2FORT5 Sewer Strategy

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Mar 14, 2008
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This is something that's bothered me a bit when playing 2fort5 (my most-played EGO server).

I just don't really understand why people spend so much time and effort to build up a base in the enemy sewers. Conversely, I don't think it's that big of a deal when the opposing team has a base in my sewers.

Sure, sewers give you another option to enter the other base and can really be a good way to avoid opposing snipers if needed. I just feel it's a total waste to have multiple engineers building in there because once the other team knows you're there, you will need a big group and multiple ubers in order to break into the base. It's one of the reasons I generally avoid teleporters because most of them tend to go to the enemy sewers where half the opposing team is waiting for me to climb the stairs.

I always found that the sewers were a good secondary entrance and useful as long as the enemy is concentrating on keeping people out of the front door. Personally, I don't think there should be more than a teleporter or 2 in the sewers because a sentry gun draws a lot of attention.

I feel like I may be in the minority when it comes to the sewers but it just always seems to be a difficult place to attack from and easy place to watch and defend. I'd like to hear what other people think about this.

In the meantime, feel free to build in my sewers because I'll be spending most of my time on the other team's battlements ;)
 
Well, when I play Engineer, I think it's usually more of a waste to build up a defensive sentry where there's already 4 others on the intel or cap point, so I'll set up a teleporter, then run forward and make a forward base. On 2fort, somewhere in the sewers or water (or, if the enemy's unlucky, their own intel room). On Convoy, on one of the rockets, the roof of their intel, the front of the trucks, or in the little health/ammo room mid-ship. Places like that. The teleporters get my team's players closer to the enemy's base faster while avoiding their main defense, and the sentry and dispenser keeps me safe and supplied, and gives team memebers somwhere to retreat to. If the enemy decides to charge up a couple of ubers or spend a lot of effort on me, that's energy they're taking from the front lines, and will allow my team to push forward and get through. At the same time, every member of my team who gets there quicker keeps the pressure higher on them, and a sentry denying the enemy an exit from their own base is always a bonus.
 
Of all the 2Fort rounds ive played in, both eGO and non-eGO servers, 9 times out of 10, building in the enemy sewer is a complete waste of resources. You've got 6 or 7 guys hunkered in a long corridor where a sniper or two can keep the entire party trapped there.
 
A forward base can certainly help in some instances, but mostly it best serves as a simple distraction while a spy/scout sneaks in to grab the intel... Most of the time though it seems to be done just to score up some kills, while the home base goes unprotected (it can be a bit boring 'holding up the fort').
 
Yeah honestly i've never seen a point in setting up in the sewers, but it isn't as bad as people seeting up behind enemy lines in warpath, thats total uselss
 
i will put up a tele to thier sewers but that is just about it...but i only do that when i cant get one into the enemy intel room :)
 
3 good reasons for set up in sewers.

1. the point of setting up in the sewers is to draw defense away from the Intel. If they're using ubers to take you out your stuff in the sewers, then they're not using ubers to defend or attack.

2. Gets people into their base faster, and requires the enemy to fight on two fronts, provided your coming in the front door as well.

3. Great for stopping people trying to get in with your stolen intel, especially if the carrier doesn't notice you.
 
IMO, reason #1 is not a valid reason to set up base in their sewers. The reason I say this is that maybe it takes a nice sized group of enemies to take out your sewer base. That's a big maybe... It's still much, much easier to defend on 2fort5 then it is to attack. Most of the time they just keep a sentry up top that covers the top of the stairs anyways so it's a moot point. You'd have to hope that they use more than half their guys to attack the sewers to make it worth it and even then it wouldn't be all that effective.

For reason #2, i guess it's technically true but I'd rather own the front door because you are fighting on even ground in that area. You don't have to come up stairs to attack at that point. You can also rocket jump to the battlements or rocket jump through the grate and attack from behind. Just many more options make the frontal assault more imporant.

If the enemy is foolish enough to jump in the water with your intel then yes, it is good to have a base there. I've seen this happen a few times and have also had it happen against me. It's very frustrating to have your guys take their intel into the water but that's another thread in itself...
 
i prefer people to take it water, as it makes it easier to repickup if and when they die.
 
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