-> Team Fortress FAQ <- Version : 1.0 Console : PC Written by : Andi Nuruljihad "IrenicApollyon" Nasruddin Contact : irenicapollyon@hotmail.com ___________ _______________________________/ N O T E \_______________________________ | |_ | If you are reading this FAQ from a source OTHER than GameFAQS, I | | | can't guarantee that it is the latest version. The latest version | | | of this FAQ can be found at: http://www.gamefaqs.com. | | | | | --------------------------------------------------------------------------- | |___________________________________________________________________________| _______ _______ <___ ___>* < _____>* | |*** | |**** | |* | --->* | |* | |** \ /* \ /* * * _________________________________/ N O T E _________________________________ (yeah, I gotta work on my ASCII Art) ----------------- > TABLE OF CONTENTS < ----------------- Introduction.............................................................[Z000] PART A The Classes............................................................[A000] Scout................................................................[A010] Offensive Tactics..................................................[A011] Defensive Tactics..................................................[A012] Sniper...............................................................[A020] Offensive Tactics..................................................[A021] Defensive Tactics..................................................[A022] Soldier..............................................................[A030] Offensive Tactics..................................................[A031] Defensive Tactics..................................................[A032] Demoman..............................................................[A040] Offensive Tactics..................................................[A041] Defensive Tactics..................................................[A042] Medic................................................................[A050] Offensive Tactics..................................................[A051] Defensive Tactics..................................................[A052] HWGuy................................................................[A060] Offensive Tactics..................................................[A061] Defensive Tactics..................................................[A062] Pyromaniac...........................................................[A070] Offensive Tactics..................................................[A071] Defensive Tactics..................................................[A072] Spy..................................................................[A080] Offensive Tactics..................................................[A081] Defensive Tactics..................................................[A082] Engineer.............................................................[A090] Offensive Tactics..................................................[A091] Defensive Tactics..................................................[A092] PART B PART C CLOSER [Z000] :: Introduction :: ------------------------------------------------------------------------------- Team Fortress is one of the most popular FPS game modes available today. First released in 1998 for the Quake 1 engine, Team Fortress (TF) has been recreated on nearly every major FPS release since. After the runaway success of the Capture-the-Flag game mode (which also first appeared on the Quake 1 engine), the TF development team broke new ground by introducing class-based gameplay. Though the heart of TF is undoubtedly CTF, the incorporation of eight well-balanced classes appealed to those searching for a team-based FPS and TF became an immediate hit in the Quake community. As of the writing of this introduction (April 15, 2006), TF has been around for nearly eight years. Since 2004, the Quake 1 community overall has been dwindling and the TF scene (at least on the Quake 1 engine) has nearly altogether vanished. The probable reason is that there aren't enough new gamers coming in to replace the old ones. I like to think that it's related to my disappearing from TF for two years when I moved to southeast asia. If anyone's still up for a game of TF, you can meet me on the Amnesiac servers on weekends! I usually play as ~Ocelot-[] or BAR. By the way, this FAQ is written assuming that you've already got the basics of TF mastered, this means walking/running/jumping/shooting and simple TF commands like "build" and "autozoom". The only people who wouldn't know about those are people that have never played TF before, so if you're still in the dark go ahead and give TF a shot. *NOTE These strategies and hints are based off my gameplay experience on a fiber-optic cable connection. Your own online gaming experience may differ. ------------ > P A R T A < ------------ [A000] T H E C L A S S E S ------------------------------------------------------------------------------- The main draw of Team Fortress is the classes. Class-selection used to be one of the most important aspects of your overall gameplan. Though clan-tourneys are non-existent today, you'll find that proper class selection will be vital to the defense of your base. *Note: Some of these classes or the items that I list are only available in MegaTF. MegaTF is a revamp of the original TF that made small upgrades to the overall game system by putting in new weapons and such. Nowadays, MTF is basically the only TF played online. MegaTF classes/items will be marked accordingly. One other thing I should mention is that these are very basic summaries of each class. More in-depth information can be found in each individual class's section (see Part A010 through A090). Class Name Description 1. Air/scout The scout is the fastest class in the game and is usually used to capture (cap) the flag. In clan games it is often used at the start of a game to get some basic recon of the opposing team's defenses. Loadout: - Axe, Shotgun, Nailgun - Concussion Grenades - Flash Grenades - Caltrops (MTF) - Jetpack (MTF) 2. Sniper Obviously the sniper will be spending a lot of his time shooting people from a distance. The sniper class is only effective in long-to-medium range situations. Sniper is the first line of defense for a base and a good sniper can scare the pants off a team's offensive force. Loadout: - Axe, Sniper Rifle, Automatic Rifle, Nailgun - Frag Grenades - Flares - Alert Mines (MTF) - Airstrike (MTF) 3. Soldier Probably the most important class in any team, the soldier is the backbone of a strong offense or defense. The soldier is the most popular online class, and for good reason. Loadout: - Axe, Shotgun, Double-barreled Shotgun, Rocket Launcher - Frag Grenades - Nail Grenades - Spike Traps (MTF) - Proximity Mines (MTF) 4. Demoman Ask anyone who knows anything about TF and they'll tell you the demoman is vital to a team's defense. The demoman's grenade launcher has a built-in pipebomb function so you can lay traps. Pipebombs are a great way to stop incoming scouts and soldiers with their eyes on your flag. Loadout: - Axe, Shotgun, Grenade Launcher, Pipebomb Launcher - Frag Grenades - MIRV Grenades 5. Medic The medic does exactly what you'd assume from a medic class. With his axe, the medic is capable of healing wounded soldiers. When the same axe is used on the opposing players however, the victim becomes poisoned. Very useful in situations where you're deep in the enemy base and low on health. 6. HWGuy The heavy weapons guy is a double-edged sword. On one hand he's packing some incredible firepower, on the other hand he's slow as dog doo. This is one of the harder classes to master, but once you've got the hang of it you're a veritable one-man army. Still, regardless of your skill you're still a sitting duck for snipers. 7. Pyro Pyro is one of the weaker classes. Armed with a flamethrower and incendiary cannon, this class's flashy moves make it a popular choice among newbies. However, once you get the hang of one of the other classes you'll find yourself leaving this guy behind. Still, he's useful against sniper nests. 8. Engineer The engineer is a niche class, those not looking for an active role in the action are going to go for this one. The engineer is predominantly played as a defensive role, but occasionally you'll see the bored engineer player branch out and try some offense. This class has sentry guns and ammo/health dispensers, both are a vital asset in sticky situations. Sentry guns make a great defensive option, picking off enemies that managed to slip past your snipers. 9. Spy The spy is easily the hardest class to master. This class has the unique ability to change his team color and skin to look like a member of the opposite team. Also, his axe is especially effective from the back and results in some cool one-hit kills. Good spies are hard to come by nowadays, but when you meet one you'd best keep your eyes open. Very funny on servers that have Team Kill enabled. 0. RandomPC RandomPC is just a random selection. If you don't know what class you want to play, RandomPC will choose one for you. Every time you respawn (reappear after a death), your class will be randomly selected. [A010] S C O U T ------------------------------------------------------------------------------- Health : 90 Armor : 75 Loadout : 1. Axe Your standard Quake axe, used only in suicidal or emergency situations. 2. Shotgun The single-barreled shotgun. Not useful for anything more than accurate, long-range shooting. Useful when distracting snipers that have a bead on you (if your aim is good enough). Unfortunately, having to reload every eight shots is a real hassle so I wouldn't recommend using this too much. 4. Nailgun Ahh... here's the gun you should have equipped whenever you've got the ammo for it. The nailgun is perfect for quick hit-and-run guerilla stuff. You're not going to be it using for killing in most cases, just to distract a pursuer long enough for you to give 'em the old conc grenade and run. Gren 1. Concussion (Conc) Grenade The conc grenade is the most important part of the scout's weapon loadout. Pretty much useful in any situation, including flag-running and nest cleaning, the conc grenade is a vital part of any scout's run. Be careful though, the conc grenade doesn't just affect the target, but the user too if he gets within its range. Conc'd scouts are more than a hilarious site, they're easy targets. Gren 2. Flash Grenade (MTF) The flash grenade has a similar role to the Concussion grenade. The major difference between the two being that the flash grenade blinds anyone within its radius, whereas the conc gren will cause your screen to move around. The conc grenade is preferable in most cases because a skilled soldier or demoman can still get you when they're blind, but a decent sniper is nothing without his eyesight and they can sometimes kill you even when conc'd. Use both of these grens with the utmost caution. Drop 1. Caltrops (MTF) The caltrops are spikes that you leave behind. When someone steps on them their speed drops down significantly (similar to the effect of a leg shot caused by a sniper). This is useful in dark areas or narrow corridors and hallways (such as the basement in 2fort5). Drop 3. Flash Mine (MTF) The flash mine has the same effect as the flash grenade. The flash mine however is only activated when it is stepped on. This has the same uses as the caltrops, that is to lose anybody tailing you. [A011] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * The scout's main role is flag-runner. Use the scout's high speed to get to the enemy flag safely. * Be careful with your grenades. They are not unlimited. They can also affect you if you get within their blast radius. * When crossing open territory, don't walk in a straight line. This makes you easy pickings for snipers. * Get to know the map. Sometimes there are less direct routes to your goal. For example, a water route or scenic detour may take longer but will be safer. * Remember that in TF the flag doesn't return to the starting point when it's touched by opposing members. It only returns after a period of time (this is set by the server administrator) so if you drop the flag report its location to your team! * If you find any sentries, report them to your teammates. It's useless trying to run past sentries that are higher than level 1, and unless you can get to the sentry's blind spot (underneath it) don't try to take it out yourself. * I know that the scout's grenades are fun to use, but don't abuse them. Using more than one at a time will qualify as spamming on most servers, and if people start complaining you'll get kicked out. * There is a technique that is sometimes used by scouts called Conc Jump. This technique is used to propel oneself forward quickly. You'll see skilled scouts use this one when they've got the flag and they want to cross open area without having to worry about snipers in the nest. To perform a conc jump, prime a grenade for two seconds. Throw the grenade on the ground in front of you and run forwards. You should be in front when the grenade goes off. The blast will launch you forward and you won't take damage, however you will still be conc'd so if you don't make it all the way across the field get ready to run. [A012] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * Contrary to popular belief, the scout DOES have some defensive uses. The flash and conc grens are useful in confusing incoming scouts that are going for your flag. They are also great for pushing your opponents into the water, where your snipers can take them out easily (or if you're in MTF, throw a toaster in and watch them get zapped). [A020] S N I P E R ------------------------------------------------------------------------------- Health : 90 Armor : 70 Loadout : 1. Axe Like I said, standard Quake axe. You won't be using this at all. 2. Sniper Rifle This is the main weapon you'll be using. Hold down the fire button to prep for a shot (you will slow down significantly while holding this down) and release to shoot. The longer you hold it down the stronger the shot. 3. Automatic Rifle This is just the sniper rifle set on auto mode. With this, you've got a machine gun that is weaker than the sniper rifle, but stronger than the nailgun. Only use this in short-range situations. If you try using the auto rifle on opposing snipers in long-range situations, you may get kicked for "spraying". 4. Nailgun The nailgun is the next option for short range combat. Like I mentioned earlier, the sniper isn't really equipped for short-range combat so you should avoid any situation where you'll be forced to pull this one out. Gren 1. Frag Grenade The frag grenade is your regular grenade. You hold it for three seconds and it explodes. This is the second strongest part of your arsenal, and definitely an "emergency-situation" weapon. Gren 2. Flare In some maps there are some sweet areas to hide in, they're dark and many people won't be able to see you. If you're facing a sniper who's hiding in the shadows, throw a flare in there and it'll light up the place. Drop 1. Alarm These aren't very useful. I tend to drop a thousand of these at the start of a map and when the warning text that appears saying that one of my alarms has been tripped I'm usually so focused on something else that I don't notice. And then I die. [A021] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * Snipers are great for taking out enemy sentry guns. When you hear the call, go ahead and bring down the gun. * Don't forget to watch your back! Keep your ears perked for footsteps. [A022] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * When you're sniping from your nest and you're facing off against other snipers, never stop moving. Don't spend too much time aiming, or rather aim while you strafe. Then when you've got a bead on your target, stop click the attack button, then immediately continue strafing. * Take a position where you'll have the largest field of vision. Most maps have a set area for snipers called a "sniper nest". Those places have a great commanding view of the field. The downside is that the opposition will be expecting you to take position there. * When the flag is taken, put yourself near a choke point. Choke points are narrow areas that are very important in a flag-run (e.g. the basement in 2fort5). You should be able to take anyone going in or out of these areas. * When coming out of a corner, don't hold the shoot button and hope to get a shot in when you peak out from the edge. This kind of sniping, called "corner sniping", is ineffective and your slow exit from behind the wall makes you a prime target for snipers. In addition, if your rifle's laser dot is resting on the wall, players using software Quake will be able to see it from the other side and predict where you'll appear from. * Though shadow sniping can be useful in the beginning, don't rely too much on the shadows. Once you're caught shooting from the dark, the other side will be expecting it. [A030] S O L D I E R ------------------------------------------------------------------------------- Health : 100 Armor : 150 Loadout : 1. Axe Do I have to explain it to you? Don't touch this one. 2. Shotgun I find this one useful when your opponent has been launched in the air and your aim on him isn't good enough to get a rocket in. The shotgun has great accuracy from long-range as well. 3. Double-barreled Shotgun This is another good one for close-range situations. Naturally, you would pick this one over the rocket launcher since it doesn't have a blast that you should be worrying about. Surprisingly strong when it connects, but the four-shot reload can be a problem. 7. Rocket Launcher The weapon you'll be getting the most use out of. The rocket launcher has a very nice blast radius and will be your lifesaver. Be careful not to get hit by your own blast. [A031] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * The soldier is the backbone of any good offense. This is because he has the capability to rocket jump. Anyone will tell you that the rocket jump is what makes the soldier such an all-around powerful player. To rocket jump, aim down, then shoot and jump at the same time. You should be launched fairly high into the air. Rocket jump veterans can use the rocket jump to increase their running speed and propel them across a field with ease. * When shooting, aim for their feet. Remember that rockets have a blast radius so your aim doesn't necessarily have to be perfect. Just get them in the heels. A good shot will launch them into the air and you can get a few more shots in before they land. * When facing off against another soldier, and he's aiming at your feet, jump around as you fight. This technique should lower the damage you take from explosions around your feet. But if you land right when a rocket goes off underneath you, you'll be launched into the air. [A032] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * (MEGATF) You can set proximity mines around chokepoints to stop any units that manage to enter your base. Just remember that a poorly placed proxy mine won't go off when an enemy unit passes by too quickly, so scouts and bunny-hoppers will slide by unnoticed. * Your rockets are annoying to snipers and your rocket-launch can get you into sweet defensive spots. Use them to their fullest, just watch your health. * Spike traps are useful in dark areas that lead to your flag. [A040] D E M O M A N ------------------------------------------------------------------------------- Health : 90 Armor : 100 Loadout: 1. Axe Uh.... yeah. 2. Shotgun Demomen don't really use this one much unless they have no choice. 6. Grenade Launcher Your main means of destruction, good in medium-range situations and good to have when facing a room full of baddies. Just don't hit yourself. 7. Pipebomb Launcher Shoots yellow pipebombs that explode on the press of a button. Bind the "detpipe" command to a key and press it to watch the pipebombs blow up. These things pack a lot more power than regular GL grenades but are easy to spot. The PL makes the demoman a vital part of any team's defense. Gren 1. Frag Grenade Stronger than your GL grenades but takes three seconds to blow. Gren 2. MiRV Grenades A single grenade that explodes and fires off multiple pineapples that, in turn, explode as well. Good for clearing out crowded rooms. [A041] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * The demoman is good for causing mayhem in the enemy base. Not very useful against snipers, however. Very good against sentries and HWGuys but, as I mentioned earlier, be careful not to get in the way of one of your own pineapples. * If you manage to get near the sniper nest, toss a MiRV in there and move on. At the very least it'll get the snipers running and give your teammates a few seconds to breathe. * Find a place to lay pipes in the enemy base, preferably near critical spots like near the flag or on the sniper nest. [A042] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * Lay lots of pipes but not in an open area. You don't want the other side catching sight of them and taking an alternate route. Lay them near your flag for maximum effectiveness. [A050] M E D I C ------------------------------------------------------------------------------- Health : 90 Armor : 75 Loadout : 1. Bioaxe This is the most important part of a medic's loadout. With the bioaxe you can heal teammates as well as poison the other side. Another plus is that when you heal teammates from poison or hallucinations you get a frag. 2. Shotgun Useful? I think not. Even if you've got the ammo, use the bioaxe. 5. Super Nailgun Another important part of your inventory, the super nailgun is great against high-armored soldiers. The only problem is it requires some good shooting to really prove effective. Good against sniper nests as well. Gren 1. Frag Grenade Useful against basically anything in any situation. A good thing to have stocked at all times. Gren 2. Concussion Grenade Good for conc jumping. The technique is the same as the scout's. If the server is MegaTF then you'll be able to heal yourself from the effects of a conc jump as well (use the "drop3" command) [A051] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * The medic's medium speed makes it good for flag runs, but he really becomes valuable when he's around teammates. Keep your friends' health out of the red and heal them from hallucinations, flashes, and conc's for some extra frags. * Use your own concs to throw off the other guy's aim and get a few cuts in with your axe. [A052] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * A good place for medics is the sniper nest. Keep your snipers healthy, happy and free from concs and flashes. * Here's a trick that my brother and I discovered that can get you hundreds of frags in a short amount of time. This only applies when there is an enemy spy who is being fairly liberal with his use of hallucination grenades as well as another medic on your team: - When you find a hallucination grenade has gone off, call your medic buddy and tell him its location. - When you've both gotten there, run inside the grenade radius so that you can both feel the effects of the hallucinogens. - Each of you pull out your bioaxes and heal one another. Keep healing one another until the hallucination-inducing cloud disperses. The sweet part about this trick is that you get one frag for every time you heal the other guy, and since you're both within the hallucination grenade's effective area, you'll continue to be influenced by the gas until the cloud wears off. [A060] H E A V Y W E A P O N S G U Y ------------------------------------------------------------------------------- Health : 100 Armor : 200 Loadout : 1. Axe ... 3. Double-Barreled Shotgun Meh... 7. Chaingun/20mm Cannon(MTF) Now we're gettin' down to the good stuff. The chaingun is like a powered up nailgun and can tear down basically anyone in mere seconds. The only drawbacks are 1.) It has a slow rev-up time; 2.) Your movement slows down noticeably when this gun is on blast. In MegaTF there is a 20mm cannon version of the gun, accessible by pressing the '7' key (or whatever your "impulse 7" command is bound to) again. The difference is the 20mm is a LOT stronger and eats up ammo a good deal quicker. Preferable in most occasions to the chaingun. Gren 1. Frag Grenade This one's useful when you're facing off multiple guys and you can't get the chaingun revved up. Gren 2. MiRV Grenade Same exact grenade as the one that the demoman has. Same uses as well. [A061] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * HWGuys are terrible in open areas where they'll be easy targets for snipers. Try to keep a low profile when crossing and NEVER go alone. * When facing off against multiple enemies, you have two choices and these are dependent on the type of class you're up against: 1.) Put your back up against a corner as you fire. This is useful against fast moving targets like scouts and medics because they won't be able to circle around you and get you from behind. Just be sure to kill the medics before they can get close enough to poison you. 2.) Stay as far away from the walls as possible. Good against soldiers and demomen because they have weapons that shoot explosive ammo. If you're up against a wall, you become a much easier target for rockets and grenades. * HWGuys are too slow to carry out capping runs but they make great escorts. If your teammate has the flag be sure to run ahead and take care of potential threats (for example: snipers and soldiers). [A062] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * HWGuy is actually quite the versatile class when you've got him mastered. The great thing about HWGuy on defense is his MiRV grenades. If you're camping the basement and you read an "Incoming to BM" message then throw your MiRV into the flag room and that'll at least slow down their movement. * (MegaTF) In MegaTF if you use the 20mm cannon you can do a move that is similar to the rocket jump. Just aim down, shoot and jump at -ALMOST- the same time. Since you can't shoot while you're in midair, you'll have to press the fire trigger -JUST BEFORE- you jump. [A070] P Y R O M A N I A C ------------------------------------------------------------------------------- Health : 90 Armor : 100 Loadout : 1. Axe 3. Double-Barreled Shotgun Far more effective in close proximity than the flamethrower or incendiary cannon. This gun is the, unfortunately, the weapon that packs the most wallop in the case of the pyro. 6. Flamethrower Does just what you'd think a flamethrower would. It annoys and hurts, but it rarely does enough damage to kill. When someone is hit by the flames, they'll go on fire temporarily until the fire dies out. 7. Incendiary Cannon This gun looks and acts like the rocket launcher, the main difference being that it's significantly weaker and the rockets move a good deal slower. When someone gets caught withing the splash radius of these incendiary rockets they'll go on fire (similar to the flamethrower). Gren 1. Frag Grenade You should never go into battle without frag grens stocked. These things are vital to your survival, your weapons are nothing more than a means of annoying the other side. Gren 2. Hot Potato This grenade proves that pyros like flashy lights, but are overall very ineffective in doing their job. This grenade just sits there and explodes continuously, setting anyone near its blast radius aflame. [A071] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * Use the incendiary cannon to annoy the crap out of snipers. * The incendiary cannons and flamethrowers are effective against sitting units, this means HWGuys and Sentries. * The flamethrower can be used as a blinder. Since the Pyro is actually more of a escort class, when the flagrunner you're protecting is being tailed fire the flamethrower behind you and they'll be blinded by the flames. [A072] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * The flamethrower is a nice choice for blocking off entrances and exits. Since the ammo takes awhile to deplete, just sit there and fire through doors when you hear the "incoming" call. [A080] S P Y ------------------------------------------------------------------------------- Health : 90 Armor : 75 Loadout : 1. Spy Knife This is the only axe that is actually useful in TF. The spy knife is invaluable when you're doing what you're intended to do, that is spy. The knife does extra damage as well, from the front doing about 1.5x the normal damage, and from the back it's a one hit "stealth kill". Just don't carry it around when you're in the base since it gives away that you're a spy. 2. Tranquilizer Gun The tranq gun is also a useful weapon. You'll generally have this out while you're disguised then switch to the knife for the kill. Great for slowing down soldiers and scouts so that you can get a knife in their backs. 3. Double-Barreled Shotgun Also good for situations where you're going for a kill and you can't get close enough for the knife. Just remember that it reloads every four shots. 0. Grappeling Hook (MTF) The grappeling hook allows you to scale large buildings or travel long distances without risking being seen. Really only useful when you need to get someplace high and you don't want to alert anyone. Try using it in an open area and you're bound to get shot. Gren 1. Frag Grenade Handy in tight situations. Except when disguised. Gren 2. Hallucination Grenade Throws out a hallucination-inducing gas that causes the victim to see and hear false explosions and bombs going off around them. It also kind of throws off their aim. This is really only useful against snipers. [A081] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * For the spy, the best way to keep your visibility level down is to take the long way to the other team's fort. Don't try walking through an open field since that'll alert the other side of your approach and they'll be on the lookout for a spy. * Don't walk around with your knife pulled out. Anyone catches you with that and you're dead. Instead, have the tranq gun equipped until you can get behind someone and use the knife. * Throw the hal-gren on sniper nests and other popular sniper spots. This'll help your teammates cross dangerous areas. * (MegaTF) If you use the "drop3" command, you will drop a backpack. Unlike the regular kinds of 'packs that contain ammo and such, this 'pack will remove all ammo from the person that touches it. Place it in sniper nests as well as the entrance to the other side's base. [A082] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * (MegaTF) Use the "drop3" 'pack around your flag area, especially in narrow halls and dark spots. Incoming scouts that touch your pack will be unable to use their jetpacks and this'll make their exit a lot harder. * You can use the "disguise" command in your own base as well. This tends to trick the other players since they wouldn't expect a spy disguised within his own base. This can get you a few easy kills. Just be careful when playing in servers that have team-kill enabled. * Use tranqs on scouts. Since it lowers the weapon response time, it is also useful against HWGuys since it will take them an eternity to get their weapon fired up. [A090] E N G I N E E R ------------------------------------------------------------------------------- Health : 90 Armor : 75 Loadout : 1. Spanner This is your spanner. Use it on sentry guns to upgrade/refill/dismantle them, or on your dispenser to refill/dismantle it. 2. Railgun The railgun is a very strong weapon. The problem is that it is a real dog to aim with. Its shots travel very slowly so I wouldn't recommend it in long-range combat. 3. Double-Barreled Shotgun Besides the railgun, this is the most popular engineer weapon. Good in basically any situation, its only drawback is the four shot reload. Gren 1. Frag Grenade Good old frag grenade. Never lets ya down. Gren 2. EMP Grenade The damage the EMP does is dependant on the ammo that the target is carrying. The more ammo they carry, the more damage it inflicts. Use this against Soldiers, Demomen, and HWGuys. It is also very effective against Sentry Guns. [A091] O F F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * The engineer doesn't really have the health or the weaponry to play an active role in offense, but his EMP is useful against sentry guns and for blowing up pipebomb traps that may have been laid. * If you can get a sentry gun built within the other fort, good work. You'll get a good deal of frags from this, though the average lifespan of a sentry gun built in enemy territory is very short. * (MegaTF) The mag mine you can place is good on sniper nests or in front of a sentry. When an opposing player steps on it, he'll be trapped for 10 seconds, unable to move, making him an easy target for snipers. Just remember that just because he can't chase you doesn't mean he can't shoot. [A092] D E F E N S I V E T A C T I C S ------------------------------------------------------------------------------- * Try to build your sentry gun in a place where the other team won't expect it. Most importantly, put it in a place that won't make it an easy target. This means keep it away from walls and away from doors as well. * You can build sentry guns that float, though the process is a lot longer than the standard means. What makes a floating sentry great is that it is far from walls, floors, and ceilings, meaning that splash damage from rockets and grenades won't touch it. This makes it ideal for defense. Here's how to build a floating sentry gun: 1. Get up somewhere high, like a catwalk or a ramp. Then look over the edge but don't jump off. 2. Build a sentry gun so that it falls of the edge to the floor below you. 3. Restock your metal and armor and come back to your sentry. Get above it again and build a dispenser on top of it. If you did it correctly, your dispenser should be sitting right on top of your sentry gun. 4. Use the "build" command and make your sentry gun self-destruct. If you did everything correctly, the dispenser should now be floating in the air. 5. Restock metal and armor one more time and return to the edge above your dispenser. Build a sentry gun on top of it, then self-destruct your dispenser. 6. Restock metal and return to the edge, jump on top of your sentry gun and hit it with your spanner. When the menu pops up, choose "Upgrade". 7. Repeat step 6 until your sentry gun is at level 3. ------------ > PART B < ------------ [B000] S T R E N G T H S A N D W E A K N E S S E S ------------------------------------------------------------------------------- So here's another very important section. Here you'll find information on how best to take down individual classes, each classes major weakness, and which classes you should watch out for. Without further ado, read on! [B010] S C O U T ------------------------------------------------------------------------------- When you're playing as scout, remember that strength is exactly what you're lacking, so violence is never the answer. Instead, use your conc's and flash grens to keep you alive. Getting the flag should always be your first priority. [B011] >> C L A S S E S T O W A T C H O U T F O R <<< ------------------------------------------------------------------------------- - Soldier The expert soldier is a major threat in medium-to-close range situations. Try to avoid them at all costs. Since a good soldier is nothing without their eyesight, use the flash grenade to throw them off your trail. - Sniper A good marksman is dangerous in medium-to-long range situations. When facing off against a sniper, the best option would be to close your distance as fast as possible. Another good idea would be to take another route. - Engineer The engineer himself is actually no problem, his guns don't have the speed necessary to really give you a problem. However, it's the sentry gun you've got to watch out for. Since you will almost *NEVER* be able to take it down yourself, call a teammate to help you out with this one. [B012] >> I S E F F E C T I V E A G A I N S T ... << - HWGuy The Heavy Weapons Guy is just too slow. He's about the only class (other than a surprised sniper) that a scout can take on by himself. Just give him the flash grenade and run circles around him as you shoot. Easy as pie. - Pyro The pyro is a little more dangerous than the HWGuy as he'll be able to set you aflame even without his vision. The trick here would be to conc him so his aim is off, and then finish him off from medium distance. [C000] F R E Q U E N T L Y A S K E D Q U E S T I O N S ------------------------------------------------------------------------------- Alright everyone, get ready for a big helping of redundancy because below is my FAQ of a FAQ. Right on. [1] How do I get good at this game fast? [C001] [2] What's the difference between TF and MegaTF? [C002] [3] What is 'bunnyhopping' and how do I do it? [C003] [4] Where can I download TF? [C004] [5] Where can I download MegaTF? [C005] 1. How do I get good at this game fast? Are you kidding me? There are some that get very good very quickly, but they're lying if they said they've never played a FPS before. The only way that I can guarantee will work for *EVERYONE* would be the same method you would use when you want to learn to play the violin or want to become a professional dog walker. Practice. Now get outta here. 2. What's the difference between TF and MegaTF? There are several minor upgrades that have been made in MegaTF, the most noticeable visually would be the new skins and a few new models. In 2005 there was another update to the game code with the inclusion of Tesla Coils and parachutes. Here's a list of all the changes: - the "Scout" class has been changed to the "Airscout" class and is equipped with a jetpack that runs on cells. - New "drop1", "drop2", and "drop3" commands for each class. Drop2 being the command for TOASTERS, a ball of electricity you throw into the water to zap baddies. - Parachutes can be used with the "chute" command. This allows you to survive long falls, but also slows down your descent and makes you an easy target for snipers. - Tesla Coils, a stationary security gun similar to the sentry gun in function. A lot deadlier than the sentry, though, and harder to destroy as well. - The HWGuy has a new weapon, the 20mm cannon. It's selected by pressing the "impulse 7" button again (selecting the chaingun twice). A lot stronger than the chaingun but eats through ammo. - When snipers throw flares into the sky, they will drop down slowly, illuminating anything within its glow until it dies. - Snipers can use the "drop3" command to call airstrikes. Use your sniper reticule (the red dot) by holding the attack button, and then use "drop3" to call an airstrike. After 30 seconds the target will be bombed. - Soldiers can use "drop3" to place proximity mines. These mines explode when shot or if a member of the opposing team gets too close. - Soldiers and HWGuys can use "drop1" to place spike traps. Similar to caltrops, but the effects don't wear off. Can be removed by HWGuys. - Demomen can use "drop3" to throw up a floating MiRV grenade. This is just a regular MiRV with a helicopter rotor, so that it floats up. - Medics can use "drop3" to place a syringe. The syringe poisons any member of the opposing team unfortunate enough to step on it. Only affects one person before disappearing. Can be removed by other medics. - Pyromaniacs can use "drop3" to throw down a pool of lava. When a member of the opposing team steps in it, they will get stuck and burn to death. - Engineer can use "drop3" to drop a Mag Mine. When someone from the other team steps over the Mag Mine, they will be trapped and unable to move for 5 seconds. - Spies can use "drop3" to drop the Trick Pack. When the other team touches it they're ammo is taken away. - Spies now jump a lot higher than the other classes. They also drop down a little slower than the other classes. 3. What is 'bunnyhopping' and how do I do it? Bunnyhopping is the exploitation of a glitch within the Quake 1 game engine in which *ANY* class is able to move almost as quickly as a scout. This exploitation involves a lot of jumping and strafing, and is considered cheating in some circles of the TF gaming scene, so you may not be allowed to perform it on some servers. The first thing you'll need to know to perform bunnyhop is the proper jumping method. * Try to learn how to perform a series of jumps. To do this press and hold your "jump" key in the middle of a jump. This will automatically 'queue' a jump for you so that when you land you'll immediately jump again. Every time you jump, press and hold "jump" to keep the series going. Now that we've got that out of the way, you can learn how to perform a running bunnyhop. * Walk/run forward and gain some momentum. When you're moving at maximum speed, press "jump" and perform a series of jumps. You'll see that you're being propeled forward with no slowing down. Easy right? Now the hard part: turning. Turning during a bunnyhop actually has two uses: (1) it helps you turn corners at high speeds without any slowdown whatsoever; (2) it actually *SPEEDS YOU UP*. * Do a running bunnyhop. Now to turn left, move your mouse *LEFT* and *AT THE SAME TIME* strafe *LEFT*. * To perform a right turn, move your mouse *RIGHT* and *AT THE SAME TIME* strafe *RIGHT*. -------- > CLOSER < -------- Well, I think that's about it for my Team Fortress FAQ, if you have any questions or contributions to make go ahead and drop me an e-mail at: irenicapollyon@hotmail.com And don't forget to put "Team Fortress FAQ" in your subject line, else you risk my ignoring it. Special Thanks : * Allah SWT * My parents * iD Software * TF Development Team (which I hear is working for Valve now) ------------------------------------------------------------------------------- This may not be reproduced under any circumstances except for personal or private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any web site that is not listed below is strictly prohibited, and a violation of copyright. This FAQ will only be found on the following web site/s : * GameFAQs If you find this guide in any web site or publication not listed above, please contact me by e-mail at irenicapollyon@hotmail.com ------------------------------------------------------------------------------- Copyright 2006 Andi Nuruljihad Nasruddin.