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I has Team Fortress 2 Now.
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* Scout - You can outdamage this if you're sufficiently far away from the Scout and he's not using the Force-a-Nature. If he's sufficiently close, and especially if he's actively trying to kill you by jumping around you, it's much more of a crapshoot.
* Soldier - Due to the potential for crockets and the fact that even normal rockets will throw off your aim, don't expect to survive a head-on. Instead, harass them.
* Demoman - A distracted Demoman is squishy and an easy target. A Demoman who is throwing explosives your way (which also throw off your aim) makes you an easy target. A Demoknight, however, goes back to being relatively easy, though not as easy as a distracted Demoman.
* Pyro - At sufficient distance you might not even need to take damage to take down a Pyro. Beware of the lasting damage from being lit on fire, though, as well as Pyro strats for dealing extra damage -- like ambushing you with a Backburner, or critting with the Flare Gun after lighting you on fire and retreating, or a combo involving a melee weapon from behind.
* Heavy - Well, this depends on who fires first, or who's being helped by a Medic, or who has the higher-DPS gun. So be nimble on your feet and retreat if needed.
* Engineer - Engineer by himself is squishy. Mini-sentries are a joke to you. Level 1 sentries are less of a joke, level 2 sentries are not negligible, and level 3 sentries WILL kill you head-on. Especially for higher-level sentry guns, you want to stay out of its detection range, or be able to retreat to safety, but this means that your damage will be slower, allowing the Engineer to babysit his sentry gun and making your ammo and time spent pointless. Rather, damage the sentry gun to harass it and distract the Engineer, then move onto another more inviting target, or serve as the distraction while your teammates do something else.
* Sniper - Is known for insta-killing a Heavy, at any range. It all depends on whether the Sniper has focused his attention on you. You're slow and inviting to hit. The more distractions you can introduce for the Sniper, the better off you are. He's one of the biggest reasons that you should jump when turning corners. Also, get used to learning maps and scanning areas far away for Snipers -- if you do see them, do give them a holler by shooting a few bullets their way, hopefully harassing them by doing minor damage and throwing off their aim. If you're lucky to run up behind a Sniper, on the other hand, feel free to try taunt-killing them -- it's fun revenge for what they're usually able to do to you.
* Medic - Head-on Combat against a lone Medic will almost certainly result in the Medic's quick and unceremonious demise, so any Medic should flee such an encounter. Instead, the Medic is more properly in a role assisting another enemy, most commonly a Heavy, Soldier, Demoman, or Pyro. If you don't have your own Medic supporting you, you will almost certainly lose to the pair, and even if you do, you still might lose. In an actual combat situation, though, the best thing is to target the Medic who, despite having autoheal, is still squishy, and who will try to evade your attacks. Defeating the Medic (even if you sacrifice yourself in the process) or even just separating him from his patient will make his patient a much easier target for your teammates. Such is the power of a Medic and why he is a high-priority target. If you are facing an ubercharge, run away as fast as you can and hope that they don't chase after you.
* Spy - Head-on combat against a Spy will generally result in the Spy's quick and unceremonious demise, though be wary that he can still move faster than you and thus can backstab you anytime he even goes a hair behind you on your side. The more typical Spy encounter, however, is the ambush backstab. The only way to guard against this is to turn around, especially to turn around at strange times, and generally be wary of your surroundings (such as by listening for footsteps, de-cloaking noises, etc.), and to do things (especially eating your Sandvich) with a wall or preferably a corner behind you. Skilled Spies know the map well and often ambush you, an easy and slow target, close to your spawn. But you CAN spycheck -- when you turn around and see teammates coming at you, purposely try to run through them, or shoot at them. Dead Ringer Spies will often die surprisingly easily when shot and you can immediately suspect a Spy of having a Dead Ringer, which should also tell you that that Spy ain't dead yet. Friendly Pyros SHOULD respond to you by giving a puff of fire (to spycheck you in return), and unusually slow Scouts should ALWAYS be spychecked.