Team Fortress 2

Team Fortress 2

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The Newbie's Guide To TF2
By thepines
Hello all!
For those of you that are new to this game, I write this guide to just give a brief understanding of the classes and their respective abilities. Hopefully this helps you to become a better player :)
-Ninja-

   
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Overview
This game is a FPS (First Person Shooter) involving a class system.
Each class has unique abilities and weaponry. There are nine playable classes (but some of us want a tenth). These are: The Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper and Spy. There are official maps to play on and community-made ones. The game has hats; that is to say, you can completely customise what your individual class loadouts look like. Hats are the status symbol of players.
There are also different weapons with different looks and stats. There are many different weapons for each loadout slot in each class.
The game is free to download and play, but to have full access you just have to buy any item from the Mann Co Store. The cheapest items are 10 cents (US money) but you get a free Mann Co promotional cap to wear as well.
The gameplay mechanics are finely honed and have been worked on through zillions of updates. The game handles great. No, really. It's great.
So this is just a brief overview of the general idea of the game.
The Scout
"Yo, wassup!", "Oh sorry, I didn't mean to hit you there - oh wait, yeah I did."

The Scout is the first of the nine classes. His main characteristics (apart from his egotistical, in-your-face personality) is his fast running speed, the fastest of all classes. Unfortunately, he only has (at default) 125 health.

He has a powerful scattergun that does huge damage at close range: It has six shots. Hitting enemies at close range is what you call a 'meat shot', and with the Force-A-Nature, this sends them flying away! Scout's scattergun is great for use of hit-and-run tactics to annoy the hell out of the other classes... There are 4 variations: Force-A-Nature, Shortstop, Soda Popper and Baby Face's Blaster.


His secondary wepaon is the Pistol:
This has a large magazine ideal for long distance shooting, but you have to be pretty accurate with it. The pistol is a low-damage weapon, so hitting your shots is very important. As my personal opinion, I use a 'Lunchbox' variation - the Bonk! Atomic Punch. This item, when consumed, grants invincibility to all kinds of damage (except bottomless pits and out of bounds areas), but you can't attack while under its highly caffeinated conditions. This is great on long maps to get past sentry guns and heavies and generally get behind everyone. The pistol has 4 variations: Pretty Boy's Pocket Pistol, The Winger, Bonk! Atomic Punch, and Crit-A-Cola.


His melee weapon is the Bat:
It has a fast hit rate and is a decent, but low damage, melee weapon. It has 7 variations (not counting reskins): the Sandman, the Candy Cane, the Boston Basher, the Sun-On-A-Stick, the Fan 'O War, the Atomizer and the Wrap Assassin. The Sandman can be right clicked to hit a baseball that travels in a long arc. If you manage to hit an enemy at long range with it, they become stunned, and a large comic-book sign saying 'BONK!' appears over their head. The longer range you hit them from, the longer they are stunned for, to a maximum of 7 seconds!

The general strategy is to continually sprint and double jump (another scout ability) while runnig around the enemy and using all the weapons depending on range (bat for short, scatter for medium and pistol for long). The scattergun only does tiny amounts of damage at long range, so get in close with it.
The Soldier
mmmmMMMMAGGOTS!

The Soldier, while often viewed as a kind of 'default' class, is definitely not. He is one of the most versatile and powerful classes with a loadout suited for tank combat. He is the second-slowest class to move, however using 'rocket jumps', he can engage in delicate air fights with enemy Soldiers. He has, at default, 200 health.
His primary weapon is the Rocket Launcher:

It is immensely powerful, but the rockets it shoots travel very slowly in comparison to most guns. It has 4 rockets before you have to reload, and a max ammo capacity of 20 rockets. You can 'rocket jump' by crouching, shooting at the ground and jumping very quickly. This takes a lot of practice and is best done on empty servers. It has 6 variations; The Black Box, the Liberty Launcher, the Direct Hit, The Cow Mangler 5000, the Beggar's Bazooka and the Rocket Jumper.
His main secondary is the Shotgun. Somewhat like the Scout's Scattergun, this weapon does well at close range and poorly at long range. It also has a magazine of six pellets. It is a favourite weapon of many TF2 professionals because of its all-round performance. It has 7 variants: the Reserve Shooter, the Concheror, the Buff Banner, the Battalion's Backup, Gunboats, Mantreads and the Righteous Bison.
His default melee weapon is the Shovel.
While this weapon is slightly humourous, it can be powerful. Like most stock melee weapons, there's not really much to it. You walk up to enemies. You hit them a few times. They die.
...'nuff said.

A good strategy for Soldier (or 'Solly' - his affectionate nickname) is to jump around with rockets and shoot underneath you then land and get a few shotgun hits in to avoid reloading. Or, if like me, you use a horn weapon (the Concheror, the Buff Banner or the Battalion's Backup) you can buld up rage with the rocket launcher and give a buff to you and your teammates.
The Pyro
''I fear no man. But that thing, it scares me"
-The Heavy

The Pyro is the most mysterious class - we only know that it has no personality, and that it burns things. Of course, he/she is fun to play as - as [lets just refer to he/she as 'it'] there are great things you can do with its versatility. It has 175 health and moves at 100% (average) move speed. It can't be set alight by enemy pyros as it's wearing a fire-retardant asbestos suit... probably not the healthiest thing, but let's move on.

The Flamethower is a powerful primary weapon that spews short-ranged flames. It sets all enemies (except for enemy pyros and Demomen using the Chargin' Targe) alight when you burn them, causing prolonged short bursts of damage. The right click (Mouse 2) fires a Compression Blast, known to the TF2 community as Airblast. Airblasting (when done in the right timing) can reflect projectiles such as Rockets, Grenades, Stickybombs, Sentry Rockets and Huntsman Arrows. When you successfully reflect and and hit an enemy with a projectile, you get minicrits (150% damage) as a reward for the skill. You can also push enemies forcefully away from you (FUS RO DAH!!!) and extinguish burning teammates. Handy! There are 3 variants of the Flamethrower: The Backburner, the Phlogistinator and the Degreaser.

The Shotgun is the same secondary we discussed in the Soldier, so I'm not going to bother with a picture. It is used for several classes' secondary slots. However, the pyro can use a Flare Gun or a Flare Gun variant to offer some differentiation from the good ol' shotty. The Flare Gun is a one-shot-clip flare launcher. The shots arc and can travel long distances before hitting the ground and ignite enemies upon contact. There are several variations: the Scorch Shot, the Detonator, the Reserve Shooter (yes, like the Soldier) and the Manmelter.

His melee weapon is a Fire Axe. It is a red and silver axe which the Pyro swings in an over-enthusiastic manner. As I said before, you hit things with it. But there are some interesting variants for it, like the Third Degree (damages targets connected by Medi-beams), the Sharpened Volcano Fragment (sets enemies on fire upon hitting), Axtinguisher (deals crits [200% damage] to burning players], the Homewrecker (removes Spies' Sappers), the Powerjack (faster running speed and health on kill), the Neon Annhilator (crits to wet players) and the Back Scratcher (more damage but less healing). Whew... a lot of weapons. The Pyro is great for ambushing and chasing. It can also check for cloaked/disguised Spies (see Section 10). That's the Pyro.
The Demoman
His name is short for Demolition Man, so you can probably guess he's all about explosives. He has 175 health and moves at 93% speed. He is also the MOST versatile class, so I'm going to split this section into two because of his two seperate types.

TYPE 1: The Demolition Man
This is basically the default demo - the Grenade Launcher, the Stickybomb Launcher and the Bottle (although pretty much no-one likes actually using the Bottle...)

The Grenade Launcher is a super awesome and interesting-to-use weapon. Grenades bounce around so you can use it at weird angles to dispatch of enemies above you or through windows. Pyros can airblast them, though, so be careful! It has 2 variants: The Loch-n-Load and the Loose Cannon.

The Stickybomb Launcher is a creative weapon that lays down bombs that stick to surfaces (e.g. floors, celings, walls etc) by hitting Left Click (Mouse 1) and detonating with Right Click (Mouse 2). You can have up to 8 stickies on the ground at once, unless you use the Scottish Resistance, which gives you 14 at once. This allows for some great traps to stop enemies coming through. No class can survive eight stickybombs, so be mean and discretely lay them on health kits! >:D Also, you can hold down left click to fire further with stickies. When you lay a sticky on the ground, run over it (crouch ti go further) and jump and detonate, you go flying across the map. This is called Sticky Jumping (similar to Rocket Jumping). For HEAVEN'S SAKE - unless you have the Sticky Jumper, don't use TWO stickies instead of one. It will kill you. The variants are The Scottish Resistance and the Sticky Jumper (which can only have two stickies out at once but does no damage to allow you to safely jump!).

I'm not even going to bother writing about the bottle. Only thing is, once you hit with it, it smashes, but this doesn't affect the damage. Here's a picture. Variants are the Scottish Handshake, Pain Train and the Ullapool Caber --> (explosives on a stick :D yeehaa)

TYPE 2: Demoknight
This is a really cool twist on the demoman that turns him into a medieval knight! This makes amazing new features like charging, more health and crits.

Replacing the Grenade Launcher is either the Ali Baba's Wee Booties or the Bootlegger. They're reskins of each other, so it doesn't matter which. These boots affect the secondary slot so I'll mention their effect in the next paragraph.





The Shield - there are two! Take your pick! The Chargin' Targe provides fire afterburn resistance, less fire damage and less explosive damage. The Splendid Screen provides more shield bash damage, a little bit of fire + explosive resistance and ability to bash at any range. However, they both replace the Sticky Launcher and they both allow the wearer to 'charge'; ie; run super fast for a short period of time without turning. If you attack with your melee weapon at the end of the charge you are granted crits. This is great for offence or a hasty retreat! Using one of the pairs of boots grants you the abitlty to turn in mid-charge - without them, you can only go in a straight line. They also give you +25% more health...
but I personally don't use them - it's not worth it to substitute the grenade launcher...[/h1]

The Eyelander
is the basic SWORD - yes, sword! It's a long melee weapon with a sharp edge that does a fair bit of damage. Pair it up with the boots and a shield and you're full medieval! The eyelander decapitates your enemies when you kill them. Every enemy you kill adds to your 'heads' counter. This will increase both your health and your move speed to a maximum of four heads (that's 210 hp!) So the Eyelander (or one of its reskins) is an awesome melee weapon to use. Variants: Half-Zatoichi, Persian Persuader, Scotsman's Skullcutter and Claideamh Mor.

There's even an official set for demoknight (1001 Demoknights). That is the Sultan Ceremonial (hat), Persian Persuader, Splendid Screen and Ali Baba's Wee Booties. It's a lot of fun, try it out!
The Heavy
'I am heavy veapons guy. And ZIS... is my veapon!"
The hilarious, somewhat unintelligent and simple-minded Russian heavy is the ultimate tank in the game. He's really slow, but has 300 health and a whopping great machine gun. You just can't go wrong here.

The Minigun:
This beast of a weapon is not mini at all. You hold down left click to set the barrel spinning and unload the large clip of 200 bullets. Once you're out of ammo, there's no reloading, so don't squander it. If there is an enemy around the corner and you need to be at the ready, hold right click to spin down your gun without actually firing. It's a great weapon for total and utter annhilation, and there's not really 'tactics' as such while using it. There are 4 minigun variants: The Brass Beast, the Natascha, the Huo-Long Heater and the Tomislav.

The.... guess what? Yes, it's the Shotgun! Again! Woooooo! However the Heavy has a Shotgun variant that no other class's shotgun has, and that's the Family Business. It has a larger clip size in exchange for a damage penalty. Also unique to the Heavy is his 'Sandvich' as he pronounces it with his Russian accent. This is one of the most loveable items in the game as you can left click while holding it to restore you to full health! However, it does take a bit of time to eat and you are vulnerable while this happens. Right clicking while holding it throws it on the ground for your teammates to pick up as health packs! It heals a good 100 health to teammates, and this can be used to save your Medic! Variables are: The Buffalo Steak Sandvich, Dalokahs Bar.

The Heavy's melee weapon are actually his own fists!These things do pack a punch (see what I did there :3)
There are 7 fist variations: the Warrior's Spirit, the Killing Gloves of Boxing, the Gloves of Running Urgently, the Eviction Notice, the Holday Punch, the Fists of Steel and the Apoco-Fists.

To be a good heavy, it's good to use all the weapons available. If you need to get to the front lines, equip your Gloves of Running urgently (GRU) then switch to your minigun. If you're worried about spies use the Huo-Long Heater, it makes a ring of flames to ignite spies close to you (and whatever else happens to be there). To sneak up on enemy snipers use the Tomislav - it has a silent spinup to ambush unsuspecting enemies. And also,
don't forget to heal teammates and yourself with your trusty sandvich!!!

The Engineer
'Hey look buddy. I'm an engineer. That means I solve problems. Not problems like 'What is beauty?', because that would fall within the perview of your conundrums of philosophy... I solve practical problems.
'

The Texan engineer is one of the most strategic classes to play. He has 5 loadout slots so he's pretty customisable. He only has 125 health, though.

His main weapon is a shotgun (again, I know, but he's the last class to have one). He can defend his buildings with that shotgun and is handy for offence. His two shotgun variations are the Frontier Justice, which gives you guaranteed crits for every kill your sentry gun gets (explained later) once it's destroyed; and the Rescue Ranger, which can a) Teleport your buildings to you from far away, and b) shoot special projecties that fix your buildings on hit. These are two very useful guns that can be used in many situations.

His secondary weapon is the Pistol (see the Scout for details on it, yes it is the same one.) However, he has (like his Primary slot) 2 variations that change his gameplay massively. One is the Short Circuit. This taser-like arm attachment fires short-ranged bolts of electricity. You can attempt to kill enemies with it but it does very low damage. It is actually used to destroy projectiles coming at him (like rockets, grenades and whatnot.) This is helpful for protecting your buildings. The second one is his Wrangler, a remote control device. When you equip it, you take manual control of your Sentry Gun (see below). This emits a laser pointer that you control with your mouse. If you have a Level 1 or 2 sentry, you hold left click to fire bullets in the direction of your laser pointer. With a Level 3 Sentry you can do the same as before, but you can right click to fire 4 fast-moving rockets at a time. This enables you to jump higher than normal using the rockets, just like Rocket Jumping!

The Wrench:This tool can hit enemies (obviously, being a melee weapon) but it can also upgrade your buildings simply by hitting it. But, you may notice the Engineer has a meter in the bottom left corner of the screen that says '200'. It is your 'metal' meter, and you use metal to upgrade buildings. Once you run out, you can collect more from fallen weapons, broken buildings or ammo packs. Or you can cheat and go to your spawn's resupply cabinet. It's a great tool but is best used to keep your buildings intact rather than hitting enemies. If you stand near your buildings, aim your cursor at it and right click, you pick up your builidng into a toolbox! Then you can walk around with it and plonk it back down somewhere else! But beware, you walk much slower while carrying your building, and if you are killed while holding it your building is destroyed as well! Variants are the Jag, the Gunslinger, the Eureka Effect and the Southern Hospitality.

The Construction PDA: It's a little remote control. With it, you can build three different types of Buildings. You can build a Sentry Gun, a Dispenser and a Teleporter. The Sentry gun costs 130 metal to build, but when it's done, it automatically shoots enemies within its radius. You can upgrade it using metal. When it hits Level 2 it gains 2 guns and shoots much faster. When it hits level 3 it has both guns and a rocket launcher as well! The Dispenser heals you and your teammates. It also regenerates engineers' metal meters and all classes' ammo. So it's best to put them out of the way of gunfire so you can duck behind a wall and heal. Dispensers' levels just increase heal/ammo regen rate. The Teleporter is a double building that can teleport you and teammates from the Entrance to the Exit. It costs 125 to put an Entrance down, then you can put an exit down for an additional 125 metal. You can jump in to escape enemies or to get to the front lines quickly.

The Destruction PDA is a tool that blows up your buildings in case you don't need them anymore. Destruction of buildings costs no metal, but you don't generally need to use it much.

The Engineer is part of the Defence classes because he is the glue that holds the team together and the barrier that stops the enemy team from getting that last capture. Stick a sentry around a corner so unsuspecting victims will walk into it and not be able to destroy it in time. Both the dispenser and teleporter should be put well out of the way to protect them and your team.
More Coming Soon, I'm not Done Yet.
The Medic
Hahaha! Oktoberfest!

The slightly insane Medic is the class designed pretty solely to help the rest of the team, although used correctly he can be combative with a fairly normal 150 health.

His Syringe Gun is a rapid-fire weapon that does lots of damage in small amounts. Hitting your shots is important with this weapon otherwise it won't easily defeat enemies. It has a large ammo capacity, and the syringes travel in downwards arcs. It can be used effectively by arcing them over hills in the map. The variants are the Blutsauger, the Overdose and the Crusader's Crossbow.

The MediGun is the main object of the Medic - instead of doing damage, it heals your teammates.

This is vastly useful, as if your team has a Heavy (example) that is doing lots of damage but taking lots of damage as well, you can keep him at full health while he wipes out the enemy team. Not only that, but the Medic can give you an 'overheal'! This means you get an extra 50% of your health on top of your normal health while he's healing you. When you play Medic you will notice that while you heal teammates a bar down the bottom left (unless using a custom HUD) will read 'Ubercharge'. This Ubercharge (yes, I know I'm spelling it without the umlaut, but I'm lazy.) will chrage up slowly, and when it's at 100%, you can right click at any time while healing a teammate and both you and them will become temporarily invincible, while your healing target will still be able to fire. Great for clearing out the opposition. If you're in a bad situation and there's no-one to deploy an Uber on, pop it on yourself. My (and others') motto is 'Pop it don't drop it'. So remember that - losing your Uber sucks. The Medigun variations are the Quick-Fix, the Vaccinator and the Kritzkreig.

The Bonesaw is a saw the Medic uses as a melee weapon. It does decent damage and swings fairly fast. But there's a variation that a good medic will always use - the Ubersaw. This uber-useful bonesaw fills 25% (a quarter) of your Ubercharge meter upon hitting an enemy! What's more, if you press G to taunt, and hit an enemy with your taunt, you get 100% free Uber! So just 4 regular hits will most likely kill the enemy and give you a free Uber! Shweet!

BEWARE! There are some classes that aren't great to pop an Uber on. Generally don't use them on Scouts, Engineers, Snipers or Spies. Other Medics can form a Medic chain and build up Uber in a chain reaction and stay invincible!
The Sniper
All ya heads are bloody twelve feet tall!

The slightly stereotypical Australian sniper is the background of the team. He's great for picking off enemies on the cap point or being a general long-range distance nuisance, but with just 125 health he's not good for 1 on 1 combat.

He has a sniper rifle that can scope in and deal large amounts of damage.
When you right click (Mouse 2) your vision zooms down the scope and you can see really far. There's a crosshair in the middle of the circular scope, and when you left click (Mouse 1) you fire a bullet. Then he has to scope out and reload. The main advantages of this is the 'headshot'. If you've played similar games you probably understand this concept. If not, I'll explain. If you aim correctly and click on an enemy's head, it will do 150 damage as a guaranteed crit. This will (by default) kill Scouts, Engineers and enemy Snipers. However, if you wait a little bit, the shot will charge up. A fully charged sniper rifle headshot does 450 damage, enough to kill even a fully overhealed Heavy. This headshotting is harder than it seems, though, as players will rarely stand still - you need to be accurate. It comes with practice. The variants are the Bizarre Bargain, the Hitman's Heatmaker, the Sydney Sleeper and the Machina.

The SMG, or Submachine Gun.
It isn't a very powerful wepaon... in fact, I liken it to the Medic's Syring Gun (but the bullets don't travel in arcs). It does low damage, but has a clip size of 25 and ammo capacity of 150. If you hit all your shots, especially on retreating enemies, it can take down your opponents effectively. Generally you only use it if you're in close range, which isn't much good if you're up against a Heavy or Pyro. Nevertheless, it's a good little gun. The variations are: the Cleaner's Carbine, Darwin's Danger Shield, Jarate and the Razorback.

The Kukri
is a little machete-like ... knife? Sword? I'm not sure of the correct terminology. Let's say it's a machete. It's helpful at short range, though the SMG can be more powerful in that situation. Not hard to use, very straightforward. Its different weapons are the Tribalman's Shiv, the Bushwacka and the Shahansha (which is pronounced 'sha - hahn - sha' but I still call it the shnsahshnahsnasahshs)...

My words of wisdom on sniping - Find an empty server, and join it with a friend. Get him/her to stand still while you stand a while away, and 'quickscope' (zoom in and headshot as soon as possible). When you can do this efficiently, do it while your 'friend' walks in a straight line. And from there, progress.
The Spy
''Did you forget about me?''

The French rogue Spy is a 'fan of sharp suits, and even sharper knives'*. He loves to surprise enemies, and he has 125 health. Wait... is that a Sp- aaaand you're dead.

His revolver is a six-shot old-fashioned handgun that can be used effectively at long range.
It has an ammo capacity of 24 bullets, but it's not really the Spy's weapon of choice. It's great for trolling though. Annoy them with minor damage at long range and watch people rage. But I digress. Its variants are the Enforcer, the Ambassador, the L'Etranger (French for 'the stranger') and the Diamondback.

The Sapper
is a useful tool that comes to the sole use of annoying and 'disposing of' engineers.
The Spy can approach a Sentry Gun, Dispenser or Teleporter and plant a sapper if he's in range (which you can tell by an electronic blueprint appearing). The building will slowly destroy itself, and you can view its progress in the top right corner. However, the Engineer in question will be alerted, so he can get to his sapped building and hit it with his wrench, thus destroying the sapper. Your sapper has no strict 'ammo; though, so you can continually sap to distract Engineers. It has one non-reskin variant, the Red-Tape Recorder.

The Knife is an immensely powerful wepaon when used properly. If you manage to get directly behind an opponent, the Spy will raise his arm and point the knife downwards. This means he is ready to 'backstab'. Backstabbing is a one-hit-kill and does crazy amounts of damage - 6 times the enemy's health! So don't just 'facestab' unless you're in a dire situaton. Backstab as soon as you get the chance, don't even wait for the raise-arm animation to play if possible. The faster the better. The knife's variants are the Big Earner, Your Eternal Reward, the Conniver's Kunai and the Spy-Cicle (it's an icicle, ha ha.)

The Disguise Kit
This cigarette case is absolutely vital when approaching enemies. Why? Because it doubles as a state-of-the-art disguise kit! When you equip it you can press a number 1 through to 9 to disguise as any respective class of the oppisite team! It randomly allocates you to be one of the enemy players. Then you have to try to act natural. Walk in the same direction as your 'teammates' aka enemies, and do what they are doing. Disguise as a sniper and pretend to snipe on a high platform until someone comes to join you, then surprise them with a knife to the back. It's really handy. However, once you attack using any weapon (except for the sapper) you lose your disguise and become visible to the enemy team as a Spy. You can quickly cover up by pressing 'B' to reassume your last disguise. Redisguise when you're out of sight. to avoid suspicion.

The Invis Watch
This mysterious watch doesn't take up a weapon slot. Instead, you can right click while holding any weapon/item and it will turn you invisible to the enemy, and a slight blur in the air to your teammates. The energy in your cloak lasts 14 seconds, but can be replenished by dispensers, ammo packs or the resupply cabinet... even while you're still invisible. So if you go past all the ammo boxes on your way to the enemy spawn, you can possibly remain invisible the entire time.

Be careful around pyros as a Spy, because if you are ignited while invisible, foes will see your burning outline and can easily follow you. Also watch out for Bleed weapons and Jarate. Bumping into enemies will reveal you because you can walk through teammates but not enemies. If you walk into an enemy while invisible your team colour silhouette will become visible. So, again, practice makes perfect with this class.

*Quoted from TF2 Wiki - Spy
Taunts
Yes, we're almost at the end. But bear with me!
I have to mention some other stuff about the game.
This little section is about taunts. To taunt as any class, just press G. Almost all the weapons have their own unique taunts, except for a few that have no taunts.
Try it out!
Some special weapons have a different taunt that you can actually kill enemies with. It's really hard to get taunt-kills, though. You have to time it perfectly, but it's a one-hit KO.
Here's the list of taunt kills:

Scout: Sandman. Says some indistinguished words, takes a swing and performs a Home Run with the bat.
Soldier: Equalizer and Escape Plan. Says 'Come 'ere, cupcake, and tosses a grenade into the air, killing himself and anyone in the blast.
Pyro: Shotgun, Reserve Shooter, Manmelter, Flare Gun or Detonator: Prepares, then does a 'Hadouken'-like fireball coming out of his/her wrists.
Rainblower: Blows bubbles, then makes a rainbow in the air, then turns it into fire and blasts out a ring of flames insta-killing anyone close.
Demoman: Any sword: Winds up, twirls and takes a massive swing decapitating enemies.
Heavy: Fists or Holday Punch: Brings both arms back in a gun-holstering stance, then explosively brings his hand forward with his fingers in a gun shape and yells 'POW! HAHA!'
Engineer: Frontier Justice: Brings out an acoustic guitar, strums it then smashes it over enemies' heads.
Gunslinger: Revs up the gunslinger and starts it spinning very fast, then thrusts it into the enemy doing lots of 1 damage, then approx. 600.
Medic: Ubersaw: Takes a combat stance, then thrusts his ubersaw forward, stunning the enemy, then pulls it out, killing them.
Sniper: Huntsman: Takes an arrow from his bow and shoves it into the enemy while muttering 'Stab stab stab', then pulls it out fiercely and kills the enemy.
Spy: Any knife except Spy-cicle: Assusmes a fencing position and makes two quick jabs each doing 25 damage, then a final thrust dealing 500 damage.

So, one or two taunt kills for each class. Totally impractical, but fun for braggin rights or extra challenge :D
Achievements
Most games have some form of achievements. It's when you pull off something that you don't actually need to do while playing the game. Well, TF2 has 477achievements, and without hacks it's almost impossible to get them all. Quite a life goal. But it's really satisfying when you get one. Here a few random examples.

Crock Block (Heavy): Survive a direct hit from a critical rocket.

Konspicuous Konsumption (Heavy): Eat 100 Sandviches.

Grand Rounds (Medic): Heal 200 teammates after they've called for a Medic.

Dead Heat (Pyro): Kill an enemy in the same second that he kills you.

The High Road (Demoman): Sticky Jump onto a capture point and capture it.

Screamin' Eagle (Soldier): Kill 20 enemies from above.

I'm Bat Man (Scout): Survive 500 damage in one life.

The Melbourne Supremacy (Spy): Dominate a Sniper.

So... that's a few out of the tons of achievements. If you really want one, just do it on an empty server with one or two friends. Have fun!
Outro
Well...
this is pretty much the end of my guide! Thanks for sticking with me the whole way through, it takes a while to read and even longer to write. If you already know the game and realise I've missed out something or gotten a fact wrong, please tell me so I can edit it. Plus you get a free random weapon if you ask! :D

Thanks! If you enjoyed it, leave feedback in the Comments section, and maybe it'll inspire me to write more guides. And... if you're new, you can send me a friend request if you tell me on my profile page first, and I'm happy to show you some stuff on a server.
PS: I'm not a pro... so don't criticise me on that.

Anyway!
Hopefully the guide helped you new guys understand this game a bit better!
Bye!
-SpasmNinja-

The cake is a lie.
5 Comments
thepines  [author] Apr 20, 2015 @ 4:22pm 
@Martyr if I went into detail of every weapon as well, I'd be here for years. This guide already took about a week to write... but thanks for the feedback. :happymeat:
disgusting freakish imp Apr 20, 2015 @ 3:18am 
gud
skibidizer Oct 13, 2014 @ 12:26am 
Also please go indepth on some of the other weapons the classes have.
skibidizer Oct 13, 2014 @ 12:25am 
Boston basher FTW
thepines  [author] May 3, 2014 @ 4:47am 
Thanks so much for reading this, please leave some feedback ;)[/b][/i]