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Old 06-15-2013, 05:52 AM   #4
KubeDawg
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Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
When a map begins and you go engineer, time your SG build just after the first wave of attackers have been killed so you have more time to build. It's often a better idea to build a dispenser first in this scenario, depending on how long it will take for the majority of attackers to return to your base. The shorter their distance, the more you want to build a dispenser first. The longer the time, the more time you have to at least get a SG up to level 2 when they return.

You always start with 200 cells. It takes only 130 to build a gun and 100 to build a dispenser. If you build a dispenser first, then walk up to it, you are immediately given 30 cells. Since you only had 100 left from building your dispenser, plus the 30 you just gained, you can now build a sentry gun.

If you would rather quick build a SG without building a dispenser first, build relatively close to your spawn so you can restock. Starting with 200 cells, again, build your SG. Then, discard all your bags near it in a place where your teammates will likely not walk over them. You've just discarded 70 cells. Then, go run back to spawn to restock. Upgrading your gun will cost another 130 cells, leaving you with only 70 remaining again.
Pick up the bags you discarded after upgrading to level 2 and you are left with 140 total cells. At this point, you have 2 options; you can use this to either upgrade your SG to level 3, or throw one of the bags so you still have 120 cells to keep your level 2 SG up and running if it is being attacked. If you choose the former option, it leaves you somewhat vulnerable because you are left with only 10 cells until you get a chance to restock so choose wisely.

Always be on the lookout when your teammates die and when enemies die, because their bags will often contain the cells necessary to keep your gun alive when you are nowhere near a restocking area. If an enemy scout drops their bags before they go into your base, the bag they drop when they die will contain less cells (I can't remember if it's 0 cells or more than that, you'll have to test this theory) than if they do not drop their bag. EMP grenades also do more damage to an enemy who hasn't discarded their bags or if there are bags near them when your EMP goes off.

When your SG is being attacked, you will often times see a medic lob a couple grenades toward it. Don't just start whacking away at your gun in hopes it will survive the explosions. The key is to time when you wrench your gun based on the sound you hear when they prime their nades. You don't necessarily have to keep track of when they will go off, but it gives you a bit of time to start wrenching your SG if and when they use their Super Nailgun to try to take it out.
It's important to note that even if your SG is at 1% health, one hit with the wrench will bring it back to 100%. So wrench away until you expect the first grenade to explode. A single grenade is not enough to destroy a level 3 sentry so if all you see are 2 nades near it and no one is actually firing at your gun, wait till the first nade goes off. WRENCH once. Wait for 2nd explosion and continue to wrench. This kind of timing will help you save your SG in many scenarios.

And speaking of grenades, some medics are clever enough to throw them near your SG, but with both on different sides of the gun, making it more difficult for you to wrench your SG without being hurt yourself. Pay attention to where those nades are and always try to keep your SG between them and you. This will keep you alive and your SG alive, too.

I'll try to get some videos on how to keep up a SG, although I'm not sure Fraps runs very well in FF.

If you have any questions or would like to learn more techniques in game, just let me know and I'll teach you.
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Last edited by KubeDawg; 06-15-2013 at 05:57 AM.
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