I’m playing Team Fortress 2 for a while know and thought that it would be nice to share the knowledge and expertise that I gained while playing the Beta of Team Fortress 2 with players who just got the game recently.
I therefore compiled a list of tips and tricks describing certain aspects of Team Fortress 2 that make the game more enjoyable and your character more competitive when competing against other players and teams online.
If you have more tips post them in the comments. This is not a complete collection of course but contains some good pointers for beginning Team Fortress 2 players.

General Tips:
- Activate Fast Weapon Switching in the options to switch the weapons faster when using the mouse wheel.
- A good teamplayer selects a class that is needed to play in a certain situation. That means you do not start as Sniper if your team already has 4 and no Engineer at all.
- Every weapon makes less damage over distance except the rifle of the Sniper and the nades of the Demoman
- You can almost walk through team members, if you meet someone that is blocking it is most likely a spy.
- Hitting or coming close to an invisible spy reveals his location for a short time.
- Players exit teleporters always facing the same direction
- Water stops the flames if players have been hit by a Pyro if the character can swim in it. As does a Medic Gun and a Dispenser. This
Team Fortress 2 Classes:
- A capping scout counts as two players
- A medic boosts health of the player that he hits his medic gun with by 150 Hitpoints.
- Overcharge lasts for ten seconds
- Overcharge fills faster when healing injured team members. Use this to your advantage on maps where you have to wait 50 seconds before they start by healing either a Demoman or a Soldier who do Rocket / Bombjumps. Overcharge will be ready when the map begins, switch to a heavy then.
- Use Rocketjumps and Bombjumps to reach roofs or places that other players can’t. This includes the houses in Gravelpit, the hole when entering the base in 2Fort or the balcony in 2Fort.
- A good medic is able to make two players invulnerable with his medic gun by pointing it to each player alternately.
- Don’t place Sentries, Dispensers or Teleporters in places that can be seen from a distance. This way everyone can take them out from that distance without getting hurt at all. The best place is behind or under objects.
- A sentry gun can kill the Engineer who build it if he stands in the way of the rockets and bullets.
- Pyros are less effective when running after someone.
- Spies always use a nickname of the enemy team when disguised. Use this to your advantage
- Spies: First the sentry, then the Engineer. (Attacking the Engineer reveals the true colors of the spy which means the Sentry gun will attack him.
- Use your sapper while in disguise as a spy. Remember to change classes that you disguise as frequently.
- Don’t disguise as classes that are either faster or slower than a Spy. This means no Heavy, no Soldier, no Scout. No Medic as well because it becomes obvious that you are a spy if you do not heal someone that requests it.
- Engineer: First the Sentry, then the Dispenser. Reverse order in Sudden Death games unless the enemy is know for rushing your base.
- Engineer: Build Teleporters. Start when the map begins by placing an entrance next to your base, run back in to get your metal filled up and continue. Move Teleporter entries and exits frequently if the situation changes.
- Sentry Guns, Dispenser and Teleporters can be placed in the water as well. A Dispenser heals faster than staying to long in the water subtracts
- Engineers: Hit anyone coming near your position, it could be a spy. Remove sappers and repair Sentries and other equipments with your Wrench. A good hit with the Wrench can kill a spy.
- Don’t try to kill something from the distance with a Heavy. You crit far more often when close by because of the immense amount of bullets in your gun. Hit Sentries from close range only.
- Heavy: A Medic is your best friend. Treat him better than your gun. That means have an eye on him and kill everything that attacks him. Use your body to block enemy bullets from reaching your Medic.Know when to retreat.
- If you are injured and near your own base go into the cabinets in Resupply to heal completely.
- Snipers do more damage when the lightning symbol is fully charged.
- The Demoman is the best character to defend. Place sticky bombs around a capturing point or entrance / exit / way to stop the enemy advance
- If the enemy is charging in with overcharge hide and concentrate on damage reduction. Try to hit other enemies that are vulnerable
- The Scout is mighty powerful. They can take down Heavies with some shots from their Scattergun if close by.
- Use the Double-jump ability to reach areas that other players can’t reach from there. An example is jumping from the bridge in 2Fort to the enemy balcony which is actually the fastest way in and out of the base
- Pyros are great in buildings and winding hallways. Also great when a lot of enemies are standing in one place, e.g. when capping. Most players flee when they are ignited.
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27 Responses to “Team Fortress 2 Tips and Tricks”
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Thanks for all those tips. I think the first one (Fast Weapon Switching) is the most basic tip for every first person shooter!
First of all, how do you activate fast weapon switching? Secondly, when disguised as a Heavy or Soldier, a spy will automatically slow down accordingly. Scout, of course, is still a no-go.
Otherwise, thanks for the list of tips. Most of them I knew from reading the forums and the like, but it’s still nice and helpful.
Medic only overheals to 150% not 150 hps (it’s only 150 hps on the 300 hp Heavy)
uhh u say “Players exit teleporters always facing the same direction” but when ur a engineer you can rotate any of ur structures by right clicking before you drop them. This means they can be facing anywhere, it also means u can put sentrys facing the right way in CORNERS. Thanks
Tim that’s not what I meant. Once a teleporter is placed players exiting it will always face the same direction which is a nice to know.
When charging the medic for uber, have a soldier shoot into the chest from the right or left side. It will not refill his health, but will refill his ammo. He won’t have to reload, and can charge the medic’s uber much faster. If facing the chest from the right, aim directly at the right side, and press up + right to stay put.
Tip for spies: You CAN be a Scout, if you jump repeatedly.
When you rocket jump as soldier do it running backwards, with a bit of practise you can turn the right way soon as you leave the ground and control the flight direction. you fly for miles! (doing it facing backwards means you get the correct angle to rocket jump, instead of the rocket pointing straight down at the ground.)
^^^ it also causes less damage if done correctly (at the correct angle it causes about 30hp damage and not 50hp if done running forwards)
Cool game but ahhh, from where do u download it?
“Cool game but ahhh, from where do u download it?”
It can be purchased using Valves game manager Steam. its around $20 atm.
http://steampowered.com/v/index.php
the majority of these tips are inaccurate, and some are just bad.. No engineer? they’re quite possibly the best defense in most situations. Medics buff players by 150% not 150hp, I’m assuming you just said the wrong thing there. Range doesn’t affect crits with the heavy, or any class. The heavy does more damage at close range due to bullet spread as well as damage fall-off. If an engineer is behind his sentry a spy can stab the engy then quickly sap the sentry, without taking a hit (this is often far better than sap-then-stab because it doesn’t blow your cover) These are just a few things..
Not sure where you got that no engineer from and it stated that the heavy crits more often when the enemy is closer which is true because he hits the enemy more often when he is closer.
Engineers usually place their backs to the wall so that a spy cannot stab them so easily.
And the article is from October, the game has changed a lot since then..
A good spy disguises himself as a spy when cloaked to run faster and thus cover more ground.
Also Spies can disguis themselves as a teammate by pressing “4″ (to cloak) and then
“-”.
Another thing a lot of people don’t know is: Engineers can change the direction their sentry, dispenser and tellies are pointing at with the right mouse button.
As a demo man place stickies on near by walls so the enemies don’t notice them
Or
for capture the point place the stickies on the ceilings, no one ever notices them!
thank you all for the good tips ….
THANKS FOR THE TIPS.
to everyone else…lay off the critizism, smartasses.
if you’ve got a correction to make, do it, but dont do it to make yourself sound better. because if you were better, you would have written all these tips fot others to learn from.
Hey I’m getting the game soon so will it work wit windows vista and how much memory does it take up coz i putting it on a laptop?
Thanks for the tips! Pretty handy for those new to the game,such as myself.
Great tips, just started playing about 4 days ago and I’m gonna try these out, including the ones left in the comments. Thanks a ton!
when u r a engineer build something under a hidden platform,keep jumping to get half way through, build a Teleporter, change to a different person,then change back to the engineer BUT!!! before all this, build the entrance WHERE EVER,hope it helps!!!
Excellent tips. A++
Thanks for the tips guys only started playing 1 week ago, and wow this is alot of fun.
First time as a medic I stayed with a heavy, he told me to “hit it” and i thought wtf. Ya we died heheh I learnt from that. Uber !!!!!!!!!!
brooooooo, these tips are good for noobs, HORRIBLE for people who’ve played for a while. All noobs, do not learn to play this way. Especially the spy thing, make sure you DO NOT sap first then stab… stab first then sap. If he’s got no other engineers around him, his sentry is done. Even if you die, you get a destruction that will DEFINITELY help your team, and a kill on an engineer that cannot setup camp again until (insert spawn time here) As well, as a scout, you forgot to say, CONSTANTLY move and jump around. Your quick movement and double jump is key to avoiding enemy fire. Only fire when you have a clear shot, (the scatterguns ASS to reload). To take out sentries I wouldn’t bother ubering a heavy, its easier to just launch stickies from a safe place. (3 or 4 will kill the sentry). What else, what else… Yeeah, oh yeaah. Pyros lighting enemy spies on fire cloaked or uncloaked, the spies will glow their team color. (Red spies will glow blue, vice versa). And about the pyro being less effective while running after someone.. That’s bull unless he’s chasing a scout… or if he tries folowing someone from across the map… The flamethrower does the same amount of damage if you are chasing somebody. Another forgotten tip is if you constantly hold down the sapper button, while strafing (running circles around the sentry) the engineer hits off the sapper, however, instantaneously afterwards, another one is put back on, giving ZERO time for him to heal his sentry. After enough time, guess what? Poor engineer has no sentry to defend himself. At that point you’d want to CLOAK and hide while the dumbfounded engineer hits rapidly around him trying to kill you. Eventually he will give up, at which point you stab him because he ill pull out his calculator thing to make another sentry (usually causing him to stand still for a couple seconds)…
The most important part about Team Fortress 2, is even if you’re an amazing player, you need to learn to GET THE HELL OUT whenever you think you should and can.
I’ve found one of the best techniques for Pyro’s is to go in Hard and heavy, especially anywhere you know a lot of enemies are bunched together.
Keep flaming, jumping, and moving around as you ignite as many people as possible before getting killed.
The pyro’s weapon covers a much larger area than others at close range, and can ignite quite a number of players in a short time.
And in those situations, always attack Medics first!!
If you manage to damage the medics enough, they’ll die before they can Uuber and leave the other ignited players defenseless, and injured. Often this can lead to many assists, and in a lot of cases kills as enemies burn to death.
Also, it serves to break up attacking groups, as it will often mean those players still alive will spread out to look for health.
As for scouts, don’t try to get near other players, your speed is the key.
If you’re worried about snipers at range, pull out your pistol, and pop out and in to cover quickly rattling off a few shots in succession each time at the sniper.
Usually this will cause them to retreat for a moment, giving you time to run at their base.
WEAVE CONSTANTLY, AND UN-PREDICTABLY!
Someone going from side to side in the same pattern is an easy target for snipers. While going left-right-right-right-left-left-right (Random) is not.
The key for Engines is simply not to put your sentries and dispensers anywhere obvious. Nowhere that a good demo would likely fire a couple of nades before proceeding…
And heavies, while it might be slow, walking through tunnels, and around corners with your gun spinning can be life saving, it often doesn’t hurt to spray an area quickly to reveal spies before proceeding, since they move a lot faster than you spinning around and firing the shotgun behind you occasionally can help in this case also.
And use ‘Q’ to swap quickly between weapons as mentioned above to easily take out opponents at close and distant ranges.
Hope this helps too.
Tip for engineers: Build your dispenser behind walls. I for one find a great spot to farm nubs is atop the winding staircase (one of the entrances to intel room). Put dispenser inside room in corner and sentry in door entrance. Just got through about a 35 kill streak before they realized “Hey i can be a spy!”