Thirty-Six Rules of Fighting: Part 4 of 6
Wayhey! We’re at the halfway point now, it’s time for an obligatory “thank you” from me for reading thus far.
Okay that’s enough thanking you for one day, let’s get down to business, does anybody notice how often people leave their support such as medics and engineers open, then whine “omgs medic wherez mah healzzzz” or “need a teleporter here x9001″.
It seems to happen all too often, it’s even dumber when the medic charges headlong into battle in front of the class escorting him, then complains “omg protectyourmedic n00bzzzzz”…. let’s get started
19. Don’t endanger your medic
“V. I. D.” – Sun Tzu
Look at it in terms of “time cost.” If you die, you have a 10 second respawn and a 5 sec walk back to the battle; it’s not pleasant, but it’s not a huge deal. Your medic has a 10 sec respawn, plus a 5 second walk, plus a 90 second charge time for his uber.
So you should be trying to kill the enemy medic at all costs. If you know your medic has just used his uber, it’s semi-acceptable to endanger him since you don’t have much to lose and you’re going after an enemy who does, but yet you shouldn’t charge out without a plan to get your medic back to safety.
If you’re an overhealed heavy and you see a rocket heading towards your team, don’t hesitate to jump in front of it and tank it out with the soldier; even if it’s a crit, you have plenty of health to spare.
To use another example – from Pokemon – Blissey is a pokemon with a ridiculously high HP; she (there are no male Blisseys, don’t ask why) is known as a “wall.” That is, she is meant to switch in to sponge up any incoming attacks. Replace Blissey with heavy and you have the same idea; assist by blocking any attacks to your medic.
WARNING: Serious Zone! – Escorting
Escorting a key player is one of the most important things in the game, the most common type of escort relationship is that of a soldier/demo/heavy and a medic. At other times, it could be a fighting class escorting a scout to the intelligence room by clearing the sentries.
The escort has one key role: keep his VIP alive until his aim is accomplished. This can be done by meatshielding (soaking up rockets or bullets), elimination (destroying the threat), or retreating (laying down suppressive fire until you can get support).
In most cases, the escorted class is a medic, engineer, or scout. IT could also be a key attacker such as a demoman to take out a well-positioned sentry gun.
The best way to escort a player would be to physically block the attacker from being able to directly hit his preferred target (the medic) while forcing any attackers to come into his effective range.
Escorting is best seen in clanscrims where the pocket soldier or demoman’s goal is to defend his medic while pushing.
End Serious Zone
20. Watch your time.
“One second is nothing, one million is a statistic” – Josef Stalin
You have a minute on the clock and you’re about to respawn as a medic. Don’t use the normal uber, use a critzer, there’s a high chance that the uber wouldn’t even be charged in time to create an impact on the game, but the critzer might.
Don’t bother building up and coordinating two ubers if you have 60 seconds left on the clock (come to think of it, if you HAD two ubers, you wouldn’t be in that rut in the first place); try to make use of it so that you can cause maximum damage from a safe distance and then sweep in during the final seconds with a big push.
A suicide charge should be used only as a last resort since it will definitely be your last shot. If you want to suicide rush, try to coordinate it so that you can actually take the point.
21. Heavies, Soldiers and Medics first
“Women and children first, then men, then dogs, then cats, mimes, and finally bankers” – Oscar Wilde on the financial crisis
You’re a scout: you can run fast. So…. WHY THE BLOODY HELL ARE YOU TAKING THE TELEPORT WHEN THERE’S A HEAVY NEXT TO YOU?
Rude, crude and mean, but very, very logical. Heavies should always be given priority for the teleport; the same goes for soldiers.
Medics are another important class that should be given priority for the teleport. Why? Simple. Although a medic is a fast class, a medic is also a very important class – he needs to be at the front so that he can get health to the people that need it the most – your frontline fighters.
Another special mention of a “fast” class that should be given priority is the engineer, who needs to get to his base faster (because it’s in need of repairs or something like that). Especially if it’s his teleporter, and you know his stuff is under attack.
To sum it all up, here’s a general list of who should get the tele, in a fight, it may vary.
First priority: Heavies, Soldiers, Medics.
First/Second priority: Engineer.
Second: Demomen
Third: Pyros, Spies.
Last: Snipers, Scouts
For your benefit, I’m providing the spray I use below, it works wonders on public and semi-pro servers.
22. Reload, Reload, Reload
“Be prepared” – Sun Tzu
You should spend every second of the fight doing something. If you’re not fighting, you should be healing, and if you’re not healing up, you should be fighting. If you’re not doing either, you should be on the way to the front or heading back from it.
There is one thing you can do while healing or fighting on the move – reloading. You never want to go around a corner – or into any battle, for that matter – with one rocket in the launcher (stupid!). You don’t want to rush in, ubered, with just one sticky in the launcher (stupider!), and you certainly don’t want to successfully outmanoeuvre a heavy only to find that you are out of scatgun ammo (stupidest!).
Make sure that your gun is loaded when you reach the front lines, for weapons which have “interruptible” reloads, you should be reloading all the time.
23. Metal for engies, Healthkits for medics
Do you really need that one rocket that you used to rocket jump? Especially when there’s an engineer that desperately needs to upgrade his gun to level 2?
Likewise, a medic can’t heal himself, so do you really need the health to patch up that 5hp of fall damage?
I’ve said this a million times before, and this will be the last time.
DON’T TAKE THE !@#%!@#&*AMMO AND HEALTH!!
This has been a community service announcement brought to you by me, thank you.
24. Don’t reload, switch to your secondary
“Six bullets against your one?” – James Bond
Mr. Bond got it right there: six bullets are better than one.
You’ve fired off four rockets, and your enemy (a soldier) is still alive. It’s close combat, and he’s fired off his rockets too, so what do you do?
Some will reload their launcher with a single rocket (I often do this if my opponent is injured), which is alright if you are confident of finishing him off in one. But in a one on one, it’s often better to swap to your shotgun and gun him down – you have six shots.
There is also the situation when, as a scout, you’re in close range against an enemy, depending on the situation, you may see fit to reload your scattergun to finish off your opponent in a single shot
WARNING: Serious Zone! – Weapon Proficiency
Sometimes, you’ll find yourself out of ammo for your primary weapon. At these times, it helps to be good or at least have some skills with your secondary or even your melee weapon. You should be capable of doing some damage with a shotgun, pistol, SMG, or even a blutsauger or syringe gun.
Take the time to study the power and effective range of your weapons so that you can be ready for a situation where you’re out of ordnance.
The players who will likely find themselves running out of ammo will be soldiers, demos and heavies (rockets run out fast, and the minigun is a bullet hose), so these are classes who should be well versed in shotgun and stickybomb use. The bottle and the KGB/fists should also be in your arsenal if you need to knockout a weakened opponent at close range.
End Serious Zone
EchelonThree on October 25th 2009 in community, game classes, how to, maps, rants, tactics, team fortress 2, the funny




























