Wednesday, September 12, 2012

WO #3: The Huntsman

Weapon Opinion number 3: The Huntsman

By far one of the most fun weapons to use in Team Fortress 2. Nothing beats a headshot against an annoying bunny-hopping scout. There really isn't much to say about it; there is skill involved, but the people who are good at the game and are using it are doing it for the novelty.  Friendly pyros can set your arrows on fire, which in turn light the enemy on fire upon a successful hit. Ctf_2fort is probably the best testing-ground for this thing, because...well...I mean c'mon. Who takes 2fort seriously anyways? In the end, if you feel like a lucky guy, take it for a spin.

Tuesday, September 11, 2012

WO #2: The Spy-Cicle

Weapon Opinion number 2: The Spy-Cicle

The Spy-Cicle is extremely gratifying; being able to poke around and see all of your little ice sculptures everywhere. It is a silent killer, and it extinguishes you from fire, which is a useful feature when running like a scared rabbit from pyros. Unfortunately, its benefit is also its downfall. If the other team is smart, they'll see the ice statues and will get suspicious of everyone. So if you're laid-back, use it all you want, but if you are a bit more hardcore, the default knife might suit you best. Personally, I thoroughly enjoy using it. It's a bit like adding insult to injury, especially if you taunt after a successful back-stab. Nevertheless, it isn't for those who take being a spy seriously.

WO #1: The Force-A-Nature

Weapon Opinion Number 1:


One of my favorite weapons of all time: the Force-a-Nature. It's a bit dated, but is incredibly useful in maps such as cp_gravelpit and sd_doomsday. Because of it's knock-back feature, you can use this to perform a triple-jump, handy in ctf_2fort when there are enemies on the battlements. The knock-back feature will only apply to you if you are in mid-air. If you are on the ground however, the knock-back is applied to the poor sap you're pumping full of bullets, sending him flying. If you time it right, you can blast them off a cliff to their death. While the default scatter-gun is fairly stronger, it demands a more direct approach, whereas the FaN requires an "in-n-out" technique. Hop in, empty both you're shots, hop out, and then circle around for another attack. Heavies are something to avoid however unless you are certain that your shots will finish him before he has time to react. Pyros, demomen, medics, engineers, they don't require too specific strategies. Just apply the same system as above. Spies are particularly vulnerable because of the disorientation the knock-back causes.
I'm MetroRed and That's What I think.

Sunday, September 9, 2012

Post Number One

Greetings everyone! I'm using this to funnel my knowledge of the Team Fortress 2 universe into something productive. let us see how this goes.