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Sentry Placement at Gravelpit

#  Jul 16, 2008 at 10:07 AM
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Wernstrum! 81105
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I've noticed some people have been asking about how you get to the top of B and C at Gravelpit, and I didn't see a thread on it, so here you go.

[Link]
#  Jul 16, 2008 at 10:35 AM
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mad_typist 83143
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Wermstrum, thanks! That was an excellent video. I'm definitely going to practice that.
#  Jul 16, 2008 at 11:00 AM
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jam1058 85161
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already knew those but good idea to post that i learnt something new
#  Jul 22, 2008 at 2:25 PM
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rrenzett 82761
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So this may sound newbie lame, but you need to squat jump to get on the dispenser, right?
#  Jul 24, 2008 at 11:59 AM
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jam1058 85161
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yeh you do, i've seen many  person try and fail jumping at their dispenser
#  Jul 24, 2008 at 12:15 PM
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DurbanPoison 78453
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so... you spend 1 and a half minutes actually trying to get to the rooftop, and when you finally get a lvl 3 sentry gun it can be easily bypassed by anyone coming from another side of the point.  Sure, it's cool to be able to go where you arent supposed to be, and it may catch one or 2 offguard, but it certainly does not force an uber to be popped in order for the offense to penetrate B.  The novelty wears off when all of your gear is still on the rooftop, and the entire enemy team simply ignores it and caps B and moves onto C.

As for the one on the rooftop at C, well, that is an even MORE useless spot to place a sentry.  It simply does not cover the point, and anyone who rj's from A will be completely unaffected by it.

Rejected.
#  Jul 24, 2008 at 12:19 PM
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jam1058 85161
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the dispenser that heals through the wall is useful though
#  Jul 24, 2008 at 12:37 PM
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mad_typist 83143
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I disagree with Durban. I saw Team Funky utilize the Gravelpit C point trick against the [TF2F] team to great effect. It isn't about sentry placement. The through the wall healing is useful and the ability to semi-hide a teleporter that takes your defense straight to the top of C is also key. A team that isn't paying attention, particularly in smaller matches, won't spot the teleporter location on the top of C.
#  Jul 24, 2008 at 12:39 PM
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To get to the roof of B, you dont have to dispenser-jump from the canopy to the roof, you can simply squat-jump if you're already standing on your tele exit and the tele exit is NOT in the dead center of the canopy. It is a little trickier but it saves you metal and time.

Also, standing on top of sentries gives you more elevation than dispensers, even level 1 SGs. So practice placing an SG on the front ramp at B instead of dispenser. Sure, it takes more metal, but it also covers you as you build your tele exit.

I would not recommend even bothering to get to the roof of B as an engie unless it is:
A) during initial set up time AND...
B) you have other engineers at B building real sentries for your team.

As Durban pointed out, an SG on the roof is kind of useless on its own. If I'm facing a team of noobs on Blu, I will sometimes do the tele exit on the roof, but then focus on upgrading/repairing my teammates' SGs on the ground before building my own on the roof. It can be useful to have a sniper up there and a dispenser for your soldiers and demos who rocket jump up there... but any competent enemy soldier or demo can and will destroy your exit and SG from a distance without having to pop their uber.
#  Jul 24, 2008 at 12:51 PM
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Numenor 85325
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Only a teleport and dispenser are useful on B- the teleport is well protected from spies and anyone other than demomen and soldier, and the dispenser is useful for your fellow demomen and soldier who benefit from the height advantage. If a sentry can kill enemies heading from BLU spawn, it can be sniped and rocketed down. If it faces away from BLU spawn, it is easily avoided. There are far more favourable sentry positions around B.

I've never used the C location, but again it sounds like a sentry there is very vulnerable from long range attacks, and from players who avoid it's limited range. And again, a dispenser and a teleport sound like they'd be well protected and useful there (especially if the dispenser does heal through the wall).
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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
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Spy Power: Chro - (19 objects killed as spy)
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Sentrygun Master: Numenor - (142 kills with sentrygun)
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