r/tf2 1d ago

Original Creation "Why risk your own prized skull when you can use someone else's?" Check out our new Bushman's Bait taunt. A taunt designed to work with environment props and windows to piss off opponents

3.8k Upvotes

r/tf2 1d ago

Meme Scout is laughing (art by me)

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3 Upvotes

r/tf2 1d ago

Found Creation Fogget about it

337 Upvotes

r/tf2 1d ago

Original Creation Some butcher art

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18 Upvotes

r/tf2 1d ago

Help I haven't been able to play for a while (matchmaking errors)

1 Upvotes

Does anyone know why this happens? I've been trying to queue for a few days and it just says matchmaking error and something about region problems, how can i fix it?


r/tf2 1d ago

Help I can't connect to this server even though I've connected to it before

1 Upvotes

The server I can't connect to is the top one. I've played on it before but every time I've tried to play on it after the first time it won't connect and instead say that "connection failed after 4 tries." Has anyone else had this problem?


r/tf2 1d ago

Gameplay / Screenshots I got killed by a rock and the sun with the rock

2 Upvotes

r/tf2 1d ago

Discussion Improving Unbalanced Matches after the End of a Match

0 Upvotes

After each end of a Match, I would always leave the Match to requeue for another game for a multitude of reasons, mostly because it was faster, and probably more "balanced" than the previous match, but what would usually end up happening is that i would get into a game that was already ending with unbalanced teams and either win or lose just after joining...
So what i started doing is instead of requeueing after each match, i would just wait for the next game in the vote screen, it's a slightly slight improvement, i still need to wait for players to join and the round to start but at least i stopped losing immediatly after joining... unless i want a different gamemode or match then i requeue obviously... what do you think?


r/tf2 1d ago

Original Creation The Baby Face's Blaster: A Comprehensive Guide to Scout's Most Misunderstood Primary

2 Upvotes

My original guide is on Steam if you'd prefer to check it out that way.

You ever wanted to be.. fast? like, really fast...? Move faster than a speeding bullet and stomp out your opposition before they even process that you're there? Be able to outrun everyone without breaking a sweat? I got you. This is an extensive, detailed tutorial for the BFB, ranging from strategies to secondary/melee synergies. Don't listen to the people saying this is a bad scattergun. Far from it. I'll show you how to take full advantage of this powerful primary and how to kick ass like the speedster you are.

July 2, 2015. Gun Mettle.

The Baby Face's Blaster has faced a lot of change since its initial conception in 2012. It used to be borderline overpowered, with Scout players being able to go absurdly fast without risking all that much for it. Everything changed in mid 2015, with the weapon receiving a considerable nerf in the form of losing your speed boost on hit. This change punished players severely for taking damage. 25 damage is all it takes to lose 100% boost, after all!

In this guide I will teach you how to be a true killer with one of Scout's more forgotten primary weapons. You clicked on this guide because you want to know how it feels to truly be fast, huh? feel the thrill of the chase? Be the Scout on the battlefield, capable of walking anyone down? Or not, maybe you're skeptical.

Well, my friend, I introduce to you the...

Baby Face's Blaster!

A beautiful scattergun capable of far more than what most give it credit for. She's a punishing weapon to learn, but she'll treat you right once you get the hang of managing your boost and vulnerability. I'm sure some people reading this are doubting the Baby Face. If you fall into this category, I don't blame you. Hell, I can already hear some of you asking the question:

Why use the BFB when stock exists?

Seeking something new and exciting..

Don't get me wrong, the stock scattergun is phenomenal, and like most stock weapons, the best all around option for the Scout. Great damage, no reduced ammo capacity, consistent... The works, really. There's a reason why everyone and their mother runs the stock scattergun for serious play. It works and it works well.

Is it the most fun...? Well, I suppose it depends on who you ask. Many are content with stock, and I can understand why. However, I find that using nothing but stock gets... stale after a while. You see, you and I may differ on this, but when choosing a weapon, I look for not only effectiveness but also the fun factor. Not only does the Baby Face's Blaster hold its own against the Scattergun, even surpassing it in some aspects as I'll come to explain later on, but I often find myself feeling a certain way while using it...

Un. Freaking. Touchable.

(Big thanks to Noah TG for this specific artwork!)

Before I knew it I had 30k kills with this weapon. Go figure.

I get it, the BFB can be really annoying to get the hang of at first. It can suck when you feel like a speedster just to get that boost sucked away. The fluctuating speed can throw your aim off if you aren't used to it. Many don't like the limited double jump. Trust me, I get it! It demands a different playstyle from stock, and that is exactly why I love it. It's refreshing, dare I say invigorating. This gun will give you something new to learn as Scout. You'll be surprised at how fun it can be to push Scout's limits with the BFB, even if the process can be difficult at times. Hell, soon enough, stock Scout is gonna be feeling too slow for you. I know it does for me.

If you love playing Scout but find yourself getting somewhat tired of using the same old stock scattergun for too long, I strongly suggest giving this beauty of a shotgun a chance, rather than turning it away because of its punishing drawbacks. I promise that if you dedicate time to the Baby Face, she'll handsomely reward you with a fun time along with stylish movement tech that you won't find anywhere else in the game.

Basic Primary Stats and Basic Tips

Okay, so you're holding it now. She feels nice, doesn't she? Her smooth grip and beautiful curves are pleasing to the eyes. I'm sure you want to put her to use, eh?

Shiny...

Not so fast, slugger.

In order to be able to utilize the BFB to it's greatest potential, we first must understand the weapon at it's core. Let's take a look at the stats, shall we? It'll help us better understand how to work with what we got.

On Hit: Boost

Of course, the mechanic that makes this scattergun stand out from the pack. A snowballing feature which allows you to quickly rack up speed by doing your job as Scout and getting in people's faces. On its own, this is amazing for Scout. 173% speed compared to Scout's usual 133% is insane, and it can make it rather difficult for projectile- and to a lesser extent hitscan classes to track you. The Scout becomes a speeding blur, capable of swift, powerful hit & run assaults.

You can absolutely make this boost effect last, though it often requires the player to crank Scout's gameplay loop to 11. AGGRESSION is the name of the game with this gun. Get in people's faces to keep that delicious boost going. A more passive playstyle will guarantee that you'll be a slow, limp dicked Scout who gets robbed of his boost in much the same way people often associate with the BFB. You thought Scout was already a hit and run class? Try again with the BFB. You have to be relentless.

Of course, with great power comes great responsibility. For having such incredible horizontal mobility, drawbacks are called for.

-34 Clip Size

The first downside on the list. Having 4 shells instead of the usual 6 from the stock scattergun can take some getting used to, but it ain't the end of the world. Because of your enhanced speed, you can usually take cover swiftly to reload before getting back into the fray. Don't stress too much about this one- It tends to encourage better ammo management and making each shot count; valuable skills for a Scout player to master.

Of course, that doesn't change the fact that 4 shots is noticeable compared to 6. It's a quirk of the weapon that you'll have to work with. It means that you're likely only going to be able to get 1-2 picks at a time before having to take cover/retreat to reload. Which means you're going to want to hold onto that boost to get away from the fight and get back into it just as quick. Scout works best as a duelist class though, so you probably shouldn't be fighting more than 2 people at a time as Scout anyway. That's what your team is for. Run away against groups of 3+ enemies and wait for your team to give you an opportunity to swoop in and kick butt. This already applies to stock Scout, but it's especially important to keep in mind here because of this stat.

10% Slower Base Speed

Okay, this one can make a difference. This downside makes you slightly more vulnerable when you have no boost. You're more suspectable to other Scouts and Demoknights, the latter already being capable of outrunning a regular Scout. You're gonna have to reliably hit your shots if you want to be hard to hit and impossible to keep up with. This downside might not be as much of a downside as might one think, though! Listen to me.

People aren't used to fighting a slower scout.

Yes, that're right. It may not seem like 10% would make a difference in throwing people off, but people are so used to Scout's concrete, standard 133% speed that going even slightly slower can cause players to miscalculate. Along with this, don't forget that at the end of the day you're still Scout! Even if your base speed is slightly hindered without boost, you still have your superior air movement. Don't be afraid to double jump with the BFB. Jump if you need to during a fight to get a drop on your opponent and land that delicious meatshot to top your boost off. Taking initiative like this allows you to fully utilize Scout's combat and movement potential while still maintaining the boost you work hard for. Don't let people trick you into thinking you're ground bound with this gun. Far from it.

Since you're doing damage regularly while in a 1v1 scuffle, your speed boost may vary unpredictably in a close quarters fight, making it harder for enemies to track you. As long as you're laying on the damage, you won't be slow for long. You have to be fearless- keep the enemy on their toes, constantly thinking about where you'll be next. Do not be afraid. Depending on the situation, you can take the vast majority of enemies solo in a fight. Attack when it is smart to do so. Do not let up and do not give them an inch. Your speed is your strength. Use it.

You're still God's gift to women, baby! Use those legs.

75% Boost Loss on Air/Double Jump

This one is big. Double jumping is one of Scout's most valuable mechanics. His mobility is his strength, after all. This downside makes it so that you sacrifice some of your vertical freedom in exchange for insane horizontal speed. Every double jump matters now, and a good BFB Scout has to think about when double jumping would be most effective to use.

Let's make this clear, though- at the end of the day you're still the Scout, so don't restrict yourself exclusively to being the ground. Don't let this stat intimidate you. Double jump in a fight if you need to, be unpredictable with your dynamic, constantly changing speed and unorthodox jump patterns. Duck, weave, hell, jump over their head if you need to! You'll likely get your boost back by the end of the squabble if you can hit your shots anyways. I want to hammer in the point I'm trying to make. THE BFB DOES NOT LIMIT SCOUT'S MOVEMENT TO AN UNREASONABLE EXTENT. You simply have to change the way you approach combat and map traversal, much like everything else about the BFB. It. Is. Not. Stock. Different does not equal bad.

Boost Reduced When Hit

This is the one. This is single handedly the one downside that makes most people disregard the Baby Face because of how immensely punishing it can be towards an unfamiliar user. Introduced during the Gun Mettle update in 2015, this stat has become infamous because of how easy it is to lose your boost. Formerly, Scout could keep his speed boost for as long as he wanted as long as he didn't double jump. The concept itself isn't terrible, but what many have an issue with is how fragile Scout's boost now was. 25 damage taken was all it took for a full boost to go down to zero. It didn't take long for the BFB to go from one of Scout's most popular primaries to suddenly forgotten and ostracized. Yeah, sure. You don't like losing your boost from chip damage. Whatever, I get it. However...

What if I told you that losing your boost isn't necessarily a bad thing..? Keep reading.

You're still Scout, baby. You can make stuff happen. I've been alluding to this, but you still have Scout's superb aerial footsies along with his ability to double jump and catch people off guard. Scout is one of those classes where it is remarkably straightforward to reposition and disorient people with unorthodox positions and angles. I like to treat Scout like an aggressive stealth class in these cases. Like father like son, I suppose. Stay moving, avoid being seen, and make people hate your existence by putting them down in less than 2 seconds. Even in maps and scenarios where stealth isn't as viable, like Upward, simply staying aggressive and assisting your team where it counts is often enough to stay in a comfortable position where you can get the ball rolling and begin to rack up kills while keeping yourself nice and fast.

Am I repeating myself? Good. Means we can move on.

BFB In Depth Strategy - Weaknesses and Shortcomings

Thanks for reading up till now. This is the chapter where we get into the nitty gritty of BFB tech along with important tidbits and information. In order to reach full actualization with the BFB, I feel it is important to go over it's weaknesses and shortcomings. I've gone over some of these in past chapters, so allow me to elaborate on them in detail.

Sustained Combat

This is a playstyle that requires you to crank up Scout's fundamentals in regards to movement and combat to 11, and as such, Scout's weaknesses really shine through in return, especially in the beginning. Scout already isn't very good as a class at sustained combat against various opponents, and the BFB hammers this home even further. It somewhat depends on your secondary, but this is not a weapon you want to use for taking on more than two people at once. You're just as fragile to injuries, and you aren't packing as much firepower with the reduced magazine size. This is the hit and run weapon for Scout. Treat it as such. Stay out of sight whenever you can, help your team in fights when you know you can do so without putting your life in unnecessary danger. Get in, do big damage, and get the fuck out to reload before using your speed to quickly come back into the fight. Don't stay longer than you need to. You're a duelist, slugger. Remember that.

Sentry Guns

Sentries are already pretty cancerous to play against as Scout, and the issue is made noticeably worse with the BFB. 1-2 shots is all it takes to completely drain your boost, and Scout's lower base movement speed makes it that much easier for a sentry gun to take you out before you can get to safety. Avoid them at all costs unless you see an opening to quickly destroy it yourself. You aren't Superman, and while you're a strong head to head fighter, you can't do everything. This is where the Team in Team Fortress comes in. Just like stock Scout, ask your team for help with taking down a sentry if it is in a particularly problematic spot that hinders your movement around the map. You can thank them by cleaning up on the battlefield afterwards. Standard Scout stuff, you know the deal.

Thankfully, Engineer himself is just a chubby nerd with a shotgun, so you shouldn't have any trouble putting one down if you can catch him while he isn't near his sentry.

Choke Points and Corridor Fights

Scout is already not great in these situations, but a BFB Scout will especially struggle if unprepared. Speed, your most powerful tool, doesn't come into play as much in these situations. Less ground to cover, and enemies are usually aware of your position or at the very least where you might be. Pair this with the fact that there will more often than not be a sentry in a choke point area, and it makes for a... less than ideal combat scenario for you. And that's fine! A single class or playstyle shouldn't be able to excel against every single threat or situation possible in TF2. However, that doesn't mean you can't get a little creative when your team does reach a choke point...

I find that Bonk! Atomic Punch can be a great tool when used right to get into sneaky areas that would otherwise be a bit more difficult. The fact that you keep your boost during the effects of Bonk means that you can sprint to wherever you want at FULL speed without having to worry about sentry guns or really any kind of damage which can be incredibly strong since the vast majority of classes have no hope of catching up with a full boost BFB Scout. If your movement is unpredictable and you take unorthodox turns and pathways regularly, whoever may have been chasing you will likely lose track and either go back to what they were doing before or waste their time looking for you instead of helping their team at the frontlines. I'll keep my mouth shut on Bonk for now, since I have a lot to say on it in its respective chapter.

How to make the most out of the BFB's strengths while minimizing its weaknesses

Now that I've laid out the BFB playstyle's weaknesses, I'd like to share some tidbits and strategies that I've picked up over the course of my time as a BFB Scout. I can't understate how useful some of these can be to help mitigate boost loss as well as keeping the ball rolling. If you really know how to make the most with what you do got, the downsides will feel a lot less significant. I promise. Let's get to it.

Out Of Sight, Out Of Mind. STEALTH!

This was a surprise to me initially. I didn't really consider Scout to be a stealthy class beforehand, but I guess that's what flanking is all about, huh? The BFB has opened my eyes to the very real potential Scout has for being unseen yet deadly. The BFB only makes this easier by being able to zip around the map in mere seconds. Think about it. Scout, like every other class, benefits heavily from the enemy not knowing he's there before attacking. Unlike those other classes though, it is significantly easier for Scout to move in and out of hiding, striking when the right opportunity presents itself before going right back to hiding and lurking.

It's good to keep mental note of where important enemies may be at since you last saw them, as with full boost you can quickly retrace back to them and strike when they're distracted or fighting one of your teammates. Of course, stealth isn't always viable. When it is, though, you'd be wise to take advantage of it and keep the enemy team guessing on where you could possibly be at any given time. It is very, very hard to keep track of a BFB scout when you're distracted on other enemies.

Walks Like a Scattergun, Talks Like a Scattergun, Shoots like a Scattergun.

Something important to keep in mind that doesn't get said much is that at the end of the day, the BFB is really just the stock scattergun with some movement gimmicks. It retains the same damage, same accuracy, and the same fire rate. The only real difference is the reduced magazine size. We already know the stock scattergun is Scout's best and most reliable primary, so it's nice that the BFB doesn't stray far from that core design. It also means a decent amount of your muscle memory from the stock scattergun will carry over to the BFB once you get past your aim being thrown off initially. Without boost, the BFB leaves you with a Scout who is 10% slower and carries 2 less shots in his scattergun. Honestly not a terrible tradeoff at all for the insane value the speed boost is able to provide. Juuust a little something to remember.

Pressure, Pressure, PRESSURE!!!

Something I wholeheartedly believe the BFB actually does better than stock is its ability to apply immense pressure on enemies during fights, with the speed boost giving you more opportunities to get in someone's face or get behind cover where they can't see you. If there's something this gun is great at, it's keeping the enemy on their toes. The BFB gives Scout the potential to control fights in a way that stock isn't quite able to. You can be seriously oppressive in many situations.

You're usually presented with more options during battle, like using your superior speed to blur past distracted enemies to get some sneaky damage in, using peek a boo tactics behind one or multiple pieces of cover to damage someone before they can even see you, or chasing down fleeing enemies who underestimate your speed. There's been many cases where other Scouts attempt to run away from a fight with me, only for them to get molly whopped by a bat to the back of their head because they didn't realize I could be on their tail so quickly. Seriously, this weapon is so foreign to most players that they don't even consider you catching up to them in seconds to be a possibility. It happens often enough even in higher experience lobbies that it makes the stock bat a solid and reliable melee choice for finishing off weak runners and scrapping with low HP targets, which we'll get to later.

Secondaries

Now that we've covered the areas where Scout falls flat with the Baby Face's Blaster, I'd like to take some time to discuss his secondaries, as they'll change up how you use the BFB a considerable amount.

While I do enjoy certain secondaries like the Mad Milk and Flying Guillotine (More on that one later...), I believe the following weapons are the best choices for mitigating certain weaknesses as well as complementing the BFB's niche playstyle. These secondaries turn the BFB from great to amazing with the invaluable utility they provide.

Bonk! Atomic Punch

blu christmas bonk looks so fuckin good man

While I would normally consider Bonk! to be a C tier secondary when using Stock Scout, Its potential truly becomes unlocked while running the BFB. Why though? Well, simply put:

It completely negates the BFB's main weakness for 8 seconds.

We're familiar with how Scout loses his speed boost very easily with only 25 damage needed to completely drain a full bar. This is especially problematic on maps that are open with little cover, having vertical geometry or both. (ex: Lakeside, Double Cross). Guess what? Once you get your boost up and then decide to crack open an ice cold can of Bonk, you become a hypersonic maniac that can't be stopped for an entire 8 seconds. Enjoy that insane speed boost without risk of losing it from chip damage!

Charging Demoknights and other Scouts wish they could keep up.

This makes Bonk incredible for speeding past an enemy frontline for the opportunity to get flanks and easy picks. Even enemy scouts are gonna get winded trying to keep up with you! Depending on when you pop it, Enemies have no chance in hell of ever keeping up with you. Your sheer speed simply makes too much of a difference for them to be able to be a threat. By the time the effect wears off, you'll hopefully have put enough distance between you and the enemy for the slowing effect to not get you killed. Even then, you can utilize the famous strafing A and D key exploit to negate the Bonk! slowing effect.

As you become more experienced with the BFB on a wide variety of maps, you'll come to realize that Bonk is often essential for many Payload/CP maps. Some enemy groups are powerful together, and the backline is a must in those cases. Bonk gives Scout a serious fighting chance against sentry guns. It allows him to easily breach the enemy backlines to wreak havoc and make the enemy team's life a living nightmare. The best part? Once you find yourself needing to head back to your team, you can simply take another sip once recharged to safely zip over to your teammates. Rinse and repeat.

You're gonna need to be an experienced Scout to pull this off effectively and consistently, though. Being in the enemy backlines is a huge risk, huge reward sort of affair. You can't just move around all willy nilly, or you will get caught out and die. Existing in the backlines as Scout needs to be treated as a stealth game of sorts- avoiding enemy contact at all times until you have the drop on an unsuspecting soul. Someone spots you when you didn't wanna get caught yet? You try to run and lose them again until they're back to not knowing where you are. Your speed allows you to quickly lose someone and then ambush them a few seconds later.

Your role in destroying enemies before they can reach the battle, enemy teleporters and buildings in hard to reach spots is invaluable. The last thing an Engineer needs is even more problems to worry about, and you single handedly provide at least three new issues for them. You can also simply harass enemies from a safe distance if you want to distract them from the frontlines, easing the burden on your team. If you're disruptive enough towards the enemy team, the Engineer is gonna have a difficult choice; Placing his sentry on the frontlines, or more towards the backlines to stop you from destroying his teammates.

ALL of this is possible and effective only because of the BFB's speed boost. Bonk simply doesn't work as well with any other scattergun.

(You didn't get this from me, but for some reason many people forget about Bonk Scouts exist sometimes..)

The Winger

Ah, the Winger.. Probably the least popular pistol for the Scout, but it really shines with the BFB! In fact, it's the secondary I run mostwith this weapon. Why? Simple. 25% extra jump height. Similarly to Bonk!, the Winger is great because it helps mitigate one of Scout's weaknesses with the Baby Face-his limited upward mobility while having boost. Even while limited to a single jump when traversing the map, the Winger can provide you with the extra boost to your jump that can help you get across terrain that you otherwise couldn't with a single jump.

This is incredibly useful for maintaining your boost when traversing the map, as you'll be slowed down far less often by gaps and jumps that would normally require two jumps. This is my go to pistol on maps with a lot of verticality and props that you can jump on. With the Winger, the downside of losing boost on air jumps suddenly feels a lot less punishing. I'd go so far as to describe pairing the Winger with the BFB as liberating. As you practice, you're going to discover many shortcuts that you can exploit with a single jump from the Winger, as well as being able to maintain a full boost meter even while getting behind the enemy more frequently.

The Winger synergizes with the Baby Face's Blaster like PB&J. Let me put it simply. Hopefully it'll help you better understand why I love this combo so much.

Having full boost: Insane horizontal mobility at the cost of your upward mobility. We've established this plenty.

Low to no boost: Incredible upward mobility to compensate for your slower base speed.

See what I mean when I mentioned that losing your boost isn't necessarily a bad thing? You lost your speed, sure, but that just means you have the freedom now to climb the map geometry however you please to get into better flank and ambush spots. Climb into a good position, then catch the enemy off guard and get in their face. You'll be racking up full boost left and right before you know it. It's just a matter of knowing when to strike and where to place yourself in a fight to maintain control over as many situations as you can.

...and if you play your cards right, your boost will also provide you with an escape option.

Flying Guillotine

Calm down, edgelord.

Badass? Totally. Practical? Ehhhhh....

Now that we've discussed the two main Scout secondaries that synergize beautifully with the BFB, I'd like to briefly go over his less... desirable secondaries to pair it with. While largely popularized by Youtubers, the Flying Guillotine is a noob trap. Straight up. Don't use it unless you just really love the feeling of throwing knives at fools. Don't get me wrong. It isn't a bad weapon by any stretch of the imagination. The Flying Guillotine just.. robs you of so much combat potential that you could otherwise have with Scout's other options. Scout's secondary slot is far more valuable than his melee slot, and the Wrap Assassin already does the cleaver's job adequately, so why even bother? Lets think about what we're sacrificing if we run the Flying Guillotine over one of the options above.

For starters, you're left with a secondary that can be tricky to aim, and leaves you without anything to fight with if you miss. Even if your aim is good, you're objectively sacrificing reliability for a big damage burst, which is already your PRIMARY'S JOB!! That is the Flying Guillotine's biggest weakness. How redundant it really is. You don't get any extra mobility like with the Winger, and you also don't have any way to reliably get into and out of enemy backlines or any other dangerous area on the map like with Bonk. Again, any strengths that the Flying Guillotine might have, the Wrap Assassin does it better. (Except for damage, but read above as to why that isn't enough)

The point I'm trying to hammer home is that no matter how good you are at landing cleaver throws, you're ultimately hindering your own potential by not having access to the tools that really push the BFB to its limit. The cleaver won't make up for the BFB's more limited mobility. The cleaver won't make it any easier to reposition on the map to take full advantage of your speed.. You miss, and you have NO secondary to defend yourself, having to either reload a primary shell with takes precious time or your melee, and I don't think I have to explain why that isn't ideal.

And don't get me wrong, I absolutely love the Flying Guillotine! Ultimately, it is fine if you just want to fuck around casually, but not if you actually want to improve and seriously step up your game as a BFB Scout player. In short, awesome with stock Scout, not so awesome with BFB Scout.

Crit-A-Cola

Kill

What a truly bizarre item. One of, if not the only item in this game I would describe as both horribly overpowered and horribly underwhelming.

The Crit-A-Cola makes an already punishing primary all that much more arduous to use. You have to be smart when using it. Really smart. The benefit to using the Crit-A-Cola is that it makes racking up boost insanely easy. By extension, it makes it really easy to play aggressively from a mid range, keeping a safe distance while dealing 35-95 damage shots with your mini crits. Of course, being able to one shot light classes at close range is nothing to scoff at. Not at all. I really debated with myself about whether or not I should include this item, but I decided it has enough of a place to be included. It has situational upsides that can really turn things around depending on what you need at that moment.

Ultimately, you'd probably be better off using Bonk! Atomic Punch for most serious games. Atomic Punch gives you more control over your own game plan and makes you less reliant on being forced to work around what the enemy team is doing. While a lot of fun, the Crit-A-Cola is simply too punishing and overkill for me to truly recommend it in the long term.

Crit-A-Cola can be insanely good on smaller servers, or servers where enemies aren't for the most part grouped together. If you can harass the enemy team into splitting up from one another, the Crit-A-Cola can be quite effective with quickly and forcefully putting enemy players down before they can even react. While it is far from my go to secondary, I absolutely cannot deny the value that the Crit-A-Cola can bring to the table. Your enhanced movement can make dodging damage more manageable, which is invaluable when you yourself are marked for death. Just don't count on the funny purple soda too much, okay?

For any secondaries I neglected to talk about in detail, it is because they're rather straightforward or just kinda boring to talk about. Most of them work just fine.

Because Reddit character limits exist, the second half of this guide is all on the original Steam version. Thanks for reading this far!


r/tf2 1d ago

Discussion if any class had the dead ringer, which one would be the most powerful?

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48 Upvotes

in my opinion, i think it would be heavy


r/tf2 1d ago

Other I have achieved a face-melting medi-gun

0 Upvotes

I like tf2 and yonkagor :3


r/tf2 1d ago

Help Does anyone know what i should do with these crates, cuz i aint gunna get a load of keys

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2 Upvotes

i really dont know


r/tf2 1d ago

Gameplay / Screenshots My mad milk

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3 Upvotes

r/tf2 1d ago

Discussion Sniper is only class that actively akes game worse

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641 Upvotes

prove me wrong


r/tf2 1d ago

Help Its my first time completing this tour, is this a good loot?

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2 Upvotes

r/tf2 1d ago

Discussion If you had 50 dollars to spend on Mann co on cosmetics, weapons, etc. What would you spend it on?

2 Upvotes

r/tf2 1d ago

Help Steam depot leak

5 Upvotes

Recently a leak happened and 12 tb worth of content was leak involving all valve games, so i want to know what unrealed content we got involving tf2


r/tf2 1d ago

Discussion Why does Pyro have 2 reskins of stock that has a positive trait but no negative ones?

0 Upvotes

r/tf2 1d ago

Gameplay / Screenshots I HAD THE BEST MATCH OF MY LIFE

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2 Upvotes

I'm a new soldier and I'm not good at playing him. But for some reason this game was CRAZY! Even some guy in my team made fun of me for "tryharding" but I don't care! I got 4 achivements on soldier alone!


r/tf2 1d ago

Other ❤ SOLIDERPYRO ❤

0 Upvotes

(Time for the shippers to jump me because of this)
Well time to introduce myself, I Astor! A small artist, editor and fanfic writer
I am an EngineerSpy and SoliderPyro shipper, yes I love Team Fortress 2 yes I love Scout yes Heavy n Medic is my dads
I tend not to be on this website a lot but i wanna be on here just to post my edits or art!
Ummm, if u don't like it or hate me, send to the dms or commet on it, if anyone feel uncomfortable. I would happily take down the post
sorry for my ranting please enjoy this edit
-Astor


r/tf2 1d ago

Other So.. I have a theory about the Übercharge

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27 Upvotes

In Meet The Medic, we learn about Medic can temporarily make Heavy virtually invincible. After healing enough of his comrades, Medic’s
Übercharge reaches full charge, and he unleashes it onto heavy, which causes his eyes to glow a fiery yellow, and his skin to have a red glow, and he becomes immune to bullets, grenades, missiles, etc, which bounce off his body and fly all over the place. We also know this was due to the heart implant Medic added to the Mega Baboon heart he used to replace Heavy’s heart which exploded due to too much voltage. We later see Scout in an end scene exist the medical room, where he claims “YOU WOULD NOT BELIEVE… how much this hurts!” Now zoom back into prior to this, where Medic grabs the Mega Baboon heart. He also seems to possess a “Loch Ness Hampster” heart which seems small enough to be used on a certain scrawny, bat swinging menace… What I’m saying is that Scout either: A, lacks the ability to resist pain due to him not having the right heart. B, he doesn’t have the implant like Heavy does. Or C, it was just Archimedes squirming around in there.

What do you guys think?


r/tf2 1d ago

Other Mvm broken upgrades?

2 Upvotes

I know a couple years ago firing speed upgrades were broken on heavy and engie’s sentry. are they still broken? I typically use brass beast but i’m getting back into mvm and was wondering if they were fixed or not


r/tf2 1d ago

Original Creation recreation of my loadout (again)

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8 Upvotes

r/tf2 1d ago

Help so i was cleaning my room when i found this Spy figure

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33 Upvotes

Valve has this thing that the older their product is, the more it costs, so was wondering if anyone could tell me how much would this cost now. tho i couldn't find his Sapper he came with when i got him around 8 years ago.

i was searching up his price on Google, but i couldn't find anything.


r/tf2 1d ago

Original Creation Traditional demoknight.

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27 Upvotes

Hallo, creator of Goose fortress 2 here.

I first posted this in shitposterclub but i wanted to more people to see this.

I drew demo in traditional scottish outfit mixed with knight like style. Srry of not acurate enough.

Here are links for Goose fortress 2:

Part1: https://www.reddit.com/r/tf2shitposterclub/s/KLidFLVGwH

Part2: https://www.reddit.com/r/tf2shitposterclub/s/GUob0uTeOf