Difference between revisions of "User:Lolimsogreat21/Sandbox2"
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− | == | + | ==Scout== |
+ | {{Match-Up|forclass=scout | ||
+ | | scout-strategy = | ||
+ | '''Mirror match-up:''' You most likely meet other Scouts when both of you are away from teammates, such as during the initial rush to a Control Point or at the outskirts of a battlefield. Raw skill is the greatest factor for deciding this fight. | ||
+ | '''Tactics:''' Maintain precise aim while keeping your movement options in mind. Strafe left and right while keeping your aim pointed towards your opponent. If you can mimic or predict your rival's movement, there will be times where your crosshair naturally lines up with him - fire away! Jump sparingly, preferably to get behind him or take cover, as jumps have a predictable trajectory. If you find yourself at a dueling disadvantage, enter extremely close range to make aiming chaotic for both of you. Additionally, control the area around health kits. | ||
+ | '''Useful weapons:''' | ||
+ | * The [[Scattergun]] has the highest clip size, which gives the most leeway for handling how dodgy your fellow Scout is. | ||
+ | * The [[Pistol]] is best for finishing off a single enemy if you know their health is low. | ||
+ | * Initiating with [[Mad Milk]] lets you survive another medium range shot if you land a solid hit after being damaged. | ||
+ | * The [[Wrap Assassin]]'s bleed-inducing bauble can weaken the enemy Scout to the point that a single close range shot will suffice. | ||
− | + | | soldier-strategy = | |
− | + | '''Relative merits:''' Both you and the Soldier are effective at close range, but you are faster on the ground. A Soldier will typically aim his [[Rocket Launcher]] at your feet to deal splash damage, but you have a [[Jumping#Double Jump|double jump]] to avoid being hit directly. | |
− | |||
− | + | '''Tactics:''' Stay in open areas to make the best use of your mobility. Use your mobility to deny the Soldier [[High ground advantage|access to high ground]], where he is deadliest and can rain rockets from above. Consider staying at a medium distance to dodge his shots, and avoid double jumping so predictably that the Soldier shoots a rocket where you land. If you need to retreat, stay alert in case he decides to [[Jumping#Soldier jumps|rocket jump]] after you. | |
− | + | '''Useful weapons:''' | |
− | + | * The [[Soda Popper]]'s Hype mode lets you close the distance while remaining airborne to avoid rockets for five jumps. | |
− | * | + | * Take out the [[Atomizer]] for an unexpected triple jump to reposition yourself. |
− | * | ||
− | |||
− | + | | pyro-strategy = | |
− | + | '''Relative merits:''' You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and weapons with longer range. | |
− | |||
− | |||
− | + | '''Tactics:''' Defeating a Pyro is all about spacing. Stay just outside the Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the [[compression blast]] to shove you into a corner for an easy kill. Try not to get hit at all - [[afterburn]] will take off up to half of your health and may empower certain Pyro weapons, like the [[Flare Gun]]. | |
− | + | '''Useful weapons:''' | |
+ | * The [[Shortstop]] deals the most damage of any scattergun from outside the Flame Thrower's effective range. | ||
+ | * [[Mad Milk]] provides healing to negate [[afterburn]] in an extended fight and can be thrown downward to extinguish yourself. | ||
− | = | + | | demoman-strategy = |
+ | '''Relative merits:''' Both you and the Demoman have extremely high damage output, but your mobility generally lets you engage on your own terms. When out in the open, you can easily dodge a Demoman's indirect projectiles. If you force the fight into close range, the Demoman's [[Grenade Launcher]] is difficult to aim, [[Stickybomb]]s take too long to arm, and his explosions also damage him. | ||
− | + | '''Tactics:''' Quickly get within close range, where the Demoman is weakest, or remain at medium range, where you can wear him down while dodging grenades. If need be, take alternate routes to avoid his Sticky traps and ambush him. A Demoman with [[Chargin’ Targe|a]] [[Splendid Screen|shield]] [[Tide Turner|equipped]] is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the [[Grenade Launcher]]. Be ready to react if he suddenly decides to charge at you, as his charge moves faster than your running speed. | |
− | = | + | '''Useful weapons:''' |
+ | * [[Bonk! Atomic Punch]] can be used to phase past a Demoman's Stickybomb traps. | ||
+ | |||
+ | | heavy-strategy = | ||
+ | |||
+ | '''Relative merits:''' The Heavy is perhaps your exact opposite - your mobility and Scattergun's precision versus his bulk and Minigun's barrage. Although you cannot take him on directly, you can be a constant nuisance. | ||
+ | |||
+ | '''Tactics:''' The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots before his Minigun can be revved. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the [[Natascha]], which can slow you down, is a sign to stay back. In a direct fight, the Heavy is immobile; try popping in and out from behind cover between shots, staying in his face while [[circle strafing]], or double jumping over his head to confuse him. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * [[Crit-a-Cola]] will allow you to match the Heavy's obscene firepower. | ||
+ | * [[Mad Milk]] can help you survive chip damage from his Minigun in a sustained fight. | ||
+ | |||
+ | | engineer-strategy = | ||
+ | |||
+ | '''Relative merits:''' A lone [[Engineer]] has similar weapons to yours but far less mobility. However, his Sentry Gun is bulky, tracks your movements, and deals heavy damage. | ||
+ | |||
+ | '''Tactics:''' If the Engineer's Sentry Gun catches you, its [[knock back]] will pin down and kill you. Avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with a pistol or the [[Shortstop]]. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * The [[Shortstop]] or [[Pistol]] gives you a distanced option for dealing with unattended Sentry Guns. | ||
+ | * [[Bonk! Atomic Punch]] can be used to distract a troublesome Sentry Gun while your teammates destroy it. | ||
+ | | medic-strategy = | ||
+ | '''Relative merits:''' Your mobility lets you flank the enemy team and choose your targets. Consider targeting the enemy Medic to eliminate their source of healing. In a direct fight, you have higher damage potential, but the Medic has higher health and health regeneration. | ||
+ | |||
+ | '''Tactics:''' The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. Additionally, the Medic is free to turn around and assess the battlefield while healing, so you need to approach decisively. Maneuver past his patient or approach the pair from behind, and pick the Medic off with a few point blank shots. Don't get greedy - retreat if you think his former patient is too healthy. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Weapons that offer constant mobility upgrades, like the [[Winger]] and [[Atomizer]], can help you get to the enemy Medic easier. | ||
+ | * The [[Sandman]]'s baseball can inflict slow to separate the Medic and his patient. | ||
+ | |||
+ | | sniper-strategy = | ||
+ | '''Relative merits:''' Your mobility lets you take all sorts of alternate routes to approach a Sniper. However, if the Sniper spots you, one headshot or fully charged bodyshot will instantly kill you. | ||
+ | |||
+ | '''Tactics:''' Ideally, take a route where the Sniper will not see you coming. If the Sniper is aiming at you, zigzag, jump, and strafe to become a difficult target. If you have no choice, harass the Sniper with your [[Pistol]] at long range to hopefully throw off his aim. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to quickly scope in and headshot you anyway. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Weapons that offer constant mobility upgrades, like the [[Winger]] and [[Atomizer]], can help you flank the enemy Sniper. | ||
+ | * [[Bonk! Atomic Punch]] can give temporary invulnerability if you need to directly approach the Sniper. | ||
+ | |||
+ | | spy-strategy = | ||
+ | |||
+ | '''Relative merits:''' Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, so a fight is heavily in your favor. | ||
+ | |||
+ | '''Tactics:''' You can easily [[Spy-check]] by simply running into your teammates; if you can’t move past them, they’re a Spy. If he [[Cloak]]s and flees, use your Scattergun's spread or other useful weapons to reveal him and give chase. If the Spy stays for a direct fight, strafe back and forth, land solid Scattergun shots, and take care not to expose your back to his [[Knife]] in the heat of the moment. | ||
− | + | '''Useful weapons:''' | |
+ | * [[Mad Milk]] and bleed effects from the [[Boston Basher]] and [[Wrap Assassin]] can reveal a Cloaked Spy. | ||
+ | }} | ||
− | === | + | ==Soldier== |
+ | {{Match-Up|forclass=soldier | ||
+ | | scout-strategy = | ||
+ | '''Relative merits:''' Both you and the Scout are strong at close range. You hold the advantage when you can utilize your rockets' splash damage or if there is high ground you can safely [[rocket jump]] to, but the Scout can typically decide if and where to fight. | ||
− | + | '''Tactics:''' Anticipate the Scout's movements when aiming your rockets to deal splash damage. If he [[double jump]]s to dodge one of your shots, his landing trajectory should be predictable enough for your next rocket. Once the explosion pops him into the air, follow up with another rocket or the [[Shotgun]]. If possible, guard objectives to force the Scout to approach you in tight spaces, and rocket jump to high ground that is beyond his double jump. | |
− | + | '''Useful weapons:''' | |
+ | * The [[Direct Hit]]'s rockets are fast and can instantly kill a Scout at close range, but lose splash radius. | ||
+ | * The [[Liberty Launcher]]'s rockets are fast and retain normal splash radius. | ||
+ | * The [[Shotgun]] is a [[hitscan]] weapon that is harder to avoid. | ||
− | === | + | | soldier-strategy = |
− | + | '''Mirror match-up:''' In a deathmatch against an equally skilled Soldier, positioning and weapon management are key. Observe which primary weapon your opponent has chosen to decide on any playstyle changes to make. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover. | |
− | === | + | |
+ | '''Tactics:''' Predict the enemy Soldier's movements to make each rocket count. Both of you want to [[rocket jump]] to high ground to freely rain down rockets and force the other to land direct hits. If your opponent is too predictable with his rocket jumps, fire a rocket where he is going to land, use precise aim to land an [[aerial]], or chase after him with your own jump and attack from above. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If you count that he is out of rockets, pursue him or move into a stronger position while he cannot fight back. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * The [[Shotgun]] is a reliable backup weapon when you run out of rockets or if you find rockets too slow. | ||
+ | * The [[Escape Plan]] lets you retreat even if the enemy Soldier rocket jumps after you. | ||
+ | |||
+ | | pyro-strategy = | ||
+ | '''Relative merits:''' Your weapons outrange the Pyro's Flame Thrower and you can always rocket jump away to favorable terrain. However, the Pyro's [[compression blast]] can reflect your rockets. If he gets too close, he can freely fire away while you risk damaging yourself with rockets. | ||
+ | |||
+ | '''Tactics:''' The Shotgun's unreflectable bullets can force a Pyro to approach you directly. From there or without the Shotgun, aim rockets at his feet, around corners, and on terrain to deal splash damage. Stagger your shots and bait out the Pyro's compression blast to avoid having your rockets reflected. In open areas, you can rocket jump into the air and attack from above to make reflecting shots difficult. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Fast rockets fired by the [[Liberty Launcher]] are harder to reflect and still deal splash damage. | ||
+ | |||
+ | | demoman-strategy = | ||
+ | '''Relative merits:''' You and the Demoman are matched in damage output. You are more equipped for close range duels and roaming, while the Demoman can spread his damage over a wide area without needing a line of sight. You can both [[explosive jump]] to travel quickly, but [[Sticky jumping]] tends to cost more health. | ||
+ | |||
+ | '''Tactics:''' If the Demoman maintains a distance or stays behind obstacles, he can shell you with grenades and charged Stickybombs. Rocket jump towards his blind spot, then stay within medium range and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with [[Chargin’ Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]], use the [[knock back]] from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * A shield-wielding Demoman resists explosive damage, but not the Shotgun's bullet damage. | ||
+ | |||
+ | | heavy-strategy = | ||
+ | '''Relative merits:''' The Heavy has more firepower and health than you, but very low mobility. He may defend a location, but you can decide when you engage him. | ||
+ | |||
+ | '''Tactics:''' Avoid being directly targeted by the Heavy's [[Minigun]]. If it is already spun up, harass him from behind cover, using rocket jumps to take the high ground. Otherwise, you should be able to defeat him at close range by unleashing rockets and Shotgun blasts. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * The Heavy is the largest and slowest class, so the [[Direct Hit]] can be particularly effective. | ||
+ | * The [[Battalion's Backup]] can give your team enough protection to force the Heavy away from his defended location. | ||
+ | |||
+ | | engineer-strategy = | ||
+ | '''Relative merits:''' Rockets always deal full damage to buildings, making you great at taking down Engineer buildings. | ||
+ | |||
+ | '''Tactics:''' Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are pressured by the enemy team, you can freely stay out of range or peek out of cover to drain the Engineer's metal supply. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the [[Wrangler]]. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * If you must directly take on a level 3 Sentry Gun, come back with the [[Battalion's Backup]] or a friendly [[Medic]]. | ||
+ | * If you attack alongside teammates, the [[Cow Mangler 5000]]'s charged shot can temporarily deactivate a Sentry Gun. | ||
+ | |||
+ | | medic-strategy = | ||
+ | '''Relative merits:''' A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates. | ||
+ | |||
+ | '''Tactics:''' Killing the enemy Medic takes priority to eliminate his team's source of healing. In a direct fight, use your Rocket Launcher’s splash damage to both attack the Medic and his patient at once. Alternatively, rocket jump above and past the Medic's allies to dive-bomb him. If the Medic retreats, you may be able to pursue him with a rocket jump. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * If you dive-bomb the enemy Medic, use a primary weapon with enough clip size and damage potential. | ||
+ | |||
+ | | sniper-strategy = | ||
+ | '''Relative merits:''' The Sniper tends to oversee wide, open areas that you might rocket jump through. | ||
+ | |||
+ | '''Tactics:''' If you can navigate to the high ground where a Sniper typically nests, you make short work of him. For a direct approach, move erratically, fire rockets to force him behind cover, and aim at nearby objects to deal splash damage. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Speedy rockets from the [[Liberty Launcher]] can force the Sniper to take cover before he can take a single shot. | ||
+ | * The activatable auras from the [[Battalion's Backup]] and [[Concheror]] negate critical hits and grant movement speed respectively, allowing your team to cross into a Sniper's sightline more safely. | ||
+ | |||
+ | |||
+ | | spy-strategy = | ||
+ | '''Relative merits:''' Your slow speed and heavy damage make you a prime target for any enemy Spy. You are more likely to encounter an enemy Spy when directly fighting alongside your team rather than roaming around with rocket jumps. | ||
+ | |||
+ | '''Tactics:''' Identify the Spy before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Rocket launchers with the normal splash radius are your best option for tracking a Cloaked Spy. | ||
+ | |||
+ | }} | ||
+ | |||
+ | ==Pyro== | ||
+ | {{Match-Up|forclass=pyro | ||
+ | | scout-strategy = | ||
+ | '''Relative merits:''' Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your Flame Thrower and subsequent [[afterburn]] make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down. | ||
+ | |||
+ | '''Tactics:''' The Scout must respect your Flame Thrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your Flame Thrower. If you have the opportunity, pin him down with your [[compression blast]] to stop his mobility entirely. In open areas, take cover behind obstacles to coax the Scout into approaching you. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * The [[Degreaser]]'s faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range. | ||
+ | * The [[Shotgun]] is best for engaging the Scout outside your Flame Thrower's range. | ||
+ | * The [[Detonator]] has an exploding flare that is easier to ignite the Scout with. | ||
+ | |||
+ | | soldier-strategy = | ||
+ | '''Relative merits:''' The enemy Soldier outranges you and can rocket jump to high ground outside your range. He is susceptible to grounded ambushes due to his slow walking speed. Your [[compression blast]] can deflect his rockets with proper timing or prediction. | ||
+ | |||
+ | '''Tactics:''' If you can ambush the Soldier at close range, he is forced to use the Shotgun or risk damaging himself with rockets. For a direct approach, use the compression blast to deflect his rockets back at him. With prediction, you can deflect his rockets the moment they leave his Rocket Launcher. To prevent him from [[rocket jump]]ing to escape, airblast him off the ground. Keep moving erratically in case he switches to his Shotgun. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Any primary weapon that retains the ability to airblast lets you defend yourself from the Soldier's rockets. | ||
+ | |||
+ | | pyro-strategy = | ||
+ | '''Mirror match-up:''' Your flames have a wide spread, which means there's a good chance you and the enemy Pyro will be damaging each other at the same time. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets to switch to the Shotgun or a melee weapon for burst damage. | ||
+ | |||
+ | '''Tactics:''' Fighting an enemy Pyro is a matter of outmaneuvering him with your own Flame Thrower. Flames take time to travel - if he brazenly charges at you, backpedal while firing to make him take more damage. Your compression blast can be used to launch the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * At medium range, the [[Dragon's Fury]] and [[Shotgun]] let you fight outside the range of the enemy Pyro's Flame Thrower. | ||
+ | * Make sure to extinguish allies ignited by the enemy Pyro with your compression blast. | ||
+ | |||
+ | | demoman-strategy = | ||
+ | '''Relative merits:''' Your compression blast is your best protection against the Demoman's onslaught of explosive projectiles. However, his Grenade Launcher fires faster and properly aimed Stickybombs at medium range and beyond are difficult to reflect. | ||
+ | |||
+ | '''Tactics:''' You must catch the Demoman off-guard at close range. To approach him from medium range, react to his weapon. If he uses grenades, cautiously try to reflect every other one. If he uses Stickybombs, move in quickly before each Stickybomb arms. From beyond medium range, retreat and take an alternate route to flank him. If the Demoman is using one of [[Chargin’ Targe|his]] [[Splendid Screen|three]] [[Tide Turner|shields]], use the compression blast to break his charge. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * A shield-wielding Demoman resists fire damage, but is not protected against the Shotgun's bullets. | ||
+ | * The [[Flare Gun]] gives you the advantage at long range, where the Demoman's projectiles are easily avoided. | ||
+ | |||
+ | | heavy-strategy = | ||
+ | '''Relative merits:''' It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route, his [[Minigun]] can shred you in less than a second. | ||
+ | |||
+ | '''Tactics:''' To defeat a Heavy before he can spin up his Minigun and kill you, you’ll have to ambush him and perhaps use the [[Backburner]] or a [[Degreaser]]/[[Panic Attack]] combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Even at long range, your [[Flare Gun]] can ignite the Heavy and deliver a succession of [[critical hits]] which he can't dodge easily. | ||
+ | |||
+ | | engineer-strategy = | ||
+ | '''Relative merits:''' The Engineer's [[Sentry Gun]] is the true threat, being potentially more resilient than the Heavy and immune to afterburn. | ||
− | + | '''Tactics:''' Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. | |
− | + | '''Useful weapons:''' | |
+ | * Your Flame Thrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d. | ||
+ | | medic-strategy = | ||
+ | '''Relative merits:''' Although you can outduel an enemy Medic, he will usually be surrounded by his teammates. | ||
+ | '''Tactics:''' Ignite the Medic and his patient at range with the Flare Gun, as fire damage reduces the [[Medi Gun]]'s healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush - depending on enemy positioning, the [[Backburner]] can kill the Medic quickly, while the [[Third Degree]] can hit the Medic when you hit his patient. | ||
+ | '''Useful weapons:''' | ||
+ | * You are one of the most effective counters to the invincibility-granting ÜberCharge; when a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link | ||
− | = | + | | sniper-strategy = |
+ | '''Relative merits:''' The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close. However, you lack the mobility options of other classes to get close in the first place. | ||
− | + | '''Tactics:''' Flank an enemy Sniper from a route that he's not watching over, then make sure he doesn't get away and use [[Jarate]] to extinguish your flames. Once you are up close, the [[compression blast]] is useful for pinning him down and deflecting [[Huntsman]] arrows. | |
− | |||
− | |||
− | + | '''Useful weapons:''' | |
+ | * The [[Flare Gun]] and its variants are your best tool for dealing with a faraway Sniper, as its shots travel far and can ignite him to lower his accuracy, provided he is not using [[Darwin's Danger Shield]] or the [[Cozy Camper]]. | ||
+ | |||
+ | | spy-strategy = | ||
+ | '''Relative merits:''' You are the deadliest enemy a Spy can face, as most of your weapons inflict [[afterburn]]. You are not immune to [[backstab]]s, so keep an eye out for yourself, too. | ||
− | + | '''Tactics:''' [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. His [[Revolver]] is much more accurate and superior to your [[Shotgun]] at long range, so don't hesitate to retreat if you can't catch him. | |
+ | The Spy has two specific items that aid in surviving your flames; the [[Dead Ringer]] will allow him to extinguish your flames once before Cloaking, while the [[Spy-cicle]] will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape. | ||
+ | '''Useful weapons:''' | ||
+ | * You can further annoy enemy Spies by using the [[Homewrecker]] or [[Neon Annihilator]] to remove their [[Sapper]]s from friendly Engineer buildings. | ||
+ | }} | ||
+ | ==Demoman== | ||
+ | {{Match-Up|forclass=demoman | ||
+ | | scout-strategy = | ||
+ | '''Relative merits:''' The Scout's mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. All of your ranged weapons are projectiles, so the Scout is considered your main counter. | ||
− | + | '''Tactics:''' Use your wide damage potential to control chokepoints so the Scout can't force you into a corner. Lay pairs of Stickybombs near you to deter a direct assault, then lead him with your [[Grenade Launcher]]. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you. | |
− | + | '''Useful weapons:''' | |
− | + | * If you trade the Stickybomb Launcher for a Demoknight loadout, your shield's charge lets you catch up to and execute the Scout with your melee weapon. | |
− | |||
− | = | + | | soldier-strategy = |
+ | '''Relative merits:''' You will often fight the Soldier at the frontlines. His explosives are more accurate and his rocket jumps give mobility, but you have greater range and can reliably deal damage even if the Soldier takes high ground. | ||
− | + | '''Tactics:''' On the ground, use grenades or charged Stickybombs to directly fight. If the Soldier rocket jumps into the air, land precise Grenade Launcher shots, lay Stickybombs where he will land, or detonate Stickybombs midair to catch him with their splash damage. Don't hesitate to take cover, as you can bounce grenades around corners or prepare Stickybomb traps if the Soldier pursues. Avoid being caught at close range, where his rockets and [[Shotgun]] are easier to land than your explosives. | |
+ | | pyro-strategy = | ||
+ | '''Relative merits:''' You never want to let a Pyro get close to you, where his assortment of strong fire and melee weapons will scorch you. Fortunately, you have ways to overpower his compression blast with proper gameplay. | ||
+ | '''Tactics:''' As when dealing with the Scout, lay Stickybomb traps in anticipation of a surprise Pyro. If the Pyro charges directly at you, fire charged Stickybombs, which are hard to reflect, or multiple grenades, which fire faster than he can reflect, all while watching out for whatever is actually reflected. Reflected grenades deal mini-crit damage to you, while reflected Stickybombs will not yet detonate. | ||
+ | Equipping [[Chargin' Targe|one]] of [[Splendid Screen|your]] [[Tide Turner|shields]] changes the matchup significantly, as they reduce fire damage taken and can extinguish [[afterburn]] by charging, preventing powerful critical hits from the [[Axtinguisher]] and [[Flare Gun]]; if the Pyro doesn't have the Shotgun equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even. | ||
+ | '''Useful weapons:''' | ||
+ | * Stickybombs detonated in mid-air are difficult for the Pyro to reflect. | ||
− | = | + | | demoman-strategy = |
+ | '''Mirror match-up:''' The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the [[Chargin' Targe]] or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range. | ||
− | + | '''Tactics:''' The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosions can be lobbed around or explode through to take the advantage. | |
− | |||
− | |||
− | + | '''Useful weapons:''' | |
+ | * Stickybombs from the [[Scottish Resistance]] and [[Quickiebomb Launcher]] completely disarm enemy Stickybomb traps. | ||
− | |||
+ | | heavy-strategy = | ||
+ | '''Relative merits:''' At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his [[Minigun]] will shred you. | ||
+ | '''Tactics:''' The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a [[Sticky jump]] if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation. | ||
+ | '''Useful weapons:''' | ||
+ | * The damage from multiple Stickybombs can break through even an overhealed Heavy-Medic combo. | ||
+ | | engineer-strategy = | ||
+ | '''Relative merits:''' Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and [[Pistol]] give him the advantage at close range if you meet each other. | ||
+ | '''Tactics:''' Arc your projectiles safely from behind obstacles to destroy an Engineer's Sentry Gun. If the Engineer is repairing his Sentry Gun, you can arm multiple Stickybombs at once nearby before detonating, as the Sentry Gun will not target your bombs. | ||
+ | If the Engineer is using the [[Gunslinger]], the extra health it provides makes him tougher in a direct fight. Expect to have to destroy at least one Mini-Sentry Gun while dueling him. | ||
− | + | '''Useful weapons:''' | |
+ | * Equipping a shield will rob you of the Stickybomb Launcher and make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help negate this, as it can destroy any of the Engineer's buildings in up to two shots. | ||
− | = | + | | medic-strategy = |
− | + | '''Relative merits:''' A Medic and his patient will likely not have the means to attack you at longer ranges without separating. However, at close range, a Medic who aims his [[Syringe Gun]] well has the potential to outduel you. | |
− | |||
− | + | '''Tactics:''' The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can [[Sticky jump]] above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. | |
− | = | + | '''Useful weapons:''' |
+ | * A shield's charge can be used to chase and pick off a fleeing Medic. | ||
+ | |||
+ | | sniper-strategy = | ||
+ | '''Relative merits:''' The Sniper can target you across long distances, but you are still able to fight from behind cover. | ||
+ | '''Tactics:''' If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. Otherwise, use a using a [[sticky jump]] or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him. | ||
+ | | spy-strategy = | ||
+ | '''Relative merits:''' Your massive area damage can suppress enemy movement, making you an important target for their Spy. His [[Revolver]] is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges. | ||
+ | '''Tactics:''' You have a tough time dealing with the Spy's tools. Your non-melee weapons are all explosive, making Spy-checking for [[disguise]]s hazardous, and the Spy's [[Cloak]] lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious. | ||
+ | '''Useful weapons:''' | ||
+ | * The Scottish Resistance's Stickybombs can be used for Spy-checking without detonating all Stickybombs at once. | ||
+ | * A Demoknight's long melee range and shield charge are nearly impossible to flee from for a Spy. | ||
+ | }} | ||
+ | ==Heavy== | ||
+ | {{Match-Up|forclass=heavy | ||
+ | | scout-strategy = - | ||
+ | | soldier-strategy = - | ||
+ | | pyro-strategy = - | ||
+ | | demoman-strategy = - | ||
+ | | heavy-strategy = - | ||
+ | | engineer-strategy = - | ||
+ | | medic-strategy = - | ||
+ | | sniper-strategy = - | ||
+ | | spy-strategy = - | ||
+ | }} | ||
− | == | + | ==Engineer== |
+ | {{Match-Up|forclass=engineer | ||
+ | | scout-strategy = - | ||
+ | | soldier-strategy = - | ||
+ | | pyro-strategy = - | ||
+ | | demoman-strategy = - | ||
+ | | heavy-strategy = - | ||
+ | | engineer-strategy = - | ||
+ | | medic-strategy = - | ||
+ | | sniper-strategy = - | ||
+ | | spy-strategy = - | ||
+ | }} | ||
− | ==== | + | ==Medic== |
− | + | {{Match-Up | forclass=medic | |
− | ==== | + | | scout-strategy = - |
− | + | | soldier-strategy = - | |
− | + | | pyro-strategy = - | |
− | + | | demoman-strategy = - | |
− | + | | heavy-strategy = - | |
+ | | engineer-strategy = - | ||
+ | | medic-strategy = - | ||
+ | | sniper-strategy = - | ||
+ | | spy-strategy = - | ||
+ | }} | ||
− | ==== | + | ==Sniper== |
− | + | {{Match-Up | forclass=sniper | |
+ | | scout-strategy = - | ||
+ | | soldier-strategy = - | ||
+ | | pyro-strategy = - | ||
+ | | demoman-strategy = - | ||
+ | | heavy-strategy = - | ||
+ | | engineer-strategy = - | ||
+ | | medic-strategy = - | ||
+ | | sniper-strategy = - | ||
+ | | spy-strategy = - | ||
+ | }} | ||
− | == | + | ==Spy== |
− | = | + | {{Match-Up | forclass=spy |
− | + | | scout-strategy = - | |
− | + | | soldier-strategy = - | |
− | + | | pyro-strategy = - | |
− | = | + | | demoman-strategy = - |
− | = | + | | heavy-strategy = - |
− | + | | engineer-strategy = - | |
− | = | + | | medic-strategy = - |
− | engineer | + | | sniper-strategy = - |
− | === | + | | spy-strategy = - |
− | + | }} |
Revision as of 20:31, 15 May 2021
Scout
Class | Strategy | ||
---|---|---|---|
Scout |
vs. | Scout |
Mirror match-up: You most likely meet other Scouts when both of you are away from teammates, such as during the initial rush to a Control Point or at the outskirts of a battlefield. Raw skill is the greatest factor for deciding this fight.
Tactics: Maintain precise aim while keeping your movement options in mind. Strafe left and right while keeping your aim pointed towards your opponent. If you can mimic or predict your rival's movement, there will be times where your crosshair naturally lines up with him - fire away! Jump sparingly, preferably to get behind him or take cover, as jumps have a predictable trajectory. If you find yourself at a dueling disadvantage, enter extremely close range to make aiming chaotic for both of you. Additionally, control the area around health kits. Useful weapons:
|
Scout |
vs. | Soldier |
Relative merits: Both you and the Soldier are effective at close range, but you are faster on the ground. A Soldier will typically aim his Rocket Launcher at your feet to deal splash damage, but you have a double jump to avoid being hit directly.
Tactics: Stay in open areas to make the best use of your mobility. Use your mobility to deny the Soldier access to high ground, where he is deadliest and can rain rockets from above. Consider staying at a medium distance to dodge his shots, and avoid double jumping so predictably that the Soldier shoots a rocket where you land. If you need to retreat, stay alert in case he decides to rocket jump after you. Useful weapons:
|
Scout |
vs. | Pyro |
Relative merits: You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and weapons with longer range.
Tactics: Defeating a Pyro is all about spacing. Stay just outside the Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the compression blast to shove you into a corner for an easy kill. Try not to get hit at all - afterburn will take off up to half of your health and may empower certain Pyro weapons, like the Flare Gun. Useful weapons: |
Scout |
vs. | Demoman |
Relative merits: Both you and the Demoman have extremely high damage output, but your mobility generally lets you engage on your own terms. When out in the open, you can easily dodge a Demoman's indirect projectiles. If you force the fight into close range, the Demoman's Grenade Launcher is difficult to aim, Stickybombs take too long to arm, and his explosions also damage him.
Tactics: Quickly get within close range, where the Demoman is weakest, or remain at medium range, where you can wear him down while dodging grenades. If need be, take alternate routes to avoid his Sticky traps and ambush him. A Demoman with a shield equipped is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the Grenade Launcher. Be ready to react if he suddenly decides to charge at you, as his charge moves faster than your running speed. Useful weapons:
|
Scout |
vs. | Heavy |
Relative merits: The Heavy is perhaps your exact opposite - your mobility and Scattergun's precision versus his bulk and Minigun's barrage. Although you cannot take him on directly, you can be a constant nuisance.
Tactics: The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots before his Minigun can be revved. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the Natascha, which can slow you down, is a sign to stay back. In a direct fight, the Heavy is immobile; try popping in and out from behind cover between shots, staying in his face while circle strafing, or double jumping over his head to confuse him. Useful weapons:
|
Scout |
vs. | Engineer |
Relative merits: A lone Engineer has similar weapons to yours but far less mobility. However, his Sentry Gun is bulky, tracks your movements, and deals heavy damage.
Tactics: If the Engineer's Sentry Gun catches you, its knock back will pin down and kill you. Avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with a pistol or the Shortstop. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range. Useful weapons:
|
Scout |
vs. | Medic |
Relative merits: Your mobility lets you flank the enemy team and choose your targets. Consider targeting the enemy Medic to eliminate their source of healing. In a direct fight, you have higher damage potential, but the Medic has higher health and health regeneration.
Tactics: The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. Additionally, the Medic is free to turn around and assess the battlefield while healing, so you need to approach decisively. Maneuver past his patient or approach the pair from behind, and pick the Medic off with a few point blank shots. Don't get greedy - retreat if you think his former patient is too healthy. Useful weapons: |
Scout |
vs. | Sniper |
Relative merits: Your mobility lets you take all sorts of alternate routes to approach a Sniper. However, if the Sniper spots you, one headshot or fully charged bodyshot will instantly kill you.
Tactics: Ideally, take a route where the Sniper will not see you coming. If the Sniper is aiming at you, zigzag, jump, and strafe to become a difficult target. If you have no choice, harass the Sniper with your Pistol at long range to hopefully throw off his aim. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to quickly scope in and headshot you anyway. Useful weapons:
|
Scout |
vs. | Spy |
Relative merits: Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, so a fight is heavily in your favor.
Tactics: You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy. If he Cloaks and flees, use your Scattergun's spread or other useful weapons to reveal him and give chase. If the Spy stays for a direct fight, strafe back and forth, land solid Scattergun shots, and take care not to expose your back to his Knife in the heat of the moment. Useful weapons:
|
Soldier
Class | Strategy | ||
---|---|---|---|
Soldier |
vs. | Scout |
Relative merits: Both you and the Scout are strong at close range. You hold the advantage when you can utilize your rockets' splash damage or if there is high ground you can safely rocket jump to, but the Scout can typically decide if and where to fight.
Tactics: Anticipate the Scout's movements when aiming your rockets to deal splash damage. If he double jumps to dodge one of your shots, his landing trajectory should be predictable enough for your next rocket. Once the explosion pops him into the air, follow up with another rocket or the Shotgun. If possible, guard objectives to force the Scout to approach you in tight spaces, and rocket jump to high ground that is beyond his double jump. Useful weapons:
|
Soldier |
vs. | Soldier |
Mirror match-up: In a deathmatch against an equally skilled Soldier, positioning and weapon management are key. Observe which primary weapon your opponent has chosen to decide on any playstyle changes to make. Tracking the number of rockets you both have loaded can help you decide whether to approach or take cover.
Tactics: Predict the enemy Soldier's movements to make each rocket count. Both of you want to rocket jump to high ground to freely rain down rockets and force the other to land direct hits. If your opponent is too predictable with his rocket jumps, fire a rocket where he is going to land, use precise aim to land an aerial, or chase after him with your own jump and attack from above. If you run out of rockets, consider whether you have time to reload or need to switch to the Shotgun. If you count that he is out of rockets, pursue him or move into a stronger position while he cannot fight back. Useful weapons:
|
Soldier |
vs. | Pyro |
Relative merits: Your weapons outrange the Pyro's Flame Thrower and you can always rocket jump away to favorable terrain. However, the Pyro's compression blast can reflect your rockets. If he gets too close, he can freely fire away while you risk damaging yourself with rockets.
Tactics: The Shotgun's unreflectable bullets can force a Pyro to approach you directly. From there or without the Shotgun, aim rockets at his feet, around corners, and on terrain to deal splash damage. Stagger your shots and bait out the Pyro's compression blast to avoid having your rockets reflected. In open areas, you can rocket jump into the air and attack from above to make reflecting shots difficult. Useful weapons:
|
Soldier |
vs. | Demoman |
Relative merits: You and the Demoman are matched in damage output. You are more equipped for close range duels and roaming, while the Demoman can spread his damage over a wide area without needing a line of sight. You can both explosive jump to travel quickly, but Sticky jumping tends to cost more health.
Tactics: If the Demoman maintains a distance or stays behind obstacles, he can shell you with grenades and charged Stickybombs. Rocket jump towards his blind spot, then stay within medium range and maintain a direct line of sight, where you'll have an easier time aiming your Rocket Launcher. To deal with Stickybomb traps, use the Shotgun's pellets to disarm them or a well placed rocket to scatter them. If the Demoman decides to rush you down with one of his shields, use the knock back from a rocket to pop him into the air and cancel his charge, or quickly rocket jump out of the way. Useful weapons:
|
Soldier |
vs. | Heavy |
Relative merits: The Heavy has more firepower and health than you, but very low mobility. He may defend a location, but you can decide when you engage him.
Tactics: Avoid being directly targeted by the Heavy's Minigun. If it is already spun up, harass him from behind cover, using rocket jumps to take the high ground. Otherwise, you should be able to defeat him at close range by unleashing rockets and Shotgun blasts. Useful weapons:
|
Soldier |
vs. | Engineer |
Relative merits: Rockets always deal full damage to buildings, making you great at taking down Engineer buildings.
Tactics: Aim your rockets so they damage both Engineer and Sentry Gun via splash damage. Unless you are pressured by the enemy team, you can freely stay out of range or peek out of cover to drain the Engineer's metal supply. Take cover between shots so that the Sentry Gun can't lock on to you, especially if Engineer is using the Wrangler. Useful weapons:
|
Soldier |
vs. | Medic |
Relative merits: A lone Medic is an easy target and should flee from you, but will typically be guarded by his teammates.
Tactics: Killing the enemy Medic takes priority to eliminate his team's source of healing. In a direct fight, use your Rocket Launcher’s splash damage to both attack the Medic and his patient at once. Alternatively, rocket jump above and past the Medic's allies to dive-bomb him. If the Medic retreats, you may be able to pursue him with a rocket jump. Useful weapons:
|
Soldier |
vs. | Sniper |
Relative merits: The Sniper tends to oversee wide, open areas that you might rocket jump through.
Tactics: If you can navigate to the high ground where a Sniper typically nests, you make short work of him. For a direct approach, move erratically, fire rockets to force him behind cover, and aim at nearby objects to deal splash damage. You can rocket jump to quickly close the distance, but air-strafe to keep your trajectory inconsistent and avoid being shot out of the air. Useful weapons:
|
Soldier |
vs. | Spy |
Relative merits: Your slow speed and heavy damage make you a prime target for any enemy Spy. You are more likely to encounter an enemy Spy when directly fighting alongside your team rather than roaming around with rocket jumps.
Tactics: Identify the Spy before he strikes. Use the Rocket Launcher to Spy-check suspicious teammates, or the Shotgun to avoid self-damage if they're too close, then splash the area with your Rocket Launcher if he tries to escape by cloaking. To reduce the risk of self-damage or accidentally being backstabbed, keep the fight outside of melee range. Useful weapons:
|
Pyro
Class | Strategy | ||
---|---|---|---|
Pyro |
vs. | Scout |
Relative merits: Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your Flame Thrower and subsequent afterburn make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down.
Tactics: The Scout must respect your Flame Thrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your Flame Thrower. If you have the opportunity, pin him down with your compression blast to stop his mobility entirely. In open areas, take cover behind obstacles to coax the Scout into approaching you. Useful weapons: |
Pyro |
vs. | Soldier |
Relative merits: The enemy Soldier outranges you and can rocket jump to high ground outside your range. He is susceptible to grounded ambushes due to his slow walking speed. Your compression blast can deflect his rockets with proper timing or prediction.
Tactics: If you can ambush the Soldier at close range, he is forced to use the Shotgun or risk damaging himself with rockets. For a direct approach, use the compression blast to deflect his rockets back at him. With prediction, you can deflect his rockets the moment they leave his Rocket Launcher. To prevent him from rocket jumping to escape, airblast him off the ground. Keep moving erratically in case he switches to his Shotgun. Useful weapons:
|
Pyro |
vs. | Pyro |
Mirror match-up: Your flames have a wide spread, which means there's a good chance you and the enemy Pyro will be damaging each other at the same time. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets to switch to the Shotgun or a melee weapon for burst damage.
Tactics: Fighting an enemy Pyro is a matter of outmaneuvering him with your own Flame Thrower. Flames take time to travel - if he brazenly charges at you, backpedal while firing to make him take more damage. Your compression blast can be used to launch the enemy Pyro so that you can either retreat or land an easy Shotgun blast. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn. Useful weapons:
|
Pyro |
vs. | Demoman |
Relative merits: Your compression blast is your best protection against the Demoman's onslaught of explosive projectiles. However, his Grenade Launcher fires faster and properly aimed Stickybombs at medium range and beyond are difficult to reflect.
Tactics: You must catch the Demoman off-guard at close range. To approach him from medium range, react to his weapon. If he uses grenades, cautiously try to reflect every other one. If he uses Stickybombs, move in quickly before each Stickybomb arms. From beyond medium range, retreat and take an alternate route to flank him. If the Demoman is using one of his three shields, use the compression blast to break his charge. Useful weapons:
|
Pyro |
vs. | Heavy |
Relative merits: It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route, his Minigun can shred you in less than a second.
Tactics: To defeat a Heavy before he can spin up his Minigun and kill you, you’ll have to ambush him and perhaps use the Backburner or a Degreaser/Panic Attack combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path. Useful weapons:
|
Pyro |
vs. | Engineer |
Relative merits: The Engineer's Sentry Gun is the true threat, being potentially more resilient than the Heavy and immune to afterburn.
Tactics: Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Useful weapons:
|
Pyro |
vs. | Medic |
Relative merits: Although you can outduel an enemy Medic, he will usually be surrounded by his teammates.
Tactics: Ignite the Medic and his patient at range with the Flare Gun, as fire damage reduces the Medi Gun's healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush - depending on enemy positioning, the Backburner can kill the Medic quickly, while the Third Degree can hit the Medic when you hit his patient. Useful weapons:
|
Pyro |
vs. | Sniper |
Relative merits: The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close. However, you lack the mobility options of other classes to get close in the first place.
Tactics: Flank an enemy Sniper from a route that he's not watching over, then make sure he doesn't get away and use Jarate to extinguish your flames. Once you are up close, the compression blast is useful for pinning him down and deflecting Huntsman arrows. Useful weapons:
|
Pyro |
vs. | Spy |
Relative merits: You are the deadliest enemy a Spy can face, as most of your weapons inflict afterburn. You are not immune to backstabs, so keep an eye out for yourself, too.
Tactics: Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. His Revolver is much more accurate and superior to your Shotgun at long range, so don't hesitate to retreat if you can't catch him. The Spy has two specific items that aid in surviving your flames; the Dead Ringer will allow him to extinguish your flames once before Cloaking, while the Spy-cicle will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape. Useful weapons:
|
Demoman
Class | Strategy | ||
---|---|---|---|
Demoman |
vs. | Scout |
Relative merits: The Scout's mobility helps him dodge your projectiles, get in close range with his Scattergun, and decide when he fights you. All of your ranged weapons are projectiles, so the Scout is considered your main counter.
Tactics: Use your wide damage potential to control chokepoints so the Scout can't force you into a corner. Lay pairs of Stickybombs near you to deter a direct assault, then lead him with your Grenade Launcher. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you. Useful weapons:
|
Demoman |
vs. | Soldier |
Relative merits: You will often fight the Soldier at the frontlines. His explosives are more accurate and his rocket jumps give mobility, but you have greater range and can reliably deal damage even if the Soldier takes high ground.
Tactics: On the ground, use grenades or charged Stickybombs to directly fight. If the Soldier rocket jumps into the air, land precise Grenade Launcher shots, lay Stickybombs where he will land, or detonate Stickybombs midair to catch him with their splash damage. Don't hesitate to take cover, as you can bounce grenades around corners or prepare Stickybomb traps if the Soldier pursues. Avoid being caught at close range, where his rockets and Shotgun are easier to land than your explosives. |
Demoman |
vs. | Pyro |
Relative merits: You never want to let a Pyro get close to you, where his assortment of strong fire and melee weapons will scorch you. Fortunately, you have ways to overpower his compression blast with proper gameplay.
Tactics: As when dealing with the Scout, lay Stickybomb traps in anticipation of a surprise Pyro. If the Pyro charges directly at you, fire charged Stickybombs, which are hard to reflect, or multiple grenades, which fire faster than he can reflect, all while watching out for whatever is actually reflected. Reflected grenades deal mini-crit damage to you, while reflected Stickybombs will not yet detonate. Equipping one of your shields changes the matchup significantly, as they reduce fire damage taken and can extinguish afterburn by charging, preventing powerful critical hits from the Axtinguisher and Flare Gun; if the Pyro doesn't have the Shotgun equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even. Useful weapons:
|
Demoman |
vs. | Demoman |
Mirror match-up: The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the Chargin' Targe or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.
Tactics: The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosions can be lobbed around or explode through to take the advantage. Useful weapons:
|
Demoman |
vs. | Heavy |
Relative merits: At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his Minigun will shred you.
Tactics: The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a Sticky jump if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation. Useful weapons:
|
Demoman |
vs. | Engineer |
Relative merits: Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and Pistol give him the advantage at close range if you meet each other.
Tactics: Arc your projectiles safely from behind obstacles to destroy an Engineer's Sentry Gun. If the Engineer is repairing his Sentry Gun, you can arm multiple Stickybombs at once nearby before detonating, as the Sentry Gun will not target your bombs. If the Engineer is using the Gunslinger, the extra health it provides makes him tougher in a direct fight. Expect to have to destroy at least one Mini-Sentry Gun while dueling him. Useful weapons:
|
Demoman |
vs. | Medic |
Relative merits: A Medic and his patient will likely not have the means to attack you at longer ranges without separating. However, at close range, a Medic who aims his Syringe Gun well has the potential to outduel you.
Tactics: The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can Sticky jump above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. Useful weapons:
|
Demoman |
vs. | Sniper |
Relative merits: The Sniper can target you across long distances, but you are still able to fight from behind cover.
Tactics: If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being headshot. Otherwise, use a using a sticky jump or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him. |
Demoman |
vs. | Spy |
Relative merits: Your massive area damage can suppress enemy movement, making you an important target for their Spy. His Revolver is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.
Tactics: You have a tough time dealing with the Spy's tools. Your non-melee weapons are all explosive, making Spy-checking for disguises hazardous, and the Spy's Cloak lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious. Useful weapons:
|
Heavy
Class | Strategy | ||
---|---|---|---|
Heavy |
vs. | Scout |
- |
Heavy |
vs. | Soldier |
- |
Heavy |
vs. | Pyro |
- |
Heavy |
vs. | Demoman |
- |
Heavy |
vs. | Heavy |
- |
Heavy |
vs. | Engineer |
- |
Heavy |
vs. | Medic |
- |
Heavy |
vs. | Sniper |
- |
Heavy |
vs. | Spy |
- |
Engineer
Class | Strategy | ||
---|---|---|---|
Engineer |
vs. | Scout |
- |
Engineer |
vs. | Soldier |
- |
Engineer |
vs. | Pyro |
- |
Engineer |
vs. | Demoman |
- |
Engineer |
vs. | Heavy |
- |
Engineer |
vs. | Engineer |
- |
Engineer |
vs. | Medic |
- |
Engineer |
vs. | Sniper |
- |
Engineer |
vs. | Spy |
- |
Medic
Class | Strategy | ||
---|---|---|---|
Medic |
vs. | Scout |
- |
Medic |
vs. | Soldier |
- |
Medic |
vs. | Pyro |
- |
Medic |
vs. | Demoman |
- |
Medic |
vs. | Heavy |
- |
Medic |
vs. | Engineer |
- |
Medic |
vs. | Medic |
- |
Medic |
vs. | Sniper |
- |
Medic |
vs. | Spy |
- |
Sniper
Class | Strategy | ||
---|---|---|---|
Sniper |
vs. | Scout |
- |
Sniper |
vs. | Soldier |
- |
Sniper |
vs. | Pyro |
- |
Sniper |
vs. | Demoman |
- |
Sniper |
vs. | Heavy |
- |
Sniper |
vs. | Engineer |
- |
Sniper |
vs. | Medic |
- |
Sniper |
vs. | Sniper |
- |
Sniper |
vs. | Spy |
- |
Spy
Class | Strategy | ||
---|---|---|---|
Spy |
vs. | Scout |
- |
Spy |
vs. | Soldier |
- |
Spy |
vs. | Pyro |
- |
Spy |
vs. | Demoman |
- |
Spy |
vs. | Heavy |
- |
Spy |
vs. | Engineer |
- |
Spy |
vs. | Medic |
- |
Spy |
vs. | Sniper |
- |
Spy |
vs. | Spy |
- |