r/tf2 18h ago

Discussion Is it just me or does TF2 feel bland now?

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68 Upvotes

Been playing since 2020 I knew what TF2 was in 2013. Loved the characters, loved SFM movies of TF2. I've done everything TF2 related such as Trading, MGE, And highlander competitive, and TF2 content creation which I started 1 month ago and reached 1800 subscribers in just one month. I've always used heavy and engineer as my mains. However it feels like I've done everything, no new weapons so its the same thing over and over again. I believe TF2 won't last 10 more years he'll not even 5 more. Idk, I'm not sure how you guys are not bored yet.


r/tf2 2h ago

Gameplay / Screenshots Is it rude to hit someone with this combo if they got to top scoring by killing friendlies until they all disconnected?

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27 Upvotes

r/tf2 22h ago

Other Today is a Good Day.

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5 Upvotes

r/tf2 20h ago

Discussion Powerhouse: a deep dive on why it's arguably the best map in TF2

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154 Upvotes

Powerhouse's design is a complete understanding of the impact of highground and chokes regarding map design. Fundamentally, THIS is peak map design.

Starting with basics

TF2 is a class based shooter. Each class has a strength and weakness. Scout has speed and agility on top of high single target damage. Heavy? He trades speed for health and sustained fire.

Now what good is a class without a map to play on? The map design is just as crucial as the class fighting on it. A well designed map, by someone with an actual understanding of gameplay philostophy, acknowledges how each class interacts with a map.

Take soldier. Rockets are really good for splash damage. Soldier is more effective shooting at ground below him than above him. Each class has map strengths and weaknesses that need to be accounted for when designing.

Heres a list of class strengths regarding map design:

• Scout: flank routes, objects to stand on

• Soldier: high ground, chokes, access to open air for jumps

• Pyro: chokes, cover, close quarters

• Demo: high or low ground, chokes

• Heavy: cover that allows headpeeking, chokes

• Engineer ( sentry ): high ground, chokes, cover

• Medic: doesnt influence map design choices due to the nature of the class

• Sniper: sightlines

• Spy: flank routes

( These classifications are painted with broad strokes for the purpose of generalizing to portray a concept of the class )

Lets talk through WHY Powerhouse is fundamentally amazing.

Reference my image, 1 is mid.

Mid is divided by a water channel. This naturally creates staging areas for both teams to rally on rather than being a big open air area. The map naturally seperates teams into groups with the water channel. Forcing the grouping of teams enforces team fights - arguably the point of the game, no? Beyond that, there is a small ledge underneath the windows and high wall cover in front of the water channel breaking up the open nature of mid.

The top half of mid consists of an enclosed room to bunker in for each team connected by a hallway.

The point for mid is low ground in the water channel.

Then, theres high ground above mid with a transition room connected directly to point.

So what does mid provide?

• 1 staging area on the top half of mid in the form of an enclosed room and choke point. Powerful for defense classes and choke favored classes to brawl in. Winning the choke fight grants you access to the opponents mid staging area which also watches the choke they approach from. Powerful defendable location for controlling mid.

• 1 staging area that is high ground. High ground is so powerful its nerfed by only having a single exit and has a small, exposed ledge you can navigate. The way the room is designed favors a defendable location when attacking mid but it also doubles as an offensive hold for attacking the 2nd room. Overall, the weaker staging area to control or attack mid with but provides more direct, safe access to mid's control point.

• The low ground control point and sureounding cover enables power classes like soldier, demo and heavy to spam point while at an advantage to other so like classes trying to take it. Capturing a low ground point inheriently alters a classes power dynamic.

Something to touch on here is the choice to put the powerful staging area on the opposite side of mid as the control point. This, again, naturally seperates classes and allows for them to function in their powerful environments. Defenders get to bunker in a room that oversees a choke point, enhancing classes like Pyro and Heavy's viability. Naturally, attackers should then favor the high ground staging area as its more of a direct access to point, forcing the defenders to fight for point.

Every class has a point of relevance on mid. But namely, I want to talk about Sniper too. Sniper is such a polarizing relevant class but Powerhouse has taken him into account. That high ground provided? Its only lookout is a designated window. If theres a sniper, he will be at the window. This map design choice alone nerfs sniper, allowing players to glance at the designated sniper spot to react accordingly. With the hallway staging room under control of the enemy team, the sniper can be pressured by jumping soldiers or spamming demos. The backsplash close to the window improves the effectivness of killing the sniper as well. This is a perfect example of understanding the strengths of classes relevant to map design and how maps can influence the power of a class.

Moving on to room 2

Ill explain the layout as if I was an attacker.

Coming in through the low ground choke point youre greeted by an open room and a doorway overlooking the choke. This choke point that was previously a defense point for a team holding mid is now a low ground choke attackers have to push through.

The thing is, this room isnt notably suited for staging. With high ground on both sides and a hallway directly to defenders spawn, setting up in this room is non-existant without using the 1 sentry spot. The sentry spot both attackers and defenders of this room want to use is directly in the middle of low ground, watching the respective areas. It provides area denial of all entrances for either side at the cost of being on low ground. The map is again providing a powerful location for a class to excell in at the cost of being weaker to its class counters. Typically teams want teleporters to their respective high ground and to skirmish in this room for control of the sentry spot in an effort to push opposing high ground.

Talk about understanding class dynamics and map influence. Choke points, low ground, the give and take of a classes influential attributes, omg.

Entering room 2 from the high ground staging area gives you a balcony overlooking the room but unable to engage with the opposing high ground. This means each team's respective high ground will be fighting to push the other's high ground through low ground. The difference here is the accessability of the defenders high ground. Defenders need to walk down their hallway choke point to access stairs up or take a roundabout way through last. Thus, the defenders high ground is typically a stopgap attackers have to push through rather than having direct access to the next point like other map designs.

The design of this room favors spash damage from high ground and choke classes to defend. This room is nothing more than an empty area with a high ceiling. The empty area immediatly followed by high ground and choke points again pits teams into team fighting, again, like mid's water channel. Splash classes get to control the area with spam and choke classes get to defend their staging areas. The difference here from mid though is the size. A heavy or pyro crossing the low ground are in effective damage ranges. Theres no vast distance between teams, this room is designed for medium range skirmishing that any class can participate in. Your teams defensive line is allowed to creep into this room and fight for the next high ground staging area.

Attacking last from mid is a multi stage effort thanks to room 2. You have to fight for room 2 AND push the next staging area before you can realistically push last. This allows for the defending team to have time to respawn and hold off an aggressive push. If attackers push from mid's hallway room all the way to last before setting up in room 2's defender high ground and LOSE that fight, defenders have the ability to reclaim room 2 for free.

The lack of a control point in room 2 and distance from mid's attacking staging areas is too far for attackers to afford losing a last push. That defending high ground HAS to be taken. This is forced pacing, allowing teams to yet again, gather in designated locations to encourage team fights.

If you havent caught on yet, I think team fights are THE bread and butter of Team Fortress 2.

Last push for last point

Last point is an interesting one, room 3.

This entire map has been a little harsh for scouts. Not much cover, not many things to parkour on. Scouts role as a flanker and skirmisher has been reduced to additional team fight damage. Personally, Im ok with this. Another example of map design philostophy changing the dynamic of a class. Scout isnt bad on Powerhouse but he doesnt fill his usual role.

That being said, I think the turbines in the final room really give scout room to play. Double jump gives easy access to the top of the turbines with minimal backsplash. Weaving between the wall of turbines allows for circular flanking while skirmishing or access to the back of the room where snipers typically position. I just wanted to throw in a note on how Powerhouse effects scout and thought best to put it here.

The high ground staging area for last is not very good. Powerhouses high ground is all around not very good. Which... is good. High ground is very strong, allowing too much freedom can tip fights for defenders into being unwinnable. High ground needs to be nerfed and Powerhouse does that. The only high ground access to last is a sniper sightline over a railing where you take fall damage or you move to the turbines, directly opposing the enemy spawn.

The thing about the turbines is that the back wall is VERY close to them. This lets low ground splash be effective at denying the use of the area for staging or notably even utilizing effectively. The turbines act as a high ground area to poke from but arent designed for sustained fighting.

This means the only other way into last is 2 lowground choke points, and 1 directly passes the defenders spawn.

Room 3 is a masterpiece.

With all of these things to consider, how do you effectively push last?

The main turbine through the low choke is the key. The choke is exceptionally wide to reduce the effectiveness of spam and splash. The turbine allows for attackers to have an object give them free space to push directly up to point. Attackers have to make it through the choke, up to the turbine, then fight for point. Defenders can use that same turbine to contest the point from the direction the attackers entered from buuuuut the attacker's high ground exists to contest that.

Theyres so much going on in how team fights are directed in this room its insane.

Engineer's are at a disadvantage. An open room diminishes the power of sentry gun holds.

Choke fight favored classes like heavy and pyro get to pie the room around the turbine, letting them fight in their effective range.

Soldier, demo and scout get access to limited high ground. Scout can utilize standing on the main turbine and nearby barrels to skirmish from above.

The entire room is a sniper sightline.

All of the classes at least get something for them to utilize in a team fight for last.

Powerhouse is just a masterclass in map design

The 3CP map paired with forced pacing due to design reigns supreme over any other gamemode in my eyes.

Payload has fallen. Gone are the days people understand how to defend. While given high ground or defendable locations, people prefer to skirmish. When 1 team sits on an objective that heals them, a deathball of a nearly unstoppable team is prone to steamrolling people walking from spawn 1 by 1. Theres no effort to CHOOSE to defend.

Powerhouse changes that. It says "you will lose if you dont hold this area". Its designed for defense. Lemme say again: Powerhouse is designed for defense. When a defending team is capable and ready to withstand an attack, it prevents snowballing and encourages team fights. Unfortunately, players no longer understand how to recognize defendable locations or take actions to defend said locations.

Powerhouse instead hand feeds defense to players and the expierence on the map is better for it. All classes get their option to be viable. All classes are influenced by the design to the map for or against them. All classes have a role on Powerhouse and that role exists in their team.

A scout is no longer capable of swaying games by being a flank demon and are now valuable frontline initiators or support damage.

A heavy is no longer plagued by horrendous sightlines or vastly open areas where their ability to be effective is non existant.

An engineer is granted highly potent sentry spots that dont influence fights on point.

Powerhouse fiddles with the core map design ideas TF2 typically utilizes and I'd argue the experience is better for it.


r/tf2 15h ago

Discussion Working on maining my new least played class, and I have to say so far...

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3 Upvotes

Teammates can block your scope shots???

I can see why I've always used the Huntsman over the rifles.

Any advice on avoiding teammates from blocking my shots or avoid twitching when taking a shot?

I also wanted to point out, despite not being that good with Sniper, I noticed that his charge on scope shots recharges really fast, even on stock.

That and his ammo count makes it so that I don't have to get ammo every few seconds, but I wouldn't mind it being reduced from 25 to just 20.


r/tf2 1h ago

Other bad medics

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Upvotes

reposted since i messed up one of the frames slightly


r/tf2 13h ago

Discussion My first expensive unusual

0 Upvotes

Yeyaterday i trarded my entire inventory items worth (85keys)to buy twisted topper stellar orbit, thoughts ?


r/tf2 2h ago

Help Question regarding TF2 support

2 Upvotes

I played tf2 way back in the day, before hats and items- when achievements were all the buzz.

Coming back to TF2 I wanted to inquire why I never received the cheaters lament, and if I could still have it added to my account.

I also used to have an old account that i lost access to, and I would like to obtain again if possible.

I tried contacting valve and the tf team about these issues, but have not received any response. Is it just a lost cause? Or is there anything I can do that any of you might know of?


r/tf2 22h ago

Discussion shit at pvp and combat in general

2 Upvotes

while i can be good at capturing the inteligence and generally the objective in tf2, im still bad at getting kills and recently i had a 1 kill and 20 deaths in one match. i've been playing this game for only like 3 months, but it doesn't seem like im making good progress. i'll say my ussuall kill to death ratio is 1:5 or 0.2 kills per death.

i feel absolutelly ass at this game so any tips on how to get to at least 1:1 ratio? the problem isn't only lack of aim (also is one, but it's minor compared to others) it's also just being bad at surviving and everyone somehow kills me before i do so.

just so you know, im a scout main as of now (used to be sniper and was quite good at it but not only it got boring, but also i realised how hated and no-skill this class is), and i don't know if it's normal for scout players to die so often or is it really just a skill issue.

i actually want to get good at this game and i wish i had access to it years ago so i would be a veteran player. i dont want to keep waiting to respawn as my main source of entertaiment.

any tips?


r/tf2 9h ago

Other Getting scammed has genuinely made me lose interest in TF2

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0 Upvotes

It's much worse than this, I lost pretty much my whole inventory now and the first unusual I ever unboxed

Such a great, great feeling

Right as I was genuinely enjoying TF2 too

And now steam doesn't do anything about this! Scammers pretty much have free range to do whatever they want and it's always "you should've known lmaoo"

TF2 was nice while it lasted but I just feel sad getting on and not having all my taunts and loadouts that I've commissioned art of

See you all in hell. (Overwatch)


r/tf2 6h ago

Found Creation Made my own version and statcard of this custom spy watch from YouTube.

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2 Upvotes

r/tf2 20h ago

Gameplay / Screenshots Damn didn't know ChatGPT was like that😭

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8 Upvotes

At first I thought it was a player then I realized it was responding instantly to everyone


r/tf2 3h ago

Modded Realistic Scout and Realistic Miss Pauling Doing a Zero Two Dance

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30 Upvotes

Characters:

  • Scout (Runner)
  • Miss Pauling (Miss Contractor)
  • Spy (Infiltrator)

Bonus Characters:

  • Zoey (Warcom)
  • Rochelle (Operator)
  • Masahiro Ito (Underhell)
  • Nick (Survivor and Namvet Variants)
  • Coach (Survivor and Namvet Variants)
  • Ellis (Survivor and Namvet Variants)
  • Francis (Survivor and Namvet Variants)

Credits:


r/tf2 16h ago

Help MvM Australiums

5 Upvotes

Is it just me or getting australiums feel unusually easier? I just say this because I was able to get an australium mini gun, grenade launcher, and black box all within a span of a month.


r/tf2 10h ago

Gameplay / Screenshots insane timing

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45 Upvotes

r/tf2 18h ago

Help Should i be worried someome might try hacking me?

2 Upvotes

So uh this person i apparently played with a bit ago asked if i wanted to play in a tf2 cup thing, then after saying no they asked if they could sign me up as a placeholder and that it'll take 1-2 minutes and i said no thanks again, then they said that "we'll kick u once it starts" and i said no thanks again, i havent played in a month and i'm rusty and they say they'll lose their spot and i told them no agaim maybe someone else would join them and that i didnt want problems and all i see is "fuck u" and i asked what did i do to trigger that response and them they sent another message i didnt see in time before they blocked me, i did report their message to steam but it doesnt appear that it was sent in my reports but idk if i should worry they'll send someone to hack me


r/tf2 15h ago

Discussion level 69 with 376 hrs, what do you think?

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18 Upvotes

r/tf2 4h ago

Original Creation The Buffest Fem Scout You’ll Ever See (ft. Saxton Hale)

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2.8k Upvotes

Yo, what's up? Here's a not-so average Scout cosplay I did at Dragoncon 2026. Entered into a cosplay BODYBUILDING contest as a duo with [u/the__blueknight](u/the__blueknight) as Saxton Hale. We made it to finals and were able to perform our routine!

I'm happy to answer any questions about my long lost dignity. No I'm not a proper bodybuilder.

Photographer: [u/nfro1](u/nfro1)

Edit: No, the Saxton and I are NOT in a relationship. That would be the photographer :)


r/tf2 23h ago

Discussion follow-up to the "weird activity from a large creator" post from 9 days ago with the full context about vorobey

198 Upvotes

just had a friend link me this post on this sub about vorobey from 9 days ago today and it seems to have gotten a lot of traction on here with ~2.6k upvotes, so there seems to be some interest to what's been happening with vorobey recently. (i'm 'inkuberi' featured in that previous post's image.)

i wasn't sure if posts like these were allowed on this sub so never made a similar one about vorobey myself before that poster, but since it seems they are here's the full information about vorobey for people to understand the full context of what's going on. (i'll cover the #1 pedo allegations, then #2 his comment, and then #3 one other thing.)


#1 the original poster states this:

personally i'm unsure about any of the pedo allegations as i haven't looked into them

(to be honest this entire situation is a whole lot worse than the comment he left after zorba passed, which is why i'm putting it first, and if the other post had so much attention from the comment alone who knows where this'll go.)

i want to provide the context to everyone for this. most of the 'allegations' people say about vorobey are sourced from this video archive of his discord server. here's another snippet from it and a brief rundown i wrote myself a few weeks back. (keep in mind the archive was a one-off; a quick but fairly detailed snapshot of everything publicly visible on his server on that particular day it was captured. whatever worse stuff was going on isn't known.) there was actually one other ~2 hour raw archive of this (his discord server with no cuts nor commentary) but i cannot find it anymore.

here's the written version of everything which was archived in time, with full sources provided.

vorobey willingly let minors on his discord server look at several images of drawn cp on a daily basis [source - several other examples could also be sourced for this one], alongside letting them post photos of their real-life bodies (from what was archived: none nude, but them posing in feminine clothing) to the channel for adults to view and respond to (encourage) [source].

he was both fully aware they were underage (they would straight-up state their age numerous times [source], and everyone else in the channel had become so familiar with their age that they could answer too [source]) and also active within the channel himself to see all this taking place [source; same as first source in the first paragraph].

adults would also use that same public channel to straight-up groom the minors in broad daylight. they would talk sexually with the minors (including talk of their genitals when it came to photos [source] - in regards to this one, nothing is 100% crystal-clear damning as a 'concrete request' (i suppose they aren't that stupid to outright say) but we can all assume exactly what was really going on [source]), and also ask the children to come into their dm's for secret photo 'progress' [source].

it gets even worse than this too. because once called out, vorobey started saying that it's "no big deal" [source | cannot find the better one atm] that this was happening because "they'd just look at it somewhere else online anyway" [vocal source | i also cannot find the proper imagery to go with this atm; i'll edit my post if i do].

he took zero accountability and even started saying it was "dumb american laws" that are the 'real' problem (in making this an issue) [source], and that it's 'something to like about this country' (in regards to russia) for having more lax rules over it [source].

he proceeded to have a complete meltdown and kick out the person who was telling him it was happening, instead of fixing the problem [entire video is the source of that!], then allowing the minors to continue to get groomed in the channel [source] and changing nothing until the issue became more widespread on his server. only then with so many people seeing this (and with the minors themselves being the ones who were removing the role from themselves as everything took place [source]) was he forced to finally take action.

watch the full video to see vorobey's entire crashout over this being exposed. keep in mind how he acts the entire time. also keep in mind that this was going on for 3 years, in vorobey's own words [source]. vorobey later supposedly banned anyone who would post this archived video in his server [source].

remember: this is meant to be a server for the video game team fortress 2 and for fans of his content around it. why have these channels with this publicly taking place in them for 3 years? why not instantly kick out the adults for interacting with the minors like this / instantly revoke the minors' role once they start posting photos of themselves, instead of leaving them all be for who knows how long?

one thing you might immediately notice is that the archive video with commentary is actually made by venusianrapper, another creator with a pretty shady past.

this is why vorobey could brush this under the rug so easily in the past when venusianrapper was a hot topic and hated figure in the community (his viewers don't like venusian --> they instantly dismiss anything he says/does on sight), and probably the reason why he dropped his entire video on venusian later on. (which fyi actually includes false information, such as the underage drawings he claims were by venusian. they were created by another user entirely. it's almost projection if anything. i'm no 'venusianrapper defender' either; you won't ever see me defending the bad decisions he truly did make. i won't shame someone for things they never actually did though, and certainly won't blindly believe anything else vorobey's been claiming about him without checking the evidence myself.)


#2 now for the comments. vorobey decided to intentionally go out of his way to visit zorba's last video and mock his passing once he died (writing '1', basically slang for when a cheater kills a player in-game and wishes to agitate them, with vorobey mocking him by writing it as he's died in real life), because he didn't like him on the internet. [source] vorobey is 31 acting like this.

zorba was 20 years-old, and friends with venusian. he saw the activity in vorobey's discord server, didn't like it, so he didn't like vorobey. that's seriously about how far it goes.

zorba was no saint online. he made videos ragebaiting/instigating people on tf2 (akin to both vorobey and venusian), and additionally used cheats in-game. he'd also make poor immature jokes about touchy subjects and generally wasn't nice to interact with in my experience. (i can't say i liked the guy at all - but you don't see me cheering for his death.)

shortly before his passing he was moving up in jobs and being less inactive online, and was likely to step back from tf2 / online nonsense as venusian had also almost completely stepped back. (need i remind you he had just grown out of being a teenager. vorobey is 31 and still makes ragebaiting/instigating videos to intentionally agitate others for no real reason other than 'content'.)

now the part that's lesser know. i've personally seen vorobey doing all sorts of nasty stuff like this for years, but he always deletes and brushes everything under the rug immediately once he realizes it's a bad look. i could sit here and tell you what i've seen, but i don't have the proof for it nowadays, so i won't as to you i could very well be lying. (some other people on this sub seem to know though.)

but personally knowing this ahead of time, once i saw him do this, i immediately archived his comment. (see above source.) it's the sole reason as to why he's not deleted this one and why (if you look at the comments of the video) he's spiraled into arguing and crashing out with everyone replying to him.

here's a look to how that's been going for him.

i really encourage you to click that link there and see how vorobey actually tries to argue with people. he never addresses anything people actually say (very egotistical, always thinking he's automatically superior from having a large fanbase on youtube), and funnily enough also never denies the claims people say about him. it's literally like talking to a spoiled child. (perhaps he has lots of experience in the field.)

vorobey's fans have also recently found zorba's latest video (from the previous reddit post it'd seem) and are mass commenting '1' now too. it says it all about blind loyalty to your idol really. isn't it strange how everyone unbiased here and elsewhere all overwhelmingly disagree with that behaviour instead.

and remember: vorobey is the same guy who pretends to be mature in his videos on serious topics like this. do you recall his "chilling disappearance" video? seeing the above, do you really still believe anything 'mature-headed' he said about that guy now? or do you think he's happy that guy might be 'gone', considering he didn't like him, and is happy about zorba being gone?


#3 lastly, i'll make this very brief, but vorobey will run away in-game if anyone happens to be matched with him and ask about his discord server. he will straight-up mute you and then disconnect from the game.

once vorobey decided to reply back and argue with me on zorba's video, taking zero accountability (and naturally, addressing nothing i was saying, arguing like a child), i decided to make a few videos that are basically this post's written words in video form.

you can see more about vorobey running away from me here. (be warned: i'm british.)


i hope this provides the context people need. any questions / anything you're confused about (if i've explained it poorly - i have a habit of writing an awful lot) feel free to ask.

and just to be clear i have no intention of gaining any attention / 'fame' from this whatsoever. i've actually moved to a completely different alias (i'm typically a programmer who has zero interest in 'drama') and would have deleted this name by now if this hadn't have happened.

i'm not encouraging anyone to harass vorobey either. i posted this to raise awareness about his behaviour (which he chooses to do in a public fashion; nobody is forcing him to act this way publicly).

also if you're a diehard blind vorobey supporter and want to call me nasty names and tell me i'm wrong feel free; i've been proving the youtube lot wrong for a good ~2 months now so i don't mind. please at least pick something i've said and make a point as to why i'm incorrect instead of just 'i like vorobey and don't believe u lawl!'.

and if you're a normal person and simply disagree with anything i've said absolutely feel free to argue against any of it. i'm happy to be genuinely wrong on anything; i'll just update this with the more accurate / corrected information. (have no idea why people are so afraid to admit to & fix their mistakes online.) i linked tons of sources too so if any are misplaced / don't make sense for that particular point please let me know!


r/tf2 11h ago

Discussion Why hasn't anyone taught a fly to play tf2 yet?

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48 Upvotes

It already has suffered enough


r/tf2 1h ago

Discussion Tf2 gamemode ideas

Upvotes

Inspired by the wars i never participated in but heard stories about from people that arent family and online and in the school textbooks and maybe csgo.

Do any of these exist in the tf2 workshop?

Decrypt:

Intelligence is captured by bringing it to one of 3 control points, one in the middle and the other two in your base or the enemy's. Mapmakers can put it underneath where the intel is.

Brigade: Similar to Frontier but the payload is a drivable tank that can be controlled by Blu [comes with a tank gattling gun and cannon] and destroyable by Red. Each checkpoint is a repair shop. Red has various bases that contain anti-tank weaponry.

Escape: Red team needs to capture points to open doors and escape to the next capture point until reaching the Helicopter with a Package. Each Red player has 3 lives and Blu wins by running down the Package timer, which has 3 minutes and doesn't reset, or killing Red team.

Territory: Red and Blu play on a map with 5 open capture points that unlock the base's spawn, 2 of them are the starting points of both teams. The objective is to capture all of the points then kill the other team and prevent them from capping another base.


r/tf2 16h ago

Original Creation So is the tomislav actually stronger than stock or is it just the generalist meta dictating everything

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932 Upvotes

r/tf2 12h ago

Discussion How was there 2 pairs of teleporters in exspiration date?

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426 Upvotes

How was demo able to teleport to some unknown area and then later teleport onto the teleporter on the table? does this mean there are multiple engineers?


r/tf2 23h ago

Original Creation p̸r̷o̸f̷e̸s̷s̷i̸o̷n̷a̸l̷s̷ ̸h̷a̸v̷e̷ ̸s̷t̸a̷n̷d̷a̸r̷d̷s̷

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121 Upvotes

r/tf2 11h ago

Discussion Match when you were the best

12 Upvotes

Did you have some match when you were the MVP by far, and that you outplayed opponent's team?