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useful tactic on 2fort

#  Oct 07, 2008 at 9:28 AM
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korru 88193
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Specialty: Medic
Steam ID: Dispenser (Mr. Saturn)
 
if you happen to be the poor engineer that has to use his sentry in the intel room, what i suggest is to place your teleporters on or next to the stairs leading to the intel. not one but both. using them as an alarm system. assuming that the other team destroys the teleporter on the way. that way, you can warn your team about whoever is attacking without actually being there. it dosent matter if your sentry is alone, an uber will kill it anyway.

hope this helps.
#  Oct 07, 2008 at 9:35 AM
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Aegis Kleais 87223
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I've seen this tactic used many a times, and I tell my patients "Don't destroy those, it'll warn the Engineer who will call for reinforcements."  It's only worthwhile to destroy it on the way out if you're not engaged, and even then, that's solely for points.
#  Oct 07, 2008 at 9:46 AM
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korru 88193
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Steam ID: Dispenser (Mr. Saturn)
 
*clap* very good. its funny to me how even most spys cant resist.
#  Oct 07, 2008 at 6:27 PM
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Belial 83434
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Standard practice unless you need your teles for getting to their intel, to be honest, with two Engy's defending the courtyard their should be no need for a sentry in the intel, you just use the quick tele/dispenser trick to get one up if they break your first.
#  Oct 08, 2008 at 7:20 AM
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hyperhopper 88128
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"the quick tele/dispenser trick "

what are you talking about?
#  Oct 08, 2008 at 7:25 AM
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Specialty: Medic
Steam ID: Jordan_Slaveman
 
When I'm guarding the top of the fort as engy I block the sniper deck entrance with a dispenser, forcing the enemy to destroy the dispenser to get access to our base if he entered from the sniper deck. I use my sentry to guard the one open area with the two sets of stairs that lead to the spawn or side entrance to the intel. When they destroy the dispenser I can alert my teammates or even go there myself.
#  Oct 09, 2008 at 3:17 AM
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Belial 83434
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Quote:
Originally Posted by hyperhopper
"the quick tele/dispenser trick "

what are you talking about?

By this I mean there is no need for a dispenser upstairs in the hayloft as you are right on top of spawn, so, once you have your lvl 3 set up, build an entrance in the loft, away from your sentry.

Now, head down to the intel, build a dispenser and exit in the corner opposite the intel. Head back up to your sentry, if they do take it out, as you see its uselesss trying to save it, you jump on your tele, head downstairs, and you have a full dispenser ready to to knock a very quick lvl 3 up, this should give your team time to regroup, then, move it back upstairs as and when practical.

Just got up so I hope I explained that properly,
#  Oct 09, 2008 at 5:34 AM
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korru 88193
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Steam ID: Dispenser (Mr. Saturn)
 
interesting, never knew that many people used teleporters as bait.
#  Oct 09, 2008 at 5:46 AM
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Specialty: Heavy
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slightly off topic but, as HWG defending on 2fort i like to hang at top of straight stairs with a dispenser... i can single-handedly defend back courtyard as well as annihilate anyone trying to run up those stairs with intel... the long straight stairs spell doom 4 anyone attempting a run at me... takes a focused attack with 3 or so skilled players to break this position...
it gets boring when u team is winning... but is a blast if they knock back the forward line into your base...

my 2 cents
 
#  Oct 09, 2008 at 6:25 AM
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kikinchikin 80063
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A sentry over the long stairs is a fun spot also for some sneaky kills.  But, only useful if you have other help watching the spiral.

And I use a dispenser to block the entrance to the sniper deck as well, or at the entrance to the spiral for an alarm/roadblock.

I use put my tele to go from the hayroom to the intel to get down their quickly if needed.

This is obviously only when we are talking about defense.

I NEVER put a sentry in my own intel room though.  Waste of time and resources. The only intel room for an sg is the enemy's.
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