- Joined
- Feb 28, 2008
- Messages
- 126
We didn't have a strategy or TF-101 type of forum and this would be much better suited for something like that. Failing that, however, just a collection of stuff I've found or think would be useful to know.
A medic raises uber charge meter faster by healing damaged players
** Healing many players 150% health raises charge faster than keeping it on one player
If an engineer stands in his gun's line of sight instead of behind his gun, if he is backstabbed, the sentry will kill the spy after.
Stop drop and roll does NOT work when you are on fire in TF2.
Shoot the medic FIRST!
You can use your shots to "relocate" enemy sticky bombs.
Scouts can do their additional jump in the same direction as the first jump (Also in the reverse direction)
A medic raises uber charge meter faster by healing damaged players
** Healing many players 150% health raises charge faster than keeping it on one player
If an engineer stands in his gun's line of sight instead of behind his gun, if he is backstabbed, the sentry will kill the spy after.
Stop drop and roll does NOT work when you are on fire in TF2.
Shoot the medic FIRST!
You can use your shots to "relocate" enemy sticky bombs.
Scouts can do their additional jump in the same direction as the first jump (Also in the reverse direction)
















