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TF2 Engineer update incoming?

speculawyer said:
Yeah, that was the other thing I was gonna say. Natascha.

But damn . . . I need to work on my Pyro. I used to only use the Backburner. I crafted it so now I have the air blast but I never use it. I better try to learn how to use it . . . it does seem really useful. But the back burner is nice when you suck because it really melts foes if you can get behind them. :D

And I've been too stupid/slow to use the axetinguisher. I should learn that too.

Airblasting is amazing, although it can still be difficult to time Soldier's Rockets correctly, or juggle someone into an Axetinguisher.

It IS simple enough to compression blast an Uber off a sentry, or to blast them into a pit (ala Steel, and numerous other maps).
 
snoopeasystreet said:
Pyro's airblast is so satisfying. Blasting a soldier's crit-rocket back him feels so good.
I did this last week and finally unlocked the achievement for returning a crocket and getting the kill, best thing about it was that he was only 6 meters away and it was like I had jedi powers, don't think he expected it at all :lol
 
Ookami-kun said:
I consider it a true skilled Pyro to be able to reflect sentry rockets. It's the ultimate LOL trick!

Sentry rockets are generally pretty easy, especially from a distance. Always tougher when there's a soldier bouncing around, aiming at your feet.
 
EvilMario said:
Sentry rockets are generally pretty easy, especially from a distance. Always tougher when there's a soldier bouncing around, aiming at your feet.
I feel like sentry rockets actually move faster and are harder to time especially when you're being bounced around by the regular sentry bullets. Are they the same speed as soldier rockets?
 
Diablohead said:
I did this last week and finally unlocked the achievement for returning a crocket and getting the kill, best thing about it was that he was only 6 meters away and it was like I had jedi powers, don't think he expected it at all :lol

Aside from my triple-kill reflected crocket during the War (take that, Kritzkrieg!) my favorite reflect kill is still one on Dustbowl, just trying to get the guy away from the point. From my perspective (thanks to lag compensation and such), it went like this- I reflect, he jumps, he fires, rocket turns around, hit him, he explodes. All in, like, .5 seconds. Wasn't even interested in killing him, just timed it perfectly.
 
Diablohead said:
And no matter how many sentry's and snipers there are the intel is always able to be captured by one person if they know what they are doing, I love teufort so much but it does get boring after a while.
Really? I find it very hard to get the intelligence if the other team has just a couple simple sentry placements. You sneak past as a spy but good luck on the way home.

I think you generally need a pack to take down some sentries and then someone can make a run for it.
 
Barely touched Sniper is nearly a year. Just went wild on it and unlocked tons of achievements. Had 83 points (runner up being in the 50s) with 35 headshots and like 5 dominations. And all I got was more piss in a jar.

DAMN YOU


Game is fun as hell. Not entirely sure why I quit playing.
 
roMonster said:
I'd take the Buff Banner over Jarate.

But Jarate lasts even after Sniper dies, and it doesn't really replace a "useful" secondary (SMG isn't really that much, by the time you are using SMG you might as well be dead. BB however replaces Shotgun).
 
Ookami-kun said:
But Jarate lasts even after Sniper dies, and it doesn't really replace a "useful" secondary

the fuck ?

sniper_razorback_large.png
 
Awareness > Razorback.

Learn to look back, young grasshopper. But seriously though, the Jarate is just too useful. Toss it on a group trying to push the cart or capping a point and they'll die that much faster as your team pounds them. Take out spies. So useful.
 
Dresden said:
Awareness > Razorback.

Learn to look back, young grasshopper. But seriously though, the Jarate is just too useful. Toss it on a group trying to push the cart or capping a point and they'll die that much faster as your team pounds them. Take out spies. So useful.

The Razorback is great for taking something out of your mind when sniping, so in that sense, it IS useful.

I still use Jarate, and keep in mind my surroundings. But i wouldnt call the RB useless.


Btw, dunno if i should keep using the new Kurki since they nerfed it a bit. Ive been switching between the two lately.
 
SalsaShark said:
The Razorback is great for taking something out of your mind when sniping, so in that sense, it IS useful.

I still use Jarate, and keep in mind my surroundings. But i wouldnt call the RB useless.


Btw, dunno if i should keep using the new Kurki since they nerfed it a bit. Ive been switching between the two lately.

The razor back is easily the most useless item yet. Not only does it take the spot of a very powerful assist tool in a team based game but it even further reduces the snipers defense against spies. To me any sniper wearing a razor back is essentially a free kill. Even without the ambassador 9/10 times I can simply walk up next to a scoped sniper and drop him there on the spot with a few bullets before he even has time to react. And should the sniper by some miracle live long enough to change focus and fire at me they no longer have their speed advantage due to the razor backs penalties and I no longer have to worry about the surprisingly deadly no scope + SMG combo.

In my opinion I would keep the shiv. It might not outright save your life as much but getting tagged as any light class pretty much guarantees you'll lose a fair chunk of health and will be left an easy kill. Not to mention being able to tag spies in large groups of people is incredibly useful, especially in the clusterfuck that follows a "mass sapping".
 
You can two shot a sniper wearing a razorback simply with the standard revolver. I've done it many, many times.

I pretty much never use the razorback ... That said, it could use a buff.
 
Yeah, maybe make it invisible or have it "respawn" like other lunchbox items.

And yeah, Shiv is actually pretty awesome.
 
Blizzard said:
I got killed by an overhealed (I guess) heavy after the flame and axetinguisher hit failed to kill him this very night. ;_;

The heavy is by far the hardest class to puff & sting as a pyro. Unless you point burn for almost a full second before you puff/axe, it will take two swings to drop him. Your best bet is to simply blast them into an angle that will let you get away while letting them burn a bit, and maybe risking a flare shot while you corner escape. It's almost never worth it to go in melee against a heavy as a pyro, your other teammates will be much better equipped to handle them. Usually the only reason you want to do it is if you have the Backburner and you get a back ambush off or you're just in close to nullify a heavy uber (which is usually a sacrifice on your part).
 
Also, RB has its uses (it's very useful if you're a Huntsman Sniper who goes with your teammates - Spies won't DARE shoot you out of noise and lack of stealth), but it's outclassed still by Jarate.
 
Yeef said:
I can play most classes relatively competently, but for some reason I just can't get the hang of Sniper.
Step 1: Throw jarate
Step 2: Equip kukri and charge

At least that's how I end up playing him most of the time.
 
EvaPlusMinus said:
How in the fuck does this crafting stuff work? I haven't played this game in ages. Fun as fuck, but man I just want to get some new weapons. I'm missing so many!

There are a lot of crafting guides out there to check out in case you're curious.

This one is pretty good.
 
Yeef said:
I can play most classes relatively competently, but for some reason I just can't get the hang of Sniper.

It's hard to give advice for sniper even though it is by far my most played class (over 100 hours when most the others have 20 or less), partly because snipers really live and die on the player's aim more than any other class. If you don't have a really strong ability to predict movement and make consistent shots, you'll probably be significantly more useful to your team as another class even if your total points on the board are similar.

One of the main things you have to do is to NOT get into "sniper wars" unless you absolutely have to try and neutralize an enemy sniper who is in a bad position for your team (and you have no good spies to take care of them). This is the fastest way to be totally useless to your team unless the other sniper is clearly amazing and your best contribution is to try and slow him down. Remember that the key to victory against another sniper is for him to not see you before you take your shot, which means finding hard angles for him to see (that he won't readily be expecting) and if that fails and he counter-snipes you, do NOT take another shot from that same position again.

One important thing to understand as a sniper - and I get flak for this, mostly from CS kids - is that full-charge shots are instant kills to certain classes no matter where you make your hit. Those are classes 150 health and under: scouts, spies, medics, engineers, and (sometimes most importantly) other snipers. However, these classes will sometimes be stocked with "overheal" from an opposing medic - given that only the medic is actually a 150 health class (the others are 125) this still means you will very often get a 1-hit kill at full charge on a body shot. Be wary of taking those shots against enemy medics as even 1 point left in their overheal will prevent the kill (though if they are simply too hard for you to headshot, still take the shot and either let them risk dying with their remaining life or try to scare them into potentially wasting an ubercharge). Don't be ashamed to take full-charge body shots on the other classes; it's a significant advantage to be able to 1-hit kill anyone on the opposing team from any visible distance.

As for more general tactics, one thing to try to keep in mind is that you shouldn't let yourself get tunnel vision and sit somewhere zoomed in where you will likely not be able to take a shot for a significant amount of time. If you have no targets and don't know where the enemy is currently engaged, you need to be moving to find a new angle. Furthermore, when you are zoomed in, try to keep your "dot" away from plainly visible walls that an enemy is going to be facing when they are making their approach, as they can see that dot and will start actively looking for new routes. This essentially starts to defeat your purpose before you ever get to take your first shot. It's not always a bad thing to "take up roost" somewhere if you know your flanks are safe and there is no long-range challenges, but don't waste it by signaling to the enemy what line of sight you have.

Keep yourself mobile as much as possible. If your team is on the offense and pushing up, you need to be moving up too - most often, your best chances at "open land" shots (where the enemy is in a vulnerable section of play field without significant cover) occurs in the heat of a hectic assault by your team. Never be looking to hang back and pick off stragglers, as this is very rarely a valuable tactic in TF2 gameplay. Stragglers mean those players are "offside" (away from whatever the current valuable point on the map is) and you also likely are if you have a clean LOS on their position. On defense, usually a sniper's best hunting ground is a LOS directly on the active point, or looking slightly beyond it in the enemy's direction. It is especially valuable if you have a LOS on a point where the enemy has to turn a corner just before approaching the current "active" point, because that is where they are going to look to activate their ubercharge and where you can make big plays for your team by sniping an enemy medic just a second before that assault happens. Those are shots worth taking even if you think it will mean giving up your position to the enemy as it removes a significant amount of time from the enemy's clock regaining that ubercharge, or forcing them to make the push without it.

If you find yourself getting backstabbed (or headshot if you're wearing the Razorfail) too often, it probably means you're simply too far back from where you need to be and are easy spy food. Often times, if a decent spy wants to kill you and they haven't been properly spy checked, you are simply going to die - you want to make it so that there is every chance they will get immediately killed by your team for doing so. In that sense it is often good to be within a friendly sentry's range, but never plant yourself right next to a sentry as you'll be a priority target for the spy if he comes in for a sapper. You also may simply be revisiting "roosts" too often and making yourself predictable for a spy running his back-end routes. This plays in to not being zoomed in all the time; if you're not zoomed you can switch to your kukri and take a swing at any friendly player that comes near your current spot. Often a spy will panic and literally back up if you switch to melee and approach them; if you see that warning sign, you need to switch to your Jarate (or, if you do not have that yet your SMG) and spy check them immediately. Jarate is perfect for this because if it hits an enemy spy it will short out their cloak, making them a very easy kill for your team even if they manage to kill you with their revolver.

Long story short - keep your feet light, your aim true, and play the map like a nomad rather than a settler.
 
I know it's been said a lot but TF2 truly is the game of forever. It's like WOW in that it just keeps giving the love.

It may well be the greatest game I have ever played and I intend to be playing it for many more years.

(also.. pyro ftw)
 
So playing on some class restricted servers this weekend because I actually like playing as engy and that's the closest to 'real play' I'm going to find for awhile, it seems as though the most useful part of this update is the picking up and moving of stuff rather than any of the unlocks.

I don't have the wrangler yet, but unless it's mind blowingly good I think I'm going to be using normal shotgun + southern hospitality + pistol in the future.

The Gunslingers kind of fun, but although dropping them I can hear a lot of pingpingping I just don't get many kills, and opposed engys are almost guaranteed to have dispensers to heal back the wounds I do near the front lines.

Also to put in its bad books, it seems a bit harder to actually upgrade teleporters with it, not sure why, but I have to do the crouch+forward shuffle to upgrade but not use.

Frontier Justice looks cool as hell, but halved ammo and long reload gets noticed by me a lot, and paired with gunslinger means you cant switch to pistol to finish people off.

Southern Hospitality feels like a straight up upgrade to the wrench. Bleeding spies tend to run away a lot more than spies just taking wrenches to the head do.
 
Disappointed with the Wrangler, to be honest. I've never been a camper/defender, so using standard turrets with it is very dull, and as for mini sentries... it feels more effective to just pop out my shotgun or pistol. >_> It's main bonus is the bubble shield that pops out, but even then you're still rather vulnerable.

Crafted the Homewrecker and used that with the Backburner for some fun, but went back to my good old Flamethrower+Axtinguisher. Also crafted the pyro propeller head hat.
 
I use the razorback with the sniper rifle. Rarely do spies bother shooting me, since doing so would announce their presence to everyone in the area. It's easier to remain hidden for a second strike if you stab rather than shoot, so they look for a softer target.

With the bow I prefer Jarate, though.
 
Wallach said:
One important thing to understand as a sniper - and I get flak for this, mostly from CS kids - is that full-charge shots are instant kills to certain classes no matter where you make your hit. Those are classes 150 health and under: scouts, spies, medics, engineers, and (sometimes most importantly) other snipers.

Good post. However, this is the thing I hate most about snipers :lol I like that a full-charge headshot is lethal to all classes, but I'd also like if a full-charge bodyshot wasn't lethal to any class at all.
 
Dresden said:
Disappointed with the Wrangler, to be honest. I've never been a camper/defender, so using standard turrets with it is very dull, and as for mini sentries... it feels more effective to just pop out my shotgun or pistol. >_> It's main bonus is the bubble shield that pops out, but even then you're still rather vulnerable.

Well to be fair, the mini-turret's purpose is to team up with you while you let loose with your shotty/pistol.
 
Okay, I'm not totally understanding the Frontier Justice or something because I was using it last night and not getting any "Revenge" crits. Either that, or the new counter on my UI for revenge crits isn't counting (and I wasn't noticing if I was shooting crit shots at all).

Does it only work with the mini-sentries? Does it only grant you the crits once the sentry is destroyed / exploded? Do you only keep the crits as long as you are alive? (death resets them?)
 
Owensboro said:
Okay, I'm not totally understanding the Frontier Justice or something because I was using it last night and not getting any "Revenge" crits. Either that, or the new counter on my UI for revenge crits isn't counting (and I wasn't noticing if I was shooting crit shots at all).

Does it only work with the mini-sentries? Does it only grant you the crits once the sentry is destroyed / exploded? Do you only keep the crits as long as you are alive? (death resets them?)

Sentry needs to be destroyed before you get any crits. That's why it is called "revenge crit".
 
Owensboro said:
Okay, I'm not totally understanding the Frontier Justice or something because I was using it last night and not getting any "Revenge" crits. Either that, or the new counter on my UI for revenge crits isn't counting (and I wasn't noticing if I was shooting crit shots at all).

Does it only work with the mini-sentries? Does it only grant you the crits once the sentry is destroyed / exploded? Do you only keep the crits as long as you are alive? (death resets them?)

If you die you lose them. You can also destroy your own sentry to get the crits.
 
Hell yeah bodyshots

Seriously, if there's no reason to take the risk of missing a headshot because you're charged, just shoot him in the belly. If they complain about it just do it again and taunt them. You're doing the right thing.

Oh, and Jarate is the single best item in the game.
 
Am I the only one experiencing this problem?

Early this morning I was able to play fine. Now this evening I tried playing but Steam keeps on reconnecting - I've been logging in and out repeatedly!
 
Ookami-kun said:
Am I the only one experiencing this problem?

Early this morning I was able to play fine. Now this evening I tried playing but Steam keeps on reconnecting - I've been logging in and out repeatedly!
  • Check your internet connection
  • Restart steam
  • Delete clientregistry.blob and restart steam
 
I can't find a use for mini sentries other than retreating or providing a slight distraction and a minor annoyonce to noobies. Sticking with the level 3 until otherwise proven wrong.
 
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