TF2 (Team Fortress 2) Mini guide

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By Obeudan

A image showing all the classes on Red team.
A image showing all the classes on Red team.
Source: Google

The Guide

Hello there. This is a simple guide for Classes of TF2, without any unlocks or crafting.

The Scout: This class is pretty simple. The scout is the fastest class, making flanking quite easy. His main gun, the Scattergun, is like a shotgun but reasonable more powerful. His pistol is good for when you need a quick firing weapon, so against enemy scouts when retreating until they get closer. The scouts melee weapon, the bat, is really only for when you get close to the enemy. If you run out of ammo, use your speed and go get ammo. Don't bother with the bat unless it'll help hold a point.

For general strategy, there is one thing to never forget. NEVER take a portal. No matter what level it is. In fights, flanking is one of the best tactics. with your speed, you can probably slip behind your enemies and come up from behind. That's not the worst time to use your bat. Also, something to keep in mind is that you cap points at 2x the rate of any other class.


The Soldier: probably the easiest class to figure out and play. His main weapon, the Rocket Launcher, has plenty of splash damage so you never really have to get your target head on to inflict damage. The secondary weapon is a shotgun, which is good to use when you have to reload your rocket launcher when your in the middle of a fight until you can reload. His melee weapon, the shovel, is to be used in melee. Simply, it doesn't have much of a use other then that.

General Strategy: Because of his slow speed, he is one who should take portals when possible. Use your rocket launcher and spam four rockets at the time when you see a clump of people. Use shotgun when out of Rockets or when you need to reload but in a big fight. As the class that deals the most damage, soldiers can really help win games.


The Pyro: His main weapon would be the Flamethrower Which with spew flames at the enemy, setting them on fire. His secondary weapon is the shot gun, which is good for after you set the enemy on fire. While they burn, losing about 4 hp a second, you can combine the fire to kill him. His melee weapon is the axe, which is good for melee. Get a unlock, though, really.

General Strategy: One way of play is M1+w. The 'w' is the key to go forward, and M1 is mouse one. So charge the enemy and burn them. The way a lot of people play this is to either hide in a corner and ambush or go on a suicide mission to set a bunch of people on fire. Both of effective. Also, keep in mind that a pyro is a more of a close range class. On a side note,they should let soldiers, engies, heavies, and Medics go ahead of him in a teleporter.


That would be the offensive classes. Below will be the defensive classes.


The Demoman: Rather basic. Main weapon is the Grenade Launcher, which with explode on impact on the enemy team. His secondary weapon is the stickybomb launcher. This can be used to place eight mines that can be remotely detonated. His melee weapon is a bottle, which deals great melee damage.

General Strategy: Something I forgot for the soldiers is that he and the demoman are damaged by their own weapons, which can be used by a medic to a advantage. I'll explain that on his. The demoman can set up mines just out of sight for surprise the enemy with a little explosive ability. For direct on combat, the nade launch is great, as it'll kill most class in maybe two nades. Use the bottle if you hav to get close up, otherwise your attacks will damage you too.


The Heavy: Uses a minigun that will tear you limb from limb. Secondary weapon is the shotgun, to be use the same way the soldier uses his. Fists, the melee weapon is good for up close combat. If you can, press 'g' to perform a taunt that will kill someone within range. Good for use on unexpecting targets or targets that are running in to melee you.

General Strategy: Spin up before entering a battle so your ready to start firing. Try to get a eye behind you, as you very slow when spun up. Your already the slowest class, but the minigun will slow you down even more. Since your minigun only has 200 ammo, you may need to switch to shotgun until you can pick up your enemies weapons after they die to help with that. The fists are good for melee. I'm saying that a lot, really.


The Engineer: Want a successful defense? You need one. He uses a shotgun as his main weapon, which is the same as the stock for a number of others His secondary is a pistol. His melee is a wrench, which is used to build and upgrade your buildings. The PDA is what is used to build his buildings, which is explained below. The last weapon allows you to explode his buildings.

General Strategy: Build up a teleport to get your team around, build a dispenser to help help your teammates and replenish ammo, and build a sentry to defend your stuff and attack the enemy. You build using metal which is collect from ammo boxes. Your limit is 200 metal. It alows takes 200 metal to upgrade one build a level. All the buildings are best at level 3. You can proceed to either turtle; Crouching behind your sentry and hitting it with a wrench, or roam; which would be to roam about the sentry and dispenser and teleports and help defend with your shotgun/pistol. A defense engineer buildings would be to stop the enemy from advancing, a offense engineer would build up teleports to continue the attack and a sentry/dispenser to provide a defensive point to hold the enemy back.


That would be the defensive. Below will be the support, which are not always vital, but often quite useful.


The Medic: This class has a syringe gun as the main weapon. One of the highest rate of fires in the game. The secondary weapon is what makes the medic the medic. It is the medigun. You use it to fire a healing beam toward your teammates, healing them. By healing, you charge a Ubercharge. A ubercharge is fully charged at 100%, using the M2 to activate. The stock medigun will uber the player and the person being healed with Invincible for the eight seconds of the duration. The medic's melee, the bonesaw, is useful for when enemy gets a little too close.

General Strategy: As a medic, you can either go battle medic, pub medic, or pocket medic. I'll explain; A battle medic will focus completely on attacking himself, using the extra speed and regen other class don't have. A pub medic would heal everyone, and a pocket medic would heal only one player at a time, normally a medic buddy like a soldier or heavy would be the healed.


The Sniper: The sniper's main weapon is a sniper rifle, of course. And you use it for sniping. The secondary weapon is a smg. The melee is a kurki. Really, those are the weapons.

General Strategy: Find a good spot out of the way to snipe. Then proceed to move to another position as well. Use the smg for close up combat. Always check behind yourself for a spy, as your a high-value target by them.


The Spy: Main weapon is the revolver, second weapon is a knife, and then there are two other things a spy has that is vital to what they do. First, a item that allows disguise as the enemy. The other is a item that allows you to cloak. And then there are sappers.

General Strategy: Disguise as the enemy or friendly team and get behind enemy lines. Back stab for instant kills. Use the sappers you have to sap the buildings built by the engineer.


And that would be all the classes with a simple guide. Good luck on the battle grounds, and get some unlocks or find new weapons. I'll need to make another Mini-guide and continue to explain.


That would be all.

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