TF2 advice

Here's some tips I'll share:

Spy: Pressing the minus key when the disguise menu is up allows you to switch colour (i.e. your own team), pretty useful to play mindgames with the enemy through the starting gates, and as someone else said it actually looks less suspicious going into enemy territory disguised as your team rather than one of theirs sneaking around. In sudden death, backstab the Engineer and their buildings are instantly destroyed with him so you aren't killed (unless there's another Engi's Sentrygun nearby). His Revolver isn't too shabby too. Oh, and another thing, don't sneak around just after you teleported, since your feet will still be glowing, let it fade first.

Engineer: Place an entrance teleport the second you're out of the spawn, whether your team is defending or attacking, then rush inside to fill up on metal before catching up with your teammates. Also, try and 'memorise' your teammates, i.e. what their playstyle is like, or at the very least what class they are, so you can spot spies a mile off before they even get close to your buildings.

Sniper: Charging up to max isn't always necessary, I think the maximum damage it does is 450, and the maximum health any class has is the Heavy at 300. Headshots just guarantee a crit (never seen a torso crit), so you could charge up very little and get in more shots in the same amount of time, good for target practice. Also stay zoomed out every 30 seconds or so if you're rather paranoid about spies sneaking up on you, your machete can make mincemeat of them pretty fast.

Scout: Double-jumping is your friend, takes some practice, but even a good soldier won't be able to get his rockets to follow a 180 degree leap, just stay away from Pyros at any cost and run to the safety of water (if there is any). The Scattergun is ok at mid-range but if you are better at evasion than aiming, just empty your rounds and run off to reload and repeat, or pursue someone retreating as more often than not they are on very low health which one or two Scattergun rounds will fix.

Heavy: Pretty hard to be any good without a Medic by your side, since the wind-up delay of the Minigun is a right pain (although you have a backup Shotgun) and can be strafed/kited by most classes due to your lack of speed and maneuvrability, although they are rather good for suppressing fire if there are lots of Demos/Soldiers/Pyros about pushing forward.

Demoman: In the right hands this is a deadly class, even great for offense. Great for mobile defending such as a dropped briefcase, or doorways (NEVER let them see even 1 sticky bomb visible for maximum effect, best examples on Gravelpit). Play around with the physics, to get a feel for where grenades usually land (note: every grenade bounces differently depending on how it's spinning), keep a backup of sticky bombs next to you for CQC where the grenade still has a chance of missing. Rig up engineer's buildings if there's a lot of pesty spies around, if it's congested it can sometimes be quite hard to pick out the spy for a direct shot, and blow the whole lot whenever you hear an Engineer's voiceover. Also great for your capture point when you're elsewhere spamming grenades.

Soldier: Old-school rocket launcher, but with a limited clip. Shotgun is handy for backup if you've used all your rockets and haven't had time to reload, Shovel for pure comical kills.

Pyro: These get eaten pretty easily if directly taking on a Soldier, best is to pounce on them from around a corner, since most Soldiers are pretty suicidal, especially when they are close to dying, usually taking you with them. Great for cleaning out Scout rushes on Granary, Flamethrower is useless in water. You are the second fastest class in the game after scout (I think), and with some skill you can even out-strafe a Heavy into oblivion if he's too slow turning. The ultimate anti-spy class, a good Pyro should NEVER be killed by one.

Other tips: In Sudden Death mode, or normal respawns, if you have turned off 'Suicide on changing class' in the multiplayer options, you can switch classes without dying, pretty useful in SD to switch to Medic, since usually the team with the most medics wins.

This is probably obvious, but the odd fizzles/clunks/whatever from your shots are guaranteed to crit, (blue Soldier's rockets are pretty easy to see in this respect, bright blue rocket trail!), and the Demoman's sticky bombs leave a sparkly trail. Another thing to note from the developer commentary, is that the critical rate is semi-random and that the better you play in a round and usually the lower your health, the higher your crit chance will be to promote those good runs that people love to brag about.
 
exactly being a spy disguised as a heavy might slow u down to the heavy's speed making you look realistic.. but then ** too much of a fat heffer to be able to knife anyone :D

the best people to be are snipers i think.. they are expected to hang back and not be shooting constantly (units like demomen and soldiers look suspicious if they are not firing pretty much all the time when there are badguys nearby)

Same with not being a scout.. you might be about as fast as a scout.. but you cant double jump and just look wrong

medic is another good one as your victims run up to u :D
Sniper and Pyro are easily the best disguises.

That being said I see a few Spies who disguise as Sniper and then run around all over the place. Snipers usually stand still for periods of time, so it's kinda obvious when you see one right on the frontlines.

I find Engineer works quite well too, but it's a bit of a giveaway if you're standing around too long without building or wrenching anything.
 
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Sniper and Pyro are easily the best disguises.

That being said I see a few Spies who disguise as Sniper and then run around all over the place. Snipers usually stand still for periods of time, so it's kinda obvious when you see one right on the frontlines.

I find Engineer works quite well too, but it's a bit of a giveaway if you're standing around too long without building or wrenching anything.

Yeah but it does work well against teams with too many engies. I still find disguising as Scout works well for me, you seem to get noticed less. Maybe it's just the smaller profile.
 
Sorry a bit of a thicky question but ........ when being a spy how do i plant the zappers on the guns & stuff?? When i go up to the guns it shows me the outline of the zapper but what button do i press to plant it??

Thanks :)
 
You can't plant them when you're cloaked or a while after de-cloaking just in case that was the reason you couldn't plant them ;)
 
I have a quick bit of Engineer advice, well more of a moan really.

Build your own dispenser and dont just steal from another engineer! The amount of times that I've lost my sg early in a round because I've run out of metal due to the other engineer taking it. Get a dispenser up quick!
 
Anyone else got a bit lost in the moment playing Spy? I backstabbed a sniper and disguised as a sniper myself and then stood there for about 2 minutes before I realised I was probably immersing myself a bit too much in the role :o
 
Fail. Nothing more annoying than Medics that do that.

^ and misterPK!

Could have probably worded it better. There are too many medics that run around healing snipers and scouts is what I meant. Those 3 classes benefit the most from the addition of a medic and a combination of them is deadly. Obviously with an "assault" heal everybody and anybody, but if there is an assault, people shoot heavies and soldiers, so youll be healing them anyway

- Pea0n
 
Some good tips in here. I've been playing medic quite a bit recently. Usually I try to choose a class that is lacking in the team at the minute I join the server and more often than not it's the medic. My words of wisdom.. once you're locked on to heal someone you can look around and still heal as long as you're close enough. It might be obvious but you can be on the look out for spies cloaking/decloaking or disguised as teammates standing around not firing. Also you don't want to be healing those pesky disguised spies either. Shoot em first a few times if you're suspicious.
 
yes the needlegun has a range of about 5 feet.. if your opponent is further away than this you need to aim hi and arc your shots onto them....as jklc said once you are healing you can turn around.. this is a good idea to watch your 6 as well as to look for other people in more desperate need of your healing powers
 
yes the needlegun has a range of about 5 feet.. if your opponent is further away than this you need to aim hi and arc your shots onto them....as jklc said once you are healing you can turn around.. this is a good idea to watch your 6 as well as to look for other people in more desperate need of your healing powers
..and Spies will be after you with a vengence if you're halfway good.
 
Playing a Spy can be the most demoralizing thing ever, all there has to be is a Pyro just constantly spinning around burst-spamming to render you relatively pointless.
 
Playing a Spy can be the most demoralizing thing ever, all there has to be is a Pyro just constantly spinning around burst-spamming to render you relatively pointless.

True, but as a Sniper, a spy is your biggest enemy. I've seen good spys stand with other snipers for ages then sneak up with a quick back stab. Nothing worse than trying to better your headshot score and then get back stabbed.!

As a Sniper, I tend to go for medics first. Especially if they are healing heavies or soldiers waiting to be Uber'd.

Dustbowl is my favorite map
Fort is my least favorite
 
It's funny, I actually find 2Fort to be my new de_dust2 - constantly find myself in a instant re-spawn 2Fort only server.
 
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