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  #11  
Old 12-07-2007, 06:52 AM
SenorChicken SenorChicken is offline
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Additional Tips



As A Spy:

In some situations, specifically against a good engineer, it is wise to Sap the Sentry, immediately draw your revolver and load into the sentry, 2-3 shots will typically take any sentry down. (i like commas)

Your disguise directly relates to your rate of movement, so while tranversing in cloak be in scout disguise, then change to a more appropriate class before decloaking.

Everyone LOVES to kill spies, use this to your advantage, lure other classes into your heavy/medic combo.

Your decloaking is audible. Don't decloak right behind someone unless you believe they are (1) not paying attention (2) not very good or (3) deaf.

The Medic calling often gives you away. Only call for a medic if you are actually hurt and very close to one.


As A Medic:


Your Medigun is amazing, its range is incredibly long, but you have to anticipate, anticipate, anticipate.

In a close range battle learn to get your opponent to move around you and fire where they are going to be... (still working on a clearer way to explain this).

As A Pyro:

Jump into Canyons. -jk =)
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  #12  
Old 12-07-2007, 07:45 AM
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Awesome thread. Maybe we'll get fewer bonehead manuvers like spies taking teleporters now. It really pisses me off if I'm playing soldier (as I usually do) and a spy or scout takes a teleporter. I'm slow, scouts are not...

The only advice I can think of this early in the morning is that as an engineer, don't forget that you can pick up weapons of fallen enemies or comrades to get more metal. I can't tell you have many times that has worked to my advantage in a crisis.

BTW, you should make this a sticky.
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Last edited by Cujo : 12-07-2007 at 01:29 PM. Reason: Afterthought
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  #13  
Old 12-07-2007, 08:07 AM
SenorChicken SenorChicken is offline
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Quote:
Originally Posted by Cujo View Post
Awesome thread. Maybe we'll get fewer bonehead manuvers like spies taking teleporters now. It really pisses me off if I'm playing soldier (as I usually do) and a spy or scout takes a teleporter. I'm slow, scouts are not...

The only advise I can think of this early in the morning is that as an engineer, don't forget that you can pick up weapons of fallen enemies or comrades to get more metal. I can't tell you have many times that has worked to my advantage in a crisis.

BTW, you should make this a sticky.
Btw,

As A spy I sometimes take teleporters....

Depends on the situation of course, generally I don't, but if a Sentry really needs to come down, and the walk time is greater than the time to teleport - time for glowies to go away... Or perhaps the teleporter is way into enemy territory so my cloak won't get wasted etc...

Just saying, spies shouldn't take teleporters isn't entirely correct, there are situational times when a spy should take a tele over a soldier.
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  #14  
Old 12-07-2007, 01:33 PM
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Quote:
Originally Posted by SenorChicken View Post
Btw,

As A spy I sometimes take teleporters....

Depends on the situation of course, generally I don't, but if a Sentry really needs to come down, and the walk time is greater than the time to teleport - time for glowies to go away... Or perhaps the teleporter is way into enemy territory so my cloak won't get wasted etc...

Just saying, spies shouldn't take teleporters isn't entirely correct, there are situational times when a spy should take a tele over a soldier.
That makes sense. I've just been jaded by so many noobs who don't realize there is a glowing trail behind them and are dying, so they're wasting the teleport while I wait for it to recharge. As long as it makes common sense, and done so by a skilled player, that's fine.
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  #15  
Old 12-07-2007, 02:40 PM
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Really Great comments by all...being fairly new to TF2...there is a lot of info in there I didn't know.... (and I like periods SenorChicken)
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  #16  
Old 12-08-2007, 09:52 AM
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Medic - Something I learned last night while playing the new Skyscraper map. The Medic's syringe gun has enough power to lift your teammates into the air. We were doing it with Engineers to get them to the higher platforms to place a port.

Basically the Engineer builds a dispenser, gets on top of it and starts jumping, then a Medic gets right next to the dispenser, crouchs down and shoots upward at the engineer. The Engineer will suddently start flying upwards, and as long as you have enough medics you can hold them up there. This worked with other classes too, as long as you could get above the medic (or he could get below you).
Not only can you lift them upwards, but the needles can also push them to the side if you stand at an angle.

This would be incredibly useful on any map where you want to get a sentry over someones head. Try it!
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  #17  
Old 12-08-2007, 11:16 AM
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Can someone tell me how to add that cool TF2 class sig???

And keep the tips going guys, rookies like me need the help....

Only thing I can do great is sniper...afterall I am a DOD:S CAL League Sniper... But I do love me some Medic and Pyro
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  #18  
Old 12-08-2007, 03:00 PM
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Quote:
Originally Posted by Draven_Blade View Post
Can someone tell me how to add that cool TF2 class sig???
See the avatar post (or below):

Quote:
Originally Posted by Lusus View Post
If you want one like mine you have to register at: TF2 Dev • TF2 Dev and use their sig generator.
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  #19  
Old 12-08-2007, 03:47 PM
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Anti-spy IS a spy... I hate spies with a passion, since I am usually an eng, I know the pains... And i'm going more and more into Heavy, so the thought of "Hey... I should protect my medic", seems like a DUH statement, but I was clueless...

I may have to try spy out alittle more, seeing as I know alittle more, and be an anti-spy... spy...

And if you are a pyro and your team is losing it's intelligence alot, help the engineer(s) out in the room protecting the "flag"... Use your fire... stand by a disepenser and go... or as a heavy...

And SERIOUSLY why do morons like scouts take teleports when a heavy (a better killer, with more health) is coming out of the door... God I hate when people do that... Realize that your heavy hitters can't run like you can... GAH!

And thank you, I forgot that Right-Click was the "turn" function for my blueprints, that's been bugging the hell outta me for the longest time.
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  #20  
Old 01-11-2008, 05:55 PM
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Great thread thanks.
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