TF2 Class Rank Tips

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Infusions
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TF2 Class Rank Tips

Post by Infusions » Sun Oct 05, 2008 11:30 am

I found this on DeviantART and thought it was a very good "guide" to help teams sort out their players. I also remembered someone making a "Teleporter Usage Guide", and decided to quote it down here as well.

I'm quoting all the tips I found online so you guys don't mistake me for making any of these.

Anyone else can add any other Class Rank Tips if they wish to.
Class Pyramid (By Askeptykal) wrote:Original Link:
http://askeptykal.deviantart.com/art/TF ... d-92817221

Editted Image to match the 12-Player Team Amount: (Image is big and I hate that whole scroll-y thing the posts do to big images)

ImageImage
The Teleporter Hierarchy (By Rosendoom) wrote:This is an order of the people who most need to use teleporters and why.

1) Engineer: The engie has top priority to his own teleporters. I put emphasis on "own" because engies usually have there set up at the end of the tele. This will allow them to get to there setup faster and make sure it can keep running.

2) Heavy: He's the slowest class in the game. That's all there is to it.

3) Soldier: He's the second slowest class in the game. That's all there is to it.

4) Medics: The medic, being the only class who can heal people, needs to be on the front lines at all times. If someone is being killed and they call for medic, the medic needs to be there.

5) Other Engineers: Yes, I know that engineers are on the list twice. Thats because engie's, as I've noticed, often keep their setups near another engie's setup. Using a friendly engie's teleport will cut back on the time getting to their own setup.

6)Pyro/Demoman: Being roughly the same speed, these two front line classes don't really need the teleport, seeing how they can usually make it to the front line fairly quickly. However teleporting maybe needed to help push the opposing team back.

7) Sniper: This class is low to the bottom because they are usually at the back of the fight most of the match any ways. However if the tele is behind the front lines, and none of the top 5 prioities are around to use the tele, by all means take it.

8) Spies: Spies rank just above scouts because spies need to get around enemy lines, and the only way to do that is with their cloak. Using a teleport (make sure you are already disguised as an enemy) will get you close to the front lines with out the tele sparkle and without wasting cloak.

9) Scouts: SCOUTS DON'T NEED TO USE THE TELEPORTER!!!!! Let me repeat that, SCOUTS DON'T NEED TO USE THE TELEPORTER!!!!! If I catch a scout using any teleporter I will change teams, kill you, kill you again, dominate you, and change back before you can get a revenge, got it. I lost a whole set up because a scout and me were pshing each other off of the tele. Scouts are fast enough to be able to get to the front lines without using a teleport.
Last edited by Infusions on Sun Oct 05, 2008 11:54 am, edited 1 time in total.

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Re: TF2 Class Rank Tips

Post by Stevo » Sun Oct 05, 2008 11:39 am

That pyramid doesn't seem relevant. How many 20 player teams have you been on?

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Post by Infusions » Sun Oct 05, 2008 11:54 am

[quote="Stevo";p="124551"]
That pyramid doesn't seem relevant. How many 20 player teams have you been on?
[/quote]

hurrrr

Alright, I editted the thumbnail link to match the "12 Player Maximum" list instead.

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Re: TF2 Class Rank Tips

Post by Pine » Sun Oct 05, 2008 12:00 pm

to tell you the truth i think you can do fine with 2 of each class
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Post by Infusions » Sun Oct 05, 2008 12:02 pm

[quote="iOwn-";p="124563"]
to tell you the truth i think you can do fine with 2 of each class
[/quote]

2 x 9... Add the 5, carrying the Pi, get rid of the division sign..

That's like.

Over one million players per team!

I mean 18.

18 players per team.
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Post by Pine » Sun Oct 05, 2008 12:04 pm

[quote="Infusions";p="124566"][quote="iOwn-";p="124563"]
to tell you the truth i think you can do fine with 2 of each class
[/quote]

2 x 9... Add the 5, carrying the Pi, get rid of the division sign..

That's like.

Over one million players per team!

I mean 18.

18 players per team.[/quote]
i know that lol
i mean that the max you should have for any class is 2.
except for maybe medic you could have 3

but if you have more than that for any other class than your lacking some other class that might be necessary for that push or to stop that ubered demo
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Re: TF2 Class Rank Tips

Post by Greyed » Mon Oct 06, 2008 3:21 am

I'd be happy if people just checked to see how many of a class there was before they switched. I so love switching to spy when there are 0 others then 4-5 minutes later check the scoreboard and find 4 spires on my team. The 2nd guy to switch, ok, no problem. The third and fourth guy, WTH!?

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Post by Infusions » Mon Oct 06, 2008 3:37 am

[quote="Greyed";p="124734"]
I'd be happy if people just checked to see how many of a class there was before they switched. I so love switching to spy when there are 0 others then 4-5 minutes later check the scoreboard and find 4 spires on my team. The 2nd guy to switch, ok, no problem. The third and fourth guy, WTH!?
[/quote]

And then after you switch, coincidentally, they decide to switch to, so you end up realizing you could've stayed as Spy and you're all "Oh, just make up your mind. Hurrrr."
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Post by Greyed » Mon Oct 06, 2008 5:18 am

[quote="Infusions";p="124735"][quote="Greyed";p="124734"]
I'd be happy if people just checked to see how many of a class there was before they switched. I so love switching to spy when there are 0 others then 4-5 minutes later check the scoreboard and find 4 spires on my team. The 2nd guy to switch, ok, no problem. The third and fourth guy, WTH!?
[/quote]

And then after you switch, coincidentally, they decide to switch to, so you end up realizing you could've stayed as Spy and you're all "Oh, just make up your mind. Hurrrr."[/quote]

Yes! Exactly! Even worse. Change to spy when there are 0. 5m later, 4 spies, 0 demos. Ok, go demo. 5 minutes later 4 demos, 0 spies. AGGGGHHHH!! Sometimes I feel like I am leading a conga line through the classes.

Dun-dun-dun-dundun-SPY!
Dun-dun-dun-dundun-DEMO!
Dun-dun-dun-dundun-MEDIC!

Oooh, hey, just realized I cracked the top 400. :shock:
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Re: TF2 Class Rank Tips

Post by TheCarpe » Mon Oct 06, 2008 7:12 am

Never more than one Sniper per team? Wat?
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Post by l3eeron » Mon Oct 06, 2008 8:24 am

As long as there's only 0-1 Carpe's per team you'll be OK.

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Post by Stevo » Mon Oct 06, 2008 10:59 am

[quote="Greyed";p="124748"][quote="Infusions";p="124735"][quote="Greyed";p="124734"]
I'd be happy if people just checked to see how many of a class there was before they switched. I so love switching to spy when there are 0 others then 4-5 minutes later check the scoreboard and find 4 spires on my team. The 2nd guy to switch, ok, no problem. The third and fourth guy, WTH!?
[/quote]

And then after you switch, coincidentally, they decide to switch to, so you end up realizing you could've stayed as Spy and you're all "Oh, just make up your mind. Hurrrr."[/quote]

Yes! Exactly! Even worse. Change to spy when there are 0. 5m later, 4 spies, 0 demos. Ok, go demo. 5 minutes later 4 demos, 0 spies. AGGGGHHHH!! Sometimes I feel like I am leading a conga line through the classes.

Dun-dun-dun-dundun-SPY!
Dun-dun-dun-dundun-DEMO!
Dun-dun-dun-dundun-MEDIC!

Oooh, hey, just realized I cracked the top 400. :shock:[/quote]
That happens to me all the time... :lol:

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Re: TF2 Class Rank Tips

Post by itchy » Mon Oct 06, 2008 12:41 pm

I'd say the optimal setup for a 12-person team on a CP map like Granary or Badlands would be:

1-2x Engie (2 for a more defensive strategy)
2x Soldier
2x Demo
1x Pyro
1x Heavy
1-2x Medic (2 for a more offensive strategy)
1x Scout
1x Sniper
1x Spy

In general, I'd say that Demos should outnumber Pyros, because they're great at both defense and offense. Pyros are more situational - if they've got lots of engies, you should have fewer, if they've got lots of spys, then you should have more. Likewise, as much as it pains me to admit it, if the enemy team's got lots of engies, you might want to cut out the scout entirely.
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Re: TF2 Class Rank Tips

Post by Greyed » Mon Oct 06, 2008 2:02 pm

[quote="itchy";p="124795"]Likewise, as much as it pains me to admit it, if the enemy team's got lots of engies, you might want to cut out the scout entirely.[/quote]

Oh, don't get me started there. I'm all for the scout rush, especially on badlands or steel. But when it's 6 minutes in, no cap, we've got 3 minutes to go before timeout having 4 freakin' scouts on the team all repeatedly throwing themselves against the SGs just... makes me wonder. I don't like telling other people how to play their game but sometimes I just have to tell them that maayyyyybe if the scout rush hasn't worked the past 6 minutes the whole "rush" portion has passed and its time to diversify. :/
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Post by Plinko » Mon Oct 06, 2008 5:53 pm

I have always harbored the belief that the most important thing is that once the team gets to 8 or so players, it's key to have a certain amount of firepower, meaning heavies/sollies/demos/pyros. That number should pretty much always be 55-70% of your team. The balance should be mostly support classes with healing abilities (medics/engies - situational). The balance should be scouts/spies/snipers, also situational.

I like the food pyramid because it kinda works like that.
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