Difference between revisions of "User:Lolimsogreat21/Sandbox2"
(Strategy work) |
HitlineMiamo (talk | contribs) (changed some of the Scout vs Scout entry. aside from adding information, I also changed the Tactics section to use bullet points. thoughts?) |
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{{Match-Up|forclass=scout | {{Match-Up|forclass=scout | ||
| scout-strategy = | | scout-strategy = | ||
− | '''Mirror match-up:''' You most likely | + | '''Mirror match-up:''' You are most likely to run into other Scouts when both of you are away from teammates, such as during the initial rush to a map objective or at the outskirts of a battlefield. Raw skill is the greatest factor for deciding this fight; shoot the enemy Scout and avoid being shot yourself. |
− | '''Tactics:''' | + | '''Tactics:''' |
+ | * Jumping or double-jumping can make throw off the enemy Scout's aim. However, use this sparingly, as it is harder to change directions midair than on the ground; a competent Scout will be able to examine your jump arc and predict where you will land. [[Strafing#Air_Strafing|Air-strafing]] can allow you to mix up your trajectory further. | ||
+ | * Strafe left and right while aiming towards your opponent. If you can mimic or predict your enemy's movement, there will be times where your crosshair naturally lines up with him - fire away! | ||
+ | * If you find yourself losing the fight, enter extremely close range to make aiming chaotic for your opponent. You will take more damage at close range, but this is less of an issue if you are already low on health, and the increased damage ''you'' will deal may turn the tide of the fight. | ||
+ | * Keep in mind the locations of nearby sources of health, such as health kits or Dispensers, in case you (or your opponent) need to retreat. | ||
+ | * Because the enemy Scout is just as agile as you, it will be difficult to run away from the fight. If possible, attempt to retreat towards locations the enemy Scout is unwilling to chase you, such as a group of teammates or into the path of a Sentry Gun. | ||
'''Useful weapons:''' | '''Useful weapons:''' | ||
− | * The [[Scattergun]] has the highest clip size, which gives | + | * The [[Scattergun]] has the highest clip size of all your primary weapons, which gives you room for error in case you miss shots. |
− | * The [[Pistol]] is | + | * The [[Pistol]] is a good tool for finishing off your opponent when they are low on health, for harassing them outside their primary weapon's range, or as a backup weapon if your primary runs out of ammo. |
− | * Initiating with [[Mad Milk]] | + | * Initiating the fight with [[Mad Milk]] will increase your survivability significantly as long as you hit your shots, making it much more difficult for the enemy Scout to finish you off. |
− | * The [[ | + | * [[Bonk! Atomic Punch]] can be used to guarantee an escape if you feel you need to retreat. Run to cover first to avoid being shot mid-drink. |
+ | * The [[Crit-a-Cola]] allows you to kill a Scout in one point-blank shot. However, keep in mind that the Marked-for-Death debuff it triggers will allow the enemy Scout to do the same to ''you.'' | ||
+ | * The [[Sandman]]'s baseball will slow the enemy Scout down significantly on a long-ranged hit, taking away one of their main advantages and making it extremely difficult for them to retreat. | ||
+ | * Bleed-inflicting weapons, such as the [[Flying Guillotine]] or [[Wrap Assassin]], can weaken the enemy Scout to the point that a single close range shot will defeat them. | ||
| soldier-strategy = | | soldier-strategy = |
Revision as of 05:16, 26 May 2021
Scout
Class | Strategy | ||
---|---|---|---|
Scout |
vs. | Scout |
Mirror match-up: You are most likely to run into other Scouts when both of you are away from teammates, such as during the initial rush to a map objective or at the outskirts of a battlefield. Raw skill is the greatest factor for deciding this fight; shoot the enemy Scout and avoid being shot yourself.
Tactics:
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 |
- |