Team Fortress 2

Team Fortress 2

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A Guide For Upward (Sorta)
By Mute Spybird
This is simply my guide for Upward.
   
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Basics
First off for this guide are the classes good for offense and defense, which I will list in this weird way I do not need to list it in.


OFFENSE DEFENSE
Scout Engineer
Medic Medic
Heavy Sniper
Spy Pyro
Sniper Spy
Soldier Demo

These are what your team should have and should be playing depending on your area. Only thing to say is DO NOT STACK ENGINEERS UNTIL THE LAST POINT ON DEFENSE AND DON’T EVEN THINK ABOUT IT FOR OFFENSE. Okay? Okay lets just get into the actual playing style for Defense.
ENGINEER (Defense)
ENGINEER
As an engineer on defense you must remember one little thing to do. Delay>Destroy aka delay their push and not destroy the entire BLU team aka don't play too aggressive on most points and really listen to Uncle Danes guide (https://www.youtube.com/watch?v=BDXN1hqVzG4) but let me give you a basic overview of what you should do. For starters you should never build over the hill but rather back near the little cubby area. Your dispenser can be placed in many spots but just try not to build in the cubby. Next your teleporter is best put between the cubby and the barrels. Finally if your team fails to keep the enemy away from point A fall back as soon as you can. For second point try to keep control of the top area and keep your dispenser above the tunnels exit as a quick fall back point. Do not use your teleporter here as your team can just walk there faster but use it as an alert system instead. Finally if that fails grab as much as your stuff and retreat to point C. There just set up on the flank choke point sometimes rotating to the cliff and smaller cubby you can jump to. Honestly when that fails just take your stuff and fall back to the pub spot. Also make sure your team can hold the windows across and use your dispenser to block spy’s. This is also the one time you can as a matter of fact stack classes.
MEDIC SNIPER HEAVY (Defense)
MEDIC
Your job is simple keep your team alive hopefully keeping BLU back and away from the cart.. There really is no strategy besides weapon choices which I have slim knowledge of.

SNIPER
I can only say good spots to stay here. First off set up above the Cubby and use that spot but beware soldiers and enemy snipers will expect you there so instead on first point use the hill on the left of the trench to snipe at. For the second point its recommended you set up at the entrance of the tunnel (From your spawn not the side the BLU just took if you are back here.) and B house. A more aggressive spot is up on the hill but its not recommended because of scouts and soldiers going up there. For the third point set up on the edges of the trackway above the cliff. Finally for the final point try and set up with your nearby engineer friend on the pub spot and try to shoot soldiers spamming them from the windows.

HEAVY
Again your job is to help lock down areas and keep the enemy back. I guess that heavy could help with outside of Cubby and next to stairs with the engineers dispenser. Thats all I have for heavy so lets move on.
SPY PYRO DEMOMAN (Defense)
SPY
Your job is to be a Spy but here are some good decloaking/fallback spots. Next to BLU spawn behind the rocks can be a devastating area for the BLU team. You can also decloak behind across from the rocks or my personal favorite spot behind the long tunnel area in BLU teams spawn next to the cliff. After first point falls (if it does) start going to offensive Spy spots like behind the rocks the Cubby flank and the stairs or push up a bit to the rocks on the hill or the tunnel flank. Remember if you need hp or ammo you can always jump down to it from the cliff to the ammo and hp spot. When you lose second point (Again if you do.) Again go to offensive spy spots here and well for the rest of the round when you lose a point go to offensive spy spots really.

PYRO
You simply deny ubers and camp cliffs to air blast people off into their quick demise. This mainly comes into play on the third point and locking down the second point flank. Or just go pybro and help engineer move that gear around.

DEMOMAN
Again your job is also simple. You put stickies on the cart deny soldiers and put stickies on flank routes.
SCOUT MEDIC HEAVY (Offense)
SCOUT
You are the teams cart pusher and you also use those flank routes to get some meat shots and knock people off cliffs with the Force and Nature.

MEDIC
Your job is simple keep your team alive hopefully keeping RED back and away from the cart so your team can push. There really is no strategy besides weapon choices which I have slim knowledge of.


HEAVY
Again a simple one you just help push and become a sentry gun for the cart. Just beware of snipers and pyros.
SPY SNIPER (♥♥♥♥♥♥ Class) OFFENSE
SNIPER
You basically just stay away from the cart and keep your team from having to kill incredibly hard targets to face head on and pew pew sentry guns to death.

SPY
You basically just bug the engineer by using the stab and sap technique. Also for decloaking spots go to the famous pub spots.

SOLDIER
Ah the no skill class who just rocket jumps and spams. You literally just spam, rocket jump, and be an annoying idiot. (I hate soldiers)
Outro
Soldier mains ♥♥♥ and thats all for me Spycrab out.