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Thread: TF2 Team General Match Tactics.

  1. #1

    TF2 Team General Match Tactics.

    General TF2 Tactics

    This isn't anything specific to what the team will use in matches so does not warrant placement in the "hidden" forum
    Yes this is long, and I spent a good hour on this so reading it would be appreciated
    General

    In a normal 6vs6 TF2 match, there are class limits. this being
    • 1 medic
    • 1 demoman
    • 2 of everything else


    The most common line up of any 6vs6 is 1 medic, 1 demo, 2 scouts, and 2 soldiers ( which I shall discuss later)

    The main goal is obviously to win the point/cap intel etc. Yet when attacking the enemy team, aim for the medic. Where it is the medics job to keep EVERYONE over-healed during the course of the game, by taking out him you can play more aggressively and force them to retreat to not die, where you can lose a bit of health and keep healed.
    Another point from this is that a over-healed scout should be able to kill a non over-healed scout easier.

    Another point is working as one main unit. Where you push together as a team and not in ones and twos. This is why its useful to keep in constant contact with team members on positions of you if not with the "core" of the group.

    One main point, the most important one ever, stay alive.

    Class specific tactics

    Scout

    The scout, he uses his speed to gain an advantage against all the other classes.
    If there is two scouts present on the team, work as one, two scouts on the same wavelength can be devastating instead of working individually.
    By using the scouts speed and double jump ability you can confuse enemies, combine this with the deadly power of the scattergun at close range to deal lots of damage on an unsuspecting enemy.
    Another point to the scout, is his ability to annoy and distract. For example using a pistol at long range to get the attention of a soldier, who's rockets are deadly to you at close range, and keep his attention on you while others move in for the kill.
    But the main role of the scout is to cap the points, and to take out the medic.

    Soldier

    The soldier, can take one of two roles, roaming or pocket.

    Roaming- takes more risks than the pocket soldier, but rocket jumping to gain advantages on the enemy, and by moving away from the medic. the roaming soldier is the one who puts pressure on the enemy team by laying down a barrage of rockets, aiming deal large amounts of damage to the enemy team. To compare the roaming soldier to the pocket, he is the more aggressive and more willing to take risks.

    Pocket- The medics next best friend. The person who will always stay with the teams medic, he is needed to take out the troublesome scouts trying to kill the medic.
    He is the one who will mainly take the ubers as well when pushing the point/enemy team, but that will be discussed at a later date.
    In times where there is no fighting the pocket soldier should deal damage to himself via rocket jumping to reduce the time the uber takes to charge.

    Soldiers in general should survive to protect the medic, and should be the ones attacking and defending the point, due to the ability to combat almost every class and be useful in different situations.
    A good tip is to know when to swap to the shotgun, and keep the enemy guessing what number of rockets you have. For example, an enemy scout/soldier will attack you when they know you have fired all of your 4 rockets to gain that advantage, so keep them guessing.

    Pyro

    The Pyro, the class that usually uses ambush tactics, that most of the time, will not work in competitive play. Most of the time a Pyro will not be used, but from previous clans, I do have some tricks up my sleeve.

    A good use of the Pyro is to reflect rockets and pipe bombs away from the medic/other players, or to "juggle" the enemy team. This involves air-blasting them into the air repeatedly, yet this will occasionally not work as most competitive players will get others to help them or in the case of a soldier rocket jump out of it using a wall.

    Demoman

    The demoman, I need not to go into much detail with this one, due to the fact that DE is our team demo. Yet i shall say a few basic points

    Don't spam
    Use pipe bombs
    Use stickies effectively

    Using these the Demoman can deal out a lot of damage against multiple enemies at once. Yet another important point with the Demoman is his long reload time, same with the soldier, only 4 pipes to use then a long reload, people will use this against you.
    On the subject of pipe bombs, if you hit all 4 pipes, it will deal a considerable amount of damage to the enemy, each pipe averaging 100~ damage for a direct hit, compared to 22-64 damage if it bounces.

    Moving onto stickies, keep the gun loaded at all times. When deploying traps to defend a choke point, there is two ways, obvious and hidden stickies. Hidden to get the kill on them, but usually hard to hide with most players knowing the spots where they are prone to be.
    Then obvious, allowing them to be seen by the enemy team to force them to take a different route to where a sentry is maybe? Yet this has its setbacks where bullets can destroy stickies, so keep an eye on the stickies you have set up.

    Heavy

    The heavy, otherwise known as a tank on legs.

    The heavy has a large amount of health and very high fire-power in enclosed positions. Yet the very slow movement speed and the set up time for the mini-gun has its set backs.

    Most often the Heavy is used to defend points. Where from previous experience when your team is forced back to the last point, someone will change to a heavy and sit on the point spun down. This should stop any scouts appearing for quick sneaky caps.

    Yet the Heavy is a great person to uber when attacking a enclosed room full of the enemy and a possible sentry, yet the drawbacks to this is his slow movement where the enemy team will just retreat then appear when the uber is finished.

    I would say always use the original mini-gun, especially if they have an enemy heavy, this is due to the fact that soldiers have slow movement speed, also heavies, so the extra punch will come in handy.
    Bringing a sandvich to a fight will allow you to regain health without the need of the medic between "waves" also by throwing it down will allow your medic a tasty treat in the middle of a fire fight, also acts a health pack.

    The main thing that is a combat to heavy is his slow speed while spun down. This allows snipers to get easy headshots on him and spys to back-stab at ease.

    Engineer

    The engineer, will usually only be used on defence style maps, e.g blu attacking red. to defend points. If there is a engineer present near you, the ammo boxes around that area are his, use his dispenser for ammo and health.

    A Engineer should always place a teleporter entrance outside spawn and run back to the cabinet for extra ammo. and proceed to the area where you are going to place a sentry as soon as possible.

    Spy checking is just not the engineers responsibility, it is the whole teams, so keep a look out. A good way to do this is that the Sentry and Dispenser act as a physical barrier to the spys, and anyone jumping on these should be shot.

    The positions for Sentrys vary from each map and will be discussed in detail another time.

    Keep in mind the Dispenser blocks the line of sight of the sentry, so careful placements are needed.

    Medic

    The Medic, the heart of the team.

    Stay alive.

    9 times out of 10, if you die the rest of your team dies. Your job is to keep the whole team alive and overhealed, so do not heal one person, share the health between the team and build the uber up.

    On the subject of Ubers, they are used to push the enemy out of an area and cause chaos and allow the enemy team to be killed. The general trick with ubers is to deploy it at the latest possible point to maximise the time your patient is uberd. It is possible to swap your target in the middle of an uber, but this has a penalty of losing some of the precious charge.

    Uber vs Kritz.
    Again this is map specific, and can't be displayed here openly due to being an important tactic used. But most of the time a Uber will be used.

    Use the needle gun over the blutsauger, it has a higher passive health regain than the blut and will be more useful when your main role is healing others, not attacking strangely enough.

    Sniper

    The sniper is not used much in competitive play, and I will only use them if it is obvious that they wont miss most of the time, and get those all important medic kills.

    A good tactic with the sniper is to remain hidden, this includes hiding the dot so you can get a shot on a unsuspecting victim.

    With the sniper your main concern is the enemy medic and other snipers. Other snipers due to the fact that they can easily take out your medic as easy as you can take out theirs.

    Use the normal rifle over the huntsman, if I see you using the huntsman in a match I will hurt you through the internet.
    Either jarate or the SMG, is your own decision for this, i would prefer jarate to allow a well placed throw to cover the enemy team, but the smg for retreating and pesky spies.

    Spy

    The spy, again not used much competitive wise, but can always be a nasty treat for an unsuspecting medic.

    Again your primary targets are the medic then other slow moving enemies, such as the heavy or soldiers.
    The spy is an instrument of chaos, making the enemy team paranoid of the spy and constantly spy checking, so switching between another class can be very effective.

    If a spy stays alive this will keep the enemy team looking for you and keep them distracted. Also there is nothing against killing the medic, getting out and waiting by re-spawn for the medic to appear again.
    Also varying the watches can add to the level of chaos, by using the dead ringer to pretend you are dead for a few lives, then swapping to the cloak and dagger or vice versa.


    Feel free to add any points i may of missed in the general view of the classes, I may add a more detailed thread when the time is right on specific tatics/classes/maps at a later date according to how well this one is received.

    tl;dr Your not in the team

    DP
    Last edited by Darkpidgeon; 15th July 2010 at 01:10 PM.

  2. #2
    Administrator Chalex4's Avatar
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    Re: TF2 Team General Match Tactics.

    Awesome post! I'll give it a read later as my TF2 skills are a litle lacking. I might actually be up for some matches over the summer though.

    With regards to the hidden forum, I'm going to set up an area where you can apply for access. Then the team leader can moderate the applications when he chooses.
    Quote Originally Posted by ez64
    chalex has so much control we control ourselves

  3. #3
    ATK Member Toasty-Sloth's Avatar
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    Re: TF2 Team General Match Tactics.

    yeah dawg

  4. #4
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    Re: TF2 Team General Match Tactics.

    Yeah nice post, well worth the read.

  5. #5
    ATK Leadership Colonel Mitch's Avatar
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    Re: TF2 Team General Match Tactics.

    Goot post DP...... fail Joe could never have produced this.,.....

  6. #6
    ATK Member Isphera's Avatar
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    Re: TF2 Team General Match Tactics.

    Bumped and sticked for future use.

  7. #7
    ATK Member Vicious Horizon's Avatar
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    Re: TF2 Team General Match Tactics.

    Bumped, all current members should read or re-read, and locking the thread as no discussion needed.
    Take that ya one-eyed, bomb-lobbin', cactus eatin', pot bellied, thug fat jigglin-chicken whoopin' big, back-stabbin lob-armed creepy spastic bloody, blind-eyed pashy little twitchy pickle-headed rocke- hoppin, potato-poppin' phony two-faced stealthy mutant bastard!


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