Advantages and Disadvantages of Weapons - TF2

Anyone who gets backstabbed regularly, no matter what class they play, simply needs to learn how to spy check better.

I practiced on this server with all these spy bots that try to back stab you (forgot the name)

because of this, I haven't been backstabbed (facestabs yes. But thats not fair.) As a pyro by anyone who isn't deja. In 6 months. :D
 
Are you kidding me?! Bonk can be used to take out sentry guns, the sentry guns focus is on the scout while a demoman comes in to plant a few stickies.... BOOM

Also I'm pretty sure the soldier runs the same speed with the shotgun than the rocket launcher, correct me if I'm wrong.
 
Demoman

Pipe laucher:
advantages: very powerful, very fast and very usefull to take out enemies out of sight or sentryguns. Very useful to begin a kritskrieg uber with because of the splash damage and fast firing rate.

Disadvantages: when at close range, deals a huge amount of damage to yourself

Remote pipe:
Advantages: good for laying traps, good for jumping in/out of a hotzone, perfect timing can be used to airlauch ubers or persons. Perfect for destroying sentries around corners or when they are out of sight. Also can blow away enemy stickies laying near a sentrygun

Disadvantage: takes time before you shoot to detonate, deals a huge amount of damage when sticky jumping. lot of time is spend on reloading the weapon

Bottle:
Advantages: good powerful melee weapon, perfect after an uber since crit chances will increase severly. Good weapon to take out pyros with as well (hard to believe but yes... pyros are the most bottled class against me, wouldn't recommend it to skilled compressionblasting pyros though, but there are always some w+mouse1 pyros and are spotted easily)

disadvantage: limited range
 
Oh man I wish my sandvich restored my ammo as well as my health.
 
-The rocket launcher is a pretty versatile weapon. Sure you have great range, but it doesn't have a high effective range [damage decreases over distance].

-The damage is good, but nowhere near compared to any of the demoman's weapons. Accuracy is perfect, it all relies on prediction.

-Never depend on crits. I'm not going to express my hatred of crits here (even if I get them).

-Sure, the Soldier may be slow at moving. That's why you have to utilize rocket jumping to its fullest potential - and if you do it right, you will lose little health and you can get buffs from medics and heal from med packs prior and after rocket jumping. (I use rocket jumping to get to areas faster, catch up to enemies, escape, etc).

As for the shotgun;

Great backup weapon. Couldn't ask for anything better. You usually will not have to switch to this because most of the time, your enemies are already dead by your rocket launcher. You can also preserve ammo from your primary by rocketing a 125 - 150 HP class, then finishing them off with a well placed shotgun shell. You can also use the shotgun to finish someone off in mid-air if you actually need to reload your rocket, as well as weapon heckling against compression blasting pyros.

Shovel:

You're better off using the Rocket launcher and shotgun. This is extremely useless for the Soldier, because he's so slow when you switch to it. There's no point of sneaking up to them with the shovel, you might as well shotgun them, or just rocket them.

P.S. to Soldiers who are bunnyhopping addicts with their rocket launcher: Do that to a competent Soldier, you will find yourself juggled, and eventually gibbed in mid-air. (I love when Soldiers do this to me, it makes it so much easier to kill them).

P.P.S. The most useful console command for Soldiers that will affect your gameplay is: cl_interp 0

bunnyhopping isnt just jumping around it is stringing together airstrafing with jumps to allow you to move around faster (but is not possible in tf2 but was used a lot in QTF and TFC)
 
The Flamethrower can also redirect rockets from soldiers and sentries, it turn a enemy's grenades into friendly grenades and it can push stickies. It's extremely versatile, pity most people W+Mouse 1
 
bunnyhopping isnt just jumping around it is stringing together airstrafing with jumps to allow you to move around faster (but is not possible in tf2 but was used a lot in QTF and TFC)

Yes, I know what bunnyhopping is, it was basically you jump and gain speed without using the forward key. But in the way I was using the term "bunnyhopping", it was for basically Soldiers who like pressing the jump button and trying to fire at people at the same time as Soldier.
 
Or they're playing against deja or frisky :D

Back when I was in {TF2F}, we had a guy named Chro that was absurdly good at spy. He was the sort of player that would make you rage quit. :) Spies that are that good are tough. But I don't mind them at all when I'm playing pyro!
 
Yes, I know what bunnyhopping is, it was basically you jump and gain speed without using the forward key. But in the way I was using the term "bunnyhopping", it was for basically Soldiers who like pressing the jump button and trying to fire at people at the same time as Soldier.

I played soldier today and was trying hard not to hop around. I do it out of habit to avoid getting sniped, but I did notice that I had a lot more control when I wasn't hopping. It was difficult to change my playing style, but I definitely saw some improvement, especially when playing against another soldier.
 
Knife

Disadvantage: They don't do much except stab people.

Advantage: Frisky is holding it.
 
I played soldier today and was trying hard not to hop around. I do it out of habit to avoid getting sniped, but I did notice that I had a lot more control when I wasn't hopping. It was difficult to change my playing style, but I definitely saw some improvement, especially when playing against another soldier.

Yes. Jumping can save your life, but usually not against other Soldiers/Demo. But against Snipers, it can be useful. Always assume the Snipers you are facing have decent accuracy, even if they do not.

Another tip other than "do not underestimate your opponent" that will help you defeat Snipers, try doing the following: use the shotgun. Even if they're not within effective range, it will screw up their scope. Then you can move in for the kill while spamming rockets to suppress and then finally kill them.
 
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Serious question... what does cl_interp 0 do?
The higher the cl_interp value the more the client render time is shifted back. This means if a player moves around a corner, the higher the cl_interp value the later they will be rendered on your client. This is because cl_interp is designed to interpolate object positions starting x (cl_interp value) seconds in past, so the later interpolation starts the later objects will be rendered on your client.

Cl_interp 0 greatly reduces "lag" and makes the game smoother overall. Most people use a value between 0.01 and 0.03.


-Calle
 
Why does EVERYONE think the FAN does less damage at medium/long distance than the Scattergun?

The FAN has the EXACT SAME PELLET SPREAD as the Scattergun. This means that damage drop-off due to the pellets' spread is EXACTLY THE SAME. If anything, the FAN does slightly MORE damage than the Scattergun at that range because

1. It does more damage overall.
2. It shoots more pellets overall, meaning it has more chance for pellets to hit at a distance than the Scattergun.
 
I find the bonk to be useful as like the cloak for the spy. If you get flamed by a pryo You can drink the bonk, and take no burn damage so you can run and get health. I think its a life saver if you know how to use it well like the dead ringer, like any weapon it can be mastered to be used on the battlefield you just have to have a open mind with it.
 
Ok guys,listen up,due to the new updates, I'll be editing the thread =) Once I get back home to my computer,I'll play TF2 like never before and well....study it ;)

Diamond
 

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