9 Tips.

R3VOLUT1ON

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Alright, so I am here today (or at the time of writing, tonight) to proffer some advice to my fellow TF2ers. Too often in gameplay we have seen other players have their various "derp" moments, and I am here to give a few tips to eliminate those.

Scout: Jump, jump, and jump some more. Running fast is great, except when you run right into that crocket or that flamethrower. A good scout not only utilizes speed, but also the double jump! Call me crazy, but a midair dodge may just result in life and not death.

Soldier: Besides learning to rocket jump, learn not to solely rely on your primary. You may be slow, but you pack quite a punch - so make sure to arm yourself with an apt secondary, in my case (due to lack of weapons), it's the default shotgun. In cases where the rockets just wont do, or you're out of loaded rockets, grab that secondary!

Pyro: Spycheck and extinguish. Need I say more? As a Pyro, you are the first line of defense against those pesky Frenchmen, and you also are the one who can save your fellow teammates from perishing in a ball of fire. A note to the teammates who are on fire - run TOWARDS the FRIENDLY Pyro. I can't tell you the times I have had players complain about me not extinguishing them when they are 100 feet away!

Demoman: Grenades may be nice, but stickies are better. Learn the ways of the launcher, and also learn the 100 unique ways of destroying a sentry. Demomen are wonderful sentry busters, so if you see one (yes, even a mini) - TAKE IT OUT. (And not on a date, mind you.)

Heavy: DA DA DA DA DA DA. Fun, but boring after a bit. My only thing to say is check your back constantly for spies, and protect the Medic that is healing you. You have a Sandvich for a reason - give it to your Medic, he gets hungry too!

Engineer: Build. Fast. Teleporters first, sentries next, dispensers last. Sound crazy? Well, it's not. Start off with a tele at your spawn, drop another at your desired location, get a sentry to cover it, upgrade the sentry to at least Lvl 2, and then get to work on that dispenser to finish upgrading everything else. Gotme pardner?

Medic: Heal - not just your secret lover, the Heavy, but EVERYONE. Scouts, Spies, Pyros, everybody benefits from a good heal. Also, if you are unsure as to when to pop an uber, better early than late (#whenurdead). Coordinate with teammates and have them signal you when to pop. Personally, I tell my Medic that when I say "Go Go Go!" - thats the time to pop it.

Sniper: Aimbot.exe crashed. Oh shucks, guess I will have to aim for the heads manually. Also dont be afraid to bodyshot the weaker classes, it's easier and the faster you kill them the more time you have to shoot another enemy. In addition - PRIORITIZE YOUR TARGETS. See a Heavy, Medic, and Scout approaching? Not sure which to shoot? Take a guess. (Jeopardy music.....) Answer: Medic, Heavy, Scout. Confused as to why? Medic - healer - kill him so he cant continue healing the Heavy which you should have headshotted by now - and then continue to bodyshot (or headshot) the Scout. We good? Easier than a Koala Bear mate!

Spy: I said a stab, stab, stabbity, stab. Similarly to the Sniper, prioritize your targets. Medics, Engi Nests, Heavies. Avoid the Pyros (I am looking at you, Meep), and learn to stair/corner stab. Not sure how to? Watch some YouTube vids.

Overall, hope this game some sort of insight. Got any other tips/tricks? Post them below! Also feel free to comment below as to how you liked this post!
 
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Scouts please don't take that advice. Jumping actually makes you easier to hit because you travel in an arch and you can't airs strafe as well as explosive jumpers. To make yourself harder to hit against hit scan classes and demos, you want to use you strafe keys and try to mirror the movement of the enemy or just strafe in wakky direction. Now im not saying never jump, but use your jumps well to try to confuse your target. Remember dont spam jump. Against soldiers you want to predict their rockets and jump to try to avoid splash damage. Crouch jump so you can surf any damage you take from rockets. Now time your second jump for when you think their second rocket is going to be fired. At this point you should have plenty of time to kill the soldier or be within one shot of killing him.
 
Scouts please don't take that advice. Jumping actually makes you easier to hit because you travel in an arch and you can't airs strafe as well as explosive jumpers. To make yourself harder to hit against hit scan classes and demos, you want to use you strafe keys and try to mirror the movement of the enemy or just strafe in wakky direction. Now im not saying never jump, but use your jumps well to try to confuse your target. Remember dont spam jump. Against soldiers you want to predict their rockets and jump to try to avoid splash damage. Crouch jump so you can surf any damage you take from rockets. Now time your second jump for when you think their second rocket is going to be fired. At this point you should have plenty of time to kill the soldier or be within one shot of killing him.

Agreed, jump spam is bad - NOT jumping = worse.
 
Nice post R3volution (btw, I'm taking the liberty of arbitratily shortening your name from now on). So anyway, R3V, nice and succint summaries of how you play, which is quite successful I might add. As much as I think it's funny how Valve broke their game balance to put in new random items. And, yet, somehow, it all works.

Also. Koala Bears. They're not easy.
 
I have to agree with sublixt, the scout advice isn't recommended :P A good sniper such as myself, GTR, Seph, GamingRobot see that as the easiest target in the game.


Aside from that, Good post.
 
Scoot: Jump and aim
solly: Learn to juggle
pyro: reflect
Demo: Prediction
heavy: Be aware of your surroundings to avoid Spys and Snipers.
engy: Learn sentry placements
Medic: learn to pocket and manage ubers
sniper: get that twitch
spy: pick your targets

Every class has a tactic :)
 
Now onto engineer.
Level 3:
On rollout put up a tele at spawn and usually just keep going picking up metal on the way to your sentry nest spot. When choosing spots there are tones of things you need to look for. Ideally you want your sentry to be able to hit anything that can hit it, so don't pick areas with huge sightlines. You don't want to build in crampt places either where it is easier for a soldier to use a corner to kill your sentry. Another thing you need to worry about is the nearby metal. You don't want to walk far to pick up metal. Watch out for places where demo men can just lob stickies into from behind cover.
For building order, I put a dispenser on auto build first(reason is it starts generating metal that much faster), grab metal, place sentry and hit it until metal respawns(10 seconds, grab metal as often as possible during upgrading), upgrade sentry to level 3 and upgrade dispenser to level 2 before the round starts. Next, I start a tele and hit it. I'll upgrade the tele to level 2 a few seconds into the round. My rollout is slightly different in highlander, but that is because I have suicides for metal.
Once a round has started always have 50+ metal on you. You never know when you need emergency repairs on your sentry. When dealing with spies, if you have teammates around you destroy the sapper, else kill the spy then the sapper. You are more important than your gun, if it is going to be destroyed leave it and fall back to build on the next point. Don't try to suicide yourself for it.

Mini sentries:
Rollout as far as teles is the same, but you have more mobility and can find more sneeky spots.
As for fighting, I try to use flanks to place minis behind the enemies or to the side trying to split their attention. Never be too far away from your mini you twtogether have a max DPS of 192.
Don't build new forward spawn teles unless you die. It is better to have 2 extra guns on the frontlines than wasting time going back. Build dispensers a little away from the front lines, so that they can still be used for heals but dont take people too far from battle. destroying buildings and rebuilding is generally better than carrying them.
 
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I have to agree with sublixt, the scout advice isn't recommended :P A good sniper such as myself, GTR, Seph, GamingRobot see that as the easiest target in the game.


Aside from that, Good post.

mmm, excluding close quarters, a jumping scout is probably one of the easiest targets in the game as a sniper.. if you know anything about them it's pretty easy to predict the arc and get a headshot unless they have an atomiser or FaN
 
Lol I laughed at the spy one! Those are all fantastic tips for beginners!
 
Really the key to not dying rests in one thing: Unpredictability.

The enemy can't hit you if he doesn't know how you move.
 
Really the key to not dying rests in one thing: Unpredictability.

The enemy can't hit you if he doesn't know how you move.

Excellent point. Whether it's rocket/sticky jumping, cloaking and then going the opposite direction, or whatever the case, remember the 5 rules of dodgeball - dodge, duck, dip, and uh... dodge?
 
Really the key to not dying rests in one thing: Unpredictability.

The enemy can't hit you if he doesn't know how you move.

This tip often goes unobserved in a lot of newer snipers I see. I may not be a great sniper, but I know a simple relocation does wonders to thin out even the fastest quick-scopers/corner campers. I play mainly 2fort, and it's most easily observed there. Snipers get in a mindset that the battlements are their area; hide left, pop out, shoot, rinse/repeat. If you end up facing a decent, or at least mindful sniper, you will find yourself quickly accumulating deaths, frustration, and those angry comments from those pesky teammates about needing help with the enemy snipers. Instead, mix-up your approach. If you KNOW an enemy sniper is hiding in a certain area, jumping out, running unscoped, or even moving to the entry way, front yard, or sewer exit (yes tough but possible), can buy you a few seconds to line up that shot. Just like any fighting game, the mentality is to train your enemy into thinking you're going to act one way, and then changing the pattern to give yourself the added advantage of unpredictability. For example, If you train your enemy to think you always retreat bottom right when seen on the top of the battlements, switch up and kill them while he's/she's looking in your expected location. If that.. makes any sense.

Also.. if you can see an enemy snipers dot waiting for you to exit, and you're not 100% sure you're faster than him/her.. it's usually a good idea to relocate, or at least wait for one of your meatshie.. er "teammates" to step out first. A little underhanded maybe, but the life a sniper is a solitary one anyway.
On the flip side, snipers, hide your dots, unless you're running a mind game to flush them out.
 
My first thought was "oh joy, someone condensed xosniper's 10 Rules to Victory down to 9 tips. Alas, tis not to be.

Regarding the spy, not only is it funny, but I seem to remember writing strabes a haiku about this very thing.

In closing, good ideas but needs more cowbell.
 
Excellent point. Whether it's rocket/sticky jumping, cloaking and then going the opposite direction, or whatever the case, remember the 5 rules of dodgeball - dodge, duck, dip, and uh... dodge?

R3V, that's still only 4.
 

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