User:Lolimsogreat21/Sandbox2

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Contents

Engineer

Classes which excel at beating Engineers

Demoman

  • Main advantage: Engineer's deadliest tool is his Sentry Gun, which is an immensely powerful and a deadly machine, capable of quickly disposing of any enemies which enter its line of sight. Duo to the risk Sentries pose, one needs to deal with them without putting himself in danger, this is most effectively done by explosives. Explosives are a preferable way of dealing with Sentries for a couple of reason: 1. Explosives are a burst type of damage, meaning that they are very effective in utilizing the corner peek strategy (Explained down below). 2. Explosives also deal splash damage, this allows them to damage both the Sentry Gun, the Engineer repairing it, and Engineer's other Buildings if they happen to be close by. 3. Duo to their splash damage, Explosives often won't need a direct line of sight to the Sentry in order to effectively damage it, allowing the attacker to safely keep from the harms way of Sentry's bullets. 4. Explosives are usually projectiles, which is a big weakness for them considering that in most cases, projectiles are harder to aim then bullets because of their travel time. However, this drawback is negated by the fact that buildings are stationary targets, making them easy to hit all around. As one can see, if you want to beat Engineers and their machines, you better bring a lot of explosives with you. Luckily for the Demoman, he is filled with explosives. His primary weapon fires explosives, his secondary does the same and even one of his melee weapons is an explosive (The Ullapool Caber). In total, he has 12 explosive bombs, loaded and ready to go at all times, thus giving Demoman more then enough ammo to literally, destroy any Sentry nests he comes across.
  • Strategy: Demoman should obviously use the power of his explosives to try and destroy enemy Engineer's buildings, especially targeting Sentry Guns as they act as a huge road block to his team. They are multiple ways to approach and destroy each individual Sentry nest, an experienced Demoman will realize when each and everyone one of this methods should be applied.
    • Corner Peeking: As the name suggests, corner peeking is an act of popping out of the corner you were hiding in, shooting the enemy Sentry before it turns around to target you, then quickly backing up behind the said corner before the Sentry Gun can do meaningful damage to you. This is very effective since the Sentry Gun deals sustained damage, meaning that it will need to have you in its sights for some time in order to seriously hurt you. Meanwhile, you (the Demoman) are equipped with weapons which deals burst damage, meaning that you need to establish line of sight with the enemy Sentry for only a split second, in order to fire your high-damage projectile before quickly ducking behind safe cover. This method should be used when there is a Sentry Gun right around the corner, you can then use your Grenade Launcher or any other primary, to corner peek the Sentry so that you can safely destroy it.
    • Out-ranging: Sentry Guns have limited range and won't be able to see/target anything above a specific distance (1100 Hammer Units). While any class can take advantage of this drawback in order to "spam out" the Sentry in the situation it's not capable of seeing its attacker, the Demoman is particularly effective at making use of this advantage. Demoman can either use his Grenade Launcher for this task considering that it has no damage fall off, or he can use the Stickybomb Launcher which has a large clip size and also no damage fall off (After 5 seconds of the Stickybomb being fired). No matter what weapon the Demoman uses, he can transform him self into a long range artillery, one which can rain down hell on any unfortunate Sentry nests using his large ammo pool, while its projectiles don't suffer from losing their lethality over distance (Unlike many other weapons do).
    • Stacking: Engineers will often keep a close eye out on their buildings, constantly maintaining and repairing any damage done to them. If that's the case, destroying a Sentry can be hard, as any damage you do to the Engineer's Sentry will be quickly repaired, putting you in an endless loop of you firing at an Sentry, being forced to reload and stop firing, the Engineer repairing his Gun while you temporarily ceased fire, you finally reloading your primary and continuing the attack and so on and so on... Many other classes can't resolve issue other then to just continue trying to destroy the Sentry until they've run out of ammo, the Engineer has runned out of metal, or their respective teams have come to the their assistance. However, the Demoman does have a solution to this problem. By using his Stickybomb Launcher, he can place two or more Sticky Bombs underneath the Sentry Gun, then when he has stacked the needed amount of Stickies, he can detonate them instantaneously destroying the Sentry in one swift move, leaving the Engineer with no chance to save his building.
    • Lobbing: Both of the Demoman's primary and secondary weapon have a projectile arch, meaning that their trajectory curves as it follows gravity. Usually, this is a disadvantage as having to take in consideration the arch of the projectile when aiming at a moving opponent is quit tiresome. But when fighting against stationary targets like Sentry Guns, this drawback can actually be used as an advantage. As was already mentioned, its preferable to minimize your exposure to Sentry Gun when trying to deal with them. One of the ways to do that is to use the arch of Demoman's weapons, in order to lob Grenades or Stickies over hills, cliffs, walls and other obstacles and make them fall right on top of a Sentry. This way, you can stay safely behind cover and not get attacked by a Sentry, while being able to attack it in return by launching your deadly explosives over the cover your hiding behind. Doing this is quit easy, since Sentry Guns and other buildings don't move making your job of acting as an howitzer much more plausible.
  • Optimal loadout: The stock loadout is already quit good when dealing with Sentry nests, but it can be improved by equipping: Loch-n-Load as your primary, Stickybomb Laucher or the Quickiebomb Launcher as your secondary, and any kind of an melee except the Pain Train
    • Loch-n-Load: The Loch-n-Load is good against Sentry Guns specifically because one simple reason, it deals 20% to buildings. With the added bonus of 20% more damage, you will now do 120 damage to Sentries and other Engineer's mechanical structures, allowing you to two-shot them. This is quit important, since being granted the power two wipe even a level 3 Sentry of the face of the Earth in just two clean shots, shortens the amount of time an Engineer has to repair his Sentry Gun before it gets taken down.
    • Stickybomb Launcher/Quickiebomb Launcher: Both of these two weapons have their own uses. Stickybomb launcher is an overall good weapon with decent damage and capabilities. The Quickiebomb Launcher is a bit more situational, duo to its bonus of faster charge rate, it can be used in more open maps where you get more opportunities to spam out Engineer's buildings from outside of his range.
    • Any melee of choice excluding the Pain Train: No melee weapons really increase you chances of defeating Sentry nests, except the Pain Train. The Pain Train actively hinders you in your task duo to its downside of making you 10% more vulnerable to bullets. This is obviously a bad things when fighting Sentry Guns.

Classes which are mediocre at fighting against Engineers

Classes which are relatively incapable of dealing with Engineers

Classes which are immensely inefficient at battling with Engineers

Soldier

Classes which excel at beating Soldiers

Classes which are mediocre at fighting against Soldiers

Classes which are relatively incapable of dealing with Soldiers

Classes which are immensely inefficient at battling with Soldiers

Pyro

Classes which excel at beating Pyros

Classes which are mediocre at fighting against Pyros

Classes which are relatively incapable of dealing with Pyros

Classes which are immensely inefficient at battling with Pyros

Demoman

Classes which excel at beating Demomen

Classes which are mediocre at fighting against Demomen

Classes which are relatively incapable of dealing with Demomen

Classes which are immensely inefficient at battling with Demomen

Heavy

Classes which excel at beating Heavies

Classes which are mediocre at fighting against Heavies

Classes which are relatively incapable of dealing with Heavies

Classes which are immensely inefficient at battling with Heavies

Medic

Classes which excel at beating Medics

Classes which are mediocre at fighting against Medics

Classes which are relatively incapable of dealing with Medics

Classes which are immensely inefficient at battling with Medics

Sniper

Classes which excel at beating Snipers

Classes which are mediocre at fighting against Snipers

Classes which are relatively incapable of dealing with Snipers

Classes which are immensely inefficient at battling with Snipers

Spy

Pyro

Pyro is obviously the best class at dealing with spy.

Demoman

solely up here due to demoknight absolutely annhilating spy

Classes which are mediocre at fighting Spies

Soldier

blast radius, usually moving and airborne so hard to hit

Scout

very fast, too fast to backstab btw, mad milk, bleed weapons,

Classes which are relatively incapable of dealing with Spies

Sniper

despite being pretty hard countered, gets a wide variety of weapons that deter spies, such as: Classic, Huntsman, Razorback, Jarate, Tribalman's Shiv, Bushwacka. Also, SMG's can be used to sweep an area for invisible spies.

Heavy

Slow, but high fire rate means hard for spy to hide usually not focused on spycheck tho

Classes which are immensely inefficient at battling with Spies

Medic

definitely not good at dealing with spy

Engineer

engineer is NOT good at dealing with Spy

Spy

It is not Spy's job to deal with each other. You're not killing the spy most likely, but they probably aren't killing you