Some Tips on Ultiduo

Competitive Team Fortress 2 is an odd beast. On one hand, its goal is to quantify the most skill-based aspects of our beloved game to create an environment where the most skilled teams can prove it to their peers. Unfortunately, in order to do this they have to contend with the incredible amounts of unbalanced stuff that are hallmarks of the game; the unlocks are designed to be swapped out for the right situations, most of the classes are not designed to be played the whole time, and many of the maps give unfair advantages to offense, defense, or whichever… [Continue Reading]

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Arena mode: why it failed

Arena. We all know it’s a dead mode. Sure, there have been other modes that Valve dropped, like Special Delivery or Territory Control. But Arena was the only one with a considerable push behind it, starting with not just one map, but five: Lumberyard, Badlands, Ravine, Granary, and Well. It even received four more maps after its initial push. But despite this key difference, the mode still died. Why? Well, in short, it’s not very good. Why? There are a few reasons.

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How to win Balloon Race

A while ago, I made a blog post about a popular derp map cp_orange_x3. I laid out a specific loadout that makes it quite easy to win. Well, here’s another one! Balloon race is a popular game mode where teams race to capture points on a circular donut-shaped map with plenty of map obstacles in the way. Every point captured increases your balloon speed, and the balloon is (supposed to be) the only thing allowing you to continue forward on the map due to large pitfalls between checkpoints. It’s a shame there’s no class designed to fly incredible distances without… [Continue Reading]

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Good Offensive Teleporter Spots on Payload maps

Boy oh boy do I love me some payload. At times I suspect it’s the most popular game mode in Team Fortress 2, probably because its asymmetrical nature keeps the battlefield fresh and changing, or because it always has the most visually exciting and dynamic map designs, or because it ends with a massive explosion. Almost every payload comes with a particularly tough stretch. This is the hardest stretch for the attacking team, and usually pops up somewhere around the penultimate check point. It’s usually the longest stretch, and often the final stretch before the offensive spawn moves forward. All… [Continue Reading]

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Why the Short Circuit should be allowed in Medieval Mode

Remember when I covered Medieval Mode? It’s a great mode. Really fun for eight out of 9 TF2 classes. I’m reasonably certain you can guess which class gets shafted (and not just by arrows). Yes, poor Engineer has had everything he’s ever built stolen from him, and left to fend for himself with a plethora of melee weapons designed to augment nonexistent sentry guns. He basically shouldn’t exist as a choice, and for the most part if you play Medieval Mode, you’ll find that his representation on cp_degrootkeep is sorely lacking. (If there are engies, that’s usually a sign your… [Continue Reading]

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In Defense of Medieval Mode

Medieval Mode. You’ve heard of it. Sounds awesome. The Wiki page makes it look awesome. But is it awesome? … YES! Ignore the haters, this mode is great. I can have a barrel of fun on cp_degrootkeep (and a lot of custom Medieval maps, but those are way harder to find people playing.) As almost any class. Medieval Mode gets a lot of flak from most because it’s considered a “melee spamfest”, “void of all strategy” and “a horrific cluster♥♥♥♥ of arrows and demoknights.” And they may all have a point. But there are ways to play the game mode… [Continue Reading]

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