Team Fortress 2

Team Fortress 2

53 ratings
Picking a Class: What your team needs
By RainingMetal
Class limits. Everyone should obey them, and they should have been officially enforced long ago. I'm here to describe what class you should play as depending on what your team currently has. A diverse team always wins the day!
   
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Introduction
I'll admit one thing: I'm OCD. And the diversity of my team is no exception to this obsession. However, this enforced complacency and expectations is beneficial for one's entire team. Too many times I've been shafted with teams that have zero Medics and four Scouts/Pyros/Snipers/etc. Those are the types of fools to avoid at all costs. I realize it may be futile to preach here since the common player has less brainpower than both Redmond and Blutarch Mann combined, but someone has to speak up.

For those who are reading this, please note that I may no doubt alienate readers due to my adamant opinions and may anger people whose own opinions don't match mine. But I will try to remain as objective, productive, and tolerant as I can (within the window of reason, of course).
TF2 PSA: Class Balance

Pretty much explains things right off the bat.
See Also
http://steamcommunity.com/sharedfiles/filedetails/?id=272435533

A shorter, more basic guide on the same subject.
Team Overview
Think about what the team lacks and needs. Need comes before greed; while it's understandable one wants to become a sniper or spy to get revenge on a particularly nasty nemesis, a team without, say, a good medic, or is struggling against sentries without a soldier or demoman to destroy them, will not survive.



With a certain amount of distance between the team's spawn point and the battlefield, an engineer's teleporter and dispenser may become vital in the long run, as only the Scout (and the Medic and Spy, to a far lesser extent) can get to the front quickly on foot.

The team's needs will vary depending on the game mode, map, and current conditions. Always pay attention and don't hesitate to switch classes if need be.



Playing defense? The Engineer is a powerhouse with his sentry, plus his dispenser and teleporter will save precious time for the respawned. Is the enemy's front line too hot to handle? Consider sneaking straight to the objective as a Spy and watch the enemy faces blush in embarassment! Does the team's Medic need a reliable partner? Be the first Soldier/Demoman/Pyro/Heavy to make a breakthrough! And a team can never go wrong with having a Medic. Never.

Which class to pick first?
You'll often run into situations where there are multiple gaps in your team's roster, because the team is just starting out, or the team is full of idiots. In the latter case, get outta there. In the former case, you'll need to determine which class your team will need immediately. Here's an algorithm for which class to pick depending on the situation.

Defense (Assault/Payload)

High Priority
  • Engineer
  • Medic
  • Demoman
  • Pyro

Medium Priority
  • Heavy
  • Soldier
  • Sniper
  • Spy

Low Priority
  • Scout

Offense (Assault/Payload)

High Priority
  • Medic
  • Demoman
  • Soldier
  • Heavy

Medium Priority
  • Pyro
  • Engineer (late game)
  • Sniper
  • Spy
  • Scout (late game)

Low Priority
  • Engineer (early game)
  • Scout (early game)

Standstill (Regular CP, King of the Hill, Payload Race)

High Priority
  • Medic
  • Demoman
  • Pyro

Medium Priority
  • Heavy
  • Soldier
  • Sniper
  • Spy (without point captured)
  • Engineer (with point captured)
  • Scout (without point captured)

Low Priority
  • Scout (with point captured)
  • Engineer (without point captured)
  • Spy (with point captured)

These are more like guidelines and aren't absolute, but it should be indicative of what the team could use in dire situations.
Class Mains: The Great Myth
Ok, I admit, after that volley of rotten tomatoes thrown my way, I understand people will fare better as certain classes than others due to (a lack of) experience with each class. However, there's no excuse to master only one class and leave the others in the dust.

The First World War made it very clear that the best soldier (and team) must adapt, or die. In Team Fortress 2, while death is a lot more of a slap on the wrist, there's no denying that rapid adaptation will no doubt be beneficial in the long run. Therefore, one must master multiple (or perhaps, by some miracle, all) classes to be able to benefit the team more flexibly.

Think you're the only good Sniper/Spy and think the others should bow down to your perceived superiority? Unless you are objectively true (and this is hard to prove), you won't do much good being the third Sniper/Spy in your team on account of sheer redundancy. Strangers will not switch classes just for you (unless they are as altruistic as Jesus of Nazareth).

It's like many parents say: the only thing you can change with absolute control is you. You must begin to accept that you won't be able to play as the class you so desperately want to play all the time.

I'm not stating it's wrong to main a class, but one must always consider plan B (and perhaps, C, D, and E); if someone took your favorite class, try something different! It's not too hard to understand and execute the basic fundamentals of each character.

Class: The Scout
Base Health: 125
Base Movement Speed: Very fast.
Passive Abilities: Double Jump
Default Loadout: Scattergun, Pistol, Bat
Recommended Number: Should be no more than 2.
Priority: Low (linear)-Medium (non-linear, CTF).

The Scout's the fragile speedster of the team, striking enemies up close and running to live another day. He doesn't have much health, relying on agile reflexes, subversive tactics, and trolling to harass the enemy team. They're ideal on non-linear stages where escape routes are numerous, but don't do so well on linear stages due to the limited passages one can think of. Because of this, there shouldn't be too many Scouts on a team, especially on linear defense.

The Scattergun is extremely powerful at close range and has a larger spread than the standard shotgun. The pistol carries a few magazines in reserve and is ideal for shooting distant targets. The bat swings the fastest of all melee weapons, but doesn't hit as hard on individual strikes.

Stereotype

The carefree troll that likes to annoy people, friend or foe alike. Wants nothing more than to run to the frontlines only to get killed in seconds by a sentry. The careless, useless scout has no place in a competent team. Always needs a dispenser here!

OR

The egotistical expert at hit & run tactics, these players are always on the enemy team, and are truly hard to hit. Usually has high-quality weapons of their chosing and always work alone.

Derivatives

The Popaholic
These scouts usually have a drink on hand. Atomic Punch has a temporary invulnerability effect at the cost of the Scout's own attacking ability for several seconds while Crit-A-Cola enables mini-crits at the cost of being a bit more vulnerable to damage for the same amount of time. Mad Milk works differently; it can be used on an enemy to enable his attackers to gain health upon attacking him, or to douse a fire on an ally. Scouts using the Atomic Punch can be used to distract enemies or sentries while Mad Milk works great as a fire extinguisher/healing device.

The Pitcher
There are two bats that can launch a projectile for some annoying pain. The Sandman's balls can stun an enemy (the duration depends on the distance) while the Wrap Assassin's balls deal bleeding damage. They're basically ways for the Scout to deal damage from afar, but they're usually more fragile and ill-equipped for direct combat.

Pick this class if...
The team needs a runner, or someone who can get from place to place quickly without a teleporter. The Scout is also the best candidate for grabbing the enemy's Intelligence/Australium, and can capture points/move payload carts twice as fast as any individual. If the coast is clear, the Scout can make a beeline straight for the objective!

Class: The Soldier
Base Health: 200
Base Movement Speed: Slow
Passive Abilities: Rocket Jumping
Default Loadout: Rocket Launcher, Shotgun, Shovel
Recommended Number: Should be no more than 3.
Priority: Medium.

The crazed patriot that is the Soldier is the bread and butter of the team, equipped to take down large and small targets alike. The Rocket Launcher is a reliable weapon at any range, and the Shotgun is handy to mop up any stragglers. Pretty much all the Soldier's weapons must be loaded one projectile at a time, so be prepared to press that "Reload" key often.

Stereotype

The generic guy. There's not a whole lot the Soldier does that's notable from the norm.

OR

The real man! The kind of officer that will slap the incompetence out of your pathetic little brain at any cost! Of course, through his harsh, disciplinary attitude, he's also the Neidermeyer, the kind of commander that doesn't get respected from his troops for the same reason. Tends to overlook his own weaknesses and mistakes.

Derivatives

The Rocket Sniper
There exist Rocket Launchers that focus more on projectile speed and less on damaging multiple enemies, such as the Direct Hit or Liberty Launcher. These Soldiers prefer to smash their opponents with direct fire instead of splash damage.

The Flag-Waver
The battle banners are substitutes for the shotgun. Dealing damage fills up their rage meter, and at full charge, the Soldier will rally nearby allies and provide various benefits. The Buff Banner allows nearby weapons to deal mini-crits, the Battalion's Backup increases the damage resistance of nearby allies, and the Concheror will allow allies to gain health upon dealing damage in addition to increased movement speed. The Flag-Waver is the kind of Soldier whose teammates will like to stick around.

The Airborne Assault
Wearing gear that mitigates the damage from rocket-jumping, these paratroopers (or "roamers") attack the hardest from the sky. They often use bazookas such as the Liberty Launcher or the Air Strike, and usually use the Market Gardener to deliver a killing blow. They also make use of the BASE Jumper, a parachute that makes gliding around much easier. Soldiers who have mastered this technique are hard to come by, but are truly a threat indeed.

Pick this class if...
Well, the Soldier isn't really an urgent class, for better or for worse, but a Battle Banner can really help clusters of panicked allies. The Soldier's a great class all-around, and a safe choice.
Class: The Pyro
Base Health: 175.
Base Movement Speed: Medium.
Passive Abilities: Airblast.
Default Loadout: Flamethrower, Shotgun, Axe.
Recommended Number: Should be no more than 3.
Priority: Medium.

Nobody knows what the Pyromaniac's face looks like, or where it came from. What's more important is the Pyro's field of expertise. As the grunt with the fire, the Pyro is at home in close-quarters combat and panicking enemies with a health-eating inferno. Most flamethrowers come with an airblast, which can reflect large projectiles and save teammates from other fires, which is a very crucial tool indeed!

Stereotype

The hopeless noob, the W+M1 Pyro, carelessly charging headfirst into the danger zone, and is often the first to die. Never uses the Airblast, and never coordinates with the team.

OR

The super-elite juggler who uses the Airblast a little too much. Really quick to swap weapons and was once unstoppable with the Axtinguisher attack before it got nerfed.

Derivatives

The Sneaker
Uses the Backburner, or perhaps the Axtinguisher. At any rate, these back fetishists strike when the enemy's distracted, or otherwise not looking. The Backburner deals critical hits against the enemy's back, while the Axtinguisher deals critical hits on a burning enemy.

The Steamroller
Many a W+M1 Pyro would claim that the Phlogistinator is the Pyro's ideal weapon. They would have a point, as long as enough damage is dealt in a period of time, the Phlogistinator can render the Pyro invulnerable for several seconds, as well as deal far more damage. The Phlogistinator completely lacks the Airblast, making it a laughing stock of Airblast users, but it can be more dangerous than it sounds.

The Flare Shooter
The Shotgun can be replaced with a Flare Gun, which can ignite an enemy at a great distance. These weapons are designed for ranged combat, and are next to useless underwater or against other Pyros. Different Flare Guns are useful in different situations.

The Engineer's Best Friend
The Homewrecker and Neon Annihilator are notable among the Pyro's melee lineup in that they can remove a Spy's Sapper not unlike the Engineer's own Wrench. A Pyro is already the ideal candidate for sniffing out Spies, and a Pyro that has this weapon in hand can further solidify the Pyro's and Engineer's relationship.

Pick this class if...
There are Spies causing havoc in the team, constantly taking advantage of the unaware. Also consider the proximity of targets, close quarters is the Pyro's best kind of environment! If there are explosive obstacles, an Airblast may come in handy, and it can also douse the fires of the Pyro's opposite equivalents.
Class: The Demoman
Base Health: 175
Base Movement Speed: Slow-Medium.
Passive Abilities: Sticky Jump, Sticky Traps.
Default Loadout: Grenade Launcher, Sticky Bomb Launcher, Bottle.
Recommended Number: No more than 3.
Priority: Medium/High.

The Demolitions Man is the mad bomber of the team. Using little other than explosives, the Demoman is the architect's worst enemy, the kind of man that can destroy projects in seconds. With his trusty Sticky Bombs, the Demoman must anticipate the enemy's movements to make the deadliest traps, or simply use them as a deterrent against weaker foes.

Then there's the Demoknight, but we don't talk about him much.

Stereotype

The super-ultra deadliest class in the game, the Demoman is the ultimate multitasker and everyone's worst nightmare. Nobody gets past him when he's defending, and nobody puts up enough of a fight when he's on offense. Doesn't have any counters, because he's that good!

OR

The idiot Demoknight who doesn't know how to use sticky bombs, and can't do a thing Scouts, Pyros, and Spies can do better.

Derivatives

The Demoknight
Ok, let's get this out of the way. I greatly dislike Demoknights. These are Demomen without the "Demo". They use a shield to charge against the enemy in melee combat, which allows them to deal more damage up close. They also use a sword that often relies on said charge.

The Jack Sparrow
A lot of the Grenade Launcher variants are difficult to use and master, or at least that's my take on it. But when used correctly, each of them can really stir things up in the heat of battle! The Loch-N-Load is the easiest to describe, being a direct hitter and completely unable to use grenades on a delayed whim. The Loose Cannon is the opposite of the Loch-N-Load, as its bombs don't explode on a direct hit, but can deal more damage if an enemy is hit by both the physical and explosive impact of each bomb. The Iron Bomber is designed for its grenades to harm people without hitting them directly, as its bombs don't bounce or roll much.

Pick this class if...
There are Engineer nests causing a ruckus. The Demoman is the best candidate for flushing the Engineers out of their perches. The Demoman is just a great class all-around when used correctly. If the other Demomen are actually Demoknights because they are idiots, being a Demoman won't count against the recommended number listed above.
Class: The Heavy
Base Health: 300.
Base Movement Speed: Very Slow.
Passive Abilities: Revving the Minigun.
Default Loadout: Sasha the Minigun, Shotgun, Fists.
Recommended Number: No more than 2.
Priority: Medium.

The Heavy Weapons Guy is the bulkiest class in the game, having the highest health, one of the most dangerous (but easy to use) weapons, and the slowest moving speed. Naming each of his Miniguns, the Heavy is the cornerstone of killing things.

Stereotype

The new player who chose the strongest class. Not too shabby, but leaves his potential much to be desired.

OR

That nightmarish golem that just won't die. Pray that this ferocious brute is not on the enemy team, or expect this character to become the immortal nemesis.

Derivatives

The Direct Shooter
The Brass Beast doles out more damage in exchange for revving and movement speed while Tomislav deploys faster and has greater accuracy in exchange for a slower firing speed. Both weapons are ideal for bringing on pain to the enemy in the most straightforward fashion imaginable.

The Indirect Shooter
Natascha (she's German) slows down enemies at the cost of dealing less actual damage while the Huo-Long Heater deploys a ring of fire around the Heavy while spinning (this consumes more ammo in the process). Both of these guns are ideal for assisting other players in killing things.

Snack Time!
There's a reason why the Heavy is so large. He can carry a snack on the job. Eating said snack can give the Heavy a boost in combat. He can also donate his snack to a teammate, restoring his health. The Sandvich restores all of the Heavy's health, the Dalokohs (Russian Chocolate backwards, remember that) Bar increases the Heavy's maximum health to 350 (and heals 100 health), and the Buffalo Steak Sandvich will increase the Heavy's movement speed and allow him to deal mini-crits, but forces him to use his fists for a period of time.

The Boxer
The Heavy can make his fists even better by wearing boxing gloves. Noticeable examples include the Killing Gloves of Boxing (when they kill, the Heavy will deal critical hits for a period of time), the Gloves of Running Urgently (when they're being used, the Heavy moves much faster, but will take mini-crits), and the Fists of Steel (when they're being used, the Heavy takes less damage from ranged attacks but more damage from melee attacks). Don't expect to see a Heavy with bare hands.

Pick this class if...
Your teammates are fragile and can't push through. The Heavy, being the big, tough, alpha male of the fighters, should be more than enough to provide enough support fire and damage to compensate. It's usually ideal to just have one Heavy on each team.
Class: The Engineer
Base Health: 125.
Base Movement Speed: Medium.
Passive Abilities: Building Construction, Building Relocation.
Default Loadout: Shotgun, Pistol, Wrench.
Recommended Number: No more than 2 on offense, no more than 3 on defense.
Priority: Medium (offense)/High (defense).

The calm, collected Engineer would be a fool to fight in direct combat. Instead, he builds gadgets to do the fighting for him. His Sentry can absolutely lock down an area with ease, his Dispenser restores the ammo and health of needy teammates, and his Teleporter can deliver his friends to the frontline, or to a secret place to attack the enemy unexpectedly.

Stereotype

The guy who's in dire need of relief. Often alone to deal with the constant threats, there are always Spies sappin' his Sentry, enemies attacking his front door, and every Demoman in the known universe has his name on their hit list.

OR

The dirty coward who won't deploy any further than the team's own spawn point, or anywhere different from another Engineer's nest.

Derivatives

The Revengineer
Sooner or later that Sentry's gonna go busto. Being an optimist, the Engineer prompted to make lemonade out of lemons (as opposed to making life take the lemons back) and designed the Frontier Justice. Though it can only hold half the shells of a standard Shotgun, the Frontier Justice will deal critical hits for every kill/assist the Engineer's former sentry obtained before its demise.

The Ranged Repairman
The Rescue Ranger isn't really designed to hurt, but to heal. Its projectiles can heal friendly buildings, and can even relocate them from a distance. There's a lot of potential tricks with that Rescue Ranger.

Utility Belt
The Wrangler's a popular choice among Engineer's gadgets, as it can take direct control of a Sentry. Imagine one of those things attacking someone from the greatest distance! It also puts up a shield that allows the Sentry to soup up more damage. Once the Wrangler's deselected though, that Sentry's vulnerable! The Short Circuit can destroy explosive projectiles, perhaps giving the Engineer some time against those deadly Sticky Bombs!

The Agile Gunslinger
Sure, that metal hand means that the Engineer can only build Mini-Sentries as opposed to the full deal, but that doesn't mean they can't be deadly! In addition to boosting the Engineer's maximum health, the Mini-Sentries cost less to deploy and can often be enough to dissuade weak enemies in short-term intervals. Mini-Sentries are also more agile and deploy faster, so there's no real way to outmaneuver its wrath!

Pick this class if...
The team is playing defense, and they need someone to hold the line, fast. An Engineer's forte is in holding the line, ensuring the enemy does not pass through, and providing the rest of the team closure to the battle line with supplies and teleporters. Even on offense, an Engineer's equipment can make putting the pressure on the defenders a lot easier!
Class: The Medic
Base Health: 150.
Base Movement Speed: Medium-Fast.
Passive Abilities: Self Heal, Ubercharge.
Default Loadout: Syringe Gun, Medigun, Bonesaw.
Recommended Number: No more than 3 (but honestly, how likely is THAT?).
Priority: High.

The most valuable member in a team, the Medic not only heals people from the brink of death, but can provide an Ubercharge that, by default, grants invulnerability, making the Medic absolutely vital in just about every situation. The Medigun can also provide an Overheal for allies: temporary health that exceeds their normal maximum. It's unfortunate that ignorant players often never play the Medic because he's "too boring".

Stereotype

Medics don't exist.

OR

Medics do exist, but they only heal one bulky teammate. These are often known as "Pocket Medics", and aren't really that valuable.

Derivatives

The Battle Medic
The healing is not rewarding as the hurting! But hurting is a lot difficult to practice as a Medic. These Medics rarely heal others and focus on fighting the enemy directly. While there are some strategies that make this a viable tactic (such as the Ubersaw Chain), the Battle Medic's strategy should be avoided.

The Meat Grinder
The Kritzkrieg's Ubercharge enables constant critical hits instead of invulnerability. This device can be effective on players, but doesn't have a chance against Sentries, and both parties are still vulnerable to damage. It's a fine choice on defensive roles, but an impractical one on offense.

The Triage Machine
The Quick-Fix's Ubercharge doesn't make the users completely invulnerable, but does make them tougher, especially against knockback force. Even without the Ubercharge, the Quick-Fix is ideal for healing dying allies in a snap, though the Overheal is less potent than normal.

The Allergy Antidote
The Vaccinator's really unusual. Its Ubercharges are smaller, but are more numerous, and provides damage resistance to a selected type of damage element. Hard to use and difficult to master.

The Best Bonesaw in the Universe
Seriously, use the Ubersaw. Striking an enemy with it fills the Ubercharge meter.

Pick this class if...
No, seriously, it never hurts the team to have a Medic. They're that important.
Class: The Sniper
Base Health: 125.
Base Movement Speed: Medium.
Passive Abilities: Scope, Headshot.
Default Loadout: Sniper Rifle, Submachine Gun, Kukri.
Recommended Number: No more than 2.
Priority: Low (close range maps)-Medium(medium-long range maps).

In a shooter game, there's always a sniping element, and the namesake Sniper here is this game's example. The commonwealth marksman focuses on killing priority targets from a distance, and little else. Concentrate on headshots (and sometimes charging the scope) to really put the fear into the enemy!

Stereotype

The apparent FPS veteran who played one too many realistic FPS games. While their experience with skullcracking will apply for the Sniper Rifle, they're in for an unpleasant surprise when their SMG does little more than scratch damage no matter how hard they try. They also tend to forget that recoil doesn't exist in the world of Team Fortress. They often do poorly.

OR

The apparent FPS veteran who did the research. This is the kind of Sniper that will make the enemy team's life hell, and will often boast the largest kill count on a round-to-round basis. If this Sniper is an enemy, consider using stealthy tactics, or get the hell out of that server.

Derivatives

The Archer
It's clear that some Snipers can't handle long-range shooting, so the Huntsman is there to fill in the more casual void. The Huntsman's arrows are visible projectiles, so they can be reflected or destroyed, but his also enables the strategy of firing and retreating, which is a handy tactic for survival.

Other Sniper Rifles
Most Sniper Rifle variants focus more on rewarding the Sniper for doing well, and punish him for doing poorly. The Bazaar Bargain can increase the charge time for each headshot kill, the Machina can penetrate through multiple targets when fully charged, and the Hitman's Heatmaker has a charge meter that fills upon kills and assists. When this meter is full, the Heatmaker can charge faster and doesn't require zoom-outs upon each shot. The Sydney Sleeper is designed for a more casual crowd, as headshots don't kill, but all shots coat the target in Jarate. Headshots make those Jarate splashes explosive. Don't bother using The Classic, it just sucks.

Jar-Based Karate
Who would have guessed that this April Fool's Joke would eventually become the most used Sniper secondary weapon in the game? Jarate is a substance that renders the target unable to deal critical hits, and take mini-crits. It can also be used to extinguish fire off teammates.

Backpacks
The Darwin's Danger Shield increases the Sniper's maximum health and gives him more resistance to bullets, but more vulnerability to explosives. The Cozy Camper regenerates the Sniper's health over time and makes him resistant to knockback and completely immune to flinching. Don't bother using the Razorback.

Pick this class if...
The map is open and wide, and there are ample opportunities to pick off targets from afar. On certain maps, a Sniper can dominate the playing field. Don't even think about being a Sniper if there are already two on the team!
Class: The Spy
Base Health: 125.
Base Movement Speed: Medium-Fast.
Passive Abilities: Cloak, Disguise, Backstab.
Default Loadout: Revolver, Sapper, Knife, Disguise Kit.
Recommended Number: No more than 2.
Priority: Low-Medium.

The Spy's one of the most difficult classes to master. An effective Spy must be able to predict the enemy's movements and plans, and remain beneath suspicion from those who would snitch him out. The Spy can stab an enemy in the back for an instant kill, cloak to bypass defenses, and sap the Engineer's structures, damaging them overtime and rendering them helpless. Only the Engineer's Wrench (and a few Pyro weapons) can remove a Sapper.

Friendly fire is off, so feel free to shoot any teammate deemed suspicious. There are a number of other ways to discover an enemy Spy without resorting to blind shooting, such as physical collision (teammates can easily pass through each other), various out of character moments (why is that Scout running so slowly?), and just being plain attacked by one.

Stereotype

The newbie Spy, who would be lucky to backstab an enemy and get away with it, if he managed to do it at all. There are many threads in his disguise, giving him away, and will often get caught red-handed.

OR

The ultimate master of disguise, the finest infiltrator the world has ever seen, and the bane of many players caught unawares. Pray that this Spy is a friend, otherwise be prepared for a lot of spy-checking.

Derivatives

The Leadhead
Don't forget, the Knife isn't the only weapon a Spy can use, and when cornered, it may be necessary to resort to bullets. Some Revolvers, such as L'Etranger and the Enforcer, boosts the Spy's subversive capabilities or are more effective when undercover, while the Ambassador and Diamondback have the potential to be even deadlier than the norm. Either way, remember that one never knows what a cornered beast can do!

This is what Jafar really promised Aladdin!
Equipping Your Eternal Reward will deny the Spy the use of his Disguise Kit. Instead, a disguise must be obtained by backstabbing a victim, and the Spy will instantly don the alias of said victim, whose body will quickly disappear without a trace. It can be the ultimate knife of subterfuge, but is hard to initiate at the beginning.

I'll backstab my way to survival!
The Conniver's Kunai and the Big Earner will give the Spy some benefits on every backstab (the Kunai giving health and the Big Earner giving more cloaking energy), but both of these shivs decrease the Spy's maximum health, as if he wasn't already fragile!

Proof that icicles are a deadly hazard
The Spy-cicle's backstab victims turn into an icicle statue. If the Spy gets hit by fire with this weapon, he'll briefly become fireproof, but the Spy-cicle must be retrieved after a period of time, or by picking up ammo boxes.

There's more than one way to become invisible
The Cloak and Dagger watch recharges based on the Spy's movement as opposed to ammunition pickups and time. A Spy using the Cloak and Dagger can remain cloaked indefinitely when standing still. The Dead Ringer can feign a Spy's death, triggering upon taking damage. It's the perfect escape plan!

The Great Leap...Backward
Instead of damaging buildings, the Red Tape Recorder can reverse a building's upgrade level (it'll still disable buildings). If a regular Sapper isn't enough to weaken an Engineer nest, try this instead. Maybe it'll be enough for the rest of the team to smash it to pieces.

Pick this class if...
The enemy's fortifications are concentrated in a single area, and they have left the actual objective as vulnerable as a sitting duck. Also consider being a Spy if there are a number of priority targets. There should be no more than two Spies to a team at all times.
What other things should I take note of for an effective team?
Communicate with your team, constructively
Don't be afraid to use that microphone if your voice and microphone quality is alright (kids, please be patient and wait until puberty). Don't hesitate to report on the latest findings or emergencies (such as Sentry nests, Spies, and enemy vulnerabilities). Don't avoid the idea of making constructive suggestions to the team, because knowing is half the battle!

Be polite, be courteous, be friendly (have a plan to kill everyone you meet)
Remember all those corny etiquette seminars your parents and your teachers put you through? It's preachy, I know, but it pays off. Nobody wants to listen to a stubborn, arrogant ♥♥♥♥♥♥♥. Thanking and complimenting teammates for doing well is great for morale, and providing constructive criticism is far better than insulting incompetence. People are more prone to listening to a calm, collected professional over a whiny tryhard. Hell, friendly advice can turn a newb (a genuine newbie, not a clueless, useless noob) into a better player!

Explore each level. Know the ins and outs of every map!
There are arrows pointing towards the objective in every map, but even then, knowing where each passage leads to can make the difference between escape or being the victim of a trap.

Work together!
Don't hog that Jarate to douse a single Spy if your teammate can't stop, drop, and roll! Don't use that Battle Banner all alone! And don't waste a single Ubercharge! The word "Team" is in the game's title for a reason, the best teams work together to become unstoppable. What Call of Duty says it should have been, nobody fights alone.
Mann vs Machine

With a team of only six players, the players' class choice is even more important, as it's literally impossible to fill out every class. The good news is, each class can be upgraded with the money that spill out of the Gray Mann robots upon destruction, allowing them to potentially fill up multiple roles. There are a number of key roles in this cooperative game mode, and the meta is even more important with such limited resources.

The Frontlinesman
The Frontlinesman is usually the one responsible for gathering cash, as this player is often engaging the enemy up close. This player can also harass and distract the robots, giving the rest of the team time to react, and potentially intercept key targets. Remember, gathering all the money in a round yields a cash bonus, and every little bit counts! Ideal Frontlinesman include the Scout, the Pyro, and the Spy.

The Firepower
The Firepower players focus on destroying as many of those mechanical maniacs as possible in the shortest amount of time. A straightforward, but very important role. There are also tanks, which may not have turrets or a means to defend themselves, but always carry a bomb to the objective and have a lot of health. The Soldier, Demoman, Heavy, Pyro, and the Engineer's Sentry easily fill in for this role.

The Supplier
No matter how many times a player can upgrade his health and ammo reserves, some time or later they'll run out of fighting power, and that's a big no-no in MVM. It's up to these players to keep the entire team in a capable fighting condition, and potentially protect the team from constant hazards. The Medic mostly acts as the Supplier, with the Engineer's Dispenser, Teleporter, and the Soldier's Battle Banners filling in as well.

The Assassin
There are giant robots roaming around, often with a bomb in hand and an escort to complicate things. These big mooks can take a lot of punishment, and can easily make the team's lives miserable without a proper battle plan. It's up to the Assassin to eliminate these threats as soon as possible. The Sniper and Spy are often the ideal candidates for this.

There are a number of modifications made for each class for this special scenario, often making them more important than ever. There are also other factors that must be considered in everyone's playstyle.

The Scout
The Scout has something the other classes don't have: the ability to grab cash at a wider radius, and this makes a huge difference. A Scout grabbing cash also provides him more health, allowing him to collect liberally. Usually the ideal weapons for a Scout here include the Force-A-Nature for shaking up key targets, Mad Milk to slow down said targets, and either the Sandman or the Fan-o-War to make killing targets easier.

The Soldier
A Soldier should be carrying a Battle Banner at all times. Upgrading the Rocket Launcher's capabilities should make filling that banner's meter easier. Consider having the Disciplinary Action to allow allies to move faster.

The Pyro
If the Pyro isn't planning on using the Phlogistinator for smashing Tanks and giants, the Pyro must remember to use that Airblast! It can throw off the bomb carrier and buy valuable time, and reflect the many projectiles going the team's way.

The Demoman
Let me say this again. Do not be a Demoknight. Other than that, make good use of that Sticky Bomb Launcher! The Scottish Resistance may be handy here, as the robots' movement plans are clear, and this weapon supports more sticky bombs active at a time. The Eyelander can be used against weaker foes to strengthen the Demoman's health and speed, but try not to die.

The Heavy
Still the same point-and-shoot business for the Heavy here. He also has a new ability to push back nearby foes when he deals enough damage. The Brass Beast may be handy for this defensive game mode. Pack a Sandvich and the Gloves of Running Urgently here.

The Engineer
The Engineer's in for a hell of a time. Should his Sentries kill many robots, their army will send a Sentry Buster to detonate in response. It's often an ideal strategy to pack that Sentry up, approach the Sentry Buster, then retreat, in order to preserve the Sentry and potentially teammates. It usually pays off to upgrade that Sentry and the Dispenser. The Frontier Justice and Rescue Ranger are ideal primary weapons, and the Wrangler and Short Circuit as utilities. Don't even think about using the Gunslinger!

The Medic
It's possible to invest in healing upgrades, rendering what much of the Medic does redundant, yes. However, the Medic still has a few more tricks up his sleeve. In addition to his Ubercharges (and being able to share canteen powerups through his Medigun), the Medic can deploy a shield that can protect allies from projectiles, and can resurrect recently killed teammates. It's all the more reason to keep healing people and keep them from the brink of destruction!

The Sniper
Invest in explosive headshots. That's an order. The explosive headshots upgrade is one of the most effective weapons against giants, as they're sitting ducks for such shots, and the explosive shots can easily destroy their escorts. Enemies killed by the Sniper will automatically have their cash drops collected. Jarate can also be upgraded to slow down enemies. The ideal rifle to use here is the Hitman's Heatmaker. Avoid using the Huntsman or the Classic.

The Spy
Most think that the Spy is the worst class to have in MVM. It would be more truthful to say that the Spy is the most challenging class to play effectively in MVM. With armor-piercing Backstabs, the Spy can be one of the deadliest threats to giants imaginable. Sapping multiple targets with ease is also an ideal benefit to being a Spy. These robots aren't very bright, so the Spy's disguise is often quite effective. The Diamondback can be the most effective revolver, the Dead Ringer the most effective invisibility watch, and the Spy has multiple options for the knife (save for the Eternal Reward, avoid that thing). It may be prudent to invest in health gains for backstabs.
Common Arguments against Team Balance
That guy stinks at [Class Name], I should be that [Class Name] and that guy should move!
You may be wrong, you may be right. However, unless that person actually has some brain cells and courtesy, you can't convince that person to play as something else. You'll often have no choice but to bite the bullet and select a different class.

I suck at all classes except for [Class Name]!
That's no excuse. I will say something embarrassing though: I could only play as an Engineer (and sometimes Sniper) well in Team Fortress Classic, a game whose classes are even more unbalanced and difficult to play as. So consider having it easy in Team Fortress 2, a game designed to make every class easy to pick up and play! Get used to practicing with multiple classes, and you won't suck with that class!

But what about class rushes?
Class rushes almost never work. Each class has a clear-cut strength and weakness (maybe not the Soldier, but a team of just Soldiers would just be a master of none instead), and can easily be countered. Maybe it's fun, but it won't win many games.

But I wanna play as [Class Name]! I wanna have fun!
That's a very selfish argument. Sure, you're always free to play as the class you want, but if you already have too many players of that class on your team, you'll make it less fun for the rest of the team. Remember, one must earn fun before being entitled to it.

Screw off you tryhard! Casual games are for fun! Go back to Competitive Mode! Let people be as stupid as they please!
Go to hell. Competitive mode doesn't always work.
Outro
Feel free to leave constructive comments below, and don't hesitate to mention anything I've missed. Trolling/harassment comments will be removed.
17 Comments
RainingMetal  [author] Nov 16, 2016 @ 5:13am 
@JSConnor

I'd concede to the Amputator for being a viable alternative, but not the stock bonesaw.

Prevention is the best medicine; the Razorback is highly visible and any Spy that sees it knows to simply shoot the helpless Sniper. It's absolutely atrocious and should never be used.
Zoomytoast Nov 12, 2016 @ 10:11pm 
Pretty good, but a few mistakes.

The Ubersaw is overused af. Stock or the amputator is usually a better choice for the common medic.

The Razorback is a very good secondary for dealing with a sniper's #1 counter, while the DDS is a peice of shit.
Super Genius Nov 11, 2016 @ 5:06pm 
best guide ever never knew heavies were That good at assult
RainingMetal  [author] Nov 10, 2016 @ 4:41am 
@BlackSmithGames

You can lower the difficulty of the bots through console commands. You just need to keep practicing. It also helps to do a bit of research.
Rainy EQ Nov 9, 2016 @ 10:11pm 
@RainingMetal

I do actually practice with bots when I can. I'm currently trying out Dead Ringer Spy and Revengineer loadouts however it's quite different on casual MM.
Dune BUGgy Nov 9, 2016 @ 7:59pm 
@RainingMetal
I've been playing TF2 for pretty much a year now, and I still suck at every single class (even somehow Heavy and Medic), so me changing classes is like me changing clothes. Also, playing against bots is difficult, because they lack gamesense (except Spies) yet have perfect aim. A demoman can triple airshot you out of the sky but forget to stand on the point.
RainingMetal  [author] Nov 9, 2016 @ 10:28am 
@reinford the dork

You can try to practice with bots. I made a guide on making bot teams that fill out literally every class and never change.
Rainy EQ Nov 9, 2016 @ 7:03am 
Almost everytime I enter a casual server...there are no medics!
As much as I love going medic and being mvp/topping the scoreboard with my heals, my skills with the other classes have eroded. I could play average Demo and Pyro, good with Heavy, bad for Soldier and Scout. I've never tried Engie, Sniper and Spy outside community MvMs. And even there I have trouble using Sniper and Spy.
RainingMetal  [author] Nov 8, 2016 @ 6:26am 
@Buffandita

Then you must be playing with incredibly stupid players in the entire server.
Bobeja Nov 8, 2016 @ 6:16am 
From experience I'd say that class rushes almost always work. Hell, I even got rushed by fucking snipers (They had 2 or 3 medics but it still counts I guess).
Fun, hard to pull off and extremely rewarding.