How to think like a spy: The Art of War from behind the cloak and dagger

Note: This applies less to playing the spy in small-sided competitive games, as there are different mechanics in play all together, this is a piece on the spy in regular format TF2 play. Battle is not a concrete, straightforward thing. Many people believe that winning games is all about numbers; kills, deaths. Victory is not merely a body count. In TF2 you can fight battles all day long, and slay hundreds of enemy combatants, and unless that’s your explicit goal (such as in arena mode), they will always return to fight that same battle over the same point or the… [Continue Reading]

Read more

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]

Read more

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]

Read more

The best pyro loadout in the game

Ah, pyro. Pyro pyro pyro. How SPUF can’t seem to make up its mind about you. On one hand, even pyro mains think he needs a buff. His weapons are all incredibly close-range save the flare guns, his primary only seems good at inconveniencing the enemy, to the extent that the Degreaser is far more popular because it allows combos with afterburn (often touted as the only thing afterburn is good for.) If it’s not that, its the ability to remove sappers from friendly buildings, or the ability to gain full health+crits with Phlog, or the ability to…basically do anything.… [Continue Reading]

Read more

A guide to Shotgun Heavy

Shotgun Heavy, AKA “Fat Scout”, is a method of playing Heavy by attacking and killing enemies with only your secondary and melee weapons. Not a supremely easy (or even very effective) strategy, it is more for use in the mindset of not entirely caring or messing around. As such, if you are in a situation that you playing Shotgun Heavy is a pure detriment to your team and is causing your team to lose, don’t do it; more, reserve Shotgun Heavy for times when you’re on a team that is good enough to where you can essentially do whatever you… [Continue Reading]

Read more

Why you should equip the High Five! taunt

The first time I equipped the High Five! I wasn’t doing it for a tactical benefit. I’m just a friendly guy who likes being able to interact with his teammates, and I enjoy offering a congratulatory High Five to my crit-boosted enemies during humiliation to distinguish the honorable opponents from the vengeance-thirsty hordes. But after a significant amount of time using it I quickly realized that the taunt had some very nice perks in the game proper. Here are three reasons you should consider stashing that rage-inducing Schadenfreude for some situational bonuses.

Read more

How to Win cp_orange_x3

Now, in my last Demoman vs. Demoknights post, I neglected to mention my personal favorite of the two demoman playstyles. Do I prefer demolitons man, or demoknight, or maybe even hybrid? None. My favorite demoman loadout revolves around the Sticky Jumper. The Sticky Jumper is addicting. Unlike the Rocket Jumper, it requires zero skill to use effectively (as opposed to a little skill) and it lets you keep your powerful Grenade Launcher and melee of your choice. This means you are perfectly capable of filling a viable role on your team; you have the absolute best mobility of any class… [Continue Reading]

Read more

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]

Read more