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Thread: Balance: A Guide to making smarter class choices
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09-29-10, 01:33 PM #11
Re: Balance: A Guide to making smarter class choices
Heh, you should've seen me on the console when I used to play CoD4. I got all the way up to 7th prestige and eventually decided to just stop there and get my golden guns. Got the Golden AK and Dragunov.
That game is nothing like TF2 though, I feel a great sense of joy each time my team wins the game.
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09-29-10, 01:55 PM #13
Re: Balance: A Guide to making smarter class choices
On Medics: I've found Kritz better for defense than offense, in general.
On Spies: DR v IW v CnD
I don't use the DR, like, at all, but I'll say that it's most useful when the enemy team is starting to spycheck.
The IW is probably the best watch for offense, especially in more linear maps. If you have to run long distances (ie Hightower) use this watch and you'll get more done for your team.
CnD is best used on defense, because you can camp in a nice corner or on top of something and wait for a prime target (ie Heavy) to run by, or for a spychecker to move on. However, if someone bumps into you, say your prayers, because it is a lot harder than one might think to escape determined spycheckers with this watch.
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09-29-10, 02:10 PM #15
Re: Balance: A Guide to making smarter class choices
You'll probably get umpteen opinions on this one, but I use the Kritzkrieg sometimes when I'm the only Medic and I need the 25% faster charge rate. I realize the faster charge rate is for building Kritz UberCharges, but it also feels like a quicker healing rate, too (there may be some technical stat behind this), especially the way I switch between teammates to keep everyone buffed. The more frequently you can deploy Kritzs, the more you'll help keep the other team on their heels.
But, yes, if there are defenses to break through, the regular Medigun is more versatile. Not necessarily better, just more versatile.
Good point about being vulnerable, too. You're vulnerable with both types of Mediguns. Although it's true that a regular Uber is an 8-second escape ticket if things go south, it's mostly up to Medics to keep themselves alive in pub play. Stick with healing targets you can use as meatshields. If you're lucky enough to have someone offer to pocket with you, stay with them like a fly on stink, yet don't neglect healing the rest of the team.Last edited by Sketch; 09-29-10 at 08:55 PM.
Happiness is a roiling fermenter.
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09-29-10, 07:40 PM #16
Re: Balance: A Guide to making smarter class choices
Moar ideas I have, yes... What about 'Untouchables' to describe the fact that the Brawlers should be keeping them safe so they can do their job. Or maybe 'Operatives/Operators' since they have their own specific jobs that aren't always kill, kill, and kill more.
To clear any confusion: Xanthur34 is my username, but Soleg is my Steam name.
TF2 Backpack: http://www.tf2items.com/id/xanthur34
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09-29-10, 09:07 PM #18Re: Balance: A Guide to making smarter class choices
meh, it's all about countering the enemies classes. Using classes at opportune moments. There is no hard and fast rules about what wins in a 12 vs12 match that's for sure; You can shut down an unstoppable offense by switching to natural counters and it can make an amazing difference.
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09-30-10, 04:03 PM #20
Re: Balance: A Guide to making smarter class choices
Woot ^_^
To clear any confusion: Xanthur34 is my username, but Soleg is my Steam name.
TF2 Backpack: http://www.tf2items.com/id/xanthur34
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