Team Fortress 2 Quiz Of Doom

10 Questions | Total Attempts: 3141

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Team Fortress 2 Quiz Of Doom

Team Fortress 2 quiz


Questions and Answers
  • 1. 
    You are a Medic, overhealing a Heavy, who is wading into the enemy fire, mowing them all down.  If you stop healing him, he will surely die quickly.  Around you are a few teammates who appear to be on fire.Who is your priority?
    • A. 

      The burning Soldier - you check his health, and he has enough to survive the afterburn...

    • B. 

      The burning Scout - he's bouncing around spamming 'Medic!' and will surely die from the afterburn, but he should be quick enough to reach a health pickup or dispenser if he leaves now...

    • C. 

      The burning Spy - he's been lit up by a Pyro and will certainly die if you don't heal him...

    • D. 

      The Heavy - if you stop overhealing him, the combined enemy fire will bring him down and the enemy will advance towards you...

    • E. 

      The burning Medic - he has 75%+ Ubercharge, while you have much less... if he heals the Heavy and you heal him, you will all live...

  • 2. 
    You join a team of 12+ that already has 3+ Snipers and 0 Medics.  What class do you become?
    • A. 

      A Sniper with Sniper Rifle. There is clearly a problem with the enemy team not being sniped enough that only an additional Sniper can solve...

    • B. 

      A Medic, because you understand that every team needs at least 1 Medic to keep the troops alive and deliver Ubercharges to crush the enemy

    • C. 

      A Huntsman Sniper! You will wade into the thick of the battle with your Huntsman bow and call for a Medic as soon as you get wounded

    • D. 

      Another class other than Medic/Sniper because you only ever play as that class and nothing else.

  • 3. 
    You are on the offensive team on a Payload/Capture Point map, playing as a Pyro.  What weapon do you have and how do you use it?
    • A. 

      A Backburner! You attempt to get behind the enemy with cunning ambush attacks to make full use of your 100% rear-crit capability... on an offensive team somehow...

    • B. 

      A Flamethrower! You use this to blow rockets back at Soldiers and blast enemy Ubers in the air

    • C. 

      A Backburner, which you use to rush into multiple enemies and set them all on fire, perhaps if a friendly Medic would ubercharge you

    • D. 

      A Flamethrower! You use this to blast sticky bombs away from sentries and doorways, turn grenades into friendly grenades, blast rockets back at soldiers, seperate Medics from their heal buddy, blast ubered players into the air so a sentry can knock them into orbit, and extinguish burning teammates... oh, and to spycheck everybody, especially around your sentries

    • E. 

      A Flamethrower, because you're the only person on the planet who hasn't unlocked the Backburner

  • 4. 
    You're a Medic, and you have a 100% charged Uber Medigun (not Kritzkreig).  There is a sentry nest ahead... what do you do?
    • A. 

      You find a Demoman, watch him run out towards the Sentries, then hit the Uber 3 seconds later after he's dead. You now run around looking for a teammate to use the remainder of the charge on.

    • B. 

      You find a Demoman and watch him reload his Stickybomb Launcher, then shout "Activating Charge". You immediately hit the uber as soon as he rounds the corner. As he fires at the Sentries, you circle around to draw their fire, staying near enough to him to keep him Ubered.

    • C. 

      You find a Heavy, and Uber him when he is 300ft away from the Sentries. He shoots at one from afar while the turtling Engineer keeps the Sentry's health at 99% for the duration. The uber runs out, and the Sentry overpowers the Heavy and he dies. Then you run away.

    • D. 

      You find a Pyro (with a Backburner) and uber him around the corner into the Sentry nest. He can't get anywhere near the Sentries due to their combined pushback.

  • 5. 
    You are an offensive Engineer on a payload/capture point map.  You have placed a level 1 teleport entrance at your spawn.  What about the exit?
    • A. 

      You construct a dispenser and sentry first, making them both level 3. 6 minutes later, you create a teleport exit. Facing a wall. Slowly you upgrade it to level 3.

    • B. 

      You drop a teleport exit a little way up the map, facing a wall, where it is clearly visible to enemies. You also drop a level 1 sentry.

    • C. 

      You find a hidden, sheltered place way up the map and drop a dispenser, hammer it with your wrench so it builds quickly, then drop an exit which you rotate with right-click so it's not facing the wall. You then ask a teammate to upgrade your entrance at spawn to level 3, while you build a sentry nearby to defend the teleporting players and the teleporter itself

    • D. 

      You build a sentry nest where nobody goes and your teammates have to trek a little way to get where they need to be. Your teleport is facing a wall

  • 6. 
    You're a red Sniper defending the very final point on pl_goldrush stage 3.  A blu Sniper is sniping your teammates as soon as they exit spawn.  He is firing from the small gap in the building on the left.  Where do you stand?
    • A. 

      On the battlements so you can snipe any Demoman, Heavies, Medics etc. that round the corner to push the cart

    • B. 

      Around the capture point, hiding behind the sign, sniping the Demoman, Heavies, Medics etc. that round the corner to push the cart

    • C. 

      Right outside the right side spawn door, hiding behind the stone wall with only your head exposed and a clear line of sight to the enemy sniper. i.e. here> http://imgur.com/jNc7J.jpg

  • 7. 
    You are a Demoman and a Medic had just unleashed his Kritzkreig upon you.  The enemy force is amassed just around the corner.  What do you do?
    • A. 

      You fire a few grenades at the enemy while running towards them, expecing the medic to follow you... most of which roll along the floor

    • B. 

      You make a sticky trap on the wall with 8 crit stickies

    • C. 

      You wait several seconds before realising you have a Kritzkreig, then fire 1 grenade towards the enemy.

    • D. 

      You fire stickies at the enemy, detonating each, or grenades if convenient (fire 4, reload, fire , reload fire 1), from a covered position

    • E. 

      Believing you are invincible, you rush in firing crit stickies at anything that moves and are cut down by a minigun

  • 8. 
    An ubercharged Demoman has just wiped out all 3 sentries that were defending the final capture point!  What is priority for the Engineers?
    • A. 

      All three construct a dispenser and level 1 sentry in random places, while returning to spawn to resupply with metal so they can build their sentry up to level 3

    • B. 

      One engineer construct a sentry, which the other engineers will all upgrade to level 3 as quickly as possible. Repeat for the next engineer.

    • C. 

      Get those teleport entrances back up!

    • D. 

      We're doomed! Quick! Switch to Pyro so we can burn them off our capture point!

  • 9. 
    You're a Demoman and a Pyro rushes at you.  You spot him, but he's faster than you and will catch you... what do you do?
    • A. 

      Get your bottle out and try to mash him up

    • B. 

      Run backwards while firing and detonating sticky bombs in his path

    • C. 

      Switch to grenade launcher and fire grenades directly at the Pyro

    • D. 

      Switch to grenade launcher and fire grenades at the ground

  • 10. 
    As an Engineer, which of these is a good idea that will help your team and not cause a hinderance?
    • A. 

      Placing your teleport entrance on the sloped surface outside spawn, so everybody gets stuck on it when they respawn...

    • B. 

      Building a sentry up to level 3 and not having a dispenser. At all.

    • C. 

      Repairing other Engineer's buildings when they become damaged...

    • D. 

      Never dropping a teleport exit

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