Team Fortress 2

Team Fortress 2

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Some Basic Things New Players Should Learn or Do
By Oysenberry
New to the game? Read this, and you might know a few more things about the game! We will cover many things, such as achievements, your backpack, MVM and many other things!

If any experienced players are reading this and feel that I missed something, just leave a comment.
   
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Introduction
So, you're a newbie, hmmm? There are some things that you must learn before playing the game (properly). I will cover some basic things for each category.

Oh, and get a Premium TF2 account as soon as you can. It makes the game a whole lot better.
Things you should change in the Options
In the Options menu, there are many different tools that you can use.

In Keyboard, you can rebind the keys of certain actions, such as walking, crouching or firing your weapon. I set my Action Key to ALT so I don't accidentally press it in MVM when I want to taunt.



In Mouse, you can change your mouse sensitivity. Personally, I set my mouse sensitivity to 6.00, which is at the end of the slider. I prefer more slidy controls. Find out what you prefer by testing each mouse sensitivity in-game.



In Audio, you can change the volume of the game. You should keep your sound all the way up and wear headphones. If you don't wear headphones, then you can keep it down.



In Video, there are many options to make your game run better. You can also change your window size. Most of the more important Video settings are in Advanced, most of the settings on the main screen are just screen size ones. I personally run TF2 in a window, with 4:3 ratio and a size of 800x600. The game window is a bit more square shaped, but that's fine. I am a multitasking person.



In Microphone, you can do some things with how your microphone in-game works. I don't really use this much.



In Multiplayer, you can set a custom spray or make a custom crosshair. I don't use the Custom Crosshair, but I do use the custom spray for purely cosmetic reasons. These settings aren't super important.



And now we are in Advanced Options. This screen has so many useful things in it. I recommend using hitsounds and also displaying what damage/healing you have done over other player's heads. I also recommend the sound for when something has charged, so if you're focused on something else, you can be alerted to when your meter has charged up. Also I recommend the auto-call for Medic, which, when you play as Medic, your teammates will have a health symbol above their head when they are low on health. You can then track them down easily and heal them. And, if you don't like having to manually reload all the time, try Auto Reloading!



So, now that we have changed our settings, why don't we do some practicing of our skills?
Training
Before you jump into your first Pub (public server) match, why don't you do some training? There is a button on the main menu that says, "Training", and has a target symbol on it.



Once you're in there, click on "Basic Training".



There are 4 classes that you can do training for: The Soldier, the Demoman, the Spy and the Engineer.



These tutorials will tell you some of the basics of the game.



NOTE:

The Soldier's Shotgun shouldn't be primarily used. His Rocket Launcher does a ton of damage compared to it AND has the ability to blast you a few metres into the air using Rocket Jumps. Only use the Shotgun if the enemy is on low health or if you are low on Rocket Launcher ammo. However, you should use the Shotgun as Engineer on enemies whenever you are not cowering behind your own level 3 Sentry.

Also, if you want to finish enemies off with a Melee weapon, check that random crits are enabled on the server. Melee weapons have a high crit chance, but don't do as much damage on a normal hit. They normally do 195 damage on crit for most classes, except for the Scout and the Spy.

Although with unlockable Melee weapons, there can be some special stats that make it easier to finish an enemy with a crit or high damaging hit, such as the Market Gardener, which does a crititcal hit on someone you hit whilst rocket jumping (which is pretty hard to do), or the Back Scratcher, which does more damage.

Once you're done with these Training missions, you should be set for Public matches.

But wait! There's more!

There is a map called "tr_walkway", which is a community-made training map where you can practice your aim, or just mess around with bots. This map isn't an official map, so you need to download it. You can either get it from a TF2 mod files website such as GameBanana or download it from a server running the map or the Steam Workshop.

The easiest way is to get it from a server. Click on the "servers" button and type in the Map box, "tr_walkway". Please note that there might be a build number on the end of the map name, so don't mind if there's some more characters on the end of the map name. Then join a server running it and just download it.



Once you have the map, you can just play it in your spare time. Press the "~" key and the Console screen should pop up. If it doesn't, go back into Options, click on Advanced and check the box that says, "Enable Developer Console". Once you have the Console up, type in "map tr_walkway" and search for the one with the correct build number.



Once the map is booted up, the Bots should start spawning after the pre-game. If they don't, simply type in the console, "sv_allow_point_servercommand always" and restart the server by joining Spectator then joining RED again.



Have fun with your new map!



I gotz teh airshotz. I haz teh skillz
A Guide to the Classes (Stock + Achievement weapons + Stats)
So, let's have a look at the classes, hmm?

Scout

He's fast, he's agile, he's annoying, he's the Scout. He comes from Boston in America, and he has a suspicion that the Spy might be his father or something. His Scattergun is a modified double-barrel Shotgun with lots of spread and damage, finishing most classes in 2 close-range hits. His Pistol is slightly more accurate, and fires rapidly. His bat also fires rapidly, but does less damage than other Melee weapons, doing around 40 damage per hit instead of 65. His Unlocks include another Scattergun that does more knockback, a can of caffeinated drink that makes him invincible for a few seconds and a bat that comes with a ball which can stun enemies.

Soldier

He comes from Western America, and is far from the brightest of the Mercenaries, he's the Soldier. He also used to be a lawyer and was a roommate of Merasmus the Wizard. He is also one of the slowest classes, only beated by the Heavy in slowness. His primary weapon is a rocket launcher, which can do a ton of damage, and also does splash damage, because it's an explosive. His shotgun is a less powerful version of the Scattergun, taking 3-4 close-range hits on most classes to kill. His shovel is just a normal melee weapon, and normal melees do a whopping 195 damage on a crit! His Unlocks include a rocket launcher with less blast radius but a faster projectile, more damage and does a mini-crit on airshots (hitting a player who you have bounced into the air), a Banner that charges up as you deal damage and enables a Mini-crit boost and a pickaxe that lets Soldier run away quickly if he is on low health, and builds up more speed the lower his health is.

Pyro

Pyro is a mysterious man - or thing - who we don't really know the origins of. What we do know is that he (I'll refer to the Pyro as he) likes fire, and he thinks that he is in a magical world full of balloon unicorns, rainbows, bright colours and lollipops. His primary weapon is a Flamethrower, which is a short-ranged fire-shooting weapon that can also do afterburn, where it can continue burning players who are not in your Flamethrower's range, and also has an Airblasting feature, which can extinguish teammates, push enemies and reflect enemy projectiles. He also has a shotgun, which is identical to the one used by the Soldier, except the Pyro is a bit faster, and runs at the default running speed for most classes. He can also do a Hadouken when holding the Shotgun or any other Secondary weapon. His melee is an axe, which is just a normal Melee weapon. Pyro's Unlocks include a special flamethrower that does crits when you aim at a players back but takes more ammo to airblast, a Flare Gun that can also set people on fire, has an arched projectile and does 90 damage on a critical hit, which it always does on previously burning players, and an axe that does mini-crits to burning players and does crits on the backs of burning players.

Demoman

From Ullapool in Scotland, Tavish DeGroot is a drunken man who lost his eye as a kid to Merasmus the Wizard (who as we said earlier, was the roommate of the Soldier) when he opened an evil book in Merasmus' library. His primary weapon is a grenade launcher, which has rolling grenades with an arced projectile path that can do more than 100 damage on a close-range direct hit. He also has a Stickybomb Launcher, which has bombs that the Demoman can lay down on the ground and detonate either instantly or whenever he wants. His stickybombs also disappear when he dies. His melee is a bottle, which is a completely normal melee weapon. His Unlocks include an alternative Stickybomb launcher which does more damage, more bombs can be laid down at a time and can be detonated in groups rather than all at the same time, a shield which also replaces the Stickybomb launcher which gives you some resistance to Fire and Explosives and disables afterburn on you and lets you do a special charge move that will push you forwards and will do minicrits when you hit an enemy mid-charge or crits at the end of a charge, and a sword which takes away some of the Demoman's health and disables crits, but has a longer range and will raise your maximum health and speed whenever you kill someone with it, and maxes out at 4 heads, but you can get overheal or healing from kills.

Heavy

The Heavy (his real name is Misha) is from the Northern parts of Russia and lives with his mother and 3 sisters in an old wooden cabin. He is a very large man and isn't exactly the brightest either. He is the slowest of all of the classes, but also has the most health. His primary weapon, the Minigun (also known as Sasha) has a rapid fire rate and also has spread damage. Also, it doesn't require reloading, which is great. However, Heavy is very slow when spinning the gun up. Also, Heavy loves his Minigun and even made a bed for it back at his house in Russia. His secondary is a Shotgun, which is similar to the previously mentioned Shotguns, but of course, Heavy is a lot slower than the other classes who use Shotguns. His melee is his own bare hands - his fists - and is identical to most other Melee Weapons, but can also use the Secondary Fire button to fire as well as the Primary, which is a very minor feature. His Unlocks include another Minigun known as Natascha, which can slow people on hit, but does less damage and takes a while to start firing, a Sandvich (note the V in the middle), which can heal the Heavy for up to 300 health (his default maximum) and also can be dropped for Teammates, and acts like a Medium Health Kit (half of their health), and some boxing gloves, which have a slower fire rate but enable crits for a few seconds on a successful kill with them.

Engineer

Dell Connagher comes from Bee Cave, Texas in America, and is the brighest and least crazy of the Mercenaries. His grandfather also built life extending machines for Blutarch and Redmond Mann, who are the people responsible for the events of TF2. The Engineer uses a Shotgun, which is identical to the other Shotguns, a Pistol, which is actually not identical to the Scout's pistol, as it has a higher maximum backup ammo, and a Wrench, which is identical to other Melee weapons, except it can upgrade, speed up the build speed of and repair Buildings laid down by him and his fellow Engineers. He also has a Construction PDA and a Destruction PDA, which let him build and destroy his own Buildings. His buildings include a Sentry gun, which can fire bullets and later explosives once it's at Level 3, a Dispenser, which generates infinite ammunition and health, and slowly generates metal for the Engineer to use to build and destroy, and a Teleporter, which he can build an Entrance and an Exit for, and he, his teammates and enemy Spies can use the teleporter. His biggest enemy is also the Spy, who can take his teleporters and sap health out of his buildings. The Engineer's Unlocks include a special Shotgun which, once your Sentry is destroyed, will give you 1-2 guarranteed critical hits per kill that you got with that Sentry, but has a smaller clip, a laser pointer that you can manually aim your Sentry with and also puts a shield around your Sentry which gives it more health, and a freaking ROBOTIC ARM which gives you more health and the ability to do a 3 hit combo, but deploys a smaller, but still powerful Mini Sentry which cannot be upgraded, but is better at tracking people and fires faster than the Level 1 Sentry.
A Guide to the Classes Part 2
Medic

The Medic comes from Germany, and is also one of the smartest of the mercenaries. However, he is a crazy doctor with a split personality: Sometimes he's friendly and kind, and sometimes he is a mad crazy man. He is slightly faster than the default speed and he also has auto healing. His primary is a Syringe Gun, which has rapid fire and a slightly arced projectile(?), but it counts as a bullet weapon for some reason. He also has a Medi Gun, which can healh his teammates and also give them Overheal (temporary extra health) and once you heal enough people, you will be able to deploy an Ubercharge, which will give your heal target and yourself temporary invincibility. His melee is a bonesaw, which is identical to other Melee weapons. His Unlocks include a special Syringe Gun that heals the Medic when he hits someone, but his auto-heal is pushed down, a special Medi Gun which charges its Uber faster and has a Critical Hit uber instead of an Invincibility Uber, and a special Bonesaw that has a slower fire rate but gives the Medic 25% Uber on hit.

Sniper

From the outback of Australia, Mr Mundee, previously a bird/alien watcher, throws rocks at the other Australians. Truth is, he is actually from New Zealand, which was sunken under the water when the residents of the small country thought that the world was going to be covered in lava. He then crawled into a rocket as a baby, smashed a hole through the dome that was protecting New Zealand from water and landed in Australia, leaving a wrecked New Zealand behind. Whilst he is weaker than most other Australians in the TF universe, he does have very good aim. His Sniper Rifle requires precise aiming, and does 45-150 damage on a body shot and 150-450 damage on a headshot. It does more damage depending on how long you have been in the scope. He also uses a Submachine Gun, which is similar to the Syringe Gun but hits instantly and doesn't have an arc. His melee, the Kukri, is just a normal Melee weapon. His Unlocks include a bow which has a super fast projectile, quicker charge, a slight arc on a quickscope and does up to 360 damage on a headshot. Also, it doesn't scope in, instead it just charges the bow. If you hold the Primary Fire button for too long, the arrow will not be as accurate. His other unlocks are a shield that replaces his SMG and protects him from 1 backstab per life (Sniper is also an enemy of the Spy), and a jar of piss that you can throw at enemies and any damage that is done to them is a mini-crit.

Spy

The Spy is a handsome man from France who is having a secret affair with the Scout's mother. He uses a Revolver which has a single shot which does an alright amount of damage, a Sapping device which can be used to sap health from an Engineer's buildings and stuns/slows bots in MVM, a knife which instantly kills its target on a successful stab to the back but does slightly less damage than other Melees, an invisibility watch which makes the Spy able to be invisible for a while and a disguise kit which lets the Spy take on the appearance of other players, whether on his team or not. His Unlocks include a special revolver with an engraving of the Scout's mother on the side and can do headshots but has a slower fire rate and less damage, a cloaking device where you can stay invisible and stand still and it automatically refills your cloak but has less time on its cloak timer and another cloaking device which will fake your death if you take damage whilst holding it.

If you want to learn more in depth about a class or know more about their other Unlocks, just find another guide or ask me personally, I won't be able to explain it here.
Gamemodes
There are many Gamemodes in Team Fortress 2. Some involve taking something from the enemy's side of the map to yours, and some involve getting into the enemy's side of the map/defending your base from them.

Control Points and Attack/Defend

These gamemodes are centred around capturing your enemy's Control Points or defending your own.

In Control Points, you will normally have 5 Control Points on the map. You will start off with 2 of them captured for each team, and one point in the middle of the map that one of the teams needs to capture in order to progress the match. Once you have captured that, you move onto the other two Control Points and capture them. However, the enemy can capture your points while you are capturing theirs. Some control points take longer to capture than others, so you need to be quick. Capture points will get to their maximum capture speed when 3 people are on the control point, and the only reason to have more people is to fight off enemies trying to defend. This gamemode is very linear and symmetrical, having both bases almost identical. Also, when you capture a point, your Spawn will be moved forward.

In Attack/Defend, the BLU team captures the RED team's Control Points, but the RED team can't capture them back. Most maps have 2-3 Control Points. This gamemode is also very linear, but not symmetrical, as the RED team is defending and the BLU team is attacking. Once BLU captures a point, the BLU spawn will normally be pushed forwards and/or the RED team's base will be harder for RED to get around in. Some maps, such as Dustbowl, even have different levels that you progress through.

Payload and Payload Race

The Payload gamemode is very similar to Attack/Defend: BLU is trying to capture points owned by RED. However, what's different is that you need to push a bomb cart onto the points in order to capture them. You push them whenever you sit near them, and you get ammo if you are behind it or on top of it. Also, there is a spectacular explosion at the end. Also similar to the Control Points gamemodes, you reach maximum push speed when you have 3 people on the cart. Some maps have special carts, such as Frontier, which is a TRAIN WITH A BIG MOUTH THAT EATS PLAYERS UNFORTUNATE TO STAND IN FRONT OF IT.

Payload Race is similar to Payload and Control Points. Both RED and BLU are pushing bombs into each other's bases. You can choose to either defend or push the Cart. Nuff said.

Capture the Flag, Special Delivery, PASS Time, Mannpowers and Robot Destruction

In Capture the Flag, you have to get the enemy's Briefcase to your base or stop the enemy from doing so. The maps for this gamemode are normally small, but have many alternate paths. This gamemode is popular with Engineer and Scout mains, as Engineer is good at defending and Scout is good at attacking. If the carrier of the Briefcase dies, the Briefcase is dropped on the ground and will eventually return to the owner's base if it isn't picked up beforehand.

In Special Delivery, you need to get a special Briefcase holding Australium/Tickets to the Rocket/Strongmann Machine at the other end of the map. What's special about this gamemode is that whoever gets to the Briefcase first is attacking. This gamemode shares many similarities with Capture the Flag, except there is only one Briefcase that either team can carry. Much like CTF, when the Briefcase is dropped, it will return back to the drop zone eventually. Also, once you get to the Rocket/Strongmann Machine, you stand on a platform that slowly gives you health, and wait for it to go up to the hatch on the Rocket/Strongmann Machine that you put the Briefcase in.

In the Halloween version of this gamemode, you also go into a Bumper Car game at the end where you can only kill people by bumping them off the edge of the track. There are 3 Bumper Car games: Falling platforms, where Merasmus tells you a platform to stand on and the rest of them will fall after a while, Bumper Car Soccer, where you push a ball with your Bumper Car into a goal, much like Rocket League, and Collect Ducks, where you pick up ducks scattered around the track and you get extra Ducks for bumping people. When you die, you are dead forever until you bump an alive teammate as a ghost.

Also, this and the End of the Line Update were the origins of the Bonus Ducks meme, where Merasmus called out "Bonus Ducks!" when Quackston Hale ducks dropped during the End of the Line Event.

PASS Time is much like modern Soccer: Get the ball to the enemy team's goal. It also shares similarities with modern Basketball and Hockey. When you hold the ball, you get a temporary speed boost and health regeneration, as well as invincibility if you steal it from an enemy by intercepting their ball or whacking them with a Melee weapon/Sandman ball. You can also throw the ball, and it locks onto teammates who you look at directly. You win after 3 scores, much like Capture the Flag. This gamemode is still in beta.

Mannpowers is a lot like Capture the Flag, but with modified versions of popular non-CTF maps, powerups scattered around the map (I won't explain the Powerups here) and A GRAPPLING HOOK! You can hook onto any surface, including players, with this Grappling Hook, and players hooked by it will start bleeding. You can also attack players using Weapons if hooked onto them. In this Gamemode, touching your own Briefcase while it is on the ground will instantly return it to your base. This gamemode is still in Beta.

Robot Destruction is also like CTF, but with harmless robots that you can kill/defend in the enemy's base/your base. These robots will give you Points, and you can have up to 300 points. There are 3 different levels of robots, which roam around and respawn at different points of the map, and they have different amounts of health and Points. Once you get over 25 points, the enemy is allowed to capture your Briefcase, and they get your points, but they must wait in order to get all of your points, and if they pick up less than 25 points, they don't get the Briefcase. Once you get 300 points, a timer counts down so the enemy has a chance to recapture your points. Once you win, a spaceship flies to your base and a robot with a clip of paper comes out. This gamemode is still in Beta.

Arena and King of the Hill

In Arena Mode, there is a Control Point in the middle of the map. To win, you capture that point. However, when you die in the game, you die in real life will stay dead until the end of the round. You also win by killing the entire enemy team. Most maps in this gamemode only have small Medkits. Also, there are no Resupply cabinets. There aren't any Valve servers running this Gamemode anymore.

King of the Hill is similar to Arena, but without the perma-death, with more Medkits, a Resupply cabinet and a 3 minute timer for each team for capturing the point. After the 3 minute on your team's clock goes down to 0, you win.

The other gamemodes are the Competitive gamemodes, Community gamemodes and Territorial Control, but Competitive is not recommended for new players, the Community gamemodes are not Official gamemodes and no one plays Territorial Control anymore.

I will cover Mann vs Machine and Trading/Crafting in another chapter.
Mann vs Machine
Mann vs Machine is a special gamemode where you defend your base from waves of robots. Only 6 players can be on one default server, and the robots are, well, robots.

There are two main versions of Mann vs Machine: Boot Camp and Mann Up.

Boot Camp is for newer (and poorer) people before they play Mann Up. However, in my opinion, too many Nubskrubs play on that version, so if you are skilled enough, come Mann Up and join Mann Up!

Mann Up is similar to Boot Camp, but costs 1 dollar per mission and gives you cool rewards at the end. And if you complete a Tour, you can get either a Botkiller weapon (Stock weapon with a Robot head on it), a Killstreak Kit/Kit Fabricator (That is, if you're playing 2Cities) or an Australium weapon (reskins of normal weapons coated in Australium paint). At the end of doing a mission, you will get just a weapon or special MVM themed hat. If you play 2Cities, you will also get special parts to use in Killstreak Kit Fabricators.

In Mann vs Machine, there are special Upgrade Stations normally in your Spawn. When you go up to them, you can buy upgrades to your gear.

I won't cover upgrades in this guide. Read another one if you want to learn about upgrades.

And here are a few loadouts I recommend.

Recommended Popular Loadouts

Scout

  • Any Primary
  • Mad Milk
  • Fan o' War or Sandman

Soldier

  • Beggar's Bazooka
  • Buff Banner
  • Any Melee (apart from Pain Train)

Pyro

  • Any Primary
  • Any Flare Gun
  • Any Melee

Demoman

  • Any Primary
  • Stickybomb Launcher or Scottish Resistance
  • Any Melee (apart from Pain Train)

Heavy

  • Minigun (Sasha) or Brass Beast
  • Sandvich or Shotgun
  • Any Melee (apart from Warrior's Spirit)

Engineer

  • Rescue Ranger
  • Wrangler
  • Wrench or Jag

Medic

  • Any Primary
  • Kritzkrieg
  • Ubersaw

Sniper

  • Any Rifle (apart from Classic)
  • Jarate
  • Any Melee

Spy

  • Any Secondary (Revolver is Secondary apparently)
  • Sapper
  • Knife
  • Any Invis Watch (apart from the Cloak and Dagger)
Trading and Crafting
Trading

When you hop on a Trade server, you can do one of two things: Shoot people with overpowered weapon mods, or trade with people. The servers were made for trading, so that's what you should do.

Here are some of the Values:

2 Weapons = 1 Scrap
6 Weapons = 1 Reclaimed
18 Weapons = 1 Refined
1.33-2 Refined = 1 Unique Hat
7 Refined = 1 Tour of Duty Ticket
10-20 Refined = 1 Key

And the price of Earbuds is always changing.
Hats with special qualities have varied prices.

How to be good at Trading:

  • Be quick with Trades
  • Check the exact current price for the item that you are trading for before the trade
  • Make sure that the trade is worth it

Also, make Trading a higher priority than Crafting. Unique Weapons are half a Scrap in Trades, but sometimes over 1 refined in Crafting. Also most hats are 1.33-2 Refined in Trading.

Crafting

In Crafting, some of the Values are similar.

2 Weapons = 1 Scrap
6 Weapons = 1 Reclaimed
18 Weapons = 1 Refined
3-4 Refined = 1 Unique Hat

I recommend Crafting if you have no luck with Trading. However, you can get guarranteed set Hats for about 4 refined and 1 weapon from that set.

BONUS: Uncrating

Opening Crates is like gambling for 2 dollars and 50 cents. Only do it if you have lots of spare keys or are feeling lucky.
BEING FRIENDLY
Have you ever been approached by a Heavy who wants to give you Sandviches and tickles instead of bullets to the face? Have you ever come face to face with a cross between a man and a crab? Has the enemy team tried to high-five you instead of fight you? If so, then you have encountered a FRIENDLY PLAYER!

These players are not meant to be killed. You must tickle them, give them Sandviches, pretend to be a crab with them or taunt with them.

If you have killed them, force your local police to arrest you immediately for murder of a civillian.

Also, Friendly players tend to crouch. If there are Friendlies that I have left out, just identify them by their repetitive crouching, taunting or resisting to hurt anyone on purpose.

Hoovy


Hoovies are basically Heavies who sit around and give you Sandviches, tickles and taunts. They normally wear a beanie-like hat such as the Tough Guy's Toque, but they don't always. I wear a Capo's Capper, which is a black Fedora.

They normally use a Sandvich and the Holiday Punch as their weapons, and rarely use a Minigun.

Be careful if you anger them. They can be very agressive if you make them angry.

Spycrab


The Spycrab is an endangered species of crab that lives in New Mexico. They come in two forms: A crab that looks like it is wearing a ski mask, or a humanoid wearing a ski mask and a suit with their hands in claw positions.

In order to imitate a Spycrab, go Spy, get your Disguise Kit, look up and crouch. You must stay looking up otherwise you will look like just a French spy picking out a cigarette.

There is also a small chance that if you taunt with the Disguise Kit, you will do a Spycrab taunt. There is even a gambling game that involves the chance of getting this taunt, where people choose some of their rare items and put it into a pot. They then taunt with the Disguise Kit, and whoever gets the Spycrab taunt 3 times is eliminated and their items in the pot are taken by the winner.

Turtle Engineer

Turtle Engineers are just Engineers who like to move their buildings all around the map without hurting anyone. Some Turtle Engineers are actual Friendlies, but some are normal players just moving their buildings over long distances and start to become friends with enemies who follow them during their movement.

Taunting Player/other Friendlies


The goal of a Taunting Player is simple: Go up to players and try to do a Partner Taunt with them. Partner Taunts, such as the High-Five or the Conga, let both teammates and enemies join your taunt. In the early days of the Conga, every server was littered with players only doing the Conga in the centre of the map. This was also the case with the Katzvosky Kick, which is similar to the Conga except you can stop and reverse too.

If not killing people isn't your thing, simply try doing a Rock Paper Scissors with an enemy. The loser in RPS is instantly killed by the weapon that the winner was holding last. You can do this in the middle of a game if you and your enemy want to try their luck rather than their skill.
Rocket Jumping
Rocket jumping is an ability shared by many classes, mainly the Soldier and Demoman. It involves using explosives or other means of doing knockback to the player to be propelled into the air. Most jumps take health away from the player, but not all.

And just so you know, I am not a pro at absolutely everything in TF2, so I may not be able to explain this to its fullest. Check other guides for full tutorials.

So, let's get into it!

Rocket Jumping

This is the main type of rocket jump. It is used by the Soldier, the Engineer and the Pyro. It involves using rocket or explosive flare projectiles to blast yourself into the air.

The most effective of these is the Engineer's Rocket Jump, otherwise known as a Sentry Blast Jump, which is done by using the Wrangler secondary weapon and shooting your feet with your Sentry. It requires precise timing to do it properly from a range, but you'll eventually get it. Engineers often use their rocket jumps to get into secret areas of the map and use the Rancho Relaxo taunt, which pulls out a chair that you sit on. This type of Rocket Jump is perhaps the hardest to master.

Then we have the Soldier's Rocket Jump, which is the most popular and perhaps the easiest. This type of jump is done by simply shooting at your feet with a rocket launcher. Well, that's how you start it. There are many complex Rocket Jumps that I won't go into too much. There are Pogo Jumps, where you maintain your speed just above the ground, and you jump like a pogo stick, there's the Wall Jump, where you shoot a wall to propel yourself, the speed pogo, which is like a pogo except you are able to take fall damage but you go faster, the then there's the Double Rocket Jump, which is a rather advanced rocket jump where whilst falling, you shoot a rocket where you will land, then you time it exactly right with another rocket and you get sent flying.

Another jump used by the Soldier is the Beggar's Overload Jump. Basically, you overload the Beggar's Bazooka weapon and you can do up to 3 jumps in mid-air. However, to pull off 3 jumps, you need either a protection item such as the Gunboats or some extra health/Overheal.

And finally, the Detonator/Scorch Shot Jump for Pyro. This jump is similar to the Soldier's Rocket Jump, but doesn't blast you as high. Also, since Flare Guns have no clip, having to reload after every shot, you can't do very complex jumps. The Detonator blasts you higher than the Scorch Shot.

Sticky + Grenade Jumping

These two types of Jumps are used only by the Demoman.

Sticky Jumping is where the Demoman lays down 1 or 2 Stickies, maybe even 3 if he has Overheal and/or a higher max health, and he blasts himself with them. These jumps require the user to know how to get a good angle for the jump, as some angles may blast you higher or further than others. You can also do mid-air Sticky Jumps, but those are pretty hard to do, and I won't cover them here. But these mid-air Sticky Jumps are similar to the Soldier's Pogos, but in mid-air.

Then there are Grenade Jumps. These aren't as effective, but still get you places. Basically, you throw down a Pill Grenade or Cannonball and use it to jump. This requires some level of precision and timing, as the Grenades have a detonation timer.

Finally, Cannon Overload jumps. These jumps require you to use the Loose Cannon weapon. Basically, you need to overload the cannon, and time it right with a crouch-jump. These jumps can send you FLYING! You can also do these in mid-air, however you might be on low health by then.

Other Jumps

The Scout:

The Winger Jump is simply a higher version of the Scout's normal jumps. Basically, you hold the Winger pistol in your hands, then you jump. Congratulations, you have mastered the Winger Jump.

The Atomizer Jump is simply an extra jump given to the Scout, adding to a total of 2 mid-air jumps, with the cost of 10 health on that second mid-air jump.

The FaN Jump is done using the Force a Nature, but rather than being an Explosive weapon, it's a Bullet weapon that does knockback to the User AND the Target. It can also be done in mid-air, and blasts you in the opposite direction to where you are looking.

The Boston Basher Jump is like a mix between a Winger Jump and a Rocket Jump. Basically, you swing your Boston Basher and time it just right with a Crouch Jump, and you will go very high. You can also do this with your mid-air jumps. However, this Jump will do a lot of bleed damage, so make sure that there's a Medkit nearby.

The Soda Popper will charge up a Jump Boost when you run around. When you activate the Jump Boost, you will get a maximum of 5 additional mid-air jumps for 10 seconds. Using this with a Jump Boost weapon in the Melee or Secondary slot will make you pretty much fly. However, using this with the Atomizer will not stack your maximum jumps, even though they are in the same item set.

Pyro:

The Pyro can Airblast projectiles and either hurt enemies with the reflected projectile or he can hurt himself, letting him Rocket Jump with that projectile.

Demoman:

Trimping is an advanced move for the Demoman and basically involves using a Shield item and charging up a slope with just the right angle. You will go flying.

Engineer:

The Engineer can also use Sentry Bullets to propel himself. The best Sentry for this is the Mini Sentry.

The Engineer can also use Dispensers to get into high places.

Medic:

When healing a Teammate who is rocket jumping with a Quickfix, the Medic can follow that Teammate. He also gets the speed of anyone who is faster than himself when he heals them.
22 Comments
iVoltaire :> 11 Oct, 2015 @ 6:17am 
I really love this guide. It helps a lot and covers almost everything. Keep it up :D
Oysenberry  [author] 12 Sep, 2015 @ 3:08pm 
@Coser True, but if you're playing a mission where you don't have enough to buy Explosive Headshots at the start, what do you do?

And, I guess I might remove Sydney Sleeper from the "Do nots". It was a suggestion from the comments, but I guess it isn't as bad as I thought it was at first.
86.forsaken 12 Sep, 2015 @ 1:00pm 
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░░░░▄▄SPOOPY FORGIVES YOU
Caesar 12 Sep, 2015 @ 7:57am 
Referring to Mann vs Machine, that is.
Caesar 12 Sep, 2015 @ 7:56am 
Sydney Sleeper can proc explosive headshots, and I've played entire Expert missions with it. But you need skilled hands and useful teammates to benefit from it.
Oysenberry  [author] 11 Sep, 2015 @ 8:47pm 
@peaceninja

I AM SPOOPY.

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So, basically I made myself made.
86.forsaken 11 Sep, 2015 @ 8:38pm 
you have disreespected spoopy... you shall pay
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░░░▌░SPOOPY IS MAD NOWZ
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Oysenberry  [author] 11 Sep, 2015 @ 7:03pm 
@TCVincE | trade.tf I have now added Turtle Engineers. Scoots and Pyrus are categorised as Taunting Players/Other Friendlies.
Oysenberry  [author] 11 Sep, 2015 @ 6:44pm 
@The Masked Jester I'll remove the Sydney Sleeper, but I might just put down for the Watch, "Any Invis Watch (except for Cloak and Dagger)"
shazib 11 Sep, 2015 @ 6:09pm 
Dont forget scoots, pyrus, and despenser engies!