TF2 Strats.

C4azyMik3

New member
May 14, 2008
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Need help with Team Fortress two? Have you been stopped dead by turrets? Are you Really REALLY bored and checking out random posts? than this is information you'll need. First piece of info have a turret(lvl 1) in your base neer an entrance to the case or neer it, in that little corner beside thedesk and window get a spy friend to hide in it. put a dispenser neer the front of the space and leave engough room to leave and come in. Now that thats set up get the spy to hidewhen an enemy comes to get the case the gun will fire, luckely the spy will hear it, if not taunt when he's neering.when the spy hears this h should use cloak then back stab.wait for the guy to take the case for a big slap in the face or if your impacient Rite away. Thats a little tip for all those tf2ers out there, I got afew more if you want

NOTE: The dispenser Idea is just so you can hide when their coming in if you dont cloak in time, you can hide whereever you want, thats just a wireframe.
 

Aries_Split

New member
May 12, 2008
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yea, this is actually a really good strategy. If you don't like it, why don't you leave.
 

Shotaro

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Jul 15, 2008
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good idea though it seems a little griefy - a much better idea is set up the turret on the desk dispenser in the corner behind the desk teleporter exit outside the room and just crouch behind the desk and wait, if the porter exit gets destroyed and no-one comes in call for help cos it means there's a medic waiting outside charging an uber, probably with a pyro or a demoman.

though I tend to agree with kitten, this thread does seem mostly pointless - there are plenty of sites that have strategies for games like this.
 

StonedMonkay

New member
Jun 5, 2008
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...wow i never thought of using the sentry gun to defend the case...

By god, I think he's got something there
 

Shotaro

New member
Jul 15, 2008
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StonedMonkay said:
...wow i never thought of using the sentry gun to defend the case...

By god, I think he's got something there
heh, shame no-one else who plays seems to think that - honestly the number of times I've seen an Engineer rush on a map like this is just plain ridiculous.
 

Daezd

New member
Mar 1, 2008
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Maybe you should play it on a pc? We've got lots of turtlers in good 'ole 2fort here at PC land! In public servers that is...in the organized games it's mostly a scout rush follwed by a solid defense with MAYBE one engy.
 

OneHP

Optimist Laureate
Jan 31, 2008
342
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Sentry + Dispenser + Tele Exit outside their base is better than that. Why defend your own base when you can stop them leaving their own?
 

ReepNeep

New member
Jan 21, 2008
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Because that setup won't last sixty seconds if the other team has a competent demoman who knows you're there? On the servers I frequent those things get popped faster than you can blink.
 

Copter400

New member
Sep 14, 2007
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Scouts and Pyros: If you ever want to be anything more than a kamikaze class, you have to get used to the concept of the tactical retreat. If a MedicHeavy and two Soldiers are on the point and facing you, do not simply charge forward.
 

C4azyMik3

New member
May 14, 2008
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I'd like to add that this is a strategy nothing more, you can use your own ifyou want and the turret is a decoy because the spy is the menace
 

the monopoly guy

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May 8, 2008
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Shotaro said:
StonedMonkay said:
...wow i never thought of using the sentry gun to defend the case...

By god, I think he's got something there
heh, shame no-one else who plays seems to think that - honestly the number of times I've seen an Engineer rush on a map like this is just plain ridiculous.
people always use sentries, the just never have a spy hiding in there.
 

ReepNeep

New member
Jan 21, 2008
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TheNecroswanson said:
Anyway, it's a good strategy on paper, it's a bad strategy in practice. The best defense, defence, defenzedesedzcez, is to put up two sentry guns next to your intelligence, as well as two dispensers. Then just have a heavy gunner in there with the engineers handling repairs, and you have the best defence, defense, DAMNIT, ever. However, getting anyone to work together on that scale online becomes difficult if it's not your friends.
Once again, a talented demo will squash that flat. If you're only going to have two people on D in 2fort they have to be an engineer and a demoman camping the flagroom. The demo's stickies and grenade spam keep attackers from creeping the SG, which is really easy for soldiers and other demos.

The SG should be placed on top of the desk so it can shoot into the two hallways, as this keeps heavies and pyros from sneaking in and taking it out at close range. It also makes it a much more difficult shot for any attacking demos using stickies. Stickies should be placed at the corners in the hallways and once enemies are spotted the defenders stay on point and call for reinforcements.

The only good ways to get past this without totally outnumbering the defenders are a well placed stab->sap from a spy with backup or an uber of a main combat class.

Of course, by planting the D in the basement you leave your spawn open to heavy/medic camping and if that happens the defense in the basement will swiftly be overrun. As such, a second engineer should be placed in ramp room rather than the basement.