Evolution of Team Fortress 2
OVERVIEW
Team Fortress 2 has the most numerous, flexible and varied offensive units,
which when they are working together smoothly, create massive problems for your
adversary. Although lacking traditional scrolls, with weapon upgrades that cost
only an action point ("AP") (i.e. a move) via the engineer, and the
possibility of linking to a medic for a 50% stacking damage boost (or two
medics for a 125% boost in damage) their high end damage, when you can set it
up just so, can be staggering. Jarate is a powerful tool for assassinating or
hobbling two of your enemies most powerful and upgraded units. Although lacking
a ranged stomp, TF2's team bonus -- the ability to stomp without consuming an
action point -- more or less gives every unit the ability to stomp at range 2
(4 for the scout). In short, their offensive firepower is without equal.
TF2 has more units than any other team -- TF2 gets 18 (2 of each of the 9
types, scout, engineer, soldier, spy, heavy, demoman, flame thrower, sniper,
healer) whereas Council, Dwarves, DE and Shaolin get 13 and Tribe gets 14.
Moreover, with the respawn tokens, team
fortress 2 summoners can potentially deploy up to 20 total units
in a game. The numerical difference is very real even after you account for the
limited or situational offensive value of certain TF2 units (primarily healer,
scout, and engineer) as all other teams also have units of limited/situational
offensive value as well. However, TF2 has no armor and no super-unit, and no
single TF2 unit can approach the devastating power coupled with solid defense
that the best units of other teams can have. TF2 can occasionally meet or
exceed the offensive power of other team's best units, but can't match the
toughness of other team's upgraded units.
TF2's wealth of offense means that no single unit is indispensable, and that
it can be hard for an opponent to figure out what is worth using a special item
such as a scroll to kill. This is fortunate for TF2, because TF2 has great
difficulty protecting units that an opponent is determined to kill.
With no gear and almost no resists, TF2's defense comes mostly from its
varied and consistent offense. With the ability to create multiple simultaneous
threats and the lack of a single ultra-high value target to focus on via a
scroll or Drill, it can be hard to know how to attack TF2.
TF2 is designed as a unit killing team, and they are perhaps the best team
at winning by eliminating all enemy units. With their numbers, they can win a
trading war provided they can deal with the enemies high value targets (such as
tripple upgraded enemy units). Because they are not particularly good at
holding boost tiles, evicting units from boost tiles and lack special items
such as drills or fireballs that can do substantial damage to crystals, they
are not a crystal kill team per se. Nonetheless, their powerful offense makes
crystal kills a possibility.
UNITS
All of that said, player preferences tend to break down in three areas:
(a) Spy:
The massive damage via backstab greatly limits your opponents deployments.
Without question a very valuable unit, but my personal belief is the Spy is
still a situational unit, and there are situations where he is clearly not your
MVP and shouldn't be respawned -- for example, in a TF2 v TF2 match where your
opponent has 2 pyros out and no snipers deployed.
(b) Heavy:
Heavy is a little situational offensively as well, requiring the right
situations to truly shine, but has the virtue of being potentially devastating
and somewhat harder to kill than other TF2 units. Many save their scrolls to
kill Heavies. Not to beat a broken record, but I feel that you have to look
deeper, as depending on the situation, other TF2 units may be more threatening.
This is particularly true for the Tribe, which after 1.4.2 can now 3 shot a
heavy with a garden variety axethrower.
(c) Demoman:
As TF2's most flexible and easiest to use AOE unit -- one that can devastate
when upgraded and with the medic link -- the Demoman is often my MVP. I am
very, very concerned about deploying/losing Demomen early, because you never
know when AOE will be needed. This is particularly true on maps which encourage
clutter (such as the Tribe map) or against teams that are more likely than
average to have clutter issues (such as TF2 itself). Even as to Demomen, I feel
you have to analyze the situation, but I tend to place Demomen above the spy
and heavy in the abstract.
(d) Others:
Pyros and soldiers are great, but its relatively hard to make a case for them
as the general MVP of the team in the abstract. But Hero Academy is not played
in the abstract, and if you are short on offense, using the respawn token on a
soldier or pyro might make sense. Similarly, if a forward pyro is causing bad
threads, why not scroll kill him? Because all of TF2's core offensive units are
good, and their strength varies with the situation, you should feel free to
make your call based on what the board actually looks like, not some abstract
ranking of the units. All of that said, I have never used a respawn token on an
engineer, scout or sniper, and if it is situationally appropriate to do so, it
would be in some extremely rare situation, such as an endgame with little else
left.
General TF2 Strategy
The best defense is your offense. Getting a diversified team out there that
creates multiple threats on offense, and makes it hard for your opponent to
penetrate deep with a high value unit is important. Engineer upgrades of your
core offensive units are important to achieve this, although somewhat less so
in a TF2 v. TF2 mirror match. It is often particularly important to deploy,
upgrade and medic link your demomen when your opponent is cluttered or may
become cluttered, but done too early, your demoman may be biting on air. On the
teleport and movement boost map, watch the sword tiles closely, and look for
chances to get a Demoman or Heavy planted onto one.
While TF2 can win via a crystal kill, going into a match thinking that
will be your approach is usually a mistake, as team fortress 2
champions doesn't necessarily do well without a diversified o
ffense out to provide multiple threats. In other words, you should generally
set-up and see what happens.
While there are times when early aggression is appropriate of course,
be cautious about spending a ton of AP just to do a little crystal damage and
some unit damage that can be healed in an AP or two. For instant, the early
attack with a demoman on a crystal with 3 ap, plus 1 to go and 1 to retreat,
will often be a mistake (especially) without a boost tile. The other side whips
out the healer, heals the offensive unit that was splashed once, and uses the
time to complete their deployment. If you don't end up seriously pursuing or
threatening a crystal win, you may have wasted time for nothing.
Because TF2 has so many offensive options its tough to give much more
specific guidance. More so than any other team, you’re maneuvering and set-up
is chess like and deep -- where you put what when matters a great deal, and its
very common to see a hidden better deployment the more time you spend looking
at a position.
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