2011-06-30, 07:32 AM
To people saying a class takes no skill just never played enough with them.
Heavy is hold and attack... But without taking care of your medic you are a dead man. Remember to heal him with your sandvich if you have one, or protect him from enemy fire. Always remember that him dead equals you dead. Also he can uber you if you protect him well enough. Also, with or without a medic, ALWAYS know when to retreat. I've seen endless heavies die hopelessly because they kept firing knowing they had a lost battle, dying, and I (as a medic, my main), get screwed, with like 90% Uber built up, all alone near enemy territory. Being a heavy, and protecting a zone with health and ammo packs is quite interesting too.
Soldier takes a different approach at aim, since you just aim to the floor to sent them flying to the next rocket you fire, or finishing off with your shotgun, for example. Of course, there's also the rocket jumping factor. It costs health, know when it's the right time.
Demomen, same as soldier, with different approach too. And Demoknight is limited enough to be more careful when to strike.
Scout is a hit and run class. Jump into battle, aim for an enemy medic or lonely target, kill/Distract/deal enough damage, and RUN. Next target, go back to the previous one if he survived, you are fast enough to do... And also, quite a nice speed to dodge stuff.
Medic. Ah, Where can I start here. If you play without people you know, it's frustrating. Because nobody knows how to protect a medic on pubs. From time to time, I've seen a friendly pyro airblast me to extinguish my burning flesh, and then retreat to find me a health pack. And then we proceeded to cause rampage on the enemy lines. But the sad truth is that most people don't even know what an uber is... Damn, I just ubered a heavy yesterday, and he STAYED ON THE RETREAT STARING AT ME. STARING. Of course, soldiers that see scouts not aiming for them think they are not their problem... WELL GUESS WHAT, SHERLOCK? I'M THEIR FUCKING TARGET. YOU DIPSHIT. And of course, once I'm dead if my syringe gun fails to do its magic, they become THEIR target too! If I survive they aren't gonna get healed by me. And that's called selective healing. Always try to heal whoever is going to do a good job. And if you aren't using the quick fix, try to overheal everyone you can. However, if you are going to pop an uber, you only have eyes for your patient.
Sniper is quite straight ahead.
Engie, just know where to place your buildings.
Pyro is more tricky than it seems. Running straight into a heavy is stupid as any class, pyro no exception. Pyros should try to ambush in the first place, and once that's out of the question, know when to retreat, or take cover. Also, against sentries, they are awesome if close enough, since they damage both the engie and the sentry with their flamethrower.
Spy, it's all about blending in. Never look your victims in the eye, or act suspiciously.
And that's the thing, mainly.
Heavy is hold and attack... But without taking care of your medic you are a dead man. Remember to heal him with your sandvich if you have one, or protect him from enemy fire. Always remember that him dead equals you dead. Also he can uber you if you protect him well enough. Also, with or without a medic, ALWAYS know when to retreat. I've seen endless heavies die hopelessly because they kept firing knowing they had a lost battle, dying, and I (as a medic, my main), get screwed, with like 90% Uber built up, all alone near enemy territory. Being a heavy, and protecting a zone with health and ammo packs is quite interesting too.
Soldier takes a different approach at aim, since you just aim to the floor to sent them flying to the next rocket you fire, or finishing off with your shotgun, for example. Of course, there's also the rocket jumping factor. It costs health, know when it's the right time.
Demomen, same as soldier, with different approach too. And Demoknight is limited enough to be more careful when to strike.
Scout is a hit and run class. Jump into battle, aim for an enemy medic or lonely target, kill/Distract/deal enough damage, and RUN. Next target, go back to the previous one if he survived, you are fast enough to do... And also, quite a nice speed to dodge stuff.
Medic. Ah, Where can I start here. If you play without people you know, it's frustrating. Because nobody knows how to protect a medic on pubs. From time to time, I've seen a friendly pyro airblast me to extinguish my burning flesh, and then retreat to find me a health pack. And then we proceeded to cause rampage on the enemy lines. But the sad truth is that most people don't even know what an uber is... Damn, I just ubered a heavy yesterday, and he STAYED ON THE RETREAT STARING AT ME. STARING. Of course, soldiers that see scouts not aiming for them think they are not their problem... WELL GUESS WHAT, SHERLOCK? I'M THEIR FUCKING TARGET. YOU DIPSHIT. And of course, once I'm dead if my syringe gun fails to do its magic, they become THEIR target too! If I survive they aren't gonna get healed by me. And that's called selective healing. Always try to heal whoever is going to do a good job. And if you aren't using the quick fix, try to overheal everyone you can. However, if you are going to pop an uber, you only have eyes for your patient.
Sniper is quite straight ahead.
Engie, just know where to place your buildings.
Pyro is more tricky than it seems. Running straight into a heavy is stupid as any class, pyro no exception. Pyros should try to ambush in the first place, and once that's out of the question, know when to retreat, or take cover. Also, against sentries, they are awesome if close enough, since they damage both the engie and the sentry with their flamethrower.
Spy, it's all about blending in. Never look your victims in the eye, or act suspiciously.
And that's the thing, mainly.

