-=(ESO)=- Endernik Feb 9 @ 6:59pm
Which Classes default loadout is the strongest.
Read above.
Showing 1-15 of 17 comments
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[FP] Inco | New Keycaps Feb 9 @ 7:02pm 
Demoman
Solaire of Astora Feb 9 @ 7:03pm 
Spy
λ.w.t1998 Feb 9 @ 7:04pm 
Every class that isn't Pyro
dunno Feb 9 @ 7:04pm 
Demo easily. Stock scout is pretty close along with sniper.
PenguinOfPwnage Feb 9 @ 7:09pm 
All are good in their own respect.
Spy, Scout, and Pyro are strong at close range.
Heavy, Soldier, Engineer, and Demo are strong at mid range.
Sniper is pretty much the best class at long range.
-=(ESO)=- Endernik Feb 9 @ 7:10pm 
depends how good one is at the class.
Sentient_Toaster Feb 9 @ 7:12pm 
Demoman, soldier, medic, spy. They're perfectly fine all-stock. Swapping out items will still provide some utility, but they're usually not automatic decisions and stock is quite viable.

Heavy, Sniper, Pyro, Engineer; not so much. Heavy loses a lot if he doesn't have the Sandvich *and* the GRU; Sniper loses a lot if he's not using Jarate (or, more rarely, the Razorback); Pyro is nearly harmless outside of point-blank if he doesn't use a flare gun; Engineer drastically lowers potential if using a stock wrench without a wrangler.

Scout doesn't lose as much the second group, but can see some significant use of Bonk! notably.
Last edited by Sentient_Toaster; Feb 9 @ 7:12pm
oO Ben|The|Don Oo Feb 10 @ 1:39am 
Originally posted by Sentient_Toaster:
Demoman, soldier, medic, spy. They're perfectly fine all-stock. Swapping out items will still provide some utility, but they're usually not automatic decisions and stock is quite viable.

Heavy, Sniper, Pyro, Engineer; not so much. Heavy loses a lot if he doesn't have the Sandvich *and* the GRU; Sniper loses a lot if he's not using Jarate (or, more rarely, the Razorback); Pyro is nearly harmless outside of point-blank if he doesn't use a flare gun; Engineer drastically lowers potential if using a stock wrench without a wrangler.

Scout doesn't lose as much the second group, but can see some significant use of Bonk! notably.
I disagree with the engineer nd heavy, I personally think the engie's stock is fine so long as you are tactical and dont plonk your buildings anywhere (which is quite common in most f2p engies)
As with the heavy I think he would be fine without the GRU and the shotgun is pretty useful as a reserve if his minigun runs out of ammo (which is particularly common in most noobs)

Ham Wizard Feb 10 @ 1:53am 
a tie between demoman, engineer and spy
Vinyl-Bread Feb 10 @ 2:02am 
Scout, undoubtably.

The Scattergun is the bare basic of close-quarters ball-busting. It also works quite nicely. Some may say the BFB out-scatterguns it, but the clip reduction can, and will leave you dead before you can reload.

Pistol is good for hunting down your runnng victims. Or just closing the distance between you and a sniper, to upset his aim. Anyway, good for catching people off-guard who are a little too far to shotgun down.

Bat provides NO downsides. Not intended to be used, but good for humiliation. That's what most of the bat reskins do, with the whole fish and arm thing, along with ham and pan.

If you happen to be a new player, you should steer clear of any scout unlocks until you master the defaults.
Sentient_Toaster Feb 10 @ 2:07am 
Originally posted by Quacker| sk8er |Juggernaut 0.o:
I disagree with the engineer nd heavy, I personally think the engie's stock is fine so long as you are tactical and dont plonk your buildings anywhere (which is quite common in most f2p engies)
As with the heavy I think he would be fine without the GRU and the shotgun is pretty useful as a reserve if his minigun runs out of ammo (which is particularly common in most noobs)

It's not a question of "is it useful", but "how much does one lose vs. alternatives".

Wrangler gives
- ability to avoid autotargeting issues (like Bonk scouts, uber'd medics in front of their demo, etc) while letting you autotarget much of the time
- double fire rate
- manual rocket control, which is handy if you're up against a pyro who'll take a rocket salvo and fling at at your team's medic
- 2/3rds damage reduction when active, which is even better than tripling your sentry's health because lower damage => less metal cost for repair
- the ability to use your sentry to rocket-jump to places that are impossible to reach w/o an explosive jump (or another RJ'ing engineer having set up a teleporter)

and he just gives up the pistol for that, which usually isn't a massive contributor to DPS and is much weaker than a wrangled sentry for that purpose.


As for Heavy... GRU covers up one weakness almost completely -- his slow move speed making it harder to be where he needs to be in order to be useful -- and the Sandvich can save a teammate, or himself. A decent heavy should rarely run out of ammo, since dropped weapons restore 50% ammo, and he gets 4 bullets per ammo point each of which does 50% more damage than a shotgun pellet. Minigun spin-up isn't slow enough that a shotgun is mandatory, either.
Lee Everett Feb 10 @ 3:51am 
Originally posted by λ.w.t1998:
Every class that isn't Pyro
Nitori Kawashiro Feb 10 @ 12:53pm 
Scout is good since you never use melee anyway, scattergun is pretty good but the pistol is eh... Always liked Bonk or Crit a Cola myself.

I mostly play Vanilla demoman, save for a signpost instead of bottle. But it's reskin anyway.

Soldier stock is pretty good too, although the whip is a pure upgrade.

Heavy Stock is great too because stock minigun is best minigun

Engineer is good too. .... Pretty much anything that isn't pyro now that I think about it...
Ham Wizard Feb 11 @ 2:42am 
Originally posted by Murasa Minamitsu:

Heavy Stock is great too because stock minigun is best minigun
Shotgun>sandvich?
Mr. Conga (Banned) Feb 11 @ 2:49am 
Spy or demoman.
A skilled spy can kill anyone in seconds while a default demoman can kill lots of people in one blow.
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Date Posted: Feb 9 @ 6:59pm
Posts: 17