Posted 28 September 2008 - 04:40 PM
I did kinda crappy today. Didn't bother checking my ratio.
Posted 28 September 2008 - 07:18 PM
While I was successfully gunning down Snipers as one, one of them turned to Scout and enlisted the help of another Scout to try and shoo me away. I suck at Scout vs. Scout encounters, and therefore I ran. Today, I successfully learned to run backwards so I can cover my back, and I had some pretty awesome runaways in the towers on the Orange maps. More often than not, I got gunned down when I decided "blah I've had enough" but it sure as hell was fun, all that running.
Also, three crits in a row in today's games, knocking out a Medic, Sniper, and a Pyro in that order. Then I got crit-wrenched. I swear, I love this game.
Posted 28 September 2008 - 09:38 PM
Oh, and I've been doing fairly Hey, that kangaroo just took my ball. as of lately. About all to say on that subject.
Posted 28 September 2008 - 10:06 PM
Posted 29 September 2008 - 03:03 AM
Posted 01 October 2008 - 06:59 PM
Posted 01 October 2008 - 08:31 PM
Posted 01 October 2008 - 09:54 PM
In any case, yesh, we had a pretty good game today - we brutally beat the other team into submission while attacking and defending on Badwater Basin. We had a really good team once we started pulling our stuff together (lots of drama). Donut was doing an awesome job - I rarely saw him most of the time, but while he was around, he left a good impact.
Posted 01 October 2008 - 10:18 PM
Posted 05 October 2008 - 01:05 PM
Even if you didn't feel like fighting, the party in the Intel room was certainly worth listening in on, hehe.
We had taken it upon ourselves to guard the intel while the rest tried to rush in to capture the enemy intel. During our time spent in the basement, the Wicked Spy of the West ran into us a few times...
As you can see, a dispenser from Kansas landed on him.
Later on, X was getting itchy with an uber, so we rushed threw the sewers to clear out the enemy's Engie camp in there.
We caught the engineer sleeping on the job.
Posted 05 October 2008 - 03:34 PM
Posted 06 October 2008 - 01:24 AM
Sentry in the Intel room, then "Alarms" [aka my two teles and the dispenser] set up around the two only entrances to the area.
- Entrance built at the door from the courtyard
- Dispenser built at the bottom of that courtyard stairwell
- Exit built at the top of the spiral ramp
That way, when one goes off, you know what direction it's coming from and can amply prepare and/or call for help. The Courtyard needs two alarms because it's somewhat more prone to action than the Spiral ramp one, therefore the second alarm is there to ensure that someone IS coming.
Also, I set them up because people can't resist destroying them. Never had someone sneak up on me when I had them setup.
Additional help [pyros, heavies, medics, etc.] are welcomed, as a pack of enemies are dangerous. This is not fit for fighting more than 2-3 enemies, 4 only if one of them isn't a medic.
A Spy working with a pack of even 2 or 3 can royally Fire Truck you up with this setup.
Posted 06 October 2008 - 08:29 PM
Notably, you should have your dispenser inside of the intel room, as opposed to being set-up as a trip wire (have the other engie set a dispenser there if he can); since more often than not, I would prefer seeing you stay in the room with that sentry gun in the event that your backup is pulled from the room.
We had a situation last night where a spy sneaked past me and hid behind the desk while cloaked. I never heard him coming until he sapped the sentry - after which I promptly roasted him. Luckily, the Engie on the job was close by, so the gun was saved.
Additional suggestions on what to do while waiting is to comb the intel area for enemy equiptment. We had a Blu Engineer that managed to make it into our base - he already had an operating teleporter, and was starting to set up a sentry gun. Stuff like that should be checked for and cleared out ASAP.
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