engineers

halem111

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ok is it me or is the first thing an engineer should do is build a teleporter entrance then build the exit somewhere close to where the middle battle is happening (this isnt counting hydro) maps like granyard and well for example, need a heavy and the heavy will be killed the fastest at the middle because of the chaos, but if the heavys and medic have done their job well they would have got rid of as many enemies thus letting the scouts and whoever else to capture the middle.

The problem lies however that the heavy gets killed, because the other team are gonna come back in a huge group and most likely overwhelm the middle due to (im assuming if heavy is dead medic is too) half a team from red is on half health (again an assumption but bare with me)
so when blue comes back with 5 or 6 full health people generally there gonna win.

This is why teleporters are so important because then in this scenario the heavy is back at the front line in the middle and is able to defend off the incoming horde for long enough for engineers to build good turrets and dispensers and then once the 2nd wave has been beat the map is almost won.

Is this thinking right or is the 4 engineers out of a team of 10 making turrets at cp 2 and close to cp 3 right cus i think thats a waste of 4 men and a waste of time and resources. You shouldnt turtle on these maps because you ultimatly get beat you have to push push push.
 
Sometime you see teams that lose hope, let's say in well, don't even go to point 3, just start the round defending point 2.

Then I know it's just a matter of time until they lose.
 
exactly sticking up turrets right from the start in cp2 and just in between cp2 and 3 is like saying oh weve lost we will try and get a stalemate

you always have to push in tf2 to win if you dont and you turtle up youve already lost.....even in dustbowl i think it is with the one team attacking the other defending ....the defending team has to take the fight to the opposition and make them scared to attack
 
Exactly. All you see in dustbowl is like... Engis setting up turrets at the final capture point. That's not how the game should be played. A solid defence in the first point will stop them attacking.
 
There are more ways to play an engineer than simply setting up an automated camping system.

Two smart engineers working together can generally create a near impenetrable defense; allowing the entire rest of the team to focus on offense. Racking up 14 kills on a single turret . . . not to mention those eliminated with my trusty shotgun . . . does quite a lot for the team.

If it’s a capture-point map, usually I’ll start by quickly setting up a resupply, defense, and teleport system (in that order). My primary goal is to ensure we don’t lose the round in the first 1-3 minutes. As the offense pushes the enemy back, I’ll usually leap-frog my supply station & turret just behind the offense at a relatively safe point & drop a teleport further ahead (since those are rarely touched). This ensures we can’t be pushed back.
 
phantom you have the right idea however i disagree with your order

because when an engi comes out of spawn he has 200 metal drop a teleporter then refil at the spawn you have 200 again, then continue with the rest of the team to the front line drop a teleporter and within a min you have a teleporter working and heavys can get to front in a second

you now have about 80 metal so on the way to front pick up any ammo boxes and whalla your back where you started with 200 and you can stick whatever sg or disp you need up
your primary goal should be to get your heavies who died in first wave back to the front
if your team loses within 3 mins then theres someting wrong with the team...too many scouts or engineers building defensivily......that is why teams lose in 3 mins generally

obviously the long term goal is to create an impenetrable defence or like you say to leapfrog the sg's so it keeps pushing opponents back thats what engineers are there to do but building that defence at the start is worthless and time not spent well
 
And for christ's sake. Scouts don't need to take teleporters. Especially if there's a heavy right behind them.

Entrance is first thing you drop, refill... Drop an exit on the way, refill, sentry.. and on from there.

Team speed is more important than your kill count.
 
That's the problem, everyone uses the tele regardless of who needs it most. Heavies & soldiers should get priority, but they rarely get the chance.
 
i found it more efficient to drop the exit first, go back to spawn and then drop the entrance.
 
I have yet to try playing as a engi.

And Ive been playing tf2 for 18 hours :O
 
yes another problem is scouts use the teleporters wtf is up with that the amount of times ive been a heavy and a scout has seen me then go ahead and used the teleporter on ff on servers i shot them when i saw them,....when asked why i shot them i sed cus your a fking moron

either way delusional as long as you drop the teleporters first cus like sythos sed its more about getting your team to the front quicker than racking up kills and sticking a defence at cp2
 
I've found that 1-2 teleports help soo much. It normally takes 20-30 seconds to get to the action multiply that by the whole team and it is a lot of time wasted. If you are an Engineer you must build teleports if you get the chance.

I agree that even when on the defencive team it is always best to push forward at the very least it means that if they break through you'll have time to respawn before they take the CP. In fact a teleport behind enemy lines can be very disruptive to a teams attack - especially if you have hidden it well.
 
Somewhat off topic toward the initial intent of the OP, perhaps, but it really annoys me when the defending team does that. There are several reasons, really. First off, I'm not sure if I'm right or not, but it seems that the time added to the timer is at least partly reliant on the time it takes to cap it. Meaning that if you don't even attempt to guard the first point, you're only giving the attackers that much more time to break through whatever defense you set up.

I've had more than one game where this happened. The timer ended up at something like 12 minutes. Somehow or another we managed to hold them off over eleven of those minutes, but in that last thirty seconds we finally got beaten down and lost it. If we'd put any more effort into that first point, we could have held them off overall.
 
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