User:Shine

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S This user is a Team Fortress Wiki staff member.
Tf medic heal under fire.png This user has made over 2,700 edits to the Team Fortress Wiki   and over 1,058+ edits to the unofficial Wiki. A total of Expression error: Missing operand for +.!
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Touchpad Icon.png This user plays TF2 with a touchpad.
Tf scout kill from behind.png This user "enjoys" Team Fortress 2 at 10 frames per second.

[1]

To-Do

Preferred Loadout

Class Weapon Reasoning
Class scoutred.png Item icon Scattergun.png The knockback of the Force-A-Nature on both target and shooter makes it far more difficult to follow up on the first shot. Clip size doesn't help either, and force jumps are rarely necessary given the Scout's preexisting doublejump ability. The Scattergun is far more reliable.
Item icon Pistol.png
  • Bonk! is highly situational and really only helps against sentries and afterburn/bleeding (if an enemy gives you time to drink it, they likely weren't much of a threat in the first place).
  • I don't have the Crit-a-Cola.
Item icon Bat.png The Sandman's stun has been nerfed so heavily that it's main use now seems to be hitting back at a pursuer while fleeing (pissing off Snipers notwithstanding) and hope that it makes them give up on chasing you. Offensively, at close range the stun is too short to bring out the Scattergun and kill the target, while at long range, the longer stun time is wasted by having to close the distance in order for your primary weapon to be effective. I'd much rather have the extra 15 health.
Class soldierred.png Item icon Rocket Launcher.png While I can aim decently with the Direct Hit, I mainly end up in larger servers and being able to hit 5+ people with a single rocket is just too valuable to pass up. And besides, what fun is a crit-rocket that only hits one target?
Item icon Shotgun.png
  • With the Buff Banner, I may either wait too long and die with it charged because there were no teammates around, or die before I can charge it due to running out of rockets and not having the shotgun as backup. I guess if I played Soldier more defensively, hanging back behind the front lines and spamming rockets, I might find it more useful.
  • The Gunboats seem more offensively-suited, but in larger games, aggressively jumping forward with only a Rocket Launcher and melee weapon is suicide. If I'm jumping for any other reason, I'll generally have time to locate health before engaging anyone.
Item icon Equalizer.png
  • At high health or while ÜberCharged, the only reason to use the Shovel is if you're not carrying the Shotgun.
  • I might pick the Pain Train if it was the only alternative melee weapon for the Soldier, but compared to the Equalizer, it's rarely as useful.
Class pyrored.png Item icon Flame Thrower.png
Item icon Shotgun.png
Item icon Axtinguisher.png
Class demored.png Item icon Grenade Launcher.png
Item icon Stickybomb Launcher.png
Item icon Bottle.png
Class heavyred.png Item icon Minigun.png
Item icon Shotgun.png
Item icon Killing Gloves of Boxing.png
Class engired.png Item icon Shotgun.png
Item icon Pistol.png
Item icon Gunslinger.png
Class medicred.png Item icon Syringe Gun.png
Item icon Kritzkrieg.png
Item icon Ubersaw.png
Class sniperred.png Item icon Sniper Rifle.png
Item icon Jarate.png
Item icon Kukri.png
Class spyred.png Item icon Revolver.png
Item icon Dead Ringer.png
Item icon Knife.png