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ARE YOU NEW HERE , WELL HELLO THERE!


For all of the beginning modders
and
- grave_lol_reap
&
- KDX42 ( CVAR link )
&
- Asssisingreen500


Handy tools to start.
And 2 important programs I recommend when you are a noob to modding.


Programs
Notepad++

Brute CRC 32


Handy Stuff


Video Tutorial below by SpikedLamb.
_______

_______

Colors

Random Mods

Mod Tutorial


FrozenState's : Mod Tutorial



FrozenState's : Script Optimization



Saturday, April 28, 2012

Fun gameplay with TESLA-H-I--4LIFE & terryjt

This was a real fun gameplay, even tho i could not see a single player, i could see my own teammates by their name but not as person, I COULD NOT SEE THE ENEMY but stilll i had 6 kills :D
( #LikeABaws)




This was the red side of 2fort (in my Point of view)
this and mostly all of the other picture are made possible by the command name "mat_wireframe 3" (3 is just a value, it can change from 1 to 3 ) 


so this is how I saw my friend TESLA and how i see the bridge where i was standing on ( I DOD NOT SEE A BRIDGE)
(see in the back are little green renderboxes around the grass)


Here is TESLA again nest to the renderboxes of the grass


i was able to see things throug the wall.


i can see through the wall.


i can see every line which is use to create the map


Terryjt going in disguise
(on the background you see the red side in wireframe)


it speaks for itself ( cannot see Terryjt and bridge)



TESLA and grass renderboxes and wireframe 3


Picture from above ( used noclip)
You can clearly see all the Piramids used in the water


An other picture from above 


Picture from above the Blu Intelligence room


here you can see that i cant see the bridge and that the water is bvuild with piramids


This is how I saw M_A_G_N_U_S his Dispenser
(I only saw the little screen)


Terryjt in the spawn room, I can only see his name 


With the medic i could find him without looking at him (lol)


Here i used a glitch which gives you to possibility to find the other person , even when he is on the red team ( here he is still on the blu team but see left corner I AM AN ENGINEER :o )

(comment and i will explain the glitch)

Sculpture of Gordon Freeman ( HalfLife2)


© Credits don't belong to me .

Thursday, April 26, 2012

Wednesday, April 25, 2012

What do you want to see?


Because i have 2 extra free days at the end of this week,
i am wondering what you guys want to see?
With my modding ability in TeamFortress2 Half Life2 and Portal i am able to do and build stuff no one else can.


It could be anything

A Lot of Spycrabs? (tf2)
A map full of Sentryguns? (tf2)

A Giant Sentry? (tf2)
Wallhack? (tf2)
Invisible gameplay? (tf2)
Colorfull game map? (Tf2)
A tower of Cubes? (portal)
Multiple Portals? (portal)
Secret spots? ( Tf2 , Portal, Half Life)
Zombie map? ( Half Life )


You name it ...
____________________________________________________
If you leave a decent & plausible comment i will try my best to make it.
And i will upload it next week with your name .

Monday, April 23, 2012

TeamFortress2 Classes


________________________________________________________________________
Team Fortress 2  is an online game which has a variety of 9 classes .


These 9 classes are
Scout
Soldier
Pyro
Demoman
Engineer
Heavy
Medic
Sniper
Spy
________________________________________________________________________
Most know for
Scout – Fast and Double jump
Soldier – Long distance rockets
Pyro – Long-range flamethrower ( & everyone thinks its a girl)
Demoman – Explosives
Engineer – Dispenser& Sentrygun ( lvl1 , lvl 2, lvl 3 )
Heavy – Machinegun and high hp ( 300HP )
Medic – Healing abilty ( +Ubercharge )
Sniper – Long-range kills with Sniperrifle
Spy –Spycrab, Disguise and Backstab ( instant kill )
________________________________________________________________________

Weakness of the Classes ( Based on my experience)

Scout – Low Hp
Soldier – One of the slowest classes in Tf2
Pyro – Low Hp
Demoman – Doesn’t have a close combat secondary weapon like shotgun
Engineer – Sappers
Heavy – Slowest class / Easy backstab or headshot
Medic – Easy to spot due to the healing beam
Sniper – Backstabs
Spy – SpyCheckers (Pyro)


The Scout(The weapon shown in the background is the OLD standard weapon for the scout.)

The Scout is a fast class, His shotgun is powerfull at short range and the pistol is great for picking of enemies from long distance .
The Double jump gives the scout the ability to avoid enemy fire.  



The Scout has:
Primary: Scattergun
Secondary: Pistol
Melee: Baseball bat










The Soldier (Solly)


The Rocketlauncher is great for Rocket jumps and shooting targets on long distance.
Also shoot on the feet of your opponents to do blast damage.



The Soldier has :
Primary: Rocketlauncher
Secondary: Shotgun
Melee: Shovel








The Pyro (sorry i dont have the picture like the above)

The pyro has something no class in the game has, the flamethrower that is not special but its damage is, because it gives him/her the opportunity to set enemies on fire and leave them to die.

The Pyro has :
Primary : Flamethrower
Secondary: Shotgun
Melee : Fire axe
The Demoman (Demo)

The demoman had the Pipebomblauncher and the Stickybombshooter.
both very effective. The Stickybomb give the demoman the opportunity to shoot 8 stickybombs on almost any surface and detonate them whenever needed.

The Demoman has:
Primary: Grenade launcher
Secondary: Pipebomblauncher
Melee: Bottle




The Engineer (Engi)

The engineer is in possession of a Sentrygun that can be placed everywhere in the game.
The sentry can be upgraded to lvl3,(every upgrade hit costs 25 metal , 1 upgrade is 200metal)
The engineer can also build a dispenser which provides teammates of health and ammo.

The Engineer has:
Primary: Shotgun
Secondary: Pistol
Melee : Wrench
PDA Items: Build Tool




The Heavy

The heavy in in possession of a Machinegun with 200bullets.He has the highest Health Power of all classes but is also the slowest
The heavy is a great combination with the Medic

The Heavy has:
Primary: Mini Gun
Secondary: Shotgun
Melee: Fists
















The Medic (Doc)

The medic has a Syringegun and a Medigun , The Syringegun shoots needles. The fun thing about these needles is that needles are use by doctors to cure their patients but our medic uses the needles to kill his enemies, pretty clever don’t you think. The medigun heals teammates and Builds up an Ubercharge .With this Ubercharge you and your healing target become invulnerable for a short time.

The Medic has: 

Primary: Medigun
Secondary: Syringe gun
Melee: Bonesaw




The Sniper

The sniper can shoot people from a long distance. The most effective way is to aim for the head.
The longer you spend zoomed in, the more damage your shot will do.


The Sniper has:
Primary: Sniperrifle
Secondary: submachine gun
Melee: Kukri




The Spy(sorry I don’t have the picture like the above)

The spy has the ability to disguise himself to an enemy, He must observe the area, and behaving of the enemies before he disguises as one of them.
The spy can Instant kill with a backstab.

The Spy has: 
Primary: Revolver
Secondary: Electro Sapper
Melee: Knife
PDA Items: Disguise kit, Invisibility Watch

My Pageview Statistics


Sunday, April 22, 2012

Playing with Color (Blu) with wild_native01

With Wild_native01 Playing with Colors
my name was kinda messed up I used to be ":3" but due to a Space my name was " :3 114"
I made him blu ( Blu = 0+255+255)
I made every building blu
Look at the teleporters :D


I had Placed some Ammo and Health in the room so we can upgrade our sentry quick (even tho the upgrade_sentry_per_hit was set to 200 ,this means 1 hit is instant upgrade)

Some Freaky Gameplay Pictures With TESLA-H-I--4LIFE

This is what I see when i user r_skin 1 ( every player gets a Blu skin , AND this i my own intelligence and it is Also Blu)
( TESLA-H-I--4LIFE is a good friend )

This is what I see when i use r_DispWalkable 1 & r_DispBuildable 1

This is what i see when i use r_colorstaticprops 1
Almost every item gets an other color .

Also an effect of r_DispWalkable 1 & r_DispBuildable 1

Also an effect of r_colorstaticprops 1

an effect of r_DispWalkable 1 & r_DispBuildable 1

Mixed effects of r_colorstaticprops 1 , r_DispWalkable 1 & r_DispBuildable 1

Saturday, April 21, 2012

Common used Mods

You must put these in your TF2-0.CFG
Just bind it to a button
 E.G :
Bind "B" "give item_ammopack_full; give item_healthkit_full"

give item_Heatlhkitt_Full
give item_Ammopack_Full
Noclip
impulse 101
ent_teleport
ent_rotate -45
ent_rotate 45
joinclass <classname>
name <name here>
ent_fire !color < # + # + # >
give tf_weapon_<weapon name here > ;use tf_weapon_<weapon name here>
prop_dynamic_create props_<mapname here> / <prop name here>
E.G
prop_dynamic_create props_mining/support_wall001a  (creates a wooden wall that is commonly used to create platforms )

(More is coming)

Weapons + Discription


               THE SCOUT


Health: 125, 185 with Medigun buff

Weapons:      
       
        Scattergun
        Ammunition: 6 Shells
        Reserve Ammo: 32 Shells

        Pistol
        Magazine Capacity: 12 rounds
        Reserve Ammo: 36 rounds

Melee Weapon:

        Baseball Bat

WHY THE SCOUT IS THE BEST CLASS TO PLAY:
Think of the way you play other shooters.  Do you like to hurl yourself
at objectives with little regard to yourself?  Are you the sort of
player that enjoys strafing and leaping to throw off enemy aim?  The
Scout is the best class for this style of play, hands down.

The thing to keep in mind when playing the Scout class is that your
greatest weapon isn't a gun, it's your speed.  Scouts are CRAZY
fast.  They fly across maps, and the best Scouts never run in a straight
line; they zigzag across maps so that the Heavies, Demoman grenades and
Soldier rockets never hit them.  What more, a Scout is the only
class that can do a double-jump ala Mario; and just like
Nintendo's plucky plumber, the Scout can change direction in mid-air.

Use this to your advantage as a Scout.  Spin around your enemies, speed
into capture zones (Scouts even capture control points twice as fast
as other classes) and most importantly: Never. Stop. Moving.   
A Scout doesn't have the health bar or the raw weapon power to outlast
opponents, but he doesn't need them, because of his ridiculous speed.

Scouts are the ideal flag-runners (although in TF2 we steal
Intelligence briefcases, and not flags.) He's the running back to
his team's offensive line.  Sure, you may not get a touchdown
right away, but no class is better at swooshing past enemy
defenses, nicking the dropped Intelligence, and hopping away before
anyone can react.  If they shoot you again, so what?  You can run
faster than they can relocate their defense, and you've already
reset the Intelligence timer.  The points are practically already
on the board.

Scouts are the perfect decoys, keeping defenses busy while your
offense pushes in.  Besides being natural Intelligence runners
and always appreciated in a cap zone, Scouts can quickly (see the
emphasis here?) move between offensive and defensive fronts to
help where he can.  Every team should have one.

WEAPONS

SCATTERGUN:
Most Scouts fall into one of two archetypes, those who prefer the
Scattergun, and those who prefer their Baseball Bat.  Really, each
playstyle is valid, and boils down to a matter of preference. When you
try out the class, give each a go and see what works best for you.

The Scattergun is an ideal weapon for the Scout.  Similar in output to
the standard Shotgun many classes carry as a secondary weapon, the
Scattergun packs a bit more oomph and a bit wider of a spread.  This is
really the best sort of primary weapon a jumpy, speedy class like the
Scout could ask for, as the spread nature of the weapon means the
Scout doesn't have to slow down and aim in order to take a chunk of
health out of his opponent.  That said, the more comfortable you get
aiming with the Scattergun, you'll find that it can be very, very
powerful, capable of one-shotting weaker enemies like Engineers, Medics
and rival Scouts if you're close enough - and with the speed of the
Scout getting close shouldn't be a problem.

The Scattergun isn't as useful as the other classes' Shotgun at
longer ranges... as useful as a Shotgun can be at range, anyway.  The
Scattergun is amply suited to destroying enemy Dispensers and
Teleporters, but even a Scout isn't fast enough to outrun a Sentry
Gun; leave those for the Demomen, Soldiers and Spies.

And remember, as the Scout loads new shells into his empty Scattergun
(shells which I suspect are filled with nails, as the TFC Scout
carried a Nailgun) you can interrupt the reload to fire off whatever
shells you have currently loaded.  So if you're reloading and
backpedaling and a Demoman launches a few grenades your way, by all
means double-jump away and fire whatever you've got to scare him
off.

PISTOL:
The Pistol that Scouts carry shoots straight, reloads quickly and fires
as fast as you can click the mouse.  It is a reliable secondary weapon
for finishing off a fleeing opponent when your Scattergun is empty,
although many Scouts, due to their speed, prefer their Baseball Bat
in a similar situation.

The Pistol is also useful at longer ranges, where the Scattergun
becomes less effective.  Don't expect to outdo your team Sniper, but if
you need to finish off a fleeing, burning opponent without putting
yourself in harm's way, the Pistol will be a surer bet than your
Scattergun. 

BASEBALL BAT:
The Scout's small Baseball Bat is his melee weapon of choice and primary
weapon of choice for many career Scouts.  The Bat isn't any stronger
or weaker than the other melee weapons in the game; like them all, it
will deal a small chunk of damage in front of an opponent, and more if
you are behind them.

What makes the Bat so deadly is its pairing with the Scout's unrivaled
speed.  See a Heavy wailing away across a bridge?  Zig-zag across,
double-jump over his head, and with a few BONKS! the Heavy won't be a
problem anymore. 

While the Engineer perhaps gets the most use out of his melee weapon,
I'd say the Scout comes close, for some.  Sure, it's dangerous
to take a bat to a gunfight, but it can be fun as hell too.  It's
at least worth trying out, to see if it works for you.


########################################################################


               THE SOLDIER


Health: 200 | 300 with Medigun buff
              

Weapons:      
       
        Rocket Launcher
        Ammunition: 4 Rockets
        Reserve Ammo: 16 Rockets

        Shotgun
        Ammunition: 6 shells
        Reserve Ammo: 32 shells

Melee Weapon:

        Shovel

WHY THE SOLDIER IS THE BEST CLASS TO PLAY:
Soldiers are hostile, versatile, integral classes to the success of any
offensive push.  Demomen may have more explosive power, Heavys more
raw firepower, and Scouts more maneuverability, but a good Soldier can
still do it all, right when his team needs him.

At 200 Health (300 buffed by a Medic), a Soldier is one of the most
resilient classes in the game, second only to the Heavy.  Demomen
may be able to bounce grenades around and lob Sticky Bombs, but there
is no substitute for the all-range, all-purpose devastation that the
Soldier's Rocket Launcher brings to a fight.

Good Soldiers frustrate their enemies constantly by outlasting them
with their combination of high health and offensive power.
Pyros and Scouts who rush up close either catch a rocket to the face
or several rockets exploding on the ground and walls around them.  The
Pyros and Scouts are in pieces; the Soldier is at half health and
reloading; ready to send a barrage of rockets across the map to a
Sniper nest, or pop around a corner, firing with precision at Sentry
Guns.

Though the Soldier runs slower than some, he is still faster than
the Heavy, and in a crude way shares the Scout's airborne mobility:
Firing a rocket at the ground and jumping at the same time propels
the Soldier high into the air and forward... and over walls, over
defenses, and into capture areas.  With practice, a Soldier can get
almost anywhere he needs to be, when he needs to be there. 
Every team should have one.

WEAPONS

ROCKET LAUNCHER:
As a Soldier, you're going to be shooting this a lot, so lets get the
details straight up front: The Rocket Launcher can shoot 4 rockets at a
time, and shoot them fairly quickly.  This may startle those of you
out there who are used to traditional Rocket Launchers in shooters that
are single-shot and take a while to reload (DoD:S, I'm looking at you.)

The next happy surprise is the speed with which the Soldier reloads his
rockets.  If, for example, the first four rockets don't get the job
done, a fifth can be fired pretty quickly. Remember, you can interrupt
the reload process to fire... you don't have to wait for the Soldier to
load four more rockets.

You'll be called to a variety of tasks by your team as a Soldier, all
of which your Rocket Launcher should be able to handle.  Soldiers are
excellent at removing Sentry Guns in the absence of a Demoman or a Spy,
esepcially at longer ranges.  When you fire at stationary targets like
those built by Engineers, be sure to take time to line up your shot -
the goal is to demolish the Sentry quickly so your team can advance.
Don't worry, the Soldier's ample health will keep him alive long enough
to line up a proper shot.

Against moving targets, you'll find that the slow propulsion of the
rockets makes things trickier.  One of the best tips is straight from
Valve (the people you bought the game from.)  Aim at the ground. 
Enemies, especially those rascally Scouts, can easily sidestep rockets
fired from afar - but when you aim for their feet, or a nearby wall,
the splash damage of the explosion will either kill them, or at least
wear them down for a friendly Heavy or Pyro to finish. 

As a Soldier, you aren't a Heavy, but you're the next best meatshield
there is.  Follow your Medics (actually, have them follow you :p), and
when you hear "UberCharge is up! Go buddy Go!" charge forward and
blow up that enemy base.

SHOTGUN:
You'll get more use out of this baby than you might think when you
start out as a Soldier.  Rockets are powerful, but when they miss and
the Pyro is charging you, or the Demoman hailing you with grenades,
the Shotgun will get you out of a jam if you don't trust your up-close
Rocket aim.

Of course, the Shotgun is also a natural clean-up weapon for targets
of your own who are wounded from the explosions, or passing
enemies who've been lit on fire and aren't really worth the rocket.
My advice: get some experience playing the class, and decide for
yourself when the Shotgun best helps you.

SHOVEL:
I like the collapsible Shovel that the Soldier carries, but maybe that's
just my DoD:S experience talking.  As a Soldier I find I will more
often than not finish off an opponent with my Shotgun, but if you can
get behind an enemy and resist the urge to blow them up, by all means
thwack them with this.


########################################################################


               THE PYRO


Health: 175 | 260 with Medigun buff

Weapons:
       
        Flamethrower
        Can be fired for 200 seconds, fully loaded.

        Shotgun
        Ammunition: 6 shells
        Reserve Ammo: 32 shells

Melee Weapon:

        Fire Axe

WHY THE PYRO IS THE BEST CLASS TO PLAY AS:
Who doesn't like running around setting things on fire?  The Pyro is
a class unlike any other, and is easily the most deadly close-range
attacker in the game.

As a Pyro, your goal is simple: set as many people and objects on fire
as you possibly can.  People on fire who are foolish enough to stay in
your jet of flame will die at a quicker rate than those smart enough to
run away - who will still die, either from burning alive while running
around (which is hilarious to watch) or being shot while burning alive,
many times by the Pyro's trusty Shotgun.

But the fire does more than quickly eat away at enemy health bars: it
disorients them, and confuses attacks.  A Pyro crouched around a corner,
or underneath a ramp, or just inside a door is ideal; When the
incoming attackers or defenders are suddenly ablaze, their coordination
breaks down, their vision is blurred by flames on-screen, and their
ranks break in search of a Medic, medkit or pool of water to stop
the burning.

When the enemy defense is occupied with a frontal assault, a backdoor
attack from a Pyro and an UberCharged Medic can create unrivaled
chaos.  Heavys, Soldiers and Demomen love the "I'll set em
up, you knock 'em down" nature of the Pyro. Defensively, Pyros melt
fragile cloaked Spies, Scouts, Medics and Engineers with ease,
keeping the capture point or Intel safe from attack. Every team
should have one.

WEAPONS

FLAMETHROWER:
The Flamethrower is instantly fun, very lethal, and can also be a bit
frusterating if you don't understand the mechanics of it.  With
practice, however (and a handy FAQ to read :p), you'll become more and
more comfortable with it.

With the Flamethrower, the closer an enemy is to the Pyro's jet of
flame, the quicker his health will decrease.  The best thing to do then
is trap your opponent in a corner or narrow hallway, where you will
have an easier time keeping your flame centered on your hapless
opponent.  Obviously, people don't like being lit on fire, and they
will do everything they can to escape your deadly flame, from running,
jumping, and of course, shooting at you. 

The best idea here is to strafe around your opponent in such a way that
forces them towards a wall, while keeping you safe from counter-fire.
True, even if that Soldier or Demoman hits you with an explosive in the
face, you'll probably melt him to death anyway (Opponents will stay on
fire and lose health unless they find a Medic, medkit, pool of water
or Dispenser), but its better to live to burn again.

The biggest hurdle new Pyros tend to encounter when playing is the
range of the weapon.  It is easy to light someone ablaze, see that the
enemy is on fire, and chase them with your trusty Flamethrower spewing,
thinking that, since the enemy is still on fire, he is still
within your Flamethrower range.  One way to know for sure if you're
searing your opponent is to listen for a "sizzling" sound (think
bacon frying in a pan) which you will hear when your Flamethrower is
still on target.

Also, the length of the Flamethrower flame is longer when the Pyro
is standing still, and shorter when he is moving.  Often, if chasing
an opponent refuses to ignite them, stopping for a second (extending
the length of the flame) will work! Bottom line, if you aren't sure,
I'd switch to your Shotgun.

Finally, due to the close-range nature of the weapon (and class), you
should understand that a Pyro does not belong in open areas or at the
end of long corridors alone.  Your Flamethrower can't help you there.
Stick with your team, scratch their back, and they'll scratch yours.

SHOTGUN:
Pyros are tied with the Engineer in my book as the class most reliant
on his Shotgun, although both rely on the weapon for different reasons. 

When I started playing the Pyro class, I didn't really use the Shotgun.
Why? I thought.  I have a Flamethrower... I'm a Pyro, I light people
on fire.  What I didn't realize is how quickly a Shotgun can finish off
a burning opponent. 

The Flamethrower burns people pretty quickly, as you'll see the first
few times *you* get lit on fire.  The tendency for most new Pyros is
to chase people down with their Flamethrower, and opponents will take
advantage of this and just run away, creating a distance disadvantage
for the Pyro.

If you fall into this category, listen to me: pull out your Shotgun
early in the fight, and unload it.  You will be pleasantly surprised
at how quickly the Shotgun will either put them down, or accellerate
your enemy's death-by-burning.  And don't be afraid to hold your ground
as a Pyro.  You may not have the health of a Soldier or Heavy, but
175 health in a fire-proof suit is nothing to sneeze at, especially
with a Medic around. (Fun Fact: Pyros take damage from Flamethrowers,
but do not burn over time.)

The Pyro Shotgun, like all of the Shotguns, reloads quickly, has decent
stopping power, and surprising range.  Use it.

FIRE AXE:
The Fire Axe is a fitting weapon for the Pyro, although many Pyros are
so comfortable at close range with their Flamethrower, they forget to
use it.

I like to take out the Axe against opponents like Heavys and even
Soldiers, who have tons of health (particularly with Medics.)  Heavys
burn for a long, long time, whereas a Minigun can shred a Pyro in
seconds.  If you can get close enough to a Heavy, I think it better to
stow the Flamethrower and Axe him in the back.  See what works for you.


########################################################################


               THE DEMOMAN


Health: 175 | 260 with Medigun buff

Weapons:
       
        Grenade Launcher
        Ammunition: 4 grenades
        Reserve Ammo: 16 grendades
       
        Sticky Bomb Launcher w/ Detonator
        Ammunition: 8 bombs
        Reserve Ammo: 24 bombs

Melee Weapon:

        Bottle

WHY THE DEMOMAN IS THE BEST CLASS TO PLAY:
Hands down the most explosive class in TF2, the Demoman can frustrate
enemy attacks better than any other class, shelling them from afar with
his Grenade Launcher, booby trapping routes and defensive areas with
Sticky Bombs - and never putting himself in the line of fire.

Nothing disrupts enemy advances, and encourages retreat like a steady
hail of grenades, tumbling over cover, around corners, into buildings
and control points; but it's not just infantry that Demomen can assault. 

Engineers learn to loathe a good Demoman, as grenades and Sticky Bombs
are the best (and only) way to indirectly destroy otherwise well
protected Sentries and sheltered Dispensers.  Spies can Sap them,
but they put themselves in harm's way to do so.  A Demoman need never
even see the Sentry, he just waits for the successful explosion.

Sticky bombs do more than defend control points, they allow the Demoman
to create choke points. Seemingly safe waypoints are transformed into
an explosive death trap, forcing the enemy to either retreat or push on
through the ensuing detonation - and into whatever trap the Demoman
sets up next.  Every team should have one.

WeAPONS

GRENADE LAUNCHER:
The Demoman is a unique class to play, as all of his weaponry is
indirect.  He doesn't have anything that shoots bullets or shells -
which changes the way you have to approach certain combat situations.

The best thing to do is play to the Grenade Launcher's strengths.  The
best part about playing a Demoman is that you don't
have to put yourself in the line of fire to rack up kills.  Grenades
work best when bounced off walls, around corners, down hallways, into
rooms an enemy is defending, pretty much anywhere you would expect
the other team to be.

Unless your grenades hit your opponent directly (and if so, watch as
he goes BOOM) they will take a few seconds to explode, at which point
your opponent will usually retreat.  Don't think of this as a
failed attack - keep the pressure up!  Even if you aren't blowing up
your opponents, you'll be forcing them back and back, allowing your
team to advance.  Remember, although you'll fire off 4 grenades pretty
fast, the Demoman can interrupt his reload to fire off an emergency
grenade or two if need be.

The more practice you can get using the Grenade Launcher to ricochet
grenades into enemy bases the better.  As I said above, there's really
noone better suited to dispatching enemy Sentries and Dispensers safely
than a Demoman; as you become more practiced in placing your grenades
where they need to be, you'll find few problems you can't solve with
an explosion or two. 

STICKY BOMB LAUNCHER:
Sticky Bombs are wonderful or terrible, depending on whether they're
friendly or not.  These small, round spikey doodads can make capture
points impossible to take, and choke points impossible to pass, if
a wary Demoman is present.

Sticky Bombs are always the color of the team of the Demoman who shot
them.  So if you're RED, don't run over blue bombs, and if you're BLU,
don't run over red bombs.  By holding down the fire button, the
Demoman can "charge" his shot, propelling each Sticky Bomb as far as he
needs to.. into Sniper nests, at out-of-range Sentries, etc.  And
when these babies explode, they can do massive damage, especially in
clusters.  Only the Demoman can detonate them, but he can do so
whenever he needs to, regardless of what weapon he is holding, by
clicking secondary fire - even if the bombs are in mid-air!

A Demoman can place up to eight Sticky Bombs at a time.  If he shoots a
ninth, the first Bomb that he launched will explode.  There really
isn't a bad place to put these bombs, and true to their namesake, they
will stick to anything, including walls and ceilings.  Putting them
in plain sight on top of control points discourages smart opponents
from advancing, and encourages dumb opponents to set them off. 

But the best thing to do with Sticky Bombs is create your own choke
points, luring your enemies into following you (or as a defense
against enemies who are chasing you.) You can coat the floor with
Bombs in a pinch, but if I have time I like to stick them around the
outer edges of doorframes and support beams, behind crates and along
rooftops - guaranteed to shake up a few hapless opponents, and make
the rest of their team think twice before taking that route.

Sticky Bombs are also wonderful ways to destroy entire Engineer bases.
The idea is to launch as many Stickies into the base around the
Sentries and Dispensers as possible, because unlike grenades, all of
the bombs will explode at once when detonated, giving no time for
repair to the Engineer (who will instead likely be in pieces.)

I think, though, that practicing this sort of Sentry extermination
with your Grenade Launcher is important, in addition to using your
Sticky Bombs.  Why? Because it saves you from having to detonate
your Sticky Bombs, which you may have already set as a defensive
trap, and take longer to shoot and reload than the Grenade
Launcher's grenades.

Granted, there are some jobs that only a Sticky Bomb can handle,
but a good Demoman doesn't rely on his Sticky Bomb Launcher alone;
he uses both of his Launchers together to trap his opponent in an
explosive demise. :)

Oh, and before I forget - a Demoman can use his Sticky Bombs the same
way Soldiers use their Rockets to reach high places.  By detonating
a Sticky Bomb underneath his feet, the Demoman can make a powerful
leap (in the old days it was called a 'pipe bomb jump') to get to
hard-to-reach areas, and set up ambushes from there.

BOTTLE:
Now, at close range, the Demoman doesn't have many options, and short
of a direct shot with a grenade, or quick, mid-air Sticky detonation,
the Bottle is the only other thing a Demoman can turn to. (That
was a pun.)

But hey, the Bottle can get the job done up close, especially if your
enemy has been weakened by grenade/Sticky Bomb explosions.  When it
comes down to the difference between taking potshots with grenades
and wildly swinging an empty whiskey Bottle, I think personal
preference should be the deciding factor.


########################################################################           


               THE HEAVY


Health: 300 | 450 with Medigun buff

Weapons:
       
        Minigun
        Ammunition: 200 rounds
       
        Shotgun
        Ammunition: 6 shells
        Reserve Ammo: 32 shells

Melee Weapon:

        Fists

WHY THE HEAVY IS THE BEST CLASS TO PLAY:
Absolute, unrelenting firepower.  There are many powerful weapons and
lots of creative equipment in TF2, but *nobody* outguns the Heavy.

There is simply no outshooting a Heavy.  If you like to be the guy with
the BFG, the Heavy is for you.  The Heavy is like a mobile upgraded
Sentry, sweeping the Minigun back and forth, mowing down enemy troops,
laughing all the way.  If you need a class to hold the line or capture
point, you need a Heavy.

Offensively, Heavies are like battering rams, punching through enemy
lines with their powerful Minigun, marching towards control points,
clearing the way to the Intelligence.  Will he be shot at?  Sure. 
Will he care?  Likely not.  Rockets and grenades blow up the other
classes with a single hit, but not the Heavy.  Pyros melt down Scouts,
Spies, Medics, Demomen and the like with ease, but not the Heavy.

Why not the Heavy? It's simple, really.  Medics look for Heavys all
the time, because when buffed with the Medigun, Heavies carry a
whopping 450 health.  That's not a typo.  Heavies are always getting
shot at, but with a health pool that big, and a Medigun trained on him,
he's going to outlast any class shooting at him, unless his opponent
outguns him.  And nobody outguns the Heavy.  Every team should
have one.  

WEAPONS

MINIGUN:
This is the reason you play as a Heavy, to get to use this weapon.
Arguably one of the more satisfying weapons in the game to fire, the
Minigun is like a death hose, the ultimate example of quantity over
quality.  With practice, there are few weapons as lethal as a Minigun,
as long as it is used in the right situations.

Heavies aren't very fast to begin with (300 health is a lot to lug
around) and firing the Minigun slows him down even more.  So, there
are things to keep in mind when using this weapon to compensate for
the Heavy's sluggishness.

First, you need to get the barrel of the Minigun spinning before it
will actually start to fire.  If you hold down primary fire, the Heavy
will lower his weapon, there will be a delay as it begins to spin, and
then it will fire. 

A good Heavy, however, will hold down his secondary fire button, to spin
the barrel of the gun ahead of time.  This is useful when rounding
corners, entering enemy buildings, and anticipating attacks, as you
can fire immediately when you see an enemy.  Spinning the Minigun
barrel gives off a kind of whine, which will alert nearby enemies to
your presence; but hey, you aren't a Spy, you aren't trying to hide,
and given his size, the Heavy would have a job hiding anyway.

The second thing to remember when using the Minigun, is that although
your forward, backward and side to side movement is slowed when the gun
is lowered/firing, your aiming speed does not slow down.  This is
very important to remember when dealing with Pyros and Spies who are
going to try to ambush you up close, and also pesky Scouts who will be
running circles around you.  You can pivot as quickly as you can move
your mouse, and short of a backstab, there is nothing as lethal at
close range as the Minigun.

The Minigun is unstoppable at all but long ranges, but even so, it is
unwise to plod into enemy territory alone.  The Heavy is a big target,
and as good as the Minigun is, it works much better with teammates. 
Cover your teammates, and they'll cover you. Finally, as I mentioned
above, Medics are very fond of Heavies, especially as recipients of
UberCharges - but you must communicate your ammo level to any Medics
following you!  Some Medics are twitchy when it comes to their
UberCharge and hit you with it as soon as it's up, but it does your team
no good if the Minigun is empty.  Fully loaded and invicible, there
is little the Minigun can't accomplish.

SHOTGUN:
The Heavy's Shotgun is just like the others used by Engineers, Pyros
and Soldiers, but often doesn't see as much use, and understandably so.

At the ready, a Minigun will be a much more effective tool for Heavies
at killing.  However, an ambushed Heavy who doesn't have his Minigun
ready to fire wastes precious seconds getting it going, and in these
situations I like to rely on my Shotgun, rather than my health bar.  
Alternately, you can use the Shotgun to conserve Minigun
ammo before an UberCharge.

Although the Heavy is slow, the Shotgun doesn't impair his speed,
giving him the most mobility he can get when he needs it most.
With a few quick shots, the Shotgun will hopefully beat ambushers back
long enough for the Heavy to start up his Minigun, if not finish them
off. 

FISTS:
Heavies rely on their knuckles to solve any problems up close.  True,
the noise that the Minigun makes, the Heavy's naturally slow speed, and
his impossible-to-miss size makes sneaking up on anyone about as
likely as a Sniper getting an UberCharge; but overcoming those odds and
delivering a knockout punch is very satisfying.

Just don't get your hopes up :).


########################################################################


               THE ENGINEER


Health: 125 | 185 with Medigun buff

Weapons:
       
        Shotgun
        Ammunition: 6 shells
        Reserve Ammo: 32 shells
       
        Pistol
        Magazine Capacity: 12 rounds
        Reserve Ammo: 200 rounds

Melee Weapon:

        Wrench

Equipment:
       
        Construction PDA
        Detonator

        Metal
        Carrying Capacity: 200 pieces

WHY THE ENGINEER IS THE BEST CLASS TO PLAY:
Do you like to set up impenetrable defenses, enabling victory by
bolstering your teammates, creating moving bases that suffocate enemy
defenses?  The Engineer is the class for you.

There is nothing like a good Engineer.  While on their own they aren't
as powerful or healthy as ther peers, their devices make or break
victory for their team.  Harvesting metal from the weapons of fallen
enemies and destroyed devices, Engineers construct powerful
Sentry Guns to hold off enemy advances, and use the metal they
collect from their fallen enemies to upgrade their Sentry to an
even deadlier model.

But the Engineer isn't limited to building guns. Engineers create
Teleporter entrance and exits, providing their team with quick access
to vital defensive points, or secret access to their opponent's base. 
Engineers also create Dispensers which serve as stationary Medics,
replenishing health and ammo to nearby teammates, and slowly refilling
the Engineer's metal supply.

Good Engineers not only defend their base, they create forward bases as
their team advances, building Teleporters and Dispensers, encouraging
their team to press the attack.  There isn't a friendlier sight in the
world when turning into enemy territory than seeing an Engineer
banging out a Dispenser behind cover. Every team should have one. 

WEAPONS AND EQUIPMENT

SHOTGUN:
The Engineer's Shotgun is the same model that the Soldier, Pyro and
Heavy carry, and is just as reliable.  As a primary weapon, it
certainly doesn't stand up against the others (but hey, you still
out-gun the Spy!).  Your Sentry Gun is really more of a primary
weapon; it's the Shotgun's job to assist and defend the Sentry, and
it'll be working overtime.

When you're out in the open scavenging for metal, or if you have
to defend yourself in the middle of a build, the Shotgun can get
you out of a jam.  The Engineer reloads it quickly, and the Shotgun
has decent range and spread.  Hopefully, if you have to resort to your
Shotgun there will be teammates nearby to assist you.  In fact, I
recommend budding Engineers to always travel with their teammates; they
can keep you safer than your Shotgun can, and buy you time to build
stuff.

PISTOL:
The Engineer's Pistol is just as good as the Scout's Pistol, firing as
fast as you can click, reloading fast, and with surprisng accuracy at
longer range.  The Engineer also packs a whopping 200 extra rounds for
his Pistol.  Maybe it's spillover from the Sentry Gun ammo.

As an Engineer, you'll be building and maintaining Sentry Guns,
Dispensers and Teleporters primarily, so choosing to use your Pistol
over your Shotgun will likely boil down to personal preference and
circumstance.  Naturally, I find the Pistol more suited to targets
who are further away from me.  Just don't expect to out-snipe a Sniper.

WRENCH:
Aha! Now this is probably the most used melee weapon in the game, and
not for any added lethality - as a weapon the Wrench is no more or less
effective than any other.

Engineers, however, use their Wrenches constantly to build, upgrade and
repair their devices.  If, say, an Engineer decides to build a Sentry
Gun, he can hit it with the Wrench repeatedly to speed up the build
process.  In a similar fashion, Engineers bang on damaged or Sapped
devices to restore their health and save them from being destroyed.

But wait, that's not all! Engineers can upgrade their Sentry Guns if
they have enough metal to do so.  By hitting a completed Sentry with
the Wrench, metal is deducted from your inventory towards the total
amount required for the Sentry upgrade (200 metal).  Even if you don't
have enough metal for the full upgrade, you can start to upgrade the
Sentry with the metal you have, then collect more and finish the job.

Also remember that any Engineer can use his Wrench to repair and
upgrade any other Engineer's Sentries, Dispensers and Teleporters.
For my money, one Lvl. 2 Sentry at the start of a map does a better job
repelling Scouts than two Lvl. 1 Sentries.  Work together, and your
base will be impregnable in half the time!

Soooo.. it is not uncommon for an Engineer to be found hovering over
his creations with his Wrench, in a constant state of repair/defense
against enemy Spies - who you may often find disguise themselves as
Engineers and act as though they are busy repairing the Sentries, when
in fact they are sabotaging them.  How to spot the Spy?  A Spy that is
disguised as an Engineer will not be holding a Wrench, but instead a
Shotgun.  If you see a Shotgun-toting Engineer suspiciously near some
damaged Dispensers, sending over a Pyro would be a good idea :).

CONSTRUCTION PDA:
The Engineer's Personal Digital Assistant is where he
builds all of his handy constructions.  Here is a breakdown of what
the Engineer can build, and how much metal it costs.

Lvl. 1 Sentry Gun: 130 metal
-Lvl. 2 Sentry Upgrade: 200 metal
-Lvl. 3 Sentry Upgrade: 200 metal
Dispenser: 100 metal
Teleporter entrance: 130 metal
Teleporter exit: 130 metal

Engineers start with their full capacity of 200 metal, and so can build
anything they want to right off the bat.  After selecting what to build,
the Engineer will take out his toolbox and an image of what you
selected will appear in front of you, so you can pick out where to
place your device; just click primary fire when you're ready, and
don't forget to bang away with the Wrench to speed up the process.

Sentry Guns are the backbone of any defense, and should be a build
priority.  Once you have set up a good base of operations for
yourself and your teammates, you can move on to upgrading the Sentry.
When placing a Sentry, you need not worry about aiming it in a
certain direction; each version of the Sentry Gun rotates and auto-
shoots any enemy in sight.  However, you can right click while
placing the Sentry to rotate the direction it will face by default,
which can be useful in speeding up the auto-target process.

Keep in mind that although the Sentry Gun becomes stronger and shoots
faster with each upgrade, Sentries cannot see through a Spy's cloak
or disguise, and will only fire on the Spy when he reveals himself,
usually by stabbing or shooting someone.  And that someone is often
the Engineer :).  It is very important to be wary of Spies, as an
Engineer without his Sentry is a sitting duck with 125 health and
an ordinary Shotgun.

Depending on your team, the map, and the stage of the game, you can
get all sorts of requests on what to build. I find that initially
Dispensers are great.  Teammates love free ammo and health refills, and
Dispensers can help replenish your metal supply automatically, allowing
you to quickly build more devices to help your team.  In Sudden Death,
Dispensers NEED to be your first priority, because in Sudden Death
Dispensers are the only source of health for your teammates other than
a Medic.

Dispensers can be very helpful to your team if placed correctly, and
one thing to keep an eye out for is how far your team is progressing/
pushing into enemy territory.  As they advance, one of the best things
you can do is build a Dispenser nearby, behind some cover.  If your
offensive classes see that they have a fall back point nearby, they'll
be much more encouraged to sustain the attack.

Teleporters are also a great thing for forward bases, and also for
defense.  You'll need to build both an entrance and an exit for the
gizmo to activate, but when it does, it provides instant
transportation with only a slight recharge delay between Teleporters.
Heavys, Soldiers and Medics can then get where they need to be right
away with a Teleporter, and good Teleporter placement can really
prolong an attack, or bolster a defense. 

The key with Teleporters is communication: talk to your team.
Let them know that you're building Teleporters, where the entrance is,
and where it will take them.

In fact, communication is good across the board with the Engineer.
Rather than randomly placing Dispensers and Sentries, ask your team
where they will help the most, and monitor their effectiveness.  An
informed Engineer is a very serious threat.

DETONATOR:
Engineers can only have one Sentry, Dispenser and Teleport
exit and entrance built at one time.  They can detonate their devices
with their Detonator so they can build another one, as needed as their
team advances, but the Engineer will have to start over with a Lvl. 1
Sentry Gun.

Engineers can salvage the metal from their destroyed buildings, making
it a little easier to relocate and rebuild quickly.


########################################################################


               THE MEDIC


Health: 150 | 225 with Medigun buff

Weapons:
       
        Syringe Gun
        Clip Capacity: 40 syringes
        Reserve Ammo: 150 syringes
       
Equipment:

        Medigun

Melee Weapon:

        Bone Saw

WHY THE MEDIC IS THE BEST CLASS TO PLAY:
Medics enable victory.  Period.  If you want to be the reason your team
succeeds, the reason the Heavy stays alive long enough to hold back
an attack or capture the game-winning flag - play a Medic.

Medics in the right place make their team unkillable, make defenses
unbreakable, and make any control point or Intelligence Briefcase
takeable.  Teams need Medics like Enginners need metal, or Heavys need
bullets.  There's just no way around it.

Good Medics aren't just portable Dispensers.  Medics who bust their ass
every time they hear their teammates cry out not only heal them, but
buff their teammates' health up to 150 percent! What more, Medics are the
only class capable of rendering a teammate invincible.  More often than
not, an UberCharge on the right class at the right time is the only
way to win a control point, a map, or both.

No class is more appreciated when around, or missed when absent, than
the Medic.  When teams reach a stalemate, when it comes down to the
wire, you won't hear "Where's the Pyro?" or "Can we get a Spy up
here?"  When your team needs victory, your team needs a Medic.
Every team should have one.

WEAPONS AND EQUIPMENT

SYRINGE GUN:
Playing as a Medic, you'll more often than not be called on to use your
Medigun to keep your teammates in top shape.  However, this being a
frantic team shooter, you will be called on to defend yourself now and
then.  Fortunately for you, the Syringe Gun is an excellent weapon to
use in these sorts of situations.

The Syringe Gun shoots hypodermic needles at full auto. At 40 needles
per clip, and good stopping power, Medics can hold their own when they
have to - just remember that Medics really shouldn't have to.

When shooting the Syringe Gun, you'll notice that the Syringes arc
downward as they shoot (damn gravity) and as such you'll need to
compensate when you're aiming it at range.  The best idea for needling
down your opponents is to get as close as you safely can to your
opponent; the goal is to land lots of needles on your opponent as fast
as you can, because as a Medic you're generally outgunned and weaker.

Fortunately, as a Medic (particularly a Medic who has read this guide)
you'll be tagging along with bigger, stronger classes with bigger,
stronger guns.  In the case where you'll have to use your Syringe Gun,
you should have a buddy nearby to help you.  No matter who you're
with, keep moving and don't stop shooting till they keel over.

MEDIGUN:
Now this is the great part about playing a Medic - who'd have ever
thought that keeping teammates healthy would be easy and fun?

The Medigun in operation is kinda like the Proton Pack from
Ghostbusters (my favorite movie, if you haven't seen it stop reading
and go rent it... I'll wait for you.)  It shoots a rubbery beam of
healing energy at whatever teammate you've targeted, recharging
their health, and boosting it by up to 150 percent of its normal
total - but only for as long as you keep your Medigun trained on them.
Note: the Medic cannot heal himself with his own Medigun - he needs
another Medic to heal him, or else find a Dispenser or medkit.

The most important thing about the Medigun, however, is the UberCharge
I've been mentioning throughout the guide.  Your UberCharge gauge
starts empty, and as you heal your teammates, that gauge will
start to fill.  Even if a teammate is already at full health, using
your Medigun on him will still fill your UberCharge gauge; however,
(and this is important) healing wounded teammates fills the gauge
faster.  You want to fill the gauge quickly.  Keep your ears
pricked, and as soon as you hear "Medic!" help your teammate, and
you'll also help yourself.  Savvy Soldiers and Demomen often
wound themselves with rocket and Sticky Bomb jumps, with the
express purpose of helping a Medic charge up quickly.

When the gauge is full, training your Medigun beam on a teammate
and hitting secondary fire activates the UberCharge, making you and
your selected teammate invicible for precious few seconds - seconds
that win maps time and time again.  You'll know that your UberCharge
is working when you see your teammate take on a red or blue glow,
depending on what team you are on.  Your UberCharge will ONLY LAST
if you keep your beam trained on your buddy... if you break the
stream, you lose the invincibility.

Which brings us to our final Medigun question: who to hit with
an UberCharge?

I'm not really concerned about what class you pick.  Depending on what
obstacle you're looking to overcome, a Heavy, Soldier, Pyro or even
a talented Demoman can work.  I just don't want you to waste it. 

You don't need to fire off the UberCharge as soon as the
gauge fills, and you shouldn't just use it to save your own hide.
Evaluate your team's situation and communicate with your team to set
up a group attack built around the UberCharge.  And don't "lock
in" on one class.  True, the Medic+Heavy and Medic+Soldier pairings
are popular, but don't glue yourself to a Heavy at the expense of the
rest of your team - spread the healing love around.

And remember, I said that the Medigun beam was rubbery and flexible,
so the Medic can hide behind a wall or other cover safely while the
recipient of his healing beam does the dirty work.  Stay alive out
there! Your team is counting on it.

BONE SAW:
When the Syringe Gun runs out and that Pyro or Scout that ambushed you
is hot on your heels, this cool-looking weapon will be what keeps you
alive. 

In fact, the more comfortable you become with close-quarters combat,
you might just stop firing your Syringe Gun early, as most opponents
aren't going to expect a Medic to perform a bayonet charge of sorts.

This thing'll carve your enemies up as well as any other melee weapon,
but again, you hopefully won't have to resort to it.


########################################################################


               THE SNIPER


Health: 125 | 185 with Medigun buff

Weapons:
       
        Sniper's Rifle
        Single Shot, Bolt-Action
        Reserve Ammo: 25 rounds

        Machine Pistol
        Magazine Capacity: 25 rounds
        Reserve Ammo: 75 rounds       

Melee Weapon:

        Machete

WHY THE SNIPER IS THE BEST CLASS TO PLAY:
The only class capable of a sustained, deadly long range attack. We all
know what Snipers do, and in TF2 the Sniper is no different - but he is
truly alone: no other class can strike from a distance with precision
or lethality like the Sniper can.

A lucky direct shot with a grenade or rocket will blow you up, sure,
but rockets are slow and even grenades can be easy to dodge.  A Heavy's
Minigun is a terrible thing at close range, but over distance becomes
more of a crapshoot.  The Sniper's Rifle, however, is constantly,
reliably lethal at any range - in the right hands, and in the
right spot, a Sniper's Rifle is the deadliest weapon in the game, hands
down.

The Sniper's Rifle is the only weapon that offers an aim zoom, and also
"charges" the Sniper's shot - vastly increasing its strength, making
the Sniper not only wildly efficient at cutting down enemy troops, but
just as deadly at removing Engineer constructions - all in one shot.
Every team should have one.

WEAPONS

SNIPER'S RIFLE:
The hallmark of the Sniper class, without which he'd just be a guy in
a funny hat.  The Sniper's Rifle in TF2, in my opinion, is one of the
best Sniper Rifles of any shooter I've played, and with practice, can
be extremely deadly.

Often, when players try out the Sniper class, there is an adjustment
period, where the players get used to aiming with the zoomed-in
sights (secondary fire brings up the scope) and targeting the most
vital areas. I find that adjusting to the frantic, zig-
zagging pace of the game is the biggest thing for any budding Sniper
to get used to before he or she gets comfortable playing the class.
Like so many other games, you want to aim for the head for the
insta-kill in TF2.

As you practice with the Sniper (I like to think of Sniping as a
practice, like law or medicine) observe these two things.  Firstly,
when you are zoomed-in, and ONLY then, your Rifle will "charge,"
increasing the lethality of your next shot.  It takes a second or
two to fully charge, but it's worth waiting for.  The only way
you're going to down a beefy Heavy in one is with a fully-charged
shot to the head.  Even missing a headshot and hitting the guy's
chest instead could end up in a kill if the shot is charged.

Secondly, when you zoom in, and as your charge builds, a little
laser dot will appear at the center of your scope, helping you aim.
What you need to be aware of, is that your enemies can see the
little laser dot too.  I promise you, you might bag a few beginners,
but competant players won't leave cover if they see a little red
or blue dot dancing around on the wall. 

The good news is you can hide this - veteran Snipers will aim so that
the laser dot is on the outer edge of a wall, or nearby
obstacle where your enemy can't and won't see the laser as it travels
up their body and settles on their forehead.

Other than those tips, the best thing you can do with the Sniper's
Rifle is find a good position to shoot it from.  Nobody can really
contest with the Sniper at long range, so you should stay at long
range, and find positions that threaten a wide area - just don't
overload yourself; the more areas you try to cover, the more chances
an enemy Sniper has to get the jump on you.

When I pick up the Sniper's Rifle, I like to let the enemy do the
work for me. As a Sniper you can count on your targets moving
laterally to try to avoid you; but rather than chase them around,
keep your sights at their head level, and squeeze the trigger as
their movement carries them across your laser dot.  In other words,
you can try to put the laser dot on their head, or you can just wait
for them bring their head to your laser dot, and then its BOOM
HEADSHOT time. :p

MACHINE PISTOL:
This is hands-down my favorite ever Sniper class sidearm of all of
the shooters I've ever played.  You just don't usually think
'automatic weapon' when you think of a Sniper, but that's what the
Machine Pistol is, and I think you'll like it as much as I do.

As a Sniper, you'll always be the victim of opponents who manage to
sneak into your base, especially Spies.  But if you're wary (and I
do encourage you to step back from your scope and check out your
perch every now and then) you can mow down a potential backstabber
without breaking a sweat.

This gun shoots fast, shoots straight, and carries just enough
rounds per magazine to take down your ambusher.  I recommend
that the Sniper use this weapon as he advances with his team, or
changes positions; I think it gives the Sniper a better survival
rate on the move, and when your team needs you to move to shoot
a Heavy or enemy Sniper, survival is important.

MACHETE:
I won't lie to you Snipers, you're going to be getting backstabbed a
lot, because it's so easy to sneak up behind you when you're looking
down your Rifle's scope. 

That said, turning the tables on the Spy who thought he had the jump
on you, and hacking him apart either straight away or after riddling
him with your Machine Pistol, feels *wonderful*.  Boast loudly whenever
this happens.


########################################################################


               THE SPY


Health: 125 | 185 with Medigun buff

Weapons:
       
        Revolver
        Ammunition: 6 rounds
        Reserve Ammo: 24 rounds
       
        Electro Sapper

Melee Weapon:

        Butterfly Knife

Equipment:

        Invisibility Cloak
        Cigarette Case

WHY THE SPY IS THE BEST CLASS TO PLAY:
I've repeated this phrase a lot over the course of this FAQ, so bear
with me, but there is really, absolutely, no class like the Spy.  Not
just in TF2, but in any shooter I've played. 

The Spy is all espionage.  If you want to be a master of subterfuge,
the Spy is your guy.  Big guns and flashy explosives are for Rambo. 
The Spy is James Bond.  Under disguise or his trusty Invisibility Cloak,
a Spy can go anywhere, safe even from enemy Sentry Guns.  And
speaking of Sentries, the Spy is the only class capable of directly
disabling them using his Electro Sapper - making him an invaluable,
if unseen, asset to any attack.

As a Spy, you aren't playing to outgun your opponent, you're playing to
outsmart them.  Using the right disguise in the right place, a Spy can
accomplish any number of dirty deeds for his team, and what team
wouldn't appreciate that?

Only one guy can disguise himself as a Soldier to get into an enemy base,
switch disguise to a Heavy to trick the enemy Medics into healing him,
sneak under an Invisibility Cloak to the Intelligence room, sabotage
all of the Engineer's defenses and shoot his way back out to safety:
the Spy.  Every team should have one.

WEAPONS AND EQUIPMENT

REVOLVER:
As the Spy, feel special: you are the least powerful class in the game,
when it comes to raw firepower.  The Medic has more health and
firepower than you.

What that means is that although the Revolver is a potent weapon, its
limited ammunition and semi-auto operation forces the Spy to use
his other tools to get in and out of hostile territory, rather than
force.

That said, don't be so absorbed as a Spy with Sapping, backstabbing
and staying hidden that you don't use your Revolver when you need
to.  The Revolver is a strong weapon - the slugs it fires are much
stronger than those that the Scout's and Engineer's Pistol fires.
You just need to be careful with your aim - make every shot count.
The limited ammo is the reason I list the Revolver as weaker than
the Medic's Syringe gun.  Shot for shot, the Revolver's stopping
power is better.

When your cover gets blown as you're trying sneak up on a Sniper, or
a Pyro catches you moving toward your Engineer's Sentries, drawing
your Revolver can save the situation.  Better to uncloak,
displose of a threat, and recloak then stay invisible and burn to
death.

ELECTRO SAPPER:
This tool is really something special, and something that makes
Engineers cringe.  The Electro Sapper disables Sentry Guns, Dispensers
and Teleporters instantly.  You'll know when you've successfully
Sapped a Sentry Gun or Dispenser when you see electricity fritzing
all around it.  Left like this, the Sapped construct will eventually
be destroyed - and it can only be saved by an Engineer's Wrench.

What really makes the Sapper groovy is that it doesn't break a
Spy's disguise.  As I'll talk about later, using your other
weapons will cause a Spy to lose whatever disguise he is wearing, but
Sapping buildings won't cause the Spy to lose cover.

It is no great deduction, therefore, that a good Spy needs to be using
his Sapper as much as he safely can - and by 'safely' I mean to the
extent that he doesn't get caught at it.  Sapping a Sentry is as easy
as walking right up next to it and clicking fire, but you can't be
obvious about it, and you'll need to be coordinating your disguises
and actions in a way that allows you to stay alive, so you can keep
the enemy's defenses out of commission for good.

A control point without working Sentries is like a Heavy without his
Minigun: easy to attack.  Sabotaging these defenses is one of the
biggest roles a Spy can play for his team.  Sap safely, and Sap often.

BUTTERFLY KNIFE:
A Spy's Butterfly Knife gets quite a lot of use, given the ease with
which Spies can maneuver behind enemy targets using disguises and
his Invisibility Cloak.  And the Knife is the only melee weapon that
kills instantly when behind an enemy.

Keep in mind that stabbing someone with the Knife while in a disguise,
just like shooting someone while in a disguise, causes the Spy to lose
his disguise.  Which means that if you stab an Engineer around a
bunch of Sentry Guns, the second you get the kill the Sentries will
see you as an enemy Spy and shoot your face off.

Stab safely.  For example, if you sneak up on a rooftop and find a
Medic, Heavy and Sniper in front of you, work from back to front so
that none of them see you, and then redisguise or cloak and get away.

I see a lot of beginner Spies try to sneak up on someone, botch their
cover, and try to stab their way out of the situation.  I don't
recommend this course of action, but maybe you are better suited to
melee combat than I.  I reach for my Revolver when things get dicey,
and I'm going to suggest you do the same thing, at least until you
get in some practice with the Knife.

INVISIBILITY CLOAK:
Everytime I use this, I feel awesome... its just so cool, watching
the Spy activate his wristwatch, and suddenly be invisible, walking by
hapless enemies and Sentries without drawing as much as a second
glance.

You don't actually have to select this tool from your inventory like
you would select a weapon.  No matter what the Spy is holding, tapping
secondary fire (tap, do not hold the button down) will render the
Spy completely invisible, giving him an easy way into or out of an
enemy area.  Tap the button again to reappear.

Sadly, you can't stay invisible forever.  A small bar at the bottom
of your screen will show you how much time is left on your Invisibility
Cloak, and when it's empty, the Spy will become visible.  The idea then,
is not to waste your Cloak, but only use it when you have to.  It is
much better to have some juice left in your Invisibility Cloak after
a few key backstabs or Saps, to buy you time to get away or take on a
new disguise.  Don't worry, the Invisibility Cloak's gauge will slowly
replenish itself, but not as fast as the rate which you'll burn through
it.

There are a few things to consider; you can't attack anyone or Sap
anything while you're Cloaked.  You CAN, however, prepare yourself
for whatever action you need to do - readying your Butterfly Knife or
Sapper, or donning a new disguise so that when you reappear you
can quickly execute whatever plan you've cooked up.

Also, you need to be aware of your surroundings when you cloak and
uncloak.  You have to be crafty when playing a Spy, and nothing will
gives you away quite like an enemy seeing a supposedly friendly Scout
or Heavy suddenly appear out of thin air, or disappear before their
eyes.  This is a good way to get Pyros to light you on fire, and when
you're burning, invisibility won't hide the flames dancing around you.

Cloak and uncloak when it is safe to do so, and as a general rule,
never deplete your Cloak gauge.. you never know when you might need
to make a quick getaway, or change a disguise on the fly, and your
Invisibility Cloak can provide you with the time you need to do so.

CIGARETTE CASE:
The Cigarette Case is what the Spy uses to don different disguises;
accessing it pulls up a menu that allows the Spy to choose which
enemy class he would like to disguise himself as, and after a quick
puff of smoke, he will.  You'll know when the disguise has taken
effect when you see a silhouette of the Spy appear on screen. Similarly,
you'll see the same graphic when you lose your disguise.

The right disguise and the right actions determine how successful a
Spy will be.  As a Spy you have to think about a few things.  First,
it doesn't help you to pick the same disguise and run the same
route into the enemy base again and again - the other team is going
to catch on to you. 

Secondly, when you pick your disguise, you're going to have to put a
little salesmanship into it.  A Spy who picks a random disguise,
sneaks up to an enemy, backstabs him and then gets killed isn't nearly
as effective as a Spy who keeps changing disguises, Sapping sentries,
and killing when the opportunity presents itself.

The only way you'll get that kind of success with a Spy is if you
act as the class you disguise as.  Snipers belong in Sniper
nests, or at a distance from the main conflict.  Engineers belong
near Sentries and Dispensers, and Heavys should be up close to
the action.  Running around conspicuously, trying to get behind
random enemies is just going to get a Spy shot.

I am no master Spy...(Spying is also a practice like medicine
or law :p) but I know some things that can help you.  You really
shouldn't be seen entering an enemy base... it looks suspicious,
even when disguised.  Cloaking can help you here, or at least
running backwards, which looks more like a retreat.  Also,
when disguised, don't run with a group of your own teammates. 
How does it look to a BLU Sniper to see a bunch of REDs chasing
a BLU Soldier, but not shooting at him?  It looks like a Spy.

Shooting or stabbing an enemy while disguised makes you lose your
disguise, which means you'll need to have your Invisibility Cloak
ready if there are other enemies or Sentries nearby.  A Spy
ALWAYS has to be aware of where Sentries are located, because as
soon as he loses his disguise or invisibility, Sentries will
shoot at him.  Just because you didn't see the Sentry when you
were sneaking by disguised doesn't mean it won't fill you full
of holes when you start killing.  Sapping, however, does NOT break
your disguise.

Above all else, try to have fun with the class (If you
really think you're hot shit, try to get an enemy Medic to
UberCharge you.) There's a lot to take in when playing a Spy, but
nothing that you can't handle while still having fun.