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:
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:
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:
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:
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:
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:
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:
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:
Pro-tips: W+M1
Liked this article? Check out my In-depth guide to the Heavy!
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Liked this article? Check out my In-depth guide to the Heavy!
Subscribe to my Twitter and my YouTube channel to keep up to date on Steve's Game Blog news!
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