Team Fortress 2: Difference between revisions

From Before I Play
Jump to navigation Jump to search
(Created page with "- Don't snipe a heavy till you've sniped his medic, otherwise it could take 2-4 shots. - By right clicking, you can spin sentries/teleporter exits before building them. - Jump,...")
 
m (Text replacement - "^- " to ""* "")
Line 1: Line 1:
- Don't snipe a heavy till you've sniped his medic, otherwise it could take 2-4 shots.
"* "Don't snipe a heavy till you've sniped his medic, otherwise it could take 2-4 shots.


- By right clicking, you can spin sentries/teleporter exits before building them.
- By right clicking, you can spin sentries/teleporter exits before building them.

Revision as of 16:54, 11 March 2018

"* "Don't snipe a heavy till you've sniped his medic, otherwise it could take 2-4 shots.

- By right clicking, you can spin sentries/teleporter exits before building them.

- Jump, then crouch when rocket/bomb jumping. You'll take half the damage and go farther.

- Research stab/sap macros, so you can stab an engie and sap his stuff, instead of the other way around, which usually gets you killed.

- If you're not building a sentry, building an ubercharge, or placing stickybombs, you're wasting setup.

- If you're pushing the cart, hold mouse1. you automatically replenish health/ammo for being next to it so you might as well spin and fire to catch spies.

- If you're playing as a heavy and need to get some where quick, move towards your destination and as soon as you're relatively close jump and start spinning your gun whilst airborne without a movement penalty. especially useful for surprising enemies gathered on a staircase.

- On offense, you're going to need to break turrets. Demo men, soldiers, spies, and a heavy/medic combo are all very valuable for this.

- Soldiers are probably the most well-rounded class. Use them if you're not sure what to use.

- Demomen are ok for laying traps, but learning how to set a sticky where the enemy is going to be and then blowing it can make you the deadliest enemy out there.

- If you're planning on planting a sapper as a spy, let your teammates know. The few seconds when the turret is not firing is great time for your heavy to focusfire on it.

- Communicate! The team does not need a 4th sniper, and try to time going on the offense with your allies. Focus on having a well-rounded team.

- Demomen: If someone's chasing you, run backwards, shoot a sticky at the floor, and set it off at their feet. Simple, but most people get too caught up in going for the kill to notice.

- Spies: You can disguise as your own team. Change to a different class before running out of the spawn, so when the other team sees you, they'll think you're just a medic/scout/whatever, before you even get to their territory. Mind games, baby.

- Engineers: Hit everything with your wrench. Fuck other people trying to touch your stuff, they're probably spies anyway.

- Being next to a dispenser/pushing the cart gives you unlimited ammo. A heavy and a pyro pushing a cart in tandem using the cart to protect themselves from snipers and constantly firing is very hard to stop.

- If you switch weapons on the load-out screen you need to go to the medicine cabinet in spawn to switch to your new weapon without respawning.

- Right-click turns buildings for engineers while you're choosing where to build them.

- Increase the FOV to make it easier to see what's going on around you.

- Use redisguise to change weapons while disguised, use the minus key on the disguise screen to select your own team to disguise as.

- Turn weapon quickswitch on to select between weapons quicker.

- There's an option that allows you to change the medic controls so clicking once on a player will continue to heal him until he moves out of range or you click someone else.