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TargetDummy Registered User
Joined: 23 Jan 2002 Location: Central Coast, Ca Posts: 115
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Posted: Tue Feb 19, 2002 2:34 pm Post subject: |
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Can I get some advice on how to be properly effective on a non-NeoTF Avanti map as engineer? I play TV IV most frequently because I love the rotation of maps. Maybe I get spoiled with the MG's and ample supply of EMP grenades, becuase while I definitely hold my own on IV, I am not quite so successful on TV 1. I get killed a lot more, I have trouble keeping my SG's up and running and I get a little frustrated. Part of the problem could be that the competition is that much better, and I'm just a whiner but I do think that engy's have a disadvantage without adequate access to a supply of EMP's.
If I play HW, I usually put up pretty good numbers, and do some good team work (spy checking, clearing out rooms, clearing way for cap, etc.), so I don't think its that my reflexes have deteriorated to the point where I just can't compete at that level.
Now, I know that there are some good engy's out there that play on TV 1, and are very effective. Do you have any advice? |
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Snaggletooth Guest
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Posted: Tue Feb 19, 2002 2:38 pm Post subject: |
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I'm not an engy, but one thing to remember, keep your SG where it can't be shot at from a distance, i.e. don't build in CP 1 unless you have support from your team, at CP 2 don't build on the ledge where the enemy can shoot it from under the awning, I suggest building it at the entrance to the death room just off of CP2, and you shouldn't be able to see your SG from anywhere but right next to CP3. Those are the places where I have the most trouble taking SGs down as a medic on Avanti.
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OSU Snipe Shocker Registered User
Joined: 11 Nov 2001 Location: Columbus Rock City Posts: 795
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Posted: Tue Feb 19, 2002 2:43 pm Post subject: |
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Yeah, time and time again I have sniped an SG that was poking out where it shouldn't be. One fully charged rifle shot can take out a lv3 sg, no problem. And the fun thing is, you can usually take the SG out without triggering it, and all you need to do is clip the edge of it.
Also, I agree with on the TV4 thing. I love the map rotation, but I think I am getting spoiled on NEO. I go snipe on TV1 and I wish that I had my Anti-Rocket launcher to save me from those damn sollies. I need to go back to TV1 and re-hone my non-neo skillz
_________________ I WAS (back in august of 02) just better than you, thats all.
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kazebari? Registered User
Joined: 31 Aug 2001
Posts: 314
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Posted: Tue Feb 19, 2002 2:51 pm Post subject: |
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I see... Neo babies. =)
Sure, I can own like SUPERMAN on TV IV, but somehow I'm always drawn back to classical Avanti.
Here's how I think the skill levels are for the TV servers
TV1 = Supah Skill
TV2 = Anyone Here?
TV3 = Bah. This could be considered The Ville Pubby Server
TV4 = Better than 3, A bit worse than 1
TV5 = Same as 4
TGS = TV Regulars Only! Heheh
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ROOFCUTTER Server Admin
Joined: 12 Aug 2001 Location: =USV= Posts: 9271
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Posted: Tue Feb 19, 2002 2:54 pm Post subject: |
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Click here and here and here
[ This Message was edited by: ROOFCUTTER on 2002-02-19 14:56 ] |
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TargetDummy Registered User
Joined: 23 Jan 2002 Location: Central Coast, Ca Posts: 115
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Posted: Tue Feb 19, 2002 2:57 pm Post subject: |
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It only takes one time of being blown up by your SG to learn not to place it where a sniper has easy access. I don't think that I've lost an SG to a sniper on TV 1.
Mostly I seem to have problems with spies, medics and soldiers nading my SG, or getting to me when I'm building.
Maybe I'm trying to build too close to the action? |
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PyROZen Registered User
Joined: 27 Nov 2001 Location: Missouri Posts: 230
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Posted: Tue Feb 19, 2002 3:06 pm Post subject: |
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i would say the best place for a SG on Avanti is at CP3. Jump off the sandbags at the church back door and build a dispenser ontop of the carpet. Its best to build this dispenser right after you build your CP1 SG. This way, by the time you need to build your SG at CP3, your dispenser will be full. Be warned, this is a fairly difficult jump to make.
_________________
"Conc Jumping, my old nemesis..." |
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TargetDummy Registered User
Joined: 23 Jan 2002 Location: Central Coast, Ca Posts: 115
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Posted: Tue Feb 19, 2002 6:40 pm Post subject: |
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RoofCutter - Thanks for the links, that second one was full of advice. I think I need to play more on TV 1. I'll watch other players and maybe ask some of the regulars for advice while I'm playing.
Thanks again. |
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Kjeldorian Royal Guard 42 Registered User
Joined: 30 Nov 2001 Location: Dripping Springs, TX Posts: 5563
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Posted: Tue Feb 19, 2002 7:04 pm Post subject: |
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Target here you go! These are my default sg spots!
Hope that helps because it took me FOREVER!
_________________ Recipient of POTM award
Creator of Warz/Ville Golf Classic
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Lin Sivvi Defiant Hero Registered User
Joined: 17 Jan 2002 Location: Some small boring city Posts: 1205
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Posted: Tue Feb 19, 2002 7:10 pm Post subject: |
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Those are mainly the good places. If you watch most engys will put there sgs there. But be warned, there are a lot of good spys on TV1. Difficult for an engy. |
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{PHM} KaV Registered User
Joined: 05 Feb 2002 Location: Boston Posts: 64
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Posted: Tue Feb 19, 2002 7:56 pm Post subject: |
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KRG you got my number that is pretty much the same spots I put my sg's, the third screen shot is one of my favorites. I seem to kill alot there. Anyone else go engi on D and spy on O, just wondering
P.S. I'll be out of work fraggin on TV1 in about a half hour see you there.
_________________
"They played the game with the bravery of being out of range" -Roger Waters |
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ROOFCUTTER Server Admin
Joined: 12 Aug 2001 Location: =USV= Posts: 9271
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Posted: Tue Feb 19, 2002 8:03 pm Post subject: |
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Good spots but as a soldier I have a solution for them all! now when you have 3 engineers watching each others back its hard to take them all down.
I think the most immportant thing at 3 is dispensers and team work. With dispensers you can get a level 3 sg going in moments. Let them destroy it if they dont attack as a unit Ill have one up before the good guys come back to cap. |
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Kjeldorian Royal Guard 42 Registered User
Joined: 30 Nov 2001 Location: Dripping Springs, TX Posts: 5563
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Posted: Tue Feb 19, 2002 8:17 pm Post subject: |
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ROOF, I thought the defenders were the good guys! Damn! Now my whole moral reason for defense has been blown to peices! . . . *sobbing*. . . . .That's it! I'm running the freaking flag!
_________________ Recipient of POTM award
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CyC0Dad Registered User
Joined: 19 Jul 2001 Location: Phoenix, AZ Posts: 1382
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Posted: Tue Feb 19, 2002 10:02 pm Post subject: |
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Quote: |
On 2002-02-19 20:03, ROOFCUTTER wrote:
I think the most immportant thing at 3 is dispensers and team work. With dispensers you can get a level 3 sg going in moments. Let them destroy it if they dont attack as a unit Ill have one up before the good guys come back to cap.
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Dispenser are for Blocking, spy detecting and deadly explosions. Secondarily they give you metal to upgrade SGs. Sg placement by itself isn't as important as it is in relationship to other SGs. But above all a lvl 2 SG is better than 2 lvl 1 SGs and 2 SGs close together don't do any more damage and will most likely get destroyed easier. |
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Kjeldorian Royal Guard 42 Registered User
Joined: 30 Nov 2001 Location: Dripping Springs, TX Posts: 5563
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Posted: Tue Feb 19, 2002 10:13 pm Post subject: |
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Two sg's close together are mirv candy! Just think about this: The explosion from one sg will often take out the other by itself! Keep them away from each other. Of course, pub surfers do not often know this so it will happen. I suggest letting him build his sg next to yours, upgrade it, then move your sg.
_________________ Recipient of POTM award
Creator of Warz/Ville Golf Classic
<TVB> Member/Event Coordinator/Council - Retired
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