]Spy[/B]: Saharan Spy with the enthusiasts time piece, or Stock (with the reskins) Edit: Forgot Medic. Derp.
Rocket jumper + mantreads + market gardener. The loadout of kings. On a serious note, LOVE the blutsauger, I tend to go full retard and rush in a bit too much as a medic and that things health saved my ass so much I cant not use it. Plus it makes you invincible against w m1 pyros. Also love the FUCK outta the ambassador, the crits are soo satisfying when you land them. 2 shotting soldiers is amazing.
Loch-n-Load, Chargin' Targe and Headless Horseless Horsemann's Headtaker. :v: When you start practicing your aim with the Loch-n-Load it becomes really damn satisfying, just because it one-shots 125 HP classes most of the time. It's also priceless on payload on defense, when everyone's busy pushing the cart. The faster projectiles also mean you can take out sentries from a distance, since they will always go down in two shots, even if an Engineer is actively repairing them. Targe is useful as hell because it increases your survivability quite a lot, and it allows for quick getaways when things get hot. And I stopped using the Eyelander for quite a while until now, I forgot how satisfying it is once you get up to 4 heads. Plus it works well with the Loch-n-Load because once you manage to hit an enemy with a grenade, you can usually finish them with a single swing, and they never see it coming.
I might have to stop using the caber. I see people really promoting using the Eyelander/HHHH. I'd have a HHHH, but I don't have the metal to craft one.
On the topic of the DA, a lot of people neglect to note the thing has the longest melee reach of all. I've used it a lot of times on unsuspecting enemy scouts with great hilarity :v:
Right now I use the direct hit and the shotgun with the equalizer I feel so INTENSE when I use it. and presently I use the grenade launcher, scottish resistance and the objector sign
loch n load, sticky launcher, conscientious objector sticky launcher as a primary, lnl as a fallback and scoutfuck, objector for smashing things in non-explosive style #swag
[b]Scout:[/b] Tasty, tasty vanilla loadout. [b]Demo:[/b] Grenade Launcher, ScoRes, Bottle/Caber/Skullcutter (for defense) You gotta love Demoman. His grenade launcher's like a bloody great sledgehammer, smashing through the most powerful of classes and nests. And if they've got a Medic to push past your barrage, you've got a bunch of carpets from the ScoRes to clean them up. [b]Medic:[/b] Crossbow, Medigun/Kritzkrieg (Defense), Amputator Medieval Medic set gives +1 health regeneration, making it hard to die unless you jump out from behind your healing target and start waving your beak around screaming.
Family Business is fun. They never expect the Heavy to pull out a shotgun anymore.
Loch-n-Load is clearly better than Gl in every single occasion. Except Dustbowl, where the chances of winning are directly proportional to the amount of grenade spam.
[QUOTE=Seiteki;35046305]I might have to stop using the caber. I see people really promoting using the Eyelander/HHHH. I'd have a HHHH, but I don't have the metal to craft one.[/QUOTE]But you can't act out "an eye for an eye" without the Caber.
[B]Pyro:[/B] Degreaser, Reserve/Flare, Postal It's tons of fun. Honestly it's kinda hard against good players. And I love the screams "You fucking puff and sting motherfucker noob, lear to play". Music to my ears.
[QUOTE=Totenkreuz;35044994]Why use a shotgun when I can keep using my minigun ?[/QUOTE] because it makes you far less prone to being ambushed when on the move, think about and next time you play count how many times you've been killed before you've revved up, then maybe you'll think agian
[B]Scout[/B] - Scattergun/Pistol/Sandman Usually go for a sandman stun, then use the scattergun to dish out the damage. Then use the pistol for midrange. The only problem is that the -15hp makes you a touch fragile. [B]Soldier 1[/B] - Black Box/Shotgun/Disciplinary Action [B]Soldier 2[/B] - Rocket launcher/Buff Banner/Disciplinary Action Black Box keeps me healthy when there are no medics around, Shotgun finishes people off when I use all my rockets, and the DA gets me and everyone else to the front line quicker. If I'm being kritzed by my friend I'll use the second loadout, the RL for the extra rocket, and destructive power with a kritz. Then the Buff Banner because a kritz will instantly fill my rage, and there's nothing better than minicrits for 10 seconds, full crits for 8 and then minicrits for another 10. [B]Pyro[/B] - Degreaser/Flare Gun/Axtinguisher Puff & Sting at close range, and crit-Flare at mid/long range, dishes out lots of damage extremely quickly. And if there are silly soldiers, I can always reflect that spam back at them. [B]Demo[/B] - Grenade Launcher/Sticky Launcher/Pan Explosions, and lots of them. Always guarantees a KD of at least 2 or 3. The pan is mainly for annoying my friend in the spawn. [B]Heavy[/B] - Iron Kurtain/Sandvich/GRU GRU get me there faster, Sandvich keeps my medic healthy, Iron Kurtain deals massive DPS. (There is a reason I have it described with 'Heavyiseasymode') [B]Engie 1[/B] - Shotgun/Wrangler/Jag [B]Engie 2[/B] - Shotgun/Wrangler/Gunslinger Shotgun deals damage, to people away from my sentry. I can't be doing with only 3 shots, or even worse, not being able to shoot without metal. Wrangler makes either type of sentry much more powerful, with the Jag lets me resist ubers with ease, and with the gunslinger annoy people much more effectively. Jag is obviously for a more defensive static position, gunslinger for running around annoying the hell out of people. [B]Medic[/B] - Syringe Gun/Medigun/Vitasaw I usually only go medic if it's clear we will lose if I don't. Syringe gun really just a last resort, medigun so I can get serious ubers off. And vitasaw because I die with (nearly) full uber more often than I would like to admit. [B]Sniper 1[/B] - Huntsman/Jarate/Bushwacka [B]Sniper 2[/B] - Machina/Jarate/Bushwacka Huntsman sniper is my 'fun' class, just aim at head height and watch the kills roll in! Jarate rakes in loads of assists, and the bushwacka destroys spies (and anyone else that gets a bit too close) If I want to play srsbsns sniper I'll switch to the Machina, so I can do more damage and get the amazing feeling of penetrate headshots every so often. [B]Spy[/B] - Ambassador/Timepiece/YER OMG no dead ringer, enforcer OR spycicle. And yet, I still do extremely well. I think it's because the IW forces you to go in for the kill, and then focus on getting out safely and doing it again. So I spend most of my time killing, rather than dicking about with the dead ringer. (Even though I may actually DIE more) The ambassador lets me headshot pesky razorbackers, or occasionally ninja headshot scouts and pyros. The YER lets me not worry about disguises, and freely stab in front of sentries, and even less observant people - even though getting a disguise is then more tricky.
My loadouts are pretty standard [B]Heavy[/B] Minigun + sandvich + KGB [B]Pyro[/B] Flamethrower + shotgun + powerjack/maul [B]Scout[/B] Scatter + lugermorph + objector [B]Demo[/B] Pipe + sticky + caber [B]Soldier[/B] Rocket launcher + shotgun + equalizer [B]Medic[/B] Overdose + medi(offense)/kritz (defense) + ubersaw [B]Spy[/B] Knife + revolver + timepiece [B]Sniper[/B] Sniepr rifle + SMG + objetor
[QUOTE=theharribokid;35047728]because it makes you far less prone to being ambushed when on the move, think about and next time you play count how many times you've been killed before you've revved up, then maybe you'll think agian[/QUOTE] Uhh..uhhh! I'm thinking, nope never or barely happens.
Got some real nice loadouts here. I usually have 2 loadouts per class, depending on the situation. [B]Scout (1)[/B]: Scattergun, Bonk! Atomic Punch, Sandman [B]Scout (2)[/B]: Shortstop, Mad Milk, Candy Cane [B]Soldier (1)[/B]: Rocket Launcher/Original, Shotgun, Equalizer [B]Soldier (2)[/B]: Direct Hit, Righteous Bison, Equalizer [B]Pyro (1)[/B]: Degreaser, Shotgun, Postal Pummeler [B]Pyro (2)[/B]: Phlogistinator, Manmelter, Sharpened Volcano Fragment [B]Demoman (1):[/B] Grenade Launcher, Chargin' Targe, Claidheamh Mor [B]Demoman (2):[/B] Grenade Launcher, Sticky Launcher, Scottish Handshake/Frying Pan [B]Heavy[/B]: Iron Curtain, Sandvich, GRU [B]Engineer (1)[/B]: Pomson 6000, Wrangler, Southern Hospitality [B]Engineer (2)[/B]: Frontier Justice, Lugermorph, Jag [B]Medic[/B]: Overdose, Medigun/Kritzkreig, Ubersaw [B]Sniper (1)[/B]: Bazaar Bargain, SMG, Shahanshah [B]Sniper (2)[/B]: Huntsman, Jarate, Bushwhacka/Tribalman's Shiv [B]Spy[/B]: L'Etranger, Big Earner, Cloak and Dagger/Enthusiast's Timepiece
[b]Soldier[/b] S. Rocket Launcher - S. Shotgun - Equalizer Simple and versatile. [b]Pyro[/b] Flamethrower - Detonator - Homewrecker Pretty much a defensive loadout but the Detonator jump allows you to be a little bit more aggresive [b]Demoman[/b] Grenade Launcher - Sticky Launcher - Bottle Vanilla rocks. [b]Heavy[/B] Minigun - S. Shotgun - G.R.U. The Shotgun and the G.R.U. are for a more versatile gameplay. [b]Engineer[/b] S. Shotgun - S. Pistol - Gunslinger My favourite loadout, you can be aggressive with the Shotgun and the Gunslinger, defende yourself with the Pistol and support your teammates with dispensers and teleporters. Three different playstyle in a single class, do you need anything else? [b]Medic[/b] Syringe Gun/Crusader's Crossbow - Medigun/Kritzkierg - Ubersaw The Crossbow and Kritzkierg choice is for defense. [b]Sniper[/b] Sniper Rifle - Jarate - Bushwacka Stay back enemy lines and support your teammates. If you get spotted by a Scout, for example, you can easily hide behind your heavy classes. [b]Spy[/b] Revolver/Ambassador - Knife - Dead Ringer You can really be aggressive with the Dead Ringer and go for some delicious bodyshot with the Revolver or nasty headshots with the Ambassador.
[QUOTE=Ian;35043848]I think the Machina is a pretty decent sniper rifle. :c[/QUOTE] No shit, it does more damage for sitting far away sniping. Which means snipers will die only when I bother to go on a sniper hunting quest.. with a shotgun. Oh the many completed quests.
[QUOTE=Citizen Insane;35047442]Family Business is fun. They never expect the Heavy to pull out a shotgun anymore.[/QUOTE] When I shotgun heavy, I prefer the stock shotgun. The decreased damage on the FB isn't worth the 2 extra shots.
I always use the Fan-o-War on Scout. Too often I'm at low health and have the jump on someone that I would otherwise feel confident in a surprise attack on. Sometimes it's nice to just smack that Soldier on your way by and see him in the kill feed while you're filling up at a dispenser. Also classic offensive engineer all the way. Shotgun, Pistol (wranglers never out of the question) and the Jag. Getting aggressive with a regular level 1 sentry gun just feels right to me. I always had the playstyle since the Sniper/Spy update. It's just nice to get a sentry in a real good spot and be able to whack it once if an enemy gets a good shot in before they die. Not to mention the option to upgrade and dig in to hold your teams progress while your attacking classes respawn. I'm working on getting more confident with the Widowmaker for some easy metal.
Here's a tip for scottish resistance: Throw it to places randomly. Its the best for scouts, and air juggling, basically. They always hit to them.
Okay... Scout 1: Scattergun, Bonk, Atomizer: I almost never use melee as the Scout, so for me it is an straight upgrade. Also getting past sentries and stuff for annoyance. Scout 2: FaN, Crit-a-Cola, Sandman: Glass cannon loadout mostly used for messing around. Scout 3: Special Delivery Set. 25 extra HP is nice. Scout 4: Number 1 Fan Set. The Winger needs a buff. Soldier 1: Rocket Launcher, Shotgun, Disciplinary Action: Standard issue soldier, fuck the Equalizer, I whip the Heavies into the frontlines. Plus, 147 damage crits at insane ranges are DELICIOUS. Soldier 2: Direct Hit, Buff Banner, Equalizer: Because I wanted to have an unlock-based loadout, and it is fairly effective, specially in medieval. Soldier 3: Cow Mangler, Bison, Half-Zantoichi: I AM A ROBOT FROM THE FUTURE loadout. Loads of fun. Soldier 4: Tank Burster set with Equalizer. Being hurt is good. Pyro 1: Backburner, Detonator, Backscratcher: Jump behind them, fuck their shit up, and SURVIVE. Nobody expects this Pyro. Pyro 2: Degreaser, Reserve Shooter, Postal Pummeler: Everybody uses this, but, still... Pyro 3: Phlogistinator, Manmelter, Volcano Fragment: Fire is surely fun. Pyro 4: Attendant Set with Shotgun: Still not trully comfortable about the Degreaser sets... Demoman 1: Stickybomb Launcher, Grenade Launcher, Ullapool Caber: Nothing to see here. Demoman 2: Expert's Ordnace with Scottish Resistance: Defensive Demo, pretty much just for fun/self-imposed challenge. Demoman 3: Arabian Demoknight. Change Melee weapon if required. Demoman 4: Sticky Jumper, Grenade Launcher and Eyelander: Fun for all snipers! Heavy 1: Sasha, Sandvich, G.R.U.: Nothing to see here folks. Heavy 2: Tomislav, Dalokohs, Holiday Punch: For messing around mostly. Heavy 3: Natascha, Family Business, K.G.B.: When I want a different feel. Heavy 4: Hibernating Bear Set. For medieval pretty much. Engineer 1: Shotgun, Wrangler, Jag: Standard defensive Engi. Engineer 2: Widowmaker, Pistol, Gunslinger: Standard combat Engi. Engineer 3: Pomsom, Short Circuit, Eureka Effect: Trollgineer. Engineer 4: Frontier Justice, Wrangler, Southern Hospitality: Another defensive Engi. Medic 1: Kritzkrieg, Syringe Gun, Ubersaw: Standard Kritz Medic. Medic 2: Medigun, Overdose, Ubersaw: Standard Über Medic. Medic 3: Medieval Medic with Quick-Fix: Patchwork Medic, for Medieval or Sudden Death. Medic 4: Quick-Fix, Blutsauger, Solemn Bow: Combat Medic, loads of fun when it is viable. Sniper 1: Sniper Rifle, Jarate, Bushwhacka: Do I need to explain? Sniper 2: Huntsman, Danger Shield, Shahansha: Medieval Sniper, and nice for tight maps. Sniper 3: Lawrence of Australia with SMG: Just for fun, pretty much. Sniper 4: Croc-O-Style Set. Pissing off aimbotters is awesome. Spy 1: Revolver, Dead Ringer, YER: Paranoia Spy, I'm really comfortable with this. Spy 2: Ambassador, Invis Watch, Knife: There are times when one has to be more professional. Spy 3: Diamondback, Invis Watch, Spycycle: Not bad, but I don't use it much either. Spy 4: Saharan Spy Set with Dead Ringer: Yup, I pretty much have 2 Spy sets instead of 4. All fun tho.
[QUOTE=Lefter;35049946]Here's a tip for scottish resistance: Throw it to places randomly. Its the best for scouts, and air juggling, basically. They always hit to them.[/QUOTE] Actually, I recommend actually placing them spread out on paths with heavy traffic. Don't concentrate them together and spread them out for maximum coverage. Place them in areas where people don't look, such as the ceiling or behind walls (as you would normally do with a normal Sticky Launcher). The main difference between the ScoRes and the Sticky Launcher is that you can distract your enemy with the Grenade Launcher enough so that they don't notice that the entire field is littered with ScoRes stickies. [media]http://www.youtube.com/watch?v=LBrCaeDsYNQ[/media]
[QUOTE=Eriorguez;35050993]Soldier 1: Rocket Launcher, Shotgun, Disciplinary Action: Standard issue soldier, fuck the Equalizer, I whip the Heavies into the frontlines. Plus, 147 damage crits at insane ranges are DELICIOUS.[/QUOTE] That reminds me of how rare Soldiers with the Disciplinary Action are, almost all of them use the Equalizer. I stopped using it since it doesn't one-hit 125 HP classes anymore, I mean, what's the point. :v: Disciplinary Action is way superior, you can support your team, get to the frontline quickly, it still does decent damage, it's humiliating AND it has an obscenely long melee range. I also get tons of crits with it, delicious critical spanking. It also works wonders in Medieval because you can easily hit enemies while staying out of their reach.
[QUOTE=_Kilburn;35051171]That reminds me of how rare Soldiers with the Disciplinary Action are, almost all of them use the Equalizer. I stopped using it since it doesn't one-hit 125 HP classes anymore, I mean, what's the point. :v: Disciplinary Action is way superior, you can support your team, get to the frontline quickly, it still does decent damage, it's humiliating AND it has an obscenely long melee range. I also get tons of crits with it, delicious critical spanking. It also works wonders in Medieval because you can easily hit enemies while staying out of their reach.[/QUOTE] I use the Disciplinary Action for all my Soldier loadouts cause it's just that damn awesome. I hate the Equalizer because I also use the Gunboats, whereas if I run out of rocket ammo and I need a Medic to heal me, I can't get heals. Also, the Equalizer's true potential only comes out when you're nearly dead, which is something I really don't like. The extra range plus the speed buff on the Disciplinary Action in itself is just amazing. You can get extra range on your Rocket Jumps due to the lateral speed it provides. It makes me credit to team and it crits so much as well that I named my whip the "Clit Whip".
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