Team Fortress 2

Team Fortress 2

On A+
A+ is not that important. But, some people like it. Some people love it. Some people are obsessed with it to the point of being raging idiots.

That being said, here's some simple rules to follow if you enjoy extra cash and happen to enjoy being a good teammate:


RULES OF MAKING YOUR SCOUT/SPY'S LIFE EASIER:
1. When your team is being routed and you currently have an A+, just fall back and regroup. It will keep your killzone cleaner. Killing bots at the very front while your entire team is respawning is asking to lose money. Rottenberg is a prime example of this.
2. If you kill something in a weird place and can't grab the money, tell your Scout/Spy where it is. They are not psychic, and you're wasting their time and weakening your entire team by making them look all over for it.
3. Medics, over-heal your scouts. If the scout is dead near you and you can spare 2 seconds, revive them!
4. A+ is a team effort. If you really want it, HELP PICK UP MONEY.


RULES OF HELPING WITH MONEY:
1. If you kill a robot away from the scout, PICK UP THE CASH
2. If your Scout/Spy/Money-person is dead, PICK UP THE CASH
3. Leave giant piles of easy-to-grab cash for the scout. He needs the overheal.
4. Pick up the little cash piles for the scout unless they're somewhere obvious and convenient. The more you make your scout/spy hustle all over the map over chump change, the less milking/marking and dead giants you get.
5. The closer you get to the end of the wave, the more you should help with money to maintain the A+. In the last 20% of a wave, everyone should be watching the cash situation very closely as not to waste the Scout's efforts.
6. If you have a money Spy, grab all the cash you can. One of the reasons Spy can be so difficult to play is because teammates are braindead about cash.
7. Once the wave ends, don't just run straight back to the upgrade shop if there's still money missing. Help look for it!


So there you go. A few simple things to keep in mind that will help immensely, because I see way too many tour 10+ players making all these mistakes, then turning around and wanting to kick a hard-working scout over $20.
Zuletzt bearbeitet von Statisfaction; 17. Jan. 2014 um 12:06
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Beiträge 115 von 16
I got kicked on the 3rd wave of two cities while getting two A+ because I wanted to kick the second demo of the team. We already failed wave 3 twice I said I'm not trying again til we get the team right. The second demo kept asking what's wrong. I guess common sense is not that common.
Zuletzt bearbeitet von Homi-Xide; 17. Jan. 2014 um 6:58
<20 credits missed might not seem like much, but you do actually miss that bonus.
Ursprünglich geschrieben von {λ³}NORTH KOREA IS BEST KOREA:
<20 credits missed might not seem like much, but you do actually miss that bonus.

Of course it's nice to be swimming in credits so you can experiment with your build and max out silly weapons, but if you find your team can't succeed without the bonus (to the point where people fail, rage and votekick), there's a far more fundamental problem with your team that more money most likely cannot solve.
Ursprünglich geschrieben von Statisfaction:
Ursprünglich geschrieben von {λ³}NORTH KOREA IS BEST KOREA:
<20 credits missed might not seem like much, but you do actually miss that bonus.

Of course it's nice to be swimming in credits so you can experiment with your build and max out silly weapons, but if you find your team can't succeed without the bonus (to the point where people fail, rage and votekick), there's a far more fundamental problem with your team that more money most likely cannot solve.

True aswell.
Great tips. People not following A-1 and B-3 are the reason why I don't like playing scout so much (especially in early waves).

B-2 is a bit extreme, because in the case of a scout, he can usually come back fast enough, if the cash is fresh. But the rule would lose it's simplicity, if reworded more precisely.
Bear 17. Jan. 2014 um 8:14 
Ursprünglich geschrieben von Gnurfos:
Great tips. People not following A-1 and B-3 are the reason why I don't like playing scout so much (especially in early waves).

B-2 is a bit extreme, because in the case of a scout, he can usually come back fast enough, if the cash is fresh. But the rule would lose it's simplicity, if reworded more precisely.
The issue being that, even if we got there fast enough, it's often more difficult to get back into a good position with stable overheal, since Scouts lose their overheal when they die. It's much less stressful to just have all of the cash when we get there, and to get on with marking/milking and get the next subwave worth of cash.
Ursprünglich geschrieben von Litwick:
The issue being that, even if we got there fast enough, it's often more difficult to get back into a good position with stable overheal, since Scouts lose their overheal when they die. It's much less stressful to just have all of the cash when we get there, and to get on with marking/milking and get the next subwave worth of cash.

"It depends". That's where the rule can't really be simple :) The scout might have died 3 seconds before already, and a rich giant just died at the feet of the sentry gun, or another perfectly safe position. One could imagine having, at the same time, some difficult to grab cash behind other enemies, for which the overheal would help a lot.
Zuletzt bearbeitet von Gnurfos; 17. Jan. 2014 um 8:51
Add a new one:
-Medics, Revive your scout when possible.

I've encountered MANY medics that doesn't revive the scout even when there are no robots. Gotta keep the bean up the Heavy's pants.

Ans some would say "Hey, Scout can respawn instantly", but is more faster to revive at the front lines than waiting for those 5 seconds to respawn, then have to walk to the front again.
Alias 17. Jan. 2014 um 11:43 
Important to note for many, A cash file of $500 gives the same health as $5 (or only a little diffirence, the scout doesnt get a huge boost from large cash piles). Thats a reason why the tank drops multiple cash piles instead of one aswel, it helps scouts more. Its safer to just take the 500 so the scout doesnt need to take a detour. The medic already can heal him faster and better in the meantime.
Many thanks for making this. Could've been a guide. But really: I hate it so much as a scout when people are just like 'i jsut killd dat random rawbat 2cms awy from meh, les igore teh csah, skunts jub'. Or when 1 guy is fighting at the front while all the others are at the bomb pit on Rottenburg.

Getting A+ is a real team effort. If you see some random money lying around, tell your scout or pick it up yourself. Also never blame the scout (and especially the spy) if he has multiple tours (dont want to discriminate but you know what I mean) but misses out on some money. Then someone else was just simply being ignorant of that random 50$ hiding in a corner behind the big enemy push.

Ursprünglich geschrieben von NombreGenerico89:
Add a new one:
-Medics, Revive your scout when possible.

True, although scouts shouldn't really be expecting to get revived. But yeah, if there's a lot of random cash everywhere but no robots, then the medic should just revive the guy who actually gave him the ability to revive that fast.
Ursprünglich geschrieben von NombreGenerico89:
Add a new one:
-Medics, Revive your scout when possible.

I've encountered MANY medics that doesn't revive the scout even when there are no robots. Gotta keep the bean up the Heavy's pants.

Ans some would say "Hey, Scout can respawn instantly", but is more faster to revive at the front lines than waiting for those 5 seconds to respawn, then have to walk to the front again.

A good point, added.

Fun tip for Medics out there - your revival rate is boosted when you pop your Uber (Kritz, whatever), so if your scout (or anyone, really) goes down while you're ubering, just flash their corpse and they'll be back in no time at all.
People need to learn to help the scout look for the last piles of money when a wave ends, too many times I've had to look all over the map for that last $5 (that was dropped by some engineer or something) while the team just walks away to go upgrade.
Ursprünglich geschrieben von Yats:
Many thanks for making this. Could've been a guide.

Not a bad idea, since threads will just get lost. I'll let the community toss in some more input too before I haphazardly turn it into a guide.

Ursprünglich geschrieben von Fredrikorex:
People need to learn to help the scout look for the last piles of money when a wave ends, too many times I've had to look all over the map for that last $5 (that was dropped by some engineer or something) while the team just walks away to go upgrade.

Ah, how could I forget such a fundamental tip. Added to OP
Zuletzt bearbeitet von Statisfaction; 17. Jan. 2014 um 12:07
Actually people are so stupid & oblivious that they will say it's just 5, 10, 15, 20 big deal? That just infuriates me as a scout. They don't realize that we didn't get the 600 bonus every round for the whole team. That cash adds up to the overall level of the team. Staying one step ahead of the bots. I have a bunch of 5-10 tour guys that actually mocked me & said no biggie when if they just paid attention to their offsite killing we would have had the 100 bonus for each player in that wave.
Ursprünglich geschrieben von Alias |UKCS| MvM?:
Important to note for many, A cash file of $500 gives the same health as $5 (or only a little diffirence, the scout doesnt get a huge boost from large cash piles). Thats a reason why the tank drops multiple cash piles instead of one aswel, it helps scouts more. Its safer to just take the 500 so the scout doesnt need to take a detour. The medic already can heal him faster and better in the meantime.
Unfortunately I think this is wrong. Larger pile gives bigger health than a smaller pile. Can someone else verify?
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Geschrieben am: 17. Jan. 2014 um 6:30
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