Half-Life - Team Fortress Classic

Half-Life - Team Fortress Classic

15.10.2013 16:05:09
Team Fortress Guide
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º GameTips

*** Purpose of Team Fortress

It should be obvious, but it seems as if many players miss it. Look at the
first word in "Team Fortress". Ahh, get it? Yup, this is no ordinary
deathmatch game, where it's everyone for his or herself. There are some
people who play TF as such, though. If you want a disoriented frag fest,
with classes, check out Future vs Fantasy (FvF). I am by no means saying
such a game is bad (hell, chaos is good once in a while), but for the most
part, that's not what Team Fortress is all about.

In TF, teams are pitted against each other. They have to work together in
order to: 1) secure their base, and 2) score against the enemy. Sometimes
scoring is done via flag capturing (a la CTF). Or sometimes it requires
damaging parts of the enemy base (like in Havoc). In any case, coordination
is something teams should be doing, if they want to win.

Although we all love killing, being #1 on the frag list doesn't necessarily
mean you're good at TF. If you're fragging everybody, but letting the enemy
team score against you, and not scoring against them ... you're not a good
TF player. A great killer perhaps, but it would undoubtedly be better for
your team if you adapted to the TF style.

So what does this all mean ? Simple. You will take a rocket blast if it means
protecting the flag carrier. You will patiently defend your own flag. You
will tell others where the enemy is. You will go out of your way to
detpack-open grates and holes. You will go after spies that threaten to
backstab your teammates. You live, frag, and die for your team. And you will
have a helluva fun time doing so.

º Defense

Defending your base is one of the most important jobs you can do for your
team. After all, you want to make the enemy team work if they want to score,
right? Fortunately, this is one of the easier things to do in TF. Respawn
points are generally near the flag, as are ammo/armor supplies. Enemies that
come your way are likely to be damaged already. And most maps have choke
points so that you know where they're coming from as well.

There are two types of defense: base defense and score defense. The former is
the first line of defense. It's their job to injure, if not kill, the enemy
before they reach the score area. This is the role Snipers usually play:
kill the enemy the moment they start heading towards your base. Engineers are
also necessary. Their sentries should try to catch anyone who happens to slip
past the Sniper. Players of other classes should situation themselves in
whatever choke points happen to be in the map. What you don't want to do is
let a person roam around your base unscathed. Doing so is dangerous for your
fellow Snipers/Engineers and more importantly, your second (and often last)
line of defense. Finally, if anyone does happen to get past you, and starts
heading towards the flag/score area, it's important that you alarm your
teammates.

Score area defenders play a crucial role. Often, if they fail, the result is
a victory for the enemy. Its their job to stop the enemy, at all costs.
Unfortunately, this is a role often unfulfilled, because players get bored
waiting for the enemy to come. Just remember, though, that this job is vital
... and easy. As mentioned before, it doesn't take much to frag someone who's
gone through an entire base of hell.

º Offense

Opposite of Defense is, of course, Offense. This is probably the more
exciting job of the two. But easily the most dangerous.

IMHO, there's really no easy way to subdivide offense. There is just so much
you can do to help your team. Usually, an offensive run consists of doing a
wide variety of things, which hopefully make it easier for those following
you to score. Some things you can do: scout (tell your teammates where
Sentries are), go on a Sniper/Sentry hunt, distract the base defense, clear
out a path, escort teammates, or even try to score yourself.

Whatever you do, remember your team. Yes, it may be fun to camp and annoy the
hell out of the enemy. But if a teammate is requesting backup, or needs to
have the flag picked up, or requires health/ammo, etc., be prepared to help.
I know I'm sometimes guilty of going on a simple minded fragfest, while
forgetting the purpose of my mission. Sometimes you just have to break away,
and sacrifice yourself for the good of the team.

Once the enemy flag/key has been retrieved, you'll obviously want to score
with it if possible. If you happen to lose it, BE SURE to tell your
teammates where it is. Once the flag is out in the open, the most important
thing to do is to keep it alive, by merely touching it. With enough
communication and teammwork, you should eventually be able to take it far
enough to score.

As important as offense is, be prepared to help your team defend if
necessary. Obviously, it is not a good idea to send the entire team after the
enemy flag, leaving yours ripe for the taking. Don't stretch your resources
too thin. Finally, injuring incoming enemy offensive units will definately
help your defenders in the long run. You don't need to chase after them, but
give 'em a few rockets or nails as a greeting. :)

º Basic Class Tips

The best thing you can do for your team is choose a class that you're good at
and that they're lacking. Nowadays, classes like Snipers and Engineers are
a must. (So are Soldiers and Medics but a team almost always has enough of
them) Please don't choose a class if you're not good with them, though. All
you do is waste ammo and time. (Use small, really unimportant games to
practice new classes, or perhaps games in which your team is simply
dominating)

Obviously, it's important that you know the strengths and weaknesses of each
class. Take note of the benefits and problems, and use them to predict the
actions of your enemy. "Knowledge is power", so read up!

Be aware of the speed differences. Namely, don't go chasing after Scouts if
you're a Heavy Weapons Guy. If you think you have a chance of catching up
(Soldier vs Demoman, go ahead and try, but don't waste too much of your time
if the pursuit turns hopeless.

º The Grenades

Use them! Regular hand-grenades are supposedly twice as powerful as normal
grenade-launcher ones. Great for parties with the enemy! Bounce them around
corners, lob them onto balconies. Use them on sentries, Hwguys, other
unsuspecting villains, and watch the fireworks!

Also get to know the special grenades as well. Some are rather piddly, but
others can result in near instant death.

*** Nail Grenades

Used by Soldiers. Somewhat powerful, and they can really clear out a room!
Best used if thrown into a small room with lots of enemies. (Ever try the
ammo rooms in 2fort4? Gibs of fun!) Note however, that nail grenades are
notorious for causing lag and crashing servers. It's not fun for the server
to record where every nail in the grenade is. (I personally made a big boo
boo when I threw, uhh, 6 or so nail grenades into the top level in Havoc32)

*** MIRV Grenades

Can we say cheap ? Gobs of fun and gibs o' plenty. These little nasties will
spew forth multiple grenades, in attempt to blast open anyone within its
range. They're probably the Engineer's worst nightmare, since many o' MIRV
has "dismantled" a sentry.

*** EMP Grenades

Used by Engineers. Not much to them. Use 'em like normal grenades. However,
they pack a much LARGER punch. (Most blasts seem to result in instant death)
They're supposed to blow up the ammo of anyone in range. Maybe if you didn't
carry any ammo, you'd survive? :)

*** Concussion Grenades

These really annoy me. Basically, they cause your view to shift around
automatically. Moving around is still possible, but firing is unwise (and
dangerous if you're a Soldier). I've heard of Medics "grenade jumping" using
these things. Must be hard, but definately a good ability to have.

*** Flash Grenades

Yet another "annoying" grenade. Used by Scouts to blind their foes
(momentarily) and slip through unsuspected. As with concussions, it's
usually not a good idea to fire ... who knows who or what you'll hit ? (Can
we say: "Wall blast?")

*** Hallucinogen Grenades

Used by Spies. Not terribly effective, though. It's sort of like the nail
grenade, in that rooms will be cleared (for quite a long time I might add).
But they're not likely to kill anyone, unless you happen to tranquilize
enemy players into them. In any case, they sort of give away the Spy.

*** Napalm Grenades

Used by Pyros. These used to be not that powerful, but in the latest version
these can be deadly. Now they continuously burst into flame. They can be used
to block off passages and just as good as a mirv grenade for taking out
sentries. It's great for damaging incoming enemies.

*** Flares

Finally, the last "special" grenade isn't even a grenade at all ... it's the
flare. Used by Snipers. Flares seem to work best when used to light up those
shadowy areas Snipers like to lurk in. The Sniper can now chuck the flare
pretty far. But wouldn't it have been nice what if Snipers were able to
SHOOT flares, via the Sniper Rifle ?

*** Knowing the Levels

One of the most important tips I can give: know the levels. Also, learn how
to score in them. It never ceases to amaze me how many people take the key
to the wrong place in the Rock or how many players don't know where the
control room is in Havoc. Do your teammates a favor and read the DOCs. Or at
the very least, don't pick up keys/flags if you don't know where they go.
There's nothing more irritating than watching a teammate in the Rock bring
the key to YOUR base.

It's also important to know where the choke points and Sniper / Sentry
hideouts are. If you know where to expect the enemy, you'll probably find a
way to surprise THEM instead of vice versa. Also, I've found it much easier
to bounce grenades into areas with Sentries, rather than attack one head on.

(Source: PC Gaming Addiction: http://surf.to/pcga)

 
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