At 10/9/09 05:09 PM, Kurofelis wrote:
Actually, since only a rather badly unbalanced pair of teams can keep the kart from moving to the first cap, it's best to go roof. On the first stage of Badwater, there are dozens of points SGs can be outflanked, outranged, or simply knocked down by ubers like bowling pins.
Once there is a fortress on the roof, however (one doesn't work. Need at least two), the enemy team simply cannot advance. It's difficult even to assault the roof, unless the roof guardians are complete idiots, because of the number of sentries, as well as numerous dispensers and teleporters constantly bringing reinforcements to fight the advancing enemy on the flank.
I've seen many games won this way. Almost all of them, in fact.
Exactly. The first point is way too out in the open. I've seen it held, just not very often. The roof is a much better place to build, and if you have a few people guarding the engies, there's no way you can lose.
However, the instant the engie is left alone and they charge in with an uber... game over, pal.
Even on the server I play on, where engies are buffed to hell and back, it's hard to hold a point by yourself. Said buffs are being able to build two dispensers, quick build, and costs to build a sentry is 125, and 75 for everything else.
"OMG DATS SO OVERPOWERED!!!"
It's not.
Engineers have so many counters it's not funny, and the reason is because a sentry nest with some team members defending it is unbeatable. A sentry nest with an engie alone... a single soldier/pyro/heavy/demo/spy/any ubered class can take it out. Not to mention a sentry is a priority target.
...Engineer need an update. =(
At 10/10/09 06:33 AM, ThoseSneakyFrench wrote:
There's nothing worse than seeing a far off sniper aimed at you, paired with an in vain attempt to duck behind cover.
Do what I do. Stop. Duck. After they fire, THEN you jump into cover. It usually works.