Sandviches for (not quite) everyone!

The Sandvich is overpowered. It allows one of the easier classes to play in the game to hide around a corner and heal himself or, worse, heal his team mates while he continues to tank damage and do massive damage in return. But here’s a thought, how would the Sandvich work on other classes? We’ll start with utility classes and work our way back. Of course, every class can benefit from what is essentially a free health pack, but since you have to taunt to use it, how effective would it be on every class? Spies, who are normally sneaking… [Continue Reading]

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Playing the Sniper Rifle in Team Fortress Classic

Aabicus, don’t you mean “Playing the Sniper”? No, I mean playing the sniper rifle. Because that is your job. Your life. That gun is a battlefield-stomping menace that boasts more flexibility and versatility than anything in Team Fortress 2. I know you think you’ve fought sniper rifles in TF2, but you haven’t fought a gun that can: *Charge and headshot from the hip *Charge-up damage infinitely *deal slowdown on bodyshot that never goes away (unless healed by a medic) *Deal knockback to friendlies, leading to the comical-looking but super useful “Sniper Jumping” technique *Gib on fully-charged headshot But believe it… [Continue Reading]

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The Family Business – The one weapon that SHOULD be multi-class!

The Family Business is nothing new. In fact, it’s one of those really annoying +stat/-stat weapons that most people despise and say it should be reworked and complain that it’s boring and stuff. But for someone like me, it’s great and I wish more people could use it. A quick reminder of the stats, the Family Business is your standard shotgun. It is currently equipped by the Heavy in the secondary slot. In exchange for an extra two shots in your clip, you get a nice 15% damage penalty. Doing the maths, it does a tiny weeny bit more damage… [Continue Reading]

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Righteously Bisoning

The Righteous Bison is a wonderful weapon. Alright, it’s not the best, what with there being options like the Buff Banner, the recently buffed Concheror and Battalion’s Backup and of course the normal shotgun, but it’s still a good weapon, and it’s much spammier than the Reserve Shooter. But I have an issue with the Bison. It’s not all-class. And it should be! Before you all scream that I’ve lost my mind, let’s pause and have a look at a few things. It has infinite ammo and penetrating shots but does less damage. It’s designated as a mid-range damage gun,… [Continue Reading]

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Medi Guns VS Machine

The Stock Medi Gun is considered one of the most powerful weapons in the game, despite the fact that it doesn’t do anything damage-wise. After a nice 40 or so seconds, you get invulnerability for eight seconds, which can only be ruined by knock back and things like that. It’s a force to be reckoned with, a force that can only be countered by sheer power. Unless that power happens to be hordes of robots. It seems as though the Medi Gun is actually the weakest Medi Gun to use in Mann VS Machine! The Kritzkrieg is considered the be-all… [Continue Reading]

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Extending Southern Hospitality for Crate Justice

It’s a curious fact that the Strange Southern Hospitality, alone of all the Engineer’s wrenches, ranks up on its owner’s melee kill count rather than sentry kill count. The March 5, 2014 update added sentry kill tracking to it, ruling the former melee-only counter a mistake, but if fans of Southern Hospitality think they’re going to be spattering their spiky wrenches with gore anytime soon, they’ve got another think coming — the newly added sentry kill counter is secondary and doesn’t affect Strange rank. Players all over have been protesting this, of course. They cite the difficulty not only of… [Continue Reading]

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Analysis of the Persian Persuader’s Health Regen

If I’m not using the Ullapool Caber or Pain Train, I’m using the Persian Persuader. Health regen is a great thing to have on the Demoman, and the Sticky Jumper synergies surprisingly well with the Persian because it doubles the health return you get from ammo. (I’ve mentioned this before). But I never really understood why. Finally, I got around to doing some testing to figure it out, and I learned that the Persian derives its health return from the amount of primary and secondary ammo on the wearer. (For these purposes, the Booties are considered a stock grenade launcher… [Continue Reading]

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