Players you don’t want on your team: Weenies
I ain’t gonna lie. A semi-pro game of Team fortress 2 where the 2 teams are even and working together fighting tooth and nail for every objective on the map, brings some of the best moments of gaming for me.
Sadly, many times these moments doesn’t last the whole round and sudden events causes one team to steamroll the other. It could be that one absurdly good player who just joined the game that caused it or maybe some of your teammates leaved and suddenly you’re outnumbered.
But no, the most common occurrence ain’t these. Too many times, all i have to to do is press TAB to see the most common reason why; around >30% of our team are/or just picked snipers and/or spies.
Who knows why they’ve chosen them to begin with. Maybe it’s to counter that one player who dominates half of our team (in general there really is an unhealthy amount of obsession about counters in a game focused on teamwork), maybe it’s cause they are the only classes the players feel they are achieving something with, maybe they had good intentions and was trying to do something to help our team or maybe they saw a top player doing great with that class and thought they would achieve more by playing the same class .
These kind of snipers and spies are usually average players, probably nailing a few good kills of important targets, but otherwise nothing special. However, they all have one thing in common; they suck at class selection!
They are what I like to call weenies.

What makes these classes so attractive is pretty much their one-hit kill wonders, but many players fail to see that they are quite weaksauce compared to other classes once you strip them off these tools.

Does the snipers and spies on our team play quite well? Most certainly yes. Does that really justify that these players are actually half of our team? Not at all!
They have mediocre health, low to medium firepower on their alternative weapons and are mostly a minimal threat once engaged. Their only answer once that happens pretty much boils down to running away. They need distractions and those who provide those distractions are the sturdier classes fighting the other team directly (or can) AKA all the other classes (engineer is a minor exception though, we’ll go back to him later). The problem is when there are too few sturdy players fighting directly, the other team will have little problem mopping them up and continue on.
This doesn’t help snipers and spies in any way. Snipers have less time to shoot before getting engaged themselves and less time distracted means more time being aware of sneak attacks, making it harder for spies to be efficent.
I’m gonna repeat all this with an example. Ever heard about the law of inverse ninjutsu?
It basically says that the fewer ninjas there are, the more lethal they become.

Now I know this is pretty much what happens in fiction, but there is some truth to it. I mean, you don’t ever hear (or read) about an army of exceptional ninjas that have taken on an army full of heavily armed samurai now do you?
Like ninjas, spies and snipers are assassins. Their preferable method is to kill an target as quickly as possible without really engaging it at all, just their method of doing it is different. Once the sniper and spies themselves are engaged however, they have pretty much lost the fight.
This will be a problem once the main line of sturdy classes is gone and it would require a tremendous effort from the remaining spies and snipers to even halt the advance of the opposing team.
I guess we all have been a weenie at some time (even me) or still are. But please, if there is something your team usually doesn’t need, it’s more snipers and spies. They are niche classes great at turning a game around when played right, but it’s not someone that can be massed.
So if you decide to roll sniper or spy, you damn sure better know what you are doing!
Dishonourable mention: Engineers

The reason engineers are just given a mention is cause these kinds of weenies aren’t even nearly as common as the other 2. Reason may be that they don’t have a tool that can one-hit kill or that they may take more skill to play well with and make a difference, unless they turtle up. They are also not as helpless as snipers and spies since they have the generally more efficent shotgun, as well as having the sentry to help them in a fight if it’s availible. Still, engineers are usually not the kind of guy a team needs plenty of either.
I wouldn’t qualify engineers as weenies on defence. Sure, having 4 or 5 of them on a defending team ain’t exactly the healthiest way of defending, but as long they don’t build everything in one big farm as well as doing something else other than wacking stuff it’s kinda fine (though there are beter methods for defence).
To many engineers on the attacking team however, not so good.
Engineers on an attacking team usually do 2 things; they either play pod (creating a forward base) or play offensive and try to sneak in to cause havoc (flanking them or ambushing their supply lines).
Neither should there be too many of. Offensive engineers are pretty much in the same position as spies in that they need distractions. Although 2 or 3 can get a sentry up faster than one can, having too many of them yields predictable results. One engineer playing pod is usually plenty as well.
What about the scouts?
I wouldn’t call scouts a weenie. Unlike the other 3 they can dart in and out of the action, constantly harrassing the enemy team. They are far from helpless in a direct fight and are only a problem for their own team when there aren’t any sturdier classes on it.

Scout assault and “Sentry hill” doesn’t mix well.
On the other hand, scout rushes can be pretty brutal.
Thank you for your time.
Credit to Tygris for the g-mod pictures.
Mr. Yellow on January 28th 2010 in team fortress 2














