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I found a beautiful way to defend the Intel as Engi without being in the Intel room. It can be done by one Engi, but it is recommended that more do it. Three is a good combo, with more being better, so they can help defend the intel, or go do whatever they want.
You have a sentry be placed in the hay in the back of the room outside one of the spawns. With a dispenser behind it, and the engi inbetween or ontop of the dispenser. Another puts his dispenser and sentry in the corner in the courtyard. Put your body against the corner, and place it as close to the wall as possible without turning it. Put a dispenser behind there, and sit on the dispenser. Then you get a third sentry at the entrance to the Courtyard from the spawn, and place it aiming at the entrance to the intel, making sure the range can make the doorway of the entrance.
Sentry 1 can block any demosand soldiers from coming up the hole at the entrance to your base, and going down to get the intel right there, as it should be able to hit near the wall at the first turn of that entrance. It also serves as a defending sentry incase Sentry 3 gets destroyed from the sniper area because of a demo, Soldier, or Scout. Sentry 2 gets anyone in the courtyard, and blocks the other entrance to the Intel. Sentry 3 helps out both sentries, with the only issue of Demo, Soldier, or Scout coming through the base by the Sniper area. It also works a little bit as the job for Sentry 1 while you wait for the Engi to rebuild it if it gets destroyed, and works inplace of Sentry 2 incase that gets destroyed.
Only have 1 engi willing to do this set up? Make the sentry be Sentry 3 in that example. If you know they almost died going one way, they probably will go the other wya, hoping they won't get hurt that way, so you know where to warn your team. If they are stupid and go the same way, you can follow them with your Shotgun and kill them if they manage to escape.
Another good spot would be the Intel Room itself, just incase, and the doorway to the Intel room in the courtyard. That blocks a whole way to the sentry, and if you set things up right, it's harder for spies to sap both your dispenser and sentry at the same time.
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lmao, that's a really cool combo, how'd you think that one up? one thing i like to do for fun (though this plan is full of holes) is to put 4 stickes right behind the intel desk (obviously as a demoman), and another 4 on th ceiling of the room going out of the intel room, the second you hear it's stolen, kablooey! lol, there's one big problem =) you have to be alive and well for this to work....
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I like the tactic where the engy builds a sentry at the corner between the respawn and the ramp room, covering all routes in (except for grate). Then builds a dispenser and tele exit in the flag room, and an entrance in one of the hay piles near the respawn.
When an uber comes in to take the sentry down, the engy takes the tele to the intel room and has time to build a lv3 on the spot near the dispenser before the attack gets to the intel room. Hopefully, the defence has scrambled to help out and any attackers are sandwiched between the sentry and the defence.
Defenders can then help engy rebuild his setup once the crisis is over.
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Congratulations, with this tactic you have now induced a failmate into the game, and reducing fun for everyone!
On a more serious note... In a better than average server, 3 sentries is overkill, and could be easily taken out by an organised push. Also, setting up in the intel room is never a good idea...
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Nobody is getting into the intel room when you and two friends are playing......
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Quote: Originally Posted by Cascade I like the tactic where the engy builds a sentry at the corner between the respawn and the ramp room, covering all routes in (except for grate). Then builds a dispenser and tele exit in the flag room, and an entrance in one of the hay piles near the respawn.
When an uber comes in to take the sentry down, the engy takes the tele to the intel room and has time to build a lv3 on the spot near the dispenser before the attack gets to the intel room. Hopefully, the defence has scrambled to help out and any attackers are sandwiched between the sentry and the defence.
Defenders can then help engy rebuild his setup once the crisis is over.
Yeah thats what I like doing when I engineer, though most of the time they happen to attack just as Im building the exit  Even if you can only build a level 1 sentry in time, it will suprise any scouts running to the intel at least.
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In a Highlander game of 2fort, I managed to persuade our heavy, demoman and pyro that the most important thing they could do was to guard my sentry while I set the gear up in the basement.
We won 3-0, albeit to the general background of me being taunted over vent re: the fact that our entire team was defending my sentry gun rather than our intel.
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Yeah, that's sweet, though I like heading forward a lot on 2foirt, usually because of an excess of Engys. Nice playing with you this evening on DA btw Cascade
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Quote: Originally Posted by Belial Yeah, that's sweet, though I like heading forward a lot on 2foirt, usually because of an excess of Engys. Nice playing with you this evening on DA btw Cascade
Likewise! It's nice to know it's not just me who plays over there sometimes.
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3 sentries is overkill, a coordinated team with a spy and a demo uber can take them out. I find that if your team is pushing and they are defending, it's best to get one or even two sentries up outside the enemy base. That way your team can keep pushing and maintain the offensive. If your team is defensive, I find two sentries usually works best. One upstairs on the hay, and one in the courtyard somewhere. That way anyone coming up from the battlements is caught, and the courtyard is covered. If you can't push them out though, eventually they will uber and take your sentry out. Don't go to the intel room and try and catch them, just cover both entrances (the spiral is already covered by the one sentry) so all you really need to worry about is getting that sentry back up in the courtyard.
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