Team Fortress 2 FAQ/Strategy Guide
For PC
By Raining Metal (Boocatcher5@hotmail.com)
Version 1.03
===================
>Table of Contents<
===================
1.0 Introduction
1.1 Version History
2.0 Basics
2.1 Controls
2.2 Classes
2.21 Scout
2.22 Soldier
2.23 Pyro
2.24 Demoman
2.25 Heavy Weapons Guy
2.26 Engineer
2.27 Medic
2.28 Sniper
2.29 Spy
2.3 Voice Commands
3.0 Multiplayer
3.1 Maps
3.2 Achievements
3.3 Taunts
3.4 More Tips
3.5 Glossary
4.1 And The Rest!
4.1 F.A.Q
4.2 Email Guide
4.3 Credits
4.4 Legal Disclaimer
To search for the section wanted in this Guide, Highlight the Number beside the
subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will
activate a finding system to look for the text put in (in this case, a number
with a decimal) and simply click “Next”.
==================
1.0 >Introduction<
==================
It’s been a long while since I made my last guide, but I’ve made a comeback!
Team Fortress Classic, an unforgettable explosive multiplayer action game, was
a smash hit, and people have waited around a decade for its sequel! Well, here
it is folks, and enjoy my guide!
---------------------
1.1 >Version History<
---------------------
Version 1.03
Added the Medic Unlockable Weapons, Achievements, and the Goldrush Map.
-------------------------------------------------------------------------------
Version 1.02
Added some bits by Thomas Page and Michael "EN4CER420" Bilberry.
-------------------------------------------------------------------------------
Version 1.01
Changed the Guide Status. Added the Suggested amount of Players status for each
Class, as well as more tips and more key commands.
-------------------------------------------------------------------------------
Version 1.00
Initial Release
============
2.0 >Basics<
============
These will provide some of the basic tips and know-hows to own some noobs in
this game.
--------------
2.1 >Controls<
--------------
These are the default controls for Team Fortress 2. Note that the controls can
be changed via the Options menu.
Mouse: Look around.
W: Move Forward.
A: Move Left.
S: Move Backward.
D: Move Right.
Primary Mouse Button: Fire.
Secondary Mouse Button: Special Ability.
Space Bar: Jump.
Ctrl: Crouch (Hold).
E: Call for Medic.
R: Reload.
G: Taunt.
L: Drop Intelligence.
T: Draw Spray.
Y: Talk to all.
U: Talk with team.
B: Quick Redisguise (Spy only).
Z,X,C: Voice Commands.
1-5: Weapons.
,: Change Class.
.: Change Team.
Esc: Pause menu.
-------------
2.2 >Classes<
-------------
Now onto the big parts of this guide, the list of characters! When choosing,
try to pick a Class no one else on the team is using. If there’s more than one
Class that has no players using them, try to choose the higher priority Class
first. Choosing an Engineer while on Defense is much better than being a Scout
or a Spy unless there are already 4 Engineers.
------------
2.21 >Scout<
------------
The Scout, a teenage punk from New England, likes to torment his opponents and
ridicule n00bs. He also scoffs at slow characters like the Heavy, who he also
enjoys to tease.
In TFC, the Scout was made for Capturing the Flag, Getting the Flag to the
Control Point, and little else! In TF2, he can do much more than that. Thanks
to his newer and more useful weaponry, he’s deadly at close range. Those who
like to rush their victims and getting up close will enjoy playing as the perky
vandal. In addition, he can double-jump, and while doing so, can change
directions. Last, but not least, he can Capture Control Points twice as fast.
Health: 125.
Speed: Very Fast.
Suggested Players: 2 (1 on Defense).
Weapons:
************
*Scattergun*
************
Clip Size: 6.
Carrying Capacity: 32.
Power: Varies (High-Low).
Accuracy: Big Spread.
Rate of Fire: Semi.
Range: Very Short.
Reload Speed: Varies.
The Scattergun, as explained above, is what makes the Scout deadly up close.
Like all "Shotgun Reloading" weapons, don’t be afraid to press R whenever
possible. The Scattergun is better up close than the regular Shotgun. It also
doesn’t need to pump.
********
*Pistol*
********
Clip Size: 12.
Carrying Capacity: 36.
Power: Low.
Accuracy: Medium.
Rate of Fire: Semi.
Range: Medium.
Reload Speed: Fast.
The Scout’s Secondary Weapon. This is only useful when shooting bad guys from
afar, or when the Scattergun is empty. If the Pistol does manage to shoot any
Critical Hits, then the whole clip will shoot Critical Hits (until the Pistol
is reloaded).
**************
*Baseball Bat*
**************
Clip Size: N/A.
Carrying Capacity: N/A.
Power: Medium.
Accuracy: N/A.
Rate of Fire: Fast.
Range: Melee.
Reload Speed: None.
Because of the Scout’s Speed, his melee weapon is more important to him than
melee weapons would be to other classes. Even though this has the least amount
of power, the Scout’s speed takes care of that. Also, the Baseball Bat swings
faster than any other melee weapon. Playball!
--------------
2.22 >Soldier<
--------------
The Soldier just wishes to be in the Second World War, just look at his
uniform! He always likes to boss people around, courtesy to the inspiration he
got from his instructor.
The Soldier hasn’t changed much from TFC. Since he’s got the second most
health, he’s a good buddy for the Medic if a Heavy Weapons Guy isn’t around.
As well as besieging enemy bases, he’s also capable of defending one in a
jiffy. The Soldier also has an ability known as Rocket Jumping. Aim at the
ground (with the Bazooka), and while firing, crouch and jump. This costs
health though.
Health: 200.
Speed: Slow.
Suggested Players: 2-4.
Weapons:
*********
*Bazooka*
*********
Clip Size: 4.
Carrying Capacity: 16.
Power: High.
Accuracy: High.
Rate of Fire: Semi.
Range: Short.
Reload Speed: Varies.
The Soldier’s Primary Weapon. Since the Rocket is a tad bit slow, the Bazooka
is only effective at closer ranges and in tight corners. But since the Bazooka
packs a punch, it’s an effective way to take out Heavies when outgunned. The
Bazooka has a much shorter clip size than any other "Shotgun Reloading" weapon,
so reload frequently! It’s also an excellent way to take out Sentry Guns if a
Spy isn’t present, along with other slower-moving targets.
*********
*Shotgun*
*********
Clip Size: 6.
Carrying Capacity: 32.
Power: Varies (High-Low).
Accuracy: Big Spread.
Rate of Fire: Pump.
Range: Short.
Reload Speed: Varies.
The Shotgun is the Secondary Weapon of the Soldier. If the Bazooka is out of
ammo, use the Shotgun when up close. The Soldier can also use this if he
doesn’t want to hurt himself in the process of taking out his target. There’s
not much else to say about the Shotgun.
*******
*Spade*
*******
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High.
Accuracy: N/A.
Rate of Fire: Medium.
Range: Melee.
Reload Speed: None.
Ironically, the Spade was used by AXIS Soldiers in the World War 2 Game, Day of
Defeat. The Spade is the Soldier’s fighting weapon, and has pretty much the
same capabilities of most other Melee Weapons.
-----------
2.23 >Pyro<
-----------
The Pyro is an enigma. Nobody knows who he is, what the colour of his skin is,
or even if he’s a guy! The only thing we know about this person is that
he/she’s obsessed with fire.
The Pyro is a deadly up-close fighter. One moment in front of a hostile Pyro’s
face and meet the Grim Reaper! Since the Pyro is deadly up close, the maniac
dislikes being out in the open. Also, the Pyro is not at all effective in
Water.
Health: 175.
Speed: Medium.
Suggested Players: 1-3.
Weapons:
**************
*Flamethrower*
**************
Clip Size: None.
Carrying Capacity: 200.
Power: High.
Accuracy: High.
Rate of Fire: Automatic.
Range: Very Short.
Reload Speed: None.
The Flamethrower is pretty much self explanatory. The lethal insturment of
destruction lights its victims on fire, and makes them lose damage over time.
In TFC, it only lit people on fire. In TF2, using the Flamethrower on a person
already on fire not only prolongs their period of insanity, but also gives them
incredible damage! This weapon is also useful for Spy-Checking. A Flamethrower
combined with Critical Hits is a very deadly event. Whenever the Fires from the
Flamethrower hit an enemy, it will make a sizzling sound.
*********
*Shotgun*
*********
Clip Size: 6.
Carrying Capacity: 32.
Power: Varies (High-Low).
Accuracy: Big Spread.
Rate of Fire: Pump.
Range: Short.
Reload Speed: Varies.
The Secondary Weapon for the Pyro. The Shotgun is the Pyro’s only chance of
fighting at ranges. It also allows the Pyro to finish of his/her victims when
they are on fire. If the Pyro has to fight in bodies of water, use this Weapon.
*****
*Axe*
*****
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High.
Accuracy: N/A.
Rate of Fire: Medium.
Range: Melee.
Reload Speed: None.
No, the Pyro does NOT use deodorant to blind bad guys! This is pretty much a
simple Fireman’s tool to chop down doors, as well as hostile foes.
--------------
2.24 >Demoman<
--------------
A Black, Scottish, Cyclops warrior, the Demoman is always jealous of many of
his opponents, often because they have two eyes! He may be drunk, but he also
knows where to "Set up them the Bomb", being drunk or sober!
The Demoman excells at making traps. Planting Sticky Bombs on the right places
can turn the tide of the battle! Regular Grenades can also hold the enemy off
for a while, as well as making certain Engineers angry. Like the Soldier, the
Demoman can jump to amazing heights with his Sticky Bombs, and is quite
durable.
Health: 175.
Speed: Slower than Medium.
Suggested Players: 1-3 (2-4 on Defense).
Weapons:
******************
*Grenade Launcher*
******************
Clip Size: 4.
Carrying Capacity: 16.
Power: High.
Accuracy: N/A.
Rate of Fire: Semi.
Range: Short.
Reload Speed: Varies.
The Grenade Launcher is the Demoman’s Basic Weapon. If he ever needs to fight
a foe directly, he should use this. This is good for attacking heavily-armored
bad guys, as well as Sentry Guns. It’s also possible to fire above certain
boundaries of the map and into an area where the enemy could be present. The
grenades will explode in a few seconds or when it hits a target.
*************************
*Sticky Grenade Launcher*
*************************
Clip Size: 8.
Carrying Capacity: 24.
Power: High.
Accuracy: N/A.
Rate of Fire: Semi.
Range: Varies.
Reload Speed: Varies.
The Demoman can also plant some explosives on key areas. The Demoman can place
up to Eight bombs in the whole map. Hold the trigger to fire the Bomb farther.
When arming the Grenade Launcher or its Sticky variant, right click to detonate
them. In TFC, the two weapons were the same weapon, and had to be reloaded at
the same time. In TF2, the weapons and ammunition are separate, and now the
Demoman can defend himself, even if he’s recently planted a trap. The Demoman
can reach insanely tall heights like the Soldier. To do this, plant a single
Sticky Bomb on the ground, then detonate it when on top of it.
***************
*Whisky Bottle*
***************
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High.
Accuracy: N/A.
Rate of Fire: Fast.
Range: Melee.
Reload Speed: N/A.
The Bottle is the only weapon that the Demoman has that isn’t explosive, and
has instant contact. Other than that, the Bottle isn’t that special other than
breaking during critical hits.
------------------------
2.25 >Heavy Weapons Guy<
------------------------
A huge, jolly Russian, the Heavy likes his Minigun, and he likes to go on crazy
killing sprees. He even named his gun "Sascha" and will pummel anybody who
dares to touch her.
The Heavy is a "Point and Kill" Class. In tight areas, he’s deadly, and in the
open, he can block an entry point. Being the Class with the most Health,
biggest size, and slow speed, he’s a good friend with the Medic. Because of his
simple deeds, he’s a good character for beginners to learn the basics of TF2.
Health: 300.
Speed: Very Slow.
Suggested Players: 1-2.
Weapons:
*********
*Minigun*
*********
Clip Size: None.
Carrying Capacity: 200.
Power: High.
Accuracy: Low.
Rate of Fire: Automatic.
Range: Medium.
Reload Speed: None.
The Minigun is a Machine Gun. Self-Explanatory, this weapon consumes its
ammunition at an alarming rate. To keep the gun spinning, hold right-click.
This can be vital to the duty of the Heavy. When spinning the Minigun, the
Heavy’s speed decreases dramatically.
*********
*Shotgun*
*********
Clip Size: 6.
Carrying Capacity: 32.
Power: Varies (High-Low).
Accuracy: Big Spread.
Rate of Fire: Pump.
Range: Short.
Reload Speed: Varies.
If the Heavy doesn’t want to risk his speed, or doesn’t have time to charge
up his Minigun, he can use this instead. In TFC, the Minigun used Shell Ammo
as well as the Shotgun. In TF2, the Ammunition types are separate, so if he
ever runs out of Minigun ammo, he can also resort to his smaller Weapon.
*******
*Fists*
*******
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High.
Accuracy: N/A.
Rate of Fire: Medium.
Range: Melee.
Reload Speed: None.
The Heavy is tough enough that he can use his own fists for melee brawls. The
other two of his Weapons are far better though. An interesting note is that the
left mouse button controls his left fist, and the same applies to the right
button and his right fist. The only exception is during critical hits. If a
Heavy is killed while using his Fists, he will not drop anything valuable to
Engineers.
---------------
2.26 >Engineer<
---------------
Hailing from the west, the Engineer likes to sing folk songs while his Sentry
Guns protect him. He often dislikes vandals (especially Spies) that destroy his
machines. His answer to anything? Use a gun.
Engineers are Defensive, and only Defensive. He can set up a Mini-Base far from
his main spawn points, as well as keeping the enemy busy with his Sentry Guns.
He can also give his troops infinite rations of Ammunition with his Dispensers.
The bane of the Engineer is, of course, explosives and Spies.
Health: 125.
Speed: Medium.
Suggested Numbers: 2-3 (3-4 on Defense, 1-2 on Offense).
Weapons:
*********
*Shotgun*
*********
Clip Size: 6.
Carrying Capacity: 32.
Power: Varies (High-Low).
Accuracy: Big Spread.
Rate of Fire: Pump.
Range: Short.
Reload Speed: Varies.
Unlike most Classes, the Shotgun is the Engineer’s Primary Weapon. He may need
to use this when he catches a Spy "Sappin’ his stuff". He can also use this to
give support to fellow teammates. Most of the time, though, he uses this for
self-defense.
********
*Pistol*
********
Clip Size: 12.
Carrying Capacity: 200.
Power: Low.
Accuracy: Medium.
Rate of Fire: Semi.
Range: Medium.
Reload Speed: Fast.
Like the Scout, this weapon is better for the Engineer at far ranges. Unlike
Scout, however, he can carry much more ammunition. Occurances where he runs out
of Ammo for this Weapon are extremely rare.
********
*Wrench*
********
Clip Size: N/A.
Carrying Capacity: 200 units of Metal.
Power: High.
Accuracy: N/A.
Rate of Fire: Medium.
Range: Melee.
Reload Speed: None.
The Wrench is the most important Melee Weapon, the other being the Spy’s Knife.
It can repair, re-equip, and upgrade existing equipment. Metal can be obtained
by collecting ammunition, using dispensers, and salvaging Weapons from
casualties. Whacking a machine during construction speeds up its process as
well. Remember to maintain equipment; a careless Engineer is a dead Engineer!
*******************
*Equipment Builder*
*******************
Purpose: Builds Sentry Guns, Dispensers, and Teleporter Entrances/Exits.
To select certain projects, 1 is for the Sentry Gun, 2 is for the Dispenser, 3
is for the Entrance, and 4 is for the Exit. After doing so, place the building
where desired, and wait for 10/20 seconds. Be sure to protect it during
construction!
*********************
*Equipment Detonator*
*********************
Purpose: Destroys existing Sentry Guns, Dispensers, and Teleporter Entrances/
Exits.
Like the Builder, the keys are the same. Detonate the equipment when out of
usable sight.
------------
2.27 >Medic<
------------
A German Doctor, the Medic always likes to stick with his teammates. Because he
sticks around his buddies, he’s pretty much to blame for many kills. He’s also
a bit crazy, so refuse any of his offers for shots. His best friend is the
Heavy Weapons Guy.
The Medic is a dedicated Support Class. With his Healing Power, he can prolong
the lives of his mates, and when the moment arrives, he can team up with a
tough player to advance through the most lethal obstacles.
Health: 150.
Speed: Faster than Medium.
Suggested Numbers: 2 (3-4 on Offense).
Weapons:
*************
*Syringe Gun*
*************
Clip Size: 40.
Carrying Capacity: 150.
Power: Low.
Accuracy: Medium.
Rate of Fire: Automatic.
Range: Short.
Reload Speed: Medium.
The Medic’s Primary means of defending himself. The projectiles fly in an arc,
so aim a little higher at longer ranges. The gun is weak, so stick around
teammates for self-defense.
*********
*Medigun*
*********
Purpose: Heals other friendly Players, as well as activating Invulnerable
Ubercharge at 100%.
The Medigun is what the Medic is all about. As well as Healing a target at a
fast rate, Healing targets can also gather Energy for Ubercharge, an ability
that makes the Medic and his Healing target invulnerable for a valuable ten
seconds! During the process of Healing, the Medic can also boost his target’s
Health to 50% more than what that class usually has at maximum.
**********
*Chainsaw*
**********
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High.
Accuracy: N/A.
Rate of Fire: Medium.
Range: Melee.
Reload Speed: None.
The Chainsaw is another average Melee Weapon. However, the Chainsaw is a much
better choice for the Medic to fend off bad guys, Spies in particular, up
close.
************
*Blutsauger*
************
Clip Size: 40.
Carrying Capacity: 150.
Power: Low.
Accuracy: Medium.
Rate of Fire: Automatic.
Range: Short.
Reload Speed: Medium.
Requires: 12 Medic Achievements.
Replaces: Syringe Gun.
The Blutsauger is the first of the Medic’s unlockable weapons. Although it is
unable to fire Critical Shots, it will give the Medic health if the projectiles
manage to hit an enemy (3 health per shot). Because of this, it is useful for
Spy-Checking.
************
*Kritzkrieg*
************
Purpose: Heals other friendly Players, as well as activating Full-Crit
Ubercharge at 100%.
Requires: 24 Medic Achievements.
Replaces: Medigun.
The Kritkrieg, when fully charged, allows the Medic to give his (friendly)
target fully Critical Shots (every shot he fires will be Critical) for ten
seconds.
*********
*Ubersaw*
*********
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High.
Accuracy: N/A.
Rate of Fire: Slow.
Range: Melee.
Reload Speed: None.
Requires: All Medic Achievements.
Replaces: Chainsaw.
The Ubersaw, when hitting an enemy, will charge the Medic’s Medigun/Kritzkrieg
by 25%.
-------------
2.28 >Sniper<
-------------
The Australian Rifleman enjoys fighting from large distances, and has a knack
for looking at people’s heads. The Crocodile Hunter wannabe wears his trusty
Akruba, and has an adventurous attitude.
The Sniper, of course, is a Long-Range destroyer. Unlike most Snipers in games,
he needs to charge up his Rifle for maximum firepower. He also has a few other
Weapons if anybody tries to attack him from up close. In TFC, he had to hold
the trigger to charge his shots. In TF2, he simply needs to use his scope,
resulting in less sore index fingers for the Commonwealth Marksman.
Health: 125.
Speed: Medium.
Suggested Numbers: 1-2.
Weapons:
**************
*Sniper Rifle*
**************
Clip Size: 1.
Carrying Capacity: 25.
Power: High-Very High.
Accuracy: Very High.
Rate of Fire: Bolt.
Range: Long.
Reload Speed: Fast.
The Sniper Rifle is the Ultimate Weapon for the Sniper. Charging shots is vital
to pick off targets from a distance quickly. Use the Scope to charge the shots.
Charging takes time. The density of the Dot seen through the Scope and the
amount of units in the meter indicates the shot’s power. Headshots are always
considered Critical Hits.
****************
*Submachine Gun*
****************
Clip Size: 25.
Carrying Capacity: 75.
Power: Low.
Accuracy: Medium.
Rate of Fire: Automatic.
Range: Medium.
Reload Speed: Fast.
The Sniper’s Secondary Weapon. The Submachine Gun is very similar to the Pistol
(the two even SOUND similar!), but the SMG is more effective up close. If the
Sniper ever needs to fight in close areas, he should use this Weapon. He can
also use the Submachine Gun on the move.
*******
*Kukri*
*******
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High.
Accuracy: N/A.
Rate of Fire: Fast.
Range: Melee.
Reload Speed: None.
Also called the "Sword" or "Machete", this is the Sniper’s Melee Weapon. The
Sniper can use this as his up close weapon with his SMG, or he can use this
against Spies who try to cut his back.
----------
2.29 >Spy<
----------
The Master of Espionage and Suave tactics makes his debut in TF2. He may not be
the legendary 007 Agent, but he’s pretty damn close. Known to practically
shapeshift as other people, he’s a master of disguise, and vandalism. Sometimes
it’s not wise to trust him...
The Spy is the master of disguise. Get into some clothing, and he’ll start
acting accordingly. With only a Revolver and a Knife for self defense, he’s not
very good at direct combat, with his low Health only making the job worse. He’s
more professional at infiltration and causing trouble within enemy territory.
He’s also got a new trick up his sleeve. He can now Cloak for up to ten seconds
to infiltrate the enemy bases. The Spy cannot attack or plant Sappers while
he’s Cloaked, nor can he reload, but can still change Disguises. Cloaks take a
while to recharge as well.
Health: 125.
Speed: Medium (Varies if Disguised).
Suggested Numbers: 1-2 (3 on Offense).
Weapons:
**********
*Revolver*
**********
Clip Size: 6.
Carrying Capacity: 24.
Power: High.
Accuracy: High.
Rate of Fire: Semi.
Range: Medium.
Reload Speed: Medium.
The Revolver is the Spy’s Primary and only Ranged Weapon. The Revolver is quite
Powerful and Versitalle, but for the Spy, it just isn’t meant for Wild West
shootouts. Whenever the Spy loses his cover though, he can use this. The
Revolver is also very accurate, which can kill enemies at long ranges.
********
*Sapper*
********
Purpose: Saps any piece of an Engineer’s Equipment. The Spy does not lose his
disguise while placing a Sapper, and can place more than one.
As explained above, the Sapper is what usually angers Engineers. The Sapper,
when planted, prevents the victim Equipment from doing its normal task and
recieves damage over time. A Sapper can only be removed by two whacks by the
Engineer’s Wrench. Sappers need to be placed up close. Engineers will be
alerted when a Sapper is placed.
*******
*Knife*
*******
Clip Size: N/A.
Carrying Capacity: N/A.
Power: High (At/Near the back) or Medium (At/Near the front).
Accuracy: N/A.
Rate of Fire: Medium.
Range: Melee.
Reload Speed: None.
The Knife is, like the Engineer’s Wrench, one of two of the most important
Melee Weapons in the game. When facing the back or at the back parts of the
side of a victim, the Spy Backstabs his target and recieves an instant kill.
Don’t ever try to use the Knife in the front.
**************
*Disguise Kit*
**************
Purpose: To Select Disguises, as either part of the enemy or of the friendly
teams.
The Disguise Kit is another vital part of the Spy’s arsenal. After selecting
the Kit, the Numbers 1-9 indicate the Classes to Select. Press - to switch from
Hostile or Friendly uniforms. The best and most convincing Disguises are often
the Engineer, Sniper, Demoman, and the Soldier Costumes. The least are probably
the Medic and the Spy costumes. A Spy cannot Capture Control Points or carry
Intelligence when he is Disguised or Cloaked, and the Spy loses his Disguise
whenever he uses his Revolver or Knife. A friendly Disguised Spy appears like
a Spy with a mask over his face.
--------------------
2.3 >Voice Commands<
--------------------
Voice Commands are a quick and effective way with communicating with teammates.
Some voice commands show up on the dialog box while others don’t. Voice
Commands with the * on them show on the dialog box. Voice Commands with the #
on them will display a symbol on that person’s head.
Voice Menu 1 (Z):
1 - Medic! *#
2 - Thanks! *
3 - Go go go! *
4 - Move Up! *
5 - Flank Left *
6 - Flank Right *
7 - Yes *
8 - No *
Voice Menu 2 (X):
1 - Incoming! *#
2 - Spy! *
3 - Sentry Ahead! *
4 - Need a Teleporter here
5 - Need a Dispenser here
6 - Need a Sentry here
7 - Activate Charge! *
8 - Ubercharge Ready (Medic Only)
Voice Menu 3 (C):
1 - Help! *#
2 - Battle Cry
3 - Cheers
4 - Jeers
5 - Positive
6 - Negative
7 - Nice Shot
8 - Good Job
The "Medic!" Command can also be used with E. If someone calls for help when
they are on a Control Point, they will ask for help for either Defending or
Capturing the Point. A player that points to another player while using the
"Spy!" Command will say that the player is a spy rather than that a Cloaked Spy
is around.
==================
3.00 >Multiplayer<
==================
Here’s some more Strategies when actually being in the Battlefiels of TF2.
----------
3.1 >Maps<
----------
This is the (incomplete) list of maps for TF2.