Help Improving my Current Loadouts
Just wanted to know how my loadouts are and what I could do to improve the item choices in each one, so here's each loadout:
Stock Scattergun, Mad Milk, Holy Mackerel/Atomizer
I enjoy the large clip and high close range damage of the stock scattergun, the mad milk gives durability to a squishy class like the scout and helps me regain lost health when I kite back from pyros or heavies. Holy Mackerel is a reskin of the stock bat but much more enjoyable to use, and the Atomizer can be useful for those rare situations when you ever need a triple jump to save you or get up to a difficult area.
Direct Hit, Gunboats, Escape Plan
I use the Direct Hit for high damage output and because soldier is my most played class and I have gotten pretty consistent at hitting the rockets directly or in the small splash area. I use the gunboats so I can do many rocket jumps without hurting too much, and the Escape Plan so I can escape sticky situations where the normal slow speed soldier would not make it out.
Degreaser, Reserve Shooter, Postal Pummeler
I just love how well these weapons combo together. The really quick switch speed between the Degreaser and Shooter in addition to the low airblast costs from the degreaser allow for really good airblast-shotgun minicrit quick combos. The Postal Pummeler is a great finisher on high health enemies who I can't just kill with flamethrower or shotgun spam. I am trying to get good with the flare gun so I can put that into my loadout but I don't think I am accurate enough with it yet to use it effectively.
Defensive: Stock Launcher, Scottish Resistance, Nessie's Nine Iron
Offensive: Loch n Load, Sticky Launcher, Nessie's Nine Iron
I love the high damage output of the Loch n Load but it is a more risky launcher to use in my opinion so on defense I use the stock. The ability to detonate large clumps of stickies seperately with the ScotRes is great for defense, and the Stock Sticky Launcher is a pretty self explanatory offensive choice. I use Nessie's Nine Iron for both because it is a long range melee weapon that can turn you into a terrifying force when it gets its first few stacks.
Defensive: Brass Beast, Sandvich, Gloves of Running Urgently
Offensive: Stock, Sandvich, Gloves of Running Urgently
My least played class in TF2 so it is likely my loadouts are not very strong. I use the Brass Beast for defense because you can essentially just stand next to a dispenser and be a sentry tank. The stock is great for offense because it has high damage but still allows you to move slightly (The B.B. movement reduction is so vast I barely feel like I am walking). Sandvich is just great all around for helping your medic or keeping yourself alive, and the G.U.R. are great for quickly getting in and out of combat.
Widowmaker, Stock Pistol, Jag
Not having to reload is huge, and the Widowmaker is just a blessing for the Engineer in my opinion. If you're hitting your shots you can get huge amounts of metal back (you can miss 2 shots and hit one full close range meet shot and make up for all 3), and when you have a full engi area set up you can resupply with your dispensers quickly. Stock Pistol has a huge clip and is very good for situations when I run out of metal for my Widowmaker. Jag allows for highly increased setup time for my buildings to maximize efficiency and help my team out more.
MEDIC (My best class):
Defensive: Crusader's Crossbow, Kritzkrieg, Ubersaw
Offensive: Blutsauger, Stock Medigun, Ubersaw (Thoughts on the Overdose, is it a good replacement to the Blutsauger/Crossbow)
The Crusaders crossbow is great for helping out long range targets and I have fairly decent accuracy with it so I can make it pretty effective in most situations. The Kritzkrieg is great for quickly clearing out huge hordes of enemies which you usually encounter on Defense (Defending points, PL carts, etc.). Stock Medigun for offense is great so that a simple headshot, backstab, or stickies/rockets can pick off you or your partner. I see the Ubersaw as a straight upgrade because you can chain ubers together and the firing speed is not a very big downfall for the medic in my opinion as you won't be using your melee often, and usually not constantly melee fighting someone.
Bazaar Bargain, Jarate/DangerShield, Shahanshah
Hunstman, Jarate, Bushwacka
The Jarate, Bushwhacka, Huntsman are good offensive weapons for me as Sniper. I'm fairly accurate with the Huntsman and if I am having trouble in close range quarters a Jarate+Bushwhacka shot will instakill most classes. I use the Bazaar Bargain because in situations where there are many vulnerable targets open to headshots, I can easily pick them off to increase my charge rate and efficiency. SMG is good for close quarters and the Shahanshah helps me fight other classes who are giving me trouble.
SPY (My worst class):
L'Etranger, Stock Sapper, Spycicle, Dead Ringer
I like the extra cloak time the L'Etranger gives you on the D.R. and the possibility of a quick cloak recharge on it if you can land your pistol shots. I use the Spycicle and Dead Ringer for the extra chances they will give me if I get caught in a bad situation.
Any comments to help me improve my loadouts would be greatly appreciated. I know that at least one of them will have problems and I am trying as hard as I can to get good at some classes aside from Medic, Demo, and Scout. Leave feedback in the discussion section below, thanks!
Last edited by Pyro
Feb 20 @ 9:55pm