No one here is playing Team Fortress 2.
No one here is playing Team Fortress 2.
It's not too bad, I use them to construct turrets and dispensers. I've had some solid hits with the ones I've made.
OMG WOW THAT! PYRO IS ALWAYS THE BEST CLASS!!! A helpful idea is to pick weapons wisely and match them well. For instance, my pyro setup includes a Degreaser Festive Flare Gun, an Axtinguisher, and a special weapon. The degreaser switches quickly but causes less damage, letting me set enemies on fire while they burn or switch tactics. Using the flare gun gives 90 damage per hit for burning foes, or 88 from the back with the axe—great for sneaking up and finishing them off. For tougher opponents, avoid getting close unless you’re ready to use the axe trick; it’s risky because they can turn around fast and fire you with their minigun. The minigun shoots accurately at short range, so staying out of their line of sight is key. Remember to aim carefully or you’ll lose valuable time. If you need more tips on TF2, just let me know!
Learning from pro games helped me understand how to use various roles better. It showed me ways to improve as a medic, scout, and demo player. I also picked up tricks like making powerful rockets and sticking jumps.
As a medic, avoid relying on one player like a buttplug. It's fine to take a player, particularly if they're strong, but healing others—even briefly—can have a bigger effect. Aim to apply overheal to as many as you can before the round begins.
Engineers, avoid using the jag—it's an ineffective tool. The construction speed is minimal, perhaps just a second or two, and it inflicts far less harm on spies. With a regular wrench, you must land three blows to eliminate a spy. Using the standard wrench, a melee strike is needed for a kill. The jag requires three hits. If you're rushing to deploy your sentry, opt for the mini sentry. As an engineer managing your sentry, it boosts its health by three times when the red bubble appears around it. Some engineers try to protect ubers by adjusting their sentry gun and employing the rescue ranger to heal and retrieve it if possible. Preserving metal is crucial for engineers, particularly with the rescue ranger. Refrain from damaging structures unnecessarily with a wrench; instead, use the darts from your rescue ranger. The choice can determine whether you can save your sentry from demo traps or maintain your defensive position. Medics, practice aerial maneuvers like rocket jumps and stickies in training. Try playing demo and soldier to grasp how explosives work. A medic who quickly air-strafes has a higher chance of survival. I've encountered some committed medics who turned into reliable soldiers despite their lack of knowledge. That's my current takeaway.
Heavy and Pyro are the skills I excel at most: Heavy’s main attacks deal heavy damage but drain ammo fast—stay near Engineer stations or ammo caches to keep up. Suggest carrying a Sandvich for healing if you have it, and hide when using it since you’ll be stationary. Heavy’s downside is his slow movement; constantly scan behind you for sneaking enemies like Spies and Scouts and eliminate them. Remember, Spies can blend in with teammates—ask an Engineer to set up a Teleporter for faster respawns. Team up with a Medic for healing and temporary invulnerability, and protect the Medic from damage since they’re more resilient. Pyro shines at short distances. Use it wisely by finding hidden paths in maps to bypass foes, use compressed air on nearby enemies (except Phlogistinator), redirect projectiles, and put out flames. A long-range gun like the Fare Gun is ideal for dealing with distant threats such as Soldiers or Snipers.