Author: Mikey-A- <neh=[[[[>     Reply to Message
Date: 8/14/2001 11:43:54 PM
Subject: RE: heyo

2fort strategy
by [GOD]d3mp
TFC Strategy and Tips

map - 2forts

2fort is the most popular TF map and is often chosen for clan battles.
This map is very easy to master. On many public servers I can walk
to the enemies base taking out people as they take potshots at me
and easily take the enemies flag. The reason I can do this is because
I am so damn good. LOL....bullshit. The reason is because they are not
organized enough to defend. I'm writing this to stop someone just like
me because I know what it takes to stop me. First of all the actual
class selection is probably the most important. I'm going to use 8v8
as a base for class selection. Basically you can split a clan into
classes and go to war. Just like an NFL team would have a gameplan. The
key is that even NFL teams regroup at halfltime and change their plans
to adapt to problems. TF is no different. I'll say that with a team
of 8 we could have 2 soldiers, 2 hwguys, 1 demo, 1 sniper, 1 engineer
and 1 scout. Obviously we are missing a medic, pyro and spy. Let me
first say that I think the pyro is a crappy class. The rockets don't
have the splash damage of the soldier and the flame gun is not too
effective. The medic is good for bigger maps where you might need
assistance far across the map. The spy is a hard class to learn but is
really useless against a smart defense on a smaller map. Now we can
begin a match with that lineup and adjust during the match. I'll place
each class on the map then give reasons for changing class. First the 2
Hwguys belong in the spiral heading to the flag. They can work as a
team creating a wall of defense. The 2 soldiers are our offensive/
defensive class. They can either stay and help the HWguys or go for
the flag. The scout is only for capturing the flag. I've seen scouts
hanging around their base trying to kill soldiers. That won't work.
Use your speed and go get the flag. Scouts must call in soldiers to
take out sentries. The demoman is all defensive in my book. He should
set pipes in high traffic areas and take out offensive threats. The
sniper serves 2 purposes. First is front line defense across the
battlefield. A fully charged shot will keep the bridge clear. His
second objective is to keep the enemies sniper busy. It's hard to
scan the battlefield when you know a red dot is looking for you.
Last but definately not least is the engineer. His sentry guns can
control a match. The gun should be in key places. A gun near other
defenders is best. If our HWguys are chasing a few down to the flag
and they are busy taking shots at them they will not see the level
3 gun around the corner until it's too late.

Now for possible circumstances that would dictate changes. The other
team does not have a sniper. Our sniper could either patrol the bridge
or change to a different clas depending on the flow of the match. If
we are giving up caps are long runs with the flag a second Engineer
would server better. If we are having problems getting their flag a
second scout or 3rd soldier would get the job done. If our defense is
very strong and they almost give up on the flag, one of the HWguys
can go offense. If they have a medic that is unleashing disease, we
would have to counter with a medic to heal the players. Remember 1
thing, 1 flag capture can win a match. We can then defend the flag
until the time runs out. I would prefer we begin balanced and try
to get a few caps then move the whole clan to defense and ride it out.
The great thing about this game is that I can go on for another hour
about ways to combat problems and capture the flag. This is just basic
strategy. The first thing we need to do is pick our favorite class
and 2 alternates. We should know everything about all 3. Try to fit
into 1 of the 8 i mentioned above. If anyone can master the spy we
could fit him in too.

Finally we need to setup communication. Roger Wilco could help if it
can be applied. say_team binds are probably the best way.

a list of binds pertaining to 2fort.

Defensive Guys
"Alert! Incoming to base!" (sniper can help with this)
"Enemy Near Flag!" (if he gets through external defense)
(the game announces a taken flag)
"Flag leaving base!"
"Guarding dropped Flag. Need backup!" (location of flag should follow)

Offensive
"Attacking Now!"
"Sentry Gun! Please assist!" (location would help)
"Got flag need assistance" (pinned in by defense)
Always, always give location of flag after you drop it!

A game beginning attack can go like this:

Scout enters base testing defense. He should locate sentries and wait
for them to be destroyed. If he makes it to flag without any problems
he should msg team in basement that flag is controlled. All defense
at our base should stiffen. The 2 soldiers should make way to base
and rocket jump to deck. 9 times out of 10 there will be guys waiting
at the top of the enemy spiral. The soldiers give the "attacking NOW!"
command and begin to attack defenders. The scout can make his way out
knowing they won't have a clear shot. The soldiers should then follow
the scout out to pick up a flag in case he dies. If scout is free and
clear, soldiers can remain in base to attack defenders so the scout can
come back in again. Many times a team will give up a cap then decide
to send many defenders. The first cap is usually the easiest.

Once an enemy leaves his base and begins to attack our base, he will be
without health or armor other than what he's already equipped with. Any
person passing these on way to assist scout should take a few shots at
them to soften them up. Don't get in a war while the scout is waiting
for you to help. If he gets killed while you are trying to frag the
worst player on the opposing team, they will stiffen up the defense
and make the next attempt almost impossible.

Bind your 2 grenades and become familiar with them. They can be the
extra push we need to cap or defend. They have a 3 second prime so
you can hold them a little while and throw them so they act almost
like contact grenades. Know your classes special grenade and it's
effects.

My favorite move is called the grenade jump. You can prime a grenade by
holding the +gren1 key for 3 seconds. When the grenade goes off if you
jump, you will be propelled through the air. With soldier class you
can prime the grenade and rocket jump at the same time and fly clear
across an entire map. Example would be in 2 fort. You have the flag
and hear grenades being spammed doen the spiral. You can either
a - call for backup
b - charge the defenders
c - grenade jump through the elevator shaft that won't work for your
team.

Imagine the surprise when 3 defenders see "Blue has captured your flag"
when they didn't let anyone out of the flag room. You can bet you will
be called a cheater by every newbie on the server.

Any questions? Send me msg on icq.
[GOD]d3mp
_