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BB 09-07-2011 03:35 PM

I'd love to have a Strange medigun. Does anyone have one they're willing to trade, and what are you willing to trade it for?

EDIT: A strange jarate too, though medigun moreso.

rpgdemon 09-07-2011 04:14 PM

I'm awesome with my Loch and Load. You just need accuracy, and bam, mostly one hit kills.

The lack of speed/distance, and the bouncing and all that weirdness messes me up, when I go back to the normal one.

Shyria Dracnoir 09-07-2011 04:43 PM

Quote:

Originally Posted by Babybahamut (Post 1153782)
I'd love to have a Strange medigun. Does anyone have one they're willing to trade, and what are you willing to trade it for?

EDIT: A strange jarate too, though medigun moreso.

I believe I just unboxed a strange medigun the other day. Let me check...

Yep! Got one. I'd accept just about any other weapon for it if there's one you really don't use and want to get rid of.

BB 09-07-2011 05:10 PM

Awesome :D I'm BBust Of Hippocrates in the steam group and my backpack is here: http://www.tf2items.com/id/babybahamut pretty much any of the duplicates are up for offer, also the crates if you like crates.

Roland 09-09-2011 07:39 AM

So, after doing some basic addition and multiplication in my head, I realized that in the past three months I've spent $35 on this game.

This is my inventory at the moment: http://tf2b.com/?id=dragonrage40x

If anyone's interested in a strange wrench, I'd be willing to trade it for metal. I had around 3-4 Refined together since last week, but blew it all on that Strange Ambassador and Strange Shotgun in the past two or three days. The Jag ain't for sale, though—I default to the Jag when playing Engie because I can spycheck well enough with a shotgun, so the damage penalty is meaningless to me.

On a related note: BLU Engineers on Payload maps. From what I've seen, they become near-essential by the end, but I can't for the life of me figure out where to build up until then.

Take, for instance, that one barnyard map with the snow and what not. A RED Engie has dozens of choice nest locations to pick from. BLU Engies have none as far as I can tell. They only get one decent area by the time they've captured two points. By the third point, though, RED should be pinned down in the building housing their base, giving BLU Engies free reign of the map.

So what I want to know is, is it worth it to try to play a BLU Engie on a payload map before the halfway point? Should I be looking out for prime locations to set up shop?

I have similar problem with 5-Point CP maps, by the way. Coldfront, for example. Do I build right from the starting point and deprive my team of an active member? Do I build at the second point under the assumption that we'll be pushing forward, risking the chance that we'll be pushed back and my nest will be overrun? Do I pick a different class, depriving my team of a line of defense to fall back to if things go pear shaped?

tl;dr: Roland doesn't play CP or PL Maps very well as Engie.

Locke cole 09-09-2011 09:34 AM

If you can't get Sentries down, it's not the end of the world. It's pretty bad, but here's the thing: Teleporters are actually extremely useful for an attacking team. If you can't lay any Sentries, just find a safe niche to lay a Teleporter exit.

Alternatively, you could use a Gunslinger. Mini-Sentries aren't something you should care much about preserving for too long, so you can place them a lot more recklessly.

Aldurin 09-09-2011 01:37 PM

Mini-sentries can actually be more devastating than normal sentries since you can put them in high-traffic areas more often with less loss when they blow up. It's good for getting kills on the unaware and forcing scouts into detours. This is of course from an offensive prospective. Mini-sentries can suck for defense unless you manage to pull the same stunts on your own turf.

Locke cole 09-09-2011 01:45 PM

Yeah. I choose my Wrench based on my team color. Gunslinger on offense, Jag on Defense. And I use the Gunslinger when on King Of The Hill, because that one's way too fast-paced for me to be able to properly set up a Sentry anywhere near the point.

Revising Ocelot 09-09-2011 01:57 PM

Yeah, go with Gunslinger on most offensive Payloads. However, on maps using the Badwater model with more than one point between the end, I stick with normal Sentries (my flavour is Southern Hospitality for tracking those pesky Dead Ringer spahs) since the passage between points is a long hard push and you need more permanent defense for your offense, if you catch my drift.

For 5point CPs, I'd stick with normal Sentry. You leave the spawn, dump a Tele Entrance, and either run back to the supply cupboard or grab a few ammo boxes on the way if they're not a huge detour. Plant a Dispenser and Tele Exit at the 2nd point, but don't Sentry up just yet. This is a situation where I'd advocate using normal Shotgun + Pistol - support the team at the middle CP with a little combat (but try to preserve your own skin). If you cap the middle? Plant your Sentry, upgrade it to level 2 if there's enough ammo/weapons lying around and move your Tele Exit and Dispenser up while destroying your redundant Tele Entrance. When they're all about level 2, rebuild the Entrance at the current spawn gate.
If you don't cap the middle CP? Retreat back to your nest and fortify, which won't take too long.



DISCLAIMER: Engineer fights with Sniper for being my 2nd least played class. >.>

Locke cole 09-09-2011 02:01 PM

Oh, it's not a contest for me, my least played is Sniper. Always.

But for not doing a lot of Engineer play, you certainly have good advice for the class.


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