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:: Continued from page 2 ::

Grenade Pecking Order :

Try and stick to it, if you see someone in a higher position than you after the nades let em have them if you're higher take ‘em.

1. Defending Soldiers
2. Attacking Medics
3. Engineers
4. Demomen
5. Spy
6. Attacking Soldiers
7. Pyro
8. Heavy Weapons Guy
9. Sniper
10. Scout

General Defensive Tactics :

I don't really play on defence and much of what applies on offence also applies on defence so this will obviously be much shorter.

 

Its your job to win :

Basically this means you should be able to beat anyone in a 1 on 1 situation, simply because you can resupply after each battle they can't. If you can't seem to win then you need to move further into the base so the enemy will be weaker when the reach you.

 

The eagle will always win the fight with the rabbit

Not because the eagle has greater skill, because of its better position. The same is for you; pick a good defensive position for your class. I will give examples for the map 2fort for each class when playing on defence.

  • Solider:
    · On the main ramp ledge in the Ramp Room
    · In the Basement covering either the exit from the spiral or if there are two of you the elevator shaft.
    · As a lone solider you will have to cover both.
    · If the defence is thin you may have to cover the Ramp Room and the Main Room (Next to resupply and Ramp Room) do this by standing near the door way so you can see both the entrance to the lift shaft, way in from the battlements, entrance to spiral, and most of the room with easy. This is a hard position to cover so only try it if you are quite good or you would be better placed in the basement.
  • Spy
    · Yes they can be used quite well on defence, although you will have to let your team no or have them constantly stripped of your armour.
    · The Main Doorway, simply feign as an enemy attacker, wait for one to run by, unfeign then stab in back, if there's more than one feign and do it all again.
    · The main room, not near the solider or the respawn doors though as you will just get in the way, in a corner near the grate will be fine. Same tactics as above.
    · The basement\flag room, some people do this some don't, it's a risky tactic because a good scout will run rings about you but otherwise your in business. Simply feign in the flag room, wait for them to get the flag them take them down. Don't get stab happy or you will be killed, patience is the key, pick them off 1 by 1.
  • Scout
    · While it may seem an unobvious choice they do have uses, run around touching everyone you can see, you might uncover a spy.
    · The best position for you would be either in the Ramp Room or the Main room near the spiral. This way you can use your speed to your advantage, use your shotty as it's your only hit scan weapon (If on your computer you hit them they take damage).
  • Sniper
    · Don't go on the battlement like everybody else, that's just a waste of time for me, for you and just slows the server down.
    · Try in the basement in place of where the sentry normally goes. Charge your dot, aim at the exit to the spiral and wait, listen for footsteps then bam, one less medic.
    · You could try other places but seeing as I hate most snipers I can't be bothered to think up anymore.
  • Demoman
    · He is made for defence, his worst nightmare the EMP grenade is probably far away in enemy base and he has time for his pipe bombs to work their magic.
    · The Ramp Room is a half decent choice, if it is heavy use but not well defended, mine both entrances and get into a position with a good view of both then wait.
    · The Flag room, again, mine both entrances get to see them then wait.
    · The Flag room, the flag and hide in the opposite corner, try to hide your pipes out of view and wait for some dumb medic to take the flag. BOOM.
  • Engineer
    · Stay with your sentry gun.
    · I will be covering Sentry Guns later.
  • Heavy Weapons Guy
    · The Ramp Room, this is an OK position but is used a lot because of the manual saying to n00bs to be HWG and stand here.
    · Try the elevator entrance they have to move you to get past and if the spiral entrance is well defended you have a good strong defence.
    · If the ramp room is well defended then your best bet is the to of the spiral, simple stand and shoot.
    · The flag room in place of the sentry that normally goes in the opposite corner to the flag don't chase with the AC or you will be out run, chase with shotty.
  • Medic
    · While you will be much more effective on offence you can really quite well on defence as well, (Incase you haven't guessed this is one of my favourite classesJ)
    · Try forward defence, this means as far near the entrance to your base as possible, this way you can infect attackers and let them try to battle past the rest of the defence and still get home before the infection kills them ;)
  • Pyro
    · Again like medic you should be in forward defence, you can throw IC rockets at them when they are coming toward your base then flame grill them when they get close causing major damage.
    · I sometimes try defending in the flag room, this is because of your pace, you can keep up with anyone but the scout, and since not many people use this class you can burn them as they try to escape with the flag

A correctly set up medium skilled defence is much better than a poorly set up "1337" defence.

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