Thirty-Six Rules of Fighting: Part 2 of 6
Alrighty, last time I saw you guys, you were busy readin’ through the first part of this awesomely long and awesomely fun guide… so what are ya waitin’ for? Get back to reading!
Thanks for all your support in part 1!
7. Medic combos are NOT invincible
No, no, and NO, just because you have a medic on you doesn’t mean that you can’t be overwhelmed. While it’s a general rule that you should engage their med first, doing so is not always possible nor is it practical.
To learn why they are not invincible, we have to learn how to beat them; there are a few primary methods.
Number one is simple: kill the medic, enough said, point proven. But what if the medic is out of range?
However, sometimes, the best way is simply to “saturate” the target zone; that is, hit the target faster than a medic can heal him.
Best example? Heavy vs. Heavy-Medic.
You’re the heavy against an overhealed heavy with a medic; they’ve not noticed you and you can get the first half-a-second of shots in just before he gets revved, what do you do?
Conventional wisdom tells you that you should go for his medic first, as you can take him out quickly, but it’s not always easy; the medic will hide behind the heavy, worse still, the enemy may kill you.
Few players realize that if they go for the heavy and open fire at close range, they can kill the enemy heavy first even though he has a medic. A dumb HM combo will engage you (and lose), but a smart HM combo will cut their losses and run for support. A smart team will only fight back if they are supported.
Now that I’ve explained that, realize that even though you have 300 health which is being regenned at 24 a second, you are still vulnerable to being overwhelmed by a large quantity of rockets, grenades, baseballs, small-arms fire, arrows, or any combination of the above.
WARNING: Serious Zone! – Target Saturation
Saturation of the target zone means to lay down enough fire to pretty much kill anybody in the zone. Once you reach that point of saturation, there is little need to lay down any more fire on that area.
For example, there are three soldiers and four demomen bombarding the right trench exit on Dustbowl Stage 2.
Do you really need SEVEN people on that little hole? I’d think that three is the most you’ll need, maybe less if you have a heavy or a medic helping out.
End Serious Zone
8. Don’t count on crits
“Luck is nothing” – Oscar Wilde
If you go out and assume that you can win because you’ll crit, then you’re doing it wrong. If you base your strategy on luck, you’re playing the odds, and as we all know, it’s a gamble you’ll more likely lose than win.
You can hope for a lucky crit to reverse an otherwise hopeless situation (Soldier on the point, you’re a sniper with a machete), but don’t expect to come off tops. Expect to see yourself at the respawn room shortly, but sometimes, luck does turn out in your favor….

The best endorsement for this rule happens in clan to clan scrims, where crits are disabled entirely, but of course, this guide is mainly for the average casual player, not the clanscrimming person
9. Take the high ground
“It’s over Anakin, I have the high ground!” – Obi-Wan Kenobi
Taking the high ground is a massive advantage for one reason: you can hit him easily. The opposite is not so.
Let’s take Gravelpit point C as our case study, I’m a soldier guarding the point, and my enemy, Bob the blu soldier, is down at point A shooting up at me, while I’m shooting down on him.
Unless I’m standing next to the wall (which is suicide in most cases), I’m nigh invulnerable to his fire since he has no way of hitting me with direct or indirect fire, assuming I have rudimentary dodging skills.
The reverse paints a different story, on the high ground, he has nowhere to run, if he ducks into the alcove, I can pin him down with suppressive fire and even kill him by bouncing splash damage off onto him. Jumping won’t help him, either.
Now let us consider the indirect class, the demoman. A demoman would have no trouble shooting up, however, they wouldn’t always be able to reach point C due to range limits, and even so, a grenade would be dodged by a good player.
See also point 11 – watch your deep-dead zone for a way to counter an enemy who has the high ground.
10. Dodge to the RIGHT of your enemy
“Know your opponent’s anatomy you must” – Sun Tzu
The weapon bias means that his weapon travels very slightly to the left of where he is aiming. By dodging to the right of the enemy (your left, if you are facing him), you make yourself harder for him to hit.
Better still, for a right hander, it’s easier to turn left than it is to turn right. (You learn this in fighter school by the way; just don’t turn into an enemy’s attack.)
Just try it; hold a joystick in your hand, and see which direction it’s easier to turn in, left or right?
Note that for targeting sentries, the reverse is true. Make it such that you can edge the gun, usually done by going to a “left turn corner” where the rocket launcher can shoot the gun.
WARNING: Serious Zone! – Weapon Bias
Let’s say that I’m a medieval knight who’s jousting with a really long lance. I’m right handed (and so are 90% of you so I won’t likely get bombarded by hate mail).
Which direction will my lance point if I want to hit someone dead ahead of me?
It’ll point very slightly to my left (since it’s on my right, I have to tilt it to the left at about a 30 degree angle off my arm, the lance is, in fact, acting as my “firing line”), so the weapon will lead from right to left.
As you can see from the screenshot below, my huntsman (I’ve used the huntsman to demonstrate it) is trained perfectly on the head of the enemy, but unfortunately for me, the weapon bias on my huntsman saves the engineer from my long-range brain surgery tool.

What you’ll notice is that while small, this miniscule aiming degree change can make up for a lot of error over long distances. If the degree of error is say… 10 degrees (not a lot), that can add up to a lot.
The best way I can put it is this: If you’re in Dallas, Texas, and you want to travel to New York on a holiday, a 10 degree error means that you’ll end up in Cleveland, Ohio, which should be enough of an incentive for you to get aiming better…
End Serious Zone
11. Watch your deep-dead zone
“Aim low” – Dodgeball
While taking the high ground is good, know that you have a blind spot, directly below you. As mentioned before, a demo would have no trouble shooting up, and he can hit you with no trouble since you’re not keeping watch for him. It’s an ideal spot to sneak up on the defenders. As demonstrated below, you’ll notice that there’s a small area my revolver cannot shoot at without exposing me to everyone or falling down.

Likewise, when an opponent has height advantage on you, try to sneak up on a side where he’ll not be expecting you. Try a rocketjump, stickyjump, or simply launch grenades (or have your teammate do it for you; be sure to have adult supervision if you are under 13).
WARNING: Serious Zone! – Concept Content: Indirect Fire
Indirect fire is any type of fire that is not direct; direct fire involves aiming at the target through the reticule. It is any fire that does not travel in a straight line. The only classes in the game with indirect fire are therefore the demoman and the medic (who uses the syringe gun anyway aside from combat medics?)
One advantage/disadvantage of indirect fire is that such rounds are affected by gravity, giving them the possibility of shooting over cover but also limiting their range.
Grenades are excellent in flushing enemies out since they deal great damage, and they can be bounced off walls to reach the target more effectively, resulting in a better “flushing capability” than rockets.
End Serious Zone
12. Scout, Scout, Scout
“Knowing your enemy is half the battle, the other half is knowing yourself” – Oscar Wilde
If you don’t know the enemy team’s composition and they know the position of all your guns, you’re asking to be defeated since you won’t know what’ll come at you – an uber demo, an uber soldier, uber heavy – and you won’t prepare appropriately.
By having one player call in the enemy coming in, you can be prepared to counter them. This player can be a scout (on Gravelpit), a spy (dustbowl), or any player on your team with an eye for detail.
As a medic, you don’t have to aim your gun to heal someone, so use this time to act as a spotter for people. When charging in with an uber, call out targets for your Überee and direct him out of there once your uber runs low.
In an actual battle, everybody should call out enemies coming in – specifically demomen and spies – ubers, intel locations, and many more things.
EchelonThree on October 11th 2009 in community, game classes, how to, maps, tactics, team fortress 2, the funny

































