I started off with medic and just followed heavy's around, then I branched out and played each class until I realised I enjoyed playing pyro, and just continually practiced reflects until I got good at the class.
Time to shed some light on the subject.
[b]Scout[/b]: He is [i]fast[/i] and armed with a shotgun. He can also double jump. He's shotgun at close range can kill any class(except heavy) in 2 blasts. But he has low health and is so fast that it's very [i]difficult[/i] to kill anything on the move
[b]Soldier[/b]: He is resilient. He has a [i]rocket[/i] launcher that does [i]nice[/i] damage over an area. He is also armed with a shotgun, nearly as good as the scout's shotgun. But he is slow, his rockets aren't [i]fast[/i], reloading for all his weapons are [i]slow[/i] and his shovel feels like [b]shit[/b].
[b]Pyro[/b]: Well balanced in everything except long range. He has a [i]nifty[/i] flamethrower which [i]burns[/i] people, in 3 seconds at most. It also comes with a [i]handy[/i] air blast which deflects rockets and grenades, plus, it can push people and extinguish team mates. And just for those moments, he has a shotgun. But half the time, he is more likely to be [i]shot[/i] down while charging and your air blast does no good if you can't time it right, which is more than half the time.
[b]Demoman[/b]: He has nice health, a grenade launcher that kills scouts, engineers, snipers and spies with 1 shot at point blank, and a stickybomb launcher which can be used to set [i]booby[/i] traps. But the grenade launcher does not explode on [i]contact[/i] unless it hits a person directly, sticky bombs can be easily displaced or destroyed by nearly [i]every[/i] class and the bottle also feels like [i]shit[/i]
[b]Heavy[/b]: He has [i]lots[/i] of health, a big gun, known as the mini gun, that can kill [i]nearly[/i] everything on sight at a medium range and a shotgun for those moments. But he is [i]slower[/i] than the soldier and is [i]very[/i] vulnerable to spies.
[b]Engineer[/b]: He is armed with a shotgun and a PDA which allows him to build the most [i]helpful[/i] tools for the team. He can build a sentry gun which can kill [i]almost[/i] anything in sight, a dispenser which [i]dispenses[/i] health, metal and ammo, and a teleporter, which [i]teleports[/i] people. But he has [i]low[/i] health, his sentry gun almost [i]always[/i] blows up in a matter of minutes from demomen, spies, soldiers and ubercharged heavies, his teleporter almost [i]always[/i] gets traced back and destroyed shortly after it becomes active and spies find it [i]funny[/i] to sap his buildings over and over again.
[b]Medic[/b]: Packed with health regeneration, a syringe gun(a [i]decent[/i] automatic weapon) and a medigun with heals people at a high rate, it also can be charged up to make mates, [i]invincible[/i]. But he also a [i]favorite[/i] target of the spies, pyroes will always render your mates invincibility [i]useless[/i] by air blasting them like crazy and his syringe gun fire at a [i]arc[/i] that makes it so hard to tell how he should aim.
[b]Sniper[/b]: Armed with a sniper rifle, which can kill [i]every[/i] class with a headshot with a full charge and kill scouts, engineers, spies and other snipers with a body shot at full charge. He also has a [i]SMG[/i] and a kukri which is just [i]awesome[/i] to swing around. But his sniper rifle requires to be zoomed in to charge and it takes [i]3 to 4 seconds[/i] to charge fully, and while he's still charging, he is an [i]easy[/i] target for spies, and his SMG feels like [i]crap[/i].
[b]Spy[/b]: He has a watch which makes him [i]completely[/i] invisible, a revolver which is [i]quite[/i] powerful and knife which kills [i]everyone[/i] when backstabbing. But he is [i]luck[/i] based.
This should help make the right decision.
Spy isn't "luck-based". At least not if you use the Dead Ringer effectively.
[editline]29th December 2010[/editline]
Charging the sniper rifle has nothing to do with vulnerability against spies.
[QUOTE=Tabarnaco;27045727]Charging the sniper rifle has nothing to do with vulnerability against spies.[/QUOTE]
It does, your FOV is smaller, thus, more blind spots for the spy to sneak on.
[QUOTE=Oblivious1;27045360]Time to shed some light on the subject.
[b]Scout[/b]: He is [i]fast[/i] and armed with a shotgun. He can also double jump. He's shotgun at close range can kill any class(except heavy) in 2 blasts. But he has low health and is so fast that it's very [i]difficult[/i] to kill anything on the move
[b]Soldier[/b]: He is resilient. He has a [i]rocket[/i] launcher that does [i]nice[/i] damage over an area. He is also armed with a shotgun, nearly as good as the scout's shotgun. But he is slow, his rockets aren't [i]fast[/i], reloading for all his weapons are [i]slow[/i] and his shovel feels like [b]shit[/b].
[b]Pyro[/b]: Well balanced in everything except long range. He has a [i]nifty[/i] flamethrower which [i]burns[/i] people, in 3 seconds at most. It also comes with a [i]handy[/i] air blast which deflects rockets and grenades, plus, it can push people and extinguish team mates. And just for those moments, he has a shotgun. But half the time, he is more likely to be [i]shot[/i] down while charging and your air blast does no good if you can't time it right, which is more than half the time.
[b]Demoman[/b]: He has nice health, a grenade launcher that kills scouts, engineers, snipers and spies with 1 shot at point blank, and a stickybomb launcher which can be used to set [i]booby[/i] traps. But the grenade launcher does not explode on [i]contact[/i] unless it hits a person directly, sticky bombs can be easily displaced or destroyed by nearly [i]every[/i] class and the bottle also feels like [i]shit[/i]
[b]Heavy[/b]: He has [i]lots[/i] of health, a big gun, known as the mini gun, that can kill [i]nearly[/i] everything on sight at a medium range and a shotgun for those moments. But he is [i]slower[/i] than the soldier and is [i]very[/i] vulnerable to spies.
[b]Engineer[/b]: He is armed with a shotgun and a PDA which allows him to build the most [i]helpful[/i] tools for the team. He can build a sentry gun which can kill [i]almost[/i] anything in sight, a dispenser which [i]dispenses[/i] health, metal and ammo, and a teleporter, which [i]teleports[/i] people. But he has [i]low[/i] health, his sentry gun almost [i]always[/i] blows up in a matter of minutes from demomen, spies, soldiers and ubercharged heavies, his teleporter almost [i]always[/i] gets traced back and destroyed shortly after it becomes active and spies find it [i]funny[/i] to sap his buildings over and over again.
[b]Medic[/b]: Packed with health regeneration, a syringe gun(a [i]decent[/i] automatic weapon) and a medigun with heals people at a high rate, it also can be charged up to make mates, [i]invincible[/i]. But he also a [i]favorite[/i] target of the spies, pyroes will always render your mates invincibility [i]useless[/i] by air blasting them like crazy and his syringe gun fire at a [i]arc[/i] that makes it so hard to tell how he should aim.
[b]Sniper[/b]: Armed with a sniper rifle, which can kill [i]every[/i] class with a headshot with a full charge and kill scouts, engineers, spies and other snipers with a body shot at full charge. He also has a [i]SMG[/i] and a kukri which is just [i]awesome[/i] to swing around. But his sniper rifle requires to be zoomed in to charge and it takes [i]3 to 4 seconds[/i] to charge fully, and while he's still charging, he is an [i]easy[/i] target for spies, and his SMG feels like [i]crap[/i].
[b]Spy[/b]: He has a watch which makes him [i]completely[/i] invisible, a revolver which is [i]quite[/i] powerful and knife which kills [i]everyone[/i] when backstabbing. But he is [i]luck[/i] based.
This should help make the right decision.[/QUOTE]
[i]Informative[/i]
Soldier. Just aim and spam rockets.
[QUOTE=Oblivious1;27046282]It does, your FOV is smaller, thus, more blind spots for the spy to sneak on.[/QUOTE]
Yeah, like your whole back isn't exposed THE WHOLE TIME.
So, OP, which one did you start with?
Soldier has one of the highest skill ceilings, but it is probably the best pick up and play class that will get you started.
Pyro anyone can set things on fire, getting kills is the hard part, despite what everyone says about the pyro it's not an easy class to kill with. Not a great starting class.
Heavy has a lot of health and high damage output but you will be shot at by everyone and you'll find it hard to put out the damage, best to steer clear of this class for the time being.
Medic is always helpful, not an easy class to play because once again you will be targeted by everyone but possibly the class you'll find yourself being the most constructive.
Scout is a difficult class to play in general, I'd go as far as to say it is the most skillful in the game because of what you have to work with, best to stay clear of this class until you're more experienced, having said that if you like games such as quake and UT then scout might well be the class for you.
Sniper if you like point and click adventure games this could be the class for you, but if your playing people like me i will be aiming for you regardless of skill level, lots of tf2 players share the same mindset.
Engineer build a gun that does all the killing for you, it's easy enough to start playing with, but it's does require quiet a bit of skill with regards to placement of buildings. Give it a go see how you get on.
Spy is a hit and miss class, it does require quiet a bit of skill / patients, and luck. If the team you're playing is wise to the spy class then you can have a torrid time, It is simple enough to get a kill or 2 but stringing a kill streak together is not easy, you'll often find that after 1 kill the entire team hunts you down. Not an entry class at all.
Demoman similar to the soldier but a bit harder, you can and will get kills with the class but weather you actually meant to kill the person is another matter. It's got a low entry level but like the soldier a high skill ceiling. you're better off picking soldier first.
that's my 2 cents
[QUOTE=Tabarnaco;27046768]Yeah, like your whole back isn't exposed THE WHOLE TIME.[/QUOTE]
So you are to say that you would snipe with a wall right behind you?
Thats where the gun comes in. Three quick shots and dead. Or better yet, back stab him. :P
spectator...
so you can see how people play, and get some tips :D
[sp]or you could just go Back burner pyro...[/sp]
[QUOTE=Detroit Matt;27011807]Medic. Your job as medic is to stay alive and heal teammates. You're forced to be highly alert and keep a good eye on your surroundings, which teaches you how to play. As you heal each class, you spend time watching that class and how it works. As medic, you play the role of "active spectator", which is to say you get a good look at the game and how it works, but without being bored at doing nothing.
When you get tired of Medic, Pyro or Engineer. Pyro's a simple class to use (Not so simple to master, but that's another story.) engineer teaches defensive tactics, and lets you observe the action when you're not babysitting your sentry. You also become more familiar with spies.
Heavy gives you tunnel vision when you're firing, which limits how much you learn from the things around you.
Scout dies too fast, so you get frustrated.
Soldier gives you a minimal sense of accomplishment unless you know what you're doing: Newbies will feel like they're just spamming rockets and doing no good
Sniper's too detached from the game.
Demoman suffers same as soldier.
Spy plays too differently from the other classes, is detached from the action, is weak in unskilled hands, and depends highly on luck.[/QUOTE]
This is pretty much dead on. When I first started playing, Medic was my primary with Scout pulling second. I had some small amount of fun as a Scout, but I learned, and still learn, far more playing as Medic. Your team also almost always appreciate a Medic, even if you're not very good. Even really bad Medics can heal a team mate who's on fire and at 4 HP.Just keep in mind that [i]you're[/i] the target. Everyone will be coming after [i]you[/i]. It can be a little daunting, but you get used to it and learn how to minimize exposure to enemies.
If you ever get enough of it, Pyro is another class that's always appreciated in games where Spies have been cropping up a lot on the enemy team, or in CTF. Even if you never leave the base, Spy checking around Engineer nests and around the base will help keep backstabs and breaches to a minimum, and your local Engineers will thank you when you save all their shit from a rampaging Spy.
I don't get why you all say Spy is luck based. I've played him for roughly 400-500 hours and still wouldn't say it's luck based. :v:
[QUOTE=TehBlueOne;27049631]I don't get why you all say Spy is luck based. I've played him for roughly 400-500 hours and still wouldn't say it's luck based. :v:[/QUOTE]
I feel sorry for you, bro!
heavy
[QUOTE=MILKE;27046330]Soldier. Just aim and spam rockets.[/QUOTE]
Well, you mean 'Demoman. No aim and spam grenades"?
[QUOTE=Imouto;27019586]Just follow this fool's proof guide
[img_thumb]http://i.imgur.com/KT4Ka.jpg[/img_thumb][/QUOTE]
:suicide:
[editline]29th December 2010[/editline]
Why so much hate on demoman in this thread?
Just because there is a severe lack in adequate skill in the general population of Demoman players does not condone the class to being a spamfest.
Same goes for Soldiers.
[QUOTE=Ian;27050414]:suicide:
[editline]29th December 2010[/editline]
Why so much hate on demoman in this thread?
Just because there is a severe lack in adequate skill in the general population of Demoman players does not condone the class to being a spamfest.
Same goes for Soldiers.[/QUOTE]
I don't see any hate on Demoman on that pic. Only tits in background.
[QUOTE=Joz;27050678]I don't see any hate on Demoman on that pic. Only tits in background.[/QUOTE]
"Do you want to win? - Yes, Can you aim? - No, Do you have any self respect? - *Picture of demoman* Kill yourself"
And how do spy and aim correlate?
Yeah, he has a revolver, but it's not like aim is the main focus of the class.
Oh, and I'd say soldier. Easy to pick up, and hell, even if you throw rockets about you're still putting out some damage and jumping into the fray.
Start out as a medic. Observe how your teammates move and play with the individual classes as you're staying back and healing them. Stick near the top scoring players and learn from them; once you've seen at least the basic abilities and functions of the classes you should branch out. Make sure to spend some time on all the classes once you feel that you're familiar with them, eventually you'll figure out what classes best suit your play-style. On a side note: If you're going to play or main spy you should try to familiarize yourself with the other class' movement patterns and habits.
[QUOTE=TehBlueOne;27049631]I don't get why you all say Spy is luck based. I've played him for roughly 400-500 hours and still wouldn't say it's luck based. :v:[/QUOTE]
Same here. It's luck based because of how the other team plays. They may have a turtle nest which the spy may never destroy. There might be a pyro who constantly stalks the place. Etc.
[QUOTE=Overseer No. 2;27062104]And how do spy and aim correlate?
Yeah, he has a revolver, but it's not like aim is the main focus of the class.[/QUOTE]
Don't forget the Ambassador. :colbert:
Click the one with the circling question mark, its the best class in the game.
the demoman is a good class. fuck you all.
[QUOTE=E-102 Gamma;27063674]Don't forget the Ambassador. :colbert:[/QUOTE]
I don`t forget about the knife.
[QUOTE=Oblivious1;27045360]Time to shed some light on the subject.[b]I..I just had to do it.[/b]
[b]Scout[/b]: He is [i]fast[/i] and armed with a shotgun. He can also double jump. He's shotgun at close range can kill any class(except heavy) in 2 blasts. But he has low health and is so fast that it's very [i]difficult[/i] to kill anything on the move [b]Did you just described Scout as a utterly useless class? And his speed and ability to shoot while moving and jumping is his greatest advantage. Well, lets see his abilities against other classes: 1)Versus Scouts it's all about skill, period. 2)If Soldier catches you in a tight space and has full health, well, than you are fucked. But in wider space you can just jump around him and drive him mad since most Soldiers forget about their shotguns and how effective they can be against Scouts. 3)If you encounter a Pyro, RUN. If he catches you with flamethrower, you are toast. But since his flamethrower has such short range, you can just kill him your pistol which actually deals HUGE damage - it can kill any 125Hp class with a single clip. 4)Demomen? Watch out from their stickies since they can explode mid-air, rendering your jumping useless. Also, surprise buttsecks from stickybombs and direct hit grenades. 5)Heavies will be tough opponents, since they can kill you so easily with his mighty minigun. Your best bet will be using hit'n'run tactics - run up, meatshot, run away before torn to shreds. And, if he has a medic, don't even bother. It is up to your teammates. 6)Engineers are weak without their sentries, but with Frontier Justice they become deadly since it can kill almost anything with a single shot. He is camping behind his sentry? Don't bother, and if you try to kill his sentry around corner you will probably end up getting buttraped by a Spy or blown up/torn to shreds/whatever. 7)Medics are your PRIMARY target. They die after two shots with your scattergun, but mind their needle gun. It is somehow strong against Scouts. You can actually easily kill Medics since you can kill them only when sneaking up from back because a frontal assault form Scout is a suicide mission. 8)Snipers? Easy prey since they have tunnel vision and actually don't pay too much attention to his surroundings. 9)Spies are also easy prey, since you can spycheck very easily.[/b]
[b]Soldier[/b]: He is resilient. He has a [i]rocket[/i] launcher that does [i]nice[/i] damage over an area. He is also armed with a shotgun, nearly as good as the scout's shotgun. But he is slow, his rockets aren't [i]fast[/i], reloading for all his weapons are [i]slow[/i] and his shovel feels like [b]shit[/b]. [b] This will be a shorter one, I promise. Well you are right about most of the parts, expect shovel. It has a high base crit chance, and it has awesome taunt. I don't use equalizer since it is like calling out - Hey, I have very how Hp and so I can run very fast, hit me! It is good when running to medkits, which is good for new Soldiers since they usually get hit hard, and they need health fast. Now, tea-time talk with NOD about intra-class warfare with Soldier: 1)Scouts are very annoying, and if they get close, use your shotgun. You'll be surprised how good it is. 2)Other Soldiers...well, it's all 'bout twitch skills - who will shoot first, who has better aiming capabilities, etc. 3)Pyros are easy prey if they can't airblast your rockets. If they do, switch to shotgun or try to shoot rockets in places where he can't airblast them. 4)Demonen will be tough targets since they they can sticky spam you, which is more effective then your rocket launcher since stickies can explode mid-air. Aim for feet to launch them in air and disorientate them and, if you are skilled, blow them up mid-air (unless you are a gaming god, newbies shouldn't try this) or just whip out your shotgun. 5)Hoovies are tough because of their health, but if you unload your launcher on them with out missing a shot, they will be dead meat. Medics behind them? Shoot them to cripple his support. 6)Sentries will be easy targets for you since you can outrange them, and with Direct Hit you can hit the sentry faster than engineer can repair it. You should only watch out from Engineers when they whip out Frontier Justice. 7)Medics are easy prey since they their needle gun is weaker then your RL(rocket launcher) and you can bring him down with two hits. 8)Soldiers are good against snipers, even trough you are slow. You can either spam rockets at his direction, pissing him off and forcing to retreat from his location or try to access place where he is by rocket jumping. But beware, they can also shoot you mid-air! 9)Spies are not easy, since you are slow and than means you are a target for them. There is nothing you can do but watch your back constantly. Actually, this should become a habitat for every class you play, since it disarms any spies that are coming towards you.[/b] GAH, just check out this page and read info about all classes. I'm too lazy to write a guide to other classes myself. [url]http://wiki.teamfortress.com/wiki/Main_Page[/url]
[b]Pyro[/b]: Well balanced in everything except long range. He has a [i]nifty[/i] flamethrower which [i]burns[/i] people, in 3 seconds at most. It also comes with a [i]handy[/i] air blast which deflects rockets and grenades, plus, it can push people and extinguish team mates. And just for those moments, he has a shotgun. But half the time, he is more likely to be [i]shot[/i] down while charging and your air blast does no good if you can't time it right, which is more than half the time.
[b]Demoman[/b]: He has nice health, a grenade launcher that kills scouts, engineers, snipers and spies with 1 shot at point blank, and a stickybomb launcher which can be used to set [i]booby[/i] traps. But the grenade launcher does not explode on [i]contact[/i] unless it hits a person directly, sticky bombs can be easily displaced or destroyed by nearly [i]every[/i] class and the bottle also feels like [i]shit[/i]
[b]Heavy[/b]: He has [i]lots[/i] of health, a big gun, known as the mini gun, that can kill [i]nearly[/i] everything on sight at a medium range and a shotgun for those moments. But he is [i]slower[/i] than the soldier and is [i]very[/i] vulnerable to spies.
[b]Engineer[/b]: He is armed with a shotgun and a PDA which allows him to build the most [i]helpful[/i] tools for the team. He can build a sentry gun which can kill [i]almost[/i] anything in sight, a dispenser which [i]dispenses[/i] health, metal and ammo, and a teleporter, which [i]teleports[/i] people. But he has [i]low[/i] health, his sentry gun almost [i]always[/i] blows up in a matter of minutes from demomen, spies, soldiers and ubercharged heavies, his teleporter almost [i]always[/i] gets traced back and destroyed shortly after it becomes active and spies find it [i]funny[/i] to sap his buildings over and over again.
[b]Medic[/b]: Packed with health regeneration, a syringe gun(a [i]decent[/i] automatic weapon) and a medigun with heals people at a high rate, it also can be charged up to make mates, [i]invincible[/i]. But he also a [i]favorite[/i] target of the spies, pyroes will always render your mates invincibility [i]useless[/i] by air blasting them like crazy and his syringe gun fire at a [i]arc[/i] that makes it so hard to tell how he should aim.
[b]Sniper[/b]: Armed with a sniper rifle, which can kill [i]every[/i] class with a headshot with a full charge and kill scouts, engineers, spies and other snipers with a body shot at full charge. He also has a [i]SMG[/i] and a kukri which is just [i]awesome[/i] to swing around. But his sniper rifle requires to be zoomed in to charge and it takes [i]3 to 4 seconds[/i] to charge fully, and while he's still charging, he is an [i]easy[/i] target for spies, and his SMG feels like [i]crap[/i].
[b]Spy[/b]: He has a watch which makes him [i]completely[/i] invisible, a revolver which is [i]quite[/i] powerful and knife which kills [i]everyone[/i] when backstabbing. But he is [i]luck[/i] based.
This should help make the right decision.[/QUOTE]
Medic,you can learn to play from watching how the others play and your teammates will thanks you for being a medic
Well, if you really want to learn how to play the game, use the easiest class. The idler! The idler class is the simplest to use, but also the most useful. Without an idler on the team, you wouldn't get hats, the most important thing in the game! What are hats, you might ask? Well, hats are cosmetic items that do absolutely nothing but look nice on your head, unlike the weapons. Which is exactly why you should be idling and not playing, because hats are the most important thing in the game!
Good idler tactics are to go to some idling server, and leave your computer.
Although the real pro's know that the best trick is to go to a regular server, and do the same thing. It fills up places that real players could be using, which is the best thing for your team!
Enjoy, and remember, hats are important! Not gameplay changers, hats!
Ok, I'll give my honest opinion. Don't worry about hats. Focus on the weapons instead. I don't really see the appeal of hats anyway. I find one I like, and wear it. Simple as that.
As for the actual class, I'd say soldier. For pure simple gameplay, you can't get that more than the soldier. More than that, find someone with a microphone, someone who really is being a team player, and stick with him. A soldier is a very versatile team player, so while you're learning, stay with someone, and try it out. You'll learn the other class tactics as well, and lets not forget the TEAM part of the fortress. If you learn to be an effective team player, you've achieved your goal.
Thats it from me, good luck.
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