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Team Fortress 2

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Which Class are You

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Team Fortress 2 Empty Team Fortress 2

Post  Penguin Thu Jan 01, 2009 10:12 am

Hey you have finaly reached the tf2 section on the forums here you can pst oyur favourite class and styles how you play them or generally anything about tf2 i will start it off by posting some class guides .....( Please note me and a friend had already written these and i simply copied and paste them off my computer)

SCOUT
The Scout offers the player an exciting shift in gameplay from the other classes: a fast moving, quick-shooting character with the ability to cover large distances of terrain in short amounts of time. This means a fun and frantic experience that no other class can give.

Your basic role as a Scout is harasser / capper. If you’re not harassing enemies - specifically those with powerful ranged attacks that other classes can’t get to - then you’re picking up the intelligence or taking a point before the enemy knows what’s going on. This involves lots of practice with effective double-jumping, strafing, and any other skill that allows you to not get hit. While the Scout is at his best when he’s charging in and dodging bullets, one must know how to handle each opponent when the time for fighting comes. Fighting as a Scout involves two main things: closing the gap and shooting your enemy down. While it is sometimes better to keep an enemy at range, more often than not you’ll be up close and personal.

Once you’re up front jumping, strafing, and running circles around your enemy, keeping him confused is the key to the Scout. We’ll call this combination of closing the gap and attacking up close ‘The Game Plan’. Remember what Pie says, the Scout is like a wasp. Stick and move, hit and run.
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Last edited by Tweedy on Thu Jan 01, 2009 10:56 am; edited 2 times in total
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Team Fortress 2 Empty Soldier versus ....

Post  Penguin Thu Jan 01, 2009 10:16 am

Ok here goes im gonna post how and what a soldier is like agaisnt every single class :O Its a bit faggish but im bored soo... Lol here goes
Versus The Pyro:

Soldier versus Pyro is an interesting matchup. Remember that the Pyro is nearly useless until he’s very close to you. Use this knowledge to your advantage — shoot your rockets at his feet in a way such that it either a) propels him backward or b) propels him up into the sky. While he’s flying up or backward, try to calculate where he might land. As he lands, shoot your second rocket — in most instances, this second rocket will kill the Pyro.

Above all, the most important thing with Pyros is early detection. If you can see him coming at you, you can launch the rocket that will keep him at bay (and keep your skin from melting).

Versus the Scout:

The Scout is unique among classes because of his high movement speed. That speed combined with his obnoxious taunts gives him an incredible ability to annoy the fuck out of everyone on the map. As a Soldier, he’s more than annoying: he’s deadly.

Think about it: you have what is arguably the slowest firing weapon in the entire game. He’s the fastest class. He can easily jump over your rockets–and if he really wants to he can probably run along side them a la Roadrunner.

Here are some good tactics for neutralizing an enemy scout:

* If he gets in your face, shoot at his feet. All scouts are fast, but they aren’t all intelligent. A scout that runs right up to you and starts shooting deserves to be gibbed.
* When he’s running away, try to lead a rocket shot into him. Take into account his speed — He covers distance faster than any other class, so lead your shot differently than you would for another class.
* Abandon the rocket launcher. If you have a really annoying scout, you might want to pull out your shotgun and hit him a few times just so that he knows you mean business.

Versus the Demoman:

He’s a lot like you, but his shots are often easier to dodge because, well, they fall to the ground. Plus, he has no direct shooting weapon.

Avoid sticky traps.

Versus the Medic:


Do your worst to this sick German bastard. You won’t usually see him by himself though, so…

Versus the Medic + another class:


Do your best to take out the medic first. Try to separate the medic from the person he’s healing. If there’s a medic with a heavy, and you’re the only person from your team fighting that combination, and you decide to attack the heavy, well, you’ll probably never kill him unless you get very lucky with some critical hits.

Versus the Soldier:

Obviously an even matchup. Avoid rockets if you can. When your clip is spent, you might want to switch to the shotgun — chances are he shot all four of his rockets too, and he’ll be reloading. You can kill him with the shotgun if you’ve already hurt him.

Versus the Sniper:

Don’t even try it at long range — you have three things going against you in a long-range matchup:

* Rockets are slow. They can be seen from a distance, and dodged as quick as someone can find ‘a’ or ‘d’ on their keyboard.
* Rockets do not do very much damage from long range. The damage a rocket does decreases a lot at very long ranges.
* A bullet is fast and painful. You might die while you try to “snipe” with your rocket launcher.

BUT: If you manage to sneak up on the Sniper somehow (like by rocket jumping into the 2fort battlements and unloading one or two while he’s zoomed in), it can hardly even be called a fight.

Versus the Heavy:

You’re somewhat faster than a Heavy. Use this to your advantage. Don’t attack head-on, because his minigun will make short work of you. If you can get to some vantage point or behind him where he’s not expecting it, you can kill him with 3-4 rockets.

Try rocket jumping OVER him, then attacking him from the air/behind.

Versus the Engineer and his gun:

The damage an Engineer can do by himself is largely negligible. The damage his sentry can do, however, is devastating. Soldiers are pretty good at taking out sentries. At medium range, you can take out a level 3 sentry with 4 direct rocket hits. This is often impossible because of the nature of sentry guns, though, so you might need to rely on splash damage. Basically, if you can see any part of the gun, or know it’s around a corner, shoot the wall/ground near where the gun is. It will take damage and often times you can destroy it before the owner even knows it’s going down.

If you have an ubered medic with you, make sure your rocket launcher is fully loaded before going in to destroy a sentry. There is nothing worse than being ubered and spending the first half of it reloading.

Versus the Spy:

As Soldiers we are particularly attractive targets for Spies, being that we’re slow. Spies are particularly nice targets for Soldiers (if you can find them), because they have low health and can often be destroyed with a single rocket. If you think there might be a spy around you, don’t hesitate to do a quick 180 and see if anyone is sneaking up behind you. Don’t hesitate to “spy-check” your teammates. A good indicator that a teammate is a spy is that your rocket doesn’t pass through him — rockets pass through teammates, but not enemies. If you have a teammate that rockets do not pass through, or that is moved by your rocket, he’s not a teammate. Destroy him.
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Team Fortress 2 Empty Demoman

Post  Penguin Thu Jan 01, 2009 10:24 am

DEMOMAN: Strategy

In skilled hands, the demoman can be the single most effective defensive class. He is perfectly suited to a defensive role, since both his primary and secondary weapon can be used effectively without line of sight of the enemy, both weapons do splash damage, and both are capable at killing most attackers in 3 or 4 good shots. However if you’ve read my Forward Defence guide, then you’ll know I don’t believe in mere ‘defence’ as a viable option to defending, and if you haven’t read it, then I suggest you skim through it now, because it’s exactly what you’re going to be doing.

A defensive demoman’s greatest asset is his sticky bomb launcher. The sticky bombs themselves have two functions: to kill, and to deter. You don’t need me to tell you how they kill, so I’ll focus on them as a deterrent. The concept is pretty simple - if you see a doorway full of sticky bombs and a demoman standing on the other side, you will not want to go through that doorway, since you will almost certainly perish in a colourful red fountain. As the demoman, you know your enemies are thinking the same thing, so visibly coating choke points with sticky bombs can be a very effective way of channelling or blocking your enemy and keeping them on a leash.
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Team Fortress 2 Empty Heavy

Post  Penguin Thu Jan 01, 2009 10:26 am

HEAVY

Heavies, whether offensive or defensive, are key targets for enemy spies. Despite the massive amounts of health heavies can accumulate, a knife to the back is still a one hit kill. Not only are the heavies at risk but the medics that are putting themselves in danger by giving them their support. Since the medic is unable to defend himself, heavies must be responsible for both themselves and their medic buddies. Spies can be kept at bay by routinely looking around in all directions and shooting anything even slightly suspicious. Even just shooting at the air can reveal cloaked spies as they shimmer for a split second after being hit. The bottom line here is that the heavy is responsible for defence against spies, and must act as such; he cannot simply assume that his teammates will deal with them.

Another Problem for heavies is the sniper, which can drop even a heavy with 450 health with one shot to the head. To avoid these snipers, heavies should always make sure they are running (not shooting or spinning) when they’re in the open, and spend as much time as possible in positions where there is something solid between them and the common sniping positions.

The two main strategies outlined above are pretty general and can be applied in a range of situations, or even combined. Similarly to the demoman taking a forward defence position to defend his attacking teammates, the heavy can cover any choke points, not just defensive ones. Don’t be pressured to move forward and attack, just make sure you are assisting your team where you are.

The heavy’s minigun takes a considerable amount of time to start firing from the moment you press fire, and unless there is no cover, a decent player will often be out of the line of fire before a bullet even comes out. As such it is often preferable to be wielding the secondary shotgun when running around since it can be fired on the move, and only switching to the minigun if the opposition gets more intense than a scout or two. Staying on the move allows the heavy to cover more ground, which in turn allows his whole team to push forward behind him.

Although the heavy is an ideal medic buddy due to him being a massive meat shield with a lethal weapon, his doesn’t simply have the automatic right to a medic. I’ve seen heavies that use up their entire supply of ammunition to take out one enemy at close range because they are simply too slow at aiming. These heavies are a waste of time when the medics could be pairing up with someone more effective, someone whose death would have more of an effect on the team. In short, don’t hog the medics if you can’t make full use of them. That said a good heavy should be a top priority for at least one medic.
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Team Fortress 2 Empty Engineer Stats

Post  Penguin Thu Jan 01, 2009 10:33 am

Stats:
Health: 125
Speed: 100%
Type: Defensive
Weapons: Shotgun, Pistol, Wrench, Build/Destruction PDAs

Weapons:
Team Fortress 2 Icon_w10 Team Fortress 2 Icon_w11 Team Fortress 2 Icon_w12

Shotgun:
Ammo: 6/32
Damage: 78-90 (180)
Best range: Short

The shotgun is very much a standard issue weapon. 4 of the 9 classes have one, and the scout’s scattergun is similar (but better). It holds 6 shells, and each shot fires 10 bullets. As you would expect from a shotgun, it does the most damage at point blank, and its effectiveness falls off fast beyond that. At about medium range or beyond it’s probably a good idea to switch to anything else that isn’t melee.

The advantage of the shotgun however is that although it reloads at a pretty ordinary speed, it fires relatively quickly, and so long as there’s at least one shell loaded, it can be fired at will, even while reloading. Its best use is as a backup, using your primary (or other) weapon to close in on your target, and switching to the shotgun when you get to close range or run out of other ammo. Otherwise it’s okay at long rang for annoying or distracting an enemy.

Advantages: Decent damage and short to medium range, effective for pursuing and finishing off ignited and retreating enemies.

Disadvantages: Pretty ineffective beyond medium range, small clip and slow reload.

Pistol:
Ammo: 12/200
Damage: 20-22 (45)
Best range: Medium

The pistol is a handy little 12-bullet sidearm to which only the engineer and scout have access. Its damage doesn’t drop off a lot as range increases, and it’s fairly accurate. It has the advantage of firing fast (about as fast as you can click) and having a short reload to make up for its low damage, and this makes it a great choice to pull out and squeeze off a few rounds when your primary weapon runs dry. Use it at about medium range, where you can dodge your enemy’s fire while filling them with bullets.

While 20 isn’t a lot of damage, it adds up if you can hit your target repeatedly. Most classes have 175 health or less, so you can take half of that away in about 9 or 10 shots (in other words, 1 clip). So when you think about it, plugging 2 clips into someone (a feat that doesn’t take long given the pistol’s firing and reload speeds) can do a lot of damage, and is the perfect choice when chasing down an enemy with low health, especially one that is retreating and not dodging too much. Good choice for an engineer trying to fend off incoming enemies from medium range.

Advantages: High rate of fire, quite accurate at medium to long range, easy to do at least some damage, fast reload, huge ammo reserve.

Disadvantages: Low damage at all ranges.

Wrench:
Ammo: N/A
Damage: 43-87 (195)

The real use of the wrench is to interact with the engineer’s buildings. In this regard, it has 3 different functions. Firstly, when you place a new building, hitting it repeatedly with the wrench while it’s constructing will make it build twice as fast, meaning you can get sentry guns up in about 5 seconds and other buildings in about 10. Note that with more than one engineer hitting a building at once, it will build even faster, so teamwork between engineers helps them both (sentries can build in just a few seconds).
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Team Fortress 2 Empty Medic

Post  Penguin Thu Jan 01, 2009 10:38 am

Ok ill easilly sum up the Medic ... As we all probably know what its going to say.

The medic is the most important support class in the game. Period. He is probably the most important class overall in the game as well. My point is a team with medics can consistently beat a substantially better team without medics. If two teams are of similar skill, medics make all the difference. Deep down, everyone knows this, and yet no one seems to want to go medic despite their multitude of good points.

The reason for the medic’s necessity is fairly common sense, but I’ll say it anyway. His medigun heals teammates very effectively, and spawn times are fairly long. These two facts together are the gist of it. If a player dies, they have to wait up to 20 seconds to respawn, and then they have to run all the way back to the front line to get involved again. If they’re on 30 health or so, they have 3 options: keep fighting and die, run away to find some health boxes, or find a medic. Both the first and second options are going to draw them away from combat, and make them ineffective. If a medic is present, they can be back to full health (or more) in a matter of seconds, and jump straight back into action. By keeping the troops alive and effective, medics increase the overall strength of their team.

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Team Fortress 2 Empty Sniper

Post  Penguin Thu Jan 01, 2009 10:52 am

The sniper, considered by some to be the point-and-click adventure class of Team Fortress 2 is, regardless, very powerful in the right hands. Of course that’s not to say he’s also awash with strategy. Let’s be honest - you zoom in on your target, aim for his head, and click. The strategy comes down to where you set up your tent and how you go about shooting. As such this guide is going to focus mainly on those two aspects.

You’ll notice my primary role for the sniper lacks a certain precision. In the sniper’s case, both defence (sitting right back and defending the objective) and forward defence (detailed in the Forward Defence guide, defending forward of the objective itself by covering the choke points that the enemy must pass through) are executed in a similar fashion. Like with the engineer’s sentry gun and any good real estate, location is everything. Your job is to find a position that, from a long range, covers the routes by which the enemy must come to reach the objective. If there is more than one, try and cover them all, placing more weighting on the more common approach. Sight of the objective itself is also very preferable.
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Team Fortress 2 Empty Spy (Long)

Post  Penguin Thu Jan 01, 2009 10:54 am

The spy is one of the most advanced classes in Team Fortress 2 (in terms of being difficult to master), but also one of the most fun when you gain good control of him. His job is pretty straightforward - get in behind enemy lines, snoop around, and take advantage of targets of opportunity. This however is far easier said than done, and even when you have the strategy under control, there are any number of subtleties that you can work into your game depending on the situation. Something both spies and spy hunters learn is that there is a plethora of ways for your enemy to identify you as a spy.

Probably the hardest part of playing as a spy is the process of getting from in front of enemy lines to behind them, uncloaking, and running back towards your base without being exposed and eliminated. After choosing a disguise (see Tips for more on that), the first step is to get close to the enemy lines, maybe a couple of corners away, and cloak. Wait until you’re completely invisible (the white spy outline shrinks to the bottom right of your screen), then run through the enemy lines as far as you safely can, making sure not to run into anyone. When your cloak charge starts getting low, get to a spot where your enemies aren’t looking (usually around a corner) and uncloak.

Now that you’re disguised in enemy ground, you should try and act naturally. Do what the class you’re disguised as would do, taking into account the weapon you’re ‘holding’. An engineer may stand around patrolling near his buildings, and a pyro may sit in a corner waiting for an ambush. The idea of infiltrating your enemy’s ranks is to be able to take advantage of opportunities that may arise, such as the elimination of a medic running along behind a heavy or an unguarded teleporter. If one of these opportunities presents itself as soon as you uncloak go for it, but don’t rush yourself if it doesn’t. Have a look around, but remember you’re probably expected to run back towards your base, so try and fall in behind key targets, especially medics, heavies and soldiers.

Having infiltrated the enemy team, a spy can choose his targets. Top priorities, if you see them, should be teleporter exits (but if they’re too well defended think about attacking the entrances), sentry guns, medics (especially those with übercharges ready, evident from the lightning and crackling from their mediguns), the slower soldiers and heavies, and to a lesser extent demomen who are being difficult with sticky bombs. As much as your life means to you, don’t just sit around and do nothing, since this is not only not help to you or your team, but you’ll probably die before you get any opportunities anyway.
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Team Fortress 2 Empty Re: Team Fortress 2

Post  Yoshi Thu Jan 01, 2009 12:30 pm

Forum Spammer ur a nab TF2 Player :O
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Team Fortress 2 Empty Re: Team Fortress 2

Post  Penguin Thu Jan 01, 2009 12:39 pm

That took a lot of time :O n that how u repay me :O ive had enough im gone im leaving
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Team Fortress 2 Empty Re: Team Fortress 2

Post  Penguin Thu Jan 01, 2009 12:40 pm

Ok maybe is scared u but i was only joking in last post i repeat i was joking you all got that i was joking ok i think they heard me now
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Team Fortress 2 Empty Re: Team Fortress 2

Post  Newy Thu Jan 01, 2009 12:46 pm

Tweedy wrote:That took a lot of time :O n that how u repay me :O ive had enough im gone im leaving

lol i was gonna say u best not leave the clan!
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Team Fortress 2 Empty Re: Team Fortress 2

Post  Mutiny Thu Jan 01, 2009 12:56 pm

Lol. Nice copy and Paste Tweedy Very Happy
My favourite classes are Demoman, Engineer and Pyro.
I like Soldier as well..

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Team Fortress 2 Empty Re: Team Fortress 2

Post  Penguin Thu Jan 01, 2009 12:58 pm

As stated at top of thread it copied and pasted off my computer as me and a m8 made it.
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Team Fortress 2 Empty Re: Team Fortress 2

Post  Mutiny Thu Jan 01, 2009 1:07 pm

I didn't read that.
I scim read all of it.. Yeah.. That's a good enough excuse. I'm sure he'll believe it..

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Team Fortress 2 Empty Re: Team Fortress 2

Post  Shogun|chipmunk Fri Jan 02, 2009 10:50 am

well i had it on 360 and i liked soldier for no appartent reason and i dont think anyone gona read all of it lol.
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