TF2 Guide
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TF2 Guide
As a couple may already know, I've been working on a TF2 guide over the past couple of weeks. It's taken a bit longer than I thought it would and some of it isn't quite as good as I hoped it would be (parts of it are much too basic), but I've finally finished it and got it uploaded for everyone to check out.
Read it or Download Here PDF
Let me know what you think and if you spot anything that can be improved upon. As you can see it says v1 (since it's really not fully complete) and I'll most likely be adding stuff to it at some point in the future.
Read it or Download Here PDF
Let me know what you think and if you spot anything that can be improved upon. As you can see it says v1 (since it's really not fully complete) and I'll most likely be adding stuff to it at some point in the future.
Re: TF2 Guide
Looks very nice :) I just quickly browsed through it, gonna go over it in more detail tomorrow when I'm not about to fall asleep :roll: Always nice to see someone making an effort like this, especially when it's well thought out.
Is bungle the same as juggle?
Re: TF2 Guide
That looks great, but feels like a wall-of-text
add more pictures =) will make it more fun to read =)
and if you need help on anything,tips on how to be a good soldier for example, just let us know :D
add more pictures =) will make it more fun to read =)
and if you need help on anything,tips on how to be a good soldier for example, just let us know :D
Re: TF2 Guide
Yeah looks good m8 will also read tomorrow or when I get the time good work m8 :)
Re: TF2 Guide
Ok, read the guide during breakfast. I didn't mind the amount of text, it was generally well written, some typos here and there but an easy read all in all. Big thumbs up for the football and poker metaphores :D The bit about confidence was great. I don't think many people really understand this (in TF 2 or any other game/sport either) and will rather just blame the opposing team for spamming too much or something. On the heavy guide I have to disagree about the gloves being better than fists, I don't want to lose my taunt :P What, it has a psychological effect on the enemy :D
I wouldn't mind if this guide was stickied I know most players here are ultimate proz who know everything about TF 2, but then there are guys like me and nOOb who could use some help! People playing too cautiously is a real problem. In terms of football (or any other sport if you're not sophisticated enough to appreciate it :P ) what kind of match would you prefer: One where both teams play good and exciting attacking game, or one where they play it safe, passing the ball around on their own half, waiting for the ubers...
I wouldn't mind if this guide was stickied I know most players here are ultimate proz who know everything about TF 2, but then there are guys like me and nOOb who could use some help! People playing too cautiously is a real problem. In terms of football (or any other sport if you're not sophisticated enough to appreciate it :P ) what kind of match would you prefer: One where both teams play good and exciting attacking game, or one where they play it safe, passing the ball around on their own half, waiting for the ubers...
Is bungle the same as juggle?
Re: TF2 Guide
Very nice guide! I especially like the movement section; there's a gem of wisdom if ever I saw one =)
How movement affects your - and your opponents - movement, how you affect each other becomes very evident in ammomod for example (basically a set of arenas where - mostly - sodliers duke it out with ~1000hp, reminds about bball).
I think the guide is explaining things at, how shall I put this, different "skill" -levels in different parts (as it becomes even more fleshed out it will probably not be noticed in the same way).
When it comes to medic I think it could be worth mentioning more about positioning, being aware your surroundings and having some way of escaping, knowing where to retreat if you need to beforehand. So you don't have to make decisions like that when you react. It could also be nice to mention that when having a pocket, you shouldn't be afraid of using him as a shield (which ought to be quite obvious most of the time). Nice to mention is also, especially if trying to take out a sentry nest with a uberpyro that you should try soaking the damage so he can get up close (small situation specific things though).
When it comes to soldier/demo I don't think you talked that much about using terrain and height (sorry if I missed it ). I'm thinking about rj/sj (maybe it's to simple a subject to mention how to actually perform them though). From small details to when it's worth jumping onto a ledge or going aggressive after a opponent to how to reach places faster. While it isn't as important to reach mid on the 5cp maps on a public as it is in comp it's still a valuable skillset, and if you can get an extra soldier/demo to mid faster than the opponent the chances of you taking the first point increases quite alot (maybe too case specific again though). But I definitly think that the advantages and risks of rj/sj is worth mentioning.
How they will put alot of pressure on the enemy, but expose you alot as you reach a place you basically need to rj out of to retreat (if you're trying to supress a crowd for example). A good example of importance of holding the high ground could be gravelpit B, if red holds it blu will need an uber to take out the sentries, if blu takes the roof there's a good chance that the sentries will fall and the uber can be used to push instead.
Also juggling is an interesting subject, and while it comes after being able to predict your opponents movement it's interesting because you can "activly" control where your opponent moves e.g. Hindering them form escape by juggling them to not get out of doors for example (If classing using your movement to get a reaction as a passive meassure that is). You're mentioning juggling but not really what it is, I think that might be worth mentioning.
In the scout v. soldier scenario I think it could be worth mentioning how small heights (maybe only half a player model) can tip the advantage in the scouts direction. As you can actually jump over the soldier with the help of them, and often this will lead to the first rocket going astray. Good example is choke on badlands, where a good scout is a pain to fight; especially one that can jump in a truly erratic fashion and not have a kind of "periodic intervals" to his jumps. Though it will lead to a more carefull soldier that tries to wait for the second jump (maybe worth mentioning too, that playing calm against a scouts "taking your time" often works the best, if they haven't just meatshooted you in the back, that is).
Really good guide though, and I hope I didn't go into to much small stuff =)
How movement affects your - and your opponents - movement, how you affect each other becomes very evident in ammomod for example (basically a set of arenas where - mostly - sodliers duke it out with ~1000hp, reminds about bball).
I think the guide is explaining things at, how shall I put this, different "skill" -levels in different parts (as it becomes even more fleshed out it will probably not be noticed in the same way).
When it comes to medic I think it could be worth mentioning more about positioning, being aware your surroundings and having some way of escaping, knowing where to retreat if you need to beforehand. So you don't have to make decisions like that when you react. It could also be nice to mention that when having a pocket, you shouldn't be afraid of using him as a shield (which ought to be quite obvious most of the time). Nice to mention is also, especially if trying to take out a sentry nest with a uberpyro that you should try soaking the damage so he can get up close (small situation specific things though).
When it comes to soldier/demo I don't think you talked that much about using terrain and height (sorry if I missed it ). I'm thinking about rj/sj (maybe it's to simple a subject to mention how to actually perform them though). From small details to when it's worth jumping onto a ledge or going aggressive after a opponent to how to reach places faster. While it isn't as important to reach mid on the 5cp maps on a public as it is in comp it's still a valuable skillset, and if you can get an extra soldier/demo to mid faster than the opponent the chances of you taking the first point increases quite alot (maybe too case specific again though). But I definitly think that the advantages and risks of rj/sj is worth mentioning.
How they will put alot of pressure on the enemy, but expose you alot as you reach a place you basically need to rj out of to retreat (if you're trying to supress a crowd for example). A good example of importance of holding the high ground could be gravelpit B, if red holds it blu will need an uber to take out the sentries, if blu takes the roof there's a good chance that the sentries will fall and the uber can be used to push instead.
Also juggling is an interesting subject, and while it comes after being able to predict your opponents movement it's interesting because you can "activly" control where your opponent moves e.g. Hindering them form escape by juggling them to not get out of doors for example (If classing using your movement to get a reaction as a passive meassure that is). You're mentioning juggling but not really what it is, I think that might be worth mentioning.
In the scout v. soldier scenario I think it could be worth mentioning how small heights (maybe only half a player model) can tip the advantage in the scouts direction. As you can actually jump over the soldier with the help of them, and often this will lead to the first rocket going astray. Good example is choke on badlands, where a good scout is a pain to fight; especially one that can jump in a truly erratic fashion and not have a kind of "periodic intervals" to his jumps. Though it will lead to a more carefull soldier that tries to wait for the second jump (maybe worth mentioning too, that playing calm against a scouts "taking your time" often works the best, if they haven't just meatshooted you in the back, that is).
Really good guide though, and I hope I didn't go into to much small stuff =)
Re: TF2 Guide
nice read, if you intend to expand it, i think it'd be great to incorporate how important it is for an attacking engineer to choose the right placement for their buildables.
Best example is steel.
Scenario:
Blu team has just capped point B and the engineer builds his stuff at the gate to C with the medium metal and health, now after blu teams caps C and eventually D right afterwards, the enigneer should really take the long route and rebuild at the A-D connector instead of the B-E one.
I can't count how many times I've lost on blu, because we didn't take advantage of the long way red has to go after D has been capped because our whole team attacked from B/C.
Spoken in general: As Engineer your teleporter placement has a huge impact on your teams attack dynamics, even tho no one will really notice, but a well placed exit can win you the round.
another example would be dustbowl 2.2, that tunnel on the right with the one-way gate is really comfortable for an engy to build in, but attacking from the left would be a lot better actually, the top part of the middle building is ridiculously easy to defend.
Best example is steel.
Scenario:
Blu team has just capped point B and the engineer builds his stuff at the gate to C with the medium metal and health, now after blu teams caps C and eventually D right afterwards, the enigneer should really take the long route and rebuild at the A-D connector instead of the B-E one.
I can't count how many times I've lost on blu, because we didn't take advantage of the long way red has to go after D has been capped because our whole team attacked from B/C.
Spoken in general: As Engineer your teleporter placement has a huge impact on your teams attack dynamics, even tho no one will really notice, but a well placed exit can win you the round.
another example would be dustbowl 2.2, that tunnel on the right with the one-way gate is really comfortable for an engy to build in, but attacking from the left would be a lot better actually, the top part of the middle building is ridiculously easy to defend.
Re: TF2 Guide
wow, quite a good long guide you've wrote there, I've only read about 10 pages so far, but what I've have read is very well written!!
I look forward to reading the rest of it
Good work!
I look forward to reading the rest of it
Good work!
Re: TF2 Guide
[quote=verostat post_id=19728]A lot of good stuff[/quote]
Yeah, I expect there's a few things I missed such as using height to your advantage. Completely slipped my mind that one. As for rocket jumping, I left that out on purpose since it's something everyone should pretty much know anyway. Plus there's plenty of guides out there for that anyway.
[quote="Slate"]Engineer bits[/quote]
Yeah that's all good and I was going to go in to more details by putting up a lot more scenarios. There was even going to be a complete map guide for each class. But the thing was getting long enough as it was and had kind of had enough by the time i reached that point. Might be something to add in later though.
[quote="Pharmacy"]Targe Alias[/quote]
Yeah I debated whether to put that in. One of the reasons I did was so that it get's more well known and Valve will be more likely to make a decision on it. Plus I'm of the opinion that if everyone has it, there is no advantage (not that it is much of one anyway - it wouldn't be a big loss if it is removed).
Yeah, I expect there's a few things I missed such as using height to your advantage. Completely slipped my mind that one. As for rocket jumping, I left that out on purpose since it's something everyone should pretty much know anyway. Plus there's plenty of guides out there for that anyway.
[quote="Slate"]Engineer bits[/quote]
Yeah that's all good and I was going to go in to more details by putting up a lot more scenarios. There was even going to be a complete map guide for each class. But the thing was getting long enough as it was and had kind of had enough by the time i reached that point. Might be something to add in later though.
[quote="Pharmacy"]Targe Alias[/quote]
Yeah I debated whether to put that in. One of the reasons I did was so that it get's more well known and Valve will be more likely to make a decision on it. Plus I'm of the opinion that if everyone has it, there is no advantage (not that it is much of one anyway - it wouldn't be a big loss if it is removed).
Re: TF2 Guide
ok, i didnt read the whole of it yet, either, and i dont consider myself as good as to give more advice about it, but im just impressed. awesome mate!
ill definitely digg through the whole of it (may help to increase my gameplay, too ;P), but one of the first things i thought was "this needs to be on the tf2wiki!"
what about it? there are a lot of other gameplay guides on there, and its still a main ressource for tf2 related stuff...and although you mostly find videos on there, i still thinkit'd be great if you would share it with an even bigger audience (:
ill definitely digg through the whole of it (may help to increase my gameplay, too ;P), but one of the first things i thought was "this needs to be on the tf2wiki!"
what about it? there are a lot of other gameplay guides on there, and its still a main ressource for tf2 related stuff...and although you mostly find videos on there, i still thinkit'd be great if you would share it with an even bigger audience (:
Re: TF2 Guide
I am too lazy to read the whole guide.
But if anyone can proof me that I'll be good as precizion when I have read it, I'm gonna read it twice.
But if anyone can proof me that I'll be good as precizion when I have read it, I'm gonna read it twice.
Re: TF2 Guide
[quote=frozen_ post_id=19746]...but one of the first things i thought was "this needs to be on the tf2wiki!" what about it? there are a lot of other gameplay guides on there, and its still a main ressource for tf2 related stuff...and although you mostly find videos on there, i still thinkit'd be great if you would share it with an even bigger audience (:[/quote]
Sure. Feel free to post it anywhere.
Sure. Feel free to post it anywhere.
Re: TF2 Guide
[quote=frozen_ post_id=19802]ok, ill try to come up with an article and link it there...i can link to the THG-internal URL?
also, lets make a steam forums post...lets promote that thing xD[/quote]
Yeah you can use that link.
also, lets make a steam forums post...lets promote that thing xD[/quote]
Yeah you can use that link.