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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 825119 times)

PTTG??

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The ultimate problem with the jag is that trying to get the speed bonus takes longer than not.

If you stand still for the whole construction process just to gain less than one second, then you've lost several seconds when you could be moving somewhere else.

Worst of all, let's say that you're in a situation where being one second early matters. Let's say that the enemy is going to get there one second before the sentry is fully assembled.

With the wrench, the sentry will be at nearly full health and can most likely survive long enough to turn and fire at the enemy a second after he appears.

With the jag, then the sentry can open fire one second earlier... once. After that it's the same as a normal wrench. That very, very rare one second advantage just doesn't cut it for me. Most of the time, if you can afford to sit and wrench your sentry up, then you have way more than one second of extra time.

If you want to make the Jag useful, here's what you do:

(+)Buildings always build at full speed)
(-)-50 Health on wielder

So now your engie is throwing down things and sprinting away, avoiding direct confrontations while using sentries to harrass remotely.
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kaenneth

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My favorite tactic as a defending engie on Push maps is to build a teleport receiver at the beginning of the round in a hidden corner that's unlikely to be checked.

When the cart makes it far enough that the receiver is behind the enemy spawn, I build the transmitter, and notify our spies of it's availability.
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3

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If you stand still for the whole construction process just to gain less than one second, then you've lost several seconds when you could be moving somewhere else.

It doesn't work like that. You could be spending those several seconds moving elsewhere with any other wrench as well.  In fact, because the construction time is shorter (and nearly everyone hits the sentry during construction anyway), you'll have more chance to move around with the Jag than you will with other wrenches. Albeit only marginally.
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jester

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Anyway, does anyone know of a payload map that has blue spawn in front of a large area, with sunken regions where the payload goes, and very-short (two meters at most) where there are huts and stuff? There are 4 blue exits into the area, and after that is a slope upward, a large concrete barrier you can walk on with a wooden wall on it on one side, and a wall that is topped with a huge barn on the other?

Sounds like barnblitz, if its a stock map you are talking about.

Ive played a few hundred hours of engi, and I find the jag balanced its great for stuff like building up a lvl 2 somewhere and then moving it somewhere really aggressive.  If you are a serious combat engi, the 1 second makes a real difference.   
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Descan

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Nah, it's a desert tileset.
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jester

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Nah, it's a desert tileset.

is it a stock map?
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Descan

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I'm not sure. I thought it was, it had the quality of a stock map, but I haven't been able to find it in stock map lists. :/
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Enzo

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Kind of sounds like the first stage of Goldrush? Or the first stage of Hoodoo? I'm having trouble fulling visualizing your description though. Especially the concrete-block thing.

My favorite tactic as a defending engie on Push maps is to build a teleport receiver at the beginning of the round in a hidden corner that's unlikely to be checked.

This is how I play Swiftwater every time I'm defending. There are a couple really hidden spots for Tele exits, some that end up right behind the Blu spawn when it moves up. Build the exit, if they get far enough that their spawn moves up, build the entrance and a level 3 Sentry. Carry and place it outside Blue spawn door during a low traffic moment. So many lols.
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Duke 2.0

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If you stand still for the whole construction process just to gain less than one second, then you've lost several seconds when you could be moving somewhere else.

It doesn't work like that. You could be spending those several seconds moving elsewhere with any other wrench as well.  In fact, because the construction time is shorter (and nearly everyone hits the sentry during construction anyway), you'll have more chance to move around with the Jag than you will with other wrenches. Albeit only marginally.

If you don't spend time wrenching a thing faster the Jag is underwhelming. And generally it's a good idea to build in a semi-safe place to build up your stuff, get other buildings set and generally be better prepared than trying to get one thing up as absolutely fast as possible.

And tele-schenanegans will never be as glorious as what you can pull off in Gold Rush. Like getting a base set up in the left alternate route as RED before the first checkpoint is reached. Or hiding a teleporter behind RED spawn on offense.
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Untouchable

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Crafted two Apocofists in a row today. Shame both used achievement items because I could trade one away for something.

Because I seriously wanted some fists of steel.

jester

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Crafted two Apocofists in a row today. Shame both used achievement items because I could trade one away for something.

Because I seriously wanted some fists of steel.

you realize there are recipes for crafting the fists of steel without random crafting?

1 reclaimed and a kgb according to the wiki, no need for random crafting for any of the weps that arent just reskins.


edit, hell i just checked my inventory, and I have a spare one if you want to trade, ill happily take 2 weps or a scrap.
« Last Edit: March 10, 2012, 04:10:19 am by jester »
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PTTG??

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So I played PL_Cashworks the other day. I've got an idea for a PL map.

So BLU spawns on top of the cart. The tracks are ten feet long. RED spawns over a pit full of flames, several hundred miles away from BLU, the cart, and the tracks.

The name would be "PL_Cashworks".

(The point is that it is difficult to defend on cashworks.)
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Enzo

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What, really? There are some great Sentry locations throughout the map (and at least 1 downright matchbreaking one at the last point), the hill (between points 1 and 2, IIRC) is super easy to defend with explosive spam, 2/3 routes to the last point are absolute Sniper heaven. There are lots of ways to lock Blue down on that map. Especially the last point. It's up there with the last points of Hoodoo and Dustbowl in terms of making the attackers feel impotent.

Of course, that all only applies if you're team if familiar with the map. Not knowing the battlefield will trip a team up on any map.

Also, I have a mostly unrelated question for all you B12ers: Favourite custom map?
I am torn between KOTH Waste and PL Swiftwater, personally.
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jester

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PL cranetop, the 2 stage version
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Duke 2.0

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pl_Dogbread

And cp_Crash
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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