ZekeDMS
1921
Scout is a good one, but it doesn’t match up to the rest.
Honestly, nothing matches the demoman, the pure rage and despair in such a tiny space is great, and the soldier is a stunningly close second for the insanity. The rest are very funny, but don’t match up.
I really can’t wait for the spy.
Perco
1922
From the guy that brought you TF2 Griefing, here’s TF2 Karaoke: My Heart Will Go On. Also, Hollaback Girl.
bloo
1923
Which came first, or were they separated at birth? TF2’s Scout or Vince from the Shamwow.
ckessel
1924
Horrible. Absolutely, mind-bogglingly horrible. The other videos did a nice job of capturing the feel of the character. The engineer loves his sentries. The demo man is a bit insane and blows stuff up. The heavy loves his gun.
And the scout is…an offensive nightmare? Stupid.
biclops
1925
The scout is a cocky asshole who probably watched too many wrestling promos. I really liked the video.
Enidigm
1926
It almost looks like Pixar level quality in those movies.
I WISH the Scout had some kind of passive dodge skill against sentry fire; that would be freaking awesome and totally change the nature of the game.
I have more time playing the Scout than any other class. For flanking and general disruption there is no better choice. Also playing as a Scout allows you to be more suicidal as it’s much much faster to return to combat (unless you have a teleporter network up of course). The problem with specialist classes like the Scout is you have to switch them up every couple of rounds because they are easy to counter when expected. From Sniper to Scout to Spy to Sniper ect.
Scouts would probably be considered overpowered if not for sentry guns, if requiring skill to use properly. Their ability to do a lot of damage and move really fast pretty much says it all. Yes, heavies and pyros might counter them, but heavies are easily sniped and scouts can use their pistols to take pyros on from a distance. The presence of a sentry gun, however, really is like a brick wall for the scout.
I’ve been able to take out a lvl 3 sentry, but I had to get to point blank range before it was able to get a lock on me and circle strafe around it. It was unattended, obviously.
Enidigm
1929
Thing is sentries are a brick wall to every class if they are being repaired. Only indirect fire from demos or long range fire from soldiers/snipers can kill a sentry being repaired unless you just overwhelm it with 6+ guys, and the engie’s teammates are dead.
Scouts being able to dodge (to some degree, maybe like anything over 45 degrees in deflection) sentry fire would make the maps much more dynamic. And that would help reduce the necessity of ubers to get anywhere on a defended map.
A Heavy trumps a Sentry at close range, even if it’s being repaired and he’s not. The Spy’s sapper also outpaces the healing powers of the Engie wrench, so long as he’s there to keep them coming. In fact, a lot of players increasingly feel that so many people know how to take out a Sentry that their class is no longer useful. Eg:
I wouldn’t mind a slight increase to the lock-on time versus Scouts - not to let them destroy Sentries, as their damage will never overwhelm Engie repair rates, but just to give them time to back off and strategise around them. It’s annoying to die every time you encounter one you didn’t know was there, when the game gives no useful way of sharing sentry position information with your team-mates.
I also really badly need a voice command for “Wait up” or “Careful!”. I have plenty of ways of saying “Charge!” “Go!” and “Move out!”, no way of saying “Guys, there are million billion invincible armed murderers out there. Let’s hold out for backup.”
The sentry really is rather weak against most of the more heavily armed classes in the game, and killing scouts is pretty much it’s only reliable ability. The scout isn’t supposed to be able to penetrate static defenses, he’s supposed to kill targets of opportunity and harass people he can’t kill outright. Letting him get past sentries would make a well-played scout much more general-purpose than he’s supposed to be.
Having played Scout for over 30 hours I can also say it would make him overpowered. Frankly, the Scout is the only class I feel doesn’t have any “bad matchups”.
Alan_Au
1933
Actually, I consider sentries to be one of the “proper” counters to scouts. That is, sentries are much better at hitting hyper-active fast-moving targets, which makes them great for preventing lone-scout rushes.
Enidigm
1934
Sentries aren’t so much weak as they are reliant on topography. As that article said, the real skill class right now appears to be the Demo, and the Demo sticky launcher can outrange virtually everything but rockets and Sniper rifles. If you think all you have to do is put a sentry just out in the open in an obvious place, it’s going to get trashed quickly. But around a corner, beyond the reach of rockets and stickies, it cleans up lone wolves of any class.
Also Dispensers are essential not so much for healing (although it helps) but for rearming Heavies.
From that blog:
Used to be I’d run out of the spawn and toss down my teleporter entrance, refill, run back out in a hurry and find a spot to throw my sentry, hustle back for a refill, throw down my dispenser, hustle back again, return and whack my crap until it was built and beeping and breathing and beautiful, and then maybe I’d venture out to place my teleporter exit. I’d get some kills, my dispenser would heal some teammates, I’d fend off a couple spies, and eventually someone would blow up my stuff. But it was fun.
Here’s how it goes now. I run out, drop my entrance, refill, run out again, drop my sentry which is immediately blown up by an enemy. So, once he’s dead, I run back out and drop my sentry again, maybe get my dispenser built and then watch, again, as everything is blown up right in front of me.
Is it just me, or is that guy’s build order all messed up? I’m not gonna argue that the sentry gun isn’t nearly as useful now as it used to be, but building the sentry first feels like it’s just asking for it to get blown up while you retardedly run off looking for parts.
I could be in the wrong here, though. I stopped playing TF2 when CoD4 came out and haven’t been back in a while.
Enidigm
1936
Sentries are still necessary regardless but they’re just not the perfect solution in EVERY situation. A team without a sentry on 2fort is almost certainly going to lose.
Engie is probably the second worst played class next to spies though. A bad engie is worse than a mediocre soldier or demo, because they aren’t contributing to the team with their randomly placed equipment and lack of teleporters (or teles to god-knows where), as they spend 90% of their time twiddling their thumbs lurking in some dark and useless corner of the map. And in many progress maps, teleporters are more valuable than sentries.
I’m up for that. I’d also like to try a few new maps. Please no melee barn, that shit’s retarded. Maybe we could setup some form of map voting? There would be the set maps, then we can vote to add or remove one or two every week or so? I saw this one and it looked like fun, at least for a little while.
It’s situational. If you’re under high time pressure, you might throw up a sentry first, but in that case your teleporter entrance shouldn’t be an issue.
Normally, best order is dispenser then sentry, naturally.
I’m not an expert engineer (I’m a pretty dedicated soldier, my love for rocket jumping keeps me coming back), but when I do play engineer I definitely feel like I’m having a big impact. I might not be getting a lot of kills, but a single sentry can have a huge impact on how the other team plays while it’s up. You stop a lot of lone runners dead, you divert the attention of several people to clear the way, you can frequently change the whole teams attack plan for a while.
I’d be worried about any big engineer buffs, but maybe something small would be a good idea.
Houngan
1939
On 2fort, the first thing to build is a sentry at the top of the spawn-side stairs, you’ll barely have it up before the first scouts try to rush the intel.
As for the rock/paper/scissors of the whole thing, there’s always a counter, but it takes a smart team to use them properly. For instance, most snipers are idiots, although some are incredibly coordinated idiots. They shoot the heavy instead of the medic, or the gun instead of the engineer. If you’re hanging back with 2 good teams, then you’ll be sending a stream of ubers and they’ll be holding off with multiple sentries and stickies. A sniper’s best target is to line up on the engineer and wait for the uber to pop, then kill the engie. The uber will take down the gun in about half of the necessary time while you help with the rifle. Failing that, blow the dispenser (one full-charge shot does it) right before an Uber pops, the engy will either be away from his gun or hopefully running out of metal after rebuilding the dispenser.
Target priority should be medics–> engineer–> infrastructure–>demomen (gets rid of sticky traps)–>other snipers, then everyone else. Also, don’t wait around for a headshot, you should be shooting something every time the gun charge is full. A leg shot to the big classes at full charge is enough to send them running for healing, and will kill damaged and support classes outright.
H.
Shadari
1940
Speaking of rocket jumping, I simply can’t do it very well in TF2. I loaded up Quake and Q3A the other night and was able to rocket jump just fine in those games.