Moral Dilemma - What do you save first?

Moral Dilemma: What do you save first?


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ToiletPastries

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Saw this on the steam forums - thought it would be a fun poll.



Scenario: You're a red engineer on the roof of badwater at the 2nd point. You're the only engineer on the team and a spy has just sapped all of your stuff. He gets away. You only have time to save one of your three buildables. Which do you save?

The teleporter? The device that helps bring your teammates closer to the battle. They can protect you while you rebuild.

The dispenser? You'll need this to help rebuild your equipment and to heal your teammates and yourself.

The sentry gun? This will protect you while you rebuild.
 
Dispenser every time. With it you will be able to be back at full function way quicker, who needs a sentry to protect you? Use your shotgun.
 
Teleporter IMO because your team and yourself can get to the roof faster then, metal is in good supply on the roof also. It was a close tie for me between dispenser and teleporter though.
 
I don't know Badwater well enough, so I dunno.

If it was 2Fort or Turbine, I would go for the Sentry first, because Spy sapping is usually a sign of an oncoming force coming in to take advantage, and if they came in to have a Spy do the sap job, it suggests they will not have an Uber at the ready.
 
Depends entirely on where my team is and what the other team is doing. If I know the other team is making a push with the spy up top there, I'm saving the sentry to protect my ass for the time being.

Otherwise, the dispenser. If my team is smart and can rocket/demo jump they should get up top quick enough, tele isn't vital.
 
You're the only engineer on the team and a spy has just sapped all of your stuff. He gets away.
Ah ha! Trick question. Very clever TP but I'm on to you. As the ONLY engineer on RED team you opt to save nothing. There is no way your team is going to hold that roof forever so unless there is a second engineer setting up the next strongpoint RED team will lose. But you don't have that. So you teach that spy a lesson. Let me make this very clear:
He gets away.
Not on my watch mister:mad:
 
This is a no-brainer: the sentry. Allow me to explain myself.

First of all, if you're playing red on badlands and you're the only engineer, something is wrong.

Secondly, and much more importantly, a sentry is only useful as long as it's surprising. In other words, when the whole opposing team knows where your gun is, you won't have a gun there for very much longer. Generally, when a spy saps, or attempts to sap, your buildings, you know that your gun is now public knowledge, and it's going to come under increasing fire until it's gone.

In this scenario, you have two choices. You can rebuild where you were, which is generally easy to do, as you have at least one thing up from before, or you can scrap your old setup and build somewhere else. Let's look at these two things separately.

Let's say you've decided to stick around. Nine times out of ten, you'll still pick the sentry, and that one other time, you'll take the teleporter. Here's the logic: In order to pick the teleporter, you need a team that you KNOW will stick around to support you while you rebuild, and a number of times, that just isn't the case. If you can't count on someone to stay with you and protect you from the bad guys, then you're better with the sentry. You have to consider the setting here as well: there is a pack of 100 metal on the roof, and you'll have the detritus of your old buildings to use as well. You can immediately put up a dispenser in 15 seconds, whereas a sentry would take a minimum of 30 seconds if you had infinite metal to get to level 3. Now, 15 seconds won't get a dispenser to level 3, but you don't need it at level 3. you need it to sit and build up metal, which it does at the same rate no matter what level it is. Bottom line if you have an uncooperative team: keep the sentry, because of the abundance of metal on the roof and the speed with which you can reset a dispenser and teleporter.

Now, the smarter thing to do here is to rebuild elsewhere, because they know where you are. In this case you keep the gun. It takes the opposing team MUCH more effort to kill a sentry than to kill dispensers or teleporters. You should occupy yourself setting up your new embankment, out of sight, while the enemy deals with your sentry. They may kill it immediately, but you may well kill some extra people, and it'll serve as a great indicator of when the enemy has, in fact, taken the roof. Leaving sentries lying around is also a great distraction. Aside from it being a threat, it indicates to the other team that you're still there, and they still need to divert significantly more resources to killing it than they need to. Often, I'll have a dispenser and a teleporter set up somewhere other than my gun, and I'll patrol the area, killing with my shotgun, until someone kills my risky sentry. once they do, I immediately set up a new one with my new nest. It's seamless, efficient, and allows to you cover more area. It also keeps the opponent guessing, which is necessary if it's an organized team, and if they are playing as individuals and NOT as a team, then it'll get you a lot more kills, and still act as a psychological deterrent.

Bottom line: Sentry. Always, and ESPECIALLY because there's enough metal around to make dispenser setup automatic. The last thing to save in all cases, as far as I'm concerned, is the dispenser.
 
Now, 15 seconds won't get a dispenser to level 3, but you don't need it at level 3. you need it to sit and build up metal, which it does at the same rate no matter what level it is.

Level 3 dispenser gives so much more metal then a level 1. Way way more. You can get a sg and a teleporter up with a level 3 dispenser really rapidly.
 
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depends on the situation and the place. when im being rushed id save the sentry. when nothings happening dispenser.
 
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