Team Fortress 2 - What's your loadout?

Grindspine

Moderator
Though I still hate spies (intensely), I have been playing more TF2. I will have to screenshot some of my favorite class loadouts.

What're your favorite scout, soldier, pyro, heavy, medic, sniper equipment loadouts?
 
engyloadout.jpg


My engineer has the Widowmaker, which is a great shotgun that has no need to reload as long as you connect your shots, the Wrangler to manually control the sentry gun, the Jag wrench for faster construction times, and the Stocking Stuffer that I unboxed during the Christmas events. "Thanks for nothing, Santa!"

scoutloadout.jpg


My scout has a vintage Force a' Nature scattergun for knockback and shorter time between the initial shots, Bonk Cola to help dodge sentry guns, and a vintage Sandman to stun enemy players.

pyroloadout.jpg


My pyro has a strange Degreaser flamethrower for fast weapon switch, a strange Reserve Shooter for even faster weapon switch and critical hits versus airbourn targets, and a strange Axetinguisher for maiming burning victims. :D I particularly like the Dead Cone hat and Foster's Facade, added to my inventory when I bought Plants vs Zombies and Killing Floor respectively.
 
Almost always heavy because I'm terrible with everything else. :p Will occasionally go medic just to support a heavy. I love the Bill's hat that I have on my heavy, too. :D
 
I've been favoring the pyro lately with the alien swarm has :lol

We should get an ega Team Fortress 2 gaming night going again

BV :hat
 
I have been trying to play a bit more soldier and demoman, just to figure out what rocket launcher and demo weapons work best!
 
Grindspine said:
I have been trying to play a bit more soldier and demoman, just to figure out what rocket launcher and demo weapons work best!
I like demoman... he is hard to use though.

Stick nades are the bomb... no pun intended :lol


BV :hat
 
Here's my loadout:

2012-03-27_00001.jpg


Soldier's my main class, so I can give you a pretty good idea of what rocket launchers to use when.

Direct Hit: I use the Direct Hit the most (as you can tell by the Hale's Own DH in my loadout). I find it works best when you run into a lot of one-on-one fights, like in 2fort. It's also good if you're fighting a lot of heavies...if you hit with all four rockets at close range, you can take out an overhealed heavy. Plus they're easy to hit with the DH. I almost always carry a shotgun instead of a banner - the DH does a lot of damage to you at close range, and if you miss you'll need that secondary weapon. But, it does charge the Buff Banner pretty fast, so sometimes I'll use that if I'm getting enough support from my team.

Regular rocket launcher/Original: My second favorite rocket launcher. A good all-around choice, works well with the banners or shotguns. One downside is that the rockets are slow, which can be a problem if you're going up against pyros that are good at reflects. I usually use the Buff Banner as my secondary with this rocket launcher. However, it can be hard to kill heavies, especially if they have medics. If you have cover to retreat and reload, you can kill them, but out in the open you're in trouble.

Black Box: This rocket launcher's good for when you're having trouble staying alive. So, if you don't have a lot of medics or dispensers, it can really help. However, it has the same downsides as the regular rocket launcher, and only three rockets. Although, the three rocket limit tends to teach you how to conserve your rockets. I usually use the Buff Banner or Battalion Backup with it.

Liberty Launcher: The increased rocket speed is good if you're attacking at long range a lot, or if you're going up against pyros who can reflect (although if they're really good, they can still reflect your rockets). Not a bad choice, but not one I use regularly.

Cow Mangler: Pretty much useless. Although it can't be crit boosted, it can get mini-crits from the Buff Banner, so a few times I've used it along with the Buff Banner to decent effect. The not requiring ammo part could be useful if you're on a map without a lot of ammo and you don't have dispensers. Not being able to kill sentries with it is a big downside, and the disabling effect of the alt fire is hard to use and doesn't last long.

I don't use demoman that often. I can say that a demo that knows how to use his stickies properly is very dangerous. So, practice getting the timing down on the stickies, and learn how to detonate them in air. Practice aiming with the grenade launcher too - direct hits with a 'nade do a lot of damage. Demoknights are fun, and good for one-on-one fights, but are pretty much useless for anything else. Although, their charge and damage resistance can make them good flag carriers, too.
 
I've been using the Liberty Launcher and the Buff Banner together a lot recently, and I've been really impressed with the combo. The LL rockets are fast enough that pyros have trouble reflecting them, and you can use their splash damage to avoid reflects as well. With only three rockets, sometimes it's hard to finish off an enemy, which is where the buff banner helps...if you don't kill the enemy, at least you've charged up your banner, and once you use the banner it's a lot easier to kill enemies. And of course, a well-timed banner can really help out your team.
 
I tried using the Direct Hit for quite a while, but find its small blast a handicap when dealing with pyros or scouts.

I have been tending toward the vanilla rocket launcher for quite some time. The fourth rocket helps so much! Using the black box, I tend to always forget that there is no fourth shot. I have tried the Liberty Launcher too; I love how the fast rockets and standard size blast radius nail pyros and scouts. It's just hard to fight heavier classes without that fourth rocket.
 
Deathmonkey said:
Here's my loadout:

2012-03-27_00001.jpg


Soldier's my main class, so I can give you a pretty good idea of what rocket launchers to use when.

Direct Hit: I use the Direct Hit the most (as you can tell by the Hale's Own DH in my loadout). I find it works best when you run into a lot of one-on-one fights, like in 2fort. It's also good if you're fighting a lot of heavies...if you hit with all four rockets at close range, you can take out an overhealed heavy. Plus they're easy to hit with the DH. I almost always carry a shotgun instead of a banner - the DH does a lot of damage to you at close range, and if you miss you'll need that secondary weapon. But, it does charge the Buff Banner pretty fast, so sometimes I'll use that if I'm getting enough support from my team.

Regular rocket launcher/Original: My second favorite rocket launcher. A good all-around choice, works well with the banners or shotguns. One downside is that the rockets are slow, which can be a problem if you're going up against pyros that are good at reflects. I usually use the Buff Banner as my secondary with this rocket launcher. However, it can be hard to kill heavies, especially if they have medics. If you have cover to retreat and reload, you can kill them, but out in the open you're in trouble.

Black Box: This rocket launcher's good for when you're having trouble staying alive. So, if you don't have a lot of medics or dispensers, it can really help. However, it has the same downsides as the regular rocket launcher, and only three rockets. Although, the three rocket limit tends to teach you how to conserve your rockets. I usually use the Buff Banner or Battalion Backup with it.

Liberty Launcher: The increased rocket speed is good if you're attacking at long range a lot, or if you're going up against pyros who can reflect (although if they're really good, they can still reflect your rockets). Not a bad choice, but not one I use regularly.

Cow Mangler: Pretty much useless. Although it can't be crit boosted, it can get mini-crits from the Buff Banner, so a few times I've used it along with the Buff Banner to decent effect. The not requiring ammo part could be useful if you're on a map without a lot of ammo and you don't have dispensers. Not being able to kill sentries with it is a big downside, and the disabling effect of the alt fire is hard to use and doesn't last long.

I don't use demoman that often. I can say that a demo that knows how to use his stickies properly is very dangerous. So, practice getting the timing down on the stickies, and learn how to detonate them in air. Practice aiming with the grenade launcher too - direct hits with a 'nade do a lot of damage. Demoknights are fun, and good for one-on-one fights, but are pretty much useless for anything else. Although, their charge and damage resistance can make them good flag carriers, too.
The Vintage Tyrant's Helm is sweet. Although I have one too that I got waay back when hats almost never dropped and it's my favorite item so I might be biased. :lol
 
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