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2fort turtling

#  Feb 23, 2008 at 10:52 PM
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I just finished up a lengthy 10 on 10 2fort session and figured id jump on here to vent.

Anyone else experience massive frustration with an overly conservative team on 2fort?  In addition to the usual ramp room / resupply sentry, tonights team had a constant patrol of 2-3 soldier/demo in the ramp room, 1-2 demos campin the grate, and (what pissed me off the most) a solider/demo constantly guarding the sniper loft entrance/exit (who camps that?! bahhhh).  I've just never seen so much traffic inside the core base area from the main combat classes.  This, coupled with their nonexistent offense, was the perfect recipe for a blazingly exciting 60 min 0-0 draw.

I've got no beef with posting a solid defense, but damn, this seemed beyond overkill.  They were completely content playing not to lose. 

I guess some well coordinated ubers (something we didnt have much of, which was probably part of the problem) are the best medicine for a turtled D.  Any other strats for breaking down the 2fort turtle?  
#  Feb 23, 2008 at 10:56 PM
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Teh Jzzb 81812
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A Spy in the right place can make all the difference in the world.
#  Feb 23, 2008 at 11:00 PM
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Yeah, good call.  We didnt have much in the way of Spies working for us.
#  Feb 23, 2008 at 11:12 PM
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Coordination is needed in 2fort, Especially on offense.

Spies are always the best plan in situations like you described.

Camping soldiers are the worst.
#  Feb 24, 2008 at 12:16 AM
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Really thats just excessive you do not need over half your team on defense, unfortunatly 2fort comes down to this with 2-4 engies camping like bitches and then 3 more fighting classes on D what little offense your team has gets pushed back into your base and before you know it you're running a 12 man defense.
#  Feb 24, 2008 at 1:07 AM
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burp154 80844
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2fort is the official candidate for a map that requires sudden death, a 2fort math could alternatively last forever if the server is a 24/7 2fort server
#  Feb 24, 2008 at 1:43 AM
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Divine 81729
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A collective team push should be able to break through most defenses, especially if you throw in a uber or two. However, i guess that requires team co-ordination, which 2fort isn't exactly famous for.
#  Feb 24, 2008 at 10:24 AM
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Hellblazer 77363
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Quote:
Originally Posted by PariahMessiah
Really thats just excessive you do not need over half your team on defense, unfortunatly 2fort comes down to this with 2-4 engies camping like bitches and then 3 more fighting classes on D what little offense your team has gets pushed back into your base and before you know it you're running a 12 man defense.
That about sums it up right there.
#  Feb 24, 2008 at 10:30 AM
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Dingo 81962
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I find either getting alot of spies or alot of medic combos going works reasonably well. Alternately, you could pull back to your base until boredom forces them out, but I think this only works on 24/7 servers.

I've been in 2fort games that lasted 6 hours. only ended then because the server's reload time was up.
#  Feb 24, 2008 at 11:02 AM
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Unnownd 80925
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there too afraid to lose, so they don't try to win
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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
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Flags Defended: MechaEdd - (12 flags defended)
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