Uselessness – A Comprehensive Guide

“Useless.” This is a harsh, harsh word. I hear it thrown around a whole lot when I’m playing TF2, (usually alongside the incessant whining of “my team, my team”) and it gets thrown around very lightly.

Some players use it to describe people who are giving it their best and failing, while others reserve it for people who are literally not moving and doing nothing. When you think about it, to actually be useless, that is, not assisting your team in any way, you have to do some spectacular things. Now, I’m not saying that anyone that has done these things is a bad player; I’ve done a good deal of these in my time. We were all new once, that’s no reason to curse oneself and pound one’s chest in regret. We must learn from our mistakes as a value-free team member. But what does it take for someone to have no value to a team, whatsoever? Or hell, even negative value? Let’s take a look.

And with a little Russian help... your Blu Scouts provided the mortar.

First off, to put a preemptive stop to the inevitable “what if they just stand still” or “they could be running into walls and not doing anything”, I plan on covering instances in which players can be attempting to help, and failing spectacularly.

Scout:

It’d be very easy to just up and say “Scouts that use bats only,” but I have known some players that are absolutely horrifying with a bat. There are, however, Scout players that make a living by constantly and zealously trying to do what their class is (ostensibly) designed for, that is, pushing the cart, nabbing the intel, and capping points. These Tunnel Vision Scouts blindly charge into battle for the glory of their respective corporation. However, blind pursuit of this goal is no more helpful to your team than someone who practices their aim on their own teammates as they leave the spawn. Sure, Valve may have touted the Scout as someone perfect for such goals, what with the double cap speed and being so fleet of foot, but it’s hard to accomplish said goals when all you’re throwing at the enemy is a finely shredded medley of messenger bags and meat cubes. A single sentry can turn this well-meaning player into nothing more than another point for the Red Engineer. Moreover, you could argue that the Tunnel Vision Scout is hampering your team by allowing some lucky Red Soldier to increase his recent damage done, thereby cranking up his crit chance. Nasty.

Look! Cart! Cart! Get the cart! Go! Go get it!

I’ve heard a few people try to defend the Tunnel Vision Scouts, citing the idea that even pushing the cap timer an inch or keeping their team ‘guessing’ is worth all the deaths and humiliation in the world. On a capture point map, this is moot; any progress gained on the capture timer is automatically reset in mere moments. I can almost see the merit of this on payload maps, as this stops the cart from moving backwards, and on capture the flag maps, where touching the intel resets the timer, but that assumes that the Scout lives long enough to reach these items, which, in the case of a good defense, rarely happens. As for ‘keeping the enemy guessing,’ after two gibbed scouts, the pattern emerges and there isn’t any more ‘guesswork’ involved. This Scout would be more useful by merely zig-zagging back and forth in the middle of the field and bumping into cloaked Spies. Sure, that’s a long shot, but jumping headlong into a spun-up Heavy or a level 3 sentry isn’t any better.

Soldier:

The useless Soldier is rarely seen. Here we have a class that can assist its teammates by merely throwing rockets in the general direction of the other team and hoping for the best. However, I have encountered a special breed of Soldier, indeed, a fairly useless one; the Vertically-Obsessed Soldier. This is the guy who, upon spawning (namely, on Blu team) will automatically start rocket jumping forward to the objective. If there’s a health pack on the way, a good Soldier will stop and pick it up before continuing, or at least call for a Medic. However, the Vertically-Obsessed Soldier will continue on rocket jumping until he’s reached the front lines, probably in some ill-begotten blood lust. The problem is, that once he’s on the front lines, he has maybe thirty hit points and an empty clip of rockets. Sure, he got there before even the Scout that spawned with him, but he is now merely a free point for a roving Engineer to claim with his pistol.

Even worse are the Soldiers that rocket jump right into battle and immediately fire a rocket point-blank at a Heavy or jump on top of a dispenser to fire at it from above. This, of course, ends in nothing more than a shower of blood and bits for the target. Suddenly, the Blu offensive has lost its first man to the fight, and the Red team is now on full alert. The ubercharged Demoman that follows close behind has the Vertically-Obsessed Soldier to thank for the two airblasting Pyros now ready to fight after being awoken by the Soldier’s failed attack.

Pyro:

Pyro isn’t an easy class to play well; most Pyros resort to suicidal charges to confuse and ignite. However, even this is helpful, as a suicidal Pyro can stop a rush dead in its tracks while the opposing Medics scramble to extinguish their comrades. However, with last year’s addition of the compression blast, a new breed of Pyro has emerged; the Hot Shot. To be a Hot Shot means to rely entirely on your airblast and ignore the fact that the flamethrower can actually throw flames. I’ve seen it a million times. The Hot Shot is so infatuated with the airblast that he actually refrains from burning anything, as if he does, he removes one of the eight airblast shots he has upon spawning. This guy will charge headlong at a Soldier, spamming Mouse 2 and hoping for a crit so he can live up to his namesake achievement. However, as anyone who has played Pyro in any amount knows, the airblast’s delay is out of sync with the rocket launcher’s delay, and while one can reflect the first rocket, it’s hard to reflect the next.

Usually, all the Hot Shot ends up accomplishing is wasting ammo (for both him and his target) and getting shredded by the bullet-based classes that he ignores (you can’t reflect bullets, after all). Sure, he may get lucky once in a while, but even a broken clock is right twice a day. In the meantime, he is running to his death, not setting anyone on fire, and denying his team an invaluable ubercharge defense. For the defense, the final point on the final stage of Dustbowl needs Pyros, but this one is busy watching that respawn timer tick down. Too bad; he could have been extremely useful.

Demoman:

Here we have another class with a fairly steep learning curve. Again, any Demo can just throw grenades at the enemy team and be marginally useful, but it’s when Demomen try to be clever that they pass into the realm of true uselessness. There is a Demoman, the Spiderweb Demoman, that thinks he’s beaten the system. He thinks that he has figured out how to beat the scouts that are giving him so much trouble. You find this Spiderweb Demoman chiefly on CTF maps, although he can be found on CP maps as well. He surrounds the intelligence with a perimeter of mines about two meters away in every direction, counting on the speed of the intel carrier to match up exactly with the delay of his reaction time. In his mind, he’s a genius; he’s got the perfect trap set up to foil any would-be thieves. Thinking this, he leaves the intelligence room completely, perhaps to run to the battlements and lob grenades aimlessly into the air. If he doesn’t get sniped or backstabbed, he lies in wait, sweating and stroking his right mouse button, daring someone to touch his intel.

Well, that helped.

Finally, the moment arrives; the Announcer’s voice rings in his ears that some dastardly fiend has saw fit to lay their grubby hands on the intel. Grinning to himself, the Demoman detonates, expecting to get credit for not only a kill, but a defense. However, nothing comes through. The mines detonate harmlessly, and the Scout is now halfway out of the base. You see, the Demoman’s sticky mines are giant red pieces of candy that even a Tunnel Vision Scout can see lying on the floor. All it takes is a double jump over them, or a moment’s hesitation on the intel spawn to avoid damage. However, this doesn’t deter the Spiderweb Demoman. While the rest of his team is in a panic, chasing down the offender carrying the intelligence, he’s back in the intel room, merrily spinning a new web, waiting for the next fly to land on it.

Heavy:

As with Scouts, I know some Heavies that are deadly with their melee weapons, so I think you’ll be disappointed if you scrolled through to this point hoping for me to bash the punchy fatties. No, there is an entirely different sect of the Heavy clan that has made a point to be particularly unhelpful. I am talking, of course, about the King Heavy. Once in a while you’ll see a defensive Heavy on Badwater trying to climb the rock pillars that overlook the tunnel; he, of course, is looking for a good spot to sit and spin up, one that will give him a clear shot of everyone and a view of the entire battlefield. However, in doing this, he conveniently forgets that not only is his fat head a magnet for sniper bullets, but the $200 bullets he fires are woefully inaccurate. This King Heavy has succeeded in establishing a place far above the rest of the competitors from which he can laugh maniacally and shower death down upon his subjects, but his will is done only if he gets a lucky crit streak. Otherwise, he is merely something to shrug at, a minor inconvenience to the Blu team that will deal with him at their leisure.

This is apparent on other maps, as well. On Steel, often times you’ll see a defensive heavy sitting in the window that overlooks the final point from the initial point, waiting for a tricky Blu scout to attempt capture. If someone sneaks through and manages to land on the point, the heavy opens fire from his high perch overlooking the action. In the meantime, the offending Scout sits on the point, twiddling his thumbs, only vaguely aware of the peas trickling down from the window. The King Heavy has got it into his head that from a high perch, he can end the lives of any of his opponents, safe from Spies and Pyros, but all he is doing is inviting a Sniper’s bullet and removing a valuable asset to his team that is tied up elsewhere, getting harassed by Scouts.

Engineer:

Yes, yes, an Engineer that refuses to build any buildings is definitely not helping much, but the shotgun is lethal, and it never hurts to have another set of munition flying forward towards the squishy flesh of the opposing team. There are certain Engineers, however, who have adopted a wonderfully horrid tactic. The Lonely Engineer is a pessimistic type who doesn’t have any faith in his team’s ability to win. On 5 point push-pull maps, you’ll find this Engineer right outside the initial spawn, creating a death zone, complete with a poorly placed level 3 sentry, a teleporter that takes him back to the spawn from his nest (for more metal) and a level 1 dispenser that he used to initially climb up to the perch he is now inhabiting. This might actually be useful, if his team were losing. However, the Lonely Engineer only shows his face when he’s part of a particularly coordinated team that is, if they’re not pushing forward, at least holding their own.

Any minute now. I'm so smart.

So, here he sits, alone on the final capture point, eyes darting side to side with paranoia and distrust, firing at every teammate that strolls into the room. He is, at least, in the right there. Any teammate that strolls into the room is most certainly a Spy, as his highly productive team is off on the other side of the map, fighting, winning, celebrating. No matter how far they progress, however, the Lonely Engineer sits on his 0 kills sentry, content in the knowledge that his team will slip up, they will be pushed back to the final point, and when they do, he’ll be ready. He’ll be ready, and they will thank him. Any time now.

Medic:

To clear things up, the two Medics that are chain-ubering each other using the ubersaw are not useless. In many situations, skilled double-uber medics can actually stop an entire team’s offensive as they try to stop the medic team in a blind rage. However, the Assistant Medic is useless. This Medic sits in back, healing the Sniper, because he’s the only reliable guy on the team, the only person who is consistently getting kills and not dying. Because of this, the Assistant Medic attaches to him (commonly seen on the battlements of 2fort) and doesn’t let go, racking up the free kills and getting points for healing. When his uber is full, he cleverly ubers the Sniper, allowing him to become invulnerable to other Snipers for a short time and go on a rampage.

This medic can also be seen attached to camping Demomen, the ones that aren’t even in any real danger, as they’re only waiting at obscure chokepoints for Spies and Scouts to roll through. The Demoman detonates, and the Medic gets an assist, having never been put in danger. The Medic may think that he’s being helpful by keeping an important combat class buffed and fully healed, but the Heavy slowly burning to death across the map as his body falls limp on an empty health pack spawn point might disagree.

No argument here.

Sniper:

The Sniper is pretty much universally useless.

Naaaah, I’m just messing with you. It’s no secret that I’m a terrible Sniper, and whenever I press “comma 8” I’m pretty much hampering my team, but there is a special place in my heart for the Anti-Sniper (also known as the Weighted Companion Sniper). You know the one. The self-proclaimed *~HEADSHOT MASTER~* that sits on top of the battlements, in the bunker, in the top window, and so forth, only aiming to take out the other Anti-Sniper that’s currently sitting directly across from him. Soldiers and Heavies move around too much, so the Anti-Sniper can’t be bothered to waste one of his precious twenty-five shots on them. He instead saves his ammo for the other Snipers that are aiming to do the same thing he is; rack up their headshot percentage. It is true that eliminating other Snipers is a noble goal, in most situations, but this Sniper lacks the skill to take out the diversified Sniper. They’re the good ones, the ones that pop Medics off of Heavies and take out Spies that are about to make their move. These Snipers make short work of the Anti-Sniper, so he avoids conflict with them, choosing only to target the weak Snipers that pose no threat to his team.

Now, I can get behind a Sniper that is actively trying to improve his skill by practicing, because one day, in the distant future, he might just land the Heavy headshot that he so desperately covets. These, however, seem to be few and far between compared to the ones that slowly strafe back and forth, dragging their dot across the enemy Sniper nest, hoping that the lag works out in their favor and they net two points from the experience. However, they usually just get a bullet in the head or a knife in the back. Sometimes both. I like those times.

Spy:

Our venture into the realm of uselessness comes to a close with the Sapping Spy. “Now, hold on, just a minute! I happen to know that sapping sentries is a primary goal of all Spies!” Yeah, you’re right. It is! And a Spy that is sap-happy is okay in my book. However, that sap-happy Spy had better be prepared to back up his saps with a few well-placed stabs. There are too many Spies out there that are content to sap everything in sight and then take off like a bat out of hell. The Sapping Spy feels like his only job is to sap, and that his team will pick up the slack and rush in the moment they hear the Engineer’s pained cries. This isn’t how it works out, however, and the Sapping Spy ends up looking ridiculous. He gives the Engineer a bit of a job, what with having to run around wrenching his buildings, but since the Sapping Spy works alone, the sentry nest was in no real danger to begin with.

I sometimes wonder what goes through the head of the Sapping Spy as he’s about to decloak and make his move. Does he think that sappers cannot be removed? Does he think that his team is constantly ready just behind the gate, waiting for his signal to attack? Is he even paying attention to the game? Alas, extensive testing has been halted many times. Each Spy that I’ve attempted to interview has merely sapped my computer and run away.

As I mentioned at the start, people filling these roles aren’t necessarily bad people or griefers; they may just be new, they may not know any better. Make sure, then, if you come across a specimen of pure uselessness, to point out their errors and offer them advice to better themselves. In most cases, they’ll happily accept and work to better themselves, which is fantastic! If they don’t, however, beg the server’s admin to turn on friendly fire. Just for a second.

29 Responses to “Uselessness – A Comprehensive Guide”

  1. NotPigeon responded on 15 Mar 2009 at 8:45 pm #

    Good write-up. It was funny, well-written, and is a pretty apt description of useless teammates.

    That said, I’d like to point out that a spy who saps and runs isn’t necessarily being useless, even if there’s an engineer around. It’s true that placing the sappers didn’t actually hurt the enemy, but it didn’t hurt the spy or his team either. Now, if that’s all he’s doing, he’s not being helpful at all, of course. Still, if you’ve been rumbled while setting yourself up for a stab, there’s nothing wrong with ticking off the engies a bit before you make a break for it, even if you don’t break any of their toys.

  2. Killa-Ewok responded on 15 Mar 2009 at 8:48 pm #

    Scout with needle gun? Blasphemy!

  3. Ravelle responded on 15 Mar 2009 at 9:39 pm #

    I was just about to mention this but you beat me to it and did a good job at that.

    And yes, I might be not much of a professional TF2 player and not end up with 200 points on top of the score board and the team I am in most of the time looses, but at least I have fun playing and don’t depend my rate of fun and mood to the end score of the match.

  4. BJ Blazkowicz responded on 15 Mar 2009 at 9:46 pm #

    I like the Engineer one.

  5. Catalyst responded on 15 Mar 2009 at 10:23 pm #

    “It’s true that placing the sappers didn’t actually hurt the enemy, but it didn’t hurt the spy or his team either.”
    So, in essence it’s an exercise in futility. Not to mention the fact that the engineer, who might’ve been somewhere else for the moment, building a teleporter perhaps, will now rush back to his sentry and start wrenching it with the furor of a woman scorned, making the destruction of said sentry more unlikely by non-sapping means.

    In other words, if you’re going to sap an SG, make sure you follow up, even if it means becoming a sizzling pile of spy-becue.

  6. Wolf Plague responded on 15 Mar 2009 at 10:52 pm #

    The funny thing is, I actually do that thing on Steeel as Heavy. Maybe opposing teams were not good enough so far, but in defence some bullet raining could, actually, get some scouts/others off the E point and draw their attention from counter-attacking team.
    And in offence it oh-so-satisfying to unnerve some engineers trying to set up a sentry.
    But yeah, once there is a sniper/soldier at opposing window, all fun is over.

    Sandman is OP!!!

  7. ExAstris responded on 15 Mar 2009 at 11:43 pm #

    I agree with most all of these; a lot of them were behavior which I utilized when I was new(er) to TF2, and which I am trying to prevent myself from falling back on.

    The Lonely Engineer is the worst in my opinion, both for the person playing the engineer and for the rest of the team. From both perspectives, it’s like not being in the game at all – but at the same time, you’re afraid that if you remove that sentry and go build elsewhere, fate will laugh at you and allow the opposing team to move to exactly where your sentry was previously.

    The only one I disagree with is the spy – many times, as spy, I’ve sapped some crap, then distracted the engineer long enough for their crap to be destroyed by running away (engies, try to have attention spans longer then 30 seconds, nao). Angry engie gets angry and runs after me, and a few seconds later, their stuff blows up. It works well, if I am alert enough to manage it without dieing.

  8. Graven_Image responded on 16 Mar 2009 at 12:22 am #

    I’ve actually BEEN all of these.

    Gulp.

  9. NotPigeon responded on 16 Mar 2009 at 12:27 am #

    “So, in essence it’s an exercise in futility. Not to mention the fact that the engineer, who might’ve been somewhere else for the moment, building a teleporter perhaps, will now rush back to his sentry and start wrenching it with the furor of a woman scorned, making the destruction of said sentry more unlikely by non-sapping means.”

    I think that you and I have different situations in mind. You’re talking about an unguarded sentry whose engineer is someplace else. I’m talking about a well-guarded sentry whose engineer is right there and knows that you’re a spy. I’m just saying that you might as well stick a couple of sappers on while you retreat, even though it probably won’t do anything tangible. It just might piss the engy off, and that’s its own reward.

    That said, if all you’re doing is sapping sentries, running away, and doing it all over again, you really aren’t helping your team. It’s purely a desperation tactic, a final ’screw you’ to the engineer while you make your getaway. If you’re lucky, he might even chase you down and lose his stuff in the process.

  10. Azul responded on 16 Mar 2009 at 12:40 am #

    The engineer one is so true. I hate seeing the engie setting up right outside the spawn as soon as the match starts. It’s like he’s given up on the team before the match even started. It’s true engie, we lost the point… but we didn’t even have a gun to slow them down. They’re still going to be able to wander in with that uber they never had to use and blow up your completely upgraded base.

  11. GFC responded on 16 Mar 2009 at 1:21 am #

    A very good article, i enjoyed in-depth view in the “uselessness”. :]

  12. Zorgulon responded on 16 Mar 2009 at 1:48 am #

    Excellent article. The Engineer one rings especially true.

  13. TPMX responded on 16 Mar 2009 at 2:03 am #

    Agreed for all. However, do not doubt the Hot Shot. There are good ones, such as Newman and Lewis. Most of them do tend to be of the suck variety, so…all valid. Bravo.

  14. kanodin responded on 16 Mar 2009 at 2:55 am #

    It is an interesting conundrum, people will always want to be the best player on their team as that looks impressive and feels great, yet if the team is far below you in skill it will often flounder and die causing frustration for all but you especially because you know how much better they could have done.

    I’m happy that the only one of these I’ve ever done is the engineer one and that was only in my early days. The strange thing about such engineers is that if the team loses once they basically assume the dynamics are stuck that way and will hang back forevermore even if the team wins the next two rounds.

  15. soylent robot responded on 16 Mar 2009 at 3:21 am #

    you can get friendly fire? =D

  16. Anonymous responded on 16 Mar 2009 at 4:27 am #

    agree with all except hot-shot: “w +m1 is the best way, airblast never works.”

  17. Tea. Earl Grey. Hot. responded on 16 Mar 2009 at 6:10 am #

    @TPMX: Newman and Lewis are excellent airblasters, but when the opportunity presents itself, they will also burn people. Krue is talking about the pyros that will ONLY airblast.

  18. Herpers responded on 16 Mar 2009 at 6:53 am #

    Yay you used mine and Clank’s pictures. I mainly made this comment so you would have more emails sent to you. Bwahahaha.

  19. Anony1200 responded on 16 Mar 2009 at 7:12 am #

    I actually tend to be the “Loner Engie” a lot,especially on maps like Gravelpit-typically,as soon as I build my Sentry in an enemy-infested area,an uber is launched and it is destroyed.In fact,typically the only time my Sentry ever gets up to level 3 typically is when I play loner.
    Oh sure you may say “not enough teamwork!”But who actually HELPS an engie on a pub?

  20. Secret Agent Clank! responded on 16 Mar 2009 at 7:28 am #

    @ Tea. Earl Grey. Hot.:
    CORRECTION TIME!

    LEWIS may burn people. Just Lewis. ;)

  21. ASD responded on 16 Mar 2009 at 9:22 am #

    You forgot to mention the unaware Heavy.

    So I’m merrily doing my Medic job and find myself a herculean specimen of a man with his reliable minigun.
    But wait! A lone Sniper wielding a kukri appears right behind me, who hopes his melee-loving zealousness will somehow triumph over this duo.
    I move in front of the Heavy, yelling “Behind us!” and waiting for him to shred the Sniper into ribbons. But it turns out the Heavy is too busy trying to take that level 3 sentry from afar attended by an Engie — a hopeless quest — to hear my desperate pleas to turn around.
    The Sniper pulls off several lucky Kukri crits on the Heavy and kills him. Once I pull out my Blutsauger to put up a pitiful resistance, the Sniper lands another lucky crit on my flesh…

    The thing is, this is a true story, and comes with many alternate versions with the Sniper replaced with a Scout or a Pyro.

    …I think Heavies are vaguely aware of themselves, let alone their surroundings.

  22. Acefighter responded on 16 Mar 2009 at 10:32 am #

    Newman technically isn’t an airblaster – he’s more along the lines of a cherrytapper, or someone who places a handicap on themselves to show how good they are, like using only melee, not disguising, battle engie/medic/sniper, etc. Think it comes from some Street Fighter game, where the symbol for winning with a normal jab was a pair of cherries. The More You Know.
    Also, all of the article was fairly insightful and well-done. 2fort seems to be a breeding ground for them – the medic, engie, scout, demo, spy, and, of course, sniper, have every other player doing this.

  23. Acefighter responded on 16 Mar 2009 at 8:48 pm #

    Anonymous, a W+M1 pyro still has a reasonable chance of getting kills, depending on the map, the opponent, whether he’s got surprise, whether he’s being healed, and the number of medkits/dispensers/medics/water in the immediate area. In Arena, forexample, where all of these are essentially endangered, many people are snipers, and confined spaces are basically the map, W+M1 is downright terrifying.
    Airblasting pyros, on the other hand, are completely harmless to anyone with a good sense of timing and/or a gun that shoots bullets.

  24. Acefighter responded on 16 Mar 2009 at 8:54 pm #

    I actually have a weird memory of completely running out of flamethrower ammo thanks to too much airblasting, then being forced to attack the sentry with a shotgun when the medic popped the uber. ‘Course, the ground was covered in stickies…

  25. Coming Second responded on 17 Mar 2009 at 4:51 am #

    When I first saw the phrase “Hot Shot Pyro” in this article, I thought it referred to that stalwart chap who can be seen occupying the same area as his team’s Snipers, popping away with his Flare Gun and nothing else. Not for him the suicidally brave antics of his fellow flamelovers: no, he is much happier very occasionally hitting an enemy Heavy who is being healed by a Medic. I once went over to the sniper nest overlooking E on Steel and found two of them up there, dancing back and forth trying to take down a level 3 Sentry with their tiny, brightly coloured guns. No joke.

    The sad thing is, he’s just as easy to backstab as the Snipers he so obviously would like to be.

  26. Bob responded on 17 Mar 2009 at 5:29 am #

    Healing a sniper can be very useful for your team, precisely for the reasons for which you denigrate the strategy. 1) The medic is generally out of harm’s way, so he can build up uber safely. 2) The sniper is overhealed, so the anti-snipers on the other team are easy to kill, which leaves more time for sniping real combatants. 3) With the enemy snipers out of the way, your own team, far from suffering because you aren’t out there, are more free to move about and wreak havoc on the enemy, so that 4) When your uber is ready (and it’s ready more quickly than you might think, since the sniper takes shots from other snipers, but doesn’t die, being overhealed), you can run on out to your buddies and pick up an uber partner for the push.

    Great strategy and works well most times for me.

  27. Acefighter responded on 19 Mar 2009 at 12:09 pm #

    But his uber could charge much faster and he’d be doing much more if he left the sniper and found a heavy, pyro, demo, or soldier. In any case, the above tactic might be useful, but only if the medic ditches the sniper when people call for medic/when he charges fully/if the sniper is a WCS. This article isn’t talking about those, it’s talking about a medic who sticks with the sniper and only him.

  28. User responded on 23 Mar 2009 at 7:19 am #

    We need another players you don’t want on your team :D

  29. Samuel Brooks responded on 28 Jun 2009 at 4:36 am #

    I’ve been the King Heavy, not by crawling up to a high spot, but by simply engaging my enemies from way too far away.

    My longest life is over 30 minutes, sitting in the intel, staring at my sentry.

    I’ll sometimes stay with the snipers to build up my uber meter. But once ready, I’ll go find a more useful class for the uber.

    Charging blindly at the objective is mostly how I play the Scout. My happiest moment as a Scout was reachig the cart when my teammates couldn’t (the suckers were easily distracted by being shot) and reseting the timer. I was thanked by my team.

    I hate standing around camping my stickies, so I always do something to draw the enemy. For example, after sticky trapping the stairs down into the enemy sewer, using allchat, pretending to be an engineer, and telling my team I had a sentry in their sewers.

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