Defence Idea for 2Fort

Joined
Jun 1, 2008
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65
Going to open this one up by just saying... sorry for the spelling and grammer problems :)

I have noticed on my many ours of playing 2fort that alot of the time we got eather too much D or not enough D and most of the time people all over your side. I have advized a plann to fix this... but requires experanced Engies and other offience classes.

First thing is first... you will need 4 engies for this to work. You will need 1 engie to set up by the Battelment spawn far back enough to where it wont get picked off from below but close enough to where your sentrys line of sight is at the edge of the shot stairs leading to intel. You will need 1 Engie on ground floor of the court yard guarding both holes at once.... this works best if you stick your sentry right in front of long hall as close as you can get but still have line of sight on the front door hall. You will need 1 engie to set up close to the short stairs but hidden enough to not be picked off but still looking down onto court yard... and the last sentry needs to drop into our intel room on top of the desk. In most cases groups will blow any oober on the first set of sentrys and get blown away eather before they get to intel or as they pole their heads in the intel.

Now you may be woundering... what about spys.. and other classes that can take a sentry out kinda easy? Well this is where the experance comes into play. Most engies can handel spys and what not but you must remember "to stay by your sentry at all time!!" this should hold the fort inside pretty well... and still free up enough offence spots to take their intel and defend ours when the time is needed.

Just an idea though, thought i would share :D
 
It is true that the uber will typically be gone on the first SG, but I have yet to see an SG spot that is invulnerable. A good team can take out SGs without ubers. Pipe bombs, sniper rifle, and pyro can all take out a sentry with the right angle and distance.

I am still looking for that perfect sG spot, too.
 
there is no "Perfect SG spot... the closest i have gotten is the spot where you stick it as close to long hall but still over looking front door area... in the court yard... cuz as soon as they round the corner in long hall they get nailed and as soon as they start to poke their head near court yard they get blasted... only problem i have with that spot are spys and uber pyros.... spys i can keep off easy enough... eather blast em in long hall before they even touch it or wack em down as soon as they sap it... nothing else has been able to pick it off yet... even held off a uber solder right behind an uber heavy... but fore some reason that uber pyro just eats me alive :)

Another good spot is down in Intel... if you dont go in the room but set up over looking both ramp the best you can right in the middel of the place you can hold pretty well in there with no "Pick off Spots"... there are a few place with really no pick off spots just got to look for em... as far as pick off goes pipe bombs is really only problem i got but normaley i can kill the demo before he can get enoug up there to destroy it.
 
I dont have much problem with spy's <shrugh> i constently check for spy's maybe that has somthing to do with it... that and i kill the spy before the sapper... most of the time i can get them both but their are times sapper gets it before i can beat it off... but 100% of the time the spy is dead.... no big deal just rebuild :P
 
I say give the pyros a napalm death option. But then again it would be like the medic update....boo to the update.
 
i prefer just a team of 16 engies...

all with lvl 3 sentries built.

Makes it impossible for anyone to get anything done. :)
 
I still have yet to do that. The closest thing was 6 engy's defending caves5. Blues could not go anywhere.
 
[quote1210896704=Kabatra]
I dont have much problem with spy's <shrugh> i constently check for spy's maybe that has somthing to do with it... that and i kill the spy before the sapper... most of the time i can get them both but their are times sapper gets it before i can beat it off... but 100% of the time the spy is dead.... no big deal just rebuild :P
[/quote1210896704]


Well most of the time spies will kill you first then take out the sentry.

Also, I may have accidentally hit the report button which was next to the quote button. I hope nothing happens. That's a really bad spot for such a button :v
 
As a long time RTS gamer, the problem I have with massive turtling strategies is that it takes away players who can run offense. I like being a defensive character myself, but I have to ask: while four of your players are sitting around picking their noses by the guns they built -- and presumably a few more are playing pyros on spy patrol -- who is capturing the enemy intelligence?

It's always a trade-off. In some cases the best defense is, in fact, a good offense.
 
[quote1210955771=Kazim27]I have to ask: while four of your players are sitting around picking their noses by the guns they built -- and presumably a few more are playing pyros on spy patrol -- who is capturing the enemy intelligence?[/quote1210955771]
I totally agree. You'll see more stalemates on Warpath or 90-minute long matches on 2Fort because of that. You gotta put yourself out there and get blown up a time or two in order to be successful.
 
[quote1210965251=Kabatra]
I dont have much problem with spy's <shrugh> i constently check for spy's maybe that has somthing to do with it... that and i kill the spy before the sapper... most of the time i can get them both but their are times sapper gets it before i can beat it off... but 100% of the time the spy is dead.... no big deal just rebuild :P
[/quote1210965251]

A good spy isn't going to sap first... he'll back stab then sap.. much easier to do then sap and try and back stab you while your chasing the spy.
 
Well... I guess any strategy for 'impenetrable defense' would start with at least 4 engies, with their guns spaced out...
 
Havent had that problem neather Tanooki <srugh> guess i am lucky. To get to you Kaz... its not a prefect defence... but most of the time you got 10 or more per team 4 on a good D wich case (IMO) are engies... not saying however that other classes cant run D... i have seen many scouts even make good D... just depends on player skills. However the bread and butter of a 4 sentry defence (IMO) is this and from experance if pulled off right is vary vary usefull.... Granted people will have diffrent ideas and no idea is the best when it comes to this but however this idea is pretty simpel and easy to pull off with new players and old player alike. The true reason i wrote this thread is i was tierd of seeing SG's in some of the most... well... dumb places :) then agine thats all up to the player now is it not? :P Thank for the feed back though guys the more i got the more planns i can draw up... i will be posting some blue prints out for some more strategys that i have... (Kinda what i do :P )
 
[quote1211299852=!Woodstock!]
I still have yet to do that. The closest thing was 6 engy's defending caves5. Blues could not go anywhere.
[/quote1211299852]


When we started running Cave5 temporarily replacing Sunsettown until Goldrush came out, I am PRETTY sure i started the whole idea of the Engineers building on the balcony.

I do know i was the 1st one to do it that day, and everyone else just kind of filed in around me.

But its going to be very hard to get the "perfect defense" and all in all, in order to get one, you will need some sort of offensive power to keep the pressure on them. A good defense, does include a good offense in my honest opinion. If the enemy is focused on getting your intel, or capturing your point, they will lose their intel, or their point. With the right mix, you will have the enemy spending resources on guarding their base, and less and less eventually on trying to steal your intel or your point.
 
I have encountered many backstabbing then sapping spies but thats probably because im a great engineer and I attract the attention of great spies... except I don't think tanooki has ever killed me. I find one engineer (me) is a perfectly valid defence when the rest of the team is on the offense, all you need is one good engineer to stop the sporadic scout or spy getting past the offense and then your well placed sentry near the intel or point will take care of scouts, or your shotgun can take care of the spy.
 
<ducks out of the way of Carmine's head> :P just kidding mate. I too agree if you have a good enough engie well placed can hold out for a good time... but let me ask ya this... if the opp. team comes in well planned and gots a couple of ubers under them... you going to hold out as good as a 3 to 4 man SG defence?
 

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