Team Fortress 2

Team Fortress 2

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The Bare-bones Basics of TF2
By Some Random Dude
Since I've got about 3k+ hours put into TF2 I think it's high time I make an actual guide for this game, so here it is, an absolute basic guide for Team Fortress 2, if you're new to the game, this is the guide for you! If you're a veteran player wondering what I'm talking about, welcome! I hope my guide can be of some use to you, without further ado let's get into it!
   
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Introduction
In this guide I will be going over each class and describing their intended functions and how best to use them, and their best counters, that being said most of you reading this will be fresh new players so for the sake of staying on the same page I will be using stock loadouts for all the classes in my screenshots. If you want a guide on Non-stock weapons and items I've got one here you can read but if you're new I'd recommend reading through this one before moving on to the plethora of items in this game. https://steamcommunity.com/sharedfiles/filedetails/?id=2080025559
Now for a basic rundown of all the classes, each and every class has 3 loadout slots, a primary, a secondary, and a melee.
your primary weapon will usually be your main damage dealer, while your secondary and melee are better used as backup weapons if you're out of ammo on your primary or retreating. Each class also belongs to a subset as outlined in the class selection menu, offensive classes are usually best used while attacking, defensive classes are usually best used while defending, and support classes can be helpful no matter what the situation is and tend to have the most powerful game-changing abilities. However keep in mind that while these categories are good for getting a general sense of what each class is capable of, they aren't hard and fast rules that you have to follow all of the time, Heavy for example is a monster on attack for payload maps thanks to the cart's heals and constant ammo resupply. Anyway with that brief overview out of the way let's get into each of the classes.
The Scout
Scout is a class in the offensive category, he has 125 health which is the lowest amount of health with stock weapons in the game, the only other classes with similar health pools being almost the entire support category and the Engineer. Scout makes up for this by being able to capture objectives twice as fast as other classes and also being the fastest class while equipped with the stock loadout. His loadout consists of a Scattergun,

a Pistol,

and a Baseball Bat.

Scout also has the unique ability to double-jump making him the 2nd most mobile class in the game. Despite these advantages scout's scattergun is not very effective at range, in this screenshot shooting from spawn I'm only able to do about 19 damage per shot,

however if I'm much closer, about a foot away from the target I'm able to output over 100 damage per shot.

This damage falloff goes for pretty much every weapon in the game but it is key to playing scout, you do the most damage when you're incredibly close to a target, however due to his low health he's essentially a very fast glass cannon. As such you'll want to get as close as possible without being seen or being shot at and stick to 1v1 fights wherever you can since you tend to die very quickly if more than 1 person is involved, and if you can get behind the enemy spawn you could potentially drag people away from the front where they're supposed to be fighting. All of these qualities make Scout an excellent harassment unit but don't plan on going toe-to-toe with more than one person. Since Scout is so fast the best way to counter him is good aim and pretty much any hitscan weapon like the shotgun or minigun, pyro's flamethrower is also a good option since you can force the enemy scout outside of his effective range, or if you can catch him indoors with a rocket launcher he'll have a pretty tough time dodging your splash damage, and if all else fails, keeping the rest of your team close is also a good strategy.
The Soldier
Soldier is a class in the offensive category, he has 200 health, average movement speed, and a pretty powerful loadout, which consists of a Rocket Launcher,

a Shotgun,

and a Trench Shovel.

Soldier's rocket launcher as you might've guessed, fires rockets which are classified in game as projectiles. These rockets fly in a straight line and upon hitting a target or another surface, explode doing damage in a splash radius around the point of impact and if you're inside said radius, you will damage yourself. Scoring a direct hit on an enemy will usually net you 100 damage per shot however rockets are also subject to damage falloff so don't try and go sniping with it. Rockets also have the effect of knockback upon hitting a target directly or in the splash radius which also includes yourself, it is here that the concept of 'Rocket Jumping' is born, say you want to get up onto a particularly high ledge like this one and don't want to use the stairs.

All you have to do is get close to the ledge, and look down.

Once you're in this position it's a simple matter of pressing space and left-click in quick succession like thi-

Well in actuality, instead of instantly blowing yourself up, if you have the health to spare you'll go flying upwards and you should be able to guide yourself onto the ledge while in mid-air.

While this may not seem like a huge advantage, players who are experts at soldier can rocket jump across entire maps in seconds, it's this concept that makes soldier the most mobile class in the game. Once you know how rocket jumping works it's very tempting to rocket jump into the middle of the entire enemy team and to just go ham, and while this can sometimes work, you're better off jumping to a ledge and raining rockets down from on high, it may not be as fun but you'll survive more often than not and it's easier to land shots when you can more easily predict where an enemy will go, that being said once you've emptied the launcher's 4 rounds your next best option is to switch to your shotgun and leap into the fray, the shotgun works better at close range and you won't be in danger of hitting yourself with splash damage. While soldier is a heavy hitting class he's most vulnerable while in the air, while you do have a little mid-air control in TF2 once you're in the air you can't really do much in the way of dodging, so like with Scout, pretty much any hitscan weapon can stop Soldier from reaching his intended destination but heavy's minigun is the most effective at it. Also do whatever you can to prevent him from getting the height advantage, if he already has it get up there with him and force him to switch to his shotgun before he can unload the rest of his rockets, or if you're playing Pyro, airblast his rockets away, speaking of which...
The Pyro
Pyro is a class in the offensive class category, he/she has 175 health, average movement speed that's a little faster than soldier, and the unique passive immunity to afterburn. His/her loadout consists of a Flamethrower,

a Shotgun,

and a Fire Axe.

The flamethrower in particular has 2 fire buttons, left click and right click, holding left click does the normal flamethrower thing of spewing fire,

the fire does what you'd expect, upon hitting a target they will ignite taking direct damage from you holding the flame on them as well as afterburn, which is damage done over time after the target has been ignited and is no longer being hit by the flamethrower, meanwhile pressing right click does an airblast.

The airblast doesn't do any damage but it will knock any opponent backwards, it also has the unique effect of pushing projectiles and enemies in the direction of the airblast, this applies to rockets, grenades, pretty much anything the game defines as a projectile can be affected by your airblast, it also has the secondary effect where if a teammate is on fire and you airblast your teammate, it will put the fire out preventing your teammate from taking more damage and giving you a little health reward. Since the flamethrower has such a short range Pyro is best used in close quarters, or on maps with a cliff or 2 like Upward where you can airblast people off the cliff, and while it is tempting sometimes to just hold left click until everything dies your best option is to light a target on fire and then switch to your shotgun and pump a few shots into your target while retreating, and switch back to your flamethrower if they try to chase you down. Also keep an eye out for burning teammates, while afterburn doesn't do a lot of damage it can do enough to kill someone after the pyro's dead so if you see a teammate burning right-click on them to help them out. If you want to counter a Pyro your best option is to keep out of reach of his/her flamethrower and use a shotgun or something that shoots bullets, even though the Pyro's speed isn't that fast a good Pyro will almost never get hit by rockets or grenades he/she sees coming, so your best solution is to just not use rockets or grenades against him/her and start blasting with a shotgun/pistol/minigun.
The Demoman
Demoman is a class in the defense category, he has 175 health, and about the same movement speed as Soldier. His loadout consists of a Grenade Launcher,

a Sticky Grenade Launcher,

and a Beer Bottle.

Both launchers fire their respective grenades in an arc, the grenade launcher fires grenades that will detonate on hitting a target, doing the same damage as a soldier's rocket on a direct hit, if the grenade hits a wall first, it will instead bounce around for a few seconds before exploding, since the launcher fires in an arc it's best used by hiding behind a hill and lobbing grenades over said hill at the general area where enemies are like this, while initially this seems like a good idea more often than not you'll just be wasting your grenades, instead it's a good idea to keep the primary launcher as a backup for when enemies try and close the distance. I'll still keep the screenshot below up as an example of what not to do.

If you want to be more effective with this weapon you can try and hit enemies directly however this is tricky to pull off if you haven't used the launcher before. Meanwhile the sticky grenade launcher fires grenades that will stick to anything that isn't a player, they take about 0.75 seconds to arm themselves and will not detonate until you press right click at which point all placed stickies will detonate at once. The default sticky launcher can place up to 8 stickies however they can be destroyed if someone shoots them and they are subject to explosive knockback/airblast as well, meaning a trap like this isn't going to fool anyone,

however a trap like this will give a nasty surprise to anyone who decides to walk through this doorway.

Of course with the default sticky launcher, you'll only be able to use the trap effectively if you're watching it, so trapping a well-traveled area or the objective is a good idea where possible, or if you don't have time to set up a trap you can stay at a distance long enough for your stickybombs to arm themselves and just lob stickies at the target while spamming right-click, this method is known as sticky spamming and can single-handedly clear the objective however it is frowned upon by the community in some cases. Both of these launchers make Demoman a pretty strong defensive class, he's best used just behind the front lines where he can rain down grenades on the enemy team without getting shot at effectively use his grenades to keep enemies at a distance and punish anyone who wants to get close to the objective or any would-be backline harassers. The best way to counter a Demoman is simple, play as Pyro, all of his ranged weapons are projectile-based so if he tries to shoot you, just airblast his grenades right back at him, if you're not a Pyro then try to dodge his grenades, if he can't land a direct hit the grenades will just bounce around giving you time to run in for the kill before they explode, if he starts throwing stickies at you, close the distance so he's forced to take splash damage from his own stickies, if you can force him to use his melee in a gunfight you've pretty much got him cornered, and of course thanks to sticky traps needing an eye on them to work Demoman can easily fall prey to a Spy or Scout.
The Heavy
Heavy is a class in the defense category, he has 300 health making him the tankiest class in the game, able to take a direct hit from 2 rockets before being in any real danger, this high health is offset by his movement speed which is the slowest in the game. His loadout consists of a Minigun,

a Shotgun,

and his own Two Fists.

Heavy's minigun is the star of the show here, left click will fire it after a wind-up, which you can also start by holding right click before entering combat and to keep the minigun spinning without wasting ammunition. An important thing to note is that the Minigun boolets bullets always land at or around the crosshairs, meaning a smart heavy can use the terrain to his advantage and have a nice little firing position without taking as much damage as he normally would. But with this much health and that much ammo, brute force can do the job.

Heavy's best used on the front lines where he can do the most damage and draw most of the fire from the enemy team to take the heat off his friends, and with a minigun, that's not hard to do.

Now despite all of these advantages, Heavy can be countered, his Minigun is subject to damage falloff but it's also not very accurate at range, that combined with his slow movement speed makes him easy prey for Soldiers, Demos, and Snipers that can get shots on him as well as Spies that can sneak up on him, not to mention he's usually being targeted by most of your team anyway so he should take more damage than he can dish out if you're working well together or if he's just standing out in the open.
The Engineer
Engineer is a class in the defense category, he has 125 health and similar movement speed to Pyro. His loadout consists of a Shotgun,

a Pistol,

a Wrench,

a Build PDA,

and a Demolition PDA.

The Engineer's unique mechanic is his ability to build buildings with a resource called metal, metal is a resource unique to the Engineer which is located at the bottom right of your screen just to the left of the ammo counter, you have a maximum of 200 and can replenish it by picking up ammo boxes or visiting the resupply locker. Each building costs a specific amount of metal listed in the Build PDA and each building, once built, can be upgraded twice for a cost of 200 metal for each level by hitting said building with your wrench. If you don't like the spot you put the building in you can pick it back up with right click while the wrench is out and rotate the blueprint with right click while you are building/moving a building, as shown in the Build PDA screenshot there are a total of 4 buildings Engineer can build, the 1st being the Sentry.

The sentry is a tripod turret, it will shoot at anything within it's 360 degree range and target faster if it's already pointing in the general direction of the target but beware, if you happen to be between your sentry and it's target it will shoot you in an attempt to shoot it's target. Each upgrade level increases the health and firepower of your sentry,
and you can refill it's ammo and repair any damage it has taken by also hitting it with your wrench as long as you have metal. The 2nd building in our PDA is the Dispenser,

this building will give you and nearby teammates health and ammo as long as either of you are within the Dispenser's short range, it will also replenish metal for you and friendly engineers as long as there is metal in the tank as indicated at the top left of your screen. Each upgrade level increases the rate at which health/ammo/metal is restored as well as increasing the dispenser's own health. The 3rd and 4th buildings are the Teleporter Entrance and Exit respectively,

neither building will do anything on their own but once both are built the teleporter entrance will teleport you and your teammates to the teleporter exit facing in the direction you placed the exit after standing on the entrance for a few seconds.

Each upgrade level decreases the teleporter recharge time as well as increasing the health for both teleporters, both buildings will get upgrade progress no matter which one you hit with your wrench so you don't have to run back and forth upgrading both of them.

Engineer is where things start to get complicated at the base line because there's so much to worry about but don't panic, once you play the class for a little bit you'll start to get familiar with where buildings should be placed and what to upgrade first, namely the sentry. While the firepower of your sentry is tantalizing to put on the front lines it takes so long to set up that even with the faster build speed when you move a building it will get mowed down before the sentry can be fully built, it's better to keep the sentry just behind the front lines to punish anyone who's overextended or any backline harassers before they have a chance to get to the backlines as well as acting as an emergency fallback point for your team, as a rule of thumb if your sentry is in sight of the enemy spawn you're placing it too close. Your dispenser is best placed near the front lines where it can resupply any teammates seeking cover so they can keep up the fight with fresh health and ammo, likewise your teleporter is best placed close by your sentry so your teammates don't have a long walk to the front when they respawn, and if you're sneaky enough you can even place a cheeky teleporter behind enemy lines and cause some real havoc. Despite all my talk most of your gameplay as Engineer is going to be sitting by your buildings with a wrench.
Still, Engineer is a defensive powerhouse and a must for any team on defense, also keep an eye out for spies, you're going to be one of their main targets while playing as Engi so be on the lookout once you have everything set up and while you're in the process of setting up. If you're looking to take down an engineer, your best method is to first disable/destroy his sentry, if you're playing Soldier you can dump rockets into his sentry from beyond the sentry's range, if you're playing Demoman you can get behind cover and lob grenades at it, or if you're playing spy, walk up and sap the sentry, most of the time it's the only thing standing between him and your team and once he's lost that advantage he has to fight you mano e mano and Engineer's damage-dealing capabilities are kinda lackluster compared to Demoman and Soldier but it's still fairly powerful, however if the Engineer's doing the smart thing by healing his sentry as it's taking damage you'll want to kill him first so that the sentry is easier to deal with. Once he's lost his first nest kill him before he can build another one, the more time you give an Engineer to build the stronger he becomes so don't give him the chance to build if you can help it, it may be hard to break through the first sentry but once you do don't stop.
The Medic
Medic is a class in the Support category, he has 150 health, movement speed similar to Pyro and has the unique passive ability to regenerate health slowly over time. His loadout consists of a Syringe Gun,

a Medigun,

and a Bonesaw.

Despite being in the secondary slot, Medic's main "weapon" is his Medigun, which he can use to heal his teammates up to 150% of their maximum health,

teammates who have been overhealed have a particle effect that is colored based on team color and is visible no matter which team you're on.

The medigun also has the unique ability to match your movement speed to your heal target meaning you can catch a ride to the front lines with a friendly scout if your team doesn't have a teleporter, the Medic also has the ability to Ubercharge his current heal target. The percentage of current Ubercharge is indicated in the bottom right of the screen where the ammo counter would normally be for the gun, this Ubercharge meter increases as you heal a teammate and is charged even faster if the teammate is injured, once charged the Uber can be activated with right-click after the meter has reached 100%.

Upon activation both you and your heal target will be invincible for about 10 seconds, both of you are still subject to explosive knockback and airblast but neither of you will take any damage unless you fall off a cliff or something.

This Ubercharge ability makes Medic an invaluable asset in every game of Team Fortress 2, a well timed Ubercharge can snatch victory from the jaws of defeat/stalemate and the ability to heal teammates while in combat gives your team a distinct advantage over a Medic-less team, despite Medic's lackluster weaponry you'll usually be at the front lines while playing as him because that's where all the hurt teammates are. Healing priority should be given to the player who currently has the least health but classes like Soldier, Demoman, and Heavy are usually at the top of the list due to their damage output/health pool, that being said if no one nearby's taking damage don't be afraid to overheal as many teammates as you can, that overheal advantage is useful no matter which class your teammates are playing as except for maybe Spy. If you really need to defend yourself keep in mind that the syringe gun shoots projectiles so you'll need to lead your target and angle up depending on the range, luckily they can't be reflected so you'll only need to worry about fire damage rather than stuff getting blasted back at you, but if things have gone horribly wrong and you're all alone retreat and save your uber meter. It should come as no surprise that with the major advantage that Medic provides, he's going to be the number 1 target for literally everyone. Killing a Medic isn't that hard in most cases but a good enemy team will always keep their Medic well-protected, meaning the only way to kill a Medic in those cases is either with another Medic healing the team or one of the other support classes like Sniper or Spy. Scout can do the job as well but you'll probably die in the process. If you're staring down an Ubercharge your best option in most cases is to retreat until the Uber subsides, You can attempt to body-block the uber but you will die in the process so only use that tactic in extreme cases. If you're playing as Soldier/Demoman/Pyro, use your explosive knockback/airblast to separate the Medic and his teammate. The Medigun has a limited range so if you push them far enough apart the intended heal target will lose their Uber until the Medic can get back in range and Uber again but by then it's already wasted. And if you get the chance to push them off a cliff do it, the game doesn't care if you're Ubered or not a fall off a cliff will kill anyone.
The Sniper
Sniper is a class in the support category, he has 125 health and average speed. his loadout consists of a Sniper Rifle,

a Sub-Machine Gun (SMG),

and a Kukri.

Sniper's main weapon is obviously the sniper rifle, it does exactly 50 damage upon hitting any target and is not subject to damage falloff, to use the scope press right-click and you'll be greeted with a view that looks a lot like this.

The little meter just to the right of the crosshairs is your charge meter, it will increase the longer you stay scoped in and at full charge will do 150 damage upon hitting a target on the body, this meter resets if you exit the scope.

The damage numbers I've listed so far are only for bodyshots, your sniper rifle does much more damage if you hit a headshot while scoped in, so usually that's what you should be aiming for.

Each headshot at no charge does 150 damage to the target and at full charge does 450 damage to the target, which is enough to take down a fully overhealed heavy,

however if the target is under the effects of Ubercharge they will be invincible to any damage you can dish out so as stated in the previous section Medics are top priority, if you can take them down before they can activate their Ubercharge do it. Sniper is best used far from the action where he can take full advantage of his sniper scope, and hitting headshots is absolutely vital for a good Sniper but if you're just starting out don't be afraid to go for a bodyshot instead, it may not be that effective but you'll at least be doing some damage instead of no damage at all. That being said if you see a teammate playing as Sniper spinning wildly and still somehow hitting headshots every time he fires, it's time to call the hacker police. If you want to counter Sniper your best method is to get close without him seeing you and force him to either use his SMG or Kukri, neither of which are that effective at close range, if you can't get close enough to kill him then your best counter to a Sniper is another Sniper, or a Spy.
The Spy
Spy is a class in the Support category, he has 125 health and average speed, as well as the unique passive ability to see an enemy player's health. His loadout consists of a Revolver,

a Sapper,

a Butterfly Knife,

a Disguise Kit,

and an Invisibility Watch.

Spy is, in my opinion, a deceptively hard class to play, his knife is his main damage dealer because if you get behind someone, you can perform a backstab which kills the target instantly unless they're Ubercharged, the mechanic can be a little finnicky but that's not the problem, the problem arises with how do you get yourself in a situation where you backstab a target and don't instantly get shot by all of his friends?

To tell you the truth, I can't tell you how to do that, because doing so requires getting into the head of your opponent, predicting what you think he's going to do and reacting accordingly to get the outcome you want. I can't do that, I was only able to get the previous screenshot because I was playing with bots at the time, I can't tell you exactly how a real player is going to react but I can tell you about the gear you have. The invisibility watch is the most powerful tool in your arsenal, being invisible to the enemy is the first key to slipping behind enemy lines, which is where you'll be most of the time, and despite the limited charge on your watch it can be replenished by walking over ammo packs or standing next to dispensers from either team, with this kind of invisibility power, hiding in plain sight can sometimes be the best strategy.

Be careful though, if an enemy bumps into you you'll momentarily be revealed so don't hang around high traffic areas for too long. The next tool in your arsenal is the sapper, while holding the sapper if you walk up to an enemy Engineer's building you will see a white outline of a sapper on the building, pressing left click will place a sapper on the building and sap it's health at a significant rate while also disabling the building,










if it's not dying fast enough you can always pull out your revolver and shoot it or stab it with your butterfly knife. Your final tool is your disguise kit, I imagine this was pretty powerful back at launch but now that everyone knows that's what a Spy can do it's only use now is to fool a sentry so you can get close enough to sap it. You might be able to fool an enemy for a couple seconds if you play your acting cards right but don't try to waltz through the battlefield thinking no one's going to spot you. The disguises have also gotten a lot more reliable since the recent patches (2022) In the event you know you've been spotted your best course of action is to pull out your revolver and backpedal while shooting until you can cloak up again without anyone seeing you or if you're feeling bold, cloak up and then change direction after you've fully cloaked, and don't forget you can see the enemy health, so if you spot one on low health you can use your revolver to pick them off quickly. Lastly if you're playing Spy, take your time and analyze the enemy movements and actions and get into their heads, think about what you would be doing if you were playing as that class on the enemy team, eventually you should be able to find the perfect moment to strike That moment usually being while your team is pushing forward just don't get stuck in analysis paralysis. If you're looking to counter a Spy I've got an easy solution for you, turn around, most Spies will be trying to go for the backstab so keep your head on a swivel if you know the other team's got a Spy. Also since there is no friendly fire in TF2 if you see a teammate you know didn't just walk out of spawn, shoot them a couple of times, if they start to run away or otherwise react differently than they should you'll know they're a Spy. This is known as spy-checking and Pyros are the best at it due to how the flamethrower works and it's ammo capacity, you can pretty much hose down every corner of the map and make life an absolute hell for enemy spies, this will hamper your offensive capabilities as Pyro but leaving a Spy unchecked is a recipe for disaster, to quote G-Man, the right man in the wrong place can make all the difference in your game of Upward.
Conclusion/Tips and Tricks
I hopes this guide has helped you learn how to play TF2, keep in mind this is the Bare-bones Basics so there's a lot of stuff I haven't gone over like different weapons, map knowledge, the game modes themselves, but I'm confident you'll figure these out in time so go ahead and experiment, find out which classes you like and which one(s) you'll need to work on, find out your favorite game modes and hey, maybe you'll meet some friends along the way. That's pretty much all I have to say but before I go here's a few Tips 'n Tricks.

Tip #1: Always be moving, while this might not help much with Heavy, moving around will save your butt more often than not while playing this game.

Tip #2: As Sniper, try to match your cursor movement with your target's movement, it may not sound like much but simply following a target with your crosshairs can help you predict where the enemy will go and in turn, hit your headshots a lot in the long run, if that doesn't work try the patient approach, keeping your crosshairs at head height and wait for the enemy to simply walk into them also works surprisingly well.

Tip #3: As Soldier, hold the crouch key just before you shoot your rocket for a rocket jump, you'll go a lot farther.

Tip #4: As Engineer, enemies are blocked by your buildings, so putting a dispenser in a doorway can work as an impromptu barricade/warning system while you deal with whatever ruffian is trying to steal your intel now.3

Tip #5: Demoman can also perform a sticky jump by placing a sticky grenade at his feet and doing what Soldier does but instead of left-click it's right-click, be careful though, more than 2 stickybombs and you'll blow yourself up.

Tip #6: Work with your team, it's called Team Fortress 2 not Lone Wolf Fortress 2, working with your team makes the experience a lot more fun when you pull off a well-coordinated Uber push.

Tip #7: If your team has an Engineer who's been kind enough to build a dispenser, use the dispenser, since metal can be refilled by walking over ammo packs leaving said packs for your Engineer can help him set up faster.

Tip #8: Teleporter etiquette, again if your team has an Engineer who's set up a teleporter, don't crowd on top of it, the teleporter can only teleport one person at a time so if multiple people are standing on it, no one's getting to the front lines, instead simply back off and let the other person go through first, also if you're playing as scout try not to use the teleporter if other people are about to respawn, you have the fastest movement speed which means you can get to the front lines in about the same time it takes the teleporter to teleport someone and recharge so put that speed to some use.

Tip #9: Have fun, I've found that more often than not purely focusing on the objective just isn't much fun, so don't be afraid to mess around a little for a laugh, it'll make your playtime much more enjoyable.

That's all I've got to say, thanks for reading and good luck out there!
Other TF2 Guides I've done
4 Comments
Guidzzz Jul 25, 2022 @ 5:38pm 
Thanks
⭐st4rry⭐ Jul 25, 2022 @ 9:21am 
wow, a TF2 guide that isnt a joke, tysm <3
3 Magikarp In A Man Suit Jul 24, 2022 @ 12:38pm 
Very Bueno, thats all the Spanich I have learned from playing Mexican TF2 Servers at 800 ping. Good guide.
هادئة, vuween Jul 19, 2022 @ 9:01pm 
ok this is actually pretty useful thx