Team Fortress 2

Team Fortress 2

59 ratings
FULL Weapon Choice Guide for ALL classes ! ONLY PICTURES !
By ReNegade
Tired of never knowing what weapon to pick and when to pick them ? Tired of having TO READ ? No more !
In this guide i'm going to cover ALL your bases by showing you a clear way of always knowing what to pick, when and why, all without needing to read boring stuff ! Yay !
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Intro
Greetings fellow mercenaries of the badlands !

First of all : Who am i ? I am simply an experienced old-timer merc who felt the need to compile useful information into a simple, clear and concise reference guide for anyone in need of easily digestible information !

Knowledge is power !

I am going to break down the complete thought-process behind choosing every weapon for every slot of every class !

I am intentionally going to make this guide completely seriously by treating ALL weapons under their most fair and just light, even those known for being underused or weak !

While it is true some weapons need buffs or nerfs, a good mercenary always knows how to make even the dirtiest rock shine in the right circumstances !

I am also going to keep things simple and ignore all the "unintended" and "community-made" uses of some weapons to avoid melting everyone's brains with overloaded flowcharts.

This means this guide is first of all aimed at newer or learning mercenaries, since experienced mercenaries already know how to creatively break the mold and don't need no one to tell them what to do !

With that said, since we all know we mercenaries usually struggle with basic reading comprehension, time to let the pictures talk !

NOTE : In case of doubt, always default back to the stock weapons. If you struggle with a weapon, either train with it or default back to stock weapon. Stock weapons are never a wrong choice. They are the best in most situations.
The Scout




The Soldier




The Pyro




The Demoman




The Heavy




The Engineer




The Medic




The Sniper




The Spy




Outro
Thank you for reading this guide !

Don't forget to rate it up if you liked it, and to favorite it so you can find it quickly if you need to check it again !

Don't hesitate to ask me if you have any questions about this guide, or if you want me to make another guide !

In the meantime, see you in the badlands, fellow mercs !
11 Comments
ReNegade  [author] 6 Jul @ 11:59am 
that's all medic melees lmao
valve needs to stop making healing count towards crit chance
what happens to girl snails 6 Jul @ 11:41am 
good guide but calling the ubersaw a gamble when it has a 60% crit rate is smoking crack
ReNegade  [author] 6 Jul @ 1:34am 
@danny darts i intend to touch on it in a future guide.

TLDR the gunboats reduce damage taken when jumping, but your jump is low in height and speed, which makes it not so useful compared to the mantread's increased jumping ability.
The mantreads modify your air resistance in a way that makes a single jump more efficient, for an experienced rocket jumping soldier who knows what they are doing, the health cost is manageable and opens a lot of options that the gunboats just don't have
danny darts 5 Jul @ 9:36pm 
cool guide, though, i don't agree with use of the gunboats if you're not "good at rocket jumping." if you're not jumping why reduce damage from jumping?
𝓢𝓪𝓷𝔂𝓪 5 Jul @ 2:51pm 
ollrit
БОРОДА 4 Jul @ 9:40pm 
NICE
perc-a-holic 4 Jul @ 10:32am 
she demo on my knight till i MEDIC
Jagyrmystyr 3 Jul @ 9:49am 
nice guide
808lofi 1 Jul @ 1:12am 
i prefer to just emote all gam
engineer gaming™ 30 Jun @ 2:58pm 
Great work!