Wiper
11-10-2007, 08:13 PM
Well posting here for what I think is "handy to know"(feel free to post also):
Scout:
+ Freakin' fast (no other character comes near "keeping up")
+ able to do a double jump in the air
+ point black the shotty gives a critical hit
- Very low on health
Good for: grabbing stuff and getting the hell out.
Soldier:
+ Can do rocket jumps
+ Good to get started first time in the game
+ An average player
- Slow rockets and reloading
Good for: Blasting hallways etc. far less efficient on an open field cuz of the slow rockets
Pyro:
+ Very useful against a group of players and at close range very powerful
+ excellent for close quarter combat.
- Hehe, you probably figured it out....you need to get close
Great for: Defending against a group or attacking if others drag the bullets to them.
Demoman:
+ Grenades/stickymines very powerfull
+ Good to spam a doorway or lay a minefield with the sticky mines (explode after quite some time)
- Very bad against fast characters if you're attacking or defending in an open field
Good for: Defending and small room-combat
Heavy:
+ Huge! amount of healt (don't take the trouble to avoid the enemy fire)
+ Extreme firepower
- Very slow, especially during shooting you hardly move at all
- Very low accuracy on long distance so you might spill half your bullets to waste one.
Good for: Killing all what moves and making breakthroughs.
Engineer:
+ One of the most important characters for tactical decisions with their structures (turrets, healtmachine and teleports)
- Mostly busy repairing their structures (not really great weaponry)
Good for: Annoying your enemy by building a fully upgraded turret on a hard to hit place :D
Medic:
+ Without at least one in your team you can kinda say bye bye to your victory :D
+ Can provide invincibility for some time to himself and an other character
- You need to be a caring person, cuz mostly you're just healing.
Sniper:
+ Headshot kinda do the trick.
+ Headshot against a Heavy will surely help ya team out
- you need to be 1337 to make headshots
- slow reloading/fire-rate
- Low on health
Good for: support in defense as offense on a open field (duh!! :rolleyes: )
Spy:
+ Very handy to sneak behind enemy lines by using invisibility or disguise in a good way.
+ Excellent to kill a enemy who's on a good place feeling way too comfortable for example a heavy or sniper.(using ur knife to backstab them :wootrock: )
+ good to steal stuff (like the scout)
- Low on health
- Killing one person often gets you noticed which means with the pour amount of health you have a big chance to get killed yourself.
Good for: Just watch 007 and you'll know :thumbs:
Tactical tips:
- 1 or 2 medics supporting a Heavy is HELL for the enemy especially in the overdrive (getting invulnerable for short time) makes this combination great to make a break throught or defending at all costs.
- Engineers building a turret with healtbox is also a great combination especially for defending a place.
- Engineers building a turret just around the corner of an enemy exit....is freakin' annoying.....FOR THEM. Make sure you upgraded it fully and stay put to repair it. (upgrading can be done by hitting the structure with ur wrench if you have enough metal (what can be provided by picking up weapons from the death or boxes like there is for health and ammo))
- Pyro in overdrive walking in an enemy base.
No character really felt outta order, only 1 character I would like to see getting a little better is the sniper (without the headshots) it lacks both firepower and health.
Scout:
+ Freakin' fast (no other character comes near "keeping up")
+ able to do a double jump in the air
+ point black the shotty gives a critical hit
- Very low on health
Good for: grabbing stuff and getting the hell out.
Soldier:
+ Can do rocket jumps
+ Good to get started first time in the game
+ An average player
- Slow rockets and reloading
Good for: Blasting hallways etc. far less efficient on an open field cuz of the slow rockets
Pyro:
+ Very useful against a group of players and at close range very powerful
+ excellent for close quarter combat.
- Hehe, you probably figured it out....you need to get close
Great for: Defending against a group or attacking if others drag the bullets to them.
Demoman:
+ Grenades/stickymines very powerfull
+ Good to spam a doorway or lay a minefield with the sticky mines (explode after quite some time)
- Very bad against fast characters if you're attacking or defending in an open field
Good for: Defending and small room-combat
Heavy:
+ Huge! amount of healt (don't take the trouble to avoid the enemy fire)
+ Extreme firepower
- Very slow, especially during shooting you hardly move at all
- Very low accuracy on long distance so you might spill half your bullets to waste one.
Good for: Killing all what moves and making breakthroughs.
Engineer:
+ One of the most important characters for tactical decisions with their structures (turrets, healtmachine and teleports)
- Mostly busy repairing their structures (not really great weaponry)
Good for: Annoying your enemy by building a fully upgraded turret on a hard to hit place :D
Medic:
+ Without at least one in your team you can kinda say bye bye to your victory :D
+ Can provide invincibility for some time to himself and an other character
- You need to be a caring person, cuz mostly you're just healing.
Sniper:
+ Headshot kinda do the trick.
+ Headshot against a Heavy will surely help ya team out
- you need to be 1337 to make headshots
- slow reloading/fire-rate
- Low on health
Good for: support in defense as offense on a open field (duh!! :rolleyes: )
Spy:
+ Very handy to sneak behind enemy lines by using invisibility or disguise in a good way.
+ Excellent to kill a enemy who's on a good place feeling way too comfortable for example a heavy or sniper.(using ur knife to backstab them :wootrock: )
+ good to steal stuff (like the scout)
- Low on health
- Killing one person often gets you noticed which means with the pour amount of health you have a big chance to get killed yourself.
Good for: Just watch 007 and you'll know :thumbs:
Tactical tips:
- 1 or 2 medics supporting a Heavy is HELL for the enemy especially in the overdrive (getting invulnerable for short time) makes this combination great to make a break throught or defending at all costs.
- Engineers building a turret with healtbox is also a great combination especially for defending a place.
- Engineers building a turret just around the corner of an enemy exit....is freakin' annoying.....FOR THEM. Make sure you upgraded it fully and stay put to repair it. (upgrading can be done by hitting the structure with ur wrench if you have enough metal (what can be provided by picking up weapons from the death or boxes like there is for health and ammo))
- Pyro in overdrive walking in an enemy base.
No character really felt outta order, only 1 character I would like to see getting a little better is the sniper (without the headshots) it lacks both firepower and health.