Pyro Sherk Feb 20 @ 9:44pm
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:

SCOUT:

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.

SOLDIER:

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.

PYRO:

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.

DEMOMAN:

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.

HEAVY:

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.

ENGINEER:

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.

SNIPER:

Bazaar Bargain, Jarate/DangerShield, Shahanshah
OR
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 Sherk; Feb 20 @ 9:55pm
Showing 1-15 of 16 comments
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[FP] TheClamFace (Banned) Feb 20 @ 9:46pm 
You said SMG for sniper.
You don't use the SMG in serious play.
You don't.
Never equip that cursed crap again.
Last edited by [FP] TheClamFace; Feb 20 @ 9:47pm
Pyro Sherk Feb 20 @ 9:48pm 
Originally posted by TheClamFace:
You said SMG for sniper.
You don't use the SMG in serious play.
You don't.
Never equip that cursed crap again.

Thank you for the feedback. What other secondaries would you recommend?
[FP] TheClamFace (Banned) Feb 20 @ 9:51pm 
Originally posted by Pyro Sherk:
Originally posted by TheClamFace:
You said SMG for sniper.
You don't use the SMG in serious play.
You don't.
Never equip that cursed crap again.

Thank you for the feedback. What other secondaries would you recommend?
Jarate, danger shield, or the cleaners carbine ONLY IF you use bushwacka with it.
Pyro Sherk Feb 20 @ 9:53pm 
Originally posted by TheClamFace:
Originally posted by Pyro Sherk:

Thank you for the feedback. What other secondaries would you recommend?
Jarate, danger shield, or the cleaners carbine ONLY IF you use bushwacka with it.

Thank you! I'll switch around my sniper loadout.
Shadow Feb 20 @ 9:54pm 
stock
[FP] TheClamFace (Banned) Feb 20 @ 10:04pm 
Also, a few tips.
The engineers pistol is not really worth it, because you have a shotgun and sentry. Short circuit or wrangler are much better.
Make multiple load outs with the A B C D buttons so you can quickly switch to the situation.
You shouldn't use escape plan and gunboats together, because you don't need 2 ways to escape. One or the other.
I don't really understand why you would use Kritzkreig on defense, because the quick fix, vaccinator and normal medigun are much better at keeping your friends alive defending the point.
Doc Dips (BACK) Feb 20 @ 10:05pm 
Soldier- Use stock, much more versatile.
Pyro- Use regular shotgun, the 2 extra shots are ♥♥♥ savers. The minicrits actually dont make a huge difference
Demo- Use sticky bomb launcher, much much more versatile, scots resistance is only good for waiting for nubs to walk into the stickies.
Heavy- Use stock, you'll find major improvement.
Engie- Mostly engie loadouts are preference (since all engies have the same goal of teles sentries and dispensers not a different wep playstyle) If you feel thats best for you, go ahead.
Medic- Do use overdose, blutsauger is good for combat medics, the health regen is HUGE. It helps you sustain your position with team to help heal. Whip out the overdose when you need to run.
Sniper- I never play this class...
Spy- Thats a good loadout, high survivalbility.
[FP] TheClamFace (Banned) Feb 20 @ 10:07pm 
Originally posted by Dr. Cheesy Dips N Chips:
Soldier- Use stock, much more versatile.
Pyro- Use regular shotgun, the 2 extra shots are ♥♥♥ savers. The minicrits actually dont make a huge difference
Demo- Use sticky bomb launcher, much much more versatile, scots resistance is only good for waiting for nubs to walk into the stickies.
Heavy- Use stock, you'll find major improvement.
Engie- Mostly engie loadouts are preference (since all engies have the same goal of teles sentries and dispensers not a different wep playstyle) If you feel thats best for you, go ahead.
Medic- Do use overdose, blutsauger is good for combat medics, the health regen is HUGE. It helps you sustain your position with team to help heal. Whip out the overdose when you need to run.
Sniper- I never play this class...
Spy- Thats a good loadout, high survivalbility.
I disagree with everything you said except engi and demo.
He has pretty good load outs, he just needs to make more like I said to fit the situation.
Pyro Sherk Feb 20 @ 10:09pm 
Originally posted by TheClamFace:
Also, a few tips.
The engineers pistol is not really worth it, because you have a shotgun and sentry. Short circuit or wrangler are much better.
Make multiple load outs with the A B C D buttons so you can quickly switch to the situation.
You shouldn't use escape plan and gunboats together, because you don't need 2 ways to escape. One or the other.
I don't really understand why you would use Kritzkreig on defense, because the quick fix, vaccinator and normal medigun are much better at keeping your friends alive defending the point.

Do you think an Equalizer would be a good melee replacement? Sometimes I use that one as well, I have most of the soldier melee weapons so I can try and experiment with some others. I have multiple loadouts it's just these are the main ones I use. I do not actually own a Quick Fix but I have been trying to get one, so I will definitely be experimenting with it when I can get my hands on one.
Last edited by Pyro Sherk; Feb 20 @ 10:11pm
Pyro Sherk Feb 20 @ 10:11pm 
Originally posted by Dr. Cheesy Dips N Chips:
Soldier- Use stock, much more versatile.
Pyro- Use regular shotgun, the 2 extra shots are ♥♥♥ savers. The minicrits actually dont make a huge difference
Demo- Use sticky bomb launcher, much much more versatile, scots resistance is only good for waiting for nubs to walk into the stickies.
Heavy- Use stock, you'll find major improvement.
Engie- Mostly engie loadouts are preference (since all engies have the same goal of teles sentries and dispensers not a different wep playstyle) If you feel thats best for you, go ahead.
Medic- Do use overdose, blutsauger is good for combat medics, the health regen is HUGE. It helps you sustain your position with team to help heal. Whip out the overdose when you need to run.
Sniper- I never play this class...
Spy- Thats a good loadout, high survivalbility.

I'll try switching out my Blut for an Overdose for a little. This is pretty valuable feedback for me because Medic is my favorite and most played class and I am trying to get the best loadouts possible.
[FP] TheClamFace (Banned) Feb 20 @ 10:14pm 
Originally posted by Pyro Sherk:
Originally posted by TheClamFace:
Also, a few tips.
The engineers pistol is not really worth it, because you have a shotgun and sentry. Short circuit or wrangler are much better.
Make multiple load outs with the A B C D buttons so you can quickly switch to the situation.
You shouldn't use escape plan and gunboats together, because you don't need 2 ways to escape. One or the other.
I don't really understand why you would use Kritzkreig on defense, because the quick fix, vaccinator and normal medigun are much better at keeping your friends alive defending the point.

Do you think an Equalizer would be a good melee replacement? Sometimes I use that one as well, I have most of the soldier melee weapons so I can try and experiment with some others. I have multiple loadouts it's just these are the main ones I use. I do not actually own a Quick Fix but I have been trying to get one, so I will definitely be experimenting with it when I can get my hands on one.
You should probably use disciniplinary action or market gardener. The equalizers max damage per swing is not worth it when you, the slow soldier, can only deal good damage at stupidly low health hopelessly charging at the enemy.
Pyro Sherk Feb 20 @ 10:18pm 
Originally posted by TheClamFace:
Originally posted by Pyro Sherk:

Do you think an Equalizer would be a good melee replacement? Sometimes I use that one as well, I have most of the soldier melee weapons so I can try and experiment with some others. I have multiple loadouts it's just these are the main ones I use. I do not actually own a Quick Fix but I have been trying to get one, so I will definitely be experimenting with it when I can get my hands on one.
You should probably use disciniplinary action or market gardener. The equalizers max damage per swing is not worth it when you, the slow soldier, can only deal good damage at stupidly low health hopelessly charging at the enemy.

I do not own a D. Action atm but I see your point about the Equalizer. I'll try to fit my Market Gardener into my main loadout, the reason it isn't there right now is that I am not very good at the air crits except against derpy snipers and heavies.
Jingle Pyro Feb 20 @ 10:24pm 
Originally posted by Pyro Sherk:
PYRO:

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
While you have what is considered by many to be the most competitive and serious pyro loadout, I'd recommend switching it up for public play.

I roll with the Stock Flamethrower, Flare gun, and back scratcher. Here's my reasoning:
  • Stock flamethrower: A very well-rounded flamethrower, you get something that's decent across the board: Average damage, average switch time, average airblast cost (same as the degreaser). This means you have something that can be used in a wider variety of situations, instead of something like the degreaser which is only useful for axtinguishing.
  • Flare gun: What any good pyro loadout should utilize. While not particularly deadly, in tandem with the flamethrower it will allow you to finish off any low HP class almost instantly, and is especially useful against scouts, as they tend to run out of your flamethrower range. When not used for the One-two combo, it can be useful for detering enemies at a distance: Not enough to kill, but to force them to run from the battle and find a medpack. Switch out for shotgun when fighting particularly troublesome pyro's.
  • Back Scratcher: Incredibly useful in pubs. While you receive less healing from dispencers and medics, in public matches those aren't reliable enough to keep you alive. Medkits are though, and with the backscratcher, you get signifigantly more HP from medpacks, allowing you to stay alive longer in enemy territory, or when retreating from an ambush. The extra damage is helpful too, and while it's not quite the axtinguisher's crit, it can be used on other pyro's and those who aren't on fire.

Hope that gave you a bit of insight into the loadout of a humble pub pyro.
Last edited by Jingle Pyro; Feb 20 @ 10:25pm
Pyro Sherk Feb 20 @ 10:27pm 
Originally posted by {λ³} Jingle Pyro:
Originally posted by Pyro Sherk:
PYRO:

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
While you have what is considered my many to be the most competitive and serious pyro loadout, I'd recommend switching it up for public play.

I roll with the Stock Flamethrower, Flare gun, and back scratcher. Here's my reasoning:
  • Stock flamethrower: A very well-rounded flamethrower, you get something that's decent across the board: Average damage, average switch time, average airblast cost (same as the degreaser). This means you have something that can be used in a wider variety of situations, instead of something like the degreaser which is only useful for axtinguishing.
  • Flare gun: What any good pyro loadout should utilize. While not particularly deadly, in tandem with the flamethrower it will allow you to finish off any low HP class almost instantly, and is especially useful against scouts, as they tend to run out of your flamethrower range. When not used for the One-two combo, it can be useful for detering enemies at a distance: Not enough to kill, but to force them to run from the battle and find a medpack. Switch out for shotgun when fighting particularly troublesome pyro's.
  • Back Scratcher: Incredibly useful in pubs. While you receive less healing from dispencers and medics, in public matches those aren't reliable enough to keep you alive. Medkits are though, and with the backscratcher, you get signifigantly more HP from medpacks, allowing you to stay alive longer in enemy territory, or when retreating from an ambush. The extra damage is helpful too, and while it's not quite the axtinguisher's crit, it can be used on other pyro's and those who aren't on fire.

Hope that gave you a bit of insight into the loadout of a humble pub pyro. :D:

I will definitely try to throw the Flare Gun into my loadout because I have seen the amazing ♥♥♥♥ Pyros can do with it if they're accurate. The ignite/flare crit is a pretty effective finisher! I will try out the backscratcher in my games more because medics in pubs never help out pyros anyway (at least in my experience, maybe its my name?). I have a strange backscratcher I'm itching to try out. (I use it on Degroot Keep but thats about it atm)
Jingle Pyro Feb 20 @ 10:32pm 
Originally posted by Pyro Sherk:
I will definitely try to throw the Flare Gun into my loadout because I have seen the amazing ♥♥♥♥ Pyros can do with it if they're accurate. The ignite/flare crit is a pretty effective finisher! I will try out the backscratcher in my games more because medics in pubs never help out pyros anyway (at least in my experience, maybe its my name?). I have a strange backscratcher I'm itching to try out. (I use it on Degroot Keep but thats about it atm)
Flaregun is really something you need to practice with to be effective with. Not many pick it up and are able to use it to it's full potential immediately.

If you want, try out the Manmelter first. I consider it to be "pyro's first flaregun". It's easier to aim, and you can get crits simply by using it to extinguish burning teammates. Once you get good with it, graduate onto the real flaregun, or any variant you feel like. They all have their ups and downs, but the regular flaregun is my personal favorite.
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Date Posted: Feb 20 @ 9:44pm
Posts: 16