Dreams-Visions
Member
Hmm...sounds like you need to rack up some kills just for reassurance purposes. I'd suggest that you go with a Heavy or Pyro.Obsessed said:I'm starting to get discouraged. It seems no matter what class I play I can barely ever manage to get kills. Not sure if it is because the average GAFer has more TF2/FPS experience than I do, or if I am doing something wrong.
I mean I can shoot 4 rockets at a medic and the splash damage doesn't finish him off.... yet it seems two rockets will always finish me off.
I'm starting to think direct combat isn't really my thing. Maybe it would be better to put my time into Engineer.
Heavy: If you go with a heavy, make sure that the doctor is focused on healing you. If there is no doctor on your team or if the doc is helping someone else, be tentative when walking into a door/opening. Always walk into new doorway with your minigun spinning (hold mouse button 2) and gather as much information as possible with every sliver of the room you begin to see. Look far away first to make sure there are no snipers (who are always quick to take advantage of the slowness of the Heavy when firing...and if there is a sniper let go of the mouse button and get back under cover fast), then medium, then close range. You should be able to win most medium and all close encounters unless you're struggling to keep the targeting circle on the opponent. That will come with time.
Pyro: Going Pyro is going to mean you getting familiar with maps and understanding how you can use them to your advantage. Since the Pyro is an up-close class, running down long corridors is NOT going to work for you...but hiding around corners and on the hidden side of doorways will. I assume you've played your fair share of Call of Duty and Halo, right? I assume you have a shotgun load-out in those games? Same principles apply. If you're playing a shotty type of game, you rely on taking people by surprise and rushing them down. Dropping down from above. Coming up from behind them unexpectedly and blasting them in the back. You will do all the same things with the Pyro. Some things to be aware of, though:
1. When you're running forward and blasting the flame thrower, it doesn't have as long a reach as it does if you're standing still or backpedaling. Make decisions on when and where to engage accordingly.
2. Unlike a shotty load-out in CoD, the flamethrower doesn't get instant kills. You have to keep the flames on them and burn them for a few seconds. If you just want to light them on fire, you can hit them when any length of burst. They will slowly lose energy until the fire goes out or they die.
3. Always shoot a burst of fire at everyone who looks like a teammate as they go by. If they're set on fire, they were actually a spy! Kill them. ^.^
That said, with the Pyro, you're going to get kills so long as you play smart and begin to understand the maps.
Generally speaking, the more time you play, the more familiar you'll get with each map (like in any FPS). And the more familiar you get, the better your strategies will become. It can take several hours to understand the peculiarities and particulars of each class...and then several hours on each map to understand how the classes best work on said map. But that's part of the reason why even several years later, the TF2 community is as alive as it ever has been. It's truly a team game and everyone has an important role to play in their own way; a role that takes a long time to understand and perfect. You'll see. Just stick with it.
Oh, and lay off the Engie/Spy/Scout for awhile. I think those are the hardest classes to get good at/rack up kills at. Soldier is kinda difficult because of the flight time of each rocket.
(sorry this was so long. I just felt your pain [all of us were there in the beginning to some degree] and didn't want you to give up)
edited in disclaimer: these are really just my ideas. I think all of the classes are incredibly diverse in terms of strategy and learning curve. I just think that these 2 classes (along with the Medic) provide a slightly lower entry point.