Number one tip in TF2: Kill medics.
Well, for how to play, the game’s an FPS, so I don’t need to elaborate on the controls.
The objective depends on the mode you play.
First of all, there Control Points. There’s the standard 5 CP maps which are symmetrical and the Attack/Defend maps. On 5 CP maps the two teams struggle to control all 5 CPs, to capture a CP you stand on it and a bar fills up and when it fills, it’s yours. However, you can’t get just any CP at any time, you can’t get the 5th without having the 4th, can’t get the 4th without having the middle.
Middle CP takes longest, 4th and 2nd are faster, and 1st and 5th take only a couple seconds, so beware.
On Attack/Defend maps, RED has to defend their Control Points from BLU, BLU has to get the first one, then the next, then the one after if there’s a 3rd one, RED has to keep BLU from capping for a certain amount of time to win, for each point you lose, the more time you have to hold out for.
CTF is fairly explanatory, you run into the enemy team’s base, get the intelligence briefcase, and take it back to your own base. All CTF maps are symmetrical.
Payload involves BLU pushing a cart into RED’s base. To push the cart, you just stand next to it. RED has to kill people pushing the cart. There are checkpoints along the track, for each checkpoint BLU passes they get more time, and also moves the spawnpoints. Note that many payload maps are multi-stage. Some Payload maps have 2 carts, and are a race between RED and BLU.
KOTH involves both teams trying to control one control point. Whoever holds it for 3 minutes wins. (the 3 minutes does not need to be all at once) All KOTH maps are symmetrical and many are smaller versions of CP maps.
Arena is a mode where you have one life, try to kill the enemy team, whichever team dies first loses. Many Arena maps are the same as KOTH maps.
Territorial Control (does anyone even still play this?) invovles a multi stage CP map where you have to capture territory from the other team until you gradually push them into their base and capture it.
Special Delivery is a mode where you have to get a suitcase nuke and deliver it to a rocket, but you have to stand on an elevator that slowly rises, and the teams will fight over who gets to put the suitcase nuke in.
Now as for playing the classes, they’re all different of course.
Scout is fast and combats people primarily at close range, as Scout you do not want to combat people head on, go around them and blast them point blank from behind. A Scout can combat any class, especially in a good ambush. His guns do a lot of damage at point blank range. The Scout can also stun people by knocking a baseball at them and can get a few seconds of invincibility with his Bonk Atomic Punch! but you can’t use your weapons when invisible. He can also throw milk at people, milked people heal you when shot at, it’s good for supporting teammates.
Always be careful when playing Scout, he is very fast but has only 125 health. However he is capable of good damage output when used right and a good Scout can completely demolish a Heavy. Try to only fight one person at a time as Scout. The Scout can capture points at double speed and push the cart at double speed. It can be advisable to have multiple scouts on some maps, but don’t have too many.
Soldier is somewhat slow but has very good damage output, however his rocket reload is very very slow. Although he attacks with rockets, he is best for close combat, you will do more damage and enemies will be easier to hit. Whenever you can, take the high ground. Soldiers can jump ridiculously high using their rockets, but this takes a lot of skill, but a good soldier can cross the battlefield fast and even use the Market Gardener to do heavy damage while rocket jumping. He also has a few horns which can be used to buff teammates. Soldiers are good for destroying enemy sentries. However as Soldier beware that because you are slow you are more susceptible to backstabs by Spies, which is an instant death.
Pyros have flamethrowers and there isn’t too much to say about them. They are best for ambushing, also, a Backburner Pyro can flame people in the back for triple damage. Pyros can also airblast which can deflect rockets. Try resisting just charging at an enemy, that can easily get you killed. Pyros also have flare guns which work at long range. Their Axtinguisher/Postal Pummeler can also do triple damage to a burning person. Also, as a Pyro you are a natural predator of spies, light them on fire and people can notice their disguises, and cloaked spies can still be seen when lit on fire. Stay close to Engineers and spy check teammates from time to time. The Pyro’s Homewrecker can keep buildings safe from spies.
Demomen have grenade launchers and sticky launchers, the only thing I can say is spam both. Sticky bombs can be set and detonated anytime, they are mainly for defence but do have offensive applications, such as with sentries. Demomen are good for removing sentries because they can attack without being in a sentry’s line of sight. Demomen are also competent at melee combat and can trade explosives for items that make them very proficient at melee combat.
Heavies are a necessary on many maps. They are simple and wield miniguns. Heavies also have eatable items for healing. As a Heavy, you should be on the front lines. If you’re playing Payload or any map with a control points, Heavies are a necessity. Never be stupid though, a Soldier with high ground or a Demoman with stickies well placed will kill you very fast. Always have a Medic with you, and beware of spies, since you are very slow, you are their natural prey.
Engineers are an essential part of the team, they are not meant for combat but are somewhat combat capable. Generally an Engineer gets kills using his sentry gun, which can run by itself or be controlled manually. If playing defensively, it is most important to have sentry guns, if playing offensively, use teleporters, they get your guys to the front lines faster. An engineer is essential for CP gameplay. As an Engineer, beware of spies, use the Pomson on spies, and destroy the sappers they put on your sentries with your wrench. Engineer tip: Whack your building as it’s being constructed, it will build faster.
Medics are meant for support, and are necessary for any team to win. Heal wounded teammates, and when the time is right, use the Ubercharge to give them invincibility, crits, or fast heals for 8 seconds. Heavies, Soldiers, Demomen, and Pyros are best to use an Ubercharge on. Always stay as far away from enemies a possible, you need to build Ubers. Medics are combat capable but this is not recommended, however using the Ubersaw does build Ubercharges very fast. Medics do have crossbows which can be very useful. Beware of spies though, you are a high priority target, you can outrun them but when healing you are vulnerable, especially when pushing the cart or capping points. If your team does not have medic, play medic, there’s even an achievement for it.
Snipers are self explanatory, They also have a bow and arrow, which is tricky but can be rewarding for offensive snipers. Their Jarate is good for revealing disguised and cloaked spies and for extingusing teammates, throw it at a group of enemies and they will take more damage. If your team has a lot of snipers, don’t play Sniper because you’re not helping anyone. No team needs 6 snipers.
Spies sneak behind the enemy lines and backstab people for instant kills. Never disguise as Medic or Scout, and try to be inconspicuous. You can cloak to hide from enemies. One significant thing to remember though is that it isn’t too hard for people to notice you, and if you get burnt, milked, or hit with Jarate, jump into a pool of water. You also have sappers which disable and drain health from Engineer buildings. Don’t kill an Engineer when he’s near his sentry gun, put the sapper on then kill him when he goes to get rid of it.
If you’re at the other end of a teleporter, you can fight with an Engineer with your sapper and destroy it, the Engineer will have difficulty. Feel free to take risks capping points, camping near a locked one and undisguising on the point to cap as soon as it gets unlocked can help your team a great deal, if you get attacked, the Dead Ringer can get you to safety.