User:K-Mac/Sandbox

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Scout

Weapons

Weapon Icon Ammo Damage Slot Notes / Special Abilities
Type Loaded Carried
TFC Crowbar.PNG HUD crowbar TFC.png
Crowbar
Melee N/A N/A 18 1 N/A
TFC p sbshotgun.png HUD single shotgun TFC.png
Single-Barrel Shotgun
Shells 8 50 4-22 2 Fires six pellets.
TFC p nailgun.png HUD nail gun TFC.png
Nailgun
Nails 200 N/A 9 3 N/A

Grenades

Picture Grenade Damage Slot Notes / Special Abilities
Caltrop tfc.png Caltrop 9 Primary Causes leg injury which slows down enemies.
Conc tfc.png Concussion Grenade Secondary









Sniper Strategy

Class Strategy
Scoutnew tfc.png
Scout
(match-ups)
When facing a Scout, a Sniper must remember that the Scout is much, much faster than he is. This makes it much more difficult to land a hit with the Sniper Rifle. If able to land a successful shot, the damage to the Scout should be significant, if not lethal. Typical Scout behavior will lead to avoiding Sniper fire through taking alternative routes or rapid movement through the use of Concussion Jumping through heavily trafficked areas. He most likely will not try to combat you. You should not have to use any grenades to kill the Scout, but if he is attempting to grab a dropped flag, be sure to prime a grenade early to make sure it has enough time to detonate near the Scout. Keep in mind that the Scout's main goal is to capture the flag/command point.

When encountering a Scout, your Sniper Rifle is great at Medium to Longer distances. At closer ranges, be sure to use the Auto-Rifle or Nail Gun. Remember, the Scout's great speed makes it difficult to hit at any range. Remember, landing any hit with the Sniper Rifle will inflict serious damage to the Scout. Even landing a low damage leg shot will help because the Sniper Rifle has the ability to slow opponents thus making it easier to land a second, more lethal shot on the Scout.

Snipernew tfc.png
Sniper
(match-ups)
Typically, encounters against a Sniper will attack you at range due to his Sniper Rifle being suited specifically for combat at great distances. The Soldier on the other hand will be able to counter this threat in several ways. First, the Soldier can utilize Rocket Jumping to make it more difficult to be shot. A second tactic to use is useful if in an area that restricts the use of rocket jumping. Use your Rocket Launcher to fire a barrage of rockets at the Sniper. This will force the Sniper to relocate and therefore disrupt his aim. Be careful, your Rocket Launcher is slow to fire, fires slow projectiles, and is relatively slow to reload; therefore, you will have several vulnerable moments. If the Sniper is persistent, switch to your Single-Barrel Shotgun or Double-Barrel Shotgun and shoot at the Sniper. If you land a hit, the Sniper's aim should be temporarily disrupted. Due to the Soldier's excessively slow speed, one may want to avoid areas that are heavily prone to Sniper fire if the Sniper threat cannot be mitigated.

A Soldier may also face a Sniper in a corridor or by surprising the Sniper in his tower. In either scenario, the Soldier greatly outmatches the Sniper as the Soldier's Rocket Launcher is usually enough to kill a Sniper in one direct hit. Avoid his Auto-Rifle, however the superior health and armor of the Soldier should protect him from this threat. If your encountering a Sniper in a tower, and cannot use your Rocket Launcher, use a Hand Grenade to take him out.

Soldiernew tfc.png
Soldier
(match-ups)
When facing a fellow Soldier, always be moving. Moving makes it more difficult to be hit. Therefore try to land several rockets while also using grenades against the opponent. Obviously weaponry and tactics will be similar. Be sure to always reload the Rocket Launcher. Your Hand Grenade is usually better against a Soldier unless one is trying to escape. The Hand Grenade provides a faster detonation time and therefore provides a greater likelihood of causing damage to one's opponent. Finally, consider Rocket Jumping as a form of movement to make yourself more difficult to hit.

Soldiers are a very important class in this game. They are extremely versatile and may be found playing offense or defense. In either case, a well trained Soldier can be very difficult to counter. Do not be afraid to switch to your Double-Barrel Shotgun to kill the Soldier if at closer range and or out of ammo with your Rocket Launcher. It is also difficult to escape a fellow Soldier. Despite the how the Soldier is playing, a trained Soldier will pursue an enemy Soldier that is fleeing to take out another "high-valued" target.

Demomannew tfc.png
Demoman
(match-ups)
A Soldier and a Demoman are fairly evenly matched in terms of firepower and each class has its own advantage. The Soldier is slightly more offensively oriented where as the Demoman is slightly more defensively oriented. When fighting a Demoman, use your slight range advantage to make yourself more difficult to hit with his Pipebomb Launcher and Grenade Launcher. If you get into the range of his Pipebomb/Grenade Launcher, avoid any pipebomb traps and MIRV Grenades. Be very careful, the use of these tools can give the Demoman the advantage.

However, the Soldier has the advantage at medium to long-range distances, due to his Rocket Launcher and set of Shotguns. The Grenade Launcher and Pipebomb Launcher have limited distance and height usage. One may consider Rocket Jumping to make yourself more difficult to hit. If you must be in close range, constantly jump and avoid any grenades or pipebombs. Use your Rocket Launcher until you get to very close range. If you are too close, consider using your Double-Barreled Shotgun to inflict great damage without taking any splash damage of your own.

In any situation, to not forget about using your grenades. Both the Nail Grenade and Hand Grenade are extremely useful against the Demoman at bay.

Medicnew tfc.png
Medic
(match-ups)
The Medic can be a very difficult opponent. The Medic is a fast enemy with full armor and a diverse set of weaponry. Generally speaking, Medics will either trying to make quick captures of flags or command points. A defensive Soldier is extremely likely to encounter a Medic. An offensive Soldier may encounter them in passing in the battlements area in a map. A direct hit with the Rocket Launcher should be enough to kill a Medic. Depending on distance, it is always wise to use the Rocket Launcher for this fact.

A trained Medic will keep to a medium range and keep moving, possibly even Concussion Jump.The Medic's great speed advantage makes him difficult to hit, especially at further ranges; however, the Medic must stick to being at the medium range to utilize his weapons while attempting to inflict the maximum. Be forewarned the Medic may simply rush the Soldier if encountering him at closer range. The Medic can infect the Soldier with his Medkit and then back-off to continue to inflict damage with one of the other weapons. Try to keep the Medic at distance with your Rocket Launcher. The high splash damage and knockback effect should be enough to keep him from infecting you. If you get infected, call for a friendly Medic immediately. Be sure to take out the enemy Medic so he cannot infect others. Do NOT return to spawn, the infection cannot be cured without a Medic! One does not want to infect your teammates. If there is a friendly Medic available, communicate with him while avoiding your teammates. If there is no friendly Medic available, it may be wise to kamikaze the enemy by priming Hand Grenades and/or Nail Grenades if you have any left. Also, rush your opponents by firing a barrage of rockets from the Rocket Launcher. Do not be afraid to die since you might die by the infection anyway. This may kill several enemies or even destroy important Sentry Guns.

Heavynew tfc.png
Heavy
(match-ups)
The Heavy Weapons Guy and Soldier are rather equally. The Heavy Weapons Guy will have the advantage at closer range but not at longer range or in terms of mobility. He is more heavily armored than the Soldier, but he is also significantly slower. A Soldier should use this advantage. The Soldier should use his Rocket Launcher to inflict the maximum amount of damage possible while staying at a medium to long range. Only switch to a Shotgun if is absolutely necessary. Since the Heavy Weapons Guy is much slower, it will be more difficult for him to dodge the rockets especially if he is shooting his Autocannon. If he gets too close, prime a Hand Grenade. Your Nail Grenade may or may not be useful, as it has a long fuse time before detonation.

If you are at a closer range, prime a Hand Grenade immediately while trying to land several rockets. At a closer range, you are much more vulnerable; but, the Heavy Weapons Guy's Autocannon takes a few moments to spin up. This can be enough time to kill him before taking much damage. Another option is to attempt to attempt to escape. It is wise to use your Rocket Launcher to rocket jump away from danger.

The Heavy Weapons Guy will spend a great amount of time on defense, but they will also venture to offense if the need arises. Therefore, he may be encountered at any point on a map. If playing as an offensive Soldier, the Heavy Weapons Guy will position himself in a bottleneck or right on a command point or a flag. A Soldier should anticipate this tactic and prepare accordingly. It is wise to prime a grenade and fire a few rockets while entering a room known to have a Heavy Weapons Guy inside. The grenade will take a decent amount of health away from the Heavy. The Nail Grenade can provide an escape route if you cannot make it past; however, timing is crucial for this tactic. If playing as a defensive Soldier, try to get into a position that makes you less vulnerable to Assault Cannon fire, or in a position to ambush the Heavy Weapons Guy.

Pyronew tfc.png
Pyro
(match-ups)
The Pyro has several weapons to engage a Soldier at all ranges. The Incendiary Cannon is like a Rocket Launcher that does less damage but sets targets on fire. The Flamethrower provides close combat damage for the Pyro. Being set on fire will severely disturb the victim's aim, which can be crucial to a Soldier's survival. The Soldier's Rocket Launcher is very strong, but the Pyro has greater speed, full health, and a large amount of armor. The Soldier does have an advantage due to the strength in his weapons but the Pyro cannot be dismissed. The Pyro is an offensive/support class that works very well with other members of the team. The Pyro is likely to be around several other enemies to augment their efforts. Since his weapons are incredibly effective at disrupting vision, a Soldier will become more vulnerable to these other attacks. Range not too important of a concept. Using the Rocket Launcher is the best option available unless you are out of ammo, or unable to land any rockets on the Pyro. Keep in mind that the Incendiary Cannon does not need to be reloaded, so the Pyro can rain down a barrage of rockets at any distance.

The Soldier should not need a grenade for a Pyro unless there are multiple enemies with the Pyro. The speed and health/armor of the Pyro allows him to take a great deal of damage. It is likely that the Pyro will use his Hand Grenade or Napalm Grenade to attack you. The Napalm Grenade covers a large area on the ground with flames igniting any enemy that passes through.

Spynew tfc.png
Spy
(match-ups)
A single Spy can decimate and torture an entire team. Always be suspicious of teammates if there is a known Spy on the other team. A Spy will almost never run around without a disguise except when the spy is shooting, just killed an individual, or when carrying the flag. Be on the lookout for teammates acting out of the ordinary by doing such things as running back into your base, throwing grenades at other teammates/friendly sentry guns, or running at a speed not consistent with their given class (too fast as a Soldier or Heavy; or too slow as a Scout or Medic). Also, be wary of any fallen corpses, in particular ones that change classes. The Spy's Feign Death ability allows Spies to avoid detection. If you see a Spy suddenly fall to the ground without a death message, that Spy feigned his death and should still be engaged.

Try to identify Spies before they attack. They have a Knife, Tranquilizer Gun, Double-Barrel Shotgun, and Nailgun. The Tranquilizer Gun does little damage but slows the victim to half speed. If shot by this, it makes a Soldier extremely vulnerable to all enemy fire. This will sometimes be employed by a Spy to slow a target in the battlements area of a map to make them more vulnerable to Sniper fire. This tactic will also be used to catch up to an enemy to backstab them with their Knife. Other than those scenarios, a Spy will typically use his Double-Barrel Shotgun or Nailgun. The Soldier will outmatch a Spy in straight-up combat. The Rocket Launcher is usually the best weapon to deal with spies because one direct hit should kill the Spy. If low on ammo or having difficulty hitting a Spy, the Double-Barreled Shotgun coupled with your higher armor should be enough to allow you to take out the Spy so long as you avoid being stabbed. Generally, a grenade will not be necessary against a Spy and should only be used if having trouble killing the Spy or if the you suspect a Spy is going for a command point or dropped flag.

Engineernew tfc.png
Engineer
(match-ups)
The Engineer is an important enemy for a Soldier to target. The Engineer's firearms are of little concern to as they will have little effect on a Soldier, before the Soldier is able to kill the Engineer. Rarely will an Engineer be without a Sentry Gun. This Sentry Gun should be the primary focus of a Soldier. A has a unique ability to target and destroy enemy Sentry Guns. If the Soldier is out of the Sentry Gun's range, the Soldier should be able to destroy the Sentry Gun with a few rockets. If in closer range, the soldier should consider using a combination of Nail Grenades and Frag Grenades while strafing quickly in and out of view of the Sentry Gun while firing several Rockets from the Rocket Launcher. This array of fire power should be able to destroy a Sentry Gun can be destroyed as long as each explosion is in close proximity to the Sentry Gun. It is usually best to throw the Nail Grenade first. It allows the grenade to fire nails that will drive an Engineer further from the Sentry Gun. If timed correctly the explosion from the Nail Grenade can be simultaneous with that of a Frag Grenade.

The main weapon in the Engineer's arsonal to be concerned with is the EMP Grenade. This powerful grenade will cause great damage to any class holding many a lot ammunition. It is wise to drop any extra ammunition prior to leaving spawn to help mitigate this threat. Even by doing this, an EMP Grenade can still have devastating effects. Try to avoid the Engineer if you hear him prime a grenade. Otherwise, the Soldier vastly outmatches the Engineer in combat.

Civilian tfc.png
Civilian
(match-ups)
Typically, a Soldier will not face a Civilian. This will only happen on custom maps or custom modded servers. If a Soldier happens to encounter a Civilian, the Soldier has a great advantage. The Civilian only has a melee weapon and will typically be attempting to escape.

Basic Sniper Strategy

The Sniper is a light, stealthy class that is suited for combat at long range. The Sniper is average speed but has lower health and armor than most other classes. The Sniper's Sniper Rifle is a very powerful hit-scan weapon that is capable of headshotting. A fully charged shot is strong enough to kill all enemies, even those under a Medic's overheal in one direct hit to the head. The Sniper is a unique fighting class that is best suited for engaging enemies at longer ranges, either offensively or defensively.

General

  • Using your Sniper Rifle, you can Sniper Jump a teammate great distances if friendly fire is not enabled. This trick can move slower classes very quickly without causing damage through the use of Grenades.
  • A Sniper is a superior class only at longer distances. His lower health and armor make him much more vulnerable at closer range where an enemy is more likely to hit the sniper. The Sniper Rifle and Automatic Rifle is also apt in destroying Sentry Guns from much beyond its range.
  • There are multiple points a Sniper should aim at while engaging enemies. Obviously, a fully charged headshot will do maximum damage, but do not be hesitant to aim for torso or the legs of an adversary. Torso shots are enough to kill lighter classes, but will also do much damage to heavier classes. Shooting the leg of an enemy will cause the enemy's speed to be greatly reduced, making a second shot much easier.
    • This holds true from medium to long ranges. Aiming at close-range requires is more difficult, and in most cases one should change to the Automatic Rifle or Nailgun.

Weapon Specific

A list of useful tidbits about the Sniper's tools.

Sniper Rifle

Rifle tfc.pngTFC p sniperrifle.png

  • The red laser initially is barely visible, but becomes more intense as the weapon becomes charged.
    • It is visible by both teams. Be sure to hide it to conceal one's location.
  • The Sniper Rifle has a slow rate of fire, in between shots the Sniper is much more vulnerable. Be sure to aim carefully and take cover after each shot.
  • Headshots will do maximum damage; however, aiming for a players torso will ensure the highest probability hitting an enemy.
    • A leg shot will slow an enemy's speed by 50%.
  • The Sniper Rifle has a magazine size of 75 shells and does not need to be reloaded.
    • However, it shares the magazine with the Automatic Rifle, if using both weapons keep an eye on ammo.

Automatic Rifle

Rifle tfc.pngTFC p sniperrifle.png

  • Use this as an alternative to you primary weapon against most targets. It can be used at almost any range.
    • This has medium damage and high rate of fire and exact accuracy. Keep an eye on the ammo reserve, it shares ammo with the Sniper's Primary weapon, the Sniper Rifle.
  • Generally, it is a good idea to strafe and jump while circling targets, however its precise aiming makes it more difficult to hit an enemy while moving.
  • The Automatic Rifle can be used on enemies that are faster than your ability to aim with the Sniper Rifle. This is particularly useful on enemies running away from you. While this weapon might not kill the fleeing enemy, it will inflict some damage.

Nailgun

Nailgun tfc.pngTFC p nailgun.png

  • Try to use this only when you must engage an enemy and conserve your Sniper Rifle/Automatic Rifle's ammunition. If ammunition is not of concern it is generally better to use the Automatic Rifle.
    • This weapon can be used at any distance.
  • The Nailgun should be used in the same scenarios as you would use the Automatic Rifle.
  • When attempting to destroy a Sentry Gun, it is sometimes better to use the Nailgun in conjunction with the Sniper Rifle to be more efficient.

Crowbar

V crowbar(classic).pngTFC Crowbar.PNG

  • Typically this is a last resort weapon. Use this when an enemy is in close enough range and you have no other means to attack that enemy.
  • Using the Crowbar as a form of humiliation is difficult as the Sniper due to his lower health and armor.

Hand Grenade

Frag tfc.png

  • By default, pressing the throw grenade button will prime the grenade, then releasing the button will actually throw the grenade.
    • Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.
  • Try to use your Hand Grenade to supplement your Sniper Rifle when engaging enemies in most battlements.
  • If you are guarding a dropped flag, it is wise to prime your grenade if you hear an enemy coming as a preemptive measure.
  • Grenades have a large splash damage area with high damaging effects. Therefore, it is wise to use a grenade when encountering multiple enemies.

See also







Soldier Strategy

Class Strategy
Scoutnew tfc.png
Scout
(match-ups)
When facing a Scout, a Soldier must remember that the Scout is much, much faster than he is. The Scout is able to dodge the Soldier's Rocket Launcher. If the Scout notices a Soldier soon enough, the mere presence of the Soldier will likely cause the Scout to seek an alternate route to avoid the Soldier. This is due to the Soldier's overwhelming power. The Rocket Launcher is able to kill the Scout in one direct hit under normal conditions. Therefore, he will likely not try to combat you. This means that you will likely survive the encounter with little to no damage. You should not have to use any grenades to kill the Scout, but if he is attempting to grab a dropped flag, be sure to prime a grenade early to make sure it has enough time to detonate near the Scout. Keep in mind that the Scout's main goal is to capture the flag/command point.

When encountering a Scout, your Rocket Launcher is great at any distance. At longer ranges, be sure to aim at where the Scout is traveling. Remember, the Scout's great speed makes it difficult to hit the Scout at longer ranges. If this is the case, be sure to switch to either your Double-Barrel or Single-Barrel Shotgun to more effectively engage the Scout.

Snipernew tfc.png
Sniper
(match-ups)
Typically, encounters against a Sniper will attack you at range due to his Sniper Rifle being suited specifically for combat at great distances. The Soldier on the other hand will be able to counter this threat in several ways. First, the Soldier can utilize Rocket Jumping to make it more difficult to be shot. A second tactic to use is useful if in an area that restricts the use of rocket jumping. Use your Rocket Launcher to fire a barrage of rockets at the Sniper. This will force the Sniper to relocate and therefore disrupt his aim. Be careful, your Rocket Launcher is slow to fire, fires slow projectiles, and is relatively slow to reload; therefore, you will have several vulnerable moments. If the Sniper is persistent, switch to your Single-Barrel Shotgun or Double-Barrel Shotgun and shoot at the Sniper. If you land a hit, the Sniper's aim should be temporarily disrupted. Due to the Soldier's excessively slow speed, one may want to avoid areas that are heavily prone to Sniper fire if the Sniper threat cannot be mitigated.

A Soldier may also face a Sniper in a corridor or by surprising the Sniper in his tower. In either scenario, the Soldier greatly outmatches the Sniper as the Soldier's Rocket Launcher is usually enough to kill a Sniper in one direct hit. Avoid his Auto-Rifle, however the superior health and armor of the Soldier should protect him from this threat. If your encountering a Sniper in a tower, and cannot use your Rocket Launcher, use a Hand Grenade to take him out.

Soldiernew tfc.png
Soldier
(match-ups)
When facing a fellow Soldier, always be moving. Moving makes it more difficult to be hit. Therefore try to land several rockets while also using grenades against the opponent. Obviously weaponry and tactics will be similar. Be sure to always reload the Rocket Launcher. Your Hand Grenade is usually better against a Soldier unless one is trying to escape. The Hand Grenade provides a faster detonation time and therefore provides a greater likelihood of causing damage to one's opponent. Finally, consider Rocket Jumping as a form of movement to make yourself more difficult to hit.

Soldiers are a very important class in this game. They are extremely versatile and may be found playing offense or defense. In either case, a well trained Soldier can be very difficult to counter. Do not be afraid to switch to your Double-Barrel Shotgun to kill the Soldier if at closer range and or out of ammo with your Rocket Launcher. It is also difficult to escape a fellow Soldier. Despite the how the Soldier is playing, a trained Soldier will pursue an enemy Soldier that is fleeing to take out another "high-valued" target.

Demomannew tfc.png
Demoman
(match-ups)
A Soldier and a Demoman are fairly evenly matched in terms of firepower and each class has its own advantage. The Soldier is slightly more offensively oriented where as the Demoman is slightly more defensively oriented. When fighting a Demoman, use your slight range advantage to make yourself more difficult to hit with his Pipebomb Launcher and Grenade Launcher. If you get into the range of his Pipebomb/Grenade Launcher, avoid any pipebomb traps and MIRV Grenades. Be very careful, the use of these tools can give the Demoman the advantage.

However, the Soldier has the advantage at medium to long-range distances, due to his Rocket Launcher and set of Shotguns. The Grenade Launcher and Pipebomb Launcher have limited distance and height usage. One may consider Rocket Jumping to make yourself more difficult to hit. If you must be in close range, constantly jump and avoid any grenades or pipebombs. Use your Rocket Launcher until you get to very close range. If you are too close, consider using your Double-Barreled Shotgun to inflict great damage without taking any splash damage of your own.

In any situation, to not forget about using your grenades. Both the Nail Grenade and Hand Grenade are extremely useful against the Demoman at bay.

Medicnew tfc.png
Medic
(match-ups)
The Medic can be a very difficult opponent. The Medic is a fast enemy with full armor and a diverse set of weaponry. Generally speaking, Medics will either trying to make quick captures of flags or command points. A defensive Soldier is extremely likely to encounter a Medic. An offensive Soldier may encounter them in passing in the battlements area in a map. A direct hit with the Rocket Launcher should be enough to kill a Medic. Depending on distance, it is always wise to use the Rocket Launcher for this fact.

A trained Medic will keep to a medium range and keep moving, possibly even Concussion Jump.The Medic's great speed advantage makes him difficult to hit, especially at further ranges; however, the Medic must stick to being at the medium range to utilize his weapons while attempting to inflict the maximum. Be forewarned the Medic may simply rush the Soldier if encountering him at closer range. The Medic can infect the Soldier with his Medkit and then back-off to continue to inflict damage with one of the other weapons. Try to keep the Medic at distance with your Rocket Launcher. The high splash damage and knockback effect should be enough to keep him from infecting you. If you get infected, call for a friendly Medic immediately. Be sure to take out the enemy Medic so he cannot infect others. Do NOT return to spawn, the infection cannot be cured without a Medic! One does not want to infect your teammates. If there is a friendly Medic available, communicate with him while avoiding your teammates. If there is no friendly Medic available, it may be wise to kamikaze the enemy by priming Hand Grenades and/or Nail Grenades if you have any left. Also, rush your opponents by firing a barrage of rockets from the Rocket Launcher. Do not be afraid to die since you might die by the infection anyway. This may kill several enemies or even destroy important Sentry Guns.

Heavynew tfc.png
Heavy
(match-ups)
The Heavy Weapons Guy and Soldier are rather equally. The Heavy Weapons Guy will have the advantage at closer range but not at longer range or in terms of mobility. He is more heavily armored than the Soldier, but he is also significantly slower. A Soldier should use this advantage. The Soldier should use his Rocket Launcher to inflict the maximum amount of damage possible while staying at a medium to long range. Only switch to a Shotgun if is absolutely necessary. Since the Heavy Weapons Guy is much slower, it will be more difficult for him to dodge the rockets especially if he is shooting his Autocannon. If he gets too close, prime a Hand Grenade. Your Nail Grenade may or may not be useful, as it has a long fuse time before detonation.

If you are at a closer range, prime a Hand Grenade immediately while trying to land several rockets. At a closer range, you are much more vulnerable; but, the Heavy Weapons Guy's Autocannon takes a few moments to spin up. This can be enough time to kill him before taking much damage. Another option is to attempt to attempt to escape. It is wise to use your Rocket Launcher to rocket jump away from danger.

The Heavy Weapons Guy will spend a great amount of time on defense, but they will also venture to offense if the need arises. Therefore, he may be encountered at any point on a map. If playing as an offensive Soldier, the Heavy Weapons Guy will position himself in a bottleneck or right on a command point or a flag. A Soldier should anticipate this tactic and prepare accordingly. It is wise to prime a grenade and fire a few rockets while entering a room known to have a Heavy Weapons Guy inside. The grenade will take a decent amount of health away from the Heavy. The Nail Grenade can provide an escape route if you cannot make it past; however, timing is crucial for this tactic. If playing as a defensive Soldier, try to get into a position that makes you less vulnerable to Assault Cannon fire, or in a position to ambush the Heavy Weapons Guy.

Pyronew tfc.png
Pyro
(match-ups)
The Pyro has several weapons to engage a Soldier at all ranges. The Incendiary Cannon is like a Rocket Launcher that does less damage but sets targets on fire. The Flamethrower provides close combat damage for the Pyro. Being set on fire will severely disturb the victim's aim, which can be crucial to a Soldier's survival. The Soldier's Rocket Launcher is very strong, but the Pyro has greater speed, full health, and a large amount of armor. The Soldier does have an advantage due to the strength in his weapons but the Pyro cannot be dismissed. The Pyro is an offensive/support class that works very well with other members of the team. The Pyro is likely to be around several other enemies to augment their efforts. Since his weapons are incredibly effective at disrupting vision, a Soldier will become more vulnerable to these other attacks. Range not too important of a concept. Using the Rocket Launcher is the best option available unless you are out of ammo, or unable to land any rockets on the Pyro. Keep in mind that the Incendiary Cannon does not need to be reloaded, so the Pyro can rain down a barrage of rockets at any distance.

The Soldier should not need a grenade for a Pyro unless there are multiple enemies with the Pyro. The speed and health/armor of the Pyro allows him to take a great deal of damage. It is likely that the Pyro will use his Hand Grenade or Napalm Grenade to attack you. The Napalm Grenade covers a large area on the ground with flames igniting any enemy that passes through.

Spynew tfc.png
Spy
(match-ups)
A single Spy can decimate and torture an entire team. Always be suspicious of teammates if there is a known Spy on the other team. A Spy will almost never run around without a disguise except when the spy is shooting, just killed an individual, or when carrying the flag. Be on the lookout for teammates acting out of the ordinary by doing such things as running back into your base, throwing grenades at other teammates/friendly Sentry Guns, or running at a speed not consistent with their given class (too fast as a Soldier or Heavy; or too slow as a Scout or Medic). Also, be wary of any fallen corpses, in particular ones that change classes. The Spy's Feign Death ability allows Spies to avoid detection. If you see a Spy suddenly fall to the ground without a death message, that Spy feigned his death and should still be engaged.

Try to identify Spies before they attack. They have a Knife, Tranquilizer Gun, Double-Barrel Shotgun, and Nailgun. The Tranquilizer Gun does little damage but slows the victim to half speed. If shot by this, it makes a Soldier extremely vulnerable to all enemy fire. This will sometimes be employed by a Spy to slow a target in the battlements area of a map to make them more vulnerable to Sniper fire. This tactic will also be used to catch up to an enemy to backstab them with their Knife. Other than those scenarios, a Spy will typically use his Double-Barrel Shotgun or Nailgun. The Soldier will outmatch a Spy in straight-up combat. The Rocket Launcher is usually the best weapon to deal with spies because one direct hit should kill the Spy. If low on ammo or having difficulty hitting a Spy, the Double-Barreled Shotgun coupled with your higher armor should be enough to allow you to take out the Spy so long as you avoid being stabbed. Generally, a grenade will not be necessary against a Spy and should only be used if having trouble killing the Spy or if the you suspect a Spy is going for a command point or dropped flag.

Engineernew tfc.png
Engineer
(match-ups)
The Engineer is an important enemy for a Soldier to target. The Engineer's firearms are of little concern to as they will have little effect on a Soldier, before the Soldier is able to kill the Engineer. Rarely will an Engineer be without a Sentry Gun. This Sentry Gun should be the primary focus of a Soldier. A has a unique ability to target and destroy enemy Sentry Guns. If the Soldier is out of the Sentry Gun's range, the Soldier should be able to destroy the Sentry Gun with a few rockets. If in closer range, the soldier should consider using a combination of Nail Grenades and Frag Grenades while strafing quickly in and out of view of the Sentry Gun while firing several Rockets from the Rocket Launcher. This array of fire power should be able to destroy a Sentry Gun can be destroyed as long as each explosion is in close proximity to the Sentry Gun. It is usually best to throw the Nail Grenade first. It allows the grenade to fire nails that will drive an Engineer further from the Sentry Gun. If timed correctly the explosion from the Nail Grenade can be simultaneous with that of a Frag Grenade.

The main weapon in the Engineer's arsonal to be concerned with is the EMP Grenade. This powerful grenade will cause great damage to any class holding many a lot ammunition. It is wise to drop any extra ammunition prior to leaving spawn to help mitigate this threat. Even by doing this, an EMP Grenade can still have devastating effects. Try to avoid the Engineer if you hear him prime a grenade. Otherwise, the Soldier vastly outmatches the Engineer in combat.

Civilian tfc.png
Civilian
(match-ups)
Typically, a Soldier will not face a Civilian. This will only happen on custom maps or custom modded servers. If a Soldier happens to encounter a Civilian, the Soldier has a great advantage. The Civilian only has a melee weapon and will typically be attempting to escape.

Basic Soldier Strategy

The Soldier is a tough, high-damage class that is a great asset to teams. The Soldier is slower than most other classes; however, he can engage targets at any range. The Soldier's Rocket Launcher uses a very powerful, slow-moving projectile. It is strong enough to kill most enemies in one direct hit. The Soldier is a vital fighting class that is an excellent candidate for either offensive or defensive play.

General

  • A Soldier is a superior combat fighter as well as apt in destroying Sentry Guns. Typically, he should use his Rocket Lancher. This combined with extra armor allows the Solder to be such a devastating class.
  • Always aim your Rocket Lancher in front of the direction your enemy is moving and towards their feet. This will allow your shots the highest probability of landing some damage.
    • This holds true from medium to long ranges. Close-range requires much less consideration.

Weapon Specific

A list of useful tidbits about the Soldier's tools.

Rocket Launcher

Rl tfc.png

  • Rockets will detonate collision with any player or wall.
  • Rockets are slow moving projectile weapons that fly straight and are unaffected by gravity. If your opponent is moving, be sure to aim to where your opponent is going, not where they are. This technique takes practice, do not be discouraged.
  • Direct hits will do maximum damage; however, aiming for a players feet will ensure the highest probability of actually doing damage to an enemy.
  • The Rocket Launcher only has a magazine size of 4 rockets, reload often.
    • Alternate fire reloads the Rocket Launcher.

Double-Barrel Shotgun

Ssg tfc.png

  • Use this as an alternative to you primary weapon against most targets. It should be used at close-range, when you have run out of ammo with your Rocket Launcher, or to finish off opponents to save rocket ammunition.
    • This has high damage at close range and maintains good accuracy/damage up to medium range targets. At further targets, use the Single-Barrel Shotgun.
  • Strafe and jump while circling targets with your Double-Barrel Shotgun.
    • Do this while moving toward your target for highest damage.
  • If you run out of ammo with this weapon, do not reload it until you are safe. Rather, switch to either your Single-Barrel Shotgun or Rocket Launcher if applicable.
  • The Double-Barrel Shotgun can be used on enemies that are faster than you and your grenades. This is particularly useful on enemies fleeing away faster than your rockets can launch. While this weapon might not kill the fleeing enemy, it will inflict some damage.

Single-Barrel Shotgun

Sg tfc.png

  • Try to use this only when you must engage an enemy at distance and cannot use your Rocket Launcher. This weapon is more accurate at great distances than the Single-Barrel Shotgun; but, it is does not deal great damage at such long distances.
    • This weapon should also be used if you run out of ammunition with your Double-Barrel Shotgun at close-range distances
  • The Single-Barrel Shotgun can be used on enemies that are faster than you and your grenades. This is particularly useful on enemies fleeing away faster than your rockets can launch. While this weapon might not kill the fleeing enemy, it will inflict some damage.

Crowbar

TFC Crowbar.PNG

  • Typically this is a last resort weapon. Use this when an enemy is in close enough range and you have no other means to attack that enemy.
  • Using the Crowbar as a form of humiliation is difficult as the Soldier due to his excessively slow speed.

Hand Grenade

Frag tfc.png

  • By default, pressing the throw grenade button will prime the grenade, then releasing the button will actually throw the grenade.
    • Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.
  • Try to use your Hand Grenade to supplement your Rocket Launcher in a fire-fight.
  • If you are guarding a dropped flag, it is wise to prime your grenade if you hear an enemy coming as a preemptive measure.
  • Grenades have a large splash damage area with high damaging effects. Therefore, it is wise to use a grenade when encountering multiple enemies.

Nail Grenade

Nail Grenade TFC.png

  • The Nail Grenade is similar to a Hand Grenade except after the timer expires, it spits out nails in a 360 degree manner around the grenade before detonation.
  • After the timer expires, the Nail Grenade pops up a bit off the ground to shoot the nails. This effect also happens if the grenade is in the air when the timer expires.
    • A Soldier can use this phenomenon to implant a Nail Grenade in the first story ceiling (second story floor) of a two story structure. Upon detonation, an explosion can be felt through the floor and ceiling on both floors respectively.
  • The Nail Grenade is excellent at destroying an Engineer's buildings, and denying all classes access to certain areas until it detonates.

See also





Demoman Strategy

Class Strategy
Scoutnew tfc.png
Scout
(match-ups)
When facing a Scout, a Demoman must remember that the Scout is much faster than he is. The Scout is able to dodge many of the Demoman's attacks. If you notice the Scout soon enough, try to set a trap so he has no where to run. Only careful timing will kill a trained Scout as it is still possible for the Scout to evade/avoid the trap through careful maneuvers. Keep in mind that the Scout's main goal is to capture the flag/command point.

Generally, he will likely not try to combat you. Therefor, you will likely survive the encounter with little to no damage. You should not have to use any grenades to kill the Scout, but if he is attempting to grab a dropped flag, be sure to prime a grenade early to make sure it has enough time to detonate near the Scout.

If you are attempting to use your Detpack, be sure to guard it against Scouts as a single touch will disable it. Your detpack will be more vulnerable if you have it set on an extended time delay. If utilizing a longer time detpack on a map with several Scouts, setting up a perimeter with pipe-bombs to protect it should help to prevent a Scout from removing it. However, be sure to keep note how much time is left before detonation as the Detpack will kill you or any enemy with in range instantly.

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Sniper
(match-ups)
Typically, encounters against a Sniper will only happen in two scenarios. First, more often then not, a sniper will attack you at range due to his massive advantage in combat at long distances. To counter this threat, utilize pipebomb jumping to avoid being sniped, if at all possible. If you are restricted to an area that cannot utilize pipebomb jumping, switch to your shotgun and fire at the Sniper. If you land a hit, the snipers aim will be disrupted.

As a Demoman, one would want to avoid areas that are heavily prone to Sniper fire. A Demoman should consider using his Detpack to open up alternate routes on the maps that allow the use of this tactic. If necessary, the entire battlement-sniper area can be avoided using this tactic and the demoman, and his teammates, can covertly traverse the map.

In the second scenario, the Demoman would likely surprise the Sniper. This can be as a Sniper is traveling down a corridor, or whilst the Sniper is perched in a high sniper tower. If you find yourself in the traveling down the corridor scenario, pummel the Sniper with your Grenade Launcher but avoid his Auto-Rifle. If your aiming at a Sniper in a tower, use a combination of a Hand Grenade and your Pipebomb Launcher to take him out.

Soldiernew tfc.png
Soldier
(match-ups)
A Demoman and a Soldier are fairly evenly matched in terms of firepower and each class has its own advantage. The Soldier is slightly more offensively oriented where as the Demoman is slightly more defensively oriented. When fighting a Soldier, use your slight speed advantage to make yourself more difficult to hit with his Rocket Launcher. Meanwhile, laying down an array of grenades or pipebombs with the respective launcher. Since the Soldier has a lower than normal running speed, he is more vulnerable to a pipebomb trap or your MIRV Grenade. In this sense, the Demoman has the advantage.

However, the Soldier has the advantage at medium to long-range distances, in particular. The Soldier's Rocket Launcher and set of Shotguns are able to more effectively engage the Demoman when the Soldier is out of range of the Grenade/Pipebomb Launcher. If you find yourself out of range to use your Grenade/Pipebomb Launcher against a Soldier, first assess the situation. If the Soldier is charging toward you, it is a wise idea to start to setup a pipebomb trap whilst avoiding the Soldier's fire. This will either force the soldier to stay at range, or give you a high likelihood of killing the Soldier if he continues toward you. If the Soldier stays in the long-range area, you should use your Single-Barrel Shotgun and move toward the Soldier, or retreat away from the Soldier.

In any situation, to not forget about using your grenades. Both the MIRV Grenade and Hand Grenade are extremely useful against a heavily armored class such as the Soldier.

Demomannew tfc.png
Demoman
(match-ups)
When facing a fellow Demoman, you should always be prepared to counter the Demoman's attacks. Obviously you are equally equipped, but generally speaking stick to using your Grenade/Pipebomb Launcher, depending on situation, at close to medium ranges and using your Single-Barrel Shotgun at longer ranges. Be sure to keep moving to stay away from any grenades/pipebombs while trying to lay down some fire at the same time. It is wise to prime either grenade when encountering an enemy Demoman.

A large function of a Demoman is to open up pathways for teammates and yourself to capture the flag. Your job is also to close pathways that are opened. You will often find yourself constantly trying to counter a Demoman's detpacks, either on offense or defense. Be prepared to use your Detpack each life to open or close pathways due to an opposing Demoman if it is most beneficial to your team goals. If it is not necessary to go back and forth with the enemy Demoman unless it directly helps your team attack or defend a command point/flag.

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Medic
(match-ups)
The Medic is one of the more dynamic enemies to counter. The Medic has a versatile arsenal, high rate of speed, and full armor. Generally speaking, Medics will either trying to make quick captures of flags or points. If your goal is to be defensive, setting traps against the fast paced medic can be difficult, but effective. Utilize similar tactics as you would against a Scout keeping in mind the Medic is slightly slower bug much more heavily armed and armored.

A trained Medic will keep to medium ranges because of his selection of weapons and dodging ability. The Medic has a Single-Barrel Shotgun, Double-Barrel Shotgun, and Super Nailgun. The Medic will not typically avoid a fight unless it is not necessary for the goal of the map. He will use his powerful Double-Barrel Shotgun until he runs out of ammo, then switch to the Single-Barrel Shotgun. If he still runs out of ammo, he will then go to the Double-Barrel Shotgun. If the Medic is at long range, he will use the Super Nailgun or Single-Barrel Shotgun until he gets closer due to their potentially devastating effects and accuracy. Beware if the Medic gets to closer range. Some Medics will rush an opponent to infect them with their medkit and then back-off to continue to inflict damage with their other weapons. Try to keep the Medic away from you with your Grenade Launcher. If you get infected, call for a friendly Medic immediately. Be sure to take out the enemy Medic so he cannot infect others. Do NOT return to spawn! You do not want to infect your teammates. If you have a Medic on your team, communicate with him while avoiding your teammates. If you do not have a Medic on your team, it may be wise to kamikaze the enemy with your MIRV Grenades and your pipebombs/grenades since you might die by the infection anyway. This may kill several enemies or even pivital Sentry Guns.

Heavynew tfc.png
Heavy
(match-ups)
The Heavy Weapons Guy is very challenging for a Demoman if you cannot avoid his devastating Autocannon. The Heavy Weapons Guy will have the advantage in many situations but not all. He is more heavily armored than the Demoman, but he is also significantly slower. A Demoman must use this advantage. A often employed tactic utilizes staying at the maximum range of your Pipebomb Launcher. Launch the pipebombs as far as they can go towards the Heavy Weapons Guy while dodging behind some cover. Keep track of where the Heavy moves and detonating the pipebombs as necessary. If he gets too close, prime a Hand Grenade or your MIRV Grenade.

If you are at a closer range, prime a grenade immediately while trying to land several Grenade/Pipebomb Launcher shots. At a closer range, you are much more vulnerable. If you cannot run away, try to use your Pipebomb Launcher to pipebomb jump yourself away from danger.

The Heavy Weapons Guy is a two way class. Typically, they will spend a great amount of time on defense, but they will also venture to offense if the need arises. Therefore, you may encounter him at any point on a map. If as a Demoman you are playing offense, the Heavy Weapons Guy will position himself in a bottleneck or right on a command point or a flag. A Demoman should anticipate this tactic and prepare accordingly. It is wise to prime a grenade and set a trap prior to entering a room known to have a Heavy Weapons Guy inside. The grenade will take a decent amount of health away from the Heavy. The pipebomb trap will provide a great avenue of escape if you cannot make it past. If the Heavy, or any other enemy, pursues you as you try to escape, blow the trap.

Pyronew tfc.png
Pyro
(match-ups)
The Pyro is another difficult class to counter. The Pyro has several weapons that can be used across the variety of ranges. The Incendiary Cannon and the Flamethrower cover the entire range of combat that will disorient any victim. The Demoman will need to keep to a very specific range. Just out of range of the Flamethrower but not so far as to be out of range with your Grenade/Pipebomb Launcher. The Pyro will have the advantage if you get out of range of your Grenade Launcher. The Incendiary Cannon is a rocket launcher that deals lower damage and will ignite the target or anyone in the splash damage area. It also does not need to be reloaded so the Pyro can rain down a barrage of rockets at distance.

The Demoman should consider priming a grenade upon countering a Pyro. The Pyro has superior speed and armor. The optimal way to eliminate a Pyro is through the use of a grenade and your Pipebomb/Grenade Launcher while staying out of range of the Flamethrower. A Pyro will may also use his napalm grenade to corner you, do not allow this to happen. Continue to shoot while dodging any fire from the Pyro.

Spynew tfc.png
Spy
(match-ups)
A single Spy can make you paranoid of all of your teammates, and justifiably so. Always be suspicious of teammates if there is a known spy on the other team. A spy will almost never run around without a disguise except when the spy is shooting, just killed an individual, or when carrying the flag. Be on the lookout for teammates acting out of the ordinary by doing such things as running back into your base, throwing grenades at other teammates/friendly Sentry Guns, or running at a speed not consistent with their given class (too fast as a Soldier or Heavy; or too slow as a Scout or Medic). Also, be wary of any fallen corpses, in particular ones that change classes. The Spy's Feign Death ability allows Spies to avoid detection. If you see a Spy suddenly fall to the ground without a death message, that Spy feigned his death and should still be engaged.

Try to identify Spies before they attack. They have a Knife, Tranquilizer Gun, Double-Barrel Shotgun, and Nailgun. The Tranquilizer Gun does little damage but slows the victim to half speed. If shot by this, it makes a Demoman much more vulnerable to all enemy fire. This will sometimes be employed by a Spy to slow a target in the battlements area of a map to make them more vulnerable to Sniper fire. This tactic will also be used to catch up to an enemy to backstab them with their knife. Other than those scenarios, a Spy will typically use his Double-Barrel Shotgun or Nailgun. The Demoman should use the Grenade/Pipebomb Launcher or the Single-Barrel Shotgun depending on the distance away. Generally, a grenade will not be necessary against a Spy and should only be used if having trouble killing the Spy or if the you suspect a Spy is going for a command point or dropped flag.

Engineernew tfc.png
Engineer
(match-ups)
The Engineer is arguably the main target of a Demoman. The Engineer's firearms are of little concern to the Demoman. Rarely will an Engineer be without a Sentry Gun. This should be a great focus to a Demoman. A Demoman should locate and destroy enemy Sentry Guns if he is not preoccupied on defense. Using a combination of MIRV Grenades, Hand Grenades, and your Grenade/Pipebomb Launcher, a Sentry Gun can be destroyed as long as it can be reached with these weapons. Choosing between the Grenade Launcher and Pipebomb Launcher is simply determined if the projectiles can reach the Sentry Gun. If the projectiles can reach the Sentry Gun without needing to bounce, then use the Pipebomb Laucnher. If they need to bounce, use the grenade launcher. Using the Pipebomb Launcher will allow many pipebombs to build up and make it more likely to destroy the gun. If the projectiles need to bounce, a Demoman's pipebombs are detonated, and if they do not make it to the gun it will have no effect. Therefore, a Grenade Launcher is more appropriate for this scenario because they will still the opportunity to destroy the gun.

The main weapon in the Engineer's arsonal to be concerned with is the EMP Grenade. This powerful grenade will cause great damage to any class holding many a lot ammunition. It is wise to drop any extra ammunition prior to leaving spawn to help mitigate this threat. Even by doing this, an EMP Grenade can still have devastating effects. Try to avoid the Engineer if you hear him prime a grenade. Otherwise, the Demoman outmatches the Engineer in combat.

Civilian tfc.png
Civilian
(match-ups)
Typically, a Demoman will not face a Civilian. This will only happen on custom maps or custom modded servers. If a Demoman happens to encounter a Civilian, the Demoman has a great advantage. The Civilian only has a melee weapon and will typically be attempting to escape.




Basic Demoman Strategy

The Demoman is a tough, mobile, high-damage class. He is one of the most versatile classes in the game. The Demoman should keep targets in a medium range as he is more vulnerable to close and long range enemies. The Grenade Launcher is difficult to aim and the Pipebomb Launcher has a significant delay between launch and the ability to detonate. The Demoman is vital to opening passage ways for teammates and is excellent in destroying an Engineer's Buildings.

General

  • Use your Detpack to open or close alternate pathways on a map.
  • Always aim your projectile weapons in the direction your enemy is moving. Remember you do not have to be directly facing your enemies to have your weapons land a hit.

Weapon Specific

A list of useful tidbits about the Demoman's tools.

Grenade Launcher

Gl tfc.pngClassic glbomb model.png

  • Grenades will detonate upon impact with an enemy if it does not bounce first.
  • Always aim for direct hits to ensure maximum damage.
  • Grenades will explode after approximately 3 seconds if it does not collide with a player.
  • Crouching will cause grenades to go a shorter distance.
  • Remember that the grenade launcher shares its magazine with the pipebomb launcher, so reload often.

Pipebomb Launcher

Pipe tfc.pngClassic pipebomb model.png

  • Use pipebomb traps to secure popular routes, tactical bottlenecks, flag rooms or command points.
    • Try to keep the pipebombs minimally visible yet providing sufficient cover if at all possible.
    • When crouching, pipebombs go to a shorter distance without bouncing as much. Therefore, crouch to have a more controlled, precise size.
  • Pipebombs should be used to Pipebomb Jump yourself out of danger, to great heights, or across a map.
  • When encountering a Sentry Gun, Pipebombs should be used as a primary means to eliminate it. They will provide a high rate of damage if you can land several pipebombs close to the Sentry Gun.
  • Pipebombs can force enemies to take an alternate/more difficult route. Use the pipebombs as a means of territorial denial. Force your enemies to take more difficult routes and/or keep them out of a certain key areas.
  • Remember that the pipebomb launcher shares its magazine with the grenade launcher, so reload often.

Single-Barrel Shotgun

Sg tfc.png

  • Try to use this when you must engage an enemy at distance. It is the Demoman's only weapon that can hit an enemy over long distances. Be careful as this weapon is not very accurate nor does it deal great damage at such long distances.
  • This is always a good backup weapon to use. Since the grenade launcher and the pipebomb launcher share the same magazine, you may run out of ammo before killing your enemy. The shotgun may be used to finish off your enemy faster than if you reloaded your grenade/pipebomb launcher.
  • The shotgun can be used on enemies that are faster than you and your grenades. This is particularly useful on enemies fleeing away faster than your grenades/pipebombs can launch if you do not have a pipebomb trap set. While this weapon might not kill the fleeing enemy, it will inflict some damage.

Crowbar

TFC Crowbar.PNG

  • Typically this is a last resort weapon. Use this when an enemy is in close enough range and you have no other means to attack that enemy.
  • Using the Crowbar as a form of humiliation is difficult as the Demoman due to his excessively slow speed.

Detpack

Detpack TFC.pngDetpack sign TFC.png

  • Detpacks can be used to open up pathways that would otherwise be unavailable.
  • Detpacks may close some passage ways. Keep this in mind if an opposing demoman has opened up a route that makes your team more vulnerable.
  • Typically, you only get one Detpack per life, use it wisely.
  • A frequent tactic used on Control Point based maps is to set a Detpack that is timed to go off just after the gates open. This is used offensively, but more frequently defensively.
    • Timing is tricky to have it go off and inflict casualties on enemies.
    • Try to keep the Detpack hidden to catch enemies as they com out of the gate.
  • Detpacks can be used to deny a team from entering a certain area. Getting behind enemies lines, and setting a detpack in a high traffic area may deter individuals from using a specific route or

Hand Grenade

Frag tfc.png

  • By default, pressing the throw grenade button will prime the grenade, then releasing the button will actually throw the grenade.
    • Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.
  • Try to use your Hand Grenade to supplement your Grenade Launcher/Pipebomb Launcher in a fire-fight.
  • If you are guarding a dropped flag, it is wise to prime your grenade if you hear an enemy coming as a preemptive measure.
  • Grenades have a large splash damage area with high damaging effects. Therefore, it is wise to use a grenade when encountering multiple enemies.

MIRV Grenade

Mirv tfc.png

  • MIRV Grenades deal very high damage. The initial explosion deals the same amount of damage as each bomblet.
  • MIRV Grenades are extremely effective against Sentry Guns. Typically one grenade will destroy a fully built level 3 Sentry Gun.
  • Throw your MIRV Grenades if you are about to die (if enemies are suspected to be close by). The delay between the initial explosion and the explosion of the bomblets will confuse your enemies and may kill several of them.

See also



Medic Strategy

Class Strategy
Scoutnew tfc.png
Scout
(match-ups)
A Medic is well equipped to face a Scout. The Scout is slightly faster, but the Medic has greater firepower. The Medic is excellent at chasing Scout flag-carriers. Due to the Scout's lower armor, health, and weaker weapons, the Scout will typically attempt to escape. If encountering a Scout use your Double-Barrel Shotgun in closer range or your Single-Barrel Shotgun at longer distances. If necessary, a Hand Grenade may be used to kill a Scout. Typically, it is not worth wasting a Hand Grenade on a Scout unless he is carrying a flag or attempting to pick up a flag. Also, using your Medkit to infect the Scout will be difficult because it is unlikely the Medic will ever be within melee range. If ever within that range, it is wise to infect a Scout to help lower his health to prevent any offensive advances.

Generally, he will likely not try to combat you. He may use his Concussion Grenade both offensively, to capture flags, and defensively, to escape. Luckily, you can match his efforts in either manner. Attempt to keep up with a Scout and try to keep shots on the Scout before he gets out of range if it is consistent with your game plan. If your playing offense, and you know you have a strong defensive team, one should consider ignoring the Scout and pursuing your own goals. Otherwise, it does not hurt to chase a Scout.

Snipernew tfc.png
Sniper
(match-ups)
Typically, a Sniper will attack you at range due to his massive advantage in combat at long distances. To counter this threat, utilize your concussion grenade to Concussion Jump, if it is possible. This will help you to avoid being sniped. If you are restricted to an area that does not allow you to concussion jump, switch to your Super Nailgun or Single-Barrel Shotgun and fire at the Sniper. If you land a hit, the Sniper's aim will be disrupted.

As a Medic, you are a valued target for a Sniper; however your greater speed makes you a more difficult target to hit. Again using the Concussion Jump technique should help you in this situation by making you more difficult to hit. Most battlement areas will be open enough to use the Concussion grenade.

One may also encounter a Sniper if a Sniper is traveling down a corridor, or whilst the Sniper is perched in a high sniper tower (not at range). In either case, it is wise to use the combination of a Hand Grenade and either the Double-Barrel Shotgun, Single-Barrel Shotgun, or Super Nailgun to attack the Sniper. Always avoid his Auto-Rifle, it is a very strong weapon that can kill you in a few seconds. If at all possible, infecting a Sniper is generally still a good idea. Typically if you are in an area close enough to infect a Sniper, the Sniper's teammates may pass by and become infected as well.

Soldiernew tfc.png
Soldier
(match-ups)
A Soldier is a difficult opponent for a Medic. Each class has its own advantage. The Soldier has greater firepower and the Medic has greater speed. When fighting a Soldier, use your speed advantage to make yourself more difficult to hit with his Rocket Launcher. Meanwhile, shoot at the Soldier with the appropriate weapon for the situation. Since the Soldier has a lower than normal running speed, you are likely able to escape if need be.

However, Soldier has the advantage at medium to long-range distances due to his Rocket Launcher. Your ranged weapons are matched by his, and he has the Rocket Launcher to his advantage. If you find yourself at an ineffective range of combat when facing a Soldier, you should consider circumnavigating the fight as quickly as possible. The Concussion Jumping technique will allow you to get around this fight.

As with most heavily armored opponents, it is wise to use your Hand Grenade to aid in your conflict. Also, if you get close enough to a Soldier, it is wise to infect him and then back up and use other weapons against him to lower his health more rapidly.

Demomannew tfc.png
Demoman
(match-ups)
When facing a Demoman, use caution because the Demoman is a versatile class. He you can encounter him offensively or defensively. Be wary of his Pipebomb Launcher as its pipebomb trap causes great damage and is an excellent area denial tool. If you kill a Demoman any pipebombs launched will detonate, therefore always be aware of your location relative to any pipebombs are on the ground. Obviously, this is particularly problematic if you are attempting to capture a flag/command point.

When facing a Demoman in the absence of pipebomb trap, try to keep distance enough to avoid any shots from his Pipebomb/Grenade Launcher while also being close enough to land effective shots with your Double-Barrel Shotgun. Your speed advantage gives you the ability to fight and/or escape if need be. Adjust your weaponry depending on your distance away from your enemy.

The Medic should avoid the Demoman's Hand and MIRV Grenades. Both can be very devastating. It is wise to use your Hand Grenade to aid in your fight against the Demoman. Also, if you get close enough, infect him and then back up and use other weapons against him to lower his health more rapidly.

Medicnew tfc.png
Medic
(match-ups)
The Medic is a very dynamic enemy to counter. Facing a fellow Medic means you should assume that he will use the same tactics as you. Sharing your arsenal and speed makes facing a Medic difficult. Typically, you will both be playing offensively; however, you may encounter another Medic in the battlement area of a map, chasing a flag carrier, or being chased while carrying a flag. Generally speaking, Medics will keep moving and dodging while attempting to lay down some fire, even possibly make use of grenades. Stick to general use of Double-Barrel Shotgun at closer range and either Super Nailgun or Single-Barrel Shotgun at distance depending on situation.

Remember to use any general strategies against a Medic as you would against any other enemy except the use of your Medkit. Your Medkit is not an effective weapon against another Medic because it does low damage and cannot infect another Medic. Typically, using your Double-Barrel Shotgun will be more effective even at point-blank range.

Heavynew tfc.png
Heavy
(match-ups)
The Heavy Weapons Guy is a difficult enemy for a Medic. The Heavy Weapons Guy will have the advantage in most situations but not all. He is much more heavily armored than the Medic, but he is also much, much slower. To successfully fight a Heavy Weapons Guy, the Medic must use this advantage. The Heavy will likely use his Autocannon due to its massive damage potential. However this gives the Medic some time to take action as the Autocannon takes a few moments to spin up. During this time is when a Medic must make the decision to fight, run away, or Concussion Grenade Jump to safety. In most cases, some form of escape is the wisest choice after encountering a Heavy weapons Guy, however, if you have to fight him, there are two tactics that should be employed.

If close enough, prime a grenade immediately while ambushing the Heavy Weapons Guy. Remember, you are much more vulnerable at closer range. If you are close enough to infect him, quickly infect him and then throw the grenade at him while hitting him with your Double-Barrel Shotgun and running away. If done correctly, you should be able to kill the Heavy Weapons Guy with your shotgun, or escape and have him die of infection soon after. The other tactic involves staying at long range and using your Super Nailgun. The Heavy Weapons Guy is slow enough to accurately hit and do considerable damage with your Super Nailgun. The Heavy Weapons Guy's Autocannon is not accurate and deals little damage at great distance. If he switches weapons, his other weapons are not deadly over distance.

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Pyro
(match-ups)
The Pyro is a very versatile class. The Pyro has several weapons that can be used across the variety of ranges. The incendiary cannon and the flamethrower cover the entire range of combat that will disorient and damage any victim. The Medic will need to keep to a very specific range. Keep just out of range of the flamethrower while still being close enough to be effective with your Double-Barrel Shotgun. The Pyro will have the advantage if you get out of range because he will use his Incendiary Cannon. Even though the Incendiary Cannon does lower damage, it will still ignite the target or anyone else in the splash damage area causing burn damage and impairing vision.

The Medic should continue moving to make your self a more difficult target. Also, priming a grenade upon countering a Pyro is wise due to the Pyro's superior speed and armor combination. Avoiding direct hits from the Pyro will allow you to deal sufficient damage. A Pyro will may also use his napalm grenade to corner you or deny you access to an area, try not to allow this to happen. Remember your health regenerates slowly. Therefore, fire will effect you less severely than your teammates. Also, be sure to heal any teammates that are on fire using your Medkit.

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Spy
(match-ups)
Spies are very covert in their operations. Always be suspicious of teammates if there is a known spy on the other team. A spy will almost never run around without a disguise except when the spy is shooting, just killed an individual, or when carrying the flag. Be on the lookout for teammates acting out of the ordinary by doing such things as running back into your base, throwing grenades at other teammates/friendly Sentry Guns, or running at a speed not consistent with their given class (too fast as a Soldier or Heavy; or too slow as a Scout or Medic). Also, be wary of any fallen corpses, in particular ones that change classes. The Spy's Feign Death ability allows Spies to avoid detection. If you see a Spy suddenly fall to the ground without a death message, that Spy feigned his death and should still be engaged.

Typically, a Medic will not encounter a Spy except in rare cases or in battlement areas. Try to identify Spies before they attack. They have a Knife, Tranquilizer Gun, Double-Barrel Shotgun, and Nailgun. The Tranquilizer Gun does little damage but slows the victim to half speed. Normally, the Medic can out run a Spy (if the Spy is not bunny hopping), however the Tranquilizer Gun makes a Medic much more vulnerable to all enemy fire. This will sometimes be employed by a Spy to slow a target in the battlements area of a map to make them more vulnerable to Sniper fire. This tactic will also be used to catch up to an enemy to backstab them with their knife. Other than those scenarios, a Spy will typically use his Double-Barrel Shotgun or Nailgun. The Medic should use typical tactics for weaponry depending on the distance away. Generally, a grenade will not be necessary against a Spy and should only be used if having trouble killing the Spy or if the you suspect a Spy is going for a command point or dropped flag.

The Medic has the ability to hinder a Spy's advances. The Medic can heal hallucinations brought on by the Hallucination Grenade and expedite the healing after being hit by a tranquilizer gun. Also, the Medic should check all suspected Spies with his Medkit (if close enough). If the suspected Spy is actually a Spy, the other play will grunt and start spewing some blood, this will make it more noticeable that he is a Spy.

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Engineer
(match-ups)
The Engineer is a great threat to a Medic. The Engineer's firearms are of little concern but his Sentry Gun will hinder the Medic's movement greatly. Conversely, the Medic is apt to destroy the Sentry Gun while out of its range. A Medic should always consider destroying enemy Sentry Guns unless he is actually carrying a flag. Using a Super Nailgun is enough to kill a fully healed, fully upgraded Sentry Gun even with an Engineer attempting to fix it. Being in the Sentry Gun's range, circle strafe around the Sentry Gun while shooting it with the Super Nailgun and throwing Hand Grenades. If done correctly, you should be able to destroy it before being killed.

The main weapon in the Engineer's arsenal to be concerned with is the EMP Grenade. This powerful grenade will cause great damage to any class holding many a lot ammunition. It is wise to drop any extra ammunition prior to leaving spawn to help mitigate this threat. Even by doing this, an EMP Grenade can still have devastating effects. Try to avoid the Engineer if you hear him prime a grenade. Otherwise, the Medic is superior to the Engineer in combat due to a more advanced arsenal, higher speed, and greater health/armor.

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Civilian
(match-ups)
Typically, a Medic will not face a Civilian. This will only happen on custom maps or custom modded servers. If a Medic happens to encounter a Civilian, the Medic has a great advantage. The Civilian only has a melee weapon and will typically be attempting to escape.




Basic Medic Strategy

The Medic is a very mobile, moderate-damage class. He is one of the most versatile classes in the game. The Medic should can engage targets at any range. He has a variety of versatile weapons. The Double-Barrel Shotgun is powerful at close range but loses accuracy over distance. The Super-Nailgun is excellent at slow moving/immobile targets at longer distances. The Medic is excellent at flag carrying and capturing points. He is also good at destroying an Engineer's Buildings.

General

  • Learn to Concussion Jump. It is an invaluable skill that will greatly increase your effectiveness as a Medic.
    • This can be done offensively to capture flags or defensively to escape advancing enemies.
  • If engaging an enemy and you run out of weapons, quickly switch weapons rather than reloading. All of your weapons are well enough to use at any distance if need be. This tactic will save precious time and likely help save your life.
  • Be sure to heal teammates if given the opportunity. Your Medkit will instantly heal teammates then will Adrenalise up to an additional 50 points.
  • The Medkit also cures all ailments caused by other classes (Hallucinations, Fire, etc.).

Weapon Specific

A list of useful tidbits about the Medic's tools.

Double-Barrel Shotgun

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  • Use this as a primary weapon against most targets. It has high damage at close range and maintains good accuracy/damage up to medium range targets.
    • For highest damage use against medium ranged targets or closer.
  • Strafe and jump while circling targets with your Double-Barrel Shotgun.
    • Do this while moving toward your target for highest damage.
  • If you run out of ammo with this weapon, do not reload it until you are safe. Rather, switch to either your Super Nailgun or Single-Barrel Shotgun.

Super Nailgun

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  • Super Nailgun is excellent at destroying Sentry Guns. The high rate of fire and damage output will destroy a full health Sentry Gun being repaired by an Engineer before running out of ammo.
  • Use the Super Nailgun on immobile or slowly moving targets (zoomed Sniper or shooting Heavy Weapons Guy) at long range distances.
  • Always lead your shots, nails fly through the air relatively slowly.
    • The slow speed of the nail makes it difficult to it faster targets or targets within very close range.
  • The Super Nailgun is useful against Snipers. If you can hit the Sniper with the nails, it will disrupt his view. Strafe back and forth to make it more difficult to be sniped.

Single-Barrel Shotgun

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  • Try to use this when you must engage an enemy at distance. It is more accurate than the Double-Barrel Shotgun and its pellets instantly hit a target. Be careful as this weapon does not have great accuracy nor does it deal great damage at such long distances.
  • This is always a good backup weapon to use. The shotgun may be used to finish off your enemy faster than if you reloaded your Double Barrel Shotgun.

Medkit

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  • Alternate fire automatically equips the Medkit. Use this to quickly infect enemies or heal teammates.
  • Heal your teammates as often as you can. The Medkit will instantly heal your teammates, then begin to adrenalise them.
    • Medkit can heal infections, cure hallucinations, and put out teammates on fire.
  • Use your Medkit to infect enemies.
    • Infections can spread from your enemy to any enemy on the opposing team(s).
    • After infecting an enemy it is wise to run away and switch weapons to deal even more damage.

Hand Grenade

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  • By default, pressing the throw grenade button will prime the grenade, then releasing the button will actually throw the grenade.
    • Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.
  • Try to use your Hand Grenade to supplement your arsenal in a fire-fight against all enemies.
  • If you are guarding a dropped flag, it is wise to prime your Hand Grenade if you hear an enemy coming as a preemptive measure.
  • Grenades have a large splash damage area with high damaging effects. Therefore, it is wise to use a grenade when encountering multiple enemies.

Concussion Grenade

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  • Concussion Grenades are used to Concussion Jump. This is a very valuable skill to learn. It will aid in capturing flags and escaping enemies.
    • This takes great amount of practice to learn and master.
    • Concussion Grenades' knockback effect is greatest the further you are from the center of the grenade while still remaining in its blast radius. Take this into account if learning to Concussion Jump.
  • Concussion Grenades are excellent at disrupting an opponents aim, use this to disrupt classes based on precise aiming (Soldier, Sniper, etc.).

See also