need to give pyro the portal gun, just because it would be hilarious to burn snipers walking through from behind.
portal multiplayer would be fuckin sick haha
you wouldn’t even need guns. Just evil traps to… trap people… in.
I don’t even know how that would work. It sounds rad, but I’m sure it would up being blue portal over a pit/fire/acid and then fire orange at their feet. The game would look hella funny just people shooting at your feet and you trying to run or jump off the ground in time.
I like playing a spy in TF2.
Do you now? Give me some tips, since I’m getting tired of Pyro.
Gabe hates the PS3 and hes right to. I wish I had a list of all the PS3 bullshit in the last 3 years. Never has a gaming company flat out LIED to their customers so many times and with such bold face.
Don’t camo as a class that isn’t on their team.
Cloak for infiltration, don’t try to run backwards or anything.
If you see an engy near his sentry, don’t bother. It’s kinda difficult to go for sentrys with them cracking their wrenches.
If he’s like 10 feet away and there isn’t any other turrets/players closeby sap the turret and switch to revolver to take it out quickly
if you are looking at a sniper face to face immediately go act as if you’re attacking the other base or cloak.
in a huge group backstab the medics or heavies first, then soldiers or whoever is close to you
take the longest route if you havn’t studied the enemy’s patterns.
and patience !
Well first off, I LOVE the pyro. It is my second favorite class.
Also, with a spy it will take a while before you get anywhere near as many kills as you will get with a pyro. As a spy kills aren’t really your main job and most of your points will be from fucking machines.
So heres a very fast run down of how I play.
-First, know the level. You need to know where the enemy spawns and where the health is on their side of the map.
-Know where you can hide on the enemy half of the map. Find a favorite spot to uncloak and use that as a base to do your dirty work.
-Always be in disgiuse. I do almost all my morphing while invisible. Know what takes you out of disguise and what keeps you in. (Sapping keeps you in, attacking is anyway takes you out.)
-You can’t do anything while invisible and it takes a full second to uncloak. Always try to backstab from disguise and not cloak as u are free to attack from disguise. Only uncloak to backstab when you are SURE the guy isn’t turning around like a sniper or something.
-Turn into classes you can fake. Don’t turn into a scout, you can’t run that fast and most people can see the difference. Don’t turn into a heavy, everyone will out run you. I like to go with demo because its a fast 4,4. Eng are good (4,6) because then you have a reason to be back behind enemy lines fucking around with machines. But my all time fav is the sniper. You move the same speed, they don’t spam shots like the heavy, pyro, and solider. It gives you a good reason to dick around on the enemy side of the map and watch them. Just get on a roof and strafe side to side. Everyone will see you with a rifle moving side to side as if u were trying to get a shot. Then jump down, backstab, cloak, grab health, turn back into sniper and go to your spot. Ive had awesome success with this.
OK I’m done. For more check out Diggs artical on the game. Google “Digg TF2 spy” or something and it should come up.
I always do an enemy spy cause it gives you a reason to go in and out of stealth
Ya I think your smoke is the color of your team though. So if you cloak they see blue or red smoke/outline. Maybe I’m wrong, but I’m sure it fools some people.
Not wise to de-cloak around enemies even if you’re disguised as an enemy spy. When cloaking/de-cloaking the team color will show and its going to give you away.
so whats the tiers?
ahhh
this game hurts my arm…and half your team playing Engineer on 2fort is not enough O at all. Ive almost given every class a try, last is going to be Spy and Soldier.
mechanics are ridiculous
i was in a team of five w/ 4 mechanics and a scout on 2fort
we just built maxed out turrets and had 2 guys attack with the rest repairing our turrets
shit was boring but we won… lol
Is the Orange Box WORTH IT? i’m not sure if i’m into TF2, but I really wanna play Episode 2 since i played hl2 and ep. 1…how long does it take to beat ep. 2?
Portal is worth it. EP2 tops it off and TF2 makes sure you are busy.
Tiers are debatable at best, since everything is situational anyways. My personal opinion would be something along the lines of (in no particular order among tiers)
Oh, and before I start, I would like to say that all of the classes are VERY close as far as I’m concerned, so don’t go around saying that I think the heavy and pyro are useless or something.
High:
Engineers; sentry guns are absolutely rediculous for defense, and as far as I’m concerned break the game once theres more than 3 in an area. Dispensers are always nice, and teleporters get your heavies and soldiers back into the fight way too fast. Hell, they’ve got decent health and their shotgun does good damage. Can be a complete loaner and still preform (I’ve held the first point of the second section of dustbowl by myself for 2 full minutes) Only real weakness is that its difficult to advance with them, but thats not really the point of the class anyways.
Medics; Mediocre health, but it regens. A major enabler for other classes, healing is really fast and has good range, and one ubercharge can break anything but large sentry gun nests. The needlegun is actually not bad on damage when you know how to lead your shots, and one of the fastest classes in the game, too.
Soldier; All around solid class. Second best health in the game, amazing damage capability (crit rockets kill half the classes in the game outright, and aren’t that uncommon), strange mobility thanks to rocket jumps. Snipers will harass you due to your slow speed, but not a huge issue.
Mid:
Snipers; have at least some form of an answer for every range (rifle, smg, melee), they don’t really stand out at anything, but overall a very useful class. Probably the most skill based class in the game. Good for taking out sentrys in open areas, too (yea, the sniper rifle can take them out in 2 full-charged hits)
Scout; rediculous speed and double jump means you are always wherever you want to be. Scattergun does way too much damage at the right ranges, and the pistol is decent for range harassment. Double cap speed plus mobility means you can capture some points before opposing team can react (the very last points on hydro come to mind. If you drop through the vent, theres a good chance you’ll cap the point within the first 40 seconds of the match start). If you know when to run, you will rarely die to anything. Would be high if soldier crit rockets didn’t often kill on hits on the ground near you, or if they had a better answer to sentry guns.
Spy; can be a luck-based class at times, but knowing when to be where is huge. The main answer to sentry guns (though not very well, attentive engineers will kill you and get rid of your sappers). Pistol does surprising damage. Cloaking, discuise to behind lines, stab stab stab, ect.
Low:
Demoman; ever since they got rid of the main grenades hitting on bounce, the demoman has had trouble mounting any kind of offense. Sticky bombs will still put a dead stop to any kind of assault, though, and are in many situations better than spys at taking out sentry guns (especially nests). Easy to do well as, but I still consider him low just due to how limited his options are because he doesn’t have any kind of direct fire weapon. Good health and walking speed make up for these a bit, but still.
Pryo; Good health and walking speed, and the flamerthrower now does good damage and sets people on fire consistantly. Great for picking out spys (one tap of the flame and they are on fire, and now an obvious spy). If he had a decent option at anything other than short range, he’d be an easy choice for mid.
Heavy; Amazing health, horrid walking speed (ESPECIALLY if you are revved up), and the heavy is very dependant on where you are and whats going on. If the opposing team has a good sniper, you can’t go into an open area. EVER. Moves up to at least mid with a medic. A soldier can take you on 1v1 easily by using a wall as cover. Spys will stab your medic, then you, without problem. You cant advance against a good demoman. You will be lucky if you trade with a lvl 3 senty gun, even with a medic (minus ubercharge, of course), and scouts can run circles around you all day. In specific situations, you can rail people (see the last area in hydro, all strait halls, almost perfect range for your gun), but in most situations you are just a sitting duck.
Thats my take on it, at least. I’d love to hear other peoples opinions, though.
Edit: also, these are for PC assuming a full 24 person server, I can’t speak for how the game flows at lower numbers of people.
Well, tiers would assume comptetive play, rather than casual/recreational/public play. In league play, I doubt Snipers or Pyros will be used (just like TFC lulz).
Snipers - In my opinion the worst class in the game. They’re meant to be a defensive class but lack anything that makes them stand out. Snipers have to pretty much stay in one area and charge up their rifle to be effective, making you a poor man’s sentry gun. You are pretty much limited to one area and are limited to one killing shot every few seconds. In league play, offense typically comes in swarms of 3-5, giving you only one shot to kill before all of those people are in your base if you miss. You’re better off playing as an Engineer (which are overall more helpful to the team). In CP maps I can see snipers becoming a bit more useful but not by much. CP maps will be more chaotic than CTF maps, and there will still won’t be much use coming out of you when there’s 5-7 people rushing your position. More versatile classes are more effective at any time than a sniper.
Pyros - In CTF maps these guys are and will be completely worthless. Flamethrower does good damage, but the pyro’s lack of range will get him destroyed properly placed sentryguns/engineers, heavies, soldiers, and demos. Overall they’re better than their TFC counterparts, but I don’t see them being used in CTF maps. In CP maps they’d likely be more useful for eating through lighter classes like scouts, medics, and spies, but their short range still hurts them overall.
Here’s my opinions about the other classes in the game.
Soldier - My favorite class since I used to be a monster of a soldier back in TFC. In TFC this class pretty much stayed on defense 99% of the time and could kill medics in pretty much two hits with a well timed grenade and rocket combo. With the removal of grenades for all classes (and medics being changed completely), it kind of made him more versatile all around. Good for defense, good for offense too despite his slow speed. If you know how to aim rockets well you’re going to own a lot of people.
Scout - Almost useless as snipers back in TFC (they were fast but died almost instantly to practically anything), but they got buffed majorly in TF2. Rather, a lot of classes got nerfed and the removal of grenades made them a lot more useful. Their super shotgun does a lot of damage and you’ll probably kill anyone one on one that’s not a pyro, soldier, or heavie up close. Double jump is great too, making you even more mobile and harder to kill.
Engineers - Despite no insta-kill EMP grenades, engineers are still very, very good. In fact, I think they’re better than their TFC counterparts now. SGs take a bit longer to upgrade, but this isn’t normally too much of a problem. Dispensers got buff and aren’t just useful for blowing up to kill people taking your flag anymore; they actually dish out health and good amounts of ammo now! Teleporters are awesome all around, but will likely used to travel between points on defense (eg in 2fort, tele entrance in one spawn and the exit is at the bottom spawn point).
Heavies - In CP maps they’re great with medics, but they will stay primarily on defense due to their slow speed and the fact that their gun eats up ammo like crazy. They’ll still be used to cover wide open areas or certain choke points on defense. Great for peppering offense down to make soldiers’ or engineers’ jobs easier and calling out enemies going to certain points.
Demo - Better at defense than offense, obviously. Flag protector or sometimes choke point protector in CTF maps, choke point support/defense in CP maps. Even on CP maps, don’t expect to be taking a more offensive classes’ job though.
Medic - Waaaaaaaaay different than its TFC counterpart. In TFC medics were the overall staple offensive class to play because of their high mobility and grenades (conc and regular grenades alike). Now they’re pure support and will likely be used to help offense push through defense. Worthless on defense in CTF maps, useful all around in CP maps.
Spy - Buffed due to every class being modified in some way and the removal of grenades. In TFC they weren’t used THAT often, but they had their moments. Now they’re great for taking out SGs and backstabbing medics in CP maps. Cloaking is awesome too. In CTF maps their primary goal will be to take out SGs.
Solider
Pyro
Eng
scout
medic
heavy
spy
demo
sniper
Thats just how i see it.
Well I don’t think anyone yet doesn’t like TF2. It’s fun to me, but then again, I liked TFC.
You didn’t mention Portal, so slap yourself. That is worth more than all the clothes on your back and the bed you sleep in.
Episode 2 takes around 5 hours I guess to beat. It, however, feels quite longer than Episode 1 because you go through a variety of different environments, end up in a variety of different situations, and you cover a lot of ground running and driving around the forested countryside. It’s way more epic than Ep1 and rivals both Half-Life 2 and Half-Life 1 for being just too fucking good.
If you are getting this for PC, then just get Portal and Episode 2. There is always that route. And I’m assuming that’s what you are doing since you played Episode 1 already. If you end up springing for the Orange Box, then give HL2 and Ep1 to a friend or something. The Orange Box is still cheaper than TF2, Portal, and Ep2 sold separately and combined.