Showing posts with label steam. Show all posts
Showing posts with label steam. Show all posts

Monday, 20 May 2013

OPINION: Always-Online And You: Why it Isn't a Big Deal

I'm going to make a bold prediction ahead of Microsoft's next generation Xbox reveal this week. The always-online rumors, they will be true. And furthermore, it isn't such a big deal. Why? Because no-one cares about it. At least, not really.

Before you punch through your computer screen in a blind rage, let me explain myself. I want you to take a second and think, really think, about the last time you were without internet for an extended period of time. And by "extended period of time" I mean several days. Being out for a couple of hours doesn't really count because hey, even the power goes out every now and then. Now, exclude extra-ordinary circumstances such as natural disasters and moving house. For anyone tech-savy enough to be reading this blog, it seems completely unfathomable to simply be without the internet.
You know what I did when I didn't have the internet for a week after moving house? I tethered 3G from my smartphone. This, combined with steadily improving service records from most ISP's means that most people will always have some kind of internet connection. Anyone who is primarily a PC gamer doesn't even think twice about always-online gaming. Every game in our Steam library is played while we are online 99% of the time. All of Blizzard's new title's are always-online, and they work great. The only true example of always-online gone bad is SimCity, and that's more because the game was horribly broken at its core and the publisher and developer were terrible people who lied through their teeth.

So why has always-online become a dirty word? Colossal fuck-ups like Assasin's Creed for PC and SimCity are partly to blame, but there also seems to be this feverish minority of gamers that are so disgusted by the very idea of always-online, that the mere suggestion of it being any more than Satan incarnate is immediately bombarded with explosions of hate. This leads to the games industry being very, very careful to not actually talk about always-online in a positive light. Just look at what happened with Adam Orth.

I'm going to say something that is going to make some of you foam at the mouth. Orth was right. He may have been a dick about it, and probably should have kept his mouth shut considering his position at Microsoft, but his basic argument was spot-on. Always-online is not a big deal, and do you know why? Because as loud and angry as the vocal minority that opposes it is, they don't actually account for diddly squat. The percentage of players that have legitimate complaints about always-online (they live in an area with poor or no internet coverage) are so minuscule  that the publishers don't really care about them. And it turns out those people themselves don't really care either. Let's look at some examples.
Americans playing World of Warcraft are used to enjoying pings between 10 and 100ms, depending on how close they are to the server. On average, Australian gamers get anywhere from 180 to 300ms. It sucks, and it literally makes the game less enjoyable and more difficult for us. Aussies have been petitioning Blizzard for a proper Oceanic server (not just an American server with a different time-zone...) for the entirety of the game's 8 year lifespan. And guess what? We still don't have the server. To add insult to injury, World of Warcraft's server maintenance is at ~ 3 AM EST, which means it usually occurs at around 7 or 8 PM for those on the other side of the pacific.

So surely, with what you have been led to believe about the internet's intense hatred of always-online, this situation should lead to a complete boycott of the game in Australia. Right? Wrong. World of Warcraft sold quite well in Australia, and even managed to break the top ten in sales whenever an expansion was released. Furthermore, Australians make up for such a minuscule portion of Blizzard's overall profit margin, that they could probably ban all of us completely and it wouldn't make too big a dent. To put things into perspective, the total population of Australia is about the same as the population of Texas.

Another Blizzard example is Diablo III. 'Always-online? I will never buy this!' they said. 'No LAN play = no purchase' they threatened. "Starcraft II being always-online was the last straw, I will never buy a Blizzard game again," they swore. Diablo III was the fastest selling PC game of all time. Need I say more?

Even Steam, produced by Valve, who can "do no wrong" in the eyes of the internet, is actually already pretty-much "always-online", and most people don't even realize it. Have you tried Steam's offline mode recently? It's very iffy at best. Games won't run unless properly updated, the vast majority of features are disabled, save games won't sync properly, and it just makes for an overall inferior experience. Sometimes it will just refuse to work entirely. Yet, I never hear anyone every complain about Steam's offline mode, apart from the occasional "oh yeah, that sucks." Steam is designed to be always-online, with the offline mode simply being included as a "failsafe."
So, the next Xbox will probably be always-online, because, simply put, it can, and people will still buy it. Always-online is the future. Games with always-online are not selling any worse than games without it, despite how mad some people get. Internet and cellphone infrastructure gets better every single year. If the last console generation was anything to go by, the PS4 and next Xbox will be around for at least another 5 or 6 years. I imagine after half a decade, it will be unusual for a game to not be always-online.

Always-online should be a feature, not a deterrent. It enhances the gaming experience by ensuring that you are constantly up-to-date, can instantly join your friends games, can access your console from outside of your home, and can partake in many community features. It also allows developers to do cool shit like this "secret multiplayer" the WatchDogs devs recently revealed. This whole debacle reminds me of how people used to think gaming "achievements" were stupid, detracted from the game, and would never catch on. These days, it's almost impossible to find a game without them.

Lastly, Microsoft is not stupid, and that is why they have been incredibly tight-lipped (and why Orth was given the sack for running his mouth before their PR damage control could step in). We still don't know exactly what "always-online" even means, and are yet to hear Microsoft's explanation, which I'm sure will do its best to spin it in as much of a positive light as possible. They would not be doing this if they didn't think it would work. I would not be surprised if it had an offline "failsafe" like Steam does, or if it only has to "check in" every hour or so. It will probably require a very minimal amount of bandwidth  meaning even those with shitty connections will be completely unaffected. I would not be surprised if singleplayer games won't actually require you to be "always-on."
73 percent of Xbox 360 users have connected their consoles to the internet. This is a substantial majority,  and the remaining 27 percent are mostly likely people who wouldn't be buying the next generation Xbox too soon after launch anyway. Simply put, if you don't want always-online, Microsoft has gambled that it can prosper without your business. It doesn't care about you.

While the voices opposing always-online are still loud, with every iteration of the technology they get softer and softer. There are a lot misconceptions about what always-online actually means, which Microsoft should clear up at its event. People seem to think that it will require a constant 100mb/s upload that will check in every three seconds, and if it doesn't detect an internet connection, will shut your console down (and self-destruct). What you should know is that always-online is here to stay, and will become increasingly more common in the future, so you can either jump up and down in anger, or you can take steps to prepare for it.

And hey, maybe I'm wrong. Maybe the next generation Xbox is when we all rise up and say "no" to our always-online overlords, causing the console to fail and forcing the technology back a few more years. This is all just one man's opinion on how, and why, events will unfold.

-Steven "The Taco Man" Bogos

Thoughts expressed in this article are entirely my own, and are in no way associated with or representative of any publications I work for.

Please direct comments/suggestions/hate mail/death threats to the comments section below, or personally to me at bogos.steven@gmail.com.

Saturday, 23 March 2013

Saturday, 9 February 2013

Saturday, 6 October 2012

NEWS: Saturday Roundup

Hey guys, coming at you with a fat dosage of ‘new regular feature’ is the Saturday Roundup. The reason for this feature is twofold, one, so that I can bring more content to you guys on a regular basis and two, so that I can improve and broaden my writing by utilizing the different writing styles that news writing demands.

Welcome to the Saturday Roundup, a (bi)weekly roundup of all the important news going on in the gaming world.If you’re sick of gaming websites' content turning more and more casual, or trying to pass off a single sentence and a link to a cool picture they saw on deviant art as ‘news,’ you’ve come to the right place. I aim to consolidate and summarize only the stuff that’s most important to gaming enthusiasts. It’s a mix of hard news, interesting features, and other titbits that I feel like you guys would enjoy. Let’s see what’s been going on this week:

Cliff Bleszinski
  • Gaming great Cliff ‘CliffyB’ Bleszinski, the man responsible for multiple iconic gaming classics such as the Unreal and Gears of War series has announced his sudden departure from EPIC games studios.
    I’ve been doing this since I was a teenager, and outside of my sabbatical last year, I have been going non-stop. I literally grew up in this business, as Mike likes to say. And now that I’m grown up, it’s time for a much needed break.’
    Cliff was a much loved gaming personality who constantly pushed the boundaries of game development and will be missed by many. Hopefully he’s back on the scene sooner, rather than later!
  • Resident Evil 6 released this week, and is already being slammed by user reviews on Metacritic. Many fans felt that the series had strayed too far from its survival horror roots, instead providing us with a generic cover-based ‘Gears of War but with zombies’. This feeling seems to be confirmed with comments by game director Hiroyuki Kobayashi that Resident Evil 6’s survival horror elements were indeed toned down to get that mass-market appeal.

    We’re making games and we need to have mass-market appeal in order to survive. How far do we go into horror before we lose the support of the average player?'
  • Done with Borderlands 2 already and craving more? Gearbox has you covered. As well as the four planned DLC packs, 2 of which are already in development, brainstorming has already started on Borderlands 3, which if released will give Gearbox an opportunity to gloat over their previous employers, Valve Software, by actually releasing a game with a ‘3’ in it.
Borderlands 2
  • Speaking of Valve, they are one of the most secretive companies when it comes to what they are planning next, and Chet Faliszek is one of their most famous employees, providing the writing for many of Valve’s biggest blockbusters, including Half-life 2: Episode 2, Portal and Left 4 Dead. VG24/7 racks his brains to try and decipher what goes on behind Valve’s tightly closed doors.
  • Distraught that there wasn't enough of The Sims in Skyrim? Fret no more, Hearthfire has appeared on the steam store! Hearthfire is the second peice of official DLC for Skyirm, and for just $4.99 will allow you to design and built your own house, as well as raise a family by adopting a child with your wife.
  • Digital download services like Steam and Origin, as well as the major console platforms now offering digital downloads of much of their catalogue have us asking the question, ‘when will we forgo physical media entirely?’ TheGameJar’s Chris Jacobs seems to think the answer is ‘soon’, and discusses the possible implications of living in a digital world.
  • King Washington
  • Assassin’s Creed III has been pretty low on my radar, but a little bit of interesting news has cropped up concerning its first DLC pack. It assumes an alternate reality where George Washington, upon freeing America from the British, rose to become a tyrannical king. The DLC will have you do what every hot-blooded colonialist has always dreamed of – kill George Washington
  • SimCity is shaping up to be a great game, and while it won't be released until some time next year, lead designer Stone Librande takes us through a ten minute gameplay walktrhough. SimCity is the latest reboot of the titular 'SimCity' franchise, and is due out in 2013, with a promise to return to what made the city building sim that spawned dozens of offshoots (including the immensely popular The Sims) so popular in the first place.


So that’s the news for this week. Be sure to subscribe to my twitter for up-to-date news and blog updates, and check back here every Wednesday and Saturday for more content!

Wednesday, 3 October 2012

OPINION: Hey, publishers, want people to pirate your game? Impose region restrictions.

In the past year or so, something completely unprecedented in the entire history of PC games has started to become common practice. I'm talking, of course, about region locking. It's made most bizarre by the fact that consoles, the very things that facilitated region locking in the first place, are actually moving away from it, with the PS3 being completely region free and the Xbox 360 having a sizable chunk of its library region free. Both the PS4 and the Xbox One will be completely region free. To understand why it IS happening, we must first understand why it SHOULDN'T be happening.

Being an Australian, this is a very common sight on the Steam Store
Let's travel back in time to when personal consoles were first starting to gain popularity. Back then, people had those big ugly blocks that our parents called 'analogue TVs' or just 'TVs'. Analogue TVs were split into two major broadcasting encodings: PAL, which is used in Australia and Western Europe, and NTSC which is used in America. There was also NTSC-J for Japan. Basically, all of these encodings have slight differences, such as an increased or decreased frame rate, which meant that creating a 'one-size-fits-all' game for all of them was impossible. Every game had to be modified for its respective region, and thus, 'region locks' were born.

But back here in the present, the majority of people serious about gaming have upgraded to a digital, High Definition TV. In fact, some countries such as Japan, have already completely switched over to digital, meaning you can't even get a signal on a standard analogue TV. Accordingly, there is no legitimate reason for developers to impose region locks on games in this day and age. 


 
So if there is no legitimate reason for region locking, then why are games, and specifically PC games that were never even affected by the reasons behind the original region locks, increasingly being shipped with locks? There are two reasons, and they are both shady, business centric, and all-around dick moves from publishers and developers (probably more so the publishers).

The first reason is to enforce region pricing. 


I'm an Australian. That means we get fucked over on the price of video games for some arbitrary reason. For perspective? The Australian dollar is more or less equal to the American dollar these days, yet our games are almost comically overpriced. Call Of Duty: Modern Warfare 2, which costs $89.99 in Australia is a whopping 77% cheaper in the US, where it retails for $19.99. Before the days of region locking, frugal gamers could utilize grey-import sites such as Play-Asia and Green Man Gaming in order to do what should be a god-given right on a system as free as the PC: find the best deal. With a lot of games these days, it's now impossible to do a grey import, as copies sold in specific regions will only work on a machine with an IP address in that region. 

Average new release price in the US: $39-49. In Australia? $90-$120
Let me give you an example. Last year, I purchased RAGE. As you know, I currently live in Japan, where the PC gaming scene is... minimal. At best. As such, I would be hard-pressed to find a copy of the game at retail. So, I did what I have done countless times before when trying to find cheap games and directed my web browser to www.play-asia.com. I purchased the 'Asian Version' of the game. I figured that Japan, being a country populated mostly by Asians, as well as being in Asia geographically, was a sure fit for the 'Asian' region of the game. Unfortunately, id's description of Asia includes only Hong Kong, Singapore, Taiwan, Malaysia, Indonesia, Thailand, Brunei, the Philippines and South Korea. Pretty much every Asian country EXCEPT Japan. Consequently, I had a copy of RAGE sitting in my hand that I had paid for in full, that I could not play because my computer was telling id Software's servers that I was Japanese.

My RAGE experience...

The second shady reason behind region locking is to avoid hurting the publisher’s relationship with retail stores. 


I know it's inconceivable for all of us gaming enthusiasts, who purchase the majority of our games as either direct downloads or from internet import sites, but a sizable majority of our more casual brethren still buy their games from brick and mortar stores like EB and JB Hi-Fi. Thus, in order to not give grey importers or direct downloaders an 'unfair' advantage over shoppers at the brick and mortar stores, game releases are locked to whenever retail copies arrive in that region's stores. To quote the immortal Penny Arcade, 'We're slowing down every car just so we don't hurt a horse’s feelings'

You know what? Fuck horses
I’ve clashed with this second kind of region-locking twice: first with Skyrim, then with Borderlands 2. Both times I have bought the game via Steam (in the case of Skyrim, I actually prepurchased the game from the Australian Steam store while in Australia), yet because the little boxes hadn't moved around in Japan, I was unable to play said games. They were fully pre-loaded, sitting on my Steam account, yet I was being told 'No. You can't play these games, even though all of your friends are playing them. You have to wait like all the other good little Japanese children'. The case of Borderlands is particularly significant, as it is billed as a co-op game. What good is playing a co-op game a good month after all of my friends back in Australia have finished it?

So what can I, and many others, do, when faced with these situations? The first answer is to use a VPN to 'trick' steam into thinking you are in a different country. The only problem is this potentially risks having your entire steam account banned, as using a VPN to 'disguise' your location for any reason is technically against the steam subscriber agreement (You agree that you will not use IP proxying or other methods to disguise the place of your residence, whether to circumvent geographical restrictions on game content, to purchase at pricing not applicable to your geography, or for any other purpose. If you do this, we may terminate your access to your Account.) So what does that leave us? Piracy. Yarrrrr!

Steve and stevesgameblog in no way, shape or form endorses or promotes internet piracy.
One of the best explanations for piracy I have heard is that it becomes prevalent when the pirates offer a better service than the publishers. Let's look at Russia and Eastern Europe. Piracy is so incredibly rampant there, not because Russians are dirty thieves, but because most publishers neglect the region entirely. Games are released months late, if at all and face numerous region restrictions. I complained about Japan's version of borderlands releasing a month late, but the Russian version released ONLY in Russian (screw you, Estonians!) and was only able to be played with other people in Russia. In Russia, the only way to play a majority of games on release date with the full set of features is to pirate them. That's the pirate providing a better service than the publisher.

Region locks and intrusive DRM, as well as the 'always-online' requirement of many of these modern games can also be bypassed by pirating. Pirating a game gives you a much better quality-of-life than actually buying it. In fact, as was especially frustrating in the case of RAGE, I was actively punished for purchasing a legit copy. Thus, as more and more games become region locked, you can expect piracy rates to increase accordingly. If you think that's scary, it's now time to have a look at the 'how,' as in, how all this PC region locking is possible in the first place, and how it implicates the unlikely villain in this picture.


Borderlands 2 is a game that's built around co-op. Region locks can unintentionally remove this feature

Did you manage to guess the villain already? 


I actually dropped his name a couple of times: Steam. Yes, Steam -- the platform beloved by pretty much every PC gamer out there for its ease of use, support of indie developers,  great customer support and of course, the delicious holiday sales -- is the reason why modern PC games can be region locked. Steam has become so popular that it essentially has a monopoly on PC game digital downloads. While it seems like a perfect company, ANY kind of monopoly is a very bad thing, and the increasing prevalence of region locking is the first sign of this. It's gotten to the point where even if you buy a game retail, you still have to activate it on Steam.  This means that you effectively have to be 'always online' to play your games, and publishers can use this requirement to constantly check your IP address and block you from playing their games. While this hasn’t happened in any Valve-produced game, the fact that Valve actually allows publishers to do this is a sign that Valve is willing to look the other way with Publishers trying to exploit gamers.

Scumbag Steam
So, as you can see, this is a very real problem that is bound to especially affect those in markets such as Australia and South East Asia. What can we do about it? I might be crucified for saying this, but maybe Origin isn't such a bad idea after all. While we are happy and content to have our entire game libraries all in one place, Steam continuing its monopoly unchallenged is only going to give rise to more shady business practices. The lack of competition may also slow down its drive to improve itself at the rate it is now. Origin is far from perfect, but given time I actually hope it grows to become just as big as Steam. If you still have hatred for Origin, try using alternatives such as gamefly, gamer's gate and especially good old games.

And all you big name publishers out there, next time you cry foul of PC gamers and their rampant piracy ruining your bottom line, maybe you should think about actually offering a service that is at least comparable to what is being offered by the pirates themselves?

Liked this article? Check out my other opinion pieces!

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Friday, 17 August 2012

PSA: (Video) KILL MANY ROBOTS, AKA - Why you should be playing TF2 RIGHT NOW!


Because I love all of my readers so much, here's a special bonus video, even though it's not Wednesday. Who knows, maybe I'll start updating TWO times a week! Holy smokes.


PS: The posting of this video in no way guarantees more than a single update per week, and in some cases (hungover, laziness), not even that.

My steamid is 'thetacoman' if you're interested in playing with me! I also occasionally host a MvM server.


Liked this video? Check out my PSA on Diablo III patch 1.04!

Thursday, 26 July 2012

GUIDE: So you wanna be a TF2 pubstar?

Team Fortress 2 is one of a few games that I am really, really good at. When I lived back in Australia, I played in a competitive team in ladder and league matches. These days, I still find myself coming back to it every once in a while because it’s just so damn fun. A ‘pubstar’ is a little joke we have in the competitive community, which describes someone who performs well in a public server, IE, the servers publicly available for anyone to join. It’s a joke because the difference between competitive and public TF2 is like night and day. There are skills, items, and play styles that will allow you to dominate a public server but would just be embarrassing if used in a competitive match. Today, I aim to teach you some of these ‘pubstar’ strategies and item combinations, so you too can make free-to-play n00bs suck it down.

The Soldier:


Note: 'I cast magic missile' is a re-named black box
Primary: The Black Box 
Secondary: Shotgun
Melee: The Escape Plan

Why the Black Box? Let me run some (made up but relatively accurate) statistics by you. At least 70% of games you play won’t have a medic. 20% will have a medic that sits behind a single heavy for the entire game and 9% will have just plain terrible medics that don’t understand survivability and will die before building an uber. That means you will have a competent medic in exactly 1% of the games you play. Many of these loadouts include a way to self-heal in order to offset the fact that you probably won’t have a medic. The Black Box is one of the best self-heal items in the game, as it is a passive self heal that happens every time you deal damage. If you are careful and spam a lot, you can easily get yourself back to full health after skirmishes. The vanilla shotgun is necessary as with the smaller clip on the Black Box you really need a quick way to do a bit of extra damage, and the Escape Plan is a no-brainer even after its damage nerf.

Pro-tips:

Never rocket jump without a fully reloaded launcher unless you absolutely have to escape somewhere. If you are in a fight and run out of ammo, 9 times out of 10 it is much more efficient to switch to your shotgun to finish them off than try and reload. Try to keep an eye on your ammo - if you are spamming it can run low pretty fast. Lastly, only ever use your equalizer to ESCAPE. Never try to run in and hit people with it.

The Scout:


Primary: Shortstop
Secondary: Mad Milk
Melee: Vanilla Bat/Holy Mackerel

Poor scout. For whatever reason, a good chunk of his unlockable weapons completely suck. Fortunately, the milk man, an item set released fairly early in TF2’s item lifecycle, is one of the best. The shortstop is slightly more forgiving than the scatter gun as it has a tighter spread meaning you can engage targets from a greater range, and it fires shots in very rapid succession meaning that you’ll probably hit at least one shot per clip. The mad milk is another great little self heal that can also help out your entire team if you manage to soak a big bunch of enemies with it. If you have them, using the holy mackerel and the milk man hat will give you an extra 25 HP. Props to Valve for making completely balanced set bonuses…

Pro-tips: Never stop moving. As a scout, movement is your best weapon. Learn the limits of your double jump. Most maps have many areas built with double jumps in mind. If you learn them, you can get places even faster. Don’t be afraid to disengage. If you come across a heavy that is spinning up his minigun, for the love of god don’t try to fight him. Be exceptionally careful of sentries. Even a mini-sentry can make life extremely difficult for a scout. Listen for their telltale beeps to avoid coming round a corner and getting gibbed.

The Heavy:


Primary: The Tomislav
Secondary: The Sandvich
Melee: The Gloves of Running Urgently

This is what I like to call the ‘stealth mountain’. The heavy’s biggest weaknesses are his immense size, slow speed, and the noise he makes when spinning up his minigun. When you have a competent medic, these aren’t so much of a problem, but playing solo will often see your enemies avoid you, chip away at your HP with hit-and-runs, or ambush you. This build lets you turn the tables and ambush them! First, use the GRU to get to places fast. Make sure you switch them out a few moments before arriving at a battlezone, as they will debuff you to take extra damage while being used and for a few seconds after switching. The tomislav does less damage than the heavy’s other miniguns, but it makes no sound while being ‘spun up’. Use this to your advantage! So many times I have used the GRU to quickly get to a choke point, then spun up my tomislav and absolutely eaten through anyone that came through, as they didn’t expect a heavy to be so close so fast. The sandvich, even after the nerf that stops you from picking up your own sandviches, is still a very viable self-heal.

Pro-tips: Always, ALWAYS eat your sandvich with your back to a wall. A heavy eating a sandvich with his back exposed is a spy’s wet dream. Jump around corners. While in the air, you don’t suffer from the movement speed slowdown of spinning up your gun. This means you can jump around a corner, and have your gun spun up and ready to fire as soon as you land. This is amazing for ambushing.

The Demoknight:


Primary: Grenade Launcher
Secondary: Chargin’ Targe
Melee: Eyelander

This is the perfect example of a loadout that will get you laughed out of a competitive TF2 game, yet can absolutely melt public servers. The problem with most demoknights is they tend to think of their swords as a primary weapon. Don’t do that. Use the grenade launcher as your primary, and only switch to the sword to finish them off. If you are careful, you can easily collect four heads and then be an explosives demon. I still like the Chargin’ Targe better than the Splendid Screen, as it’s a bigger damage reduction versus the Splendid Screen’s extra charge damage, which like I said is not something you should be using too much.

Pro-tips: Scouts will eat you alive. When fighting a scout, it’s incredibly hard to hit them with grenades, so this is the only time I’ll allow you to use your sword as a primary. Don’t be afraid to use your targin’ targe to escape. If you’re low on health, rather than smashing into the enemy in a last ditch attempt to kill them with your sword, consider just charging the fuck out of there, especially if you already have 3-4 heads collected.

The Sniper:


Note: 'The frying pan' is an alternate skin for the kukuri
Primary: The Huntsman
Secondary: Jarate
Melee: Own choice (Bushwhacker/Tribalman’s Shiv/Vanilla Kukuri)

Ahhh, the bow sniper. The bow sniper was the first time many TF2 fans thought ‘what the hell is Valve thinking?’ Nicknamed ‘the lucksman,’ the huntsman is incredibly effective in heavily populated public servers. Try joining a payload/payload race game and just flinging arrows in the direction of their cart. You’ll be top of the scoreboard in no time. Jarate helps you with assists, and also with anyone who tries to engage you in close range. Melee is own choice – I personally prefer the Tribalman’s Shiv as the bleed damage can help with those pesky spies - but the others choices are just as good.

Protips: There are none. Just fling arrows towards where you think your enemies are. This build is as brainless as it is effective. That said, it’s a lot more effective on maps where the teams tend to clump up, like payload and CP. It’s not as good on CTF. If I see you using the razorback I will hunt you down.

The Medic:


Note: 'IDDQD' is a re-named medigun
Primary: The Blutsauger
Secondary: Vanilla Medigun
Melee: The Ubersaw

Hold on, you want to play the MEDIC in a PUB? You’re braver than I thought. The only thing worse than being a competent heal target with a terrible medic, is being a competent medic with a terrible heal target. But if you do come across a server with players that warrant healing, feel free to try this build out. The Blutsauger and ubersaw are there because you don’t trust your heal target to protect you from scouts and spies. Most pub spies are dumb as hell, meaning that they will try and kill you and instead just give you 50% to your ubercharge thanks to your ubersaw. Scouts are pretty easy to take out with the blutsauger, and bad pyros will hilariously try and chase you while you can just backpedal and pummel them with needles. The vanilla medigun is still your safest bet for those ‘oh shit!’ moments, as the kritzkrieg really only shines when you have good communication with your heal target. The quick fix is terrible.

Pro-tips: Ditch everyone at the first sign of danger. Holding onto your ubercharge percent is more important than keeping your target alive 90% of the time. Make sure you constantly switch targets to keep all of your teammates overhealed. When deciding who to pocket, you can actually use hats to tell who warrants it. Avoid pocketing anyone with the Ghastly Gibus or Treasure Hat. Anyone with the Primeval Warrior badge has been playing this game since beta and you should probably throw them a heal.

The Spy:


Note: 'the big kill' is an alternate skin for the revolver
Primary: Vanilla Revolver
Knife: The Spycicle
Watch: The Dead Ringer

This is my ‘stealth is for pussies’ spy build. While the dead ringer has fallen from its super overpowered heyday, it’s still an incredibly viable option for anyone who thinks sitting and waiting in the same spot for the entire game is boring. The Spycicle gives you an additional layer of protection against your greatest foe – the pyro, and the vanilla revolver just plain out performs most other revolver options in a standard fight, with the exception of the ambassador, which is only a possible choice if you have godly aim.

Pro-tips: Try and put some distance between yourself and the enemy team if they pop your dead ringer, even more if they also melt your spycicle. Always wait until your Dead Ringer and spycicle are fully charged before heading back into enemy territory. If discovered buy an overzealous pyro or scout, backpedaling while firing your revolver can be surprisingly effective. When dealing with sentry nests, it’s usually best if you can backstab the engineer first, and then quickly sap his buildings. If you are right behind the sentry you should have enough time to do this before it turns around. While it is tempting to try and stab the medic, it’s usually a lot easier to just go for his heal target – especially if he is healing a soldier or heavy.

The Engineer:


Note: 'the lugermorph' is an alternate skin for the pistol
Primary: Frontier Justice
Secondary: Vanilla Pistol
Melee: The Gunslinger

This is my offensive engineer build. While it’s obviously bad in certain situations (when defending on an attack/defend or a payload map for example) it excels in most others. It’s particularly effective in maps that require you to be constantly moving your gear up, such as 5CP maps and offense on payload. Essentially, you want to put your mini-sentry down and then try and bait people to chase you into it using your pistol. If done right, you can store up a few crits with the Frontier Justice, which you can use to force yourself into more viable sentry positions.

Pro-tips: Don’t forget the teleporter! Even if your team sucks, having the cannon fodder arrive at the front lines in a timely matter means that there will be less fire directed at you. Always have at least 100 metal before attempting to push into an enemy controlled zone, so you can place a mini sentry. If you pick up an existing mini-sentry, when you put it back down it will deploy much faster than a standard deployment.

So there you have it, a set of tips and loadouts for every class that should help you out when playing in public servers. Thanks for reading, feel free to discuss your own TF2 tips and tricks in the comments.

Oh shit, I forgot about the pyro! Uhhhhh

The Pyro:


HUDDA HUDDA HUDDA


Primary: Backburner
Secondary: Whatever
Melee: Whatever

Pro-tips: W+M1














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