• cleric

    By cleric, in News,

    How to play the medic

     

    Things you need to know

    1. Survival

    2. Maximising healing

    3. Uber management

    4. Communication

    5. Awareness

     

    Survival

     

    Positioning

    1. Defensive (survival) and aggressive postures (maximising healing)

    2. Identifying the safest forward and backward positions in a section of the map

    3. Following at max range from the pocket (defensive) or front most player (aggressive)

    4. Selection and use of cover

     

    Dodging

    Only dodge in situations when you must remain with the team. Need to know advantages.

    1. Watch the enemy!

    2. Stutter step

    3. Strafe jumping

    4. Strategies against individual classes

    a. Scouts – movement and using corners, moving through your pocket

    b. Snipers – exposure and crouch-jump-spin

    c. Spies – checking back and awareness

    d. Soldiers – making shots difficult, strafe jumping, what to do when they jump you

    e. Demomen – making wasted stickies. Dodging grenades

     

    Maximising Healing

     

    Priorities

    1. Rollouts – in spawn (soldier, demo). En route (scouts, one soldier, then the other). Entering midpoint (watch for your scouts and demos)

    2. Deathmatch/ Fast push – Keep your beam on anybody that’s deathmatching, quick heals on patients that are not directly in combat

    3. Travelling forward/ slow push – Full buff for scouts, roamer/ demo, pocket

    4. Holding forward position – full buff for scouts, soldiers, demo

    5. Holding far/running – keep your beam on the pocket, then whoever you can reach.

     

    General

    1. Always be healing

    2. Understand the healing ramp

    3. Avoid staying your beam on a player which has full buff. Unless you’re playing very defensively

    4. Healing is not the same as following. Get players to come to you. You can only vary your position slightly to chase players before you have to follow your pocket again.

    5. If both your soldiers are down and you have numerical advantage, confidently call your scouts and demo to guard you as you cautiously push or cap. Does not work if the enemy team has uber advantage and uber.

     

    Uber Management

     

    When to uber

    1. Own survival (100hp mark, uncertainty)

    2. Committed situations (high damage)

    3. Not letting anyone die (counter uber situations, uber advantage)

    4. Pushing past a choke point quickly (sticky trap situations)

     

    When NOT to multi-uber

    1. When only one player is in danger. You don’t want to multiuber in an uber trade, but if you have to, you have to

     

    General

    1. Place yourself in a central position during uber and look all around you

    2. Place yourself in a safe position at the end of uber

     

    Communication

     

    What you need to communicate:

    1. When you are threatened (as early as possible)

    2. Where is your position, what is your combo doing

    3. What is your uber charge percentage vs the enemy medic’s

    4. What is your team’s numerical advantage/ disadvantage in the middle of a fight

     

    Awareness

     

    How to have it:

    1. Look around you often, especially the routes which your pocket cannot cover

    2. Listen to the comms

    3. Press Tab often

    4. Infer what your pocket is fighting from the spam he is receiving, listen for fighting that is happening if your pocket seems to be uncontested

    5. Synthesise 2, 3 and 4 to form a mental picture of where your team is, where the enemy is, which places have been cleared of traps and ambushes, which places haven’t been cleared, where is the fight still occuring


    Playing to Win

     

    This section elaborates on the types of:

    1. Advantages

    2. Manoeuvers

    3. Postures

    The key is to understand the advantages of the situation you are in, adopt the appropriate posture, and look for the manoeuvers available to you

     

    Advantage

     

    Numerical

    Who has the most players in fighting positions(They’re 2 down, we’re 3v5)? This is best communicated by the ghosts. When you die, call out that you’re dead, then immediately press tab. Make a note at that point whether you died early or late in the fight. Do this by looking at how many of the other team were dead when you pressed tab. At this point, you can help the fighting players by telling them how much we’re up or how much we’re down in terms of numbers that are actually fighting.

     

    Spawn advantage

    The second most important thing you can do by holding down tab is by watching who spawns first. By knowing where the engagement is still taking place, spawn locations based on capped points and when the ghosts (including yourself) spawn, you can tell which team is going to be reinforced first and roughly when. This is especially important in a fluid linear fight. It dictates how far you should extend in an advantageous push, and how far you should fall back when retreating.

     

    Positional Advantage

    One way of looking at this is in terms of space and height. Within a particular section of the map, the team which has more space gets spammed less (important for scouts to survive), and maximises the amount of spam damage dealt (important for demoman to safely move into his best spam range). If you are not at a numerical disadvantage, space also provides your team with access to routes where you can flank and backstab, completely surrounding the enemy.

     

    Height advantage is the most relevant to soldiers. When a soldier controls height advantage, he creates space for his teammates, by "guarding" the space around him. Choose the correct high ground depending on where the enemy team is clustered. Taking height advantage must be flexible. A soldier holding height advantage for too long makes two mistakes. Firstly, his damage may be minimal if he’s only using long distance spam against an enemy that is falling back when he should be aggressively pushing the enemy team. Secondly, if he doesn’t know when to give up height advantage against multiple enemies that have pushed up in the space around him, his medic will be unprotected. At that point, he should fall back with his medic and cover the medic’s retreat through the choke, or tell the medic to run early while he jumps the enemy medic.

     

    Uber

    Who will be getting uber first? When and how big is the window when one team has uber and the other does not? There are 5 basic conditions.

    1. Both teams have uber

    2. You have uber while the other team does not

    3. They have uber while you do not

    4. Both teams do not have uber but you will have uber first

    5. Both teams do not have uber but they will have uber first.

     

    Uber advantage goes hand in hand with numerical and positional advantage even if you have uber while the other team does not. Here are some things to take note with uber management. The following decisions correspond to the above situations from 1-5

     

    1. Trading ubers. The combo’s priority is to make the enemy medic pop uber, then hunt the demo, then do maximum splash damage on congregated enemies, then take whatever picks it can get. The rest of the team, if unable to bounce the enemy uber away, should focus on fighting away from the enemy ubered combo so that your medic only has to multi-uber if it is absolutely necessary. If your team is not doing this as well as the enemy team, the combo must secure an exit to fall back by the time uber ends. If you have a numerical advantage and both teams have ended uber, the medic must try to stay in the fight as your players hunt down the remaining enemy.

    2. Popping uber with uber advantage should make use of multi-ubering to pre-empt players about to take damage, or to make sure nobody dies.

    a. Popping uber while in a bad position and without having numbers to follow up with damage should only be done for the survival of the medic/ combo and you must ensure you are in a safe position at the end of the uber. You will probably have to forfeit the contested point if your patient cannot get kills.

    b. Popping uber in a good position but without numbers increases the chance that you will get picks and creates a brief window where you will have numerical advantage as you are reinforced before your enemy. This window is larger if you have the midpoint due to spawn location advantage. This window closes when the enemy medic gets uber/ or is reinforced. At this point, the team should be securing position and stacking the point for a quick cap in preparation for the enemy’s counter uber.

    3. Medic/ combo should hang back while the team looks for opportunities to force uber. You don’t want to give up too much territory without making the enemy medic uber unless you’re at a large/moderate numerical disadvantage as well.

    4. If all else is equal, slow push while keeping the medic safe. Try to time getting uber with engaging the enemy combo to kill the enemy medic quickly. Fake uber to scare them off for free territory or point.

    5. If you have numerical advantage, try to flank and kill the medic as soon as possible. If the enemy medic retreats safely, take position and cap points instead of going for kills because the numerical advantage can disappear very quickly when you’re pushing and the medic will achieve uber soon. If so,use position to pop uber and fall back quickly.

     

    Manoeuvering

     

    Lines

    We can imagine the entire map as a big linear fight, with choke points that favour the holding team, and open spaces that favour the team with more numbers. A linear set of manoeuvres can be either static, or fluid.

     

    In a static linear manoeuvre, the disadvantaged team immediately falls back behind the choke and gives up the point. They ascertain whether the delay the opposing team suffers in capping the point is enough for their reinforcements to catch up. This determines if they hold their current choke, or fall back further to another choke. Hence the team has only two postures: aggro push and falling to hold the next choke. This leads to many stalemates and relies on key picks before the situation changes.

     

    In a fluid linear manoeuvre, the disadvantaged team will try to maintain a presence (without further dying) by not just using the chokes but other positional advantages in the map. They will slowly give ground (without the medic dying) until their reinforcements arrive and try to pick off enemies that overextend, sacrificing only for key picks. They also have an easier time setting up ambushes and luring enemies into sticky traps because the enemy team does not have the luxury to check the entire area. The team has multiple postures, including slow push and holding far.

     

    Likewise, the advantaged team will extend further than the cap point to push the other team back. By continuing to engage the enemy with a numerical advantage, your team can probably take the next point as well. Knowing the spawn timings is especially pertinent in this scenario. Overextending occurs when your team pushes without getting kills and the enemy team is reinforced with their spawns while some of your team is still capping the previous point.

     

     

    Circles

    When trading ubers, if your team is not at a major/ moderate numerical disadvantage, it’s possible to avoid the enemy uber by wrapping round the enemy combo instead of falling back from it. Best executed with prior intel on where the push is coming from, and a decisive call from the heavier classes. Watch out for sticky traps on the enemy’s non-medic flank.

     

    If you hold the middle point, the whole team can move to back cap. If you do not hold middle point, a strong enough force must double back to wipe the remaining enemy leaks. Another option is to leave both a hw guy and a sentry gun on your last point while the rest of the heavies circle to backstab or backcap. This is a good option when in desperation/ major uber disadvantage when they uber in.

     

    Holding and Pushing

     

    Fast push

    In an aggressive push everyone is fully committed to the fight. The combo wants to move up close and deal as much damage as possible. It requires everyone to take part, even those on low health should stay within reach of the medic, call out for heals and spam from distance.

     

    Conditions – With uber advantage and uber, or moderate/ major numerical advantage.

     

    Objectives – Damage. Pop uber/ kill medic. Kill demo. Gain position for post-uber push.

     

    Posture – Medic needs to be forward balancing heals between all players directly deathmatching. Players need to focus on maximising damage while scouts finish off low players. Trading for nearly any type of kill is acceptable. Soldiers usually jump straight at the enemy. Scouts that have leaked should try to kill instead of backcap (unless you’re attacking their last point).

     

    Slow push

    A slow push is when you are basically walking up the map and bullying the enemy off. The difference is that you don’t want to die or trade like in an aggro push. You try to use your health (medic advantage), spam (demo advantage) and positioning (soldier/scouts advantage) to outplay the enemy. Usually a slow push will get control of one side of the map and try to outflank the other side. Heavy classes should maximise spam, manage their health, and protect the medic. Be aware of traps.

     

    Conditions – Minor/ Moderate Numerical advantage possibly after an uber trade. Uber advantage but not having uber yet.

     

    Objective – Get some sort of positional advantage. Try to take ground without utilizing uber.

     

    Posture – Medic needs to try to heal the scouts as much as viable so they can flank. Soldiers rotate or leap and bound for position or getting heals. Low health players that are waiting for heals still play a role in distance spam and protecting the medic/ demo. Avoid trading, unless it is a sacrifice for a more valuable player. Scouts should concentrate on leaking and harassing flanks.

     

    Holding close

    Holding is defending. It is the enemy who has to make the move. Primarily you have early pressure on the enemy team when they try to push through the chokes, so they uber earlier than they really want to. When holding close it means that you keep ALL the chokes closed. As the enemy team ubers and begins to enter, your team must decisively kill the leaked enemy, fall back, or counter uber for yourselves. When trading ubers, it’s viable to reverse positions with the enemy by circling them as they push in if you have control of midpoint. A minor uber disadvantage opens the option of faking uber, or circling/ holding far as they uber in, buying enough time for the uber.

     

    Conditions – Equal ubers/ minor uber disadvantage. Minor numerical disadvantage but able to not leak.

     

    Objectives – Making them pop uber earlier than you and countering soon after to save everyone (if you have uber). Stalling time while grinding uber (if the enemy already has uber and you are close to it, grind uber slightly behind the front lines). Getting any sort of pick.

     

    Posture – Medic should be in a central position and up front. All players should receive buffed health especially the roamer and scouts. Combine fire in order to get picks. Avoid trading in most cases. Scouts should probe, and bait. Leaking behind the enemy team is suicidal unless your team is ready to push.

     

    Holding far

    When holding far there is a little pressure on the enemy when they try to push through your chokes. Your combo is always positioned at least one rocket jump away from the enemy combo but maintains a presence on the point, preferably at a flexible position with height advantage. Your medic is very hard to reach, usually on the opposite side from the enemy combo and near the exit. This is the preferred setup if the enemy has uber advantage. It is still possible to have pressure on the enemy combo, for example from a sniper, a stickytrap, distance spam, a hiding soldier/scout. What can work very well is sacrificing a scout or soldier to pop uber as the enemy medic commits to entering the area.

     

    Conditions – Uber disadvantage against an enemy with uber. Moderate numerical disadvantage -- it is impossible to hold all the chokes with sufficient spam

     

    Objectives – Maintain a presence on the point while being ready to fall back to the next choke. Punish overextending players (esp scouts). Sacrifice the point, positional advantage, or a player for key picks or to pop uber to allow for a solid counterattack when teammates respawn.

     

    Posture – Medic should be healing from as far back as possible. He can remain in the centre but must move to the opposite side the moment enemy forces enter the point and get ready to run or fall back with his pocket unless you are absolutely confident of getting uber in the next few seconds. Demomen should be trapping, and retrapping the chokes. Soldiers should be distance spamming and looking for extended players. Scouts should be patient and opportunistic, their role is to hide, try to split the combo if the soldier is aggressive/ or sacrifice for an undefended demo/ medic. Scouts may also try to leak on the opponent’s weak flank to try for a backcap, defusing an enemy push while not actively engaging.

     

    Running!

    You lost four players, while the enemy still has most of their team up. The only thing that matters is surviving. Use suppressive fire and tank to keep your medic alive. If nobody makes any other mistakes you can have a solid defence again in about 15 to 20 seconds.

     

    Conditions – Major numerical disadvantage

     

    Objectives – trying to conserve/ charge uber for a better occasion. A pick on an overextended enemy is a bonus which may allow for a counterattack when reinforcements arrive.

     

    Posture – Medic should be as far as possible behind the most backward player, abandoning him if he has to. Players that cannot escape should try to trade, players that can escape should regroup with the medic as soon as possible and use suppressive fire.

     

    Trading Ubers

    Trading ubers with equal numerical advantage is the most unique situation in the game in that some players must be extremely aggressive, while others must kite. Whichever team does this better is in a better numerical advantage at the end of the uber push.

     

    The team that is defending last point in an uber trade is at a slight disadvantage because they have do not have an option to fall back without leaving the last point vulnerable (this is especially true in small last points like badlands, gullywash and freight). As such, the medic is usually forced to multi uber and it is important that he uber later than the attacking medic.

     

    Attacking large last point maps like granary and obscure may require a different strategy for attackers in a stalemate position because the defending team can kite around the last point for a catastrophically long time, ubering much later. Sacrificing players to pop uber, holding far and popping uber to defend the fourth point and then a slow/fast push to establish positions in the enemy’s last point is a strategy that tests the entire team’s understanding of numerical, spawn, uber, and positional advantages.

    Alternatively, the simpler option of patiently waiting for a pick before ubering into the last point is still an effective play.

     

    Conclusion

    Individual skill and teamwork have equal importance. While what I have tried to highlight in the above seems to be formulaic, the difficulty is in getting the whole team to be on the same page at the same time. The second difficulty is for the whole team to react to changes in the situation at the same time in an appropriate fashion.

    emir

    comp-guide.jpg

     

    Written by sg.png emir.

     

     

    1. Introduction

    2. Basics of Pickups (PUGs)

    3. Server Rules and Server List

    4. Mumble

    5. Your first PUG

    6. Scrims

    7. Useful Resources

     

    So you’ve been playing TF2 for months now, maybe even years, and somehow, you find that it just isn’t the same anymore. Perhaps stomping noobs and topping scoreboards as a pubstar is starting to bore you, and you’re seeking a challenge. Maybe you’re just sick and tired of the massive spamfest that’s ever-present on goldrush and dustbowl, and just want something more organised. Perhaps you’ve got an inclination for other maps which aren’t very popular in public servers, like cp_badlands or cp_gravelpit. Or maybe you’re frustrated with all the overpowered weapons which Valve keeps introducing to the game, and you just wish you could go back to a time when these OP weapons weren’t around.

     

    Well, maybe it’s time you tried Competitive TF2.

     

     

     

    rollout.jpg

    But wait! Don’t let the term “Competitive” scare you. You don’t need to be uber-pro in order to try it. Competitive TF2 simply refers to a different, more organised format of gameplay. Instead of the 12v12 or 16v16 clusterfucks you see on public servers (commonly known as pubs), Competitive TF2 is all about 6v6 games. This makes for a far less spammy and more strategic gameplay experience, and you’ll probably find it to be a refreshing change from pubs.

    So, in summary, why should I try competitive TF2?

    • You’re less likely to die to sheer rocket/grenade/sticky spam.
    • A whole new gameplay experience with new rules.
    • Easy to pick up and learn (compared to other competitive shooters), with dedication.
    • All those amazing frag videos you’ve seen? Yeah those are mostly from competitive players.
    • Teamwork and strategy actually become important.
    • No overpowered weapons; the game becomes relatively balanced again.
    • You’ll almost definitely become a better player.Sound good to you? Hold on though! It’s not going to be a cakewalk all the way to the top! You’ll definitely find it challenging, particularly if you’re new to TF2. As such, here are some things you should bear in mind when starting out:
      • You’re expected to be able to play the game. While hax aim is not a pre-requisite, you should at least be able to kill things.
      • Have an open mind. You might need to learn new things like rollouts, and unlearn other things you learnt in pubs.
      • Be open to criticism. That’s the only way you’ll improve.
      • You probably will get flamed and raged at; not everyone’s going to be nice to you. Just disregard them and do your best.
      • If you intend to go far competitively, you’re going to need some dedication to improving yourself.
      • Most importantly, be patient and DON’T GIVE UP! As with anything else, you’ll need time to get better at TF2!

      Still up to it? Good! Now that you’re sure, you’re almost ready to try a PUG. Make sure you read the next section!

       

       

       

       

       

      Credit for content in this section goes to Cobalt’s Guide to Pugging

      guidetopug.jpg

      Wait, basics of what?

      Pickup Games, or PUGs for short, are a form of games commonly played in the competitive Team Fortress 2 scene. Keeping with the competitive format of 6v6, PUGs are played with 6 players on each team, usually comprising 1 Medic, 1 Demoman, 2 Soldiers and 2 Scouts. PUGs differ from Scrims in that PUG teams consist of players who are chosen on the spot at the start of the PUG, whereas Scrims are played between clans or teams with fixed lineups.

       

       

      In Asiafortress Servers, the standing rules are as follows:

      Quote:
      • When 12 players join the teams, i.e. 6 on each team, everyone has to go Spectator.
        The last 2 players to join Spectator will have to be Medic Captains
        ; this means they will pick team members and more importantly, it also means they will play Medic for the duration of the PUG. Both Medics will then have an ubersaw fight at the midpoint, to see who gets to choose players first.

      • At this point, a list of players who didn’t play the previous map will be produced.
        It is mandatory for the Captains to pick players from this list first.
        After players on the list have all been picked, Captains are free to pick anyone else in Spectator. If you didn’t play the previous map, simply type +1 in chat to be placed on the list.
        If no one compiles a list, take initiative! Do everyone a favour and compile it!

      • Players don’t have to play Medic if they played Medic the previous map.

      • Players are not allowed to play spy, sniper, pyro and engineer if the team disagrees. To be sure, just ask your team if they’re fine with you playing those classes.

      • Any form of racism, excessive trolling and flaming and abuse of chat is strictly not allowed.

      Players may send anonymous reports to

      All reports are private and confidential and identities will be concealed.

      As much as we try to be lenient and understanding with new players, we still have to enforce these rules to make everyone else’s pugging experience a pleasant one. If you intentionally and knowingly break any of these rules, particularly the first 2, fitting punishment will have to be meted out, most likely in the form of a permanent ban.Class Limits:

      These class limits are meant for game balance; it wouldn’t be nice fighting a team of 6 Demomen, would it?

      • 2 Scouts
      • 2 Soldiers
      • 2 Pyros
      • 1 Demoman
      • 1 Heavy
      • 1 Engineer
      • 1 Medic
      • 2 Snipers
      • 1 Spy

      classes.jpg

      Permitted Unlocks:

      Most unlockable weapons aren’t allowed in competitive TF2, for reasons of game balance. Weapons listed here are permitted, all other unlockable weapons are banned. Do note that this list may be subject to revision.


      • Medic – Blutsauger, Kritzkrieg, Ubersaw

      A server whitelist is currently in place, so you’ll find that the banned unlocks aren’t available anyway.

       

      Etiquette:

      • Your attitude in PUGs reflects on you as a person and a player, so be nice and always have a smile on your face, like Wish.
      • Cooperate with the admins, we don’t want to have to kick you.
      • When entering a server, ask if it’s a scrim or PUG. Otherwise, you might end up waiting 30 minutes to play, only to find out it’s a scrim.
      • Don’t immediately join a team if there’s a game in progress; this disrupts the flow of the game. Go Spectator and wait for the next round.
      • If players are voting for a map change or team scramble, do your part and vote too!
      • Play your best! If you’re going to play half-heartedly and be a douchebag, you’re better off giving your spot to someone else.
      • If you have to leave, make sure someone subs for you. If there’s no one in Spec, invite a friend to the server to replace you.
      • Cooperate with your captains. You might need to play a class you don’t usually play; don’t make a big fuss out of it!
      • Respect the server admin’s decisions.
      • Trashtalk is fine, but don’t overdo it. Simply put, don’t be a douchebag.
      • In the heat of the game, people might understandably start raging. As much as possible though, don’t make personal attacks on others.
      • Of course, racism, flaming, excessive trolling, and abuse of chat are all strictly not allowed. Treat others as you’d like them to treat you

      *Note that some of these servers may be taken down without warning.

      In order to join the server, click on the link.

       

      Singapore

      AsiaFortress.com #1 | PUG

      AsiaFortress.com #2 | AFA

      AsiaFortress.com #3 | PUG

      ozfortress.com Asia #01 | hosted by GamersUnited

      ozfortress.com Asia #02 | hosted by GamersUnited

      ozfortress.com Asia #03 | hosted by GamersUnited

      ozfortress.com Asia #04 | hosted by GamersUnited

      Hong Kong

      [hsp.hk] Reserved Match Server

      [hsp.hk] AsiaFortress #2

      Taiwan

      #1 BFX_Match Scrim ‘n’ PUG Server

      Japan

      [JP]TF2 TJT match server01

      [JP]TF2 TJT match server01

      Withgod’s Private Server #1

      Withgod’s Private Server #2

       

      Note: Different PUG servers operate by different rules. Medic Captains only applies to certain servers.

       

      Alright, I read the hell out of that section. Can I PUG now?

      Almost, young fella! Before you do, you need to get Mumble first!

       

       

       

       

      Mumble.png

      What’s this?

      Mumble is an open source, low-latency, high quality voice chat software primarily intended for use while gaming. Yeah, that’s from their website. Essentially, it’s used for communication in a PUG or scrim, but people are known to just hang out in Mumble all day waiting for people to talk to them.

       

      Do I really need this?

      Some PUG players don’t use Mumble, but if you intend to get serious about TF2, then yes, you really need it. Mumble is preferred over in-game voice chat, because Mumble has better quality, and because in-game voice chat doesn’t allow you to talk to your teammates when you’re dead.

       

      That aside, Mumble helps you get to know people, since most TF2 players in our region just chill in their own Mumble channels all day, waiting for people to talk to them. Just join people you know in their channel, and over time, you’ll get to know practically everyone in the community.

       

      Somehow, it’s much easier to make friends with voice chat, because people are generally nicer and less douchey . Lots of pubbers use Mumble too, so it’s not just for competitive players alone. Some people *cough*PGTF2*cough* use Mumble to play other games too.

       

       

       

       

      Mumble-chat.jpg

      Just look at all those people waiting for you to talk to them!

      Alright, fine. What do I do?

      • Download Mumble from here.
      • Install Mumble and follow the instructions to setting up your mic.
      • At the top left, click “Server”, then “Connect”.
      • You’ll see something like this

    • Click on “Add New…” and copy the same details seen in the picture.
    • In case you can’t see, Server IP is 203.116.80.201 and Port is 64738.
    • Click “OK”, then “Connect”.
    • You’re in Mumble! Double click on channel names to join them. Remember, be polite and friendly!

    Official Asiafortress PUG Steam Group.

    Announcements will be posted whenever PUGs are starting in any of our servers, or even in any of the non-Asiafortress servers.

     

    Alternatively, make friends with some PUG regulars; they’ll invite you to the game when they’re trying to get a PUG started.

     

    Okay, I joined a PUG server. What now?

    Check if there’s a game in progress. If there is, ask if it’s a scrim or a PUG. If there’s a scrim going on, you’re better off going to another server; scrims usually last a few maps. If there’s a PUG in progress, you should wait till the next map/rejoin when the map changes. Make sure you come in right after the map changes though, or you’ll miss your chance again!

     

    Okay, I waited for that map to end. Now what?

    (This only applies to Starhub E-Club servers) Join a team, and wait till there are 6 people on each team. When that happens, go Spectator as fast as you can! If you’re the last 2 to go Spectator, you’ll have to play Medic Captain. If you don’t know what that is, refer to Server Rules up in Part II.

     

    Whew. It was close, but I managed to go Spectator in time.

    Good. Now keep an eye on chat, someone should be asking, “Who didn’t play the last map?” That’s you! Type +1 in chat; you’re now on the list. The Captains will have to pick from the list first, and that means you get to play!

    If no one makes the effort to put the list together, take the initiative and do it! Just compile the names of players who didn’t play the previous map and tell the Captains.

     

    I got picked!

     

     

     

     

    happy.gif

    Great! Now tell the Captain what class you want to play, so he can choose a balanced team.

     

    Which class should I play?

    Well, you probably have a class you’re used to playing in public servers. Unfortunately, only 4 classes are usually played in PUGs, namely Scout, Soldier, Demoman and Medic. This means you HAVE to choose between these 4 classes, as running a full-time Pyro, Heavy, Engineer, Sniper or Spy is against the rules. Players are permitted to play these classes occasionally, but not the entire round. To help you choose between these 4 main classes, here’s a quick rundown of their roles:

    • Scout –
      Scouts play a supporting role in the team, helping to cover flanks and preventing enemy Scouts from getting behind your team. Due to their low HP, Scouts should focus on picking off damaged enemies, not trying to take the enemy team on face-to-face. When the situation calls for it, Scouts can also get behind the enemy team (known as “leaking”) and capture control points (e.g. Last cap of cp_badlands, which is extremely fast to cap) or pick off key targets (Demoman and Medic).

    r1.jpg

    As heroic as this looks, please don’t do this as a Scout

    • Soldier -
      The 2 Soldiers in a team usually assume different roles; 1 Soldier is known as a Pocket while the other is a Roamer. The Pocket Soldier and Medic together are known as the Combo; they are the main force of your team, attacking and defending territory with the Uber. The Pocket Soldier’s responsibility is to protect the Medic at all times, to make sure he doesn’t lose his Uber. The Roamer, on the other hand, is more versatile and plays a little bit more independently of the Combo. The Roamer may switch between flanks to dish out damage wherever support is needed, e.g. if the Scouts are facing trouble on the opposite side of the map, the Roamer will rocket jump over to help out. At times, the Roamer may also jump the enemy’s Combo (with the support of the Scouts) to take out the enemy Medic. Soldier players may need to switch readily between these roles, depending on the situation. As such, Soldier players HAVE to be able to rocket jump properly.

    rj.jpg

    Yes, you really need to be able to do this

    • Demoman –
      The Demoman is a critical character in the team, since he has the highest damage output in the entire team. Fittingly, the Demoman is also one of the hardest classes to become proficient at, as he has a very wide range of responsibilities in the team. Among this is area denial; the Demo’s sticky traps, if strategically placed at choke points, allow him to cover an entire flank by himself. Additionally, his high damage output through his stickies and pipes make him crucial to winning fights, most importantly the midfight. For this reason, Demomen need to be able to rollout (reach the midpoint at the start of a round) fast. This also means Demoman players MUST know how to sticky jump.

    Kritz.png

    This pretty much spells R-A-P-E

    • Medic -
      The Medic is THE most important member of your team. The entire metagame of competitive 6v6 revolves around pushing and falling at the right time, and that push-pull dynamic revolves around your Medic’s Uber. In brief, the Medic’s Ubercharge or Kritz lets you lay the smackdown on the enemy team, to help you gain or defend territory. It’s definitely not an easy class to play; everyone on the opposite team will have their sights on you, and everyone on your team’s depending on you not to make mistakes. Nonetheless, as the centrepiece of your team, being able to play Medic well is extremely rewarding.

    r31.jpg

    Things can get really stressful; feel free to rage at your team if they don’t protect you well

    • Utilities -
      Utilities refer to all other classes aside from the 4 classes listed above, i.e. Pyro, Heavy, Engineer, Sniper and Spy. Occasionally, having one of these utility classes on your team may be beneficial, and your team may decide to have a Scout or Soldier switch to one of these classes. Some examples include having a Heavy when holding the last point, or running a Spy/Sniper to get a pick on the enemy Medic to sway things in your favour. Remember to ask your team first before changing classes! Players playing Demoman and Medic should never change class, as these classes are crucial to your team.

    spy.jpg

    Disclaimer to all the pubstar Spies: Playing Spy in a PUG is way different from pubs.

    If you fail, switch classes

    Alright, I’ve picked a class, and the game’s starting!

    Well, you’re on your own then! You might do badly, but keep playing, you’ll improve with time. Good luck, and have fun!

     

    Introduction:

    Some PUG regulars are happy just playing PUGs, and go no further into competitive TF2. Many players, though, choose to go one step further by getting involved in a team. Play enough PUGs and you’ll soon realise that it’s not quite all it’s cut out to be. The communication and coordination within your PUG team aren’t quite there, and it gets rather frustrating when you can’t win games due to poor teamwork. And, try as you may, this will never change, because your PUG team only lasts till the end of that map.

     

    And so, some players choose to form or join a scrim team. In terms of composition of classes, a scrim team is identical to a PUG team; the main difference is that a scrim team usually has a fixed lineup and a roster of 6+ players (including substitutes). By repeatedly playing with the same people in a team, players gradually adapt to each other’s style of play and get used to one another. As a result, members of a scrim team are able to communicate better with one another and accordingly work better as a team.

     

    Recall that competitive Team Fortress 2 is, above all, a team game. Every class has its own weaknesses and strengths, and no one class is able to singlehandedly win a game for a team. In most matches between evenly matched teams, teamwork really becomes a deciding factor, as cliche as that sounds. The team aspect of the game overshadows individual ability to the extent that a team of well-coordinated, albeit weak members, is able to overcome a team of stronger, but poorly coordinated players.

     

    In short, here’s why you should be part of a scrim team:

    • Play with people you actually know and like, not random PUG regulars.
    • Improve at the game as a team.
    • Members of a good team motivate each other, and help each other improve by giving criticism.
    • Once you understand each other, you’ll find that you play much better with your scrim team than with PUG teams.
    • Teams can take part in competitions and tournaments, like Asiafortress League and TF2 Masters.
    • You can make awesome frag videos for your team, like this:

     

    By Team Dizziness, Champions of AFL Season 2 and 1st Runners-Up of Mercs Cup 2

     

    Joining/Forming a team:

    Everyone’s got their own criteria when choosing a scrim team to join. Some people make it a point to join a team of their own skill level so they can improve together with the team, some people join a team of a lower level so they can help that team improve, and others simply join a team because their friends are in that team. Whatever it is, there are several ways to finding a team to join:

    • Ask to join a team your friend’s in.
    • Visit Asiafortress’ Recruitment Forum. Teams looking for members will occasionally post a thread there.
    • Make a post advertising yourself in our Free Agent List.

    Alternatively, you could gather your friends and start your own team! If you’re lacking members, feel free to post in the Recruitment Forums to look for members. You could also go to public servers to pick up players who you think have got potential; many of us in the community got started this way.

     

    Improving as a team:

    No 2 ways about it – the only way your team will get better is to scrim against other teams. Arranging scrims is as simple as setting a date and time with another team’s captain, and making sure your players turn up. If there aren’t any teams around, ask someone capable to put together a mix team; i.e. he/she will find 6 random competitive players and form a team on the spot. This is a good way of getting playtime in together as a team, even when there aren’t any other teams around.

     

    Constantly scrimming will give your team the opportunity to get used to working together; over time, you’ll adjust to each other’s playstyles. When first starting out, it’s likely that your team will lose against every single team you play.

    This is normal. Most teams started out this way. The important thing is to make every loss a learning point for your team; if need be, ask players from other teams to give comments and criticisms about your team. No one ever got better playing against weaker teams. Simply put, DON’T BE DISCOURAGED, KEEP SCRIMMING!

     

    You can also seek out mentors for your team. A mentor should ideally watch your team play, and educate you accordingly on the things you’re doing wrong. You could try asking more experienced members of the community to be your team’s mentor, or you could post a thread requesting a mentor in our Mentoring Forums.

     

    The bottom line is, don’t disband your team simply because you keep losing to other teams. Put some dedication into getting better as a team, and you’ll slowly start seeing results. Remember to constantly motivate each other, and don’t forget to have fun together! After all, that’s why you’re playing TF2, isn’t it?

     

    In this section I’ve posted some useful downloads and links. If there’s anything you’d like to add, just reply to this thread.

    If you’ve got any questions about things found in this guide, or just any queries about our competitive community in general, head over to our <a href="http://bakemono.servegame.org/aflwp/thread-1674.html" style="margin: 0px; padding: 0px; color: rgb(60, 120, 167); text-decoration: none; " target="_blank">General Queries thread and make a post! Don’t be shy!

     

    Custom Maps: (Custom maps played during Asiafortress events)

    AsiaFortress 2011 Official Custom Map Pack (includes cp_gullywash_pro, cp_obscure_final, cp_snakewater_rc3, koth_ashville_rc1, cp_turris_b3)

    Training Maps:

    ctf_bball2_fixed (Good for practicing airshots and jumps)

    tr_walkway_rc2 (Practice just about anything against bots here)

    mge_training_v7 (Excellent for training your aim and raw skill against other players)

    General Gameplay Guides:

    Ubercharged.net’s Guide to Competitive TF2 (Comprehensive guide, detailing each class’s roles and gameplay)

    TF2 Guide to Getting Good [ozfort] (Excellent guide to helping you understand the metagame of 6v6)

    Learning TF2 [ozfort] (Article about improving your game)

    Communication [ozfort] (Great article for helping polish your team’s communications)

    TF2 Vocabulary (Good videos to help familiarise yourself with the maps commonly played competitively)

    Ten Top Tips from TF2 Pros (Article taken from PC Gamer)

    Jaeger’s Tips and Tricks (Set of videos containing tips for competitive players. Be sure to watch all 5 videos in the series)

    Class Guides:

    Tips for more consistent Scout aim [ozfort] (Q&A with top ozfort Scouts)

    DJ’s Roam Soldier Roundtable (A Q&A Session with some top Soldier players in USA)

    Fragga’s Soldier Tutorial (Youtube video; great tutorial)

    Demoman Roundtable (A Q&A Session with some top Demoman players in USA)

    Demoman Fundamentals [ozfort] (A few top Demoman players in ozfort answer the community’s questions about Demoman gameplay)

    Medic for Bodohs (Very basic Medic Guide written by our very own Brandon Yuko)

    Medic Roundtable (A Q&A Session with some top Medic players in USA)

    AsiaFortress Rules:

    General Rules

    Class and Unlocks Rules

    League Rules