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General / Re: TF2 Roles
« 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.
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.