The Ultimate Scientific Laws of the Multiplayer Online Game Team Fortress 2...

firestrike24

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Well this was something I started on the Team Fortress 2 Fort forums, it has gone on to become the number-one viewed thread of all TF2 threads, with a massive 25,000 views so far, and still going strong.

It's a satirical view of Team Fortress 2, NO logic is allowed, feel free to add in your own laws!

Due to space limitations, I am unable to post all 2000+ laws posted by other gamers and myself, below are a few I came up with.

The Original..... The Ultimate Scientific Laws of the Multiplayer Online Game Team Fortress 2...... or.... 101 Things that could go wrong in a TF 2 game.




*"Logic-Free Zone" cordon*

General laws of TF2
1. The chance of a crit increases exponentially to the importance and size of a target i.e. a soldier will tend to crit a heavy or medic more often than a demoman or pyro.

2. The lower one's health, the higher the chance of there being a pyro around the corner.

Medic laws of TF2
1. A crit rocket seeks the nearest medic

2. In a location safe from rockets, grenades, and most fire, a medic will be sniped.

3. The chance of a medic being hit by a crit increases in direct ratio with the percentage of ubercharge.

Corollary 1
A medic is at his absolute most vulnerable when he is about to ubercharge

4. in a duel between a medic and a spy, the spy has a higher chance of a facestab than normal.

5. When more than one medic is charging their uber, the chance of death increases exponentially to the number of medics.

6. A medic healing an enemy spy never dies

Spy Laws
1. Even when a spy randomly chooses a disguise, the odds are 90% that you will be using name of the first enemy you run into.

2. Spy disguises and invisibility attract flames more than usual uniform material.

3. Bullets seek the nearest cloaked spy

4. When disguised as an enemy, you will be spychecked.
Extension:
When disguised as a friendly, they'll target you first anyway

5. As a spy, when you're running up to sap a sentry gun, a teammate will run so that you, the gun, and the teammate are in a straight line, with you in the middle.

Heavy laws
1. Facestabs work 50% more often on you than any other class

2. A crit stream will start when a scout runs in and end precisely before the follow up soldier medic teams move in

3. You will run out of ammo immediately when having to face another heavy
Extension
A friendly scout will grab the nearest ammo crate.

4. The chance of being hit by a crit is higher if you're not attached to a medic

5. Upon being ubered, the chance of being blown away from your med by a sticky or a rocket increases tenfold

Soldier Laws

1. If you're unsure of an RJ, it will kill you

2. When in midair, you will fly through the fire zone of a Heavy, an SG, a sniper, or a combination of the above.

3. When you think you have a "dream spot" to snipe a sentry from, it's actually in range of the gun.

4. Crit rockets wont.

5. If you're wondering if the enemy heavy you're suppressing under rockets is still there waiting for you, he's moved into a position that will allow him to shred you once you charge.

Also, another spy law

4. Backstabs aren't

Demoman Laws

1. Stickies detonate a second too slow

2. Pipes bounce in the wrong direction

3. Heavies dodge your pipes

4. A single rocket will blast them (your sticks) all away successfully instead of scattering them too little

Pyro Laws

1. Even when ambushing a heavy from behind, he will turn around and kill you, barely surviving the flames

Engineer Laws

1. The sentry will come under attack just as you have the delay period when it upgrades.

2. In a spy free area, you will be sniped.
 
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Good read ! :)

Engineer Law: The sentry will be sapped for that split second you leave it. It doesn't matter that you'd been standing there for the past 10 min. with no action whatsoever.
 
lol so true :D

Sniper law: The second you think your doing good, a spy decides to kill you and you only, and therefore ruining your kpd
 
Medic Law

As soon as you get to the room where the guy is on fire, five healthy players will rush between you and the flaming friend spamming medic!
 
Pyro law: When air blasting successive rockets, you will air blast the first only to find a crit killing you as the second.
Extension
You will run out of ammo, then a crit rocket will present itself.
 
As a medic, you are more likely to get the first backstab, rather then the two heavys and 3 pyros that were passed on the journey to you.
 
Spy law 6.

As a spy when turning any corner theres a 90 % chance you will always run into a pyro who is just flaming for no reason.
 
Engineer Law
As an Engineer, an uber will kill you before it kills your sentry/items

General Law
You will never get the weapon/hat you want off of a drop.

The longer you are in a server doesn't help your luck on hats.
 
Spy law: You'll get killed most of the time by a crit melee. Mostly Engie, Medic, or Sniper.
 
spy law: If you carry DR and it's fully charged, if during the time you rush for the stab and are sure that you can bring it in time to save yourself, you will always be 1 ms late.

Follow up: if some lag occurs and you actualy bring it out, you will be annihilated nevertheless of your 1250 hp (thats how much you have with 125 hp and DR out)...
 
Engineer Laws

1. The sentry will come under attack just as you have the delay period when it upgrades.

2. In a spy free area, you will be sniped.

If engies weren't meant to be sniped, they wouldn't wear BRIGHT YELLOW HELMETS.
 
should'nt this be in the forum games section? i can see this going on for a while :P

anyway: spy law:
even if you have a perfect disguse you pass half the enemy team without being spychejcked and find that one medic with 100% uber that you have a clear stab for, a FaN scout will suddenly decide you look suspicious and pin you to the nearest wall, makeing you unable to escape
extention:
substitute FaN scout for friendly scout running by haveing a crit rocket shot at him
 
Soldier Law: The second you fire a rocket at a door to splash damage someone, the door will be opened by a friendly.

Scout Law: Whenever there are stickies on the bridge on 2fort, and you try to FaN triplejump across the water, you will come up short b 1 inch and get killed by a sentry in the sewer.
 

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