This morning I filmed and uploaded a new Behind the Play (BTP) episode focusing on competitive Team Fortress 2. I cover the basics of competitive play, each class and their primary uses, and a variety of strategic and tactical tips to get you started. And like the Counter-Strike: Global Offensive episode, this episode will come in 2 parts. The first, which is embedded below, involves me alone on the map, showcasing basic tips, followed by a part 2 which will analyze match play. After that’s complete, I will begin releasing more match play analysis, not only for TF2, but CS:GO and other competitive titles as well.
Thanks for watching and remember to consider subscribing!
General Notes
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The standard lineup is statistically most effective (2 scouts, 2 soldiers, 1 demo, 1 medic). There are other optimal lineups depending on specific variables, but it’s difficult to determine or predict which is why most lineups remain this way.
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Analyze tradeoffs, ex. damage on enemy demo, or destroy stickies
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Maintain awareness, don’t miss simple checks
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Be aware of both teams current class compositions, be dynamic
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Holding vs. Pushing, exploit openings when available
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Calculate your advantage to determine best course of action
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Communication is vital, keep tabs on enemy team
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Positioning is important, value locations differently, know what’s strong and weak
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Don’t leave your medic unprotected, even if you’re not pocket or roaming
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Don’t worry about KDR or points, it’s a team game
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Watch pro matches for best class-based tactics. Subtle changes in play are valuable and add up. Don’t learn bad habits for less talented players.
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Play deathmatch (DM) to increase micro/movement skills.
Class Notes
Scout
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Fast and mobile + double jump
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Can effectively avoid damage while dealing it
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Can quickly reinforce allies, escape, or get behind enemy lines
- 2x objective capping, back capping
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Strong for medic picks and forcing ubers
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Can draw fire, disorient enemies, bait enemies, etc.
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They can steal ammo and health from enemy areas denying their use of it
- They’re good at controlling enemy snipers
Soldier
- Standard damage dealer
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AOE splash damage, LOS direct fire
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Slow movement, but can rocket jump
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Pocket solider vs roaming soldier
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AOE can blow people off points, long range targets
Pyro
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AOE/DOT damage, crowd control, Uber suppression
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Remember that switching off standard comp can put you at a disadvantage
Demo
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AOE damage, map control
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Very powerful, that’s why there is only 1
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Sticky jump
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Pipes are powerful but arc and can be difficult to defend with
Heavy
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Slow, but high DPS close range
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Good for last point defense
Engineer
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Good for last point defense
Medic
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Heal teammates on the field, deploy uber charges
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DO NOT drop ubers
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Medics keep your team alive and active and able to move forward
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Medics will almost always be charging
Sniper
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Good for picks and map control
Spy
- Good for picks