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Team Fortress 2 Class Guide


Tussell
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Tussell's

Guide To Pwning

TeamFortress 2

Introduction

This guide is not going to give tips on how to obtain achievements, but instead explains different strategic ways to kick some major ass! I will be including information such as 'general information', 'general tips', 'offense tips', 'defense tips', and 'class vs class information'.

 

SCOUT

General Information-

  • The scout is quick and nimble. His double-jump allows him to skim across rooftops and change direction in mid-air, making him a formidable adversary in open area combat. The scout's speed is great for stealing the enemy team's documents, but he also captures control points twice as fast as any other class.
  • The scouts weapons include a shotgun, pistol, and baseball bat.

General Tips-

  • Don't stay in places that have no escape. Scouts are very defenseless in enclosed areas. Many of the other classes can easily corner you and kill you.
  • Know when to quit. If you're running out of health, or even near death, you'll need to get out of the situation. Scouts have very low health to begin with. Scouts can travel at a very high speed, it won't be too hard to escape larger enemies.
  • Use double jump to your advantage, that's the whole reason it is given to you. Use it to get to high place as well as evading mines.

Offense-

  • Scouts are meant to be used on offense, it's definitely one of their main advantages. You'll be able to get passed almost anything except sentry's. If you don't worry about anything else, and only the objective, you'll usually be able to do a lot of help. This is best shown on Capture The Flag maps. The further you can bring it out of the enemies base, the better.

Defense-

  • Again, the scouts ability to move at high speeds is a great advantage for your team. When an enemy is attacking, capturing, or escaping with the objective, you're the best chance your team has in stopping that.

Against Other Classes-

  • SCOUT - Because you guys have the same attributes, it's a pretty fair fight. Try and lay down the first few shots, and you should be fine. Make sure to use health packs to your advantage. When you've got someone who can do the same things as you, it may be hard to automatically tell if they can use the class to its advantage.
  • SNIPER - Snipers are very easy to take out. They don't have much to defend themselves right. Rushing them with your shotgun is probably the easiest way to get rid of them. Try not to run in a direct line though, the sniper may pull of a tricky shot, landing a bullet right in your skull. Try and maneuver around side to side while running towards him. Utilize double jump when rushing as well.
  • SPY - Again, these are quite easy to take out. Get close to them and just pump some shots into them with your shotgun. When they go invisible, it's not very smart to stay in the same room.
  • SOLDIER - The soldiers have very strong weapons, though the rockets, his main source of destruction, is very slow. As you know, the scout is very fast, so it will be quite easy to escape many of the soldiers attacks. Make sure to utilize the ability to double jump and move at high speeds.
  • HEAVY - Make sure you're either above or behind a heavy if you're planning on trying to take him out alone. The heavy moves slow, but once he gets his chain gun going, you're pretty much dead. It's not smart to try and take one on alone. When you spot one, it's best to notify your teammates so you can attack with someone.
  • ENGINEER - An engineer will also be easy to take out. Though they use a shotgun like the scout, they're much slower. Just treat him like another scout to stay on the safe side.
  • MEDIC - Taking out a medic is no hard task. Their needle guns are quite powerful, so maneuvering back and forth while attacking is going to be your best bet if you wish to try and avoid damage. When they are healing someone, it's best that you take out the medic first. Not only does that mean one less enemy, but it means there is little to no medical support for the enemy.
  • PYRO - Attacking a pyro can be very dangerous. Their flamethrower is very deadly, especially to a scout, due to the fact that they have little health. If you decide to attack a pyro, stay as far away from the range of their flamethrower as possible. Pistoling them is very useful since it's got a very far range on it. The shotgun is good anywhere from close to mid.
  • DEMOMAN - Attacking the demoman is much like attacking the soldier. Make sure to utilize your abilities to move fast and double jump. Make sure to be on the lookout for the mines. Double jump over them to evade them.

Against A Sentry-

  • Scouts are nearly defenseless against a sentry. Your best bet would be to hardly poke around a corner and take it out with your pistol. If you run out and one starts shooting at you, you will nearly be taken out in seconds.

DEMOMAN

General Information-

  • The demoman is a master of explosives, and that's just what you'll become when you play this class. His grenade launcher is great for clearing out rooms with time-delayed explosive projectiles. When you're looking to set a trap for the enemy, sticky mines are the answer.
  • The demomans weapons include a grenade launcher, sticky mine launcher, and bottle.

General Tips-

  • The demoman is much more deadly than the heavy gunner when a medic is constantly healing behind them. Try and party up with a dedicated medic, and that should be very helpful.
  • Don't go crazy! You can't neglect that fact that there is a medium-long reload time. Use every shot wisely, you don't want to be caught in the middle of a firefight reloading your guns.
  • Aside from the engineer, demo's can be used to put up some very nice traps. Make sure to use this to full advantage.

Offense-

  • Grenades don't blow up on impact. Keep this in mind. Using your sticky mines may be a better choice in a close combat firefight. If you can manage to drop one on or in front of an enemy, you're much better off.
  • If you're positive you have time to wait for a grenade to explode and you're in the middle of a firefight, they can be very useful.

Defense-

  • Laying sticky mines down when on defense is a must. Put them around the objective.
  • Another great place to put sticky mines is in and around the base. Put a few on the walls and on the floor of every entrance/exit. Make sure to not overdo it, you'll want to make sure you have enough

Against Other Classes-

  • SCOUT - Many scouts are eager. If you're getting chased by one, there's one simple solution. Try and get behind a corner and throw down sticky mines. They'll most likely not see them when determined to kill you. Remember the scout is very fast and maneuverable. Watch your back at all times.
  • SNIPER - Many snipers are hiding, causing them to be someone cornered. What I've found useful is to shoot some sticky mines on one side, then unload grenades to the other side. Either way he'll get hurt. Using grenades against this class is your best bet.
  • SPY - Something spies like to do is if they see you laying sticky bombs or guarding a point with them they'll go out of their way to backstab you, so if your not in action make sure to look behind you frequently. If you see a spy go invisible in your general area, it never hurts to let down some sticky mines and/or grenades.

  • SOLDIER - A soldier will almost always have the advantage with his speed and accurate rockets. Try and lure him into a trap or rush him dead on and hope for the best. They will usually try and avoid you because your grenades can't reach far distances without first bouncing. Try and lure him closer using sticky mines if at all possible.
  • HEAVY - Taking out a heavy can be very difficult. They're usually going to be stubborn due to the fact that they have a decent amount of health. They're even more stubborn when they've got a medic behind them. When running away from them, throwing down mines is very effective. They take for granted they have a lot of health and/or a medic, so will most likely disregard the mines.
  • ENGINEER - Taking out an engineer shouldn't be rocket science. Engineers are no big threat to you either. The best way to take them out is to plant mines around the things they built. The best way to lure them towards this is to shoot it with a distanced grenade to hurt it, then plant the mines. This way they will need to heal their structures.

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  • MEDIC - When going up against a medic, there are a few things to keep in mind. The needle gun has a high rate of fire, and a relatively short reload time. You will definitely want to strafe from side to side if you wish to charge him. Your best bet is to throw down mines in front of him. If you can blow them up, he will most likely retreat backwards so his health will regenerate. At this time just shoot grenades before he has time to turn around.
  • PYRO - Every weapon except the bottle can be used for far range attacks. This is particularly good when dealing with the pyro. You'll want to stay a distance away from him so you don't get set on fire. Throwing down some sticky mines in front of you is your best bet, as they will want to get close to you at any cost to set you on fire.
  • DEMOMAN - This will be a very even fight. They have the same attributes as you. Make sure to use all your abilities to your fullest when facing off against the same class. Try and get in the first few shots and you should be fine.

Against A Sentry-

  • Taking out a sentry is quite the easy task for this class. Nicely placed grenades can do the job of taking these out quite easily. Remember to always save some grenades for this task.

Engineer

General Information -

  • The engineer is critical to moving the line of battle in his team's favor as well as setting up powerful defenses. There are four building types that the engineer can create. The dispenser is a supply building that can give health and ammo to teammates and provide metal for the engineers to build and repair their buildings. Teleporters let your teammates move quickly across the battlefield, and the turret gun is a powerful defensive weapon with three levels of destruction. Hit buildings with your wrench to make them build faster or to upgrade them. To move a building, use the detonator device to destroy the existing structure and then rebuild it where you wish.
  • The engineers weapons include a shotgun, pistol, and a wrench.

General Tips-

  • When building a sentry, it's a good idea to build everything you can to distract the enemy away from it causing him to try and take out things other than the sentry.

Offense-

  • You're going to want to make use of your shotgun. It's going to be your best bet when on offense, that being said, you're not going to want to volunteer yourself for going on the front lines of battle.
  • Planting a sentry close to the enemy and their base is a good idea. It will help out when your team is rushing the base, because the enemy will be occupied with getting back at your team. That being said, they won't be on the look out for a sentry as much, let alone a sentry in their own base.

Defense-

  • Build sentry's as strategically as possible. Make sure to always upgrade your sentry before you set off to attack.

Against Other Classes-

  • SCOUT - When fighting against the scout, his only advantage is his speed. It shouldn't be too hard to just take him out with your shotgun. If he does become a problem, just leave. Head over to your turret.
  • SNIPER - The snipers will usually hang back, so there's not much of a reason to take these out if you're the engineer to begin with. If they're not attacking you, don't worry about it. If they are, just remember to not stay in a straight line, and to keep moving. Just pack some shotgun bullets in him.
  • SPY - Since an engineer is often concentrating on upgrading a turret, a Spy may easily creep up and try to stab you in the back. Your only chance of survival is to keep their eyes open and remain alert for any signs of Spies. If you are attacked, or your Sentry is sapped, quickly turn round while swinging your wrench. It’s likely you will hit the spy and remove the disguise. The second hit will most likely kill them, and the third hit certainly will. Most importantly, moving will make it more difficult for the spy to land their backstab move. In a fair fight your Wrench will beat his Knife, and your Shotgun will beat his Revolver. If the spy escapes don’t chase them, they will be back soon to try again.
  • SOLDIER - When pitted against a soldier, there isn't much to do. Hide behind your turret, and try and take him out with either your pistol or shotgun. If you're not near your turret, try your best with the shotgun. Try and evade them at all costs if at all possible. There's not much else to do here.
  • HEAVY - The heavy is going to be a tough opponent. Your going to want to just shotgun him. If you can lure him into your turrets, that'd be your best bet, but assuming you can't, your shotgun is all that can really help you.
  • ENGINEER - This will be a very even fight. They have the same attributes as you. Make sure to use all your abilities to your fullest when facing off against the same class. Try and get in the first few shots and you should be fine.
  • MEDIC - Because the medic can self-heal, your best bet is to just rush him with the shotgun. Don't play games with the medic. Just rush him with your shotgun assuming he's alone. Make sure to strafe left and right, as his needlegun can take you out fast if you're constantly hit with it.
  • PYRO - When fighting against a pyro, your best bet is your pistol, then your shotgun. Try and plant as many bullets as you possibly can into him, then get close ranged if you have to. If you kill him, and are on fire, you may die, just be happy he's further away from your base.
  • DEMOMAN - The demoman is a pretty tough opponent. They can take out anything you make quite easily, and are going to take you out if you're not careful. Treat him like a scout, but make sure to continuously move, as to not get hit with his explosives.

Against A Sentry-

  • Rarely will you need to pit yourself against another turret. If you indeed do need to, it's best to just barely peek out and shoot it with your pistol.

SNIPER

General Information-

  • The sniper is master of the long-range, one-hit kills. Stake out a good vantage point and pick off the other team one at a time. The secondary attack button zooms the scope - while you're zoomed, the gun charges. Hitting someone with a full charge is the secret to taking them down quickly.
  • The snipers weapons include a sniper rifle, an SMG, and a machete.

General Tips-

  • Make sure that you allow enough time for your sniper rifle to charge. The longer it's charged, the more powerful it is. You can see the meter next to your cross-hair. It's a set of bars with a lightning bolt next to it.

Offense-

  • The sniper isn't very good on offense. His only automatic gun is the SMG. It's got a very small clip and does very minimal damage. When on offense, make sure you're going after someone with minimal health or prepared to most likely get killed.
  • Your best bet when going on offense is to use your machete.

Defense-

  • When one defense, make sure you aren't too far from your base. The sniper won't run very fast, and once a decently fast enemy runs past you, you have a very small chance of catching up to him.
  • Staying directly on your enemies objective (your base) is also a bad idea. You're trapped, and when you're only good for your long range weapons, you've got little to no-chance of coming out successful.

Against Other Classes-

  • SCOUT - When fighting against the scout, his biggest advantage is his speed. When a scout sees a sniper, they will most likely run in a zig-zag line. This causes a bit of a problem when you're trying to get a head-shot on them. Your best bet is either a long distance head-shot, your machete, or just spray and pray with your SMG.
  • SNIPER - This class has the funnest 'class vs. class' battles. It's an extremely even fight, and all you can do is hope for a head-shot. When it comes down to the other weapons, well... May the best man win.
  • SPY - They're quite easy to get a head-shot on overall, but they're pretty dangerous as well. When you're sitting scoped in looking for the enemy, there's a high chance they will come up from behind you and backstab you. Up close, you're best bet again, is spray and pray or the machete.
  • SOLDIER - Sadly, there's not much to say here. Again, they move slow, so they're easier to get a head-shot on, but when it comes to close range battles, you're most likely screwed.
  • HEAVY - The heavy is going to be a tough opponent. From a distance, they should be quite easy. The move slow, and they're big, so even if you don't get a head-shot, you should be able to get a few body shots in, and enough to kill them. Again, up close, there's nothing tactical to do.
  • ENGINEER - Head-shots are pretty easy on them, as they're again, not the fastest. Up close, the machete and SMG will do a decent enough job if you've got a place to hide and reload. It's easiest to just snipe them when they're building.
  • MEDIC - Because the medic can self-heal, you're best bet is to go for the head-shot. The they move slow enough to be able to pack a few clips of SMG into them, and using your machete on them should be no difficult task. It's best to head-shot them while healing, due to the fact that they won't be looking for snipers, but trying to cover behind the person they're healing.

Edited by Tussell
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  • PYRO - When fighting against the pyro, you'll find that they're one of your worst enemies. Other than hoping for a snipe kill, none of your weapons will really prove to be good enough against them. Both the machete and SMG need to be at a close range in order to use them at their fullest. The pyro's flamethrower is at a short enough distance to touch you when you're using anything other than the sniper.
  • DEMOMAN - The demoman is also a pretty tough opponent. Both of their weapons are going to be strong and decent enough to take you out when you're sniping. Even up close they will be able to take you out by using their melee weapon. You're best bet again, is either a head-shot. When close up, you're just going to have to try and pack enough SMG clips into them, or get close enough to them, and behind them if you wish to stab them.

Against A Sentry-

  • The sniper will be a pretty good class to take out sentry's. You'll be able to just snipe them from a distance, assuming there isn't an engineer close by to heal it when needed. The sniper is probably one of the worst classes to come in contact with a sentry up close.

MEDIC

General Information-

  • The medic is the ultimate support class. You can heal your teammates with the medigun: charge meter will fill as they are healing. When the charge meter is full. press the secondary attack button to activate invulnerability for you and the person you're healing. The "invuln" only lasts a short time, but while it's active you are both untouchable. Watch and listen for people holler "Medic!" and give them a hand - your teammates will thank you!
  • The medic's weapons include a syringe gun, and a bone saw.

General Tips-

  • Stay behind your teammates while the game is starting and when it starts and charge up on 'ubercharge'. Doing it at the beginning will prove to be extremely useful.
  • Make sure to use 'ubercharge' and the right time as you don't want to waste it due to the fact that it takes a while to obtain.
  • When using your gun, make sure to aim a bit higher than your intended target. Reason being the needles that are used, shoot down a bit.

Offense-

  • When on offense, make sure to follow your teammates, healing them constantly will help out more than a healthpack and/or dispenser.
  • Try to be as stealthy as possible, even though your gun is good, it's not going to last long.

Defense-

  • You're not going to prove extremely useful on defense. It's best that your team is healed by the dispenser, and it's also much more practical. That's not to say that healing an injured teammate should not be attempted.

Against Other Classes-

  • SCOUT - Against the scout your gun will prove much more useful than the bone saw in any case. The gun as a a decent reload rate and fire rate. Only use your bone saw when you run out of ammo.
  • SNIPER - There's not much you can do other than get him from up close. Make sure to watch out for snipers when healing a teammate, as you're most vulnerable when you're doing so.
  • SPY - While healing, spies are likely to come up from behind you and stab you or shoot you. While healing, do your best to frequently check behind you just in case. When fighting the spy, unloading a few clips should do the trick. The spies move slow enough to get more than half of the bullets into them. Your bone saw is most likely going to prove to be useless as their knife will do a much better job.
  • SOLDIER - When fighting against the soldier, remember to jump and zig-zag as much as possible. It's best to not use your bone saw as there's really no competition. Your best bet is to spray and pray.
  • HEAVY - Again, your best bet is to spray and pray. It's never smart to get close to a heavy and use a melee weapon unless of course you're the scout.
  • ENGINEER - It should be pretty easy to eliminate an engineer. Your gun has a far enough range, and they move at a slow enough pace, to be able to off them simply with your needles.
  • MEDIC - Again, when fighting against your same class, it's always a fair fight. Try and make sure you don't leave to much time in between attacking. It's bad to hide when reloading, and never wait for your health to go up, as they will do the same thing. Stay at it until one of you die.
  • PYRO - Since your gun has a decent range, you should be able to pack needles into them without being set on fire. Try and retreat as much as possible when reloading and then jump out to shoot when ready. It's not a great idea to use your bone saw due to the fact that their flamethrower will get you. If hit, remember that your health automatically increases, so try and get as far away as possible and just chill.
  • DEMOMAN - The demoman is a pretty easy opponent. Their main weapons can easily just be evaded. Make sure that you're always watching out for the sticky mines though when healing someone. When fighting them, pumping needles into them should be no difficult task, as they won't really be able to escape quick enough for you to not catch up.

Against A Sentry-

  • Against the sentry there's not much you can do. Your gun will not do much damage to the sentry whatsoever and there's no point in using a melee weapon on it. Stay away from them and wait for a teammate to take it out.

SPY

General Information-

  • When you need someone to breach the front lines, the spy is your man. Press the secondary attack button and he dons his invisibility cloak. But keep an eye on your watch, because when the green bar runs out, the cloak shuts off. When invisibility isn't enough, the sp can use his PDA to disguise himself as a player on the other team. If you can get behind an enemy player and knife him in the back, it's a one-hit kill. When cloaked or disguised the enemy turret guns won't shoot at you, giving you the opportunity to attach a sapper to the turret, which drains its health and eventually destroys it.
  • The spy's weapons include a pistol, knife, and sapper.

General Tips-

  • When sapping an item, make sure to keep an eye on it. An engineer can just whack it a few times with the wrench, and completely break the sapper. Your best bet is to sap it an run, they'll be overwhelmed and most likely try to fix the item you sapped.
  • You don't only have to sap turrets, you can sap anything built by a engineer, and it's a good idea too. Sapping a structure will cause a distraction.
  • It's best to make sure that when you choose a disguise, you choose one of a class that you know is on the other team. If it's something that isn't on their team, it's usually a dead giveaway.

Offense-

  • When on offense, your best bet would be to sap the enemies structures. If you're unable to go for the objective at the same time, then it's most likely not worth it. Just go in dressed as an enemy and do your work.

Defense-

  • There's no real redeeming factor when using the spy on defense. It's probably best to just sit around a corner and wait for an enemy and try and get a stab them.

Against Other Classes-

  • SCOUT - If you can pull of a good enough stealth move to get behind them, stabbing them in the back is your best bet. A scout will take you out rather fast if you're visible, and they're using their shotgun. There's not really any competition.
  • SNIPER - Stabbing the sniper is probably the best way to deal with them. It doesn't even need to be in the back. If they're in a good sniping spot, they'll most likely freak out and move back rather than moving into an open area. Just stab em a few times. If possible, obviously try and get them in the back. If they manage to get away, only then should you sound your pistol.
  • SPY - Playing against another spy, personally, just gets annoying. It's not difficult, but they can easily just go invisible when you least expect it and that is just annoying. If and when they do, just go invisible too. Just leave the scene, and go for someone else. There's no real danger with the spy when their invisible.
  • SOLDIER - It's always best to just try and stab a soldier. Their weapons will most likely kill you if you attempt to stab them, and they're aware of it. Stabbing them in the back is the best way to go about stabbing them. Just go invisible and ditch the scene if you have no way of defending yourself.
  • HEAVY - If you can pull of a good enough stealth move to get behind them, stabbing them in the back is your best bet. Make sure that you're going to be able to pull it off. Once you get in the view of a heavy, you're most likely toast.
  • ENGINEER - When an engineer is building a structure, your best bet is to just go up behind them and stab them. Common sense. When you actually come in contact with one, your pistol should do a decent job of getting rid of them. If you run out of ammo, just go invisible and leave, trying to stab an engineer, or anyone with a shotgun can be a bad choice.
  • MEDIC - When a medic is healing someone, it's pretty easy to just get behind them and stab them. They're not always going to be looking behind them. Just make sure there's no one else behind you when attempting it. If someone spots you doing it, chances are they're going to be communicating and they'll tell the medic. This will then cause both the medic, the person getting healed, and the guy who spotted you, to gang up on you.

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  • PYRO - Due to the fact that you're only weapon that is going to be useful against the pyro is your pistol, you're going to want to stay away from these guys. That is of course if you're unable to get behind them and stab them.
  • DEMOMAN - The demoman isn't too difficult, but isn't too easy. Again, using common sense, stabbing him in the back is your best bet. His two main weapons shouldn't really cause to much of a problem though. They moves slow enough to be able to pack almost every pistol shot into them.

Against A Sentry-

  • The spy is the best against the sentry. All you have to do is disguise yourself, and set up a sapper on the sentry. They're dead. There's no real reason or situation in which you're going to need to run into the view point of a sentry without a disguise.

HEAVY

General Information-

  • This is the toughest, most powerful class there is. He may lumber slowly into battle, but he brings with him a hail of lead that few can escape. The gun takes a couple of seconds to get up to speed, but you can hold the secondary fire button to keep the barrel spun up, and then hit the primary fire button for an instant shower of bullets.
  • The heavy's weapons include a chain gun, shotgun, and his bare fists.

General Tips-

  • Try and find a dedicated medic to stay behind you at all times. This is the best way to enter battle.
  • Make sure to always make use of your secondary fire. Keeping your barrel spinning is very useful.

Offense-

  • Offense isn't always the best way to go when dealing using a heavy. Yes, they're very powerful, but they move extremely slow.
  • If you do indeed decide to go on offense, make sure you're not alone, it's always best to again, have someone healing you, or just someone to go in with.

Defense-

  • This is a great class to keep on defense. When you are on defense, remember to make use of your secondary fire button, always keeping that barrel spinning. You will find yourself wasting too much time spinning it up if when in emergency.

Against Other Classes-

  • SCOUT - When fighting a scout, your best bet is to use the shotgun if you're close to them. If you're within medium distance, and you've got enough time to warm up the barrel of your chain gun, that's definitely your best bet.
  • SNIPER - From a distance, there's really nothing much you can do. They're going to just keep moving and shooting you with their sniper. Your best bet is to get within a medium/close distance and just use your respective weapon. Shotgun up close, chain gun at a medium range if you've got time to warm up the barrel.
  • SPY - The spy is a pretty difficult class surprisingly. They only need to go invisible, get behind you and stab you. Make sure to watch your back, because once they start stabbing you, and it's not in the back, it's going to be hard to continuously turn to where they are. Again, your chain gun is your best bet.
  • SOLDIER - Using the shotgun will want to be your last resort. Their explosives are not something you want to get close to as they will take you out head on. It's not hard to hit someone as big as the heavy. If you've got the time and ammo to use your chain gun, do it.
  • HEAVY - These battles get very annoying. Using your chain gun is your best bet. It's usually about whoever gets their gun going first.
  • ENGINEER - There's really no competition. The chain gun is your best bet. Only use the shotgun if you must.
  • MEDIC - Using your chain gun is really all you need to do in any case, if you've got the ammo for it. You shouldn't need to use your shotgun if you've still got ammo in your chain gun.
  • PYRO - Using the shotgun will want to be your last resort. Their flamethrower is a short range weapon, as is the shotgun. If you've got the time and ammo to use your chain gun, do it.
  • DEMOMAN - Again there's really no competition. The chain gun is your best bet. Only use the shotgun if you must. Make sure though that if there is one in site, you try and get rid of them first. The heavy moves slow, and their weapons are just perfect against you if you're not using the heavy correctly against the demoman. If you spot one of these guys, it's always best to go in with at least one other person that isn't a heavy.

Against A Sentry-

  • The sentry is most likely going to take you out. If you've already got your barrel charging up and it's within distance to make every bullet hit, you may have a chance, otherwise don't mess with it. You move too slow, and are to powerful overall to risk getting shot.

SOLDIER

General Information-

  • The soldier is a great class for long-range combat. He's great on offense for pushing through enemy lines and taking out sentry guns with his rocket launcher. When firing rockets at enemies, aim for their feet to hit them with splash damage.
  • The soldier's weapons include a rocket launcher, shotgun, and a shovel.

General Tips-

  • Try and predict which way your enemy is going to move when using your rocket launcher. It takes time for it to travel, so you'll want to him the head on.
  • When there is a sentry on the floor above you, go under it and shoot up. The damage will travel through most any surfaces that the sentry is planted on.
  • Only use the rocket when at a reasonable distance, you don't want to be taking damage from it yourself.

Offense-

  • The soldier isn't too bad on offense. He's definitely better on offense when compared to defense. Reason being, they're good at taking out a sentry, and have both a far range weapon and a close range weapon.
  • It's always best to travel with someone. When traveling alone as a soldier, you'll find yourself pretty defenseless when they've got more than one person against you.

Defense-

  • Defense isn't going to be what you're doing when using the soldier. The rockets, again, take time to travel to their destination, and if the enemy is just trying to capture intelligence, they'll most likely escape with it. They're much better at defending in control games, as you can just shoot where the enemy is capturing.

Against Other Classes-

  • SCOUT - From a distance, you can use your rocket and it will be useful. If within a good enough range to use the shotgun, use that. You're not going to want to be hurting yourself in the process of taking one of these guys out.
  • SNIPER - One of the easiest classes to take out. When they're sniping, just fire the rockets up there. When up close, use your shotgun. It's quite simple really.
  • SPY - A very annoying class to fight against. You'll most likely find yourself using the shotgun, as you don't want to hurt yourself in the process of killing the spy, and you'll most likely be within close distance of the spy. Use your shotgun as the main weapon, and if they go invisible, just ditch the place.
  • SOLDIER - Again, another annoying class to fight against when you're playing as the same one. Just unload your rockets into them as quickly as possible and let the shotgun be your last resort.
  • HEAVY - Using your rocket launcher should be the only thing you use against this class. Unless you run out of ammo with the rocket launcher, stick with the rocket launcher. Remember to stay a good distance away from them, as you can easily take them out, but want to do it with taking the smallest amount of damage possible.
  • ENGINEER - Taking them out with your shotgun is going to be easy, as they don't have much to use other than that. If it they're far away, obviously use the rocket, but using your shotgun is no mistake.
  • MEDIC - Use your rocket launcher when necessary. Again, using the shotgun is no mistake. When they're healing, use the rocket launcher. This will allow for the person they're healing to take damage as well.
  • PYRO - When fighting against the pyro, you'll definitely want to use the rocket launcher as your primary weapon. Reason being, your shotgun is close range as is his flamethrower. The pyro is large enough of a target to be able to hit with your rockets. Again, the shotgun should be your last resort.
  • DEMOMAN - Both your explosives, and their explosives are meant to be used far range. Stay moving, but also just try and hit him as many times as possible with the rocket. Your shotgun is pretty useful too. If you're using the shotgun, make use to not move in a straight line, as he will just shoot down mines in front of you.

Against A Sentry-

  • The soldier is good at taking out a sentry. Again, if you're under one, just shoot where it is above you, and it will take it out. Even if you come in close contact with one, unload a few rockets on it and you should be fine, though you'll most likely need health.

PYRO

General Information-

  • The pyro is all about is flamethrower, making him a master of close-quarters combat. Engulfing your enemies in a powerful stream of fire not only causes them serious damage, it also catches them on fire for a short time which continues to chip away at their health - their only escape is to jump into water.
  • The pryo's weapons include a flamethrower, shotgun, and a fire axe.

Edited by Tussell
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General Tips-

  • After setting someone on fire, if they move slow continue to hold down the your trigger. They'll die faster from the flames if you keep them on fire.
  • If the enemy escapes, switch to your shotgun, and pump a shot or two into them, they'll most likely end up dead.

Offense-

  • When on offense, your shotgun is your best bet if you're rushing. When moving slowly you'll definitely want to use the flamethrower.
  • Make sure to travel with someone, the pyro doesn't move extremely fast, so you're not going to want to be alone.

Defense-

  • Defense is great for a pyro. Just hide around a corner with your flamethrower out and light them up. It's your best bet. As the pyro, you'll want to be camping or defending with at least one other person near or around you.

Against Other Classes-

  • SCOUT - Against the scout, your best bet is setting them on fire, then switching to the shotgun. They're fast, so they're most likely going to be running away once they're on fire. Again, they move quickly so switch to the shotgun as soon as possible to unload shots into them.
  • SNIPER - From a distance you're not going to be doing much of anything. Both of your weapons are for use at close ranges. If you absolutely need to come in contact with a sniper, make sure you do it at close ranges, and continuously move.
  • SPY - The spy is pretty easy to take care of. Your flamethrower is your best bet in any situation, as it will do pretty much anything to the spy. Only use the shotgun if you absolutely need to.
  • SOLDIER - The soldier is going to be pretty tough to fight. Use your shotgun in most situations, unless you're close enough to keep the fire on him once you use it. Letting him escape, and using the shotgun isn't always the best bet.
  • HEAVY - Against the heavy, you're going to want to use the flamethrower on him, then switch to the shotgun and do your best to unload as much as you can on him. Unless you're behind him, and the heavy is distracted, you're not going to want to use only your flamethrower.
  • ENGINEER - When fighting the engineer your best bet is the shotgun in almost any situation. Reason being, that's really all they have to use against you that's powerful. If possible though, use the flamethrower, then pull out the shotgun to unload on them. If they're in the process of building something, just keep holding down the trigger with your flamethrower out, because you'll damage them, and anything they're building, very quickly.
  • MEDIC - When against the medic, your shotgun is perfectly fine in any situation. If he's extremely close to you, just use your flamethrower then shotgun. If he's in the process of healing someone, get behind him and use the flamethrower. You may be lucky enough to set both the medic, and the person he's healing on fire. Then you can either chose to switch to your shotgun and unload, or keep on the flamethrower.
  • PYRO - The fire will do virtually nothing to another pyro. They don't catch fire. It will indeed hurt them, but in most every case, you'll find that the shotgun is a much more practical choice.
  • DEMOMAN - Because the flamethrower needs to be used at super close ranges, your shotgun is the best bet. Using the flamethrower when they are aware of your presence can be a bad idea because they can drop mines in front of you. Again, if possible, it's always best to use the flamethrower, then pull out your shotgun and unload.

Against A Sentry-

  • When against a sentry, your shotgun is your best bet. The only time you're going to want to try and get rid of a sentry with the flamethrower is if you're sure you can get behind it and set it on fire. When using the shotgun, just get behind a corner, poke out a little bit, and unload your shotgun on it. Eventually you'll get it, assuming there's not an engineer around to fix it.

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Engineer

Offense-

  • Grenades don't blow up on impact. Keep this in mind. Using your sticky mines may be a better choice in a close combat firefight. If you can manage to drop one on or in front of an enemy, you're much better off.

I was reading through this again for more information. And I found this mistake on the Engineer.

It talks about the Demoman instead of Engineer.

Just a heads up. ;)

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I was reading through this again for more information. And I found this mistake on the Engineer.

It talks about the Demoman instead of Engineer.

Just a heads up. ;)

I fixed it.

Thanks for the heads up.

 

EDIT - I had Pyro spelled wrong in the main title as well... Fixed that up.

Edited by Tussell
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I would place two sentries opposite of each other as to form cross fire. In case the enemy charges you with a doctor and his ubercharge, the second turret might still make it.

 

Also, I've learned that long corridors where the demo can't spam granades is the best spot. Avoid placing sentries in open spaces where snipers and soldiers can hammer away from a safe distance.

 

On dustbowl, on the second mission there is a bunker-like structure near the enemy spawn points. Placing turrets there turns this mission into D-Day. Place a dispenser in the doorway to prevent the spy from disabling your turret. If you have a good teamwork you will definitely stal the enemy for a long time. I've gotten many kills this way. Only problem is you might get sniped or a spy might zap your sentry from below.

 

Hope this helps.

 

EDIT: the reason the strategy on dustbowl works so well is because the "windows" on the concrete bunker structure are narrow which makes it harder for the demo guy to spam granades and stuff.

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Its funny how you just copied my guide and edited it to make it longer well done big noob.

What's that?

 

The original one you had on here?

 

It was trash compared to this.

 

Everything in this thread is mine. I was working on this thing for about a week and a half to two weeks.

 

I dont get how you think yours (Found here: http://www.xbox360achievements.org/forum/showthread.php?t=52937) is anything like mine. Copy+Paste doesn't add a lot more information. It copies it word for word, and mine is epic.

 

Cry more.

 

QQ

Edited by Tussell
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