Tim the Corsair’s Slightly Less Than Conventional TF2 Class Strategies Part Three - Strategy Guide
1 04 2008Sniper - The Precision Incision
I’ve always loved sniping in games, and in many cases the sniper rifle will always be my weapon of choice. However this love of long range, accurate shooting doesn’t really gel with the fact that I absolutely despise camping in FPS games; it’s just so damn boring sitting in the same spot, aiming at the same stretch of wall, hoping to drill someone’s head as they run past. Starting back in my old Unreal Tournament days, I soon overcame this by using the sniper rifle as a kind of long-range shotgun, being very aggressive and rushing while still taking advantage of the snap-aiming and accuracy inherent to the gun. A few iterations of UT, Counterstrike, Call of Duty, and of course Team Fortress later, and now sitting back with a sniper rifle seems like an almost alien concept to me.
Being an aggressive sniper in TF2 is slightly more difficult than in most games, however. For a start, your manoeuvrability when zoomed in is incredibly poor, and your vision is massively impaired. Making matters even more difficult is the fact that the need to remain zoomed in for a certain period of time to hit with full power means that moving around at all is really discouraged by the design of the game. But hey, what fun would an alternative strategy be if it was easy, right?
The secret to overcoming the limitations of the class is to first acknowledge them, and then work out a way around them. Unlike in a game like CS say, where you can move around, rapidly zoom in, and be almost guaranteed a one hit kill provided you have the skill to aim the shot properly,TF2 makes it far more challenging to achieve. The goal here is to move yourself into a position around a corner where you know the enemy will be coming from (and where they won’t be expecting a sniper to be) and either strafe out, or drill them as they come around. The range here isn’t important; do it point blank if you have the skill and the connection to pull it off accurately, otherwise try to sit back a bit further so that you have more leeway with getting a good shot in.
After you’ve hopefully killed your target, fall back, zoom again and take on the next one if necessary. If there isn’t a next one, or if the guy you hit didn’t die, advance and finish him off with your submachine gun or kukri if feasible, or change position and try again. The main goal here is to always keep moving, and to move up as far as you dare without getting into a position where you are caught unprepared by the enemy; it’s a fine line to walk, and one that will require a lot of practice to master. In fact, this whole method of playing is only really recommended for people that have a very steady aiming hand; a good internet connection can help too, as the hitboxes in Source Engine-based games can be a bit…strange, and high pings only magnify this.
If you can get the hang of using your sniping abilities on the attack, however, you will be that much more of an asset to your team. Travel with the pack rather than hanging back, use your submachine gun where necessary (it really is a pretty decent weapon if you can compensate for the small clip), and set yourself up to take shots in direct support of your team; even if you can’t get the full zoom power bonus, you’ll still be much more useful headshotting an Engineer with his gun or the Demoman pelting your team with grenades (even if you don’t actually kill them) than you would be hanging at the base, duelling with another Sniper and picking off the occasional wandering Scout. Plus, Sniper wars are always more fun when you’re shooting them in the side of the head while they think they’re safe; duelling is for suckers, bring on the slaughter!
Medic - Doctor Assisted Homicide
The Medic is a bit like the Soldier or Demoman classes; you can try to dress them up in all sorts of fancy ways, but at the end of the day they do one thing very, very well. In the Medic’s case this is, of course, healing teammates and Ubering them where necessary. Many Medic players will not even bother changing to one of their actual weapons unless the situation is desperate, and this isn’t really a surprise considering that the class is quite weak in combat (although the Syringe Gun is surprisingly powerful when used correctly).
This guide isn’t going to explain some revolutionary strategy for singlehandedly capturing points and dominating the enemy team using nothing but a few syringes and a bone saw; instead we’re going to focus on taking full advantage of the capabilities of the class, and looking at ways to use the standard abilities in non-standard ways.
The most important thing to remember as a Medic is that the Heavy you are currently latched onto isn’t the only player on your team that needs healing; forgetting anything else, you need to help out everybody, even those lowly Scouts! A single Medic trying to heal everyone will be far more effective for his team than ignoring them to heal just one teammate. Plus your Uber will build up quicker this way, and we all know how important that is.
The next thing to consider is the preconceived notions people have about which classes should be Ubered. Heavies almost always get the preference, followed by Soldiers, and then Pyros and Demomen come in at a distant equal third. This predilection for always Ubering Heavies just boggles the mind; sure there are plenty of situations where an invulnerable Heavy will waste an entire team in quick succession, but there are plenty of other situations where the Heavy’s minigun is completely useless for removing static defences and enemies at range. Each other class, when Ubered, have similar weaknesses in certain situations.
I’m not saying to avoid Ubering Heavies, et al; what I am saying is that you shouldn’t ALWAYS choose these classes to benefit from your glowy beam of invulnerability simply because these classes are the ones that are always chosen. Keep an open mind, and think tactically about the situation before choosing just who it is that will receive the charge.
One recent example that springs to mind occurred at the A point on Gravelpit. The defence had been repulsed, and an attack force consisting of about five players was busy capturing the point. Playing as a Scout on defence (harassment baby!), I rushed with a Heavy, a Demoman, and a Medic to the point from B. The Heavy had no hope of getting there on time, the Demo was pretty unlikely to be able to do them all in at such close quarters, so the Medic quickly latched onto me with a curt order of “get your bat out and don’t run too fast.”
Sure enough, we got there in plenty of time, he gave me the Uber, and I proceeded to bat the heads in of four of the five enemies present; the last one was killed by my approaching backup, and the enemy reinforcements were similarly dealt with. By resisting the urge to stick with the stereotypical options for the Ubercharge, my Medic and I managed to defend a point that otherwise would have been indefensible.
Situations like this are remarkably common, and there are situations where Ubering a Spy in tight quarters will benefit the team more than doing so to a Pyro; Ubering an Engineer to allow him to get through the lines and build a base for a bit of teleporter action could help your team far more than a few more kills latched onto a Soldier. The standard recipients of your Ubers might be great sometimes, but they aren’t the be all and end all. Assess each situation individually, check out what tools you have available, and then choose the best one for the job.
Oh and one last thing. It’s all very noble for Medics to stick with healing their teammates, even when they themselves are being heroically slain, but nobility doesn’t mean squat when your needless death ensures the deaths of the rest of your teammates. If a Spy or Pyro has come at your boys from behind, don’t just shout a warning; get that Syringe Gun out and kill the bastards! The Syringe Gun itself is remarkably powerful when used in the right hands; aim up (due to gravity) above the head and let loose, you have a tonne of shots and you should be able to at least seriously hurt most opponents. Don’t forget the Bone Saw either; for whatever reason, the algorithm which determines critical hits apparently rather likes the Bone Saw, and you will receive crits VERY often when compared to other melee weapons; take advantage!
Spy - The Art Of Misdirection
The Spy is easily my favourite class in TF2, and is probably the most fun multiplayer FPS experience I’ve ever had. There is just something intoxicating about cloaking, disguising as the enemy, fooling them into accepting you, and then BAM! Knife in the back; it’s beautiful.
Discussing all the little nuances of being a really successful Spy would take a whole separate article, but there is one ability of the class that is very frequently overlooked; the ability to disguise as a member of your own team. Why would you want to do this? Misdirection of course.
Picture the first stage of Dustbowl; the enemy is at their gates, waiting to come running out in a mad dash for the point; your teammates are setting up in the usual positions, hoping desperately to hold them out of the building. The attacking team will be using the setup time to determine what kind of force is arrayed against them; Heavies over there, sentry guns set up there, Sniper in the tunnel, two Medics in the hut, etc, etc. A strong build up of tough defenders at one entrance will often encourage the attack to come from the other two, and this ability to funnel the defenders where you want them to is where your little- used ability to disguise as a friendly comes in.
Defences on the left looking a little weak compared to those on the right? Get out of sight and disguise yourself as an Engineer before casually walking in front of the gate; the enemy will immediately assume there is as sentry outside their door. Allow them to see you as a Sniper watching from a far back tunnel, or as a Pyro sitting in the shack outside the door. Hell, team up with another Spy and disguise as a Medic-Heavy combo! By making use of these abilities and the narrow vision of your opponents, you can give the appearance of strength (or weakness) wherever you want, and thus determine how your position is attacked.
This may not sound like much, but wait until you have seen two simultaneous Ubers wasted on Heavies coming from the side exit because they expected to engage entirely fictitious sentry guns and enemy troops there; meanwhile the rest of the attack was slaughtered by the real strength on the point, and us Spies naturally took advantage of the confusion to stab a few Medics and Heavies on our way through.
The ability to disguise as a teammate can also help you get closer to enemy troops in situations where sneaking around is not really an option. For example, disguising as a Sniper mixed in amongst a group of Soldiers, Heavies, Medics, etc will mean that many enemies will not target you first, allowing you to seize the correct moment to cloak and get back to backstabbing once you are past the chokepoint. You can also use this ability to act as a lure of sorts for enemies; disguise as a friendly Medic, for example, and attract enemy Spies that may not realise you’re a bit more dangerous than your appearance suggests.
A judicious combination of misdirection and the more usual Spy activities of stabbing everything in site can have a very significant result for your team; a simple glance at a Pyro out of the corner of the eye can have a whole team haring around trying to hunt the offender down, making it that much easier for yourself to assume an enemy disguise and proceed with stabbing some people. Confusion to your enemies!
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Well here we are at the end of the guide. I hope that the strategies and tactics here will at least encourage you to view your Team Fortress 2 experience a little differently. After all, the best way to keep a game fun is to keep it fresh, and the beauty of TF2 is that the amount of classes and abilities will allow you to keep experimenting pretty much forever, especially with the promised additions of new maps and alternate weaponry.
So whether defending with a Scout, attacking with an Engineer, or merely misdirecting the crap out of the enemy, break some rules and shake things up a bit; you (probably) won’t regret it.
- Tim Sweeney
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