Team Fortress 2 Strategy

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First of all, I have to cover something no one seems to do, and it’s not so much a tip as a fundamental rule. If the enemy is capturing the final control point on the stage, do everything in your power to get yourself in the capture zone. They cannot capture the point while a defender is inside it, so no matter what class you are or what classes they have in there, just go. The worst that can happen is you die, but if you let them take it you lose anyway. At least buy your team some time to get their act together, and hopefully others join you in the zone in case you die. What’s more, the attackers are often so distracted from the defenders shooting at them they don’t look for guys running around among them, simply assuming someone else will deal with it. Bust out your melee weapon (even medics can be effective here) and get chopping.

As a defender it’s about now you scramble to get inside the capture zone

Following on from the previous point, there are two times when you should always keep a special eye on the final control point, going so far as to stand in it for a while. The first is when the enemy has just about captured the first point, since occasionally a sneaky scout or spy will have gone on ahead, and while your team is fruitlessly defending the first point, they are ready to pounce on the second as soon as it’s available. Secondly, if you have just fought off a wave of attackers and the final point is more than half captured, stand on it until the capture-meter has fallen a bit. Otherwise it may take no more than a spy uncloaking and winning the match, but if someone is standing on the point (especially a pyro) they won’t risk it.

A sneaky scout starts capturing the second control point, ahead of both his teammates and the opposition

A somewhat advanced technique to remember with the medic is his ability to keep 2 or 3 teammates übercharged at once. Taking advantage of the fact that it takes about a second for an übercharge to wear off after the medic stops übering, quickly clicking between two teammates with a fully charged medigun can restore one’s invulnerability while the other’s is still wearing off. With enough skill, a single medic can create an invulnerable and very intimidating unit of 3 teammates – a great asset for whichever team possesses it. Check out the medic guide for more detail on this.

A couple of übered attackers per medic multiplied by a couple of medics… you do the math

Be responsive as a team. If the control point is surrounded by sentry guns there’s no use in running in. Instead hang back together, wait for an übercharge (hurt yourself to speed it up), and then rush in as a team a couple of seconds behind your übered teammates. The result is far more effective than having 6 people die needlessly, then when an übercharge is activated having only half the team back it up.

In this case, killing the demoman first may have been a good idea

Teleporters give life to your front lines. Both attackers and defenders must make sure they have them, and they should both be trying to sabotage those of their opponents.

The advantage of having a constant flow of reinforcements is palpable when the pressure is on

An effective defensive trick is to put a dispenser in a corner near the control point and have a heavy stand in front of it. Not only does the dispenser constantly heal and rearm the heavy allowing him to shoot endlessly, but the heavy’s bulk protects the dispenser from enemy fire. Works for pyros as well, but for both classes don’t give away your position by constantly firing, just because you can.

Not particularly relevant, I just like this shot =)

 

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