Defending Intel

kiniki

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Feb 2, 2008
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Whilst I am learning the game, I've recently been playing roles that keep me close to the intel. Last night for example I played almost all night as Pyro on the Convoy map.

Sometimes I was there alone with an Engineer and other times with a Sniper & Demo. Obviously as situations change, different numbers of people are required to be in and around the intel.

But I was wondering, do you guys have a particular setup you like to have in the intel room at all times? What do you think works best? Should there pretty much always be a defending player like a Pyro in and around the Intel, or is it best to have pretty much everyone near the front line, leaving the Engineers to maintain the Sentries?

I want to become a little more useful to my team when I play and whilst I know that a strong team will communicate in order to organise the play, I find sometimes nobody talks. Until I know a bit more about the tactics (an then have more confidence to speak out in game) I'd appreciate your thoughts.
 
There isn't a single answer. It's completely dependent upon the skills and tactics of the players on your team compared to the skills and tactics of the other team combined with your ability to shift that balance to your team's favor. That said, it is typically beneficial to have a pyro hanging out with the engineers as they perform spy checks and can quickly ambush enemies that are try to set up to take out a sentry.

The best way to learn your fit is to keep playing. If you find that you spend entire rounds standing around doing nothing, you will want to adjust your strategy.

As a dedicated demoman, I have to adjust my focus between attacking and defending constantly. Typically, I will start off defensive in case the enemy pushes through quickly. If a quick attack doesn't come, I start moving out in order to see whether there are any building offensives in or around our base/territory. If I find anyone, I take them out before they can become a significant threat. If I don't find anyone of significant threat to our defense, I switch to the offensive. In my offensive role, I have to balance between taking out enemies in order to protect our defense and penetrating into the defended areas in order to aid our offensive push. So, as you can see, I have to consider a lot of things as I play, and most players either think through very similar processes or should. In other words, what I said before still holds true: there isn't a single answer.

ƒuse was asking me somewhat similar questions last night. He wanted help with what class he should play by me revealing which class was "best". I think if you find yourself asking yourself or others questions of what class should you play or how should you play a class, you should know that everyone learned the same way, through experience. Everyone plays a little differently. Every [insert class] is a little different than every other [insert class].
 
It's not so much a case of "which class is best" as I realise that a successful team will be varied and all classes have their relative strengths and weaknesses.

More so it was a general question of whether the Pyro is the right classes to be in and around the base.

I think I should probably try out a few more maps than just convoy. Its quite a tight map so its probably a good idea to play in something more expansive see how I fare out in the open.

As for the changing tactics, I get your point of changing focus on the fly... I'm comfortable in the intel room.. probably too comfortable so I think what I will do is be there for heavy attacks, then once the enemy have been killed, make runs forward to the enemy base to thin them out... I guess the good thing is, if I die, I am right back next to the intel room anyway, ready to defend!
 
It's easiest to just get a feel for the classes, and see which one you enjoy defending most with. Some people are perfectly content camping their sentry gun as an engi, which is a pretty good defense, but it won't work if you get bored partway through and run off.
As for which class is best for general defense, engineers are generally the best choice if you camp your sentry, but a good spy/demo/soldier, or a medic+heavy will run through you easily.
Demos are good against all of the classes that engineers are bad against, so usually a engineer+demo defense is fairly solid.
 
I like to play D as demo on 2fort and I do hang out with the engineers in the courtyard - so I can tall you first hand how good a combo that is.
 
I think Demo is probably something I will try once I have had more practice, so far my timing has been off and I keep getting killed. However I've seen the Demo sticky bombing the intel and then detonating when they hear the message about intel being taken.. Thats pretty cool. But I suck at the grenades...

I like being a pyro in the base as its the easiest way to spot a spy... flame everyone!!!

I've tried engineer, and I've camped in the base with my sentry for the whole thing... It does get a bit boring with no attacking. However the reason I stopped with the Engineer is I found that I was spending so much time looking after my sentry that I didn't build any teleports (mostly because I would get killed trying to find a good exit)... Which I know a good engineer should really be doing.
 
yah i understand that playing a certain class can vary, and that no class is necessarily the "best." but i just wanted to get a pro's opinion ;P

im still trying to decide which i like best out of sniper, soldier, and spy =/

and thanks a bunch for that long conversation last night, chrisbliss. u gave me a lot of info and helped a lot. :D
 
I think pyros and demo's are excellent intel defenders, especially skilled ones anyways. Usually the only ones who give me problems when im down there with my medic and building an uber are demo's.
Most all pyro's when they face death charge at you, while im a heavy so he falls quickly. The demo's on the other hand can bounce grenades around corners and set sticky traps, no heavy could withstand that sticky explosion.

Just some observations I have looking from a heavy's perspective.
 
Thats why i love my medic, as i get a feel for the map i hang around intel cruise paths leading to and from it looking to rush syringe people unsuspecting, once i have a better feel for the layout of the base and the paths i will start to follow some of the offensive guys and leach their kills while getting a feel for enemy base then depending on the setup i will go out on my own or bounce between off and def to keep the match balanced in our favor, another class i will do this with is scout if im in a rush to get on offence i will run the halls a few times real quick and then go for the enemy base and depending on stratagies i will switch class or have at them

i do favor the medic its a very balanced char, you heal your team keep the line up and you dont have to fight but so many people underestimate the power of the syringe gun/ bonesaw to people who take the time to use them

i would definatly play a full round start to cap or next map as each class to get a feel for each weapon how it works what you can do with it you will be suprised what you find
 
Pyro is a very versitle class. It is listed as offensive, but I think it makes a very capable defender.

Patience can be your friend. While defending the intel try to remain out of sight and wait for the enemy to make a move on the Sentry gun then pop out of nowhere and toast em.

Like others posted the pyro is the best spy checker in the game and nothing makes a spy madder then a trigger happy pyro. Engies can always use help defending and the pyro is the best counter to the engies nemesis, the Spy.

I find that a pyro also works great following a medic/heavy, or a medic/soilder combo as they provide great protection for the medic and can be a great boon to a soldier since close combat can suck.

Chrisbliss has some great advice and that is to be flexible. Start out defensive, move to the offensive if your team is doing good and pull back to defense if you are starting to get hammered.

Nuedar
 
So far, I've not seen once class that could be considered "bad," and have had luck playing all of them. Obviously, I'm better at some than others, but if you analyze a situation and see that [some class] is the missing piece of the puzzle, then you're in a great position to help your team by playing that class. It's also a great "trial by fire" way to learn how to adapt to the changing environment of a TF2 game.
 

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