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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: Wed Feb 20, 2002 10:24 am Post subject: |
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2 sgs together make a spys job a whole lot easier. If he only has two nades (maybe used some, maybe didn't get the nade pack), then all he needs is those two nades right in the center, to destroy half the defense of the other team. |
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BitterBeerFace Registered User
Joined: 17 Jan 2002 Location: Mankato, MinneSNOWta Posts: 1416
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Posted: Wed Feb 20, 2002 11:00 am Post subject: |
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KRG, I agree with all your spots, but I have one more that can be quite annoying... it's easy to kill with a determined NME, but hey, it keeps the D going.
As you're defending and the NME has 3, put an SG in the tunnel on your left... usually your team will have a sniper there, so that takes care of spies and people sneaking for the angle shots, and the SG will kill anyone who'd kill the sniper. Not only does it keep at least some of your defense outside the church, but with one sniper and the SG, you control that whole side! I've actually had my SG run out of ammo over there and only be down to about 75% health before I got back to it... If the NME starts killing that too well, then move it to on top of the sandbags on the left side of the church... hard to kill as long as the sniper is camping at the top of that straight-away...
All that is assuming you have at least one other Engy, if not, don't waste time guarding the less-travelled attack route.
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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: Wed Feb 20, 2002 11:07 am Post subject: |
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Yeah I left that spot out because it's really for a double engy team. It is a great spot though! It covers your backside very well.
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BitterBeerFace Registered User
Joined: 17 Jan 2002 Location: Mankato, MinneSNOWta Posts: 1416
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Posted: Wed Feb 20, 2002 11:53 am Post subject: |
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Actually, I've gone to great lengths to find the support SG spot when you have 2 or more engies on your team... Crossover2 is my favorite map for that, especially MG spots
The map I have the most trouble with for SG spots is epicenter... you got any good hints for that one, oh "KRG the high and exalted engie guru"?
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Bada Bing Registered User
Joined: 17 Sep 2001 Location: Pioneer,Ca. Guild:-TPF- Posts: 3054
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Posted: Wed Feb 20, 2002 12:22 pm Post subject: |
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Good sg placements AND then another and another and another
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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: Wed Feb 20, 2002 12:46 pm Post subject: |
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Ok just for you BitterBeerFace! Here are my favorite spots for sg's on Epicenter:
Hope that helps!
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TargetDummy Registered User
Joined: 23 Jan 2002 Location: Central Coast, Ca Posts: 115
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Posted: Wed Feb 20, 2002 3:01 pm Post subject: |
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ROOF, KRG, et al. - Thanks for the tips. I pretty much have worn out the floor between the ammo bags and spots you have laid out for Avanti. I have been thinking about it a lot (for lack of free time to play) and I think my problem is really with spies.
There ARE a lot of good spies on TV 1. It sounds like I need to communicate better with other engies to watch each other's stuff, and with my team to do better spy checking.
KRG - I also like your spots on Epicenter. Again, we think alike. I really like getting and MG set-up near apc, leaving an engy to defend, and then setting up my SG at most of the spots you showed, but on the NME side!
IMHO Epicenter is the best map to play as engy. |
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BitterBeerFace Registered User
Joined: 17 Jan 2002 Location: Mankato, MinneSNOWta Posts: 1416
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Posted: Thu Feb 21, 2002 4:51 pm Post subject: |
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Awww, KRG did all that for me... woohoo!
The last pic, the crate on the left... you ever build an mg/sg on there? The sg is hard to do since it dies when the map is reset, but a tesla there is very nice
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Vulcan Registered User
Joined: 29 Dec 2001
Posts: 2773
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Posted: Sun Mar 10, 2002 6:49 pm Post subject: |
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Quote: |
The last pic, the crate on the left... you ever build an mg/sg on there? The sg is hard to do since it dies when the map is reset, but a tesla there is very nice
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That is one of the good things about Neo-TF. On warpath, haf a tesla where it can't be killed easily and you almost always have control of waypoint 3 early off.
_________________ I need to make a sig, but I don't have the time. Maybe I will eventually. |
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[ops]Ender Registered User
Joined: 01 Jan 2002 Location: Corvallis, Oregon Posts: 9
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Posted: Sat Apr 06, 2002 9:12 pm Post subject: |
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I don't know if it has been said before, but here goes:
When you see the NME throw the first nade or Mirv at your SG, STAND BACK and get your wrench ready! This will hopefully avoid taking any damage. After the first explosion, THEN run in and bang away, kneeling on the safe side (if possible) of the SG. YES, you will most likely die after the second nade or MIRV explosion, but your SG will stay up. Of course, if the NME has actually coordinated and threw two nades at once... go in swinging.. you might get lucky.
_________________ "There is no teacher but the enemy." -Mazer Rackham |
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Lil-Yugi Registered User
Joined: 23 Jan 2002 Location: New York Posts: 1875
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Posted: Sat Apr 06, 2002 9:39 pm Post subject: |
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Maybe this will help.
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Linktodeath Registered User
Joined: 28 Dec 2001 Location: Orange County, California Posts: 428
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Posted: Sat Apr 06, 2002 10:36 pm Post subject: |
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For some reason your pics are not showing up for me KRG... |
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Lil-Yugi Registered User
Joined: 23 Jan 2002 Location: New York Posts: 1875
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Posted: Sat Apr 06, 2002 10:55 pm Post subject: |
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His pics don't show up on me either.
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BitterBeerFace Registered User
Joined: 17 Jan 2002 Location: Mankato, MinneSNOWta Posts: 1416
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Posted: Mon Apr 08, 2002 7:06 am Post subject: |
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I guess classic threads don't need freshness dating... *ahem*
Actually, if you have a good team helping you out, the unexpected spots can be the best ones for your SG... but you need time to keep building and moving your SG... if you can get the NME all paranoid about there being an SG around the corner, they become fodder for your "bigger" classes
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