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:: Continued from Page 1 ::

General Attacking Tips :

Be like the Chameleon my son, if you can do something change your skin.

By this I don't mean team but class, adapt to the situation. This is obviously more relevant to Pub severs rather than Clan servers because on clans you can call in backup not as much on pubs. But if you're a Pyro or Scout and that sentry gun keeps mowing you down change class for crying out loud. First ask on team chat if anyone can take it down, especially if you have a spy on your team as this is their main job, if you get no reply then change class, a medic is good is the enemy def is a little suspect and you can find a good place to throw a frag nade and nail it to death or inch round a corner and nail it, as you then still have the speed to cap the flag, a solly is good is you have other light classes on your team as you can take it out then death match a few defenders to occupy them while the fast classes slip by and cap. A spy is good as you can see what the rest of the def is like and let paranoia set in.

 

 

Use you ears my son for even the frailest blind man can avoid the best sentry gun

They make a hell of a racket and you can often hear them from a mile away, if you've got a decent surround sound system you can tell where they are as well. When you hear it be very careful, find it and take it out, obviously if your under fire then that's hard just try not to follow anyone, ESPECIALLY engineers as they will be trying to lead you back to their gun. Other things that are good to listen for are footsteps, got an inkling your being followed into a flag room, side step right then wait, if you hear footsteps then you should soon see someone run right past you, take them out and continue on. This sort of tactic is much more useful on defence. In my clan days on 2fort we used to operate a 2-man defence in the basement. We had an engineer in the first turn on into the flag room, a sentry gun against the back wall of the flag room facing the second entrance, and a solly behind the indent on the right, no one would make a sound, you would hear footsteps coming from whichever side, they would think its more or less empty, seeing and hearing nothing, when they got so far, emp nade, rocket, shotty, rockets, dead bodies. Worked wonderfully.

Backtracking / Chasing

I will cover this later, but basically don't do it get on with your job as offence.

Snipers, the devils bullet

While they are the most annoying and pathetic class ever invented they are not too hard to fool. If they are covering a large area like the yard on Rock2 or the outside bit on well you can simply conc across it and be done. If not, for example the most popular sniper spot the battlements on 2Fort they can be quite easily avoided, even if they are "1337". Dodge left, left, right, left, right, right, right, duck a lot, stop every known and then for a split second, jump a little but make sure it's a duck jump or your too easy a target. Using this method I have often avoided the usual 2 snipers on 2Fort and once around 6 decently skilled ones, boy were they pissed off. Often when you have escaped with the flag they are have their dot over the cap point or if your going for the flag trained on that area, a simple solution is just as you, get the flag cap it, crouch, nearly all snipers aim for a headshot and if you get it right it will fly right over your head. Don't do it too often though as they will get wise to your tricks and they will aim lower, if this happens try jumping.

2 heads are better than 1 but are 4 better than 2?

Most people think that when you have an organised offence it means all 4 (or however many you have) attacking at the same time, this is not true, in fact if you do try this you will do much worse than if you attack one at a time, this is because you will all have to wait around to be together, then you will be doing nothing and basically wasting time, if you have a meeting place the enemy will quickly find it and you will be busted, it is much better to attack in twos, if you get the timing right you can be all over the enemy by overwhelming its defence, for example, team A attack and manage to take out a level 3 sentry and damage a solly so he has to go back to re-spawn. The enemy think they have a few seconds before you come back, but if the timing is right the second team attack as the first team come into respawn, they make the hole a little bigger, and so on.

Those evil engineer's EMP nade, the sollys bane or is it??

One thing I hate, is a greedy, selfish bastard who steel all the ammo, I hate it so much I even have a bind giving them some abuse when they do it. Simply put don't take what you don't need, what's that you need ammo, damn right you do, but how many times have you got rid of more than what you start with, less than 3% of the time I would think, unless you have to defend for a prolonged period or your super 1337. Just follow these simple guidelines and don't take the abuse and make your more needed teammates happy.

  • Scout: Take an armour bag if it's spare. If you have run out of nades suicide your self, you really don't want to pick up a bag of anything, even nades. When you don't you are invincible against EMP grenades, just imagine the picture, your through the base and into the basement on 2fort, 5 health 15 armour left and you see an enemy engineer. He throws an EMP your way and hides round a corner expecting you to back off or get blown up, you prime a conc and wait. EMP explodes, you didn't pick up any ammo, and you're safe!!! Engy pops out expecting you to be in corner or dead, you throw conc in face, boom dizzy engy you run to flag lay caltrops, he runs over them, you escape a hero.
  • Sniper: NEVER EVER, EVER take any nades, even if you have run out, this is the thing that pisses more people off than a n00b hwguy, you don't need them EVER, if you do your not a good enough sniper, simple as that. If you need to reload your not good enough either. 60 bullets are enough to last a lifetime on TFC, if your using your auto rifle your still not good enough, nobody should get that close.
  • Demoman: 1 armour bag, 1 ammo bag and the nade bag if it is there AND, there is no medics or defensive sollys in the room.
    · Engineer; a common mistake here is the engineer needs them all for metal, not true, take two, yes two and leave the armour if anyone else is near by, 100 armour in a solly guarding an important position is more important than 25 too an engineer building up a sentry who will be going between the rooms so can get it later anyway. Take the nades only when you have run out and nobody else needs them. For my ideas on sentry guns, I will write about them later.
  • Heavy Weapons Guy: to start with take an armour bag, you start with enough ammo to last a while, if it's a long way back to respawn from your position take 1 ammo bag. Don't take nades you don't really need them.
  • Medic: take the nades if they are there and not needed by an important defensive solly, take one bag of ammo if the enemy have a sentry gun, (You don't start with enough nails to take one down as I painfully found out), other wise leave it or your EMP fodder and will be laughed at by those evil engineers.
  • Pyro: if you are on defence then take a bag of armour and ammo, if you are on attack take 1 ammo, 1 armour and if its there and there are no medics or sollys take the nades. If you are on the attack and the enemy has a lot of engineers take 1 armour and that's it, you can now survive a few EMP blasts, seeing as how after the solly you are considered to be the most explosive class be prepared to be accused of cheating when they don't hurt you J
  • Solider: take 1 bag of ammo, 1 armour and the nades if you are on defence, same as Pyro for offence and you can achieve the same astonished looks on those engineers faces.
  • Spy: you are fifth in line for nades, so if they are available take them but if not don't and never take any ammo, the knife is your weapon nothing else.

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