Ehhh just bought TF2 through steam, that was the easy part.... installing is also working now so.... thats also going to be ok. Now PLAYING.. Who can help me a bit out here, what 'Class' should i play? or choose or whatevere. I liked that movie off the assasin but maybe its a nono class Anyways help me Cheers Red
hey red :lol: I think you would have to see which class you want to play. Also look at the situation on the map, if the enemy almost has your controlpoint captured, you shouldn't go spy 0_o because that won't do any good. So, you would have to see at which class you're the best and play that one Cheers Red
just play everything, you'l find your class good introductionary classes are the pyro, scout and medic but i recommend goin medic first as hese probably the easiest so you'l always be of some use and you can observe allot of the game with him
i started playing with the medic, it's a good class to start, stay close to a heavy. a heavy don't move to fast so it's easy to follow.
Hm... it's hard to say which class you should start with. Every class has it's important details, but to give a simple overview: Easy classes: - Heavy - Pyro - Scout - Soldier - Medic All of them are pretty basic and simple to learn. Only the Soldier is a bit more challenging, when it comes to good Rocket Jumping. Scout might be a bit frustrating, since he's quite fragile. Medium classes: - Sniper - Demoman Sniper depends actually on how expierenced you are with Shooters... Demoman can be frustrating for a newbie, since you can't just fill your enemy with bullets and that's it. It requires some good aiming at parts. Hard classes: - Spy - Engineer For playing Spy and Engineer you already need some expierence with the game. So watch some ally Engineers how they're doing their work to get the hang of it. Same with Spy. If you want some more details on how to play a certain class, there are quite a lot of class tutorial videos on Youtube. Quite helpful.
Omg oldskool red?? Is that really you man? Long time no see dude, atleast not after hcr and stuff... As for TF2; all I can say is play the different classes and you'll find out what suits you the most. I play mostly heavy/pyro/medic/soldier. Demoman is also fun to play as sometimes. Greetz, Caleb aka 4ries (be)
Hello, As some of the other posters already said, it's all just a matter of experience, try out the classes for a while and see what play style you like best. Just don't give up too easily, it takes a while to grasp all the finer points sometimes. Some general tips: - learn where to find ammo and health packs on the maps and don't be afraid to retreat to one of them if you get low on health. It's no use running into the battlefield with less than 10 hp.. In addition, the spawn rooms get you back to full health and ammo, so they're an invaluable help! - don't be afraid to call for a medic when you need one, medics are there to help the team (normally), so just call for one and they'll try to make it to you. Of course, do whatever you can to make it easier for them, like getting out of immediate danger and protecting them at any cost. - learn how sentries work, their range, their levels of construction etc.. You will encounter them alot so know how to avoid or work around them. - as time goes by, learn the disadvantages of every class so you can use them against the opponents you encounter. - some general pointers: scouts cap CP's twice as fast as other classes, soldiers and demomen can rocket/bombjump to higher levels, the pyro flamethrower can push rockets and sticky bombs away with the compression blast (alternate fire button). But above all, just have fun and I'm sure you'll get the hang of TF2 soon enough when you play some games with good teammates (like on the LZ servers of course ).
Just don't be afraid to die and try all classes. After 100 hours playing medic (a shame i know), it's my favorite class, with demo, and soldier, well scout too and i don't forget pyro. Heavy is just too heavy, and i suxx hard with spy. Sniper is sniper, sometimes usefull, often useless.
Have fun! learn to know the maps and read all the tips given by the game. it's very usefull to have a friend who can explain everything ingame and show you, but it is the most important to just try everything and die a lot! in the beginning you might suck and some dumbasses may call you a newb, but don't pay any attention to that! you'll become better every day you play. and one day you'll really get the hang of it! also don't be afraid to ask friends for help. I'll add you to my friendlist
Test every class thoroughly and play whatever you want, really. Also, choose a class that fits the map and that is usefull for the team (like I've seen people picking Spy when there were already 2).
As state before, try everything out. Read the in-game tips, cause they often give you info you might not always know by yourself. If you don't know what class to play, you can always let the game pick one for you (the ? button or 0-key). I would advise you to try out some specific classes first before doing others. I don't know how much you already know about the strength and weaknesses of every class, knowing those will often come in handy to choose what class to pick. Scout is fast, with 133% walking speed and capping points/moving carts twice as fast. They can also double-jump, by pressing space again in mid-air. His health is also pretty low. The scout doesn't have a really strong weapon. His primary is the scattergun, practicly a slighty stonger shotgun but with bigger spread. His melee weapon does less damage but hits faster. Tactic: In combat, try to get close to your target (don't puh it though) so you can have more effect of your scattergun. Use your pistol for longer ranges, it's stronger than most people think. Use your speed to avoid rockets or pipebombs, freak your opponent out. Usualy the scout not very good at either offending or defending, but in the right hands can be a pain in the ass. Useful for capping and moving intel. Soldier is designed as the basic fighting class, although not everyone agrees. He moves a little slower, but has a good pack of health. His rockets are strong at direct hits, and they have useful splash damage. Downside is that they are relativly slow moving projectiles, easily dodged at longer range, and you have a small clipsize of 4 with relativly long reload. The secondary shotgun is useful for when you run out of rockets, especially during ubercharges. Tactic: Aim your rockets at enemy's feet, to make sure they can't dodge them as easily. The splash damage will help you as well. Use your rockets wisely and aim well. At long range your rockets are very good for attacking sentry guns, only level (2 or) 3 sentries are likely to survive when repaired. Use your rocketjumps wisely, you can get to a higher point that might be unavailable for other classes or come from unexpected directions, which can usually give you a kill. It does cost some health though, so nearby medics are always a big friend. Pyro is the best short range class. His flamethrower does large amounts of damage to players nearby, and if you catch your enemy ungarded it can easily disorient them. The fire will keep damaging enemies for quite a logn time, untill they reach water, a health pack, a medic or dispenser. This often gives you posrt-mortum kills, if you dealt enough damge to your enemy. Pyro's however wear a fire-proof suit, they will only be damaged from direct fire. Th range of the flamethrower is short, and with the normal walking speed catching up on enemies is hard to do. Switch to your 2ndary shotgun do finish burning players. Tactics: Sneak up on players and use corners to your advantage. The back of your enemy is what you want to see, especially with the backburner. Don't follow your enemies too long, because since your flames burst forward your range becomes slightly smaller (doppler effect ). Use your shotgun to lower their healh even more and let te fire do the rest. Most players will walk away backwards shooting, so keep strafing and jumping and be careful. PS you should d the same to other pyro's. IMPORTANT: Spies can use their cloak to become invisible. They only slightly become visible when hit by bullets etc or another players body. However, if just one little spark of your fire touches them, they go up in flames, acting like a walking torch. Combined with a nice spy warning he's dead for sure. Flaming around in the air after spy warnings is called spychecking, and is the most effective way to deal with them. This way you are often a great help to engineers, snipers or heavy-medic combo's, even when you just pass by. Also uncloaked spies can catch fire. If they are disguised as another teammate and you hit them they will also burn. Friendly fire is OFF, so if someone catches fire ITS A DARN FRIGGIN SPY! That's the first 3 classes, aka the offensive classes. This name is not very just, since the demo and heavy are also vey offensive, though they are originally in the defense classes. I'm gonna stop now for today cause it's late, I'm tired and I have to be up early tomorrow. Just a few last hints ad references: Ubercharges As medics heal their targets their ubercharge meter gets filled. When it reaches 100%, the ubercharge is ready and can be deployed by pressing the right mouse button. You as medic and your healing target will become invulnareble for the entire time your ubercharge meter flows empty. You will get a nice solid red or blu color, and all your enemies flee before you, sentries are mown down and lots of death, destruction, advancement and pissed off people. You can't be hit in any way, except being blown away by the pyro's blast, slowed by the heavies unlockable natasha gun, blown away by a sentries stopping power, and the newest pain in the ass, getting stunned by a scouts stun ball. Ubercharges are one of the best (or worst) things that can happen to you and your team, and they are practicly always required for winning. Unlockables: One thing that every new player asks is how do I get new weapons. If you look at the eachievements, you will see a general pack, and a pyro, heavy, medic and scout pack. These are achievements specially designed for that one class. There are also Milestone achievements, for getting 10, 16, or 22 achievements fro a specific pack (meaning 10, 15 or 20 without the milestone achievs). With every milestone comes a new unlockable. As you noticed, just like every new player, there are more classes then achiev packs. How about those classes? Well mate, just like eeeeeeverybody else here, we are waiting for them to be developped Crouchjumping: press Ctrl, the default crouch key, while in mid-air, after a jump. This makes you crouch in the air, more than doubles your jump height (that is, your feet are much higher). This way you can jump oer, on top of or toward certain sports or areas that you otherwise can't reach. Very effective in combination with double-jumping as well. Rocket/sticky jumping: As soldier, fire a rocket at your feet while crouchjumping. This gives you a big blast upwards, and a little forwards or whatever way you aim. As demo fire a sticky near your feet and detonate it (right mouse button) while double-jumping for the same effect. This does cost health however, so be careful when to use it. Hitting the ground rom a high altitud also costs health, so it betetr be worth it when going to/fleeing from a fight. Fallen weapons If a player is killed he drops his weapon. This weapon is metal, and cn be used as ammo. One weapon, regardless of what it is, gives an engie, pyro or heavy +100 metal/ammo, and Idunnohowmuch ammo to other classes. Spies can pick them up to refil their cloak meter, enabling them to stay cloaked longer or to recloak faster. They can also pick up ammo boxes, So keep an eye out for dissapearing ammo! Spycapping As a spy you can be disguised as en enemy team member, and get invisible for a short duration of time. This way they can get behind enemy lines, to approach enemies from behind. On Control point maps, they can also slip past the front line to go to the next point, often unguarded, When the previous point is captured by the team, the spy can drop his disguise by firing a weapon, and start capping inmedialty. This only works when you are there before the other cp is captured, if the other cp is captured ast, so ppl don;t fall back, and if there are no sentries or enemies guarding the point. A spycap is often useful to scare the crap out of your enemy team, makig them retreat like hell. It is very rarely ever succesful to actually cap a point, since the enemy often spawns near it, they retrat to it and you are a lonely very killable spy capping a point slowly. Headshots and Backstabbing Headshots can be made by the sniper rifle by hitting ppl in the head (surprise!). If you zoom in you will see a little powerbar fill itself from 0 to 100. As the bar fills your next shot will be more powerfull. A heavy is the only class that can suvive a plain headshot, unless it is 100% charged. Some other classes like the soldier sometimes also can survive if they are healed by a medic. The bodyshot also gets more lethal, a 100% bodyshot can kill full-health scouts, medics, spies, snipers, and some other classes, and for sure if they're hurt. However the charging takes a while, and while zoomed in you lose focus on your surroundings, and can move very slowly. When you are seen by for instance a soldier you might need to give up and dodge. It is often also more useful to just headshot everyone straight on, although (at least for me) this is pretty difficult. There are some who can just headshot an entire team as if it was nothing, usually pissing me off BIG time. Backstabs can be achieved by the spy, by hitting an enemy in the back with the knife, resulting in instant death. Crapy when it fails, victory when it succeeds. Always try to go for easy or key targets, such as snipers, sometimes engineers (especially when trying to place a building!) and VERY important: medics. Heavies are just lovely as well, it is a lot less danger for your team, a pain in the ass for them and their medics, and thry have huge backs and walk slowly. Dinner is set Engineer bulding placements and hints: Place your buildings carefully as engineer. You can roate your blueprint 90 degrees by ressing the right mouse button. This can help your sentry survive, since they have slow rotating speed. One of the most important uses however is the teleporter exit. Turn it in a way that your teammates can directly see where they are when they teleport, so don't let them face the wall. Also place your exit's in safe spots, close to or just behind the front line. You don't want to get killed atm you pop out, it's even more annoying than spawnkilling. The position you face when coming out is the way the arrow on the blueprint shows, regardless of your entrance's rotation or the players position on the entrance. PS the basic engie base is a dispenser for health and ammo, then you, the engie, and then your sentry gun, usually lined up. The hitbox of your sentry is pretty big and can cover you and your sentry effectivly. If you build your stuff lined up, and place your sentry with your back to the dispenser, then you will notive that your teleporter exit can fit in between. Don't worry you can st on it. This can often come in handy, as you wil have teleporting players directly at your aid, and your sentry gives some cover. Spies and spy-checking I'll also do the spy since it needs some explanation to most people. Spies are usually very annoying, and often the biggest threat to snipers, medics and ungarded engie crap. Weapons: You have your revolver as primary, with not a lot of damage, clip size of 2 but very fast reload. The gun is accurate, so useful at longer ranges, but very noisy, alerting everyone about the precense of a spy. I will come to the sappers later on. The knife gives instant backstabs when you hit an enemy in the back, but is otherwise not really all that useful. Your disguise kit is your backbone and your best weapon/defense. Spies can't shoot any weapons they carry, so shooting playes are never spies. Also spies always have 2/3 of their health, unless healed by a medic on your team (bummer!). Ever since the update spies can select what weapon you see them wearing, by pressing B while disguised (if you have your melee weapon deployed, your disguise shows its melee weapon). Stabbing or shooting will undo your disguise, placing sappers doesn't. Sappers can take out engies buildings in a short amount of time, hwever they can be broken by 2 wrench hits on the building. It does make the buildings inactive, so if your engie is near a sentry you might just want to sap it, so it doesnt bow the bejesus out of you when you stab. However sapping makes the engie alert at once, often turning away his back to you. HINT: Teams often depend on teleporters to take them to the front quickly. Offensive teams by the end of the mp, when the target is furtheraway from the spawn, or the defensive at th start of a matc. You can of course attack the exit, usually near the sentry, engie and other enemies. You can also try to sneak up towards the enemy spawn, and take the entrances out. most engies are not at the spawn, so you will effectivly take out the teleporters, often winning you a point or helping you keep one. You do howver have to dodge practily the entire enemy team, and not catch an enemy spawning at th exact moment. You can of course keep an eye on the etams status, press Tab, to see whether any enemies are just comming alive (the skull behind ther names dissapearing). It i often best to wait just behint a corner of the spawn until the coast is clear. You can also just sap everything quickly and get the hell out, actng like an innocent player having to walk the whole damn way to the front. You might sometimes even catch enemy engineers going back to the spawn to replace the entrances, thus leving the rest of their stuff alone. Usual way to deal: check around, try disguise as engie (really not necisary though), get to the engie's base and sap it all >. You are also a good help to incomming teammates, sapping the sentry so they can come in and take em out quickly. Tactics: As to the sapping itself, there are really 2 tactics. You can either sap the stuff, if the engie tries to reove them you can hang around and instantly re-sap them before he can repair his buildings. The other tactic is when the engineer first attacks you. You can try to stab him or take a little distance and shooting him. The basic engie response is then to quickly unsao the sentry, which will kill you almost instantly. This is always a very hard part. You can also just cloack and leavy, and then try to redisguise as something else. Engineers will often suspect all enemies comming straight to their sentries, especially when the sentry isnt on the main road. Of ourse all this can be difficult if there are other players hiding at the sentry, or healing from the dispenser. It is usually just better to walk past it and get another target. Some hints on disguises: Scout: As spy you walk slower than the scout, and you can't double jump. these too can easily give away a spy scut, especially to experienced playes. Soldier: A good choice sometimes, although your speed gets reduced to the soldier speed. This is deadly when trying to stab a medic or any other faster moving class. Also soldiers often spam rocket's around, especially when at the front line. Pyro: A very often used spy disguise. Most teams are sure to have a pyro, and they have 100% walking speed like the spy. However pyro's never catch fire, and spies a re extra-flameable. Once you're on fire, your cover is blown for sure. When this happens, fleeing is often not an option, so it's best to go down fighting, just shooting your revolver at random players around, causing short-term distraction. Demo: My personal favourite, demo's are very common classes around the front, and often wait around with stickies deployed, so not activly firing. With only a small speed limitation, you barely have any effects of it. Demo's are often found all over the map, so that kicks ass as well. Don't do it too much though or the enemy team will start spycheking every demo, especially when goign after the same players more often. Heavy: Personal hint: never ever disguise as heavy. You walk slower, so enemy players will often want to pass through you which they can't since you are a spy. You do walk much faster than the normal heavy, so thats a big give-away. Also heavies always get their miniguns spinning before the frontlines, a heavy not spinnig is ver suspicious. Engineer: Both useful and unuseful. When going to enemy buildings, it makes sense that an engie is going for a sentry. However you always get a name of a player in the enemy team playing that class, so a big chance an engie sees himself walking towards him (SPY!). Also engineers around sapped buildings not doing shit are spies, laggers or really big noobs. Engies are often found just behind the front, s then it does makes sense to see you there. Also they might fall back towards the spawn to build up defenses, place, upgrade or repair entrances, or get new ammo. Medic: NEVER be a medic unless you really want to be. Medics always have an ubercharge meter under their names, spies dont. HUGE giveaway cause players wlays look at their medics. They will also often come towards you for healing, thus giving away your coer by both the lack of the meter and you not healing people. Often this results in players shooting at medics to draw their attention, but since you're a spy you just die. BAD class to dress as. Sniper: Although the 8 might be anooying to hit sometimes, sniper is a ver good disguise, especially against... snipers. You will not look suspicious by going to other snipers, by being behind the front, or not firing your weapon. At the front however you are suspicious because snipers a re really long range classes who like to stay out of active battle. Spy: You can always try to disguise as enemy spy. Some giveaways are that you never wear a disguise, where friendly spies will practicly always have some disguise. Also people tend to auto-shoot at everything resembling a spy, from the suit to disguise puffs to cloaking. This can oftenlead to you getting caught. It is however a good way to run off towards yor team, since thats what spies would do. But not having a disguise can give you away. In some cases you can also try to get towards your enemies in a spy suit, as if you are comming from behind enemy lines. This usually doesnt work though. Team disguises: When choosing a disgise, you can also press "-" to switch the team color you disguise in. This is often very useless, since enemies will shoot at everything with your teams color anyway. It can be useful however to scare the crap out fo ppl with low health, for instance by running towards them as soldier or heavy. Or imagine a reaction if a medic is healing you with an uber ready and you disguise as friendly heavy. This doesnt actually happen ever unless you specificly ask for it. The usualy response of players is still to shoot and go down fighting if they must, soI personally never really use it. It can also be used when moving with you team to the front. If you are BLU, the enemy will see a RED, say, demoman, between al the blu players, without shootng or getting shot (=SPY!). This is undone by disguising as a blu player, thus hiding your identity as spy, for as long as you are not targeted. The only time I personally ever use it is during setup, when you can give your enemy false info about your team's composition, both by maki them thik there is an extra heavy, and by not showing them you guys have a spy. AAAAAAA CRAP! I have spend over 2 and a half hour on this post, I have only done 4 classes and feel like I missed out on some very obvious hints!!! It's 2:36 AM and I a sayign goodnight to all you folks
XD sorry dude And if anyone wants the demo, heavy, medic or sniper they better call dibs on em fast cause I'm up to making another one of my monster posts Yes I didn't mention engie cause it's my fav class, and I want it Nah just kidding you guys go ahead. Who are the titans that actually read through the whole damn thing? Red you better be one of them
Wow you are really hardcore dude I wanna bet I'm gonna reach the 60.000 character limit soon enough at this rate
engineer is a hard class, your basicly a static support class that completely relies on the back up he gets of his teammates, wich we all know in most cases means, your on your own
read it all... you forgot all unlockables! you mentioned the backburner once but no explination! tsssss :lol: anyway nice thing so far. I getting tired because I read this... I'm gonna sleep :lol: