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There used to be a door here!

#  May 23, 2008 at 7:04 AM
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Apr 25, 2008
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jackhook 84416
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Specialty: Pyro
Steam ID: jackh00k
 
I was playing the old Goldrush last night and I guess Valve decided to brick up that wall near the end of the first section. Anyone else know what I'm talking about?

It really changes the strategy of that capture. Any thoughts?
#  May 23, 2008 at 7:11 AM
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Jan 20, 2008
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Qinetics 82312
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Yep, I've seen the wall which used to be a door.

As far as strategy, it improves BLU's chances of capping. Before hand, RED could flank the cart at the chokepoint by going through the door and turning left, or an ubered demoman (or even any mildly effective combat class) could go right to take out any foreward engineer bases on the second floor with ease. Now the flanking option is missing and the only classes with easy access to the second floor are demomen and soldiers, and as such engineer babses last considerably longer.

On the downside it makes life as a spy harder, cutting off another flanking route for both sides. On BLU I often used the door to make a quick run down the enclosed tunnel to RED spawn, but now I need to work my way through the chaos around the cart. ON RED, the same problem applies- you need to use more cloak to successfully infiltrate the BLU foreward base.

Overall though, this simple change makes life a lot easier for BLU and more of a challenge for RED- a challenge I take up eagerly!


#  May 23, 2008 at 8:35 AM
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jackhook 84416
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During one of the games I played last night, I was on BLU and the REDs had already built an engie nest up there and they had a formidable demoman helping defend. It was a pretty good tactic on the RED's side.

You're right the change does make it a lot easier for BLU. They can stage a pretty strong attack from upstairs.

#  May 23, 2008 at 10:11 AM
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BuckyKat 82158
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Closing off the door wasn't the only change. Valve also moved the upper door to the right so RED doesn't have a direct line of sight to people going up the stairs. This gives BLU an extra area to setup camp without fear of Snipers or Solders.
#  May 23, 2008 at 3:27 PM
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Donald Trump 81449
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Quote:
Originally Posted by Qinetics

On the downside it makes life as a spy harder, cutting off another flanking route for both sides. On BLU I often used the door to make a quick run down the enclosed tunnel to RED spawn, but now I need to work my way through the chaos around the cart. ON RED, the same problem applies- you need to use more cloak to successfully infiltrate the BLU foreward base.
It makes life for a red pyro a lot harder, too, unless your engineers manage to both set up and mantain a teleporter up there. Granted, that is a far more appealing strategy now, because it would provide an excellent flanking position.
#  May 24, 2008 at 10:16 PM
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Hellblazer 77363
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I find it really annoying D:
#  May 25, 2008 at 12:06 AM
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darkxLuky 83797
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yeah, i noticed that just today
*frowny face*
#  May 26, 2008 at 11:38 AM
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SmerBuick 82538
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It's a bit too much of a help to the offense, makes a few defense classes now semi-useless w/o uber support, and you should not need an uber to get up in their with certain classes.

They should have tested it a bit more, but it'll do.

At least we get to see the second/third situations more often now. =]
#  May 26, 2008 at 11:42 AM
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Kirky 79682
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so i was right.

i got really confused the other day when i was playing and i couldn't find the door. The rest of the game thought i was crazy
#  May 27, 2008 at 6:56 AM
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jackhook 84416
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@Donald Trump

You're right. I used to spend a lot of time in that area as a RED pyro. Now either RED sets up an engie nest up there early or BLU hunkers down and stages an attack from there.
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Team Fortress 2


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