Zek wrote:

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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.
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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.