Difference between revisions of "User:Malthenius"
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== Todo List == | == Todo List == | ||
* Track down exact Valve citation concerning Medic/Nazi dismissal | * Track down exact Valve citation concerning Medic/Nazi dismissal | ||
− | (Second hand "According to fans that toured Valve..." [http://tvtropes.org/pmwiki/pmwiki.php/Wmg/TeamFortress2]) | + | :(Second hand "According to fans that toured Valve..." [http://tvtropes.org/pmwiki/pmwiki.php/Wmg/TeamFortress2]) |
+ | : This has become entirely second-hand; I see zero proof anywhere on the web. | ||
== Profile == | == Profile == |
Revision as of 01:20, 1 December 2010
Contents
About
Technical Writer, Archivist, Digital Documentarian and German dabbler...you aren't hiring by any chance, are you?
Todo List
- Track down exact Valve citation concerning Medic/Nazi dismissal
- (Second hand "According to fans that toured Valve..." [1])
- This has become entirely second-hand; I see zero proof anywhere on the web.
Profile
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Preferred Loadout
Class | Weapon | Reasoning |
---|---|---|
I enjoy the look of the Iron Curtain over the stock gun, plus it's a way to show off an achievement. I'll alternate between this and Natascha depending on the types of players I have problems with. Typically, the extra damage is more effective than the slowdown based on my experience. | ||
I love the Sandvich primarily because you can discard it onto the ground in front of you. Toss out a Sandvich in an area where your team is defending, or after running with the Gloves of Runninng Urgently drop it in front of you to restore the lost health. Awesome item. | ||
One of the biggest downfalls for the Heavy is his slow speed, this 30% speed boost is a major help in escaping to heal, or even running with the intelligence if the option arises. | ||
I mainly play 2fort, so I enjoy having the Force Jump ability at hand to escape attackers or cap the intel. I've gotten good at using this weapon up close to kill quickly. If I'm playing defensively, I'll switch over to the Shortstop and Crit-a-Cola combo. | ||
Bonk! is useful for dealing with Pyros, Heavies, faking out Snipers from afar or causing Soldier suicides. It's also handy insurance for escaping to find health without worrying about errant shots wiping me out prematurely. | ||
Love to use this on attacking heavy/medic combos. Smack a baseball into a healing medic and watch him get eaten up by everyone else. | ||
Faster weapon switch while retaining compression blast. I primarily play defensive, so I enjoy being able to extinguish burning teammates and reflecting projectiles back at enemies. | ||
Required if you plan on being viable against enemy Pyros from a distance. | ||
Unless I'm equipping the entire Gas Jockey's Gear set, I always equip the Homewrecker to help out friendly Engineers with sapper problems. | ||
I prefer the crit. ability of the Frontier Justice to help psychologically buffer my state of mind after losing a Level 3 Sentry Gun and dying as well. The limited ammo make me a better shot, and I'm guaranteed 2 critical shots for every Sentry Gun kill and 1 critical shot for every Sentry Gun assist. | ||
Paired with the Frontier Justice, the Lugermorph (pistol) makes up for the lack of ammo allowing me to pepper enemies after I run out of Shotgun rounds and have to reload. Also good for long distance shooting. | ||
Typically I prefer playing the old, boring style of the Engineer with the fully upgraded Sentry Gun. It's nice to know that if I manage to clip a cloaked Spy or any other enemy that I'll bleed them out a bit in the process too. | ||
The Huntsman allows one to play a more offensive Sniper of sorts. Plus, the aim appears to be far more forgiving than the stock Sniper Rifle. The potato chip bag crunch of striking an enemy with an arrow is satisfying and I enjoy the macabre ability of piking enemies to walls. Good times. | ||
Reveals cloaked spies and extinguishes burning teammates. Very handy. | ||
Great to use in conjunction with Jarate's mini-crit ability (since the Bushwacka crits whenever it would normally mini-crit). | ||
Yes, it's harder to aim and the recoil takes longer than the standard handgun for the Spy. However, I prefer the ability to do more damage if I manage to screw up and get forced into a gunfight. | ||
I prefer skulking around cloaked, at least in a smaller map like 2fort. I primarily focus on Sentry disposal and the C&D seems to be more helpful in dealing with Engineers and their Sentry Guns. | ||
I rely on my cloak as my primary disguise and disguises as my secondary. When dealing with Sentry Guns I like the added insurance of already looking like the other team before dealing with Engineers of their guns. |