How To Play Soldier Tf2
Team Fortress 2 is now free, so everyone with a Steam account owns it. If you haven't played before, it can be an intimidating, hat-riddled game. We thought it'd be useful for us to tell you what you need to know to start having fun. But we thought that at 5pm on a Friday, so we've only got the very basics ready so far. We'll add to this over the weekend, but here's how the game modes work, and which classes you should play first.Update:, covering how you get new items.Which mode should I play?First of all, have a play around with the offline training mode - it's good for the very, very basics.
When you're ready to go online, click Start Playing - you'll have to choose a game mode. The default is Payload, but it's a little complex. Click the arrow on the right and pick King of the Hill. It's a mode where there's only one control point to fight over, and whoever holds it longest wins. It's Team Fortress 2 in its absolute simplest form, so it's a great place to learn how all the classes work.If Start Playing fails to find you a game, go back to the main menu and click Browse Servers. This is a big scary list, but once it's finished loading, look for one that has a number less than 100 in the Latency tab.
If they're all jumbled up, click the Latency tab to sort by that.You can make this list easier to browse by setting a few filters at the bottom: you don't want full servers, empty servers, or password-protected servers.Which class should I choose?Once you're in game, pick either team. You usually can't join the one with the most players. Then you'll have to pick a class.A good starting choice is the Medic: you heal people on your team by firing a beam at them, and that's immediately useful and appreciated by your team mates. At the basic level, it's all you need to do.
And that gives you time to watch how your team mates play, see who beats whom, and learn a bit about what the weapons do.When you fancy a change, switch to Heavy. You're slow, and your gun takes a while to spin up, but once you start firing someone's usually dead by the time you stop. You're also the first person Medics will think to heal, and since you just played Medic yourself, you know how to be a good patient and keep them protected. It's a really satisfying relationship.After that, it's mostly personal preference. Soldier's the best all-rounder, so another good early choice.
Don't stick with any of them for too long until you've played all nine: each new one you try helps you understand the role of the others better too. Spy is probably the hardest to be effective with when you're a beginner, but he's worth playing just so you understand roughly how they work.Some classes, particularly Spy and Demoman, work very differently once they unlock certain items. To describe all the differences would be long and pointless. But if a black Scottish cyclops charges at you with a giant sword, get out of the way.
And if a you hear an electronic crackle shortly after a Spy appeared to die, he's alive, and he's behind you. Bored of King of the Hill now, how do the other modes work?Payload: the attacking team must escort a cart along some railtracks to an objective. The more of then stay near the cart, the faster it moves.
The defenders can stop it by killing them, or standing near the cart themselves.Payload Race: same as Payload, except both teams have a cart. Up to you whether to focus on escorting your own cart, or stopping the enemy escorting theirs. First cart to the finish line wins.Control Point: much like King of the Hill, but with five control points. You fight over the central point at first, then whoever gets that can try to take the next point along on the enemy's side. You can't capture a point if you don't own one next to it, and you lose the game if the enemy team captures all your points.Attack/Defend: just like Control Point, except the red team owns all the points at the start. Only the blue team can capture: once they take a point, it's theirs forever.
Red wins if they can hold out for a certain time.Capture the Flag: each team has a briefcase in their base. They have to capture the enemy briefcase, and bring it back to their base. If their own briefcase has also been stolen, they can't score a point until it's returned. First team to a certain number of captures wins.Next.
First, you will need to decide which class(es) you want to main. For Highlander, all classes are acceptable (obviously), but for 6v6′s, the classes required are Medic, Soldier, Demoman and Scout. I mained Spy in pubs when i first started and so played a number of Highlander lobbies; however, as i felt that 6v6 was more fun to play, i joined a team and mained Medic, with a Spy secondary. Regardless of how you make your decision, make sure you choose a class you enjoy playing!Secondly, you need to decide whether you want to play 6v6 or 9v9 Highlander. From my experience, Highlander tends to be a more relaxed experience, whereas 6v6 values communication and strong teamwork slightly more. Also, there has been a strong trend towards different map types; 6v6 plays more CP maps, while 9v9 plays more PL maps.
Also understand that the class you play will affect your decision; 6v6 traditionally uses one Medic, two Soldiers, one Demoman and two Scouts, where one Scout may offclass as a ‘utility’ occasionally as Sniper/Spy (for important picks) or Heavy/Pyro (for last point defense). As a result, there will be more demand for a Scout who can second as a Sniper than a Sniper who can second as a Scout. A Soldier, rarely, may offclass as well, but the Medic and Demoman will -never- offclass, due to how important they are to the team. From here, you have three choices; you can do all, none or some of the following:1) Join a team as a sub. Put up a pastebin.com on the ETF2L or UGC forums or r/tf2lft, saying you have prior experience of TF2 in pubs and are willing to learn how to play competitively. Make sure you mention where you live, any relevant experience, what times you can/would like to play, and what you aim to get out of it.
How It Feels To Play Soldier Tf2
You will need a microphone and many teams like to use mumble.sourceforge.net (which is a free download), and you may have to do a number of trials to find a team who want you (Depending on how in need of a player they are), but your communication, gamesense and general skill will increase dramatically, quickly. One downside of only playing PCWs with your team is you will have a limited amount of time at certain times of the day, which may not suit certain people.2) Join a Newbiemix and play with others in a similar position to you (North American is, European 6v6 is or ). You will be given a mentor and a set of fresh new teammates; the mentor will teach you the basics of the game, your classes role, and other important things such as what to call to your teammates. The benefits of this involve more communication, more flexible hours and a friendlier atmosphere than lobbying; however, be aware that there may not always be demand for your skill, and you will not have the luxury of choosing people you want to play with; they will contact you, not the other way around.3) Play a few tf2lobby.com. This is how i personally started on my way to competitive – a few 9v9′s, then 6v6′s; although understand that in many ways it is different to playing in a team, especially in the communication side, which means that many people (myself included) advise strongly against it being your first experience.
Lobbies act as a way to play with and against people of a higher skill level than pub servers, and act as a form of anonymous mix service; they’re very good for learning the absolute basics of competitive, such as rollouts, minor callouts, and working on DM (Stands for Deathmatch, or ‘how well you kill the other guy’). On top of that, they’re available 24/7, and you can start immediately. However, watch out for people with inflated egos, who believe that because they have done x lobbies they are the best in their classes field; this is nonsense, as there is absolutely no correlation between lobbies played and ability to work as a team. If anything, these people tend to lone wolf a lot and sacrifice others in the team for their own personal gain. On top of that, they will have severely underdeveloped communicative skills compared to a team player. In all, it’s very easy to get into, and with the offering of Highlander -and- 6v6, worthwhile to play against a higher standard of skill than pubs.As of late 2013/14, you can now join lobbies at tf2center.com, which is currently in beta - they generally fufill the same functions as tf2lobby, but they may also ask you to use a headset ingame.
Learn the lingo. Change default font in word. This includes, terms such as uber advantage, rocket jump, rollout, mix, merc, offclass On the TF2 Wiki there is a wiki.teamfortress.com, which you can and should use as much as necessary. Learn the rollouts for your class on the maps you are likely to play. For 9v9 this is less important (due to the tendency towards payload maps, meaning setup time), but incredibly important in 6v6 cp maps, where Demoman speed may determine which team caps the mid point. Learn the roles your class is supposed to fill, either. As an example, in 6v6, Scouts are usually supposed to protect the Demoman, mop up low health enemies and guard against other scouts, there will be one Pocket Soldier to protect the Medic and one Roaming Soldier for damage output, the Demoman is used for area denial and damage output, the Medic must heal, overheal and usually coordinate the team for pushes (coordinating and giving directions to your team is known as ‘Maincalling’), as well as building that all important Ubercharge.
Play Soldier Games
Bear in mind that your role may change depending on the situation and how your team likes to play: what i have written is an extreme generalisation. Recognise where you make mistakes, and aim to not make those mistakes again. Sometimes you will learn things the hard way; the other day i made a foolish mistake of dropping an uber due to a Demo kritz sticky, because i thought i had the reflexes to pop as a projectile came at me. A key aim here would be to pop as soon as kritz is called – while it would be great to eek a few extra seconds out and wait until you are almost dead, it is always better to pop than drop as a Medic.
Don’t trust your reflexes – you could have the reactions of a snake/mongoose, but so many factors come into play (mood, lag, sensitivity) that you should always err on the side of caution. Most importantly, you should play to have fun! It may be a cliche, but if you’re not having fun, then there’s no reason to continue along your current path. You should also play to improve, as mentioned above – this is the second reason why you decided to play competitive. Once you start playing competitive, you realise how different it is from playing pubs; if you have any questions then feel free to ask!This guide is not meant to be 100% comprehensive; I do, however, hope that I have given you a concise and easy to follow guide to starting organised play. If you have any suggestions for improvements or edits to the guide, feel free to drop me a message. One day I will get around to writing a followup guide: you can find the reddit thread on previous suggestions for Getting Into Comp Vol II.As with everything, I believe that the best way to learn about something is to experience it first hand.
How To Play Soldier Tf2 Competitive
Throw yourself into comp, and you'll quickly pick up the basics:)Please also visit my tfscribbles.wordpress.com for more guides and discussion, and my for TF2 related videos!