Facts you don't know about TF2

Joined
Apr 6, 2008
Messages
158
There are some things in TF2 that are not self explanatory.
So, if you have a fact NOT listed here, please, post it. Also, I will update these info. DO NOT POST EXPLOITS

- You can rotate Engineer buildings with MOUSE2

- Whacking a building with the wrench makes it build faster

- The Demo's sticky bombs can be launched further if you
hold down on the MOUSE1 button with the demomans sticky bomb launcher. (You can see a bar near the ammo screen)

- You cannot move while crouch and fire with the Heavy unlike the other classes.

- The Medic's Ubersaw has a team-coloured bar that is filled inside. This is actually the ubercharge you can see without having to look at your ubercharge meter.

- You can change your disguise colours, (For example; disguise yourself as a red pyro as a red spy) by using the - button. This is actually useful as you can leave an area without people on the other team noticing a spy.

- You do not have to be in the circle when capturing a point. As long as your in the YELLOW STRIPE LINES you count as a capture.

- You can drop the intel using L to give to a faster class such as a scout.

- You can ENABLE sprays using the multiplayer option in Options.

- You can enable healing auto in the same options so you don't have to hold on the MOUSE1

- UNCONFIRMED Try not to cloak while changing disguises as you will still emit smoke.

- UNCONFIRMED You can "take" ammo from an enemy dispenser without being a spy. So, make sure you take before you "give"

STRANGE THINGS IN TF2
[link=hyperlink url]http://www.edgegamers.org/e107_plugins/forum/forum_viewtopic.php?87242[/link]
These are from vote for pedro's thread (mentioned above). So, I DO NOT TAKE CREDIT. POST IN HIS THREAD IF YOU HAVE SOMETHING TO SAY. DO NOT POST IT IN MY THREAD.

You can only have 4 grenades in the grenade launcher, yet, it clearly shows 6 slots. (Like TFC?)

The weapons mostly are inaccurate when being shown. For example, the snipers Kurki is shown under his chin, but in First Person Mode, It's way taller.

The engie carrys 200 ammo for his pistol which is odd as the other classes have less. Now, he has 200 metal. Seems fair? No. Even if you build something, it will still remain 200.

Picking up any dropped weapon will replenish your ammo. Now, how can you convert a baseball bat into pistol ammo ???

The engineer has no "privites" as there is no hitbox. So, is he a girl?

That's all I know. POST SOME OF YOUR LITTLE FACTS
 
From Robin Walker himself:

Hi Drew.

Actually, the flamethrower fires invisible blobs of fire that follow the visual path you see in the flamethrower effect. These blobs burn any player they pass through. Once they’re emitted, they travel independently of the pyro’s movement.



Robin.

(I had asked about how the flamethrower worked.)
 
Actually, the default drop intel key is L.
Also, 'change your disguise' is a bit misleading. The - key by default changes the TEAM you are disguised as. Which is very convenient when following allies to the enemies front door.
 
You can also steal ammo and metal from an enemy dispenser - it won't heal you unless you are a disguised spy, but anyone can refill their weapons. So if you can, stop and restock before you blow it up! ;)
 
"You do not have to be in the circle when capturing a point. As long as your in the YELLOW STRIPE LINES you count as a capture."

actually, this is based on an invisible trigger box that encompasses the capture point. This box can be ANY SIZE depending on what the map maker wants it to be. Valve was wise in making all of their maps use a consistent size which for all purposes allows the players to use the lines as a guide.

The trigger box does not need to actually be a "box" it could be a circle. But all valve maps i have seen use a box which means the that the capture point is never really a circle but has corners you could use to your advantage.

how do I know this arcane wisdom? Because i was foolish enough to NOT use the same size boxes for my map. That will be corrected in the next version.

~D
 
- Enemy teleporter exits, and possibly entrances hurt you if you step on them.

-Flamethrowers don't work in the water, only bubbles emerge.

-By running around a sentry when right up close it struggles to keep up with you.
 
This one I asked about forever because I saw people doing it, but no one ever could answer me. In fact, most people told me I must have been smoking crack when I saw it, because it's impossible. Eventually I figured it out myself.

Controlling/changing trajectory as a demo man when doing a sticky jump: you CAN do it. You can hook, curve, stop in mid air and drop straight down, jump forward then backward, etc. The trick is to let go of "W" (or whatever button you use to go forward) BEFORE you start mashing on the directional buttons to move around in the air. If you hold forward (like I always did and like I assume the people who said it was impossible were doing) you will just follow your initial trajectory.

BONUS: Another thing I just figured out that I see a TON of people having trouble with: varying the height/speed of your demo jump: you CAN do it. Basically, the highest jump possible is something close to simultaneous jump and detonate. If you try detonate and then jump you will just blast yourself all over the place. However, if you want to do a gentle jump that does not blast you across the map or through the map's roof, what you can do is place the bomb, jump over/on top of it (depending on desired angle) and wait until you almost land to detonate. This will result in a controlled, gentle demo jump that can get you into some places that are very difficult to reach with a regular demo jump. (e.g. the window right outside spawn in Sunset Town). You will also lose less HP when using this method.
 
yep, that's what I did in convoy all the time to sticky jump across and control the landing. You also get a much higher jump if you jump and then crouch when you detonate. It's a common bind (jump, crouch, detonate) to get the extra air.

With two stickies you have to have some air to not blow up.
 
[quote1210629852=Dangerdad]
yep, that's what I did in convoy all the time to sticky jump across and control the landing. You also get a much higher jump if you jump and then crouch when you detonate. It's a common bind (jump, crouch, detonate) to get the extra air.

With two stickies you have to have some air to not blow up.
[/quote1210629852]
I have been reflexively hitting shift everytime I jump since way back in HL1.
 
These are some great ideas. Here are my contributions.

Healing a damaged teammate (soldier or demoman for example) in spawn during setup will not build up your ubercharge any faster.

Also......

Your own sentry CAN kill you. It's happened to me. Don't stand in front of your sentry when it's firing!
 
Standing on an enemy teleporter can kill you if someone teles.

I THINK engs can die from their own teleporter if someone teles onto them
 
[quote1210634322=Noravic]
These are some great ideas. Here are my contributions.

Healing a damaged teammate (soldier or demoman for example) in spawn during setup will not build up your ubercharge any faster.

Also......

Your own sentry CAN kill you. It's happened to me. Don't stand in front of your sentry when it's firing!
[/quote1210634322]
lol were you the person that found that out yesterday?
yeah telefrags can kill the engineer and enemies
 
[quote1210634173=Indryd Cauld]
This one I asked about forever because I saw people doing it, but no one ever could answer me. In fact, most people told me I must have been smoking crack when I saw it, because it's impossible. Eventually I figured it out myself.

Controlling/changing trajectory as a demo man when doing a sticky jump: you CAN do it. You can hook, curve, stop in mid air and drop straight down, jump forward then backward, etc. The trick is to let go of "W" (or whatever button you use to go forward) BEFORE you start mashing on the directional buttons to move around in the air. If you hold forward (like I always did and like I assume the people who said it was impossible were doing) you will just follow your initial trajectory.[/quote1210634173]
This is called Air Strafing. This is where you only use your strafe keys while in mid air to maneuver. If you hit either forwards or backwards at any point in time, you will lose directional control. Make sure that your movements are relatively smooth while strafing, or else your momentum will be lost. You also gain a greater velocity while doing this.

Air strafing can be useful for either demoman or soldier. It's great for turning corners with a better vantage point on your enemies while also having the element of surprise. The old phrase for soldiers is Height for Heath. You have a greater chance if doing damage, getting kills, and greatly reducing your chances of taking damage while airborne.
 
The heavy can actually wind up his gun while in the air, which is useful in places like when you jump out of the tunnels in gravelpit.

The sniper dot grows more bold the more charged the shot is, use that to judge when you want to rush one.

As a scout, you can jump on top of enemies and bat them from above. (Particularly fun with heavies.)

When facing a pyro as a soldier, shoot your rockets so that they land a bit in front of him, thus blowing him back a bit and keeping that pesky fire away.

It is very easy to kill a sentry as a pyro, circlestrafing is the key.

As a spy, don't disguise right before cloaking: People will still be able to see the smoke. It's fine to do after you cloak, but not before.
 
The demoman can shoot grenades through thin to thicker walls as long as the walls are flat and if there isn't a block bullets/clip brush or empty space on the other side.

You can lure spies into traps using shadows, as a spy uncloaks his/her shadow hill become visible on the floor. Your reaction must be fast but you can sometimes manage to quickly turn around and kill them.

As engineer, you can build on the edge of most door and respawn visualizer triggers/brushes.

Stabbing then sapping is also highly effective if there's only one engineer in the area.
 
[quote1210642620=Noravic]
Your own sentry CAN kill you. It's happened to me. Don't stand in front of your sentry when it's firing!
[/quote1210642620]

You can also kill a teammate by the rockets that your sentry gun shoots. It's rare, but it happened to me the other day. Automatic -50 points :(
 
As an engineer you can reduce the buildings build time by whacking the buildings with your wrench.

Sentry guns can kill yourself and your teammate sometimes. (I have heard a teammate kill is a glitch.)

Only your teammates can walk through the engineer's buildings. The healing line from your dispenser follow the enemy spies when they are invisible. Some good way to identify enemy spies.
 
[quote1210650955=Black cat]
-Flamethrowers don't work in the water, only bubbles emerge.
[/quote1210650955]
Sure they do... you just have no range, but it's still a heck of a lot better than pulling out the axe.
 
[quote1210651869=thespectator]
The demoman can shoot grenades through thin to thicker walls as long as the walls are flat and if there isn't a block bullets/clip brush or empty space on the other side.
[/quote1210651869]
Huh? I'm very interested in this, but I don't understand what "if there isn't a block bullets/clip brush or empty space" means.
 
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