09-19-2008, 05:33 PM | #21 | |
FF LOL
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Wedge urself between sentry and dispenser. |
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09-19-2008, 08:08 PM | #22 | |
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09-19-2008, 09:13 PM | #23 | |||
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09-19-2008, 09:39 PM | #24 | |
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Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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09-19-2008, 09:40 PM | #25 | |
Stuff Do-er
Lua Team
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09-19-2008, 09:43 PM | #26 |
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I dunno, I don't have any problems playing the engy and I rarely rely on my SG. In 2.0 my main weapon was my dispenser. Best engy tool on defense. Explode it at 20% and you've got a guaranteed kill. If they start shooting it, good, you've slowed them down.
In 2.1 it's insane. Build it, 4 seconds later it's 20% ammo. I'm sure I could take on both offensive players on 2fort without issue with just my dispenser if they both traveled the same path (elevator). Really though, your team should be protecting your gun. If enemies are firing rockets at your gun, your defense is not doing its job. To be honest, I've always found this style of play to be really dull, but that's what having a strong tool like the SG brings about. Just because the SG doesn't have the insane push that it had in 2.0 (overpowered) doesn't mean that it isn't the best thing you can have on defense. Tell your team that if they don't want the enemy capping flags to start defending your gun.
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09-20-2008, 03:33 AM | #27 |
FF LOL
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Precisely.
I think to keep an sg up it should require team work, adn intelligent engineering, but also some tweaks to the way the engy interacts with his buildings. Health from dispenser, sg absorbing splash damage, these types of things can be done and tweaked and edited to create a more interesting dynamic and balance the difficulty of sentry maintenance and removeall, rather than "make the sentry reall powerfull, AND really intelligent, AND have lots of health" which is what it has felt like to me...both hard to keep up and hard to kill... but I suck at FF so! |
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09-20-2008, 05:49 AM | #28 | |||
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09-20-2008, 11:49 AM | #29 |
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Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Hum, if there's a single Soldier shooting at you, instead of ducking whacking the Gun, wait until the first rocket hits, get near & wrench, get away, wait until the 2nd, repeat. Just like Engineers used to do against long range ICing Pyros in TFC?
At least while the splash damage is fixed, this should be the most viable tactic. |
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09-20-2008, 05:01 PM | #30 |
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The big problem is that it's just insanely easy to shoot at a sentry from a position where it doesn't shoot back. Nailgun and Super nailgun work great for this. In the second or two it takes you, the engineer, to solve this problem, your sentry will be dead. In TFC (and TF2 for that matter) it is far, far harder to use a corner as cover from a sentry. In both cases you usually had to duck in and out, as opposed to FF where half your body can be completely visible to the sentry but it still won't shoot.
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09-20-2008, 08:06 PM | #31 |
Retired FF Staff
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Well the sentry is a little weaker but some of you are forgetting this is a Team Based Game it requires team work. I don't have that many issues keeping my sentry up if my team is working with me. All alone ya it's not so good but they go up faster, dispenser replenish quicker , rail gun gives 40 cells on over charge, a lot was done to help balance the sentry. It's not meant to be "I got my sentry to level 3 ha ha now I don't have to worry".
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09-20-2008, 10:53 PM | #32 |
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I agree with Chilled. Engi's been a fav class and it doesn't feel as fun playing it anymore for some reason. Though now I'm enjoying playing as every other class I wouldn't play now like Heavy and Spy.
-weaker sg -cloaks can approach it -weaker EMP +very powerful rail gun +regenerates armor +quick building sg +regenerates cells +improved dispensers SGs seem much easier to kill now. But they can get rebuilt and up to 3 like nothing. Maybe engis will need to change their tactics. |
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09-20-2008, 11:33 PM | #33 |
Stuff Do-er
Lua Team
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EMP isn't "weaker", as now it gains damage from packs around it. Throw some packs and toss an EMP and it'll do more damage.
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09-21-2008, 12:19 AM | #34 |
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It's sad that nobody mentions how incredibly OP the dispenser is for blowing offensive players up now.
20% ammo=dead medics.
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09-21-2008, 05:58 AM | #35 | |
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09-21-2008, 10:27 AM | #36 |
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Use the old I-am-a-wall-and-cannot-be-moved trick! (if it works in Fortress Forever)
Hold +use (use...), +speed (walk) and +duck (duck...), then wack away!!! |
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09-21-2008, 10:50 AM | #37 | |
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Shit needs to be tweaked :l
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09-21-2008, 05:56 PM | #38 | |
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09-25-2008, 01:52 AM | #39 |
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what would people think about the idea of letting the SG fire "curveball" rockets at players who are damaging the SG or currently tracked but out of LoS? ie, the SG would fire purposely wide, then the rocket would have a small ability to curve itself back in at the target (with a limited angular velocity) so the rockets would effectively go round corners to a very mild extent.
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09-25-2008, 02:20 AM | #40 |
Darknight
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Once again, I feel that it's the job of the defenders or the engy him/herself to get the opponent into LoS.
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