Building a base that does nothing until it's destroyed is the sign of a bad engie. Either build it somewhere further up where people are actually fighting, or leave it and shoot people yourself - sapping takes forever, it's easier for a spy to kill a nest while the engie is standing there wrenching his gun than when he's out patrolling the area.
That's a bit of a blanket statement. There situations where your teleporter serves far more purpose than your SG could potentially. This occurs on maps like Dustbowl and Goldrush all the time.
Easy example is the 2nd section of Dustbowl. As usual, we've taken the first point and there's 10 minutes left. It's a long walk to the 2nd point, so I build my base in the right tunnel (as usual). Now people are teleporting in at an alarming rate, saving our team ridiculous amounts of travel time.
I set up my sentry-gun/dispenser in the tunnel too, to keep away pesky spies/scouts/soldiers/anyone else who wanders in. Now, the sentry gun isn't getting some incredible number of kills, but its presence is necessary there, or the first Red to wander by would destroy my teleporter and slow us down significantly.
If Red sucks, my base stays up for a long time and my base helps our team out immensely. More likely, after 2-3 min I'll see a pyro/medic uber turn down the tunnel and wreck me. Less likely, but more annoying, is having a good spy on Red who continuously destroys the teleporter entrance.
The point is, that despite my SG not getting many kills, it serves a lot of purposes. They have to waste their uber destroying it, rather than destroying 3 of our guys. It stops anyone but an uber from approaching the tunnel, despite not getting kills on the people. It allows us to hold the tunnel, which is very useful. Lastly, it provides safe cover for my teleporter, which is incredibly useful.
Lately, I'll have to play more engi to be sure, but it seems like a level 3 tele works so fast that you don't even need a sentry to defend it if you put it slightly out of the way. The teammates that come out of it are enough to hold the line enough for you to try constructing offensives guns.
I gotta respect Zoidberg for continuing to post even after he'd gained popularity. I have this bad tendency to freeze up and run away anytime I do something clever/funny enough for people to start to know my name... the pressure gets to me. I had a blog at one point, but then I made some smart blog posts that got 25+ replies per post and then I couldn't post after that because I felt there was so much pressure to do as well as I had done previously. I'm actually in that position on the official TF2 forums right now. I've only made a total of 10 posts, but people know my name now, and now I want to stop posting because the bar of expectation is too high.
Anyway, long tangential rant, summary is: good job Zoidberg for making lots of funnies.
This thread is just a wonderful source for my muse. Individual experiences ( see Edcrab's dream ) or requests ( tyrannus' request for a Sniper / Soldier pic ) all allow me to stretch my gmod muscles.
Not to mention the huge amount of changes to TF2 itself ( Sandman balls, Duck timers ) that lend themselves to pictures / sequences.
In other words, keep doing what you guys do best and I will do my best to put them into picture form.
Did they just round the corner, freeze upon witnessing your majesty, and died horribly?
...I'm assuming you timed it well at round start, right?
It was on hydro right at the end of a round, stalemate. Like 4 dudes were all stopped on the stairs and I just blocked them all from running up and hit the taunt!
Yay, im the demo on that rock! Im so popular now.
Yeah im in that Screen shot!
I'm soooooo coool!
EDIT: And those baseballs shot grenades?
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
You know, with how hard Valve has failed in getting Natascha to consistently work, I'd rather they not incorporate any other class's weapon code into it. Maybe it'll spread. Sandman will start granting enemy players 2-3 seconds of uber rather than stunning them...
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
A good Engineer will know when and where to setup bases. On Badwater there's a small house near the last checkpoint with a max metal crate, which is basically a giant "Build Base HERE" sign, yet I have never seen anyone utilize that spot. So I went ahead and built a base there, and lo and behold, we soon overwhelmed them.
Gravel Pit is a good example of how defending can go sour. Engineers turtle on B and that's it. I always try to setup a teleport somewhere on A, but I never have enough time to get a sentry up. You could turtle in the tunnel between A and B, I wonder how that would go. Set up some teleports to quickly move your team to both points, fool the enemy into thinking that the tunnel is a tele point. You could get creative real easy.
Egypt is a wonder. I can never understand why people refuse to try get a base up and running near the last cap during the first stage. There's a tunnel to the left that you can go through and reach a small square slightly behind the cap, and get a tele running there. You can easily pick out sentries from between the columns as snipers, soldiers and demos have a clear view of them just out of their range. Finish up with an uber from the main entrance and voila.
The only reason why I don't play the Engineer more is because you need coordination to execute some of the crazier ideas.
So a friend of mine set up his own server for some casual fun with some of my WoW guildies, but he has no idea what he's doing. Since I've never hosted or admined a server I promised I would try to find help, but the online documentation is surprisingly unhelpful (plus I can't really test anything out on my own).
Arena maps will load but will never start -- we just get stuck at 0:00 Waiting for Players -- any idea what setting he needs to change? Generally we have 8-10 players and he's tried fiddling with the Max/Min players per team but nothing seems to have worked.
Maps like Dustbowl end after X point caps. It used to be 3 by default so the map would end after 2-1 was taken by the first offense team. He's got a temporary fix by upping this number to 6, but it still causes some maps to end prematurely and, since he changed a global setting, causes others to take an eternity to finish. Any idea how the PA servers avoided this conundrum? Is it just a time limit?
Thanks!
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Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
A good Engineer will know when and where to setup bases. On Badwater there's a small house near the last checkpoint with a max metal crate, which is basically a giant "Build Base HERE" sign, yet I have never seen anyone utilize that spot. So I went ahead and built a base there, and lo and behold, we soon overwhelmed them.
Which part are you talking about? There are quite a few decent spots to take as an engy on Badwater.
A good Engineer will know when and where to setup bases. On Badwater there's a small house near the last checkpoint with a max metal crate, which is basically a giant "Build Base HERE" sign, yet I have never seen anyone utilize that spot. So I went ahead and built a base there, and lo and behold, we soon overwhelmed them.
The sniper nest? I mean you could build a base there i guess but all it would do is protect the teleporter and the snipers. I guess it could cut off a flanking route but it's easy to just walk by the sentry through the back way. The bulk of the offense is always going to be by the track, so I'm not sure how building an entire base in that nest would be useful. A teleporter, maybe, but that would probably get sapped pretty quickly since spies always go up there to get the 200 metal/stab snipers.
A good Engineer will know when and where to setup bases. On Badwater there's a small house near the last checkpoint with a max metal crate, which is basically a giant "Build Base HERE" sign, yet I have never seen anyone utilize that spot. So I went ahead and built a base there, and lo and behold, we soon overwhelmed them.
Which part are you talking about? There are quite a few decent spots to take as an engy on Badwater.
I'm pretty sure he's talking about that area to the upper right from defense's perspective, where you can go up a ramp and there's a nook on the left and right, the left nook having the full ammo crate and I think a health capsule. It is a good spot for a teleporter at least.
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cut a hole in a box
Spy sappin' mah penis!
no zoidberg please don't
XBL |Steam | PSN | last.fm
Reverse psychology. I love your style.
EDIT: BAHAHAHA
Steam: pandas_gota_gun
Holy shit I just shot Sobe out of my nose.
Make him open the box
Lately, I'll have to play more engi to be sure, but it seems like a level 3 tele works so fast that you don't even need a sentry to defend it if you put it slightly out of the way. The teammates that come out of it are enough to hold the line enough for you to try constructing offensives guns.
Zoidberg is my favourite.
XBL |Steam | PSN | last.fm
Anyway, long tangential rant, summary is: good job Zoidberg for making lots of funnies.
Not to mention the huge amount of changes to TF2 itself ( Sandman balls, Duck timers ) that lend themselves to pictures / sequences.
In other words, keep doing what you guys do best and I will do my best to put them into picture form.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Yeah im in that Screen shot!
I'm soooooo coool!
EDIT: And those baseballs shot grenades?
Then it would actually slow people.
You know, with how hard Valve has failed in getting Natascha to consistently work, I'd rather they not incorporate any other class's weapon code into it. Maybe it'll spread. Sandman will start granting enemy players 2-3 seconds of uber rather than stunning them...
I want that thing to be useful and not shitty.
So great.
A good Engineer will know when and where to setup bases. On Badwater there's a small house near the last checkpoint with a max metal crate, which is basically a giant "Build Base HERE" sign, yet I have never seen anyone utilize that spot. So I went ahead and built a base there, and lo and behold, we soon overwhelmed them.
Gravel Pit is a good example of how defending can go sour. Engineers turtle on B and that's it. I always try to setup a teleport somewhere on A, but I never have enough time to get a sentry up. You could turtle in the tunnel between A and B, I wonder how that would go. Set up some teleports to quickly move your team to both points, fool the enemy into thinking that the tunnel is a tele point. You could get creative real easy.
Egypt is a wonder. I can never understand why people refuse to try get a base up and running near the last cap during the first stage. There's a tunnel to the left that you can go through and reach a small square slightly behind the cap, and get a tele running there. You can easily pick out sentries from between the columns as snipers, soldiers and demos have a clear view of them just out of their range. Finish up with an uber from the main entrance and voila.
The only reason why I don't play the Engineer more is because you need coordination to execute some of the crazier ideas.
Totally true. I think I will start putting my sequences into albums before I post them. Will wait til this thread dies to organise all my old ones.
Arena maps will load but will never start -- we just get stuck at 0:00 Waiting for Players -- any idea what setting he needs to change? Generally we have 8-10 players and he's tried fiddling with the Max/Min players per team but nothing seems to have worked.
Maps like Dustbowl end after X point caps. It used to be 3 by default so the map would end after 2-1 was taken by the first offense team. He's got a temporary fix by upping this number to 6, but it still causes some maps to end prematurely and, since he changed a global setting, causes others to take an eternity to finish. Any idea how the PA servers avoided this conundrum? Is it just a time limit?
Thanks!
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Which part are you talking about? There are quite a few decent spots to take as an engy on Badwater.
I'm pretty sure he's talking about that area to the upper right from defense's perspective, where you can go up a ramp and there's a nook on the left and right, the left nook having the full ammo crate and I think a health capsule. It is a good spot for a teleporter at least.