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BazolaOffline
Post subject: Team Fortress 2: Some First Impressions  PostPosted: Jan 28, 2008 - 05:49 AM



Joined: Oct 04, 2007
Posts: 4

Status: Offline
Well Loudog and myself got this game recently, and I've played it enough now to be able to talk about the maps, modes and classes. Hopefully someone is interested.

There are 9 classes and 6 official maps; I believe there are also new official maps and many custom maps that are surprisingly good. The classes are divided into offense, defense, and support. Scout, Soldier, Pyro, Demo, Heavy, Engineer, Medic, Sniper, Spy.

Offense
Scout- This class is blazing fast and adrenaline soaked. You look like a deranged postal boy and you have a sawed off shotgun, pistol, and baseball bat. The sawed off shotty is great for extremely close range. You are fast enough to get right into the face of soldiers and Demos, strafe back and forth, only stopping to blast away. 3 hits from medium range is lethal, and sometimes you can kill in one hit vs. the majority of classes. The pistol is not really good for killing but its the only medium range weapon you have.

Soldier- You will find that Engineers place turrets everywhere. The rocket launcher is awesome for destroying Engineer devices from a safe distance. The rockets can one-shot a few different classes, and best of all, you can fire it at a nearby wall or at your feet to kill with splash damage. I love blasting a chokepoint with rockets when I’m playing Soldier.

Pyro- The Pyro’s main weapon is a flamethrower. The key is that the closer to someone you are, the more damage the flamethrower does. As a Pyro with the Medic’s Ubercharge (5 second invulnerability) I did 2000 damage, destroyed 6 devices and killed 5 people. That’s all during the 5 second invuln! The other key to Pyro is waiting around a blind corner to ambush the offensive classes.

Defense
Demo- At first I didn’t much like Demo; the grenades have a long fuse, and the mines are useless if you die before you trigger them. One tactic is to use the mine gun to protect a doorway nearby, and then use the grenade launcher to lob death in the general direction of the enemy. This is really situational though. Also you can use grenades and mines to destroy turrets that are too hard to attack directly. Those two weapons plus melee are all that you have, so if someone gets close you are at their mercy unless you toss a lucky nade.

Engineer- The current favorite class of the Peacekeepers! Also my second least played class. You can place a turret, which will automatically detect and fire on enemies. You can upgrade this by banging on it with your wrench when you have available metal. You can also place a dispenser, which allows people to heal and refill ammo. Dispensers are really awesome on maps that have extreme bottlenecks, because Soldiers, Heavies, and Demos constantly need to refill on ammo to keep the pain coming. Both of these are useless however when not immediately behind the front lines, or defending a control point. In addition, Engineers can place teleporters that permit the newly spawned to instantly reach the front lines. Trust me, Heavies need these, and it takes two teleporters to keep a full team of 16 efficiently moving, because the teleporters need to recharge between ports. In my opinion these are more valuable than turrets on the maps where you spawn far from the front.

Heavy- Ahh, the Heavy. Heavies are the only class with a machine gun as their main weapon. You can use the alternate fire to spin up the gatling gun without using ammo; then just left click to fire. There is a limited range to this weapon, but thankfully it seems to be the same range as turrets. This class rocks with a medic attached, and also has the most hit points. The downside is that you are slow to begin with, and move even slower when the gatling gun is spinning. This leaves you especially vulnerable to Spies.

Support
Sniper- My least played class. It seems that you need to be zoomed in for a couple of seconds before the rifle reaches max power. I have found it difficult to get head shots, and difficult to get kills without them. On most maps, one or two of these is more than enough. An important tactic is to keep your “bead” out of the line of sight of the other team; that way they won’t know there is a sniper until you shoot. What I do is just point at something in the foreground that is nearby enough to let me watch whatever doorway I am covering. Your machine gun is pretty weak, but on the plus side you look like Hunter S. Thompson, and you have a machete.

Spy- I’ve put too much time into this class already. The general idea is that you put on a disguise, for example a scout. You then appear to the opposite team as one of their players that is a scout. So to your team you look like a Spy with a mask on, but to the other team you look like their buddy TimSlice, a scout. Unfortunately if TimSlice finds you, he won’t be fooled. Once you are in disguise, you can cloak in order to move behind enemy lines. You do this because people will find it odd for one of their own team to be coming at them, and they will shoot you. This is the major problem with the Spy class; none of the servers I’ve played on have friendly fire, so everyone fires at retreating friendlies. If you happen to be a disguised Spy, you will find this deadly more than a few times. Well, at least you have a cloaking device, right? You have to de-cloak to attack, but you can attack at any time while disguised, so you cloak to move behind enemy lines, and then de-cloak and hope no one figures out you are in a disguise. Once you are finally in position you can destroy Engineer devices without losing your disguise with the Electro-Sapper. You can also kill people in one hit from behind, or open fire with a weak revolver, both forfeiting your disguise. Really, none of this is as fun or necessary as it might sound. The deadliest thing Spies do is one-shot Heavies.

Medic-You really need 2 Medics per 12, 3 Medics per 16 people. The common tactic is to charge up your Ubercharge by healing one person for a minute or so. You then activate it for the 5 second immunity, and push forward through the bottleneck. The immunity affects you, and whoever you are beaming at the time. You can switch targets with the immunity, but you will probably end up wasting it if you do. Because of this tactic, the Medic ends up being extremely fun, as long as you aren’t the only one. An important thing to note is that you get more Ubercharge for healing people with low health. You can also fill up people to an additional 50% of their starting hit points.

General Info
Well it’s late, so I don’t want to get into the specifics of all the maps. I also should play them a while longer before I get in depth. Apart from the maps and classes, however, there are a few important things to know that could save your life.

Anyone can destroy turrets with any weapon; this isn’t Planetside. You will find that sometimes the best way to proceed is to suicide in order to destroy a turret. In this way, any two people can kill a turret.

Sometimes it’s best to switch weapons. Everyone has an alternative weapon that is designed to help them at specific ranges. For example, as a Pyro you can switch to the shotgun when people run out of range of your flame. As Soldier you can use the shotgun to kill fast moving targets up close.

You can memorize the health/ammo locations. There are some that fill you to max, and some that only give you a little bit. Once you know where to get health and ammo, you don’t need to rely on dispensers to stay alive. The big health/ammo packs also fill you up a lot faster than dispensers.

Know your ideal range. As the short range classes, you need to bait the long range classes into following you around blind corners, or get into their face before they can react. As the long range classes, you want to learn the terrain and stay in places where you can retreat.

The great thing about TF2 is that you can switch classes at any time to suit the need of the team. Ideally we should all learn all the classes so we can react to the tactics of the opposing team. GO TPK!!
 
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