Have made a start on the wiki:
http://www.5punk.co.uk/wiki/index.php?t ... tress_tips
Thought it might be best to start a discussion as well, though - so people can sound out others with tips of their own they're unsure of before adding them to the wiki.
Team Fortress 2 Tips
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FatherJack
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nunoncastors
- Badger

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Tip 1. Medics can daisy chain for those hard to reach areas. Get 2 healing the same Heavy/Soldier while they take out particularly troublesome sentry gun/defences for extra woo-ness.
Tip 2. Bottlenecks/corridors/enclosed spaces can be held by one Pyro and support. Pairing them with a Soldier has proved particularly effective for me so far.
Tip 3. Build a dispenser in cover directly behind your sentry gun and position yourself between the two. People always target the gun leaving you to recoup health and metal while fixing the damage at little personal risk. Bang, bang.
Tip 4. Grouping dispensers makes for quicker healing/replenishment for everyone.
Tip 5. Teleporters. Use them. They make pressing an advantage much easier and can be the difference between holding a capture point and being dicked in the bottom.
Tip 6. The scout's scatter-gun is lethal at point blank range on all but the Heavy (so far as I can tell).
Tip 7. Don't go it alone.
All I can think of off the top of my head. Thoughts, comments?
Tip 2. Bottlenecks/corridors/enclosed spaces can be held by one Pyro and support. Pairing them with a Soldier has proved particularly effective for me so far.
Tip 3. Build a dispenser in cover directly behind your sentry gun and position yourself between the two. People always target the gun leaving you to recoup health and metal while fixing the damage at little personal risk. Bang, bang.
Tip 4. Grouping dispensers makes for quicker healing/replenishment for everyone.
Tip 5. Teleporters. Use them. They make pressing an advantage much easier and can be the difference between holding a capture point and being dicked in the bottom.
Tip 6. The scout's scatter-gun is lethal at point blank range on all but the Heavy (so far as I can tell).
Tip 7. Don't go it alone.
All I can think of off the top of my head. Thoughts, comments?
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deject
- Berk

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As a spy, never ever backstab an Engineer when he's in front of his turret, unless you're using your death to gain an advantage for your team. The turret will kill you. If you're quick you can put a sapper on the turret and knife the Engineer before he can kill your sapper, but that's take a bit of practice.
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Gunslinger42
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FatherJack
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Noticed tonight, when an enemy engy started building his own sentry near our little trio of intelligence-guarding turrets that you still hear him shout "Ahm building a sentry!".
I wandered out curiously and put paid to his fledgling subterfuge, before berk found the little sneaker's teleport exit.
We lost our little defensive triangle in the end, but that's what's so great about the game, you can switch classes at will and try a different tack until you find a way to defeat even the most seemingly inpenetrable defense.
I wandered out curiously and put paid to his fledgling subterfuge, before berk found the little sneaker's teleport exit.
We lost our little defensive triangle in the end, but that's what's so great about the game, you can switch classes at will and try a different tack until you find a way to defeat even the most seemingly inpenetrable defense.