AWKWARD ZOMBIE

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PostPosted: Sat Jun 12, 2010 3:37 pm 
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I just could never get used to how slooowwww soldiers were. Now with a few self damages with the dh, my equalizer and I can climb to the top of my arena server.


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PostPosted: Sat Jun 12, 2010 3:43 pm 
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GETTING BACK INTO THE FRAY
Also, do we have a server or anything? For AZ members and whatnot?

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PostPosted: Sat Jun 12, 2010 6:12 pm 
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Sloth wrote:
I have no problem following scouts when they get close.
The closer they get, the more of an advantage it is to me.


yes you keep looking at that scout, pay no attention to the spy approaching your wide back

:awesomeface:

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this is my tf2 shit

Mr. Torgue wrote:
OH SNAP, THE MONSTER I SENT YOU TO KILL, IS ACTUALLY A MONSTER TRUCK. PUNS MOTHER FUCKER.

3DS FC: 3625-8484-5988


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PostPosted: Sat Jun 12, 2010 6:34 pm 
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Hey, any tips for an engie/heavy/pyro? I'm decent with those classes, but I'd like to get better.

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PostPosted: Sat Jun 12, 2010 6:37 pm 
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Don't get shot.

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Hug me


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PostPosted: Sat Jun 12, 2010 6:40 pm 
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Squigzog wrote:
Don't get shot.
WOW GREAT ADVICE
NOW I'M GONNA BE THE BEST TF2 PLAYER EVER YOU'RE THE GREATEST

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PostPosted: Sat Jun 12, 2010 6:50 pm 
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Darkin wrote:
Hey, any tips for an engie/heavy/pyro? I'm decent with those classes, but I'd like to get better.
The only technique for the pyro that i know of is the "puff n' sting". You light a guy on fire, airblast him against a wall or someplace he won't get away from you, and switch to the axstinguisher and chop them to bits. Other than that those classes don't really have any 'tips' to be given other than through experience. That I know of anyway.

Also, I'm still wondering if any Mac users are willing to get me a pair of earbuds. Not really all that important, but it would be nice to have a pair.

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PostPosted: Sat Jun 12, 2010 6:53 pm 
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Koeqepp wrote:
Darkin wrote:
Hey, any tips for an engie/heavy/pyro? I'm decent with those classes, but I'd like to get better.
The only technique for the pyro that i know of is the "puff n' sting". You light a guy on fire, airblast him against a wall or someplace he won't get away from you, and switch to the axstinguisher and chop them to bits. Other than that those classes don't really have any 'tips' to be given other than through experience. That I know of anyway.

Also, I'm still wondering if any Mac users are willing to get me a pair of earbuds. Not really all that important, but it would be nice to have a pair.
BUT I LACK AN AXETINGUISHER
WHAT DO

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PostPosted: Sat Jun 12, 2010 6:56 pm 
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Darkin wrote:
Koeqepp wrote:
Darkin wrote:
Hey, any tips for an engie/heavy/pyro? I'm decent with those classes, but I'd like to get better.
The only technique for the pyro that i know of is the "puff n' sting". You light a guy on fire, airblast him against a wall or someplace he won't get away from you, and switch to the axstinguisher and chop them to bits. Other than that those classes don't really have any 'tips' to be given other than through experience. That I know of anyway.

Also, I'm still wondering if any Mac users are willing to get me a pair of earbuds. Not really all that important, but it would be nice to have a pair.
BUT I LACK AN AXETINGUISHER
WHAT DO


Don't W+M1.

In other words don't just hold down the fire button and charge in headfirst into battle like an enormous "SHOOT ME" sign.

You'd be amazed how many Pryos do that.


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PostPosted: Sat Jun 12, 2010 6:59 pm 
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Zink wrote:
Darkin wrote:
Koeqepp wrote:
Darkin wrote:
Hey, any tips for an engie/heavy/pyro? I'm decent with those classes, but I'd like to get better.
The only technique for the pyro that i know of is the "puff n' sting". You light a guy on fire, airblast him against a wall or someplace he won't get away from you, and switch to the axstinguisher and chop them to bits. Other than that those classes don't really have any 'tips' to be given other than through experience. That I know of anyway.

Also, I'm still wondering if any Mac users are willing to get me a pair of earbuds. Not really all that important, but it would be nice to have a pair.
BUT I LACK AN AXETINGUISHER
WHAT DO


Don't W+M1.

In other words don't just hold down the fire button and charge in headfirst into battle like an enormous "SHOOT ME" sign.

You'd be amazed how many Pryos do that.
I try to avoid doing that. So, what weapons would be good for a pyro?

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PostPosted: Sat Jun 12, 2010 7:10 pm 
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so earbuds

my spy looks hilarious with his magistrate's mullet and his ipod :D

it's flipping hilarious

i spy crabbed on my favorite server, got killed by a jerkass heavy then stabbed said heavy in the back

I SHOWED HIM EH GUYS


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PostPosted: Sat Jun 12, 2010 7:21 pm 
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You've Never Seen This Person Before
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Location: Absolutely Not Praising the Sun in Anor Londo
I wish i had Hi- speed. THE LAG IS UNBEARABLE.

[spoiler]hehe page 69[/spoiler]

edit: epic fail page get.

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Last edited by Not Malum on Sat Jun 12, 2010 7:22 pm, edited 1 time in total.

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PostPosted: Sat Jun 12, 2010 7:25 pm 
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Quote:
So, what weapons would be good for a pyro?


Flare Gun, definitly.
Backburner helps if you're trying to be a stealthy Pyro.
Axetingusher, meh. It's one of the weakest weapons in the game, but can take down an Enlighted Hevy with two hits. Works for stealthy Pyro's, as you can light up a person from behind with the Backburner, and give them a wack with the Axtingusher to finsh them off.


Last edited by duhrdotcom on Sat Jun 12, 2010 7:26 pm, edited 2 times in total.

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PostPosted: Sat Jun 12, 2010 7:38 pm 
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Depends for Pyros really.

I usually stick to the flamethrower just because of light on fire>AB into a corner>Axetinguisher. But if you're not too, shall we say, good enough to perform that move, stick with the BB.

Between FG and shotgun, FG is a better choice most of the time. If it's a tight quarters map, go for the shotgun.

And Axetinguisher > Fire ax. ALWAYS. If you're that close to melee, light em up and slice em down. Unless you have the Homewrecker. That's a whole other story.

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Last edited by Eat_box on Sat Jun 12, 2010 7:39 pm, edited 1 time in total.

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PostPosted: Sat Jun 12, 2010 7:44 pm 
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I actually prefer the backburner to the airblaster. While the airblaster can put out allies on fire and can do more stuff you won't actually use, the backburner is 25% more powerful even without the critical hits when attacking opponents from behind.
Use the Flare Gun and Axetinguisher when you get them. The Flare Gun is a VERY useful weapon! If you're often near allied sentrys, the sledgehammer is a much better choice, you won't be meleeing people often.
Remember that they key to being a Pyro is to get as close as possible without them seeing you first. Look for places you can reach that are very close to checkpoints, but where you're unlikely to be noticed; on ledges above doorways works great, if you can. But always keep in mind that merely hiding behind an object or next to a doorway still works if your opponent is distracted.
The alternative is to baiting them into close combat. Either by trying to get them to chase you, or by hiding in cover where they can only attack if they go up close. The latter will really only work in King Of The Hill (only on the point) or Arena, because the enemy doesn't normally have a reason to chase a cowardly pyro, but it works very brilliantly on maps like KoTH Neucleus. Occasinally sniping them with the flaregun works brilliantly for aggravating them into charging you.
Also, while charging head-first by yourself into enemies is suicide, a pyro is a much needed addition to any group charge. Use your own allies as cover until you can get close enough.

The downside to all that is that it's hard to actually keep all that in mind when you're in the middle of a battle. It's why I prefer classes like the Engineer, where you get time to properly think and formulate tactics!



As for playing Engineer, there's not really much tips. It's mostly about where you set up your sentry/dispenser base. You need to consider between:
A: Visibility. It should be as out-of-the-way as possible but without restricting its area of view.
B: Vulnerability. Watch out for places the opponent can attack it without it being able to attack back.
C: Defensiveness. The more congested the place is with your allies, the better defended the sentry will be from formulated anti-sentry tactics and spies.
D: Effectiveness. Choke points work best. Building in your intelligence room in a Capture The Flag may seem like a good idea, but is often too predictable and counterable (spies can often take the intelligence and ge out before you can unsap your sentry), and building it more forward may be able to take down enemies just as well. Additionally, in non-CTF maps, a sentry that's holding a strategic location (such as the middle ground of the second section Payload Race map. Trust me, a sentry there works wonders) is usually more important than a sentry getting lots of kills.
E: Teleportyness. As in, how good the position is for building a teleport there too. While it's not necessary, and a teleport may be better built further up (or be used as a pre-emptive check to see if someone's coming; if a teleport is attacked, it means someone's at that location), a teleport in a fortified location will not only ensure it lasts longer, but will also add to the defensiveness of the area.

The best example of all this would be on CTF_Well. Building just after the river, behind the large container in the middle, is not only out of the way and can't be hit out of range, but is a mandatory chokepoint meaning that it will both be well defended by allies and be effective at stopping anyone coming through.


Last edited by Plasma on Sat Jun 12, 2010 7:46 pm, edited 1 time in total.

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