TF2 faq anywhere?

Don
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i've played TFC for thousands of hours, so know it like back of my hand

played tf2 on release (had a duff gfx card at the time, so only played for a few hours)

started playing it again and there's a lot of things i've not picked up yet, like what 'ubercharge' does, why sometimes rocket launcher is really strong for 1 rocket etc..

is there a decent wiki or faq for the characters ?

ta

seems to be a lot slower & easier to die than tfc, and pyro's seem to whip anyone :S
 
Quick Google found a few :P

http://tf2wiki.net/wiki/Main_Page

http://en.wikipedia.org/wiki/Team_Fortress_2







The original ubercharge makes people invulnerable to damage for 10 seconds providing the medic keeps the same target. Since the medic update, they also have the option to use a different healing gun which gives 10 seconds of guaranteed crits instead of being invulnerable.


Most servers play with Crits On so thats why some rockets are more powerful occasionally. Same goes for any weapon, theres always a chance that it will do nearly triple damage. On average the chance for this is around 5% but it goes up to 20% or thereabouts if youve recently done a lot of damage / healing. This also counts for engineers spannering their guns which explains why you often get crit by a spanner to the face :(
 
Just play as sniper and you will never have to move :D

But watch out for those pesky spies !!!!!!!!!!!!!

O and as a sniper, don't bother shootingthe pyro or demo first, kill the other sniper, medic, or heavy, they are the most dangerous.

im an engineer, and love it !
 
thanks, will have a read

so sometimes when there's no medic near me, and i shoot a rocket, that sounds kind of 'electric' and goes twice as fast as normal ones, it's just random?

in TFC, i'd always go medic/engie/soldier, without grenades it feels weird :(
 
thanks, will have a read

so sometimes when there's no medic near me, and i shoot a rocket, that sounds kind of 'electric' and goes twice as fast as normal ones, it's just random?

That sounds like a crit rocket. It glows blue/red as well?

It does more damage to players (NOT buildings - common mistake), and the more damage you are dealing out, the more likely you are to get a crit.

Think that answers you...
 
That sounds like a crit rocket. It glows blue/red as well?

It does more damage to players (NOT buildings - common mistake), and the more damage you are dealing out, the more likely you are to get a crit.

Think that answers you...

can you 'tell' when you're going to get one?
 
I will never get tired of backstabbing snipers.

That's right, stay scoped in, stand still, don't move, say cheese . . .
:cool:

Indeed..... i only play sniper when there are none on the team, attacking or defending on goldrush. But usually within a few mins there are 2 or 3 others, especially on blus :rolleyes:

But i also managed to get to red spawn as a blur pyro and toast 4 snipers last night as well. Had a great time, awesome snipe ona heavy and BBQ australien stylee :D

Love this game, especially the cursing from annoyed player 'Zomg pyro noob spammer rushed me, you noob pyro'. thankfully not many 'masterbators' on TF2, they are reserved for COD4.
 
so sometimes when there's no medic near me, and i shoot a rocket, that sounds kind of 'electric' and goes twice as fast as normal ones, it's just random?
(

That's a Crit, all players can get Crits, they do triple-damage, and glow Blue or Red. They make a special sound when they hit and 'Critical Hit!!!' shows up above the player they hit.

You have around a 5% chance of getting a Crit normally. Your chances of getting a crit improve when you are playing better e.g. if you kill two players in quick succession, your Crit chance improves dramatically for a short period of time.
 
The achievements for medic and pyro have altered the default crit behaviour slightly. For example a medic who has unlocked and equipped the Blutsauger (uprated needle gun) foregoes the opportunity to crit in exchange for self healing of +3hp per hit. Pyros with the backburner cannot crit from the front but are guaranteed crits from the rear (hence backburner.....you see what they did there ;)).

The medic healing gun comes in 2 flavours, standard medigun and lockable kritzkreig. As has been mentioned above the medigun gives both the medic and any player targeted by the medigun 10secs of invulnerability. To charge the medigun takes around 30secs on a single player with constant health, switching from one player to the next will slow this charge speed down (if all players are 100%). If a player is below 100% health the uber is charged more quickly (this is why you'll see soldiers and demomen self harming). It is possible to uber more than one player by quickly targeting nearby players. There is a residual charge left on a player once the uber is removed which allows a good medic to heal 2 players and a great one to uber 3 ;)

The kritzkreig gives the player targeted a 100% chance of firing crits. This charge lasts 8 seconds and I believe charges a little quicker. TBH i've never used the kritzkreig because tactically its not as effective as the medigun uber.

As a medic you'll be expected to stay alive as long as possible and stay out of trouble.........I prefer to play slightly more aggressively using the medics speed (2nd fastest player) to look ahead for incoming enemies :p

Finally if you unlock the ubersaw for the medic you can team up with a fellow medic to create some mayhem. Each successful hit with the ubersaw grants 25% uber charge so if a medic is uber'd by his buddy then goes to work with the saw he only needs 4 hits before he can switch to his medigun and uber charge his buddy while he attempts to get 4 hits etc etc. The whole time both medics are invulnerable and trust me other team will run like the wind ;)
 
thanks MTA99

i imagine they added a lot of these changes in step by step, but i've only just started playing it since playing a few times at first release, so there's a fair bit to take in :)
 
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