I had a great game on one of the private SomethingAwful servers last night. It was hydro, and we'd been pushed back to our last point on blue, but every round had been nothing short of a well-fought, hard-fought battle. Anyway, I haven't had much experience playing as a heavy, but I think I generally know what to do because I've killed my fair share of them as all 8 classes, so I jump into class 5 and start the ruckus. Man, it was crazy. I was going from entrance to entrance, perforating jokers like there was no tomorrow, every so often pushing up the ramps with a couple of soldiers to bring the fight back to the red team. I had some kind of blessing going because I only died twice.
The second time I died, I'd pushed up with a couple of soldiers and an uber-ready medic, went to town on their forward sentry and four or five guys, and then retreated at the sight of an uber pyro barrelling down on me. Right as I turn around to run, I see a spy behind me, looking stupid, having just whiffed a backstab. Still, the pyro's right on me, so don't even waste time killing the little man - maybe a couple of shotgun blasts, but I'm very clearly booking it out of the fight. I get back downstairs, my back's against the wall, and my medic's long gone. I'm a goner, so I might as well go down screaming in Russian, right? I whip out the ol' chaingun just as GLaDOS announces we've got 60 seconds left to defend.
The spy gets shredded in half a second; the medic runs out of uber right in front of me, and receives the same treatment. The pyro by now has shoved his flamethrower into my meaty gut and I'm down in seconds, but not before he's reduced to about 10 health, and just as I die, I see a friendly soldier round the corner behind the pyro, shotgun out.
Unfortunately, right as I died, my game froze, I got a connection error and lost internet access for about half an hour. When I finally was able to log back on, my heavy scores from that round had not been recorded in Steam. I really hope we won that round.
SithDrummer on
0
TheScrupleThe Oldest of BridgesRegistered Userregular
Actually I do, and I remember when we had an uber spy go in and back stab someone.
You and Arikado did a really good job of healing on that dustbowl defense, I know I wouldn't have been able to get a 19 kill rampage without it.
Yay, I show up in a screenshot. That round was brutal. I couldn't spy last night, I had the dumb. It got so bad I ended up going demo and bombjump rushing C, and promptly getting blown up by bomb's stickies. Three or four times. If at first you don't succeed...
I had an awesome run on hydro thanks to TheFarSide, 12 kills in one rush. Then some spy named "cha0spilot" had to get wise and backstab both of us. Jerk.
There needs to be a counter poster to the medic one that's either "Rockets" or "Sticky Bombs" with a medic flying through the air away from a heavy with the text "Ubercharge? What Ubercharge?"
God, I swear teleport pads are still such a taboo issue for most Engineers. Upon thinking more on the matter though, Engineers, when boiling down to it, are all about time management:
1) Teleporters - It might not seem like it to some, but even having an extra ten seconds to kill or destroy any defenses or bolster a defense with reinforcements can spell the difference between a loss and victory. Those teleporters typically offer that chance, even if they are recharging or they aren't too far away. They quicken movement for others to give them more time to have an effect on the game.
2) Sentry Guns - A mediocre engineer will put an SG in a typically common-knowledge spot (save for a few spots on maps such as defending the second cap point in 2nd Dustbowl). A really lousy one will put one out in the open. A great engineer will put one is a good spot with decent natural defenses that still offers a level of defense for operations, meaning it will slow the progress of the other team - sometimes eating up massive amounts of seconds.
3) Dispensers - Obviously great for healing, ammo and metal, but if put in the correct spot, if you can sit a Pyro or Heavy (depending on the amount of surrounding, movable space there is around the spot), they can be a very detrimental force by themselves - even more so if the Engy is building up an SG to back it up.
Slagmire on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited November 2007
See, I just build a teleporter and then put a dispenser somewhere for aforementioned reasons.
God knows I can't fucking figure out where I can put a SG and not have it blowed the fuck up.
I try not to build everything close together anymore. I'd drop a tele exit, dispenser, and a sentry gun inches from each one and a Demo can just 3xSticky Bomb it and it's all over. People aren't stupid on the PA servers so I need to spread shit around so if I lost one thing, at least I have some time before the other shit gets blown up.
Also, the teleport dealeo works on all levels except on 2fort and Hydro. Speaking in terms of being the only Engineer. If there's more, then yes, there should be forward ports.
I try not to build everything close together anymore. I'd drop a tele exit, dispenser, and a sentry gun inches from each one and a Demo can just 3xSticky Bomb it and it's all over. People aren't stupid on the PA servers so I need to spread shit around so if I lost one thing, at least I have some time before the other shit gets blown up.
Also, the teleport dealeo works on all levels except on 2fort and Hydro. Speaking in terms of being the only Engineer. If there's more, then yes, there should be forward ports.
Yeah, that is a problem; some jackass in a PUG last night decided to put his stuff right next to mine (sans SG) in the right tunnel in 2nd Dustbowl (offense) - and I was working with little room anyway. Needless to say, I switched to a soldier after four sticky bombs put an end to most of my stuff and his, as well as my life - I wasn't going to be further annoyed by my fellow teammates like that.
I dont normally play engineer, (though ironically enough it is with that class I have achieved the most points/damage) but when I do, I try my best to put my SG in the more unconvential spots. This sometimes means it is way out in the open and that is deliberate, it works sometimes too. Sometimes it doesnt, but when it does work it is bloody glorious.
There needs to be a counter poster to the medic one that's either "Rockets" or "Sticky Bombs" with a medic flying through the air away from a heavy with the text "Ubercharge? What Ubercharge?"
No, it needs to have the Sprint logo and the text, "Losing connection?"
I think we also need one with a lone scout surrounded by sentry guns, with the Southwest Airlines logo and the caption "Wanna get away?"
1) Teleporters - It might not seem like it to some, but even having an extra ten seconds to kill or destroy any defenses or bolster a defense with reinforcements can spell the difference between a loss and victory. Those teleporters typically offer that chance, even if they are recharging or they aren't too far away. They quicken movement for others to give them more time to have an effect on the game.
And how. Whenever I'm an offensive engineer, I always remember how horrifying it is to defend on dustbowl's point four when the attacking team has a steady stream of players entering our area via one or two measly teleporters.
1) Teleporters - It might not seem like it to some, but even having an extra ten seconds to kill or destroy any defenses or bolster a defense with reinforcements can spell the difference between a loss and victory. Those teleporters typically offer that chance, even if they are recharging or they aren't too far away. They quicken movement for others to give them more time to have an effect on the game.
And how. Whenever I'm an offensive engineer, I always remember how horrifying it is to defend on dustbowl's point four when the attacking team has a steady stream of players entering our area via one or two measly teleporters.
I was on a public server last night and someone on my team was yelling at the engineer for building teleporters to the middle CP on Well: the way he put it, "Teleporters are worse than useless cuz instead of being a useless engy you could be another soldier." This was the game where, the moment the enemy capped one of our points, the entire team immediately ran away and tried to defend the next point down the line. Needless to say, it did not end well.
I also remember playing a 2Fort game on that same server where people would not even think of trying the sewer entrances once in a while. There were something like three engineers building teleporters and sentry guns in our basement. And my team kept wondering why the enemy capped the flag all the time.
Thankfully, the opposing team wasn't much better: building your sentry gun where a soldier can shoot rockets down the tunnel and blow it up is not a good idea.
It's very strange being near the top of the team rankings.
I also remember playing a 2Fort game on that same server where people would not even think of trying the sewer entrances once in a while. There were something like three engineers building teleporters and sentry guns in our basement. And my team kept wondering why the enemy capped the flag all the time.
Frankly I don't think that's very useful. Teleporting to the sewers and running up to the base takes roughly the same amount of time as running across the bridge through the front door and gets you to the same place. I rarely have any trouble getting that far, the issue is getting to the intel. 2-3 Engineers just securing that spot is incredibly wasteful. Engies are much more useful on defense in 2fort.
Last night was super fun. I was on fire as demo for a few rounds there. Always satisfying to take out 6-7 guys solo when you're the only one guarding A on gravelpit.
I made the mistake of playing on a pub yesterday as well. Holy shit. I cannot understand how people can play on custom maps that are basically a square with a few other boxes in it. Are they retarded? Also, zero-respawn timer totally fucks up the strategy of the game. So goddamn stupid. It pisses me off as much as 24/7 rapid-fire sniper deck16 in UT used to piss me off.
Mine was a little different... last week was the tangy, smoky flavor of the Pyro. This week I might have to try the bold, robusto flavor of the Demoman.
I also remember playing a 2Fort game on that same server where people would not even think of trying the sewer entrances once in a while. There were something like three engineers building teleporters and sentry guns in our basement. And my team kept wondering why the enemy capped the flag all the time.
Frankly I don't think that's very useful. Teleporting to the sewers and running up to the base takes roughly the same amount of time as running across the bridge through the front door and gets you to the same place. I rarely have any trouble getting that far, the issue is getting to the intel. 2-3 Engineers just securing that spot is incredibly wasteful. Engies are much more useful on defense in 2fort.
It depends on the game. In this case, the issue was that they were using the teleporters and sentry guns to cover their escape with the flag and send guys into the base past the thirteen snipers we had up on the battlements (I exaggerate slightly, not by much). In short, the entire team was fixated on the above-ground battle, and the other team was using the water battle to flank us consistently. I'd agree that 2Fort is a defensive engineer's paradise, though.
I think the most aggravating class to play with idiot players is the Medic. On dustbowl yesterday, the defending team had only one SG by point 4, on the left side when you're facing it. No one uses this spot because you can shoot rockets and pipes all day from the left tunnel exit and never get in range of it. Yet somehow, as an attacking medic healing soldiers coming through that tunnel, they'd invariably run this idiotic suicidal assault at the gun, firing all the way and running out of rockets just after getting in range of the gun, and then continue to soldier on (olol) reloading for the last few seconds of their life. How many times do you have to get slaughtered by an unthinking piece of metal to realize that its damage per second clearly outweighs my ability to keep you alive? Apparently 16 times.
SIXTEEN TIMES, the same soldier charged the same level 3 gun like someone had ordered a bayonet charge.
I think the most aggravating class to play with idiot players is the Medic. On dustbowl yesterday, the defending team had only one SG by point 4, on the left side when you're facing it. No one uses this spot because you can shoot rockets and pipes all day from the left tunnel exit and never get in range of it. Yet somehow, as an attacking medic healing soldiers coming through that tunnel, they'd invariably run this idiotic suicidal assault at the gun, firing all the way and running out of rockets just after getting in range of the gun, and then continue to soldier on (olol) reloading for the last few seconds of their life. How many times do you have to get slaughtered by an unthinking piece of metal to realize that its damage per second clearly outweighs my ability to keep you alive? Apparently 16 times.
SIXTEEN TIMES, the same soldier charged the same level 3 gun like someone had ordered a bayonet charge.
I think the most aggravating class to play with idiot players is the Medic. On dustbowl yesterday, the defending team had only one SG by point 4, on the left side when you're facing it. No one uses this spot because you can shoot rockets and pipes all day from the left tunnel exit and never get in range of it. Yet somehow, as an attacking medic healing soldiers coming through that tunnel, they'd invariably run this idiotic suicidal assault at the gun, firing all the way and running out of rockets just after getting in range of the gun, and then continue to soldier on (olol) reloading for the last few seconds of their life. How many times do you have to get slaughtered by an unthinking piece of metal to realize that its damage per second clearly outweighs my ability to keep you alive? Apparently 16 times.
SIXTEEN TIMES, the same soldier charged the same level 3 gun like someone had ordered a bayonet charge.
Was there a guy next to him in a funny looking helmet blowing a whistle and yelling, "Over the top boys, over the top, let's give the hun what for, cheerio, pip pip!"
I think the most aggravating class to play with idiot players is the Medic. On dustbowl yesterday, the defending team had only one SG by point 4, on the left side when you're facing it. No one uses this spot because you can shoot rockets and pipes all day from the left tunnel exit and never get in range of it. Yet somehow, as an attacking medic healing soldiers coming through that tunnel, they'd invariably run this idiotic suicidal assault at the gun, firing all the way and running out of rockets just after getting in range of the gun, and then continue to soldier on (olol) reloading for the last few seconds of their life. How many times do you have to get slaughtered by an unthinking piece of metal to realize that its damage per second clearly outweighs my ability to keep you alive? Apparently 16 times.
SIXTEEN TIMES, the same soldier charged the same level 3 gun like someone had ordered a bayonet charge.
Was there a guy next to him in a funny looking helmet blowing a whistle and yelling, "Over the top boys, over the top, let's give the hun what for, cheerio, pip pip!"
themocaw, you have won the thread. Please head to the front desk to claim your prize.
You might be an excellent spy, but I miss my crazy soldier buddy when you are off stabby stabbing. You squish everything so hard on command, I feel safer than with a heavy, who I generally just use as a moving wall. *hides behind heavy*
I just got to learn to keep up with your crazy.
Yes, you do need to keep up with the crazy. HidalgoWally and I rolled from one end of granary to the other without a single death last night. Really though, I think I just had to get used to having a medic with me as only recently have they become unwedged from heavies' ass cracks and started giving me any more than a passing heal or using me for pre-round ubercharge (and letting me die during it!).
SIXTEEN TIMES, the same soldier charged the same level 3 gun like someone had ordered a bayonet charge.
Was there a guy next to him in a funny looking helmet blowing a whistle and yelling, "Over the top boys, over the top, let's give the hun what for, cheerio, pip pip!"
themocaw, you have won the thread. Please head to the front desk to claim your prize.
Thanks! I hope it's a brand-new white canvas jacket with really long sleeves. I need a new one.
Yes, you do need to keep up with the crazy. HidalgoWally and I rolled from one end of granary to the other without a single death last night. Really though, I think I just had to get used to having a medic with me as only recently have they become unwedged from heavies' ass cracks and started giving me any more than a passing heal or using me for pre-round ubercharge (and letting me die during it!).
It's fun ubercharging soldiers. They're the best way to take out those darn nests that engineers tend to build.
On the note of the pre-round ubercharge ritual: a few lessons I've learned (keep in mind I'm still rather n00bish at this game)
1. Please don't blow yourself up if you don't have a medic beam on you. There have been a couple of rounds where something like seven enthusiastic demomen and soldiers have stood around wrecking their health when the team only has one or two medics.
2. The fastest method I've seen for uberbuilding (and this usually only works for BLU on an attack/defend map) is for a soldier to stand near the resupply and shoot four rockets in rapid succession: rocketjump, shoot the wall, rocket jump again, shoot the wall, then use the locker, repeat. Your health will regenerate, but your weapon will also instantly reload. Otherwise, just rocketjumping around, reloading one or two rockets while in the air, then rocketjumping again when you hit the ground, tends to work well.
3. When you do rocketjump, please don't rocketjump too effectively. Sometimes, I've seen my ubercharge partner fly off across the level as if his planet is calling him home. Amusing, but not helpful.
4. Learn when to stop. Usually, when the ubercharge reaches about 95%, or when there are less than ten seconds left on the clock, it's best to stop, grab some ammo, and get set for action.
5. Learn to gauge the amount of damage your weapons do: demomen especially. It's happened once or twice where a triggerhappy partner will have a sliver of health left, and then I'll see him lay down another stickybomb, and before I can yell NOOOOOOOOO! he's disappeared in a cloud of orangey mist.
Yea, I've started using the cabinet more often, but it's just not as much fun as seeing how many perfect rocket jumps I can execute in a row. Another point in defense of the medics is that often times there are a lot of jackasses running around and I think sometimes while I'm up in low orbit one of them steps in front of my medic and diverts his beam, leaving me to a splatty death.
Still, my favorite charge method is what I've started calling "the emo kid skip" where you just run in a straight line firing rockets at your feet without jumping.
They certainly are; a soldier has to eliminate the engineer to destroy the sentry. I've cleaned out the point right in front of cap 4 in dustbowl as an ubered demo, though.
Fun thing to try: Demos can fire over the building in front of cap 4. Once I managed to have my grenades bounce into the little alcove on the right and kill 2-3 engineers and a ton of structures. I haven't found that sweet spot again though, but it should be possible and if people get good at it that map should start playing much differently.
I am quite partial to ubered pyros for clearing out capture points.
When my brother and I play together we usually go pyro/medic just for kicks and manage to do quite well. I find it a lot more fun than following a heavy as he plods along, hiding around corners or using him as a shield. Only to be backstabbed or see him get nailed by a headshot. With medic/pyro we are in the middle of everything causing as much chaos as possible, jumping around like crazy fools. Then when he goes down I whip out the bonesaw and perform some impromptu brain surgery.
It's probably not as lethal a combination as medic/soldier but it's a hell of a lot of fun.
Posts
The second time I died, I'd pushed up with a couple of soldiers and an uber-ready medic, went to town on their forward sentry and four or five guys, and then retreated at the sight of an uber pyro barrelling down on me. Right as I turn around to run, I see a spy behind me, looking stupid, having just whiffed a backstab. Still, the pyro's right on me, so don't even waste time killing the little man - maybe a couple of shotgun blasts, but I'm very clearly booking it out of the fight. I get back downstairs, my back's against the wall, and my medic's long gone. I'm a goner, so I might as well go down screaming in Russian, right? I whip out the ol' chaingun just as GLaDOS announces we've got 60 seconds left to defend.
The spy gets shredded in half a second; the medic runs out of uber right in front of me, and receives the same treatment. The pyro by now has shoved his flamethrower into my meaty gut and I'm down in seconds, but not before he's reduced to about 10 health, and just as I die, I see a friendly soldier round the corner behind the pyro, shotgun out.
Unfortunately, right as I died, my game froze, I got a connection error and lost internet access for about half an hour. When I finally was able to log back on, my heavy scores from that round had not been recorded in Steam.
Yay, I show up in a screenshot. That round was brutal. I couldn't spy last night, I had the dumb. It got so bad I ended up going demo and bombjump rushing C, and promptly getting blown up by bomb's stickies. Three or four times. If at first you don't succeed...
I had an awesome run on hydro thanks to TheFarSide, 12 kills in one rush. Then some spy named "cha0spilot" had to get wise and backstab both of us. Jerk.
Back to lurking. Lurk lurk lurk.
I wasn't around when this was first posted, but I just wanted to say that it's really awesome. Good job.
Good stuff.
But
gold
Only after aforementioned medic/heavy combo mows down the rest of the team.
But that's why you shoot the medic thirty seconds beforehand!
1) Teleporters - It might not seem like it to some, but even having an extra ten seconds to kill or destroy any defenses or bolster a defense with reinforcements can spell the difference between a loss and victory. Those teleporters typically offer that chance, even if they are recharging or they aren't too far away. They quicken movement for others to give them more time to have an effect on the game.
2) Sentry Guns - A mediocre engineer will put an SG in a typically common-knowledge spot (save for a few spots on maps such as defending the second cap point in 2nd Dustbowl). A really lousy one will put one out in the open. A great engineer will put one is a good spot with decent natural defenses that still offers a level of defense for operations, meaning it will slow the progress of the other team - sometimes eating up massive amounts of seconds.
3) Dispensers - Obviously great for healing, ammo and metal, but if put in the correct spot, if you can sit a Pyro or Heavy (depending on the amount of surrounding, movable space there is around the spot), they can be a very detrimental force by themselves - even more so if the Engy is building up an SG to back it up.
God knows I can't fucking figure out where I can put a SG and not have it blowed the fuck up.
Also, the teleport dealeo works on all levels except on 2fort and Hydro. Speaking in terms of being the only Engineer. If there's more, then yes, there should be forward ports.
Yeah, that is a problem; some jackass in a PUG last night decided to put his stuff right next to mine (sans SG) in the right tunnel in 2nd Dustbowl (offense) - and I was working with little room anyway. Needless to say, I switched to a soldier after four sticky bombs put an end to most of my stuff and his, as well as my life - I wasn't going to be further annoyed by my fellow teammates like that.
I think we also need one with a lone scout surrounded by sentry guns, with the Southwest Airlines logo and the caption "Wanna get away?"
And how. Whenever I'm an offensive engineer, I always remember how horrifying it is to defend on dustbowl's point four when the attacking team has a steady stream of players entering our area via one or two measly teleporters.
I also remember playing a 2Fort game on that same server where people would not even think of trying the sewer entrances once in a while. There were something like three engineers building teleporters and sentry guns in our basement. And my team kept wondering why the enemy capped the flag all the time.
Thankfully, the opposing team wasn't much better: building your sentry gun where a soldier can shoot rockets down the tunnel and blow it up is not a good idea.
It's very strange being near the top of the team rankings.
I made the mistake of playing on a pub yesterday as well. Holy shit. I cannot understand how people can play on custom maps that are basically a square with a few other boxes in it. Are they retarded? Also, zero-respawn timer totally fucks up the strategy of the game. So goddamn stupid. It pisses me off as much as 24/7 rapid-fire sniper deck16 in UT used to piss me off.
This week = Medic
Last week = Spy
This week = Spy/medic
Mine was a little different... last week was the tangy, smoky flavor of the Pyro. This week I might have to try the bold, robusto flavor of the Demoman.
It depends on the game. In this case, the issue was that they were using the teleporters and sentry guns to cover their escape with the flag and send guys into the base past the thirteen snipers we had up on the battlements (I exaggerate slightly, not by much). In short, the entire team was fixated on the above-ground battle, and the other team was using the water battle to flank us consistently. I'd agree that 2Fort is a defensive engineer's paradise, though.
SIXTEEN TIMES, the same soldier charged the same level 3 gun like someone had ordered a bayonet charge.
Was there a guy next to him in a funny looking helmet blowing a whistle and yelling, "Over the top boys, over the top, let's give the hun what for, cheerio, pip pip!"
themocaw, you have won the thread. Please head to the front desk to claim your prize.
SE++ Forum Battle Archive
It's fun ubercharging soldiers. They're the best way to take out those darn nests that engineers tend to build.
On the note of the pre-round ubercharge ritual: a few lessons I've learned (keep in mind I'm still rather n00bish at this game)
1. Please don't blow yourself up if you don't have a medic beam on you. There have been a couple of rounds where something like seven enthusiastic demomen and soldiers have stood around wrecking their health when the team only has one or two medics.
2. The fastest method I've seen for uberbuilding (and this usually only works for BLU on an attack/defend map) is for a soldier to stand near the resupply and shoot four rockets in rapid succession: rocketjump, shoot the wall, rocket jump again, shoot the wall, then use the locker, repeat. Your health will regenerate, but your weapon will also instantly reload. Otherwise, just rocketjumping around, reloading one or two rockets while in the air, then rocketjumping again when you hit the ground, tends to work well.
3. When you do rocketjump, please don't rocketjump too effectively. Sometimes, I've seen my ubercharge partner fly off across the level as if his planet is calling him home. Amusing, but not helpful.
4. Learn when to stop. Usually, when the ubercharge reaches about 95%, or when there are less than ten seconds left on the clock, it's best to stop, grab some ammo, and get set for action.
5. Learn to gauge the amount of damage your weapons do: demomen especially. It's happened once or twice where a triggerhappy partner will have a sliver of health left, and then I'll see him lay down another stickybomb, and before I can yell NOOOOOOOOO! he's disappeared in a cloud of orangey mist.
Still, my favorite charge method is what I've started calling "the emo kid skip" where you just run in a straight line firing rockets at your feet without jumping.
Ubered demos are probably better than soldiers for taking out engineer nests.
Good point. I bow to your superior understanding.
Fun thing to try: Demos can fire over the building in front of cap 4. Once I managed to have my grenades bounce into the little alcove on the right and kill 2-3 engineers and a ton of structures. I haven't found that sweet spot again though, but it should be possible and if people get good at it that map should start playing much differently.
When my brother and I play together we usually go pyro/medic just for kicks and manage to do quite well. I find it a lot more fun than following a heavy as he plods along, hiding around corners or using him as a shield. Only to be backstabbed or see him get nailed by a headshot. With medic/pyro we are in the middle of everything causing as much chaos as possible, jumping around like crazy fools. Then when he goes down I whip out the bonesaw and perform some impromptu brain surgery.
It's probably not as lethal a combination as medic/soldier but it's a hell of a lot of fun.