Need some help - Loads of questions!

nappymonster

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Ok, I have quite a few questions:
General Questions:
1) I have really only been playing on CTF_2fort for the last couple of weeks, mainly because I wanted to get a feel for all of the classes. Now I?ve played them for a while, I wanted to know which map you think I should go to next?
2) How do I create an alias? (A string of commands) and bind it to say the 0 key.
3) How do I change my name in game?
Class based:
Scout:
1) In 2fort, I can always double jump onto the building roof, but never off it again onto their sniper deck. Where should I jump from and how long should I wait between pressing the spacebar for a second time? If possible, a video on google video or youtube would be useful.
2) Many scouts often kill me when I play as other classes with their shot gun, but when I try I just seem to miss- any tips?
Soldier:
1) What are those blue things you sometimes fire?
2) I think they do more damage ? how can you get more of them?
3) Do you know when you are about to fire one?
4) Any tips for getting higher/loosing less health when rocket jumping?
Pyro:
1) For 2fort, where are the best places to ambush people?
2) At what point should you switch from the flamethrower to the shotgun?
Demoman:
1) Where are the good places to shoot stickies?
2) Any General tips would be good because I suck at demoman.
Engineer:
1) Where are the best places to put a sentry to get most kills?
2) A teleporter to be most useful and not get destroyed
3) A dispenser?
4) When I build in the Intel room, scouts somehow get in a position which means they can shoot and not get shot at by my sg.

Medic:
1) Who is good to go with except a heavy?
2) When is the best time to uber?
3) Do assists give you any points?


You don't have to answer them all, but as many as you can will really help. Cheers,

Nappymonster
 
Engineer:
1) if you put them not facing doorways, but behind them, enemies will just run forward and get shot in the back, i also like to put them in 'crossroads' like in 2fort, the place with the wooden stairs and an entrance to the intelligence.

2) entrance- near spawn. exit- near the frontline but not too near, eg on the point the last captured. so it is not easily destroyed.

3) if im up front in the attack i put it in the place where it is nearest the frontline but slightly out of the way to stop it from getting destroyed. If im defending, like in 2fort i put it nearest my sentry as i can, but not in clear shot of an attack, so i can always get metal to repair my sentry.

hope it helps
 
Long post...

General Questions:
  1. I have really only been playing on CTF_2fort for the last couple of weeks, mainly because I wanted to get a feel for all of the classes. Now I?ve played them for a while, I wanted to know which map you think I should go to next?
    2fort is the only capture the flag map. All the others will be different to what you've experienced. I'd recommend not sticking to one map. My favourite is probably Well or Hydro. If you like the camping and impregnable defences of 2fort you might like Dustbowl and GravelPit.
  2. How do I create an alias? (A string of commands) and bind it to say the 0 key.
    You shouldn't really need to use an alias to play TF2, you- wait; scripting- wait; hax0r!
  3. How do I change my name in game?
    You can change name by changing your Steam profile name. You might be able to do this by pressing shift+tab, but if not your only option is to alt+tab out of the game and change it in Steam. I wouldn't recommend this last one because TF2 doesn't really like it.
Class based:
  1. Scout:
    • In 2fort, I can always double jump onto the building roof, but never off it again onto their sniper deck. Where should I jump from and how long should I wait between pressing the spacebar for a second time? If possible, a video on google video or youtube would be useful.
      Start your own LAN server and test it for yourself. I think you need to jump quite late to make it.
    • Many scouts often kill me when I play as other classes with their shot gun, but when I try I just seem to miss- any tips?
      The Scattergun loses power dramatically the further its projectiles travel. It is at it's most powerful when shooting at point blank range. Generally you need to be within 2-3 metres of your target for it to be effective.
    Soldier:
    • What are those blue things you sometimes fire?
      'Crits' or critical hits. Each class has one that gets fired at random for massive bonus damage (double or more?). It makes a distinctive sound when it hits a target (or you) so you should be able to tell when a crit has been fired.
    • I think they do more damage ? how can you get more of them?
      Like I said they're supposedly random, but the more you stay alive the more you'll get.
    • Do you know when you are about to fire one?
      No.
    • Any tips for getting higher/loosing less health when rocket jumping?
      Hit the ground literally a split second after you jump so you're losing the least amount of momentum to gravity. If you jump and shoot the ground at the peak of your jump you won't go anywhere fast. I don't know how you can do it to lose the least amount of health without using a script, and scripts are for losers who need bots to play the game for them.
    Pyro:
    • For 2fort, where are the best places to ambush people?
      The best places to ambush are around corners. The lower entrance is great if you wait up top above the grating. The most effective spots are those located as far from the middle water as possible. This pretty much means the basement.
    • At what point should you switch from the flamethrower to the shotgun?
      When they go out of range is the main reason. But if you see they're running for a medic or a medpack, then hit them with your shotgun to give them less time to get there before they burn up.
    Demoman:
    • Where are the good places to shoot stickies?
      Around the frames of doorways on the inside. Basically any entrance that forces the enemy to bunch up. Another one is hiding a couple around sentry guns if you want to kill spies.
    • Any General tips would be good because I suck at demoman.
      Lay your stickies and switch to the other grenade launcher; the alternate fire will still detonate your stickies. Don't be afraid to switch to the bottle if enemies get really close, especially spies. If you're retreating switch to stickies and drop them behind you, most people will be deterred or will try to run around them, putting more distance between you and your pursuer. Try out a sticky jump on Dustbowl at an attacker; it takes you straight past the defenders a lot of the time.
    Engineer:
    • Where are the best places to put a sentry to get most kills?
      Place it close enough to a doorway/entrance to not get easily taken out from distance by a Soldier/Sniper, but far enough back that Demos can't bounce in grenades or launch stickies into the doorway.
    • A teleporter to be most useful and not get destroyed
      Put the entrance in clear view of your team directly outside a spawn door. Put the exit in or behind cover. Don't be afraid to move your teleporter exit back to the middle ground if it's getting destroyed, the most important thing is that it saves your team time. It won't do that if you're constantly having to rebuild it.
    • A dispenser?
      By your or someone else's sentry is the most obvious choice. Putting it somewhere where your team are likely to retreat to is another good choice (i.e. in cover where your teammates will see it and the enemy won't). Dropping one near to control points but out of sight from the enemy is another good spot.
    • When I build in the Intel room, scouts somehow get in a position which means they can shoot and not get shot at by my sg.
      This is usually the case with all spots you could put your sentry in, but it's tricky for the Scout to pull off. They barely do any damage per reload so it will take them a long time to take out your SG. Try to move round the back quietly and shoot the Scout from behind (of if he's really not paying attention, wrench him in the head!). If he turns round run straight to the lower resupply room, don't try to run past him (Scattergun does most damage at close range, remember?).

    Medic:
    • Who is good to go with except a heavy?
      Soldier, but they can tend to want to run out into the open. Pyro is the same but people usually run from him so you won't get as many people coming up behind the medic. Demo can be good if you're attacking. Just never heal a disguised spy, even if he's low on health.
    • When is the best time to uber?
      When your partner has reloaded fully and is facing the right direction. When the enemy is just about to capture your point (it will buy you and your team time).
    • Do assists give you any points?
      Yes. I think kills give 2 points and assists give 1.
 
With the scout jumping question, is it that you can't time the second jump right or is the second jump just not working? Since yesterday it hasn't worked ONCE (I mean it actually doing anything, not a successful jump) when on that part of the map.
 
Double jump works, if you are a little of the edge, or in air somehow, then you will only jump once which counts as the second jump.

To elaborate, when going down an incline, there could be that split second you aren't touching ground. When you jump off that, you are technically doing the second jump. So you won't be able to jump again. Try to angle yourself going up the ramp ever so slightly, and make sure you are still on it when you jump the first time.

*Edit* and Crispy, on the medic. Don't uber when someone is taking the point unless you need it to survive. You don't stop the cap/cap/take intel/anything when you are uber'd, so that second you touch that point to prevent the cap process would help and could be the second your team needs to get there and save it.
 
*Edit* and Crispy, on the medic. Don't uber when someone is taking the point unless you need it to survive. You don't stop the cap/cap/take intel/anything when you are uber'd, so that second you touch that point to prevent the cap process would help and could be the second your team needs to get there and save it.
So what you're saying is: jump on the point and uber when you're just about to die. The time you're on the point and not ubered will block the cap, after you're ubered you need to kill the cappers.
 
You can't capture or whatever when you're ubered. I was frustrated to discover that yesterday.

I messed around jumping and worked out how to do it, sort of, but you're probably right Pitzy, although until 2 days ago it had always worked when I did it the same way.
 
Heh my favourite trick if on the back heel defending is to have my clan medic uber me a few seconds after the opposition have ubered and mad rushed to the point, then just stroll in and pulverize them up close and personal when their uber runs out and I'm still shiny. But I guess that's because I'm an evil shit :dozey:
 
Tactics man. Shit. I have another plan if we play together again soon.
 
Tactics man. Shit. I have another plan if we play together again soon.

I'm not sure whether thats a dismissal or a compliment, either way we'll definitely be playing again soon :cheers:
 
So what you're saying is: jump on the point and uber when you're just about to die. The time you're on the point and not ubered will block the cap, after you're ubered you need to kill the cappers.

Exactly. Might as well stop the cap instead of get 2 more kills and lose the game :(
 
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