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Author Topic: TF2 Comp Beta  (Read 11424 times)
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CruelCow
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« Reply #15 on: September 14, 2009, 08:43:52 AM »

engis working together? Tongue
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« Reply #16 on: September 14, 2009, 08:55:02 AM »

I still don't get the use of the pdq.

While it helps setting up a sentry fast for an O engi, not being able to upgrade is waaaaay too much of downgrade imho. lvl1 teles are just useless BS, most people ignore them, even if it is ready.

Granary is a prime example where an O engi has some use, but if he can't reinforce the point with an upgraded sentry, he gets useless within 2 minutes of the match.

Its more to make the engie usable in comp play because in 6v6 the game is ALOT faster than in pub play and this can help engies to build up tricky sentries while hes retreating from the pushing enemy (like on gravelpit or granary-chockepoints).
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« Reply #17 on: September 14, 2009, 09:53:31 AM »

engis working together? Tongue

Uhm... you already forgot the 2-2 stage on dustbowl, where we had three engis working together just fine? Wait, that never happened.
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« Reply #18 on: September 14, 2009, 11:04:05 AM »

Its more to make the engie usable in comp play because in 6v6 the game is ALOT faster than in pub play and this can help engies to build up tricky sentries while hes retreating from the pushing enemy (like on gravelpit or granary-chockepoints).
And that lvl1 will stop the advancing solly+medic combo?

(and arguing about tele and dispenser is probably not worth it Wink)
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« Reply #19 on: September 14, 2009, 11:08:46 AM »

A level 1 sentry will hold up against those pesky scouts and I think it's just to be used as a disposable tool, place and hope it does a little damage and distracts whilst the engineer blasts/ wrenches them from behind. 

Mind you I really miss those wrench crits in a comp match
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« Reply #20 on: September 14, 2009, 11:11:56 AM »

Yeah the Lvl 1 sentry would be underpowered for comp play, but Lvl 1 teleporter might be just okay to bring someone back to the frontlines fast. Dispenser might be okay for getting ammo without leaving a position, but I don't see the comp scene giving up one class in order to get those "benefits".
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« Reply #21 on: September 14, 2009, 06:29:18 PM »

Ok I have no idea how you got that idea from what abda said Cruel, but he was basically saying it's a throwdown against scouts/demo/roamer trying to bumrush a vulnerable side. ie the engi puts his sentry up on the left crate, covering the medic, stopping scouts from having their way and keeping roaming soldiers away.

GEDDIT?
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« Reply #22 on: September 14, 2009, 07:11:12 PM »

Well he clearly said retreating. But even in your example, I really can't see how a scout wouldn't be fit better to do that.
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« Reply #23 on: September 14, 2009, 07:46:39 PM »

Well he clearly said retreating. But even in your example, I really can't see how a scout wouldn't be fit better to do that.

Because a scout can't juggle/push a rocket jumping soldier back/into the air preventing him from raining death on the medic? Also a scout doesn't have flawless accuracy.

About retreating, say the medic got killed, everyone falls back. Slap down a sentry to stop the scouts from ganking the demo immediately as he trys to run away. Before you say scouts are better at this, remember they have no medic and will lose against opposing team scouts who can be buffed and healed. Basically it lets the team retreat in better order than being chased down and mauled by buffed scouts/roaming soldier. Sorry, I should've used this example instead of my first but my first still shows it's use.
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« Reply #24 on: September 15, 2009, 06:40:53 PM »

Don't underestimate the power of an unexpected level 1. On a map with good flanking routes you can disrupt a significant amount of people if they're taken by surprise by a suddenly constructed sentry, and with faster construction the engie can already be halfway across the map ready to put another one up by the time an attack can be prepared. I agree that we'd see some crap engineering on pubs for a while as people use it to throw up engie nests quickly and can't upgrade teles, but for an offensive engineer who very rarely tracks back to upgrade exits (and can switch wrenches to upgrade entrances at spawn) it's not a disadvantage.
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« Reply #25 on: September 15, 2009, 06:44:41 PM »

you cant switch the wrench, doing so nukes your buildings or so ive been told
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« Reply #26 on: September 15, 2009, 07:48:45 PM »

Hope this new wrench has crit damage then.
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« Reply #27 on: September 16, 2009, 12:45:29 PM »

Don't underestimate the power of an unexpected level 1. On a map with good flanking routes you can disrupt a significant amount of people if they're taken by surprise by a suddenly constructed sentry, and with faster construction the engie can already be halfway across the map ready to put another one up by the time an attack can be prepared. I agree that we'd see some crap engineering on pubs for a while as people use it to throw up engie nests quickly and can't upgrade teles, but for an offensive engineer who very rarely tracks back to upgrade exits (and can switch wrenches to upgrade entrances at spawn) it's not a disadvantage.

Exactly this.

I often attack as an engi and put lvl1 sgs up in the most stupid of places.  1 No one bothers to check those places, and 2 because of the small damage they dont bother turning round while being hit....

I have clocked up many kills like this with a lvl1 sg....

I hope they release this Smiley
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