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Engi tactic on badwater basin

#  Sep 23, 2008 at 1:22 PM
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nipstaem 86049
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I've made a demo of me playing engi on badwater, not really any kills or such but it shows one of my tactics for badwater & i feel like sharing etc

http://files.filefront.com/engirushdem/;11873579;/fileinfo.html

In short, you rush through the tunnel (where the cart's rail is going), 9/10 you wont get killed,sometimes you wont even get shot at
You rush, if there's a sentry on the top left corner of that 'mountain', wait till the sentry looks at the other side & then run like hell (to the 1st cp) then you can basically walk through the entire map since everyone is just using the teleports of the (mostly) 3/4 engineers that red has.

In the demo i'm showing one of my favourite spots (because it's nobodoy's expecting a sentry there & i got alot of kills there as well, except for this demo)

So, what are your thoughts about this 'tactic' ?
#  Sep 23, 2008 at 1:39 PM
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snipeskier 87001
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how do you run the file, like what program do you run it with?
#  Sep 23, 2008 at 1:40 PM
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nipstaem 86049
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you download it & put it in your teamfortress2/tf folder

then start TF2 (dont join a server) & type in console:  playdemo engirush

done
#  Sep 23, 2008 at 1:47 PM
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oofy15354 86204
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i dont really want to download it but where is your spot that your talking about?
#  Sep 23, 2008 at 1:49 PM
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nipstaem 86049
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at the 3 cp, you got stairs on the left, if you go up & go left again you got a hallway & at the end is a big opening, that spot
#  Sep 23, 2008 at 1:49 PM
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Numenor 85325
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It's a daring tactic, but I think you hurt your team more than helped them with that tactic- this is my reasoning.

Your teleport, far from being useful, was a huge disadvantage, especially the last one. The heavy that came through at the end had to walk all the way back to point 1, wasting a huge amount of time in taking him to a useless position. Placing a teleporter along with a dispener by the first cap after it's been taken would have been much more useful to your team as a back-up point.

The sentry would have been useful, but your team was struggling to cap the first point, rendering it bunk. Had your team capped, then yes it would be useful, but at the time you could have been more use as a medic or heavy class.  Badwater is a good offensive engineering map once your team start moving into the tunnel, but until then an offensive engineer isn't that much use.

You also got quite lucky. The pyro was pretty stupid, a turret on or on top of the bunker would have cut you off, the spy didn't follow up after hitting you once (which he should have done) and very often RED will have one/ two engineers who fail to build teleports, or have teleports that are both charging, meaning that any fast class could have walked past and taken you down.

Overall I can see how that location could have been useful, and maybe it's because my offensive engineering style leans towards conservitive back-up spots rather than suprise weak forward locations, but it's not a tactic I'll be likely trying in future
#  Sep 23, 2008 at 2:29 PM
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Wernstrum! 81105
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I have to argee with with Numenor on this one. It's an interesting tactic, but far too easy to counter. That demo looks like it was taken on some random pub, and you were almost killed before you could do anything by the people overlooking your spawn, that pyro, the engineer by the second cap, or anyone walking out that spawn door. I can't hear what you were saying over teamchat, but I'm assuming you were telling your team what you were doing and where the tele would go so that's a plus. However, I'm pretty sure that that Soldier that came wandering over and blew up your stuff came because he saw that Scout or Heavy running in from the third cap with the teleporter trail, so the other team was probably aware of your presence. The tactic does have merit though, I would probably suggest building up in the tunnel by the first cap to flank, or if you really wanted to be daring, go further and build a Sentry outside their spawn with the full Ammo pack in the building to the right or the enemy's spawn.

Also, I've seen an Engineer on defense who built a tele exit in the back area that's overlooking the 2nd cap, then when the enemy spawned in the forward room by the second cap, he managed to build up a Lv. 3 sentry and spawncamped up, and mananged to keep the base up for a good 2 minutes.
#  Sep 24, 2008 at 11:14 AM
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Hellblazer 77363
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90% of the time you probably couldn't do that... perhaps with a nice distraction (eg medic ubers you, but sacrifices himself so you can go past). I dont find it all that useful either. Staying up by the cart helps your team more. That hill area by CP1 is very nice for offensive engineers.
#  Sep 25, 2008 at 6:55 AM
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NEKPED 80542
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Quote:
Originally Posted by Hellblazer
90% of the time you probably couldn't do that... perhaps with a nice distraction (eg medic ubers you, but sacrifices himself so you can go past). I dont find it all that useful either. Staying up by the cart helps your team more. That hill area by CP1 is very nice for offensive engineers.

Yeah. It's better to use the 200 ammo pack behind the boulder to build up a Sentry and deny the defending team fro getting back up to the hill.

Once the first cap is yours, the buildings behind the 2nd cap make for a nice teleport and if you can get a sentry on top of the building looking over the cap it will work wonders.

What I want to know is if you can build from on top of the AC units on the building, and if I sentry can still reach the ground from on top of it.
#  Sep 25, 2008 at 3:40 PM
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Hellblazer 77363
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You can and it does reach the ground, but it doesnt cover enough of it to be useful. The track is below the line of sight of the sentry near the cap point.

If you have two engineers and one builds up on the AC and one on the roof, its a good combination. AC can provide flanking firepower and additional ground support when enemies are in range, and the roof sentry can protect the track.

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Team Fortress 2


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