Thursday, April 28, 2016

My Pyro's alternate loadouts

I have several different Pyro loadouts and I think they are quite effective at what Pyro does best: ambushing or aggressively pushing in an a coordinated assault with or without his teammates.
The first is what i named the "Airshot".
The primary is the Degreaser, a weapon that increases the speed in which you switch weapons.
My secondary is a shotgun, the Reserve Shooter which minicrits on practically all airborne targets, which shall come in useful as you will see soon.
The melee weapon is the Powerjack, which grants a nice 25 health per kill and is nice for finishing off wounded enemies. But it also gives you 15% more speed and a 20% damage vulnerability when you have it equipped.

The tactic i employ with these weapons is one of pyros many puff and stings. I usually attach at close range with the degreaser, (duh!) and then airblast them into the air. Then, quickly switch to the reserve shooter to blast them to pieces as it should deal well into the 80s and above in damage, and if needed, another shot to finish them off. The powerjack is just used to finish off almost dead enemies or just get from place to place faster.












Wednesday, April 27, 2016

The Pyro's stock Loadout

The Pyro is a very aggressive class and of course, it's stock loadout is going in the same way.
The primary is the up close and painful Flame Thrower. It deals absolutely terrifying damage up close, and also has a airblast feature, which can reflect ALL explosives, extinguish burning teammates, and blow enemy players into the air.
His secondary is the trusty old Shotgun, a reliable and all around useful weapon.
It fires 10 pellets per shot and can deal good damage up close, but suffers from a sharp range fall off.
But still, it can be used when out of ammo, under water, or just when you opponents are out of range.

His melee is a fire ax, which deals a nice 65 damage per hit and 195 on a critical hit, just like other melees.
The tactics I usually use with stock Pyro is to ambush players and just burn them to death. Of course, things might not go your way, and that's when i rely on the trusty shoty to finish off an enemy if he gets out of range. Also, if i can get an enemy into a corner, i just airblast him and them butcher him with the ax. My next post will be my alternate loadout for the Pyro.

 

Monday, April 25, 2016

My Scout's alternate loadouts

My alternate loadouts are as follows. The first is what i like to call "Bonk and Sting"
The primary is the good old Scattergun.
The secondary is the Flying Guillotine.

The melee is the some times controversial Sandman.
This tactic involves flanking, ambush, or just rushing towards opponents and blasting them with the scatter gun. i them bait them into a hallway, staircase, or cramped area where i stun them with the sandman's ball. I them quickly, (and by quickly i mean QUICKLY) follow up with the Flying Guillotine, which will crit and do like 150 damage and 50 more in bleeding. If by then they are somehow still alive,(or i missed) i blast them with the scattergun to finish them off.
The next loadout is The pyro's.

The Scout's Stock Weapons

I will be doing a guide on some of the classes stock weapons, and what better class to start of with than the scout?

The Scout's Stock  Load-out is a very good one, his primary being a very powerful scattergun, an always underestimated pistol, and the bat, a good melee weapon in it's own right. These weapons all  strongly encourage to use scout's traditional tactics, the Hit'n-Run. The tactic consists of flanking or ambushing opponents and blasting them. If not able to fully down or kill the target(s) the player will either do a quick reload of the scattergun, or finish them off with the pistol. As you can see, the scout is a very good ambushing class, and can also help with taking objective when pushing. The next post will be another of scout's. It is an alternate loadout to the stock and is more challenging, but much more rewarding.

Wednesday, April 20, 2016

An introduction to the Gammodes in Team Fotress 2

Well, Here is my next TF2 post: the Gamemodes. Each vary from each other much or little. The first is Capture the Flag.
The goal is very straightforward. That being to Capture the opposing team's flag (and by Flag we mean glowing Briefcase) and bring it to your flag, while protecting your own.




The next is Control Point. The goal is to capture the Control Point(s) by being on it's vicinity.

There are 2 variants. One (called King of the Hill) is a fight from both teams to capture one Control Point, for a select amount of time. The next variant features multiple control points, all first held by one team. in order to win the team must hold at least one control point when time runs out or have captured them all before said timer runs dry.

The next is Payload. It also has 2 variants.The first involves a track from one end of the map to the other. Blu team must push the cart(which slowly restores health and ammo) all the way to the end of the track, while fighting off the Red Team. Of course, the Red team has the task of stopping the bombcart.

The next variant is payload race. It is nearly identical but has 2 tracks, and each team must push their own while hindering the progress of the other team.

The following is Special Delivery. The  objective for both teams is to deliver a neutral briefcase (similar to a flag) To a certain area of a map, precisely a Rocket, which will be at one end of the map.

The second to last gamemode is very unique.  It is a variant of Capture the Flag, but with Grappling hooks. Thus the game flow will be very different, as all classes can now be extremely mobile.

The very Last gamemode is a co-op mode: Mann Vs. Machine. It has 6 players, which must stop a horde of AI controlled Robots from delivering a bomb to their base(where they spawn).
However, to tip the balance to the players, the killed robots drop money, which when collected, can be spent for upgrades such as moment speed, weapon damage, and stuff like that.
Those were all the Major gamemodes out right now. The next post will be about the Stock Weapons.









Friday, April 15, 2016

An introduction to the Classes in Team Fortress 2


At a glance, it is somewhat easy to see that this is not a run-of-the-mill shooter. I play it, and think it may be one of the best FPS games that exist, due to the way the many classes and weapon combinations bounce off of each other. Skilled weapon handling, strategy, and teamwork are what you need to succeed. Onto the game, There are 9 classes, all with their own vastly different pros and cons.
There are 3 types of classes, offense, defense, and support. The offense usually excel at attacking and breaking through enemy lines. Defensive classes focus on forcing the attacking players away. Wheres support are auxiliary fighters and help their teammates. These are the offensive classes. First, Scout.

 A fast, scatter-gun wielding, low heath, high power runner. He excels at lightning attacks and taking objectives. Next, Soldier;
He is a slow-moving powerhouse armed with a very powerful rocket launcher. The last Offense class is the Pyro.
He moves at an respectable speed, with a devastating close-range flamethrower and flare guns.

Next, Onto Defensive classes. First, The Demoman.
Armed with a Grenade Launcher and a stickybomb launcher, (which launches bombs that explode on command)  and shields and swords.

After that is the iconic Heavy. He is the without a doubt the slowest class in the game, but also one of the most powerful. Armed with a Powerful mini guns, the heavy is a dangerous defensive (and sometimes offensive) class.

Finally the last defensive class, the Engineer. At first all he has is a shotgun and pistol. But he is also able to construct helpful buildings with metal, which in include a extremely powerful self-acting sentry, a dispenser which refills a teammates ammo and heath, and teleporters, which can take a friendly player from one point to another.
Now onto support. The first is the always needed Medic. Armed with a medigun that can heal teammates with alarming frequency, and an alibied useless syringe gun, the medic is essential to any team.

The next support class is the pesky and outright dangerous sniper. Armed with long range sniper rifle, the sniper is a class that helps eliminate long range threats. He can be an auxiliary class up close, with SMGs, jarate, and other various weapons.

The last class is the class "No one loves. but always wants to play." The infamous Spy. He is armed with a Revolver with questionable firepower, a watch which can make him invisible, a sapper which disable and slowly destroys buildings, and a disguise kit, which changes his appearance to that of an enemy player.
This is my TF2 Introduction, signing out.
P.S.
6YCGE-2K3XB-JMBZP This is a steam game key for the first person who finds it. Have fun!