Rand had the right idea for engie-guarded nests. Pyros are great for them, so long the pyro does it smart. Run in, and take out the engineer... position yourself so that your overspray will damage the nest, while killing the engineer.
Even nests with 2 or 3 engineers become unmanned and quite vulnerable then blowing up before uber's gone.
Also, for the pyros who can't seem to get a medic to follow them in, run in anyway. If you can drop down right in front, or round a corner and get right in front, you can circle strafe a sentry gun and kill it with it barely hitting you. At the very least, take out the engineer so an uber behind you can do more damage. Pyros, scouts, and medics are the only classes that can do this, and it's easiest for pyros.
Now, geneSW. I love you, lots of good advice around, but that placement diagram I find helps the other team more. THAT particular corner is vulnerable to a demo who knows what they are doing. You can have a demo down by the health spawn just a bit before, and just barely squeeze your pipe bombs between the walls looking that way and will take out outwards-placed and left placed sentries. The ONLY safe sentry is the right-nested ones you say are bad. In my opinion, as someone who frequently removes those, the first should be on the right, a second on the left or in the middle and staggered forward or back.
/rant on
Another note for the demo's (my second best class)... experiment with, and find where you can lob over things. You can take out a LOT of great sentry places by lobbing over roofs, and I RARELY see demos even trying. They prefer to lob forward and try bouncing around corners, when lobbing over a roof makes for a direct, and much more damaging hit. Learn your pipe bomb and stickies, so you know their path. Learn your stage layouts. Run in as a pyro for a suicide push to find placements of buildables, switch to demo, and use the air to your advantage to take out the buildables. You can't always jump onto or over things, but your bombs will still make it! If you CAN'T get a bomb over, THEN find the best place you can bounce them. Forward doesn't work most of the time. If you're demo, put on hit sounds (options->multiplayer->advanced) so you can hear when your bombs do hit.
/rant off
---
And Roffe, thank you!
Teleporter Priority:
#1 - Engineer
They keep their nest up. Let them through. You want the dispenser and sentry to be there when YOU go through, right? When 1 minute or less is left on the clock though, you lose all priority... stay at spawn, keeping the tele up!
#2 - Medic
Required. Medics are better running and getting up uber, but if they need to get there, let them. They bump up to #1 with less than 1 minute left.
#3 - Heavy, Soldier, Demo
They are slow, let them pass. If the demo is wearing a chargin' targe and eyelander, you drop to scout level (not being mean, but you're notably faster without taking damage, and well equipped to check for spies enroute, since you are all for single and up-close kills).
#4 - Pyro, Sniper, Spy
Faster classes, which can run if needed. Pyro jumps to #2 with less than a minute left. Why? They are the last ones standing when the enemy goes 8 pyros to clear the cart, and the best equipped to clear the cart.
#5 - Enemy Spy
So they can get closer to people who can kill them. Not someone you want taking it, but its still a better selection than...
#6 - Scout
/rant on
Unless there are less than 20 seconds left and that cart is a long way from the end, or the round's in overtime and you're attacking and the cart is RIGHT there, if you see more than 1 person waiting, run. I watched the SAME scout keep a medic off the tele yesterday, three times, then an engineer who lost their nest before he could get through after... the scout was harangued by the medic who couldn't get through, and then the scout left. It was a regular (albeit not CLR), so they'll be back.
/rant off
If there's several level 3 tele's, this is all moot. But if there's 1 tele or only a few level 1's, please, for the sake of your team, follow it.
---
Now, snipers... you have a job to do, and do it well (most of you anyway, lol). When there's only a few seconds left, and the cart is 3 feet from the last point, get out of your perch and either stop the cart if you're defending, or push it if you're attacking. I hate seeing the overtime timer tick down, as I'm rushing to get to the cart, to pass a sniper just before the cart, who's still sniping. This has been the case in many rounds lost.
Even nests with 2 or 3 engineers become unmanned and quite vulnerable then blowing up before uber's gone.
Also, for the pyros who can't seem to get a medic to follow them in, run in anyway. If you can drop down right in front, or round a corner and get right in front, you can circle strafe a sentry gun and kill it with it barely hitting you. At the very least, take out the engineer so an uber behind you can do more damage. Pyros, scouts, and medics are the only classes that can do this, and it's easiest for pyros.
Now, geneSW. I love you, lots of good advice around, but that placement diagram I find helps the other team more. THAT particular corner is vulnerable to a demo who knows what they are doing. You can have a demo down by the health spawn just a bit before, and just barely squeeze your pipe bombs between the walls looking that way and will take out outwards-placed and left placed sentries. The ONLY safe sentry is the right-nested ones you say are bad. In my opinion, as someone who frequently removes those, the first should be on the right, a second on the left or in the middle and staggered forward or back.
/rant on
Another note for the demo's (my second best class)... experiment with, and find where you can lob over things. You can take out a LOT of great sentry places by lobbing over roofs, and I RARELY see demos even trying. They prefer to lob forward and try bouncing around corners, when lobbing over a roof makes for a direct, and much more damaging hit. Learn your pipe bomb and stickies, so you know their path. Learn your stage layouts. Run in as a pyro for a suicide push to find placements of buildables, switch to demo, and use the air to your advantage to take out the buildables. You can't always jump onto or over things, but your bombs will still make it! If you CAN'T get a bomb over, THEN find the best place you can bounce them. Forward doesn't work most of the time. If you're demo, put on hit sounds (options->multiplayer->advanced) so you can hear when your bombs do hit.
/rant off
---
And Roffe, thank you!
Teleporter Priority:
#1 - Engineer
They keep their nest up. Let them through. You want the dispenser and sentry to be there when YOU go through, right? When 1 minute or less is left on the clock though, you lose all priority... stay at spawn, keeping the tele up!
#2 - Medic
Required. Medics are better running and getting up uber, but if they need to get there, let them. They bump up to #1 with less than 1 minute left.
#3 - Heavy, Soldier, Demo
They are slow, let them pass. If the demo is wearing a chargin' targe and eyelander, you drop to scout level (not being mean, but you're notably faster without taking damage, and well equipped to check for spies enroute, since you are all for single and up-close kills).
#4 - Pyro, Sniper, Spy
Faster classes, which can run if needed. Pyro jumps to #2 with less than a minute left. Why? They are the last ones standing when the enemy goes 8 pyros to clear the cart, and the best equipped to clear the cart.
#5 - Enemy Spy
So they can get closer to people who can kill them. Not someone you want taking it, but its still a better selection than...
#6 - Scout
/rant on
Unless there are less than 20 seconds left and that cart is a long way from the end, or the round's in overtime and you're attacking and the cart is RIGHT there, if you see more than 1 person waiting, run. I watched the SAME scout keep a medic off the tele yesterday, three times, then an engineer who lost their nest before he could get through after... the scout was harangued by the medic who couldn't get through, and then the scout left. It was a regular (albeit not CLR), so they'll be back.
/rant off
If there's several level 3 tele's, this is all moot. But if there's 1 tele or only a few level 1's, please, for the sake of your team, follow it.
---
Now, snipers... you have a job to do, and do it well (most of you anyway, lol). When there's only a few seconds left, and the cart is 3 feet from the last point, get out of your perch and either stop the cart if you're defending, or push it if you're attacking. I hate seeing the overtime timer tick down, as I'm rushing to get to the cart, to pass a sniper just before the cart, who's still sniping. This has been the case in many rounds lost.
Comment