« Previous12Next »
RSS Feed

front line tele entrances.

#  Dec 16, 2008 at 9:53 PM
Join Date:
Aug 31, 2008
Post Count:
126
 
lollers 87723
Loading...
 
Anyone ever try building an exit leading to your teams resupply with a tele entrance around the general area your team is fighting so if there are not enough medics and there aren't any real health pick ups around like in badwater or gravel? Could it be worth it on any server with less than 24-32 players? Of course this is only a suggestion for when there is already an engineer with a tele entrance at team spawn.
#  Dec 16, 2008 at 9:57 PM
Join Date:
Oct 06, 2007
Post Count:
2837
 
Scorch 77948
Loading...
Clan: {TF2F}
SquigMember
 
Not worth it.

Even back before the (recent) Engineer upgrade, spending time taking dodgy teleporters back to spawn was a horrible waste of time.  If you're that low on health, you're better off dealing damage, dieing, and respawning than taking a tele back to spawn, refilling, and then waiting for the other tele to finish recharging. 

With the update, a level 3 dispenser will more than take care of your needs, and teleporting back to spawn is a useless waste of time.
#  Dec 16, 2008 at 10:51 PM
Join Date:
Dec 15, 2008
Post Count:
52
 
Agent00Kevin 88846
Loading...
Specialty: Engineer
Steam ID: agent00kevin
GamerTag: agent00kevin
 
Yes, teleporting back to spawn is a waste of time. I have put one outside the secondary spawn on 2fort leading to the main, to circumvent snipers, but only rarely. Best to put a teleport directly to your SG and Disp so you can get back asap if needed.
#  Dec 17, 2008 at 12:18 AM
Join Date:
Aug 31, 2008
Post Count:
126
 
lollers 87723
Loading...
 
How about an entrance at your sentry leading to an exit at a decent ninja sentry location for when an ubered demo comes in and wrecks your sentry? I hear it can work in pubs sometimes.
#  Dec 17, 2008 at 2:36 PM
Join Date:
Sep 21, 2007
Post Count:
3893
 
Hellblazer 77363
Loading...
Specialty: Engineer
SponsorTech Support Award
 
Your teleporter is much better used for your team.

Using teleporters tactically in your gameplay really only works in arena, where your team doesnt beneift from teleporters to get to the action.
#  Dec 17, 2008 at 10:28 PM
Join Date:
Dec 15, 2008
Post Count:
52
 
Agent00Kevin 88846
Loading...
Specialty: Engineer
Steam ID: agent00kevin
GamerTag: agent00kevin
 

Yes, I have done that too. I have also used it to get back in forth by the main spawn because it usually blocks my path (with the right placement) I can jump off the exit onto the dispenser to get to the courtyard, then tele back to hay room. I only do this when I have to play turtle engie.

#  Dec 17, 2008 at 10:33 PM
Join Date:
Jun 02, 2008
Post Count:
1683
 
Numenor 85325
Loading...
Specialty: Engineer
Steam ID: Numenor
Clan: {TF2F}
SquigMember
 
I did something similar to this.

Once.

Out of 200+ hours as engineer.

It's a nice idea on paper, but in practice you've just deprived your team of a downstream teleport, which is much more important, especially with the abundance of healing and ammo at the front lines.
#  Dec 18, 2008 at 9:04 AM
Join Date:
Dec 15, 2008
Post Count:
52
 
Agent00Kevin 88846
Loading...
Specialty: Engineer
Steam ID: agent00kevin
GamerTag: agent00kevin
 

Ah, as I said, I only do it when forced to turtle up. I dont like it, but it happens. The frequency of which it happens depends on my teammates' skill as well as oponnents. I prefer to use the tele to get guys to the front asap. All n all, yes, getting your guys to the front is best, keeps the enemy on defensive. But lets not rule out the other uses, they all have their place and time in the right hands. Getting one teammate to a non-existant front line (because the front line is in your base) does not take precedence over defending your intel. A good engie can stall the rush long enough for your teammates to get rid of them.

This may come from me playing all classes. You have to know when to run defense and when to go on the offensive. Versatility is important here!

#  Dec 18, 2008 at 10:24 AM
Join Date:
Nov 09, 2007
Post Count:
545
 
kikinchikin 80063
Loading...
Specialty: Engineer
Steam ID: kikin chikin
Clan: don't really play anymore
 
If you need a tele back to the spawn, then the medic and I are not doing our jobs correctly.  My tele is for moving people forward to create an essentially new spawn point closer to the action.

PS.  I love the new tele upgrade. It's about time.
#  Dec 18, 2008 at 2:09 PM
Join Date:
Dec 15, 2008
Post Count:
52
 
Agent00Kevin 88846
Loading...
Specialty: Engineer
Steam ID: agent00kevin
GamerTag: agent00kevin
 
« Previous12Next »

Copyright 2007-2008 All Rights Reserved

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)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
AddThis Social Bookmark Button
Fortcast Podcast
Donate
Welcome, you are not logged in.
Login or Register
Team Fortress 2 Fort Team Fortress 2 Fort