Cool Stuff |
Team Fortress Tips |
A list of links to guilds/guides/tactics/tutorials to all classes of TF. Also, a brief description of things about each class that you may not know! If you have a page on a class you want added to this section, then feel free to email me a request :) |
SCOUT | |
A scout can
disarm detpacks by simply running over them,
although it does take a couple of seconds. A scout can also detect undercover enemy spies when he comes into contact with them. Can also scan for friendlies and for enemies. You can dash past poorly defended sentry's then around a corner; double back and take aim at the sentry with only half the nail gun sticking out from the corner. Use a concussion grenade on the enemy main room/yard before entering, and on your way out (with the flag) pass through the sniper area and drop one there too. If an enemy can't see straight, they can't shoot straight. |
Links:
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SNIPER | |
Don't rely on the
laser sighting as there is usually a bit of delay before it is centered, instead use the
crosshair ("crosshair 1"). Another slow process is autozoom. It is important to
be able to zoom in on targets, so use the FOV commands instead. An advanced trick for the sniper is to blow team mates across from one base to the other using the rifle. Have your team mate stand up on the sniper deck facing the enemy base. Get directly behind them, aiming as though you were firing at the enemy sniper deck. Have the team mate jump up and down, when he is up fire him off. The nail gun and autorifle are both secondary weapons, to be used only when the rifle isn't appropriate. The nailgun is for close range emergency combat. Along with the hand grenade, the sniper also carries flares. These are good for lighting up common camper spots so you can see the enemy clearly should he appear under the light. One trick with the flares is when one of my team mates has grabbed the flag, I will run interference by priming a flare but not firing it. I will start to glow making the enemies think I have the flag. Using too many flares can cause the server to lag, limit firing them to just strategic spots. |
Links:
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SOLDIER | |
The rockets are
best for long to medium range attacking. If you are fighting against a jumpy slippery
opponent, aim for the ground or a wall. The rocket launcher is an area weapon so it will
hurt even if you miss the dead on shot. Use the rockets to take out snipers, sentries, and
other medium to lower armored classes. The heavy weapons guy can absorb 5 rockets. The
rocket launcher is also an instant elevator. By aiming the rocket down at your feet, and
firing you can be propelled upwards. If you run and jump at the same time you can reach
great heights. The only way to get higher is the health killing grenade jump. Besides the hand grenade, the soldier also carries a nail grenade. Throw one in the middle of a battle to perforate all the unfortunates, but just make sure you get out of there before it goes off. The nails flung from the nail grenade will keep going until they hit a wall, so there is a good chance you will kill someone who is already low of health even if they are a good distance away. The nail grenade makes a very effective sentry killer. Throwing it right next to a sentry (you can bounce it off walls to avoid getting shot by the sentry), will surely destroy the gun, along with any engineer futilely trying to fix it. |
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DEMOLITIONS MAN | |
The Demoman
starts with Blast armor, giving him extra protection against
explosions The Demoman can blow up walls and open tunnels with his DETPAK. The button you bind for each detpak must be held down for 4 seconds, during that time you can't move or fire anything. To abort, simply release the button early. Having a well laid out pipe-bomb trap makes him dangerous to any enemy intruders wishing to take your flag. For defence, you can lay some "pipes" in strategic locations and detonate them using the "detpipe" command when an enemy walks on them. When in close combat, launch the pipe bombs at the enemy and det them right away. Even if you miss, you still hurt them via the explosion. There is a maximum number of "pipes" allowed to be laid at once per team. If your team reaches that limit, then as each new pipebomb is launched, one of the older ones blows up. You should coordinate with your team to limit number of demomen and pipe's laid. |
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COMBAT MEDIC | |
Can cure their teammates of Infection, Concussion,
Blindness, Burning, or Hallucination. If the player hit by the Medikit is already at full health, they'll receive 5 Mega-Health. Every time the medic hits the player he'll bestow an extra 5 Mega-Health, upto a limit of 50 over the player's max health. The Mega-Health slowly disappears over time. The Medic uses up 1 medikit ammo for every 5 Mega-Health he applies. The medic regenerates himself (at the speed of a snail) only if he has the available medikit ammo. Use ID:you'll be shown a rough estimate of the player's health remaining. |
Links:
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HEAVY WEAPONS GUY Each time the HWGUY powers up his cannon it takes 4 cells, and he can only carry a maximum of 50. If you are going to have to deal with enemies one right after another, don't power down, keep it whirling by moving back and forth. Try to stay in open spaces or at the end of long hallways. That way if you see someone coming, you have time to get your cannon whirling. You can't move and fire at the same time, so stay out of the water. And don't forget your grenades :) Links:
HWGuy Guide
HWGuy Guild
PYRO Incendiary canon (RL) uses 3 rockets per shot.
Napalm grenades make for great sentry killers and road-blocks. Have just one land right next to a sentry and it will probably blow it up. Incendiary Cannon is a good long range weapon, which will burn anyone close to the explosion. This makes it great for shooting snipers. Aim not for the the sniper, but for a wall behind or beside them. When shooting at running foes, aim for the ground right in front of them, even if you miss you'll get them a bit. Don't use this weapon close range. The flame thrower is a great weapon, but only if you can get in close and stay there. The longer you can keep it on your enemy, the faster he'll burn.
The Pyro starts with Asbestos armor, giving him extra protection against fire.Links:
Pyro Guide
Pyro Guild
SPY Knife: Does 2x the damage of the axe with it if he hits an enemy in the front, and 6x the damage of the axe if he stabs them in the back.
Undercover: While undercover, he uses up cells slowly, and if he runs out of them, he becomes visible again. While not undercover, he regenerates cells slowly. If a spy attacks or shoots while undercover, he'll lose his cover.
Feigning: Players will still see you move if you look around.
A Spy can detect undercover enemy spies when he comes into contact with them.
ENGINEER The engineer can create ammo. Use the "dropammo" command to do it. If you attempt to drop ammo that you don't have, you will create it instead, if you have enough metal to do so.
EMP : ElectroMagneticPulse grenades simply wreck or destroy any electrical or explosive items within their range. Backpacks, pipebombs, ammo boxes, players, etc, all explode based upon the amount of explosive ammo they're carrying.
Use ID:you'll be shown a rough estimate of the player's armour remaining.
ID engineer structures, in which case it'll tell you who built them.Links:
Engineer Guide
Engineering 101
Engineer's Alliance
Engineer Guild
The TF Shop
Morpheous's Eng Tips
RANDOM PC Discard: will drop a backpack containing all the ammo that u cannot use.
Flaginfo : Who has the flag?
Maphelp : Goal of the current map.