Team Fortress 2 - A Strategy Guide to the Classes
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Team Fortress 2 offers a very unique multiplayer gaming experience. It combines elements of the first-person shooter (FPS), role-playing game (RPG), and real-time strategy (RTS) games.
The purpose of this guide is to familiarize you with the various classes of team fortress 2 and provide some useful tips that newbies and even intermediate players alike can use in their public gaming (pubbing) experience. Hopefully the knowledge I am imparting will allow you and your team to "own" ("own" definition - beat me with a huge edge in skill) me in the public games.
1) Scout:
The Scout is an excellent class for those with previous first-person shooter experience. If you have twitch reflexes, excellent aim - all while dodging bullets like a commando loaded up on energy drinks, this is your class. The shotgun is the weapon you will be using primarily, and since it only has six shots before you can reload, the weapon lends well to flanking and hit-and-run style tactics.
The key to playing Scout well is finding an open flank and ripping the enemy defense wide open. Even an enemy Heavy can be taken out in 3 shots to the back if you successfully flank and get within point blank range. Another key of using the Scout correctly is using the double jump. To double jump, simply press the jump button when already in the air and you will jump again. This is useful for jumping across large chasms and up into areas that may be unreachable by other classes.
Scout Counters:
Pyro - The Pyro is an excellent Scout counter, especially in a level that is a more indoor/closed environment. Since the Scout has such a small amount of health, the flamethrower will ensure a decent amount of damage even if the Scout is hit only once before running away.
Heavy - For levels with a lot of wide open spaces, the Heavy is an excellent counter to the Scout. However, be aware of smaller spaces where you can be flanked, because the Scout can potentially get a quick kill on you from behind at close range if you're not paying attention.
Engineer - The Engineer's sentry gun makes an excellent counter to a team brimming with Scouts, provided the Engineer is given enough cover to setup the gun in the first place. It would be very difficult for a Scout to completely infiltrate a base with more than one sentry gun. Combine those sentry guns with a Demo's sticky grenades guarding the vulnerable areas and it is that more difficult for the Scout.
Soldier - The Soldier makes a decent counter to the Scout, but only for more indoor/closed spaces. This is because the Soldier can juggle a Scout with rockets at close range (see juggling below under Soldier), taking out the Scout easily.
2) Soldier:
The Soldier, with a rocket launcher, is the rock in the rock-paper-scissors world of team fortress 2 - it is always a formidable opponent in the hands of a skilled player. A team full of skilled Soldiers is very hard to beat. A player who is experienced with the rocket launcher is effective for dispatching Scouts, Pyros, Demomen, sentry guns, Medics, Spies, and more. The Soldier is a medium-strength counter to just about every class, so if it is the beginning of a map and you are unsure what classes your opponents will be choosing, the Soldier is a good choice.
The key to using the Soldier's rocket launcher well is taking advantage of the rocket's splash damage effectively. Do not try to hit your opponent directly in the fact with a rocket, aim the "splash zone" of the rocket by their feet. If you score a direct hit under their feet, they will fly up in the air, waiting to come back down so you can time another rocket right at their landing point and take them out. The art of bouncing the enemy around with a rocket is called juggling.
Also, with the rocket launcher, you must lead your aim a bit ahead in order to hit them, aiming where you think they will be, not where they are. Lead your enemy by about a half second at close range, one second at medium range, and adjust accordingly at longer ranges. For opponents that like to juke and dodge your rockets, sometimes it is better just to aim right for the center of where they are juking around, as although their jukes will "fake out" your rockets if you are leading them, they will not cover much ground and you can fire in their general vicinity, hitting them easily.
Another key skill of the Soldier is the rocket jump. First, figure out the direction you want to go, and aim your rocket in the exact opposite direction (it will propel you). Quickly jump and fire immediately after jumping. You will propel into the air. Keep an eye on where you are landing, sometimes there may be Demo sticky grenades in your way, in which case you will be able to shoot a rocket at the stickies and blow them out of the way before you land.
Using the power of the Medic, you can also initiate aerial attacks over highly contested areas. Have the Medic buff you up to the maximum possible health with the medgun, then rocket jump around whatever corner is contested and shoot down on the enemy while in the air. Retreat, and repeat as necessary. Rinse if you really want.
Soldier Counters:
Soldier - The best way to counter a Soldier is with a better Soldier. If you see the Soldier you are playing shooting rockets straight at your head and not your feet and still killing you, it might be time to switch to Soldier to teach him the art of splash damage.
Sniper - Since the Soldier is a slow moving class (second only to the Heavy), a skilled-Sniper can take them out with a charged headshot at a distance. This is most useful in maps where Soldiers are covering wide open spaces.
Spy - For levels with a more closed environment (with a lot of hiding areas), the Spy is very effective at taking out the slow-moving Soldier, as a successful backstab can relieve a Soldier of all his/her health in one stab.
Demo - On levels with a lot of uneven ground, Demos have a significant edge over the Soldier. While the Soldier will have a hard time firing at the ground and using splash damage to his/her advantage, the Demo will easily shoot out his sticky grenades and pipe bombs, dispatching large groups of opponents including the Soldier.
Heavy - When combined with a Medic, a Heavy can take out multiple Soldiers, and keep them at bay while your team either flanks or sets up defenses. Heavies are best used against Soldiers at medium ranges. If the range is too close the Soldier will have too much of opportunity to do some close range damage, and if too far away the Heavy's weapon is useless. I consider about 15-25 yards to be an ideal medium range distance.
Scout - On maps with a lot of wide open spaces and medium ranges of engagement, the Scout is good for harassing a Soldier while the rest of your team finishes him off. A Scout isn't the strongest counter, but is powerful with some strong team coordination.
3) Pyro:
The Pyro class is a difficult class to play well, but under the right circumstances can provide a great distraction to a group of enemies. The default weapon, the flamethrower, has a compression blast if you right click. It uses 25 ammo (or 1/8 of your total ammo) to use, but it useful for deflecting rockets, Demo pipe grenades, planted Demo sticky grenade traps. It can even push opponents off of ledges of out of the way. The compression blast is recommended if the enemy team has a large amount of Soldiers, as the Solder's rocket is the easiest to deflect with the compression blast.
The Pyro's backburner is a special flamethrower, which increases the Pyro's health to 225 and creates 100% critical hits if you attack the enemy from behind. The downside is that the backburner does not have a compression blast. The backburner is even better on maps where it is easy to hide and attack from behind.
The second special Pyro weapon is the flare gun. This weapon shoots out a flare, which can light the enemy on fire. This weapon is extremely effective against enemy Snipers - it renders them unable to snipe for a good 15 seconds or so. However, keep in mind that the default weapon alternative, the shotgun, is necessary if you plan on taking out other enemy Pyros.
The third unlockable weapon for the Pyro is the axetinguisher. This weapon will score a critical hit every time if the enemy is on fire. This weapon is excellent against almost all enemies except other Pyros (which you cannot light on fire). Simply light the enemy on fire with your flamethrower, and quickly hit q to do a fastswitch to your axe (assuming the axe was your last weapon) and score a hit or two! Most enemies will be killed in 1-2 critical hits.
Pyro Counters:
Heavy - A good Heavy with a Medic is the best counter to the Pyro. The Heavy is more deadly at close range and nullifies any of the damage a Pyro could have done quickly.
Medic - The Medic is a good counter to the Pyro, as the Medic can heal burning teammates, and also recover any teammates that were attacked by a Pyro so they can be ready for the next wave of enemies.
Soldier - A skilled Soldier can protect a large group of teammates from a Pyro, as the rockets can blow back said Pyro. Also, the Pyro's close range damage head-to-head does not match up fairly with a skilled Soldier.
Engineer - A sole offensive Pyro is simply helpless against a sentry gun at medium range. He can do nothing. Set up a sentry gun if you see a large number of enemy Pyros attacking your base. Your team will thank you.
Scout - Although the Pyro is a counter for a Scout, a skilled Scout is an excellent counter for keeping offensive Pyros from getting to the rest of your team. As a Scout, however, remember to keep the range at a medium distance and fire your shotgun. If you get within the range of the Pyros flamethrower you are done.
4) Demo:
The Demo is a class best used when he is given time to lay his traps. His sticky bombs are excellent for defending command point maps like dustbowl. Since he is only able to cover a limited area with his pipes, he fares best in bottleneck-style or command-point maps. In addition to his sticky bombs, he can also spam the bottleneck with pipes, killing any enemies running through. Always look for the map's bottleneck as a Demo.
Using the Demo's weapons require a great deal of timing. Mastering the sticky grenades is the most important skill. You can use the sticky grenades to pipe jump at map start to get a head start on the enemy, or use the stickies for medium range combat with most any class, except for the Scout, which will be much harder to beat with a Demo and will make a cute little grave for you if he gets in close. A skilled Demo can take out just about any class at medium range. The Demo is most effective against the Heavy.
Demo Counters:
Scout - On maps where you can flank the Demo and avoid his sticky bomb traps, the Scout is the best counter to the Demo. This is because the Demo is very weak at short-medium range, and that is where the Scout is the most deadly with his shotgun.
Pyro - The Pyro's compression blast is useful for removing sticky bomb traps. The Pyro is also deadly at close range, and close range is one of the Demo's weaker points.
Soldier - The Soldier's ability to shoot sticky bombs out of the way, combined with the Soldier's power at close range, makes the Soldier another excellent counter to the Demo.
Spy - For a Demo acting without any backing team, the Spy is another Demo counter. The Spy can sneak behind a Demo, backstabbing the Demo and removing their sticky bomb trap.
Heavy - The last thing a Demo wants to see around the corner is a Heavy with his gun ready to fire. Heavies will mow down Demos with gratuitous, wanton prejudice in closed areas. A Heavy with a Medic is that much more formidable against a Demo.
5) Heavy:
A Heavy is an excellent defensive class. It is the class equivalent of a tank. The key to playing a Heavy well is learning to lead the gatling gun ahead of the enemy appropriately in order to get the most hits on the enemy. When I am playing a Heavy, I lead the shots by about a centimeter for every 10 yards the enemy is away from me.
Heavy Counters:
Spy - The Spy is most useful in maps with a lot of hiding spots. If you are playing against a Heavy in an open-style map, it may be better to counter with a Sniper.
Sniper - The Sniper is one of the most annoying classes for a Heavy, simply because they can't do anything about it. The Sniper can run away if chased, and a fully charged headshot will take out a Heavy.
Soldier - 2 or more Soldiers are poison to a Heavy at close range. The rockets will rip him up if he is without a Medic. Be sure to use hit-and-run tactics as a Soldier against a Heavy, as his gun will chew you up if you don't.
Demo - The Demo's standard grenades (non-sticky bomb: the pipe bomb variety) are actually very useful against Heavy's, as the Heavy's path is extremely predictable and slow when they are firing their gun. Use this to your advantage.
6) Engineer:
The Engineer is best suited for players who would rather sit back and collect the kills with a sentry gun. The creative potential a good Engineer can bring to a team is what makes the class so fun to play. I have seen good Engineers skillfully build dispensers right on the front lines but just out of sight of the enemy to keep the front line of attackers well-stocked and fully healed. I have also seen some interesting sentry gun placements that constantly surprised the enemy team and received a lot of kills.
Engineers are an even better addition when your team is comprised of a lot of Heavy, slow moving classes like Heavies and Soldiers. This is because the teleport can allow these classes to get back into battle quickly. Engineers are least useful on a team full of Spies, as Spies will not use the teleports, as the teleport will leave a trail even if the Spy is cloaked.
*Submitted by Teal - Engineers need not be purely defensive. An engineer who knows his trade can get behind the enemy lines, and if he succeeds in setting up a Sentry gun, he can get several free kills and, at the very minimum, force the enemy's attention at a different location than the front lines.
Engineer Counters:
Demo - The best counter to Engineer equipment that is well-defended is a Demo's sticky bombs, preferably teamed with a Medic for use with the Medic's ubercharge (invincibility). Usually 3 stickies will take out an enemy sentry gun when detonated simultaneously.
Spies - Spies also make a great counter to the Engineer, preferably against an Engineer that does not watch his equipment closely enough. However, if the Engineer is watching his sentry closely, you will need to get action oriented: sap his sentry gun, quickly change weapons (using the q key to switch to last weapon, make sure it's the knife) and backstab the Engineer as he tries to repair the gun. If the Engineer tries to kill you first, just back off for a second, and consider pulling out your pistol and shooting at the sapped sentry gun (if there are no other sentry guns in the area) as this will kill the sapped equipment much faster.
Soldier - A team of Soldiers can gang up on an Engineer and his poor sentry gun. The rockets will shoot the Engineer out of the way and keep him from repairing his gun while the other rockets destroy the gun. It takes about 3 rockets to destroy a sentry gun that has been upgraded to the fullest.
Heavy - Especially when combined with a Medic, a Heavy is good for taking out sentry guns that are covering closed-in areas.
7) Medic:
The Medic is always a welcome addition to a team. The Medic's ubercharge allows invincibility for 10 seconds and is the biggest fear of the opposing team. A well-timed ubercharge is necessary for taking out the toughest enemy defenses.
VERY USEFUL TIP - When using the medgun, the closer the medic is to the teammate he is healing, the faster he will heal that teammate. The faster he heals, the faster he can deploy his ubercharge. Therefore, stay as close as possible to the teammates you are healing and this will speed up the whole process.
Medic Counters:
Soldier/Heavy/Demo/Pyro - A Medic is weakest to all of the heavier combat classes. He simply doesn't have any weapons besides the syringe gun to counter their weapons at small-medium ranges. At the same time, however, these combat classes should avoid getting too close, as the Medic's bonesaw melee weapon will do a great deal of damage at close range.
Sniper - A Sniper often aims for the enemy Medic in the group when he sees a large rush coming. If he's lucky, the Sniper will headshot the Medic before he is able to deploy his ubercharge. This can ruin an enemy rush completely.
Spy - Most Medics are often too busy healing their teammates to watch their back. Spies love this because they can often get 2 backstabs quickly - the Medic and the person that Medic is healing.
8) Sniper:
Besides the Scout, the Sniper is another class that experienced FPS fans will enjoy. The deadly headshot takes a great deal of skill and a steady finger, and the right shot can completely erase the enemy's chance at a successful rush. Snipers thrive in maps with open areas and many angles to snipe from. Snipers also enjoy long corridors.
When fighting enemy Snipers as a Sniper yourself, a good tactic for outplaying them is the run-out-and-zoom. Most Snipers will expect you to just zoom and slowly lean around the corner, and their blue/red dot will be waiting for you. Try varying your approach by jumping/running out, quickly zooming, and firing a quick headshot. As you become more experienced with getting quick headshots this move will make you a formidable opponent to other Snipers, as even an uncharged headshot can bring an instant kill to another Sniper.
Sniper Counters:
Spy - Simply the best counter to a team of Snipers. A Spy's ability to backstab can quickly take out a team of Snipers, and also leave those Snipers paranoid and less effective at sniping.
Pyro - The Pyro's flare gun is effective at making sniping difficult. If the Pyro is able to successfully flank a Sniper, a quick shot from the flamethrower and a hit from the axetinguisher will be an unpleasant surprise for any Sniper that is zoomed in.
Scout - The Scout's ability to flank an entire team can often put the Scout deep into enemy territory, allowing the Scout to harass enemy Snipers and keep them from shooting your teammates.
9) Spy:
The Spy, in addition to the Engineer, is a very rewarding class for the thinking player. Infiltration and deception is the game. At times, a Spy can come up from behind the enemy team and dispatch 4 players or more if he is skilled with the backstab!
When using the Spy's disguise feature, go with an Engineer or Medic if you want to blend in with the enemy's defenses. Opt for a Demo, Pyro, or Medic if you would like to blend in with the enemy offense. The reason you should not disguise as a Scout is because you will not be able to move fast enough to make it look convincing, and Soldier and Heavy disguises are much too slow to backstab the enemy.
Make a note that Spies should not use Engineer's teleporters! If you use a teleporter, you will leave a stardust-like trail for a short period of time, and you will be seen during this time even if you are cloaked. It is better just to run to the enemy lines and let your team's Soldiers or Heavies use the teleporter.
Spy Counters:
Pyro - The Pyro's flamethrower is a Spy's worst enemy when disguised. The Pyro's ability to use the flamethrower liberally to check for spies can keep a Spy from getting past enemy lines. Pyros are also quick moving and hard to backstab.
Scout - A Scout can run circles around the Spy, and is another good class for Spy-checking.
Heavy - The Heavy's gatling gun is useful for Spy-checking, as the Heavy often has a large amount of ammo. A Heavy + Engineer combo is best, because the Heavy can then reload using the Engineer's dispenser when he runs low on ammo.
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Comments
You clearly aren't a great scout. The Scout can counter all but a sentry effective. Heavies can also easily be countered in open areas, just like any other class. The only problems he'll face are small areas with pyro's/demo's or soldiers.
And as a Spy, never disguise as medic... never..
Great write up. this game actually has been eating up all my team. even with just getting metal gear solid 4 and grand theft auto 4










Teal says:
18 months ago
Engineers need not be purely defensive. An engineer who knows his trade can get behind the enemy lines, and if he succeeds in setting up a Sentry gun, he can get several free kills and, at the very minimum, forces the enemy's attention at a different location than the front lines.