TF2 advice

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I am running TF2 through Steam and wonder if it would be quicker if installed on its own (i.e. from the Orange box)?

I guess it should be no different but I wanted to put the question out there.

In busy scenes I go down to about 25fps on 1280x1024 medium.

Also, are there any guides available on the net for how to get the best out of each character, I am thinking particularly of the engineer and medic.
 
You can't play TF2 or any of the Orange Box games without going through Steam as far as i know. Legally anyway. The frame rate is kinda about right at that res. It does push the particles at times.
 
What settings do you recommend for my card - I am happy to go down to 1024x768.

Go as low as you need to while mainting a framerate and graphical quality you're happy with.

Some people are happy at 800x600 with everything off, for the maximum FPS. It's all personal preference. Just play with the settings to get something you're happy with.
 
Also, are there any guides available on the net for how to get the best out of each character, I am thinking particularly of the engineer and medic.

Not sure how basic, or how much detail you'd want, so I'll try to cover most things as I think of them :)

Medic

One of the most useful team characters in the game. One or two good medics on a team is essential on most maps. Use the secondary weapon to heal players (left mouse button) and just keep healing anyone and everyone, as much as you can. The more people you heal, the more you'll see the 'ubercharge' go up. When the ubercharge reaches the top of the bar, you'll hear it say 'I am charged'. This is where the destruction can begin :) Find one of the best players on your team, preferably a heavy, pyro, soldier or demoman. Start healing that player and then use the right mouse button to activate the ubercharge! You are both now invinsible for a short period of time, so you need to make sure that you activate it at just the right point. Activate it too soon and the player you're supporting wont be able to get to the action before it wears off. Especially with a heavy, because they move so slowly, you really need to be just round the corner from the action, so that they just need to pop out and then unleash the fury! With a pyro on uber you can spread mass panic in the other team. Pyro's are reasonably quick and do all their damage close up, when they are protected by uber they just need to get stuck in as close as they can and the other team will scatter, creating plenty of confusion for your teammates to exploit.

The only other thing to focus on, is healing teammates who are on fire. If a group of your teammates gets set on fire, move quickly from one to the other, healing them until they stop burning. Don't worry about healing them fully at first, just get them to stop burning. Once you've saved them from initial danger, then you can go back and heal them all fully.

I tend to try and stay up close to the action, but just tucked out of the way. Use cover (corners of wall, blocks, etc) to make sure you're not in the main fight. So long as you are close enough you can heal your teammates without putting yourself in the firing line.

Engineer

Again another of the most essential team characters. One or two good engineers will make a huge difference to a team. Often the error is to have too many engineers though!

Usually my first step is to set up a teleporter entrance right by the spawn point (press '4' and select Entrance). Then go back into spawn and go to the medi-cupboard to get more 'metal?' (whatever it is you need to build with)

The next thing to do is to pick a safe place just behind the main action. Put up a 'dispencer'. This is used to heal anyone on your team who walks up to it and also importantly for you, used for re-stocking 'metal' supplies.

Next you'll probably want to build a 'Sentry'. Build this somewhere near your 'Dispencer' but pick a spot where it will only be attacked from one direction. Try to make sure that its got a good line of sight to where players will be emerging from a corner or doorway. Use your 'wrench' to hit the sentry and this will upgrade it with your 'metal'. Keep going back to your dispencer to re-stock your metal when it runs out (this is why you want the dispencer build near-by, usually just round the corner out of sight). Keep upgrading the Sentry until it can't be upgraded any further.

The next thing to remember is to build an 'Exit' for the teleporter you set up earlier. This is one of the most important parts to the game on bigger maps. It gives your team a huge advantage, as when they die, they can get back to the action so much quicker! Many engineers forget about it, and tbh they are contributing so much less to the team if they don't build this.

I tend to stay close to my buildings as an Engineer for two reasons. The first being that you need to 'repair' them (hit them with your wrench) if they get attacked and damaged. The second, and often the most annoying, is if a Spy manages to sabotage them. You'll get a warning whenever any of your buildings are attacked or sabotaged by a Spy. Especially with the Spy attack, you need to get to them quickly and hit them a couple of times with your wrench to prevent them from being destroyed. If the other team has good spys, I often try to get a pyro on my team to stay reasonably close to the main turrets and dispencers, as pyros are perfect for flushing out any spys!

On big maps, you'll probably end up destroying your own buildings (press '5' and select from there) so that you can move them up to keep up with the action. It is really important to pick the right time to do this, and totally depends on the map. Leaving your buildings too far back from the main fight, just means that they're being wasted. Trying to move them too soon, means that they'll probably get destroyed while you try to build them. I tend to move the dispencer first, because you'll need to use this to re-stock 'metal' at your new build point. Then get your Sentry moved up to somewhere nearby and upgrade it as before. Finally, and most importantly, get that Exit moved up, to keep your teammates right in the action!

Can't think of much else I'm afraid - but certainly two very useful characters to spend time improving :)
 
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Fantastic write up, div0, I couldn't honestly add much to that. A good medic or engineer really does make the difference on the team. The amount of times people play medic and don't know how to ubercharge or have poor timing is frustrating!
 
It's funny how I've played medic so much in tf2 I keep trying to heal people with the link gun in ut3.. And I heal vehicles a lot ;). Also medic is the least played class according to the stats: http://www.steampowered.com/status/tf2/tf2_stats.php and surprisingly the one with the shortest life...

The other interesting thing about the stats is the people who have died outside the map on the kill map things
 
Just to add a couple of bits.
Medic: A medic can ubercharge 2 people at the same time by switching between them - if you try you'll see that when you turn uber off a person they stay charged for a second or two, so by switching between 2 players you can ubercharge them both!

Engineer: Enemy can't shoot through your sentry, so by kneeling behind your sentry you can repair it as they try to destroy it with relative impunity (apart from demoman). Also, by building a dispenser directly behind where you kneel you'll be able to restock yourself as you repair the sentry - all makes for a longer sentry lifespan (as long as you locate it well).
Your own team can walk straight through your buildings, but the enemy can't. Therefore you can tell spies as they are forced to walk around your items.....this can be useful in maps where teleports aren't needed as you can then build your teleports strategically in front of your sentry and dispenser as an early warning of a spy (this also has the benefit of deflecting demomans grenades)
 
Not sure how basic, or how much detail you'd want, so I'll try to cover most things as I think of them :)

Medic

One of the most useful team characters in the game. One or two good medics on a team is essential on most maps. Use the secondary weapon to heal players (left mouse button) and just keep healing anyone and everyone, as much as you can. The more people you heal, the more you'll see the 'ubercharge' go up. When the ubercharge reaches the top of the bar, you'll hear it say 'I am charged'. This is where the destruction can begin :) Find one of the best players on your team, preferably a heavy, pyro, soldier or demoman. Start healing that player and then use the right mouse button to activate the ubercharge! You are both now invinsible for a short period of time, so you need to make sure that you activate it at just the right point. Activate it too soon and the player you're supporting wont be able to get to the action before it wears off. Especially with a heavy, because they move so slowly, you really need to be just round the corner from the action, so that they just need to pop out and then unleash the fury! With a pyro on uber you can spread mass panic in the other team. Pyro's are reasonably quick and do all their damage close up, when they are protected by uber they just need to get stuck in as close as they can and the other team will scatter, creating plenty of confusion for your teammates to exploit.

The only other thing to focus on, is healing teammates who are on fire. If a group of your teammates gets set on fire, move quickly from one to the other, healing them until they stop burning. Don't worry about healing them fully at first, just get them to stop burning. Once you've saved them from initial danger, then you can go back and heal them all fully.

I tend to try and stay up close to the action, but just tucked out of the way. Use cover (corners of wall, blocks, etc) to make sure you're not in the main fight. So long as you are close enough you can heal your teammates without putting yourself in the firing line.

Engineer

Again another of the most essential team characters. One or two good engineers will make a huge difference to a team. Often the error is to have too many engineers though!

Usually my first step is to set up a teleporter entrance right by the spawn point (press '4' and select Entrance). Then go back into spawn and go to the medi-cupboard to get more 'metal?' (whatever it is you need to build with)

The next thing to do is to pick a safe place just behind the main action. Put up a 'dispencer'. This is used to heal anyone on your team who walks up to it and also importantly for you, used for re-stocking 'metal' supplies.

Next you'll probably want to build a 'Sentry'. Build this somewhere near your 'Dispencer' but pick a spot where it will only be attacked from one direction. Try to make sure that its got a good line of sight to where players will be emerging from a corner or doorway. Use your 'wrench' to hit the sentry and this will upgrade it with your 'metal'. Keep going back to your dispencer to re-stock your metal when it runs out (this is why you want the dispencer build near-by, usually just round the corner out of sight). Keep upgrading the Sentry until it can't be upgraded any further.

The next thing to remember is to build an 'Exit' for the teleporter you set up earlier. This is one of the most important parts to the game on bigger maps. It gives your team a huge advantage, as when they die, they can get back to the action so much quicker! Many engineers forget about it, and tbh they are contributing so much less to the team if they don't build this.

I tend to stay close to my buildings as an Engineer for two reasons. The first being that you need to 'repair' them (hit them with your wrench) if they get attacked and damaged. The second, and often the most annoying, is if a Spy manages to sabotage them. You'll get a warning whenever any of your buildings are attacked or sabotaged by a Spy. Especially with the Spy attack, you need to get to them quickly and hit them a couple of times with your wrench to prevent them from being destroyed. If the other team has good spys, I often try to get a pyro on my team to stay reasonably close to the main turrets and dispencers, as pyros are perfect for flushing out any spys!

On big maps, you'll probably end up destroying your own buildings (press '5' and select from there) so that you can move them up to keep up with the action. It is really important to pick the right time to do this, and totally depends on the map. Leaving your buildings too far back from the main fight, just means that they're being wasted. Trying to move them too soon, means that they'll probably get destroyed while you try to build them. I tend to move the dispencer first, because you'll need to use this to re-stock 'metal' at your new build point. Then get your Sentry moved up to somewhere nearby and upgrade it as before. Finally, and most importantly, get that Exit moved up, to keep your teammates right in the action!

Can't think of much else I'm afraid - but certainly two very useful characters to spend time improving :)

THANKS FOR THE ADVICE:)
 
another thing to remember about being a medic is to keep moving... when playing a serious game (in a clan situation for example) the medic is one of the most important players in the game as they allow the heavy to go uber and waste the opponents defenses... as a result the medic is the prime target for spies... if you are sat behind your heavy doing nothing then the spy can kill u and the heavy before either of you realise what has happened

So at the very least keep some distance between the 2 of u (this is also good as it means any rockets or grenades wont damage you) even if the spy does get you the distance will give the heavy the second he needs to turn around so at least he doesn't get capped as well.. as well as this you should run around a bit, turn around often to check for any shifty looking teammates and if the spy goes for the heavy instead

As for being an engineer back yourself into a corner with ** dispenser behind you and your sentry gun in front of you.... this as has been said allows u to both be healed, be rearmed and to repair your sentry all at once... only an ubered heavy at close range or a soldier with a couple of crit rockets should be able to beat you if you have chosen your spot correctly

a hint a lot of people still dont know is if you right click when you have your build template up you can rotate its direction which is good for getting everything in nice and tight together in the corner

a tip for anti camping engi's using the above tactic is to aim for the dispenser first.. it is a common mistake to shoot the sentry, or the engi first but it is best to aim for the dispenser first cutting off the engi's health and resources.. it also has the least health and will die in a couple of hits..
 
another thing to remember about being a medic is to keep moving... when playing a serious game (in a clan situation for example) the medic is one of the most important players in the game as they allow the heavy to go uber and waste the opponents defenses... as a result the medic is the prime target for spies... if you are sat behind your heavy doing nothing then the spy can kill u and the heavy before either of you realise what has happened

So at the very least keep some distance between the 2 of u (this is also good as it means any rockets or grenades wont damage you) even if the spy does get you the distance will give the heavy the second he needs to turn around so at least he doesn't get capped as well.. as well as this you should run around a bit, turn around often to check for any shifty looking teammates and if the spy goes for the heavy instead

As for being an engineer back yourself into a corner with ** dispenser behind you and your sentry gun in front of you.... this as has been said allows u to both be healed, be rearmed and to repair your sentry all at once... only an ubered heavy at close range or a soldier with a couple of crit rockets should be able to beat you if you have chosen your spot correctly

a hint a lot of people still dont know is if you right click when you have your build template up you can rotate its direction which is good for getting everything in nice and tight together in the corner

a tip for anti camping engi's using the above tactic is to aim for the dispenser first.. it is a common mistake to shoot the sentry, or the engi first but it is best to aim for the dispenser first cutting off the engi's health and resources.. it also has the least health and will die in a couple of hits..

Thanks, I think the Medic is the one I will focus on (the engineer seems a bit more complicated). Perhaps, heavy as well.

The heavy - medic combo intrigues me and seem a perfect pair:D
 
I find the medic very hard to play. I find him too easy to get killed and I always seem to mess up uber charge.

When I'm on a team and we have no medic and the call goes out I give it a try but fail.

Sniper is awesome though. By far my fave class. I do find though that it becomes a sniper V sniper game at times. Last night at one point our whole team went to Spy which was fun :)

Oh, and be careful of the Dustbowl expoilt at the start.
 
I love Medic. There's nothing more satisfying than a perfectly timed ubercharge unlocking a teams defence.

Games are far less fun without Medics. People die too fast.
 
Loved the Soldier at first, so easy to rack up the kills with crockets but once I finally got around to playing the Spy, it can be amazing fun.

One tip for the Spy - disguise as a member of your own team (press minus) when going behind enemy lines so they just think you're another Scout or whatever and don't warn their team there's a Spy about. If they don't know you're there, you can wreak absolute havoc.
 
I find being a spy, you tend to get dominated a lot. I'm not quick enough to plant the zapper then switch to knife or gun to finish off the engineer. If you attack him first the SG puts you down.

Timed an Uber charge last night to a tee.
 
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