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05-03-22 02:36:15 AM
Jul - Gaming - Team Fortress 2 - Balanced Update New poll - New thread - New reply
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Favorite Class/Classes
Scout
 
14.5% of users, 27 votes (38.0%)
Soldier
 
10.2% of users, 19 votes (26.8%)
Pyro
 
13.4% of users, 25 votes (35.2%)
Demoman
 
7.0% of users, 13 votes (18.3%)
Heavy
 
9.7% of users, 18 votes (25.4%)
Engineer
 
12.4% of users, 23 votes (32.4%)
Medic
 
12.4% of users, 23 votes (32.4%)
Sniper
 
10.2% of users, 19 votes (26.8%)
Spy
 
10.2% of users, 19 votes (26.8%)
Multi-voting is enabled. 71 users have voted.

Kirbynite

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Posted on 05-14-09 07:00:53 AM Link | Quote
I really really wish I had some kind of recording going. I did one of the most awesome defenses on my team's intel (I just wish my team could've followed up).

In 2fort classic, someone ran out with the intel, and actually took the sewers. Not knowing if it was a scout (I wouldn't be able to catch up), I decided to head the guy off by running into the enemy base. I ran over to the sewer stairs, and took out the Sandman (I told myself I was going to use the Sandman taunt way before I got to the stairs). I was a bit worried that it wouldn't work, but right when my swinging animation had gone, the guy showed up. I still don't know what class the guy was playing as, but all I know was that he was dead, with his brains smeared on the walls from a homerun hit.

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FPzero
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Posted on 05-14-09 01:34:44 PM Link | Quote
For the record I also hate the backburner. So many times have I died from that. Of course, if I ever unlock it myself...

Also, I wish I knew whether or not my mic worked. I don't think it does but I've never got confirmation on it from anyone.

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Sponty
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Posted on 05-14-09 04:04:24 PM Link | Quote



I don't like the Backburner, just because there's a different strategy involved in using it. I like having the airblast and coming directly at enemies.

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Eppy37
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Posted on 05-14-09 04:25:57 PM Link | Quote
I use the backburner. I like Surprising and quickly killing the enemy.

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Sponty
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Posted on 05-14-09 04:26:28 PM Link | Quote



I'm not much of a stealth person, so I usually fail as a Backburner Pyro.

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Sponty
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Posted on 05-14-09 08:22:17 PM Link | Quote

Backstab shield. It only lasts for one use per life, and slows you down.

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Tanks

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Posted on 05-14-09 10:52:11 PM Link | Quote
Originally posted by Jacob
Backstab shield. It only lasts for one use per life, and slows you down.


Somehow I think a quick run to the refill cabinet will solve the broken shield issue. I just wonder if a good shotty blast to the back will do it in for a faithful spy to get in there...

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Xkeeper

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Posted on 05-14-09 11:17:41 PM Link | Quote
If you have someone there to shotgun him, you can probably just shotgun him period instead of revealing the fact there's a spy wandering around their base.

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Xkeeper

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Posted on 05-14-09 11:20:17 PM Link | Quote
Originally posted by FirePhoenix
For the record I also hate the backburner. So many times have I died from that. Of course, if I ever unlock it myself...

Also, I wish I knew whether or not my mic worked. I don't think it does but I've never got confirmation on it from anyone.

The pyro achievements are ridiculously easy to achieve if you play it well

An easy way to get Hot Potato is to find a sticky nes; since unlike rockets/nades they don't swap ownership after you blast them, you can easily score 4~8 at a time repeatedly.

And eh, the Backburner has its uses. I find the compression blast to be almost entirely worthless most of the time except in certain circumstances, and the Backburner can even kill Bonked Scouts, so...

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FPzero
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Posted on 05-14-09 11:34:06 PM Link | Quote


This was the blue intel room a few matches ago.

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Sponty
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Posted on 05-14-09 11:38:25 PM Link | Quote

I've seen a team of sixteen go Engie before.

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Xenesis

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Posted on 05-14-09 11:59:05 PM Link | Quote
Originally posted by FirePhoenix
[Image]
This was the blue intel room a few matches ago.


And I thought the standard 2Fort was an abomination of a map. :|

Also, I really do think that the Flamethrower is more useful than the Backburner in every real way, unless you're playing 2Fort. Which is mainly because 2Fort is a series of low ceiling, long corridors. Good Airblast usage protects you from Soldiers and Demos, while shunting heavies around and if you do get behind someone, Flamethrower will still kill them before you get hurt on the light classes while Flame + Axtinguish obliterates even an overhealed Heavy.

Originally posted by Xkeeper
the Backburner can even kill Bonked Scouts, so...

Eh? If it does, then it's a bug. Bonk'd scouts don't lose afterburn...so maybe you're thinking of that?
Xkeeper

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Posted on 05-15-09 02:49:57 AM Link | Quote
Originally posted by Xenesis
Eh? If it does, then it's a bug. Bonk'd scouts don't lose afterburn...so maybe you're thinking of that?

The Backburner guarantees crits if you hit something from the back, and Scouts on Bonk are no different. They'll still take damage and get lit up.

Between that and The Clog, it's really the only way to stop a Scout from just blazing past the sentry nest.


As for 2fort, yes. It's way, way too closed up... I greatly prefer classic Well over it.



Screenshot: Haha. I wish our team had defense like that. Or even defense at all. You know it's bad when 2 of the opposing team's Engineers can waltz in without even being assaulted, much less waltzing out with the flag.

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Xenesis

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Posted on 05-15-09 02:51:02 AM Link | Quote

The Backburner guarantees crits if you hit something from the back, and Scouts on Bonk are no different. They'll still take damage and get lit up.


Hrm. Well they shouldn't - Scouts are supposed to not take damage until the effect wears off. Damn bugs.
Xkeeper

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Posted on 05-15-09 02:53:32 AM Link | Quote
Originally posted by Xenesis

The Backburner guarantees crits if you hit something from the back, and Scouts on Bonk are no different. They'll still take damage and get lit up.


Hrm. Well they shouldn't - Scouts are supposed to not take damage until the effect wears off. Damn bugs.

Considering how long the Pyro and Scout updates have been out and how cheap Scouts already are, I'm actually kind of glad that something can damage them.

To that end, though, all they have to do is not get in a Pyro's range -- and since they go 133% Pyro speed that really should be easy for them~

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Xkeeper

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Posted on 05-15-09 09:08:26 AM Link | Quote
Oh yeah, some helpful tips from a Pyro:

Spy Checking 101

Class-specific:
- Medic without "Ubercharge: 0%": Obvious spy
- Scout running at your speed: Obvious spy

Spy hints:
- Health over 50% (white) but below 100% (not quite full). Spies are assigned a random health level between that range; most teammates will either be below 50% or 100%, so it's a useful indicator.
- Standing near a dispenser and health meter not improving within a very brief delay; fake health doesn't go up unless real health is being healed
- An offensive class being somewhere it obviously shouldn't; a recent example is a Scout coming to our intel room
- An Engineer not near his Sentries
- A Demoman without stickies
- Anybody repeatedly calling for "MEDIC" or "Spy!", especially if they're near the resupply room and not at 100%

Obvious non-Spies:
- Anybody firing their weapon
- Any taunting
- Unlockables being weilded; Spies can only disguise with the default weapons
- Engineer: Having a toolbox or remote out (Spies can't use those)
- Anybody under 50% health (Spies fake health level won't go down, just up)
- Anybody entering or exiting the resupply room (other team can't go in there)

The Bleeding Fucking Obvious:
- Know what classes your team is playing. If you only have one Engineer who's tending to his sentry farm, any other Engineer is a spy. Same goes if you don't have any of a class; it's always a good idea to light up any class you don't recall your team having
- Anybody with your name. If you see another person with your name but can't actually get to it, be sure to let your teammates know.

Helpful tips:
- If you're near a dispenser, you can freely spray fire everywhere without worrying about ammo. The dispenser refills it faster than you exaust it, even as a Heavy. This is good since you can constantly flame anywhere a Spy would approach, and he'll be toasted before even reaching you.
- If you're in your base, in general, you should take precautionary fire in any corners/under stairs teammates aren't likely to be/look, since Spies love decloaking there. Genearlly, being over 100 ammo is the time to do this; after that, head back to Resupply to fill up and then resume, so you don't get caught with no Flamethrower/Minigun ammo


Spy-checking as a Pyro is a required duty. There is no excuse for you to not do it, period. (Well, except being on offense, but if you can afford it, a Pyro on dedicated defense duty is amazingly useful.)


One last 2fort-specific protip:
2fort's intel room has 2 main exits, "Spiral" and "Straight". The intel room itself has two exits as well, both leading to the outer room with the medpack and ammo; if you manage to get there just before they take the intel, you can sit at the two exits to the intel room and head off the escaper. Use the radar to tell you which exit he's taking and cut him off. Chances are he'll retreat and try to go the other way; don't chase him. Wait for him to try going down the other hall, then ambush him there. This is ESPECIALLY important against Scouts, as they can easily outrun you and get it up straight or even out of your base.

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Xenesis

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Posted on 05-15-09 09:15:00 AM Link | Quote

Considering how long the Pyro and Scout updates have been out and how cheap Scouts already are, I'm actually kind of glad that something can damage them.


Well, it's not a gamebreaking bug (see: We broke jumping) so it'll take Valve somewhere within the range of about a...year? to fix it.

Heck, it took them about a year and a half to fix the spy's backstab. :/

(Also stop trying to make my job as a spy harder! > )
Mumbles
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Posted on 05-15-09 09:15:31 AM Link | Quote
Originally posted by Xkeeper
Oh yeah, some helpful tips from a Pyro:

Spy Checking 101

This is awesome, x.

As a fellow Pyro I have to stress the DON'T CHASE SPIES PLZ. You will probably die or at the very least, waste time. The spy will come back because chances are he's going for the sentry you're helping guard. If you don't plan to be in the area, keep your senses about you and warn your team you saw a spy. If your whole team knows there's a spy about, the chance of him surviving can be very slim.
Xkeeper

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Posted on 05-15-09 09:24:37 AM Link | Quote
Originally posted by Mumbles
Originally posted by Xkeeper
Oh yeah, some helpful tips from a Pyro:

Spy Checking 101

This is awesome, x.

As a fellow Pyro I have to stress the DON'T CHASE SPIES PLZ. You will probably die or at the very least, waste time. The spy will come back because chances are he's going for the sentry you're helping guard. If you don't plan to be in the area, keep your senses about you and warn your team you saw a spy. If your whole team knows there's a spy about, the chance of him surviving can be very slim.

There's really a limited set of cases where chasing a spy can do you good:
- If he's backing himself into a corner
- If he's headed for a sentry nest

All other cases, yes, avoid chasing any class away from the point you're trying to defend. I can't tell you how many times I've ran off from a point (say, intel) to have it taken right as I exited.

And please, if you see an Engineer guarding a specific point without someone guarding him, make it a point to watch over him. Engineers are Spy food.

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Mumbles
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Posted on 05-15-09 09:30:33 AM Link | Quote
Originally posted by Xkeeper
Originally posted by Mumbles
Originally posted by Xkeeper
Oh yeah, some helpful tips from a Pyro:

Spy Checking 101

This is awesome, x.

As a fellow Pyro I have to stress the DON'T CHASE SPIES PLZ. You will probably die or at the very least, waste time. The spy will come back because chances are he's going for the sentry you're helping guard. If you don't plan to be in the area, keep your senses about you and warn your team you saw a spy. If your whole team knows there's a spy about, the chance of him surviving can be very slim.

There's really a limited set of cases where chasing a spy can do you good:
- If he's backing himself into a corner
- If he's headed for a sentry nest

All other cases, yes, avoid chasing any class away from the point you're trying to defend. I can't tell you how many times I've ran off from a point (say, intel) to have it taken right as I exited.

And please, if you see an Engineer guarding a specific point without someone guarding him, make it a point to watch over him. Engineers are Spy food.


When I first started playing Pyro, I'd get the blood lust and go chasing after enemies...not just spies...and ended up paying for it. It's hard to suppress the urge, but to survive you have to.

And yes, I think engies should always have company. Whether it's another engie to help them out or another class like pyro and demoman. If you value that sentry, it's your responsibility to help defend it.

But, let's say the sentry is about to be attacked by an uber...do you step in front of it to save the sentry and probably lose your life?
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