View Full Version : TF2 - Tactics
Post all your wisdom and things relevant to your playing style here so people can get to know how you game!
Post map specific advice if you're interested...
Me:
2fort:
- If I'm serious, I'd go Soldier and get another Soldier and a medic, Heal + Rocket Jump for the cap while others distract in the courtyard.
Dustbowl:
- Attack: Uber... Uber... Uber... if ppl would only stay alive long enough to actually get Uber... should u get past a fast 2nd cap.
- Defense: Uber + Sentries + some pyros or spies to anoy the attackers...
Granery:
- One word: Scouts.
Well:
- Soldiers / Demos on Train for advantage...
Gravelpit:
- Attack: Uber... more Uber... and don't use it at the start of the gate...
- Defense: Teleports help a lot...
- Both: Flanking is key.
Hydro:
- One Word: Scouts.
General:
- I play to win, not to rack up some meaningless kill points... I can do that on an instant respawn server...
- I always check the team makup to see what I can do to balance out the team, or ask someone else to balance out.
Noobs:
- And if you're a serious noob, here's a fav. quote of mine...
"Spray'N Pray".
My 2Cents
- GL84
|oR|Oxide
11-27-2007, 06:40 AM
I cannot disclose my tactics as it would weaken my strategery.
damnit I was afraid somebody would figure me out... awww heck, ya might as well delete this thread, HAHA..
Nebula
11-27-2007, 08:01 AM
hehehe...
yyes, confidential information for sure.
just watch your back when you least expect it is all I have to say :wink:
|oR|Oxide
11-27-2007, 08:08 AM
oh me getting ganked by a spy is common place lol
|oR|jonvall
11-27-2007, 08:24 AM
My main tactic is to...point and shoot!
HHBizzle
11-27-2007, 09:15 AM
hehehe...
yyes, confidential information for sure.
just watch your back when you least expect it is all I have to say :wink:
muhuhuahhaha indeeeeeeeeeed
Thunder
11-27-2007, 01:24 PM
- Dustbowl is all about the uber and taking the high ground. If you can clear out the demo's stickies nothing can stop an ubered pyro or heavy. The 2nd points on each stage are the hardest but can be capped if you move quickly enough before the defense can set up. One thing most attackers don't realize is that you spawn nearly 3 times as fast as the defenders on the very last capture point. Once SGs are down a rush of 4-5 people is all that is needed to take the point. Two attacking team engineers is a must, not so much for guns but for dispensers and teleporters to the front lines. Soldiers, Heavys and a lesser extent pyros should have priority on teleporters. Seeing a scout jump on a teleporter is just stupid. Also note that most points can be rocket jumped to quite easily save the first stage cap point.
-Hydro; We ran into a bad situation last night that was just crazy. The other team had a 5 or 6 pyro rush going on with some slight soldier and medic backup and we could not stop it. There was literally nothing we could do. We pick off two or three but the rest would kill enough and create enough havoc that they could easily cap. No guns were up yet and our two pyros would get rolled. Anyone know how to stop a serious pyro rush like this?
McTucket
11-27-2007, 03:28 PM
yeah that was me trying to go demo at first... then engi... but i couldnt build my gun past a lvl 1....
those were some dark times... :(
-Hydro; We ran into a bad situation last night that was just crazy. The other team had a 5 or 6 pyro rush going on with some slight soldier and medic backup and we could not stop it. There was literally nothing we could do. We pick off two or three but the rest would kill enough and create enough havoc that they could easily cap. No guns were up yet and our two pyros would get rolled. Anyone know how to stop a serious pyro rush like this?
Its hard to think up a good counter besides sg's, but I would have to say two medics with 3 or 4 soldiers, depending on the particular map you're playing on. Some of the more closed area's I can see no way short of sentry's to take them out.
Its incredible 5 or 6 of any class could produce victories. Most of the time if you throw more than 3 of any class at a decent team you get dominated (there are definitely exceptions, of course). But 6? Yikes! Not even 6 engies on dustbowl worked out that well. Granted they held us a good time at the first point, but after the sg's went down we steamrolled.
Ill post some of my strats when I get a bit of free time to type em up :P.
Sedren
11-27-2007, 09:47 PM
-Hydro; We ran into a bad situation last night that was just crazy. The other team had a 5 or 6 pyro rush going on with some slight soldier and medic backup and we could not stop it. There was literally nothing we could do. We pick off two or three but the rest would kill enough and create enough havoc that they could easily cap. No guns were up yet and our two pyros would get rolled. Anyone know how to stop a serious pyro rush like this?
Seems to me a bunch of soldiers with a couple of medics could stop a (mainly) pyro rush pretty easily.. or even demomen. If they keep getting knocked away by explosions there's only so much they could do, not to mention the occassional instakill via crocket... But then again, I don't know if I've ever seen quite that many pyros rush, so can't say I've tried it.
it would obviously depend on what section of HYDRO you're playing on... but if you know they have a strong offensive to start with, play either a total D or a total O to either thin them out so much that they can't make it to the cap.
And as for the SGs... (Get another Temp. ENG... Help you setup the Sentry go back to spawn, and change to another class) I'm sure even 5 pyros can't stand against a SG if its far enough... which will give you the upper hand if you can get a spy or pure force to take out the Soldier Medic combos... wtf are they gonna do? Shot Gun a lvl 3 Sentry? one at a time??? that'll be way too slow and enough time to buy yourselves a Strong counter strat. Or Like I said, Pure O = Scouts = Cap faster...
McTucket
11-28-2007, 02:05 AM
i like all these "well heres what id do" lol
trust me... you could not stop it.
but i blame it on the team....
|oR|Oxide
11-28-2007, 06:48 AM
I would just snipe them all Tuck, you shoulda called me man :P
Thunder
11-28-2007, 08:52 AM
I think the biggest thing that happened was that it was so quick each time and no really realized what was happening until half the team was dead. I finally saw what was going on when we were defending the satellite dish cap point. I was on the catwalk and saw about 5 pyros all running around the bottom area and headed towards our snipers/engineers setting up. Our medic got jumped as soon as they could and we only held out for about 3 more minutes before we were over run and even that was because of two demos constantly rotating stickies into the cap point while the other was reloading. The soldiers were able to take out 1 or 2 but we didn't focus fire on any one target, which is where soldiers become very effective. Regardless, they had surprise, a lack of SG support on D from us and a secondary attack in the form of solider/medic combos. Just bad times had bad all on our team. Aside from the urge to llama them all (which I can't do anymore :frown:) it was fun.
McTucket
11-28-2007, 10:47 AM
I would just snipe them all Tuck, you shoulda called me man :P
i would call but the telephone lines dont reach your hillbilly ass...
|oR|Oxide
11-28-2007, 01:14 PM
yea Im a Redneck.. i got guns and shit.. whats up now?
Angel
11-28-2007, 06:53 PM
I have guns...does that make me a redneck, too?
Guns don't kill people... Bullets kill people.
- GL84
PS:unless you use it as a hammer
PPS: but I don't think they're as heavy.
PPPS: The Cake is a Lie.
McTucket
11-29-2007, 03:24 PM
Seems to me a bunch of soldiers with a couple of medics could stop a (mainly) pyro rush pretty easily.. or even demomen. If they keep getting knocked away by explosions there's only so much they could do, not to mention the occassional instakill via crocket... But then again, I don't know if I've ever seen quite that many pyros rush, so can't say I've tried it.
waaiit a second....
whos sedren?
lol hey big guy...
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