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My CommunityForumGamingTeam Fortress 2Topic: Class tactics revisited: The 3-engineer-defense
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Teatime


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Still rubbish after all these years


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« on: January 27, 2009, 02:31:24 PM »

One of the most promising tactics to succeed to fail on a PL-map or CP-map à la Dustbowl is to cunningly give the attacking team a quick rush to the first CP (Nothing more exhilarating than defending the final point for 15 minutes). It's a perfect device for deceiving the enemy team into thinking the defenders would actually suck.

To successfully apply that tactic a few rules have to be followed:
- All engineers can build a teleporter entrance, but not more than one may build an exit.
- All engineers have to build their own dispensers and sentries simultanously, preferably competing for the same ammo packs in the area.
- Helping each other is strictly prohibited since it may endanger the successful execution of this tactic.
- Sometimes a newbie may actually build a sentry close to the final point at startup. Teammates should politely point out that this is a halfhearted effort. It's not completely outside the spirit of the tactic but if discovered the enemy may start questioning the determination of the defending team.
- Advanced users of this tactic should place sentries very close together so they are covering the same area and are susceptible for enemy countermeasures.
- Remember: This tactic works best close to gates and respawns where the enemy can build übers.
- How can teammates help to ensure the success of the 3-engineer-tactic: Simple, choose complementing classes like spies and snipers. There may be medics and perhaps pyros. Heavy classes should be avoided, though.

A nice follow-up touch to that tactic is for at least two of those three engys to switch class after the first cap has fallen (preferably to even more snipers, pyros or spies). One engy, however, should keep building sentries, so that the enemies don't quite realize the tactic used against them.

Beginners may consider to start using a variation to the 3-engineer-defense: The 4-engineer-defense. Rules are basically the same as above. However, one sentry is required to be placed in the open and the engineer should time its building that the enemy can blow it up before reaching more than lvl 1. Engies may take turns, though.
But in the spirit of symmetry all engies should switch class after CP1 has fallen to confuse the enemy. Or the teammates. Or both. Doesn't matter as long as it serves the tactic to ensure a guranteed win. For the attackers.
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Finaldeath


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« Reply #1 on: January 27, 2009, 02:56:03 PM »

Reminds me of a certain map tactic used yesterday, hmm...
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Finaldeath
Hzza
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« Reply #2 on: January 27, 2009, 02:57:16 PM »

Needs moar defensive scouts pls.
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mark
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« Reply #3 on: January 27, 2009, 02:59:43 PM »

Thanks we needed this for our match against BFM.
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Junta
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« Reply #4 on: January 27, 2009, 03:01:16 PM »

Thanks we needed this for our match against BFM.
Where we have a class limit of 2? lol
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mark
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« Reply #5 on: January 27, 2009, 03:04:26 PM »

Thanks we needed this for our match against BFM.
Where we have a class limit of 2? lol
I'm not sure they would notice.
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Terror
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« Reply #6 on: January 27, 2009, 04:45:37 PM »

Needs moar defensive scouts pls.

Honestly, I think a good scout (note the word good) can prove very good at defending. They just piss off and distract the enemy team (plus killing a few fatties or medics helps) and generally divert the enemy from capping the point!
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Hzza
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« Reply #7 on: January 27, 2009, 04:49:59 PM »

Thats the point though Terror, a good defensive scout is good as a distraction, BUT as soon as there's more then, say, two, the distraction factor goes and you end up with a really light defence and usually a steam rolling.
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Junta
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« Reply #8 on: January 27, 2009, 04:50:23 PM »

Needs moar defensive scouts pls.

Honestly, I think a good scout (note the word good) can prove very good at defending. They just piss off and distract the enemy team (plus killing a few fatties or medics helps) and generally divert the enemy from capping the point!
A man called Riboflavin was simply the best I'd seen at that.. awesome scout, played for the team too Wink
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Terror
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« Reply #9 on: January 27, 2009, 05:14:31 PM »

Thats the point though Terror, a good defensive scout is good as a distraction, BUT as soon as there's more then, say, two, the distraction factor goes and you end up with a really light defence and usually a steam rolling.

same goes for spies and engies for a lot of maps.

And yeah, I remember that Riboflavin guy. Why doesn't he play any more (or did he change his name to someone who I know well?)
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Junta
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« Reply #10 on: January 27, 2009, 05:32:32 PM »

He and his wife Succubus don't frequent our server (sadly) - Succubus has popped on. They'd both be welcome to play any time they want Smiley
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Nineblade
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« Reply #11 on: January 27, 2009, 06:03:41 PM »

A man called Riboflavin was simply the best I'd seen at that.. awesome scout, played for the team too Wink

He would've supplemented any team Smiley
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claws
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« Reply #12 on: January 27, 2009, 06:23:43 PM »

In reply to Teatime...It's funny because it's true! I think there's a tendency to either build sgs's nowhere near the point, or to abandon all hope and just defend the final cap. I don't really like either much, especially after you've used the tp and it takes you to the top bit of goldrush when you've only just started.

As a related point I try and play helper engie a lot - I know I'm not great at sentries, but I can try and help the team. But my feeling is that mostly engies don't want the help. The number of times you get 2 engies genuinely helping each other is really low and it saddens me.
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Gasman
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« Reply #13 on: January 27, 2009, 06:47:12 PM »

I play L4D fairly often with Ribo and Succubus. Don't think they do TF2 much these days tho Succubus did show up briefly the other night.

Ribo gets through whole campaigns without a scratch. No change there then.
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Teatime


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Still rubbish after all these years


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« Reply #14 on: January 27, 2009, 07:28:14 PM »

Ah, the defense works!
Just come from a server where Red successfully applied this tactic ...
3 Engys. One built his SG on the roof. On mapstart, mind you. But the other 2 were already advanced players: They built two SGs next to each other *behind* the door of the respawn section close to CP2. You know, the door which is sealed once CP2 is reached. The fact that they managed to get some cheap kills just shows that even the best tactic can still have flaws in its execution. Still, priceless ...  Grin

Smite me, I've forgotten to take a screenshot.
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