A basic guide to TF2!

Discussion in 'Gaming' started by Mrlegitislegit, Oct 8, 2013.

  1. Hello people, I've decided to do a basic guide to TF2! Lets get started!

    Section One: Weapons

    In this section, I will be going over the basic info on weapons. I won't be going in depth on all the weapons, mostly as that would take a long time to do, but instead just an overview on what weapons can be best in different situations.

    The number one rule you need to know is that the stock weapons are pretty much the best weapons in the game, due to having no negatives to them, and them being good in every situation. Even though they might be good in every situation, the stock weapons aren't always the best in every situation. Lets get into some situations where different weapons would be better.

    1: Defense: If your team is on defense, it might be better to switch off the stock weapons in place for weapons that are better for defense, such as the Brass Beast, (PRO TIP: I have seen many newbies running around as Heavy with the Brass Beast on offence, DON'T DO IT. Its slower spin up time and movement speed makes you a sitting duck for snipers and spies.) Scottish Resistance, the Machina, and the Kritzkreg, just to name a few.

    2: Offence: A lot of times, you will want to be quick and mobile on offence, so weapons that can help with that are always a good idea. Examples are The BabyFaces Blaster, (You start out slower than normal, but gain speed for damage done, and will run at double the speed of a normal Scout out full boost.) the Tomislav, the Quickfix, (Only if enemy has light deference.) the Huntsman, and the Eyelander, just to name a few.

    3: "Gimick" weapons: These are weapons aren't always the must effective, but can be fun to use, such as the Market Gardner, the Axtinguisher, the Rocket Jumper/Sticky Jumper, and the Demoman's shields.

    That's part one, rest is coming soon, thanks for reading. :)
  2. Question: is KOTH offensive or defensive most of the time?
  3. KOTH is both, depending on what side you're on, but it tends to be offensive.
  4. another tip,
  5. Section two: Getting started.

    Now that you should have a basic idea of the weapons, lets get started with gameplay! Now, lets start with getting used to the nine classes, Scout, Sniper, Demoman, Spy, Heavy, Medic, Soldier, Pyro, and Engineer. For this, I suggest hoping onto a server that's playing 2Fort. Now lets get something straight, 2Fort is DEFINITELY not a very good map, but due to it being a common map and being a map that everyone knows, along with no one taking it very seriously, its not a bad map just to mess around with the classes on without really caring. I would suggest doing this at least until you get used to one class, so when you get really into TF2, you will at least be good with one.

    Now lets get into game types. For this, I will be listing each type, along with a map that is good to used to it.

    1. KOTH: Or King of the Hill, is a defensive/offensive game mode where both RED and BLU fight over the same control point, and must hold it for three minutes. KOTH maps also tend to be good for getting used to the game. For your first few rounds on KOTH, I would suggest playing either Viaduct or Harvest

    2. CTF; Or Capture the flag, is also a defensive/offensive game mode, but instead of a control point, each team is trying to capture the other teams intelligence three times. (This number of captures can be increased/decreased, three is just the default setting.) For getting started on CTF, I would suggest playing Double Cross, as it is wider than 2Fort and gives more choices of how to do things.

    3. Payload: Payload is a game mode where the BLU team must push a bombcart to the end of the map and deploy it, while RED attempts to stop them. This game mode is beloved by many for its straight forward gameplay and often balanced maps. I would suggest playing any of the stock Payload maps while getting started.

    4. Payload Race: Payload Race can be thought of like KOTH, but instead of holding a control point, you must push your bombcart to the end, while the other team does the same, which can be rather difficult sometimes. I would suggest playing normal Payload first, and then going onto any stock Payload Race map.

    5. Control Points: Control points is a defensive/offensive game mode where you must capture all 4/5 control points, and defend them from the other team. This is a fairly easy game mode to get started with, and I suggest playing it first, as it can teach many things that can be applied to other game modes. I would suggest playing 5Gorge, Badlands, and ColdFront.

    6. Attack/Defend: Similar to Control Points, except RED can only defend the control points, and not recapture them, making it somewhat like Payload too. I would suggest Dustbowl, Gravel Pit, Steel, and Egypt.

    Those are all the major game modes that you will most likely play a lot. There are custom game modes also, but those are for you to discover. Thanks for reading. :)

    *Part three coming soon*
    NINJATTILA and AliceF3 like this.
  6. This helps a lot, I suck at TF2 :(
  7. Thanks for this, Legit
    Im planning on getting into TF2 soon so this helps alot
  8. Section three: The classes

    I probably should of made this part 2, but whatever. :p

    Lets take a look at the nine classes now. :)

    1. The Scout: The class I main, the Scout is meant for two things, capturing points/intel/pushing the payload fast, and being annoying as all hell. The Scout captures control points and pushes the payload at the rate of two people, making him very good at these jobs. He's also the fastest class, which is great for capturing the intel, but makes it harder to aim, but you should be able to get used to it. Now for the second part, being annoying. If your team is dominating the other team, you could also go back to their spawn, and just distract them, to make it harder for them to reach the front lines.

    2. The Soldier: The Soldier is the easiest class to play, making it good for new players, but the hardest to completely master. The Soldier has many roles, such as killing, (due) capturing, defending, and sentry destroying. He also has the ability to rocket jump, which allows you to reach places that you normally would not be able to, along with being able to move faster. I won't be covering rocket jumping in this guide, but I know for a fact there are MANY great rocket jumping guides on the internet.

    3. The Pyro: Another easy class to play, but also hard to master, the Pyro is best at ambushing, hiding around corners waiting for someone to pop out. The Pyro is more of a support class than the offensive class its labeled as, due to its flamethrowers short range, and general lack of far range options. The Pyro also has the compression blast, which can knock enemy's away, reflect enemy projectiles, and extinguish allies. (DO THIS.)

    4. The Demoman: The Demoman is both a great offensive class, and a great defensive class, depending on what weapons you use. Armed with the sticky bomb launcher, the Demoman is a power house in the hands of a experienced player. Like the Soldier, you can also explosive jump, using the sticky launcher. (You can also jump with the grenade launcher and Loose Cannon, but those take lots of timing to pull off.)

    5. The Heavy: AKA the bulletsponge, you have two things, a big gun, and lots of health. You have the ability to mow down lets of people, and also the ability to die instantly to die from a single shot from a sniper or a backstab from a spy, due to your slow movement speed. Also, don't over estimate your health, it wont do you much good when faced with a brigade of angry Scouts. (Or a angry brigade of anything.)

    6. The Engineer: The Engineer has two jobs, defend, or be offensive. (If armed with the gunslinger.) Lock down areas to make sure no enemy gets in, or gets out. The most important building you have isn't the sentry, but the dispenser, as it acts pretty much like a non-moving Medic, and it resupply's ammo. Your teleporters are also very important, allowing your team to quickly get to the front lines. As for the sentry, place it ina reas where the enemy is guaranteed to come, and not place it too far back, or too close to another sentry.

    7. The Medic: MEDICS. WIN. GAMES! REMEMBER. THAT! Now that I got that out of the way, lets get started. The Medic's job is to heal teammates, and Ubercharge teammates. Now a common mistake of new Medics is that they only heal Heavy's. Do you see that burning Scout? Heal him. That Sniper with 1hp calling medic? HEAL HIM. The point of this? HEAL EVERYONE. I also advice that on defense, use the Kritzkreig, as its unluckly that you will have to tear down sentry's, but instead having to mow down waves of enemy's, which is what the Kritzkreig is good for.

    8. The Sniper: The Sniper can be either very useful, or do nothing for a team. Your main job is just to headshot the enemy, that's really about it, you're not that great offensively, unless you're rocking the Huntsman.

    9: The Spy: Job? Backstab everything. Sap everything. And don't die. Your main backstab targets should be in this order. Medics, Heavys, Snipers. The Spy will take awhile to get used to, but can really help a team.

    Part 4 coming soon. :)
    NINJATTILA and princebee like this.
  9. Quick Addition to the Pyro:

    The Pyro is also a great class to ambush, and taking on 1 person at a time. Especially heavies. If you have...

    The Axtinguisher. (or the postal pummeler, but Axtinguisher is cooler.)

    Axtinguisher strategy is to burn your enemy very quick, and change to the Axtinguisher to get CRITS. Crits do 3X damage, so they basically kill anything.
  10. Will be getting into stuff like that in my next section, game mechanics. ;)
    princebee likes this.
  11. Section 4: Game mechanics

    In this very short section, we will be covering critical hits and Player effects.

    1. Criticals: Also know as critz/kritz, are an effect given to weapons 2% of the time. Criticals do around 50% more damage than normal. The chance of criticals increases by damage done in the last 20 seconds, with a maximum of 12%. Melee weapons have a higher chance to crit more than ranged weapons, to encourage the use of them at close range. Melee weapons crit chance starts at 15%, and can be as high as 65%. Mini crits are a type of crits that do 35% more damage than normal. Because of how extensive the crit mechanic is, I will be putting a link to the wiki page at the bottom, if you want to know more.

    2. Player effects: Player effects are effects put onto a player, normally by an enemy, that will have the enemy an advantage. Examples of this are Jarate, which causes all damage to the player to be done as mini crits, (Or if using the Bushwacka, a full crit.) or Mad milk, which makes all damage done be returned to the attack as health. Some player effects aren't given by the enemy, but by the user on himself/herself. Examples are Bonk!, which makes the user invulnerable for a short time, but can't attack, the Buff Banner, which makes the user and teammates in a radius do mini crits, or Concherer, which makes the user and teammates in a radius move faster and make damage done be returned as health.

    I know this section is fairly short, but I hoped it helped. Thanks for reading. :)

    Critical hit wiki page: http://wiki.teamfortress.com/wiki/Critical

  12. hats are also very important :p
    rman92011 and princebee like this.
  13. You forgot the Demoknight ; basically a Scout with a grenade launcher.
  14. Naw, demoknights are usually Ali Babas or Bootlegger, Chargin Targe or Splendid screen, persian persuader/eyelander/HHHH/Nessies 9 iron, etc.