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Engineering 101

#  Aug 30, 2008 at 8:58 PM
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Yorkston 82795
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Specialty: Engineer
Steam ID: Yorkston
 

I am an avid engineer player and currently have 95 hours logged as him, as well as 25-30 from the beta. I have been toying with the idea of writing a guide on him for a while now, but I never had the time. I've been a lurker on these forums since release and play in the TF2F servers whenever they are not full, so some of you may know me. While Cypher's ninja guide and and playstyle outlines are good basic resources, the Engineer forum seems to be lacking a comprehensive guide like some of the other class forums. This along with recent games with terrible engineers has convinced me to finally put my experience and tricks on paper. I am still in the process of taking screenshots so many pictures will come in the next few days.


Engineering 101: A Comprehensive Guide


The Basics

I. Sentries and Shotguns: Your Weapons

II. Location Location Location: Placement

III. Meet the Team: The Other Classes


The Basics

The engineer is listed as one of the three defensive classes by valve, and he is by far the best at it. However, the engineer is also a major support class with his dispensers and teleports. The engineer's primary job is area denial, and the sentry gun is his weapon of choice. The sentry is most often used to protect capture points and restrict enemy movement through choke points. His teleporters are used to greatly speed the re-enforcement of the front lines by quickly moving the slower combat classes to where they need to be. Lastly, the dispenser is used to provide the engineer's team with ammunition and health, as well as slowly generating metal for the engineer to use. Metal is used to both build and upgrade his structures and can be gathered from ammo packs, dropped weapons, and dispensers. All engineer buildings can be ROTATED BY CLICKING THE RIGHT MOUSE BUTTON when about to be built.



I. Sentries and Shotguns: Your Weapons


A. Weapons

The Shotgun: The shotgun is a spread-fire weapon like the scout's scattergun, only it trades damage for a smaller spread and thus slightly higher accuracy and effective range. The shotgun does 74-90 damage and crits for 180 when all the shots hit, and has 6 shells with 32 more in storage. The shotgun reloads very slowly as it is one shell at a time, so when you are out of ammo it is usually better to switch to another weapon rather than attempt to reload. The shotgun is your primary weapon and the one that you live and die by. Two shots is generally enough to kill most classes at close range, making it a very lethal close quarters weapon. Many engineers will say that your wrench is your best friend but they are wrong. The shotgun is nearly always the better choice when dealing with enemies, as it does more damage and can reach out further. While you may not be able to take on the true combat classses head on, by utilizing the terrain around you as cover it is quite possible to whittle them away.
http://img179.imageshack.us/img179/8210/shotgunso5.png


The Pistol:
The pistol is effective at close to medium range and can be used to harass at longer ranges. It does 20-22 damage and crits for 45. The pistol caries 12 rounds with 200 in storage. While the damage may be low, the pistol fires very quickly and has a fast reload. This is your medium ranged weapon. Your shotgun has a relatively short effective range, but the pistol is accurate enough to land most of its shots from a surprisingly large range. Great for finishing wounded opponents and harassing at long range. You have 200 bullets in storage so you can spam it as much as you want. Even at long range, that many bullets are going to land enough that your target cannot ignore you for long.


The Wrench:
The wrench is your melee weapon which is also used to repair, upgrade, and speed the construction of buildings. A standard melee weapon, the wrench hits for 43-87 with a 195 crit at a little over one swing every second. The wrench is the backbone of your strucures. It builds, repairs, and upgrades them, as well as removing sappers. Your wrench will always be either whacking your structures or connecting with a spy's face.



B. Structures

The Sentry Gun: The sentry gun is your true primary weapon. It starts as a single automatic gun which can be upgraded twice to add more guns and firing speed as well as a rocket launcher. It will automatically target and engage any enemy coming into its range and line of sight. Sentries can be edged by most classes, creeping around the edge of corners to chip away at its health, as well as outranged depending on the palcement. Sentries, like all buildings, will be disabled and then destroyed by sappers. All levels of the sentry gun have significant knockback, with enormous knockback on players who don't have their feet on the ground. Sentries are immobile, but have an enormous damage output. Level two and three sentries will shred any class caught in the open, which forces the other team to either use an Ubercharge, send a spy, or edge the sentry to get past.

Level 1: The basic sentry gun, it is built for 130 metal in 10 seconds(5 if whacking it with wrench). Not overly deadly, it works best if you are supporting it with damage from your shotgun. The knockback is light enough that this level is easily circle strafed(running around it faster than it turns), and dies quite easily. A disposable weapon, the level 1 is best used to ambush low-hp classes or just provide a bit more damage for your team.

Level 2: The first upgrade gives the sentry vastly higher killing power than the level one. With two chainguns, this sentry has higher knockback and much higher damage. Excellent all around, a level two will likely kill any single person that wanders into its range.

Level 3: The last upgrade, this sentry ups the rate of fire of the chainguns and adds a rocket launcher. The level 3 sentry's knockback is very strong and will effectively halve your movement speed if trying to run at it. However, if you do not have your feet on the ground, a level 3 sentry will launch you straight across the map away from it. It takes time and alot of metal to upgrade a sentry to level 3, so they are generally only used for static defenses like capture points, choke points, and foreward outposts.


The Dispenser:
Need a dispenser here! Need a dispenser here! Need a dispenser here! The Dispenser if the reason your team loves you, especially the heavier combat classes that chew through ammo quickly. Your dispenser provides ammo, health, and metal to you and your team, and is the heart of any forward outpost. A dispenser should be the first building your construct for any static defense, first beacause it provides you with metal, and second because it will attract team mates who would otherwise ignore you, giving you cover while you set up.


Teleporters:
Teleporters are the second reason your team likes you, particularly the heavies and soldiers. Teleporters allow the slower classes on your team to quickly get back into the fight. Always build one outside your spawn at the beginning of a round, but be careful not to put them on sloped ground, as they may block your team. Try to get them up as quickly as possible.




II. Location Location Location: Placement

The most important thing for an engineer is the placement of his structures. Because of this, it is crucial that he knows the layout of the map well.

A. Sentry Placement

The placement of your sentry gun is the greatest determining factor in its efectiveness. There are several factors to consider when deciding on a place for your sentry:

Coverage- Does it cover a large area/the objective?

Concealment- Can the enemy see it from a mile away?

Protection- Can it be outranged? edged? arcing projectiles?

Predictability- Will the enemy expect it there?



Coverage:

Where do you want your sentry to shoot? This obviously varies greatly depending on the map, game mode, and team but can be broken down into offence and defence for most maps(red or blu).

Defense(RED): The basic and stereotypical job of the engineer, defend the cp/chokepoint/intel. Consists of you, your sentry, your dispenser, and sometimes a teleporter exit from the spawn. You usually have plenty of time to get set up so make sure you take the time to familiarize yourself with the layout of the area to determine the best location. You want a clear line of sight covering the cp or intel and/or the entrances to the area. To be honest, the spots that work for defending caps are the popular ones. This is the one time that I will actually advise being a sheeple and build where every other engineer does. Those spots are popular for a reason.

Offence(BLU): This is where an engineer gets to have fun. Most people on the defending team don't expect to run into any engineers period, let alone an ambush sentry. People don't expect engineers to go out after them, which makes it oh so easier to educate them in surprise sentry arserape. You have alot of freedom when playing "Assault Engineer" as defined by Cypher in his thread, be creative. You can build them facing the wall so that as they turn around, the target gets further into the killzone before it starts shooting and alerts him. Build them on low ground that people use to escape when injured(ie under the bridge in badlands). Most of the time you will get 1-3 kills with an ambush sentry before it gets killed but thats fine, just rebuild it somewhere else and repeat the process. It makes people paranoid almost to the degree that a good spy does, and they waste time checking to make sure that there isnt something around every corner.

Outpost(Either): Ok I lied, theres 3 ways to play. The outpost/forward base engineer is a middle ground between defense and offense. It revolves around creating a safe area for your team to rally and resupply. An outpost is generally at the front line or slightly behind it. You should place your sentry to cover a large area and, if possible, cover and ways that the enemy could possibly flank your team. An excellent example is the second to last cap in Badwater Basin. When I reach that point as BLU I set up a sentry here. Due to positioning, it performs the dual purposes of providing a safe zone and covering any way that the enemy could get behind my team.
http://img80.imageshack.us/img80/3649/sentrybadwatercz5.png



Concealment:

Can the enemy see it coming? Concealment is relatively non-important for defensive engineering but is crucial for ambush on offence. When playing offensively you will most likely only be using a lvl 1 sentry so every second that an ememy spends trying to find it gives the gun more precious time to finish them, especially versus high-hp classes. Concealment generally consists of simply building it behind an object or wall so that it cannot be seen until the targets are in the killzone. A level one sentry is relatively easy to hide as its low profile allows it to be placed behind low objects like tire stacks, small rocks, etc. On certain maps you can also hide them inside bushes and other scenery. Bushes and whatnot are generally more prevalent in custom maps but they are also in arena_Lumberyard and a few places in cp_steel.



Protection:

There are many factors determining the protection of your gear, but none are important as the engineer himself. You are your sentry's primary defensive mechanism. You spot trouble before it gets there, repair damage, remove sappers, and discourage edging. The most common sight when playing defense is the turtle engineer. We have all seen him and we have all killed him. Don't be that guy. An engineer sandwiched between his dispenser and sentry with mouse1 taped down is the second worst thing you can do after just ignoring your sentry. This is just asking for a soldier to splash damage off a wall until you die or for a lone demoman to ruin your day. Be agressive in your defense. Keep moving around the general area looking for threats before they arrive, and at times you can even bait them into your sentry. Don't go too far from your gear though and stay in line of sight of the gun whenever possible, otherwise a spy may get you when the sentry can't cover you. Shoot at anyone with your shotgun instead of whacking the gun nonstop unless it is taking heavy damage, and attack anyone attempting to edge your gun to either kill them or at least drive them off.

The second most important factor in the security of your structures is your team. This is TEAM Fortress after all, and while the engineer may seem invincible with his sentry he is actually very vulnerable without the support of his teammates. A lone engineer is food for a demoman or good spy. Having teammates around will first and foremost discourage spys from even trying to get at you, and will also give you additional support to defeat ubers and chase away edgers. As I mentioned before, the best way to keep teammates around is to have a dispenser close by. The best engineer buddy is, of course, another engineer. Another engineer can help you build, repair, and upgrade as well as dealing with sappers. The next best engineer buddy is a pyro, preferably with airblast. The pyro is the king of spychecking and with the airblast he can remove stickies and completely negate ubercharges. An engineer supported by a good pyro is almost impossible to destroy. Heavies can be decent for defending you if parked by dispenser, but they are usually further up on the line, even when on defense. The rest of the classes are still useful but only as extra damage and deterrance.

Back to actual placement, whenever possible place a sentry in a location where it cannot be hit from beyond its range. Leavign areas in line of sight but out of range is an open invitation for soldiers, demomen, and snipers to get an easy kill. Elevation also plays a significant role in the protection of your sentry. Having your sentry on the edge of a raised area gives two significant benefits. Firstly, it makes it MUCH harder for demomen to get at it with stickies. Because of the arcing path of the stickies he either has to get closer to the sentry to get them up to it, or waste valuble time charging the launcher. A demoman's ability to murder sentries rests in his ability to fire stickies faster than they can be shot away, so forcing him to charge the launcher allows the engineer time to shoot at the stickies before he can get the three that he needs. Elevation also impairs the demoman's ability to just get the stickies on the sentry. Stickies will bounce off the sentry so a demoman shooting them at a sentry above him will have his stickies bounce right off and fall back into his face, forcing him to aim to the sides of the sentry. Secondly, a raised sentry covering a path like a door or tunnel is nearly impossible to defeat without a spy or ubercharge. This advantage lies in the line of sight of the sentry and its target. A sentry gun can shoot at a person even if it can only see their feet, but a person cannot shoot back unless the sentry is in line of sight with his upper body. This gives the sentry time to lock onto a target before the target is even able to see the sentry or fire back, giving it advantages in time, surprise, plus relative invulnerability to edging.



Predictability:

Will the enemy be expecting and be prepared for a sentry at that location? Whenever you decide on sentry placement you have a decision to make. Will you put it in a predictable spot, as these are generally the most effective at covering the area? Or will you place it somewhere unexpected which, while may not have the best coverage or protection, has the element of surprise. Sentries in unexpected locations are likely to get alot of kills early making them great for breaking the momentum of a hard push, but are generally easily defeated once the enemy knows the location and is ready for it.





B. Dispenser placement:

If you are your sentry's lifeline, the dispenser is yours. It provides you and your team with health, ammo, and metal. The most common setup is a dispenser built slightly behind a sentry with the engineer in the middle. While this setup is fine for dealing with most classes solo or an ubered heavy, it makes an easy three points for a demoman or ubered pyro. Unlike your other buildings, your dispenser is rarely expendable. Build it close enough to your gun that you can quickly grab metal, but far enough away that it will not die with your sentry. The loss of a sentry and dispenser is devstating, but the loss of a sentry and survival of a dispenser is only temporary. A surviving dispenser will allow you to very quickly reconstruct and upgrade your sentry as well as keeping the resupply stop open for your teammates so they can push the enemy back immediately

The second thing to consider when placing your dispenser is that it can be used to block doorways. This gives you a huge buffer against flanking, especially against spies. Blocking the entrance to the area you are in first of all blocks enemies from going right to you and they either have to jump over the dispenser or kill it, and who can resist killing a lone dispenser? It is a particularly effective spy alert tool, because when you see the sap icon on the dispenser you will likely catch the offending spy trying to crawl over it, a sitting duck for your shotgun.
http://img80.imageshack.us/img80/3605/dispenserdoorta1.png




C. Teleporter placement

There isn't alot to be said here to be honest. Place your exit in a sheltered location slightly behind the front line so people using it are not immediately exposed to enemy fire. And for the love of god rotate it so that people come out facing the direction they want to go, making the exit face a wall is irritating in the extreme and just asking for a spy to stand behind it stabbing everyone that comes through.

#  Aug 30, 2008 at 8:59 PM
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Yorkston 82795
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Specialty: Engineer
Steam ID: Yorkston
 

III. Meet The Team

Its time to meet the rest of the team. As it is TEAM Fortress, teamwork is a major factor in engineering as well as any other class. Knowledge is power and knowing the strengths and limits of the other classes is one of the most potent weapons you can have. Firstly, lets list the classes in order from most to least dangerous to an engineer and his structures(non-ubered):

1. Demoman
2. Spy
3. Soldier
4. Sniper
5. Pyro
6. Heavy
7. Scout
8. Medic
9. Engineer

And with an Ubercharge:

1. Demoman
2. Pyro
3. Soldier
4. Heavy
5. Spy
6-9. All others

These rankings are obviously only for direct threat, as overall a medic is the greatest danger to you. Any class with an Ubercharge is extremely dangerous to you, especially if the medic is smart and runs in front to draw the knockback from your sentry.

The best way to learn about the other classes is obviously to play them as I have. Playing as the other classes is the absolute best way to learn how to defeat them when playing as another. I myself only recently started playing spy frequently and I have learned more about how to negate them than I had in months of playing engineer, as well as a new understanding of the dificulty of the class and respect for those who excell at it. But for you lazy people, here is a brief overview on the capabilities of classes in reguard to engineers.

1. The Medic

Ah the medic. At the same time both the best friend and worst enemy to any class. For the purposes of engineering, however, the medic is predominantly your enemy. The threat in the medic lies in his ability to keep the classes directly dangerous to you from dying. Just plain healing will buy most classes more than enough time to destroy a level one sentry, and a level two for heavier classes. The greatest threat that he poses is his ability to Ubercharge his patient for 10 seconds, making them invulnerable. He can also make them crit 100% instead, but since crits do not affect building it is irrelevent for our purposes. An Ubercharge will literally allow ANY class to take out you and your sentry since they cannot die. The medic is the reason that the engineer relies so heavily on support from his teammates because while the engineer can do nothing but repair and try to weather the attack, other classes have ways of minimizing or negating Ubers. Demomen and pyros in particular are useful because they can either knock the medic and patient apart, or up into the air. Remember the previous section where I talked about knockback on people in the air? Well it works on people who are Ubered. A level 3 sentry will take anyone with their feet off of the ground and either launch them out of its range or pin them helplessly to a wall until the Uber runs out, then tear them to shreds. I suppose it is worth a mention that the projectiles from the medic's needlegun arc just like a demoman's, allowing them to hit things over low barriers or elevation. However these needles are very low damage and horribly inaccurate, and do not pose a serious threat in most situations. Overall your best strategy for dealing with medics is to call them out and get your teammates to kill them.

2. The Demoman

The demoman is the bane of your existance, the biggest direct threat to you and all of your structures. The demoman's weapons are arcing, relatively inaccurate projectiles, but make up for the lack of accuracy with massive damage. A direct hit from a grenade or sticky bomb is a one-hit kill on you. This is even more annoying because of the demoman's ability to detonate stickies in midair, essentially turning it into a far superior rocket launcher. The demoman is your worst enemy because of the effectiveness of his indirect fire weapons against your buildings. The bouncing grenades allow him to attack your buildings around corners if they are close enough without exposing himself, and both of his weapons can fire over the top of barriers. His stickies are his most powerful weapon against you as 3 will kill you, your sentry, your dispenser if it is close enough(it shouldn't be!), and anything else in the area. You can attempt to shoot the stickies away from you, but the sticky launcher fires faster than they can be removed unless he is forced to charge it up for a variety of reasons. Your best defense agaisnt a demoman is your sentry placement. You want him to have to charge up his sticky launcher to get them close enough to you, giving you time to shoot them away. This is mainly accomplished by having your sentry either in an elevated position, very far away from him, or in low-ceiling hallways which don't allow for the arc of the stickies. If your sentry placement doesn't meet these requirements you have two choices: attack or bail out. If it is only him the best course of action can be to bumrush him with the shotgun in an attempt to distract or outright kill him, just make sure to dodge and weave as his weapons can one-shot you if they hit. If there are other enemies with him just run, he is going to get the sentry. When confronting an Ubered demoman often your only option is to bail out, as he is going to kill your stuff. The only exception to this is if your have a teammate(pyro/demo) who can blast either him or his stickies away. As a teammate the demoman isn't overly useful ouside of blasting ubers apart. He can lay stickies around your sentry but it is really only a spy deterrant, and a bad one at that as by the time he hears "SPAH SAPPIN MAH SENTRY" the offending spy will be long gone from the scene of the crime.

3. The Spy

Gentlemen

The spy was originally intended to be the main counter to the engineer, and if played well he still can be. As someone who plays both classes I can tell you that spy is by far the hardest class to both play and master, but in the hands of an expert he is extremely effective. The spy's strength lies in his specialized weapons. His electro-sapper is specifically designed to disable and then destroy engineer buildings, and his butterfly knife is an instant kill from a 180 degree area from the back. I could very easily spend an entire page covering spy vs engineer but for the sake of the reader I will keep this one short, although I may add a section in later dedicated to the spy. Your best weapon against spies is awareness. Keep moving around checking hiding spots near your sentry to try to catch spies decloaking/disguising. And most of all spycheck anyone who comes near your gear, especially if thay are at half life and have their primary weapon out. Disguises by default show 50% life and can only show the primary weapon of the class. You also cannot walk through spies like you can to teammates, and spies cannot walk through your buildings. When your buildings innevitably get sapped, save your dispenser frist as it will die faster than your sentry. If the spy tries to chain sap you go after him with either wrench or shotgun untill he either dies or runs. At some point you will probably get stab'n'sapped, and there is no warning and nothing you can do about it. But to be honest if a spy is good enough to pull that off on a level 3 sentry, he deserves those points. Once again your best defense against spies is your temmates. Most people will spycheck anyone suspicious near engineer structures just out of habit, and pyros just do it on impulse. Pyros are your best defense agianst spies because their flames will expose both cloaked and disguised spies with minimal effort.

4. The Soldier

The soldier is the general jack-of-all-trades class that can be decent at pretty much anything. The basic combat class, he has high health, low speed, and excellent damage. At medium to long range it is very easy to dodge rockets and a soldier's rockets fire slow enough to allow for a full repair on your sentry between hits. However, a smart soldier(few and far between as they are) can use your sentry placement against you. Normally your sentry's hitbox is large enough to completely shield you from splash when he is firing at the gun. However, a soldier can fire at the ground or wall next to you and use the splash damage from the rockets to kill you before taking out your gun. The oh so wonderful crit rockets that everyone is familiar with can make matters even worse for you. Your best defense against a smart soldier is to simply dance around your structures and repair while avoiding rockets, they move slowly so it isn't very hard. The name of the game here is to outlast him. Soldiers have very limited ammo for the rocket launcher and most will lose interest and go look for an easier target if they can't get you or your structures down within 2-3 clips. As a teammate a soldier can help by blasting ubers off the ground to allow the sentry knockback to get rid of them. However, "juggling" with soldiers as it is known is alot harder than with demos and pyros so don't count on a random pub soldier to save your arse from an uber pyro.

5. The Sniper

Most engineers discount snipers as being a non-issue to them, as most tend to stay behind the lines and just concentrate on medics and slow classes. While the majority of snipers do just camp and be a mild irritant to the other team, others will push forward and be useful. The sniper is the master of edging you and your structures. A fully charged sniper shot can 1-hit kill you, your dispenser, your teleporter, or a lvl-1 sentry. Unless you are behind your gun repairing it, a sniper will down even a lvl2 or 3 sentry in only 2 shots. The only way to deal with an edging sniper is to chase him off. The submachinegun is an absolute garbage weapon unless it crits, making the sniper an excellent target for the shotgun bumrush as mentioned with demomen. Snipers are worthless at close range and are a near assured kill if you run around the corner with the shotgun at them. Just be careful not to get body-shotted as you run around the corner.

6. The Pyro

The pyro is the "close quaters" class of TF2. His flame thrower has a very limited range(although now it does not shorten when you move forward) but very high damage per second. A pyro is fast enough to circle strafe a lvl 1 sentry if he can get close enough, and on rare occasions a lvl 2. Generally a pyro will be completely destroyed by a lvl 2 or 3 sentry. Since he is a close-up class he has no real way of killing a sentry by himself. The most he can do is shoot the flaregun at you and make you go find a healthpack if you don't have a dispenser nearby. When a pyro is Ubered, however, he becomes the second most dangerous class to you, only losing out to the demoman. The pyro's flames will go through and around your structures, allowing him to kill your sentry, you, and your dispenser(if it is right behind you) at the same time. One way to defeat an uber pyro is the good old air blast or stickies to get him airborne, another is numbers. Since the pyro needs to be very close to a target to deal damage, the pushback from multiple sentry guns will severely hamper or downright negate the uber. Generally 2 lvl 3 sentries will slow him enough that he will probably only be able to kill one before the uber runs out, and 3 or more means he will just not move forward. As a teammate, a pyro is the best friend you can have. A pyro is seriously the best engineer buddy apart from another engineer. He is the king of spyshecking and airblast can negate ubers and even stickybombs. A sentry supported by an engy and pyro is almost impossible to take out without first disposing of the pyro.

7. The Heavy

Most people think of the heavy as a major threat to engineers as he is the most common medic patient and uber recipient by far. The truth is that he is one of the least dangerous classes to a sentry gun. While the heavy can do massive damage, like the pyro he can only do it up close. His damage is spread out in a cone in front of him ranging from instant kill up close to light show at range. A heavy can only kill a level 3 sentry if he is within 10 feet of it, otherwise it is easily repaired through the damage. Even when ubered, unless the heavy starts out very close to you his movespeed while firing Sasha is so slow that combined with the sentry knockback he barely moves during the duration of the uber. Unless they jump-rev out right next to your sentry, heavies are a non-issue. At medium ranges the damage is very easily repairable and at long range they could empty all 200 rounds and not get your gun to 50% health. The same thing applies when ubered, just repair away as they will die once the uber runs out.

8. The Scout

The scout is the class that the engineer is the counter to, and a 99% hard counter it is. A scout will get destroyed by any level sentry most of the time, the only exception being if he can get close enough to a level 1 to circle strafe it. Very dangerous to you while setting up or without a sentry, but will be almost instantly killed by a level 2 or 3 sentry gun. They don't even have enough ammo for their pistol to effectively edge anything other than a lvl 1. Overall, you do not need to worry about scouts.


This concludes my engineer guide for the time being.  At some point I may add more sections going into detail on specific topics(like the spy) if people want it, but for now I am done.  As always, please point out any spelling/gramatical mistakes.

#  Aug 30, 2008 at 8:59 PM
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Yorkston 82795
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Steam ID: Yorkston
 
reserved
#  Aug 30, 2008 at 9:19 PM
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Reserved?

Please don't bump your thread.

Good guide imo.
Very useful for beginners.
#  Aug 30, 2008 at 11:08 PM
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cemretas 84706
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You know I had something like this for every class. I'll have to look it up and post the link.
#  Aug 30, 2008 at 11:26 PM
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5yewy5r 86109
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I think by reserved he means to edit it later to include the rest of his guide, since he wants them to be consecutive posts.

Nice start, but it's only a basic overview so far.
#  Aug 31, 2008 at 12:36 AM
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Yeah he didn't "bump" his own thread, he reserved it so that his guide can follow through and look neat in the thread. Please chill out... relax... take a deep breath.

To the original poster, outstanding job, I can't wait to read some more! Keep up the great work.

#  Aug 31, 2008 at 1:18 AM
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GManNickG 80805
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1) Find good sentry spot
2) Build there; guard
3) ????
4) Profit
#  Aug 31, 2008 at 2:19 AM
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LandsharK 85406
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You forgot caps lock.

1) Find a good sentry spot
2) Build there; guard
3) ????
4) PROFIT
#  Aug 31, 2008 at 6:03 PM
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Yorkston 82795
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Chapter two is up, please point out any spelling/gramatical mistakes.  I make alot of typos.

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Team Fortress 2


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Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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