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Why should any class take less or more skill than another? It all depends on the player and their preferences.
 
Going off topic isn't going to help your argument of medic being hard at all
And when I did show up I basically backpacked the team :~)
Didn't even make a single match, yup, kay, you carried us on your back as much as Jedders did on his rollouts
 
Engy < W + M1 Pyro < Soilder < Demoman < Sniper < Good Pyro < Good Scout < Medic < Spy who get kills
 
Why are some people getting upset at someone opinion on a class.

Welcome to the internet, where people argue over the most senseless things.

Anyway, my personal opinion would be as follows: (Assuming default loadout.)
Engi < Heavy < Demo < Pyro < Soldier < Medic < Scout < Spy < Sniper

If you want to get fancy:
Gunslinger/Shortcircuit Engi < Wrench Engi < Heavy < Sticky Camping Demo < WM1 Pyro < Soldier < Pocket Medic (only healing 1 target) < Huntsman Sniper < Pipe using demo < Scout < Bodyshotting Sniper < Team Healing Medic < Dr. Spycicle < Demoknight < Headshotting Sniper < Spy < Effective Battle Medic.

That list is off the top of my head so I probably missed some stuff. E: Added Demoknight.
 
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Didn't even make a single match, yup, kay, you carried us on your back as much as Jedders did on his rollouts
Pretty sure I did. Either way the team was a waste. Literally no point in showing up anyway after seeing the first couple games
 
In my opinion game sense =/= skill
Game sense is (to me) is mostly positioning, where as skill is mostly having to aim at things and haing each shot you take matter greatly.
With that in-mind here is my list:
1: Engie(the class was made literally to have something shoot for you)
2: Pyro(extremely small amounts of aiming it really involved)
3: Medic(still mostly in the game sense area where skill(aiming) isn't needed to be a good medic)
4: Heavy(This is where aiming starts to come in with tracking and still requires some amount of game sense)
5: Soldier(still requires fantastic aim and prediction for air shots and things but the splash damage of normal rockets is too big, you don't need to hit air shots to be a good soldier)
6: Demo(aiming pills is brought in here but only if you choose to make it like that)
7: Sniper(aiming and positioning are huge)
8: Scout(aiming is much bigger and dodging)
9: Spy(aiming, positioning, and mindset. Spy is the only class that really brings out a sort of physiological aspect to it. The game sense for spy is huge with not only knowing how to position yourself, knowing when to decloak and also knowing the inaudible distance to decloak and knowing what sounds can cover up the sounds of decloaking. Timing plays a big part too. Aiming is a factor because the spy only has meele and hitscan and the ambassador changes the way you can use the revolver where each shot can be very bad news for the other team, I'll leave sapping and disguising out but those are pretty big too)
Pretty sure I did. Either way the team was a waste. Literally no point in showing up anyway after seeing the first couple games
Yeah, mmhm, sure I believe you
 
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In my opinion game sense =/= skill
Game sense is (to me) is mostly positioning, where as skill is mostly having to aim at things and haing each shot you take matter greatly.
With that in-mind here is my list:
1:Engie(the class was made literally to have something shoot for you)
2: Pyro(extremely small amounts of aiming it really involved)
3:Medic(still mostly in the game sense area where skill(aiming) isn't needed to be a good medic)
4:Heavy(This is where aiming starts to come in with tracking and still requires some amount of game sense)
5:Soldier(still requires fantastic aim and prediction for air shots and things but the splash damage of normal rockets is too big, you don't need to hit air shots to be a good soldier)
6: Demo(aiming pills is brought in here but only if you choose to make it like that)
7:Sniper(aiming and positioning are huge)
8:Scout(aiming is much bigger and dodging)
9:Spy(aiming, positioning, and mindset. Spy is the only class that really brings out a sort of physiological aspect to it. The game sense for spy is huge with not only knowing how to position yourself, knowing when to decloak and also knowing the inaudible distance to decloak and knowing what sounds can cover up the sounds of decloaking. Timing plays a big part too. Aiming is a factor because the spy only has meele and hitscan and the ambassador changes the way you can use the revolver where each shot can be very bad news for the other team, I'll leave sapping and disguising out but those are pretty big too)

Yeah, mmhm, sure I believe you
?
 
Seems you can't understand that higher level comp heavy is much more than jumping around shooting people.

I wouldn't have put him so far up if it wasn't for the total gamesense you need to do well in comp. Heavy is the tank of the team, he's used to soak up and deal damage, and if you're just standing where all the snipers, spies, bombing soldiers, and sticky traps can wreck you, you aren't going to do well at all and your team will suffer.

And you seem to be defending spy as one of the hardest classes. ROFL.
As a struggling top fragger spy in scrim defeat after scrim defeat, I wish everyone else realized that Skial pub heavies that do not turn around aren't sufficient ringers in an HL setting. Heavy is very easily dismissed as a triviality to those new to - you know - actually winning.
 
Engie>heavy>Solly>medic>sniper(really, how hard is dodge and shoot heads? Not too hard)>spy=pyro>scout>demo(Pipes are an art) in terms of mastery.
Right off the bat though, probably Sasnar's list:

In my opinion game sense =/= skill
Game sense is (to me) is mostly positioning, where as skill is mostly having to aim at things and haing each shot you take matter greatly.
With that in-mind here is my list:
1: Engie(the class was made literally to have something shoot for you)
2: Pyro(extremely small amounts of aiming it really involved)
3: Medic(still mostly in the game sense area where skill(aiming) isn't needed to be a good medic)
4: Heavy(This is where aiming starts to come in with tracking and still requires some amount of game sense)
5: Soldier(still requires fantastic aim and prediction for air shots and things but the splash damage of normal rockets is too big, you don't need to hit air shots to be a good soldier)
6: Demo(aiming pills is brought in here but only if you choose to make it like that)
7: Sniper(aiming and positioning are huge)
8: Scout(aiming is much bigger and dodging)
9: Spy(aiming, positioning, and mindset. Spy is the only class that really brings out a sort of physiological aspect to it. The game sense for spy is huge with not only knowing how to position yourself, knowing when to decloak and also knowing the inaudible distance to decloak and knowing what sounds can cover up the sounds of decloaking. Timing plays a big part too. Aiming is a factor because the spy only has meele and hitscan and the ambassador changes the way you can use the revolver where each shot can be very bad news for the other team, I'll leave sapping and disguising out but those are pretty big too)
Interestingly enough, the new people often want to play as the last three on Sas' list(The hardest to do well at.)
 
In my opinion game sense =/= skill
9: Spy(aiming, positioning, and mindset. Spy is the only class that really brings out a sort of physiological aspect to it.)

I don't know why but when im cloaked i get nervous and its easier for me to screw up.
 
I feel its a bit difficult, for me, to order which class has more of a skill requirement that the others. But, again, that's just me.
 
i can't believe people are implying that sniper is harder than scout
 
i can't believe people are implying that sniper is harder than scout
It is though. After at least 100 hours on scout you can hit 80-100 damage meatshots always. Sniper takes a lot longer to master consistent headshots.
 
In my opinion game sense =/= skill
Game sense is (to me) is mostly positioning, where as skill is mostly having to aim at things and haing each shot you take matter greatly.
With that in-mind here is my list:
1: Engie(the class was made literally to have something shoot for you)
2: Pyro(extremely small amounts of aiming it really involved)
3: Medic(still mostly in the game sense area where skill(aiming) isn't needed to be a good medic)
4: Heavy(This is where aiming starts to come in with tracking and still requires some amount of game sense)
5: Soldier(still requires fantastic aim and prediction for air shots and things but the splash damage of normal rockets is too big, you don't need to hit air shots to be a good soldier)
6: Demo(aiming pills is brought in here but only if you choose to make it like that)
7: Sniper(aiming and positioning are huge)
8: Scout(aiming is much bigger and dodging)
9: Spy(aiming, positioning, and mindset. Spy is the only class that really brings out a sort of physiological aspect to it. The game sense for spy is huge with not only knowing how to position yourself, knowing when to decloak and also knowing the inaudible distance to decloak and knowing what sounds can cover up the sounds of decloaking. Timing plays a big part too. Aiming is a factor because the spy only has meele and hitscan and the ambassador changes the way you can use the revolver where each shot can be very bad news for the other team, I'll leave sapping and disguising out but those are pretty big too)

Yeah, mmhm, sure I believe you
But literally every class counters Spy. And any scout, who's smart enough to spy check, can shut any "pro" spy, down.

Trickstabs are countered by keeping your crosshair on the spy at all times.
 
Engineer(not battle engy), heavy, medic, spy, battle engy, demoman, sniper, not m1 pyro, soldier, scout(always in the front lines not backing out)
 
9: Spy(aiming, positioning, and mindset. Spy is the only class that really brings out a sort of physiological aspect to it. The game sense for spy is huge with not only knowing how to position yourself, knowing when to decloak and also knowing the inaudible distance to decloak and knowing what sounds can cover up the sounds of decloaking. Timing plays a big part too. Aiming is a factor because the spy only has meele and hitscan and the ambassador changes the way you can use the revolver where each shot can be very bad news for the other team, I'll leave sapping and disguising out but those are pretty big too)
spy mains
 
It is though. After at least 100 hours on scout you can hit 80-100 damage meatshots always. Sniper takes a lot longer to master consistent headshots.
You sit in the back of the map and click heads. What's so hard about that?