12-27-2007, 08:23 PM | #21 | |
Nade Whore
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12-28-2007, 01:54 AM | #22 |
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Hi I am brand new to FF, in fact I bought hl2 just to get the engine to try this. I wondered wtf enemy spies were doing near my teams sg's! (and dying horribly because I dont put up with that sort of nonsense in my base!)
I played in old qwtf, and I also played a mod called custom tf where spies could also take over an enemy sentry gun with a skill they had to be in range to use and it takes time, so its second nature for me to watch anybody near friendly builds, and investigate if they seem to be acting unnaturally, or even being idle. So go right ahead mr spy, try to sabotague my team's sg's. You *might* take one if I am slacking, but thats the last one you will get because then I will be watching even closer, and I have a present for you. All personel entering resticted areas will greet me by discharging their weapon, or be fired upon/spannered. I dont see this as a big deal, its fun, and if anything, it encourages spies to allow a sg to survive for a sabotague attempt rather then just gren them, and imo its way easier to stop a spy trying to hack a gun, then kamakaziing it with nades so the sabotague feature might actually HELP me to defend effectively. -Morgoth, the newb who killed you. |
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12-28-2007, 03:03 AM | #24 | |
OHH! OHHH NOOO!
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What was left of my sanity implored me not to enter...but that voice was just a whisper now. |
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12-28-2007, 04:27 AM | #25 |
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In TFC, sentries cannot be sabotaged. The result is that engineers build they guns and dispensers to guard their base, and then wait...and wait...and wait. And no one comes. So what's they are gonna do? How about going out to toss some EMP's around? If a spy come in to destroy my sentry, no big deal! I'll just build another one quickly.
With the sabotage feature in FF, engineers actually have to stick to their guns. Or else.... ________ Pornstars Jewish Last edited by battery; 03-31-2011 at 11:32 AM. |
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12-28-2007, 05:03 AM | #26 |
Nade Whore
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Not really, I mean I stay within a certain proximity of my SG, but it can usually handle it's own. I'm a pretty good spy checker, so my SG hardly ever gets sabbed.
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12-28-2007, 07:46 AM | #27 |
AcidReniX
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The problem is, what is there to stop a team, especially on a public server, from all going engineers, all building sentry guns, helping to upgrade them (in their own base) and then leaving a few people behind while the rest of them attack. Players only get a certain amount of grenades, and a good engineer can keep a sentry up against several attackers, at least for a while.
If that good engineer has 6 gun's at his disposal, those 6 guns would destroy and offence, and if 1 or 2 of them go down, big deal, with 3 engineers it takes about 5 seconds to get a gun back up and running again. Spies will be no good, sure they can get into the base, but they aren't going to leave with the flag, and they aren't going to kill 6 sentry guns with 4 grenades. This modification to the original TFC design means a defence cannot rely solely on sentry guns in defence. If one of those sentries gets sabbed, it has the potential to take out your entire defence. By allowing spies to sabotage, it ties an engineer to his sentry gun more. He's not totally stuck to it with glue, he just needs to be around it, or have alert team mates around it as well. Lastly, sabotaging a sentry gun is not easy. Firstly you can't cloak near a sentry, it shoots you. This means you have to go in with disguise only. If I see anyone near my gun, i'll shoot them (if friendly fire is off) or hit them with spanner (if friendly fire is on). Your sabotage gets interrupted whenever you take damage. The spy also can't shoot you, if he does, he will lose his disguise and the sentry will rape his face. He is forced to run away or die. If he runs, great, leave him, don't let him take you into a combat zone away from your sentry gun. At the end of the day, that spy is not going to get your flag. If you're trying to rely on your sentry gun to get you easy kills while you go and do whatever you want, your not playing an engineer very effectily. Also, engineers did not get gimped in FF. You have a railgun that does a lot of damage (does more damage on bounces incase you didn't know) and your sentry gun is more effective and harder to kill (due to grenades not sliding up ramps and having a much less splash effect). I'm happy playing an engineer and I'm also happy playing a spy, both have great roles in the game. |
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12-28-2007, 02:26 PM | #28 |
Engineers don't make great flag cappers. They have no movement skills besides the Railgun-jump which is slow. Any decent defense would rip through a wave of engineers.
Also, MIRVs. |
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12-28-2007, 05:58 PM | #29 |
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My favorite counter to sentry guns that don't die are Snipers. One fully charged shot will pop the SG and most likely the Engineer along with it. It's kind of funny actually.
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12-28-2007, 08:07 PM | #30 | |
third right to the left
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I think sabotage is a great feature. Sometimes I wish I wasn't so tied to my sentry, however. If your team defense is doing good, it can be very slow sitting around waiting for someone to come by, but if you don't, a spy could pop by and kill your defense. It's quite trying at times.
And relying on your team (on pub's, at least) to protect your sentry is a bad idea, usually. Quote:
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12-29-2007, 02:10 AM | #31 |
Holy shit, thats kerrigan!
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Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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yea i like taking out SGs as a snipers. thats fun! its really useful in Dustbowl!
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12-29-2007, 01:45 PM | #32 | |
The guy you love to hate.
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