Overly Chatty Penguins

The Ready Room => General => Topic started by: GrayDuck on September 24, 2007, 11:33:53 AM

Title: TF2 Roles
Post by: GrayDuck on September 24, 2007, 11:33:53 AM
I never played TFC, and I don't know how to play most of the roles in TF2.  I was hoping people can use this thread to say what they like playing and any tricks / secrets / strats that they employee.

I've done decent as a medic, basically just following people around and healing!  At least it makes me feel useful!  And when there are already 2 or more medics on a team I play soldier.  I'm not the best soldier, but luckily I'm not the worst either!  I employ the run around and shoot tactic :P 

I'd like to be an engineer but I guess I'm not sure what to build where / when!

Lets hear how to play these crazy roles!!! :)
Title: Re: TF2 Roles
Post by: Niteowl on September 24, 2007, 01:03:26 PM
Oh, SO MUCH TO SAY!!!

As a medic, don't be afraid to use your melee weapon, it, like all the melee weapons, is RIDICULOUSLY powerful.

For engineer, you basically want to put it in a place that's not too small (a demo man will rox it), or too large (so that the SG is outside it's tracking radius, that is, a soldier can shoot at it without the SG firing back). Build the ammo dumps anywhere you think there will be lots of friendlies in need of healing, where they will also PROTECT it. Some engies like to put their dispensers close to their SGs, so they can upgrade/repair it ad infinitum. Teleporters, obviously, are built near where your guys spawn, and exit where your guys have gained control (pretty important in push/defend maps (dustbowl)).

I'm liking the SCout more and more. He has double jump, is ridiculously fast, can cap points twice as fast, and has that UBAR BAT OF DOOM. Wide open spaces are his friend. Close corridors he gets pwned. Two point blank shots from his scattergun pretty much destroys everyone.

I don't like the soldier, because I suck at him. His missles move really really slowly.

Demo-man I see alot of elite players use. It's damn tricky to score  a direct hit with the grenade, but it does RIDICULOUS damage. I think they one hit kill Heavies. I use a demo man whenever there is a pesky SG setup, and a corner I can bank around.

HW/heavy is pretty straightforward. Pre-spin your gun by pressing the RIGHT CLICK. Shoot stuff. Watch your ammo. Protect your medic.

Ah, so many tips from a super mediocre player like myself. Are there any classes you have questions about?
Title: Re: TF2 Roles
Post by: Malevolent on September 24, 2007, 04:11:00 PM
I'm pretty pimp at the soldier. It all comes down to leading your shots well since the rockets do move slow. You will eventually get good enough where you hit people directly with them after a while. And as a soldier you need to know when to use the shotgun (basically in water or when they are a good distance).

For the pyro, you have to pretty much ambush people. The flamethrower is completely useless at midrange. You basically use it two ways (1) to completely toast someone point blank which is an almost instant kill (2) to just set someone on fire and finish them with the shotgun. Pyros are especially deadly if they are in a group of enemies and have a medic with them.

The spy is all about knowing your surroundings. You have to make sure there is someone playing as the class you are disguised as on the other team and that they're not in your vicinity. Cloaking is really only used to get behind enemy lines to make it seem like you came from the spawn point or to get out of trouble (since you can't attack while cloaked). After this, it is mainly getting good at aiming backstabs and using the revolver (really strong) to finish someone off if needed.

I've played as a sniper (I'm mediocre with them) and a scout (pretty much suck with them partly due to my horrible framerate when action gets heavy). I've also played as a medic, demoman, and heavy briefly, but not enough to get good with them. I haven't played an engineer yet at all.
Title: Re: TF2 Roles
Post by: Mr.Bill on September 26, 2007, 12:41:16 PM
if your a scout use your speed against heavies in open areas, you can usualy jump over and around them without them getting a shot on you, especially if there more then one of you. Scouts are the death bringers I find right now, if you know how to move with them, its incredibly hard to get hit.
Title: Re: TF2 Roles
Post by: SageGaspar on September 28, 2007, 10:39:38 AM
For engineers and scouts don't forget the pistols either, they're pretty powerful and the best option for long range. Like if you engineer up something like the sewer in 2fort you can have your turret facing the shorter hallway and use your pistol to protect the long hallway.

It also took me like ten games to figure out that the little electroshock thing that spies have sucks the life out of turrets and doesn't take you out of disguise. It doesn't take a genius to figure out who did it if you just stand around, but spies can be the ultimate turret killers if the engy or someone else isn't watching out for the turret. Spies can be really crazy if you're good at it.
Title: Re: TF2 Roles
Post by: Malevolent on September 28, 2007, 11:39:47 AM
Even better: Place the sapper on a sentry when an engineer is nearby but not enough to see you do it. He'll come over to fix it; then you backstab and replace the sapper.
Title: Re: TF2 Roles
Post by: Leaderz0rz on October 01, 2007, 12:20:22 AM
Oh, SO MUCH TO SAY!!!

As a medic, don't be afraid to use your melee weapon, it, like all the melee weapons, is RIDICULOUSLY powerful.

For engineer, you basically want to put it in a place that's not too small (a demo man will rox it), or too large (so that the SG is outside it's tracking radius, that is, a soldier can shoot at it without the SG firing back). Build the ammo dumps anywhere you think there will be lots of friendlies in need of healing, where they will also PROTECT it. Some engies like to put their dispensers close to their SGs, so they can upgrade/repair it ad infinitum. Teleporters, obviously, are built near where your guys spawn, and exit where your guys have gained control (pretty important in push/defend maps (dustbowl)).

I'm liking the SCout more and more. He has double jump, is ridiculously fast, can cap points twice as fast, and has that UBAR BAT OF DOOM. Wide open spaces are his friend. Close corridors he gets pwned. Two point blank shots from his scattergun pretty much destroys everyone.

I don't like the soldier, because I suck at him. His missles move really really slowly.

Demo-man I see alot of elite players use. It's damn tricky to score  a direct hit with the grenade, but it does RIDICULOUS damage. I think they one hit kill Heavies. I use a demo man whenever there is a pesky SG setup, and a corner I can bank around.

HW/heavy is pretty straightforward. Pre-spin your gun by pressing the RIGHT CLICK. Shoot stuff. Watch your ammo. Protect your medic.

Ah, so many tips from a super mediocre player like myself. Are there any classes you have questions about?

Teleporters in TF2? Well that basically ruins any chance I will be playing it
Title: Re: TF2 Roles
Post by: Niteowl on October 01, 2007, 08:33:57 PM
Oh come on Leaderz0rz, one little piece of technology is going to stop you from buying it? There is a pretty significant cooldown between use, if that's any consolation.
Title: Re: TF2 Roles
Post by: A Boojum Snark on October 01, 2007, 09:26:24 PM
Furthermore, most of TFC was CTF and teleporters weren't that great there. Most of TF2 is command point control of various sorts, and teles are far more useful and less annoying there.
Title: Re: TF2 Roles
Post by: Vinegar Ninja on October 02, 2007, 09:48:14 AM
I was browsing around on servers yeasterday and then I saw something..... Lunixmonster TF2.
I thought, boy this sure is a conincidence, but now it seems that I have a new favorite server :D
Vinnie the engy SHALL LIVE ON!
Title: Re: TF2 Roles
Post by: Niteowl on October 02, 2007, 10:12:47 AM
It would take a very long time to say HOLY CRAP <insert name of regular/server admin who I used to play a ton of NS with and IRC and all that stuff I could do for HOURS on end before I had a child> to every single one of you.

So, just in advance, and to all the regs and server admins I know and sort kinda love (in the internet way), HOLY CARPS HI 2 U!!!!
Title: Re: TF2 Roles
Post by: Vinegar Ninja on October 02, 2007, 09:39:11 PM
zomg ITS NITEOWL!
*hands nite a gift of a new cane*
may ye smite the children down on the server with much joy old ruffly one.
Title: Re: TF2 Roles
Post by: Fewlio on October 03, 2007, 03:04:09 AM
...before I had a child>
WHAT
Title: Re: TF2 Roles
Post by: Niteowl on October 03, 2007, 08:48:46 AM
Yes, I have an owlet. That is all there is to say on the matter!

Now, when is the next TF2 night of dewm!? TF2 is popular enough that if you seed, they will come. And now is the time to get ppl coming to LM regularly, get some server traffic which translates into FORUM traffic, and IRC traffic, and such, etc!
Title: Re: TF2 Roles
Post by: Mr.Bill on October 03, 2007, 10:16:30 AM
Leave a message with some REASONABLE warning, those whole "everyone join in 5 hours because we know you have nothing else to do with your lives!" thing just doesnt work, if I know a LITTLE in advance, I could make time. (few days)
Title: Re: TF2 Roles
Post by: Niteowl on October 23, 2007, 09:59:53 AM
That is patently false. Why I did it only yesterday (pm spamming everyone on steam friends), and we had a full server in now time. Unfortunately, LM gets quite laggy at 24/24. Has its limit been reduced? Perhaps 20 or 18?
Title: Re: TF2 Roles
Post by: Fewlio on November 21, 2007, 10:01:21 PM
Agreeing with niteowl, listing a date and a time never gets people to show up - bothering everyone the time of works best.
Title: Re: TF2 Roles
Post by: Mr.Bill on November 22, 2007, 01:24:46 PM
do both!