Team Fortress 2

Team Fortress 2

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The Mann Co. Guide for TF2 PT 1 - Getting Started
By Sir Charls H. Wildwind
A series that will help you understand the Basics of the game. Learn things that can help you last longer in battle.

In this Guide you will learn what the game is, game modes, how to play the modes, and how to start playing the game.
   
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Intro
Hello and thank you for looking up how to do things in Team Fortress 2.

This guide series will help get you started on your way to playing the game. Keep in mind this is only to help you grasps the basics and give you the tools you need to last a few seconds longer against the Pros.

As a player myself I dreamed of starting a game Tut video series to help all players new and experienced find new or learn some ways to play the game to where they can enjoy it.

In this guide you will learn what the game is, what game modes there are, how to complete them, and how to set yourself up to play a game.

Before we get started, the game has a tutorial mode to allow you to get your feet wet with hands on practice on the side. If that’s to your liking take a look there to learn about the Game faster with minimal time. Bear in mind though that the Tut will only cover core aspects of the game as this series will touch on more detail works of the game function.
What is Team Fortess 2 (TF2)
Created by Valve, company owner of Steam, TF2 is a First Person Shooter based around 9 classes split into 3 categories. With many different game modes this game is hectic and riddles with bullet holes and fallen limbs of the players.

The game is free to play and many have been playing this game for a long time to the point where they create teams to take the dedication farther.

You play as one of the mercenary classes in completing objectives ranging from Capturing Key Points to Capturing Flags to Delivering Bombs from point A to B.
Types of Game Modes
Speaking of Objectives, almost all servers have them. These are called Game Modes. There are multiple objectives to doing certain Modes.

Here is a quick list of the Game modes:
- Control Point
- Captor the Flag
- Territorial control
- Payload
- Payload Race
- King of the Hill
- Arena
- Medieval Mode
- Saxon Hale
- Mann v. Machine
- Trading
*the game updates and there are times new game modes that are added*
Game Mode Overview
Each Mode has a specific objective(s) to complete. Here is a quick overview of all the listed modes and there objective.

- Control Point: All Control Point (CP) modes have one thing in common; Capturing Key locations. The Teams (Red and BLU) are to capture/Defend the points. There are two kinds of CP maps.
The common is Attack and Defend were the two teams are split. One team must hold the points till time runs out from the other. If the other team captures a point, time is added and they must continue down the line. This mode can be split to three stages or more or as one stage. Once a point is taken, it cannot be taken back.
The other is a kind of Tug of War style. Both teams are given two points to hold and another in the center. Both teams must capture the points down the line to win the game. Unlike the last, points can be retaken, but when you reach the last point of an enemy’s set, you cannot skip two but must take the adjacent point.
If players stand on the point with no time left, the game goes to overtime till whatever influence is left to go away or till the point is taken. With overtime, get to the point no matter what. Every little helps.
- Capture the Flag: Depending on your perspective, this is a classic mode with a TF2 Twist. Each team has a sort of "Fort" with a briefcase of Intelligence acting as the Flag. Both teams must capture the other teams Intel while keeping their Intel safe from enemy hands. Most games go to the old "first to 3' rule, but varies from Server to Server.
There is another mode for CTP called Special Delivery. With a case of Australium on one end of the map and a loading platform on the other, both teams must carry the Case to the loading platform while stopping the other team from getting in the way.
When the Flag is dropped on both kinds of CTFs, a timer is started till the team on the opposite side picks it up or till the respective team can hold it till the timer runs out. Once it does the flag is returned to the starting point.

- Territorial Control: not the most played mode, but it acts like CP. Teams are to play on different areas of the map with three or more points, there it acts like the Tug of War style. After that area has a winner, that area is deemed captured by that team and then moves to another area of interests and the set moves on from there till all neutral areas are decided and it turns to a warring combat of territory.

- Payload: Like CP, Payload splits the team into attack/defend standards. One team holds the Payload and they must move the "Cart" to the end of the level or Track. The game acts like CP with (a) Stage(s). When the PL reaches the end of a stage the game ends and the next one is loaded. There are checkpoints along the track that the cart must reach for extra time. That means the defending team must hold the cart back till time runs out. The team that moves the cart must stand near the cart in order to move it along. Once the cart reaches the end of the track, it explodes killing all nearby. Its best to stay near till it falls off even if you don’t get that After Round Kill.

- Payload Race: Like Payload 'Classic' the goal is to get the Payload to the end of the track. However both teams can push their own cart. It's called Payload Race for a reason, as both teams must stop the other team from pushing their cart while pushing their own. First one to the end wins.

- King of the Hill: One point, one rule; Take and hold. Teams must fight over a single point till their clock runs out. For example, if Red Team has the point, there clock runs down. When Blu takes it back, Red clock stops and Blu goes. Once one clock runs out, that team wins. The game can still go even if one team has the clock on 0:00. If that respective team takes the CP back, they win. Overtime still applies.

- Arena: This mode brings a Team Deathmatch style to TF2. The team’s main goal is to wipe out the other team before their team is. There are no Respawns, once your dead you must wait till the next round to spawn. When a team is defeated, the winning team is given a point and the game starts again.

- Medieval Mode: Like CP but with swords and nothing else. This mode takes away any weapon from the player that’s not a bow or melee. All Close quarters are able to be used. Some Classes can use weapons that can use range fire like Crossbow.



[Screen by Sir Wildwind: Playing as Sniper with "The Huntsman" Bow in Medieval Mode.]

- Saxon Hale: Its one against all in this Team Deathmatch. Players take turn depending on participation playing as the "Boss" of the match while all others fight him. To take consideration of the uneven numbers. The boss is juiced up for battle, given a melee (and sometimes a Gun) weapon and tons of health, the boss can go crazy killing players left and right. To combat this for the class team, some weapons are given perks like Auto Crit. If Hale/boss kills all others, he wins. If the players work together to kill Hale/boss they win. Servers can have different Hales like The Joker, Miku, or even altered versions of the classes. Each Hale has a special Stun that allows the Boss to get past Sentry’s and close on Players. This game demands some cooperation and cunning to win on either team. At the start of new map, teams are placed like Arena as to warm up and await players joining or downloading the new map.

- Mann v. Machine: This is the Co-op Mode of TF2. Players play RED team and forge a defense against wave after wave of bots. Different class bots take a bomb toward a bomb door to drop it in. The Players job is you stop it with a team of 6. There is a set number per wave and a gap of time for players to rearm and reedy for the next fight. Since the players are outnumbered, they can buy upgrades from cash dropped by Bots. Ranging from Upgrading Rate of Fire, Reload Speed, to resistance to damage likes Fire or Bullet. Players are given a canteen that can give players power ups like Crits or full ammo.
- Trading: The game of TF2 revolves around Items. All Classes have different weapons other than the ones they start with. They can trade items they find when they die to other players. Many players trade expensive items and request lots in return. Alternatively you can buy them with currency via the Mann Co. store or on the Steam Trading floor giving you want to use your money that way. Other than that, look for items while playing the game. There are small chances you will find a weapon/gear for you to use.
Starting a Game [Off/On]
There are a few ways to play the game; Online and Offline. Offline allows you to play against Bots at different levels and on three modes (Payload, Capture Point, King of the hill) and on set maps. Online sets you up against players from around the world and requires an internet connection. This is the best way to play the game and make friends in battle. There are many servers with many modes to play in. Some Servers have mods that change how the game is played so keep that in mind.

To start an Offline game:
Go to Practice -> Practice -> then select your mode and map. Set bot settings and start.

For Online game:
Select either Multiplayer, MvM, or Servers.
Multiplayer: then select your game mode and hit play.
MvM: Then invite friends with the invite button or via Steam and then select find server. Wait till server is found then enjoy.
Server: for more precise game locating. Select your filters (empty/populated server or ping level) then find a server that suits you by clicking it then join server or double clicking. Allow server loading and enter game.



[Screen by Sir Wildwind] Main Menu of TF2 on a normal basis.]
Foreword
If you have any questions ask someone in the game or consult your practice. Don’t be afraid to play offline as it will let you find a grove you’re ok with.

The next part of the Guide will look into the following
- Meet the Team (name and roll)
- Rolls and their part
- Combat basics

Thank you for reading the Guide. Good luck and fair fighting.
-SWW
1 Comments
Sir Charls H. Wildwind  [author] Feb 24, 2013 @ 8:09pm 
If there is anything that is unclear, please leave a comment. I will update till its perfect for PT 2. Thank you!