TF2 CFC Highlander-Discussion Thread

Seon

Not An Evil Liar
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Hey, folks.

In the Team Fortress Mafia game thread, there seemed to be some interest in a Highlander match between some players. So I thought why not set up a thread to see if there's a real interest in a match?

In case you are unfamiliar with the game, here's the basic breakdown of it:

TF2 is the world's most successful war themed hat simulator, where people in two teams, BLU and RED, kill each other and blow up their stuff.

Aside from the hat simulator part of the game, it's also a class-based First Person Shooter with an emphasis on Teamwork. There are Nine Classes in the game, all of which serve a specific function within the Team. If the team works together effectively, each serving their purpose, there can be NO DEFENSE against that.

See, unlike other shooters, where a single well-skilled individual can lead his team to victory and nobody cares about their damn teammates, even if a terrifyingly skilled player on BLU kills like, 12 people every life or so, if the rest of the BLU players are not doing their job properly, they will LOSE THE GAME.

That being said, let's go to the classes. There are 3 offense classes, 3 Defense Classes, and 3 Support Classes. I disagree with the label on some of the classes, but here we go.

The Scout

Watch a Scout in Action Here

Scouts are one of the offensive classes in the game. He is the fastest among a team, able to reach a location before any other team. He has access to a shotgun which is capable of dealing incredible amount of damage at point-blank range, a pistol, and finally a bat.

He has, however, one of the lowest health in the game. While his ability to doublejump and rapidly change direction midair, speed, and small hitbox lessens the chance of getting hit, he still cannot risk a head-to-head fight with another class. Instead, he must constantly flank, distract, chase down retreating enemies, or mop up weakened resistance.

The Soldier

Watch a Soldier in Action Here

Soldiers are one of the Power Classes. With his second largest HP in the game and the powerful rocketlauncher, he is a force to be reckoned with. He can quickly finish off damaged players with his Shotgun, and finally use one of his numerous melee weapons in case everything else falls apart.

A Jack of All-Trades, there is no point in time where he excels at the most or is at the weakest.

His ability to Rocket Jump, firing a rocket at his feet in order to propel himself, means that he can reach positions that are impossible for even a scout to reach.

He has the second slowest movement speed in the game, which can be compensated by rocket jumping.

The Pyro

See the Pyro in action here

Pyros are the third quickest class, and comes with flamethrower, choice between a Flare Gun and a Shotgun, and choice of numerous fire axes.

With its surprisingly weak DPS, the Pyro is not to be used as a forefront of a charge, but rather placed at the back to watch out for ambushes, which they are quite adept at stopping.

The ability of the flamethrower to Airblast can be utilized to push back approaching enemy personnel, push enemy into Environmental hazard, and finally extinguish allied personnel on fire.

If not assisting in the defense, the pyro can surprise enemy from behind and set them on fire, which can be quite a morale breaker for many.

Their primary role, however, is stopping Spies. Their flamethrower will ignite disguised/cloaked spy, revealing his location to the rest of the team. If the enemy has a skilled spy, and the team does not have a pyro to counter him, the team may suffer heavy losses to the spy's shenanigans.

Demoman

See the Demoman in action here

Demoman, another Jack of All Trade Role. He is one of the power classes who, like the Soldier, is able to deal incredible amount of damage to the enemy team in a short period of time.

They are equipped with a grenade launcher which holds 4 shots, a stickybomb launcher which holds 8 shots, and a bottle.

The grenades of the Demoman are interesting in that it does not suffer from Damage Fall off. All other weapons in the game, excluding sniper's rifles, damages less if used from a distance. Even a soldier's rocket will only deal 20 damage if used from afar.

If the demoman scores a direct hit with his grenade, it will deal 100+ damage no matter where the enemy was in relation to the demoman.

The "pills" from the grenade launcher detonates if it hits an enemy while midflight. If it bounces on the environment, it will detonate after a set timer. Maximum damage can only be gained if the pill hits the enemy midflight, which is no easy feat. However, the sheer ability of the demoman to spam pills everywhere means that the pills will still damage your enemy, which helps your team.

Just be careful not to hit yourself. In TF2, none of your weapons will damage your teammates... but they'll still damage you :P

The Sticky bomb Launcher, which holds 8 bombs in total, can destroy an entire enemy team if used properly. It can also lay down traps and be used to Sticky Jump, much like the soldier's rocket jump.

The Heavy

See the Heavy in action Here

The Heavy. With its largest health, slow movement speed, largest hitbox, and the minigun capable of dealing 650 damage per second at point blank range, is a force to be reckoned with. He captivates the entire battlefiled, drawing everyone's attention onto himself. The loud revup and firing sound of his gun alerts the entire team to his presence.

He excels at close range combat and is capable of killing any other class within seconds at close-mid range.

His main objective, aside from killing the whole lot of the enemy team, is to pin them down and to present an immovable object to the enemy team.

The Engineer

The ultimate team player, much like the medic. Without an engineer, you are guarenteed to lose.

He can help with every class's mobility by setting up teleporters for your teammates. A trip that would have taken a minute can be completed within seconds with this handy device.

He can heal his teammates with his Dispenser and also provide ammo for them.

And if heavy wasn't immovable enough, his Sentry Guns, if upgraded, will kill every single classes within seconds.

But watch out. Your importance in the team will attract enemy spies like flies to your picnic.

The Medic

Perhaps one of the most important member in the team, he is able to heal his teammates. Not only that, but he can provide a Buff to others. Overheals are one of the most important aspect in the game. Simply by healing a fully healed teammate, medics can temporarily increase their health to 150%.

And with healing, they charge up their Ubercharge. At 100% ubercharge, the medic can utilize it to make himself and his patient INVINCIBLE for 10 seconds. It seems short, but it's enough for you and your patient to kill off the enemy heavy/sentry gun/whatever that's holding you back and the rest of your team to mop up the survivors.

Alternatively the medic can use Kritzkrieg to give his patient Guarenteed Critical hits for 10 seconds. Critical hits deal 3 times the normal damage and does not suffer from distance fall off, meaning a kritzkriegged soldier/demo/heavy can wipe out the enemy team much faster.


The Sniper

Sniper in Action

Sniper's role is support, picking off enemy personnel from a distance to make your ally's job easier. A good sniper will pin down the enemy team and make your own team's advance easier.

A sniper's shots with the rifle does not suffer from damage fall off, but will damage more if Charged. One can charge one's sniper scope by looking through his scope. A small bar at the bottom of the scope will tell you how much your rifle's charged. A sniper is the heavy's bane. A fully charged sniper shot will murder an overheald heavy in a single shot.

It's extremely similiar to other FPS roles.

The Spy

A support role. With a host of gadgets such as the invisibility watches, sappers, revolvers, and his trusty knife, he can wreak havoc in the enemy team's morale and distract them from their objective, all the while assassinating important personnel and destroying engineer buildings.

Sappers can be utilized to disable and eventually destroy engineer's buildings.

Invisibility watches will make you completely invisible. A spy will not be able to attack while invisible... but invisibility is a powerful tool.

THe Disguise kits that spies have allows them to change their appearance to that of the enemy, allowing him to deceive the enemy into letting him close in on his target.

But his most powerful tool is the Knife. The Knife, if used while behind the enemy, will INSTANTLY KILL the enemy barring intervention of the sniper's razorback or Ubercharge.




And there we go. So if you are interested in a friendly match, just say so here. If there's enough interest, we can then discuss setting up a friendly Highlander Match. If there isn't, well, we can still play together sometimes :D
 
Highlander

Highlander is a special mode of gaming in TF2. Max player limit is 18, 9 on each side, and each player must play only one class.

Because of this, class dynamic is much more emphasized. If you aren't doing your job, there will be no one else to do the job for you. Medic got stabbed by spy? Well maybe the pyro should've been there guarding him instead of rushing out to light a soldier on fire. Heavy got sniped by sniper? Maybe the sniper should've pinned the other sniper down or the spy should've distracted him.



By the way, TF2's free to play. You can get the game off steam for free if you want to join us.

I would suggest getting some practice beforehand though.
 
Downloaded it today! Need to find some time to practice though...
 
I'm in, and will roll over all of you. Except if I'm a scout. Or spy. Medic, meh, not so much. Not the best pyro either. Sniper, well, I'm hit or miss. Literally.

In all seriousness, I'm open to any class but spy. Preferably play as a sniper, heavy, or soldier, but I'm flexible.
 
I am in, interested as Spy of course. I could also play Medic or Pyro good.
 
I'm in, preferably as Soldier, although I could do any class (with varying effectiveness) besides Scout, Sniper, and Spy (with minimal effectiveness).
 
I can try as either Pyro or Soldier. Not particularly good with most of the other classes, but I am at least versed in all of them.
 
I'm in. I can be either a Heavy, a Medic, a Pyro, or a Soldier, or a laughably ineffective Spy or completely insane Demoman.
 
Unofficial National CFC Highlander Team:

Scout: Kill fire
Soldier: Mech
Pyro: Mythmonster
Heavy: Choxorn
Demoman: Unknown
Engineer: Omega
Medic: Unknown
Sniper: SamSniped
Spy: Red Spy

I assumed the first class listed is everyone's first choice
 
By the way my first choice is Of course the spy.
 
Would we have to use the vanilla loadout, or can we use other weapons too?
 
Would we have to use the vanilla loadout, or can we use other weapons too?

Click this link for banned weapons

Do note that Highlander is much less restrictive on banned weapons than the other game mode. This is due mostly because weapons that are cheap aren't as much when you only have one person per class.
 
Da. No weapons except the dreaded Pomson and the Enforcer is banned.
 
But I like my Pomson 6000... So Machina is okay? I'm okay with the Enforcer being banned ;)
 
I can't stand using the Enforcer.

It kills people too slowly.

Ambassador all the way, man.

Machina is fine but... Why? It just makes killing you a lot easier for the enemy spy for minimum benefit.
 
Because in Team Fortress 2, I'm expecting the pyro to spy check so I don't have to worry about him. Besides, I also carry the razorback, so only spies with Enforcers/Ambassadors pose any real issue to me if they get close enough. On payload (which I mostly play), enemies on offense bunch around the cart, and a full-charged shot can kill multiple at once. Plus if I miss the head the extra damage comes in handy to piss people off. If I'm trying to no-scope with the default sniper rifle, chances are I'm (or the team) is doing something wrong.

Plus the gun sounds really powerful when I fire it. :D
 
Da. No weapons except the dreaded Pomson and the Enforcer is banned.

The Reserve Shooter, on both Soldier and Pyro, is also banned. Though, in my opinion, I never use the RS on the Pyro for if you can get close enough to airblast someone, it is better to use the Axtinguisher.

EDIT: So is the Holiday Punch and the Machina
 
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