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Dispenser =-
OK, on to the real stuff
The dispenser. Yes, I
said the dispenser, its a powerful weapon when used properly!
A fully stocked dispenser makes a pipebomb look like a firecracker.
Yes, it can resupply your team, but thats generally not its
real use. Its real main use is to BLOW OBLIVIOUS PLAYERS INTO
BLOODY CHUNKS! *ahem* You may only have one dispenser constructed
at a time. It takes 100 metal units to build a dispenser and takes
3 seconds. If youre under attack and you need to abort the building
process, just press your special key and MOVE QUICKLY! =) Over time
the dispenser will slowly create ammo and armor by itself, but stocking
it is much faster: You can stock up to 300 rockets in a dispenser,
which gets truly messy when an enemy happens to be standing next to
it. (just be careful when friendly fire is on!) To stock it you just
hit it with the wrench and press 1. To maximize the number of rockets
per trip I usually load it twice, discard twice, then pick up the
packs and load again to provide it with 17 extra rockets. (For the
longest time I couldnt figure out how to do this because I was
actually hitting air. You have to aim waaay down or duck to actually
hit it. :) It also provides an enemies are using your dispenser!
warning when used by the enemy team, even if a disguised spy is touching
it, which is a helpful penetration warning a good engy will never
underestimate.
Ideally you will want to set it up where it blocks off
an entry, but it wont let you set it up unless there is enough
space to barely squeeze through on one side. Theoretically, at least;
Ive managed to set them up in 2fort in the elevator shaft room
entryway, where there was no possible way into the room with the dispenser
intact without jump ducking onto it and crawling over, which is WAY
more time than I need to blow it. =) This is another function of the
dispenser. It at least slows an enemy down, and in some cases halts
them completely for a moment while they stand back to destroy it.
Since a sentry takes a second to lock onto an enemy, sometimes a scout
is able to dash past your gun and take little or no damage, but if
you set up the dispenser in their path theyre not likely to
make it. In this regard location is vital; ideally you want to set
it up in a very narrow area the enemy must get through to get to the
goal, but not one in which they have a long distance over which to
shoot it: you want it to be a surprise and detonate it right in the
face, which makes small rooms or short narrow hallways ideal. For
example, the wardens office in rock2 right next to the key,
or the flag room entry or tops of elevator lifts in the attic of the
well; surprising places that alert you when enemies are incoming and
gives you a good chance to liquefy them! You can also use it to cover
your sentrys blind spot, just place it in a spot you know an
enemy will try to kill your sentry from and let them have it! One
other application I should mention while Im writing this is
that you can dispenser jump if you build, load the appropriate number
of rockets or wait for it to build them up, and then jump while simultaneously
blowing the dispenser. Ive never found it terribly useful, but
you can pull off some neat tricks with it, like setting it up so that
it can launch you up into the roof area in No Mans Land (if timed
properly), allowing you to set up a sentry there. Just so ya know.
=)
-= Sentry =-
- Placement -
OK, onto the sentry
This is where things get complicated.
Again, location is EVERYTHING. You want a spot that has good strategic
value and is easily defensible. Bear in mind there are no perfect
spots, and you WILL lose your sentry sooner or later, so get over
it. =) You want it in an area close to respawn if its reasonable
so that you can defend it quickly, and guarding the path to the enemys
goal, obviously. Ideally it should be impossible to bypass the sentry,
which often means you will have to set up very close to the flag.
Try to set it up with a height advantage if possible, as that makes
it harder to destroy with grenades and is often less noticeable. Also
look for areas where it will be less noticeable, such as dark corners.
To get it pointing in the correct direction you may need to rotate
your gun, but if you initially set it up so that its facing
the desired direction (180 behind you when building) you probably
wont have to, just be wary of standing in the line of fire while
upgrading. If you want to set it up overlooking an edge try to build
it with the edge on your right, that way you will only have to rotate
it 1-3 times instead of 5-7. Obviously, you may only have one sentry
gun constructed at a time: You can't build a second one as long as
the first one still exists. It takes 130 metal units to build/upgrade
a sentry and 5 seconds of vulnerability. Again, since you cant
fire or prime a grenade while building, you can and should abort if
an enemy catches you while youre building, and you get to keep
your metal for another try should you survive.
You can also build on pretty much on any flat surface,
and some that really arent so flat, as long as theres
enough room, including underwater. Try http://tfc.pcgame.com for some
downloadable demos on some off-the-wall places for sentry placement.
Most maps have some sort of water entrance. If youre lucky,
you can set it up so that just as an intruder is about to drown, they
have to deal with a little chaingun fire as well as the need for oxygen.
Now, I will caution you, these places are usually not anywhere near
resupply areas, so upgrading your water defense sentry can take a
little while. And make sure you come up for air just before you start
to build, or else you might drown, maybe even before you can complete
the sentry! Also, a lot of maps have crates you can put your gun on
top of, but that doesn't necessarily mean you have to get back on
top of the crate for maintenance. Jump, hit the gun with your wrench,
and when you get back down, hopefully the menu will stay open. Sometimes,
especially if the gun isn't very close to the edge, it won't, but
it's a worthwhile trick to save time. The less time you're trying
to improve your gun, the more time you're able to do other things,
and the less likely you are to get gibbed while trying to reload your
sentry. Other odd but effective places include such places as the
battlement rails or the spotlight towers of rock2, or the attic of
the Well. To build on the rails, jump up on them and build facing
parallel to the rails. To build on the tower, build so that youre
on one side of the spire and the guns on the other. Even once
you master this technique it will sometimes malfunction and explode
once you complete building. To build in the attic, make sure that
one leg of the tripod is hanging into open space so that it can shoot
straight down. Look for odd places to put sentries that are an advantage
over simple flat floors.
Believe it or not, a few feet one way or
another can also make a world of difference when sentrybuilding. Often
a sentry just barely hanging over the edge of a ramp or ledge can
cover what would otherwise be its vulnerable blind spot. The attic
of the Well is a good example of this: You want to set it up so that
one leg of the tripod is hanging out into space so that it can fire
straight down. If possible, try to set it up in a long narrow hallway
where they have to get past it to get to a goal, or in an open area
where they cant shoot it from outside its tracking range.
Sentries work best in the early stages of a fight to ward off scouts,
spies and medics. As the battle heats up, if you can spare it, get
a heavier class like a HWG or soldier to stand guard with you, because
you WILL need it. For example, I can usually stop one or sometimes
even two attackers at a time, but when they come in a steady stream
and I die or I have to go resupply, Id like to have somebody
else who can hold down the fort while Im gone.
Once the fight has heated up, tell your (other) teammates
to stay out of the flag room or the area the sentrys set up
in if its out of the way of normal traffic. It's somewhat difficult
to discover spies if your own teammates come running in all the time.
Tell them if they come in towards the flag room or sentry area without
warning, they will be shot, and do it!
The trick to keeping your sentry alive for the long
haul is to make sure that it cant be grenaded or shot at from
outside its RLOS (Range/Line Of Sight) distance, which is much harder
than it sounds. Corners are a blessing at first, because enemies will
come running straight into a line of fire they cant escape in
time; but a curse later, since the sentry takes a moment to lock on
and wont target partially hidden enemies. A smart enemy will
pop into sight and drop a grenade then hide behind the corner while
the sentry gets blasted, or just barely peek around a corner and shoot
it with a nailgun. Ideally youd like to place it where the sentrys
RLOS ends just at the far wall of a corner, and cant use that
corner for cover, so that enemies have to face it but cant throw
a grenade at it effectively. Unfortunately, Ive never seen an
ideal situation, so be prepared to defend your sentry a large amount
of the time. Spies are a prime example of this; Ill talk later
on them in particular.
- The Sentry Maintenance Menu -
To build a sentry or dispenser, you must use the special
key and select the appropriate option from the menu, making sure you
have enough metal to build that item. If you do not, the option will
not be given to you. To upgrade any friendly sentry (not just yours),
whack it with the wrench and choose option 2 from the menu, making
sure that you have the necessary 130 units of metal. There are 3 levels,
each better than the last in terms of accuracy, firepower, ROF, amount
of ammo stored, and health. To reload a sentry select option 1 to
load it using your reserve ammo. When loading, the first press will
load all but 10 of the shells not already in your gun; The second
will load those last 10. Rockets cannot be loaded into anything but
a Level 3 sentry. Option 3 allows you to repair the sentry if its
damaged, and option 4 dismantles it (giving you back ½ of the
metal used to build it, or 65 units) which allows you to reposition
it or undo the work of a llama teammate blocking your respawn. Definitely
dont ever BE that llama teammate, and generally if its
not yours you should ask the engineer to move his gun rather than
dismantle it yourself. Option 6 will rotate the sentry gun 45 degrees
to the left (counterclockwise) which allows it to spot and kill enemies
more quickly and efficiently when pointed in the right direction.
- Range -
Range is an important issue regarding sentries. All
non-grenade, non-melee weapons have a longer range than the sentrys
RLOS, which means you have to be careful not to place your sentry
in open sight or it will quickly be destroyed. Also try to make sure
that enemies cant sneak up behind it if possible. It does actually
have a detection range for the rear and flanks, but its very
limited; any class can take out a sentry from behind with no difficulty
if they can stay out of that short detection range. Much of the time
your opponents wont be trying to kill it with guns, however;
they often come rushing in trying to grenade it to death, which unfortunately
all too easy. Normal handgrenades do about 60% damage to a level 3
sentry if properly placed. MIRVs are instant death, dont even
bother trying to save your sentry. Nailgrenades depend on how close
it lands to your sentry, as each nail does 10% damage and you still
have to worry about the blast, which is equivalent to a standard hand-grenade.
Napalm grenades will kill your sentry unless you are willing to stand
in the flames and repair it, which I usually recommend under most
circumstances, but use your judgment. Hallucination grenades, concussion
grenades, and caltrops do no damage to sentries, obviously. All in
all, grenades are a sentrys worst nightmare. So, it comes as
no surprise that height confers a large advantage to a sentrys
survival rate. An opponent has to decrease the distance from the sentry
to achieve the height needed to arc the grenade into it, which often
of course puts them into the RLOS of the sentry and nets you a frag.
Be especially wary of spies, however, because any experienced player
will realize this and either send in another player as a spy to kill
your sentry or switch himself or herself to take it out. As I said,
Ill talk specifically about spies later, whole tactics sometimes
revolve around stopping them.
- Warning System -
Like the dispenser, another valuable asset the sentry
provides is a warning system, often better than the dispenser, although
sometimes at a certain cost. If youre observant, even when youre
well out of hearing range youll notice your gun is firing due
to the decreasing ammo counter. If you also see a kill register, you
get an added bonus, but if youre not otherwise engaged at the
moment I suggest you run down anyway to make sure that the fragee
was working solo and doesnt have a buddy plotting the untimely
demise of your sentry. Plus, while youre down there, you might
as well restock your gun, because Ive found that enemies tend
to come running in just as you leave to resupply and you want to be
there to greet them with a full sentry and a primed EMP just in case.
If your sentry is taking damage but isnt firing, that means
one of two things; either theres a spy in the house or a clever
enemy has found a convenient corner from which to shoot at your sentry.
Often you can even identify the class attacking your sentry by the
rate and continuity of health loss; if its a steady drop in
health, you can bet its a scout, medic or possibly a sniper
using a nailgun. If you play way too much (like me), you can tell
a medic by the RATE of drop in health, as its slightly faster.
If its in 2 big packets of damage, you probably have a spy,
but not necessarily, as it may be another class has found a good spot
to angle in a couple of grenades. Demos, HWGs, and enemy engineers
are dead giveaways, because they usually use MIRVs or EMPs, which
can kill sentries instantly. (although depending on the distance from
the sentry, a MIRV can look like 2 handgrenades) Sometimes a sniper
will get a good around-the-corner shot and just kill it with a single
charged shot. Pyros use napalm grenades, which just bleed off health
in small packets, and soldiers tend to strafe around a corner, squeeze
off a rocket, dart back in before the sentry fires, and repeat. This
takes 3 rockets if theyre dead on, so if you do happen to be
there defending at the moment, repair it after the second rocket as
they only have 4 to launch at a time. (Can you tell Ive played
just a bit too much TFC as an engineer? =) Repairing a sentry takes
a small amount of metal, and the repair cost is free if you upgrade
the gun, so theres no need to separately repair and upgrade
a Level 2 gun for example.
In any case, since youre probably out at the moment
and wont be there to repair, get there immediately, youre
already too late to save your sentry, but you will still need to eliminate
that threat as soon as possible. You do have a slight advantage in
that the player will know you are coming, but often wont know
when or from what direction, and will be racing towards the goal as
quickly as possible. Ive often used this to my advantage by
placing a fully loaded dispenser in the wardens office of rock2
and detonating it just as they enter the room, because they are most
vulnerable at that moment. They know you are coming, possibly with
backup, and need to grab that key/flag/whatever as quickly as possible
and run! They never bother to check for traps until its too
late, unless of course, youve hit them with that lil trick before.
Even then sometimes they forget, especially if its been a small
while since they got hit with that one. =)
- Rebuilding -
Which leads me right into rebuilding
If your sentry
gets demolished near the key/flag/whatever and you can't immediately
kill the fleeing attacker, don't bother chasing them down. Stay back
and rebuild as soon as they get away. Word will probably get out that
the sentry is down, and you'll be flooded with scouts and medics or
other fast classes before you know it. If you chase them halfway across
the map only to get killed, not only will they still cap the flag
or whatever, but also by the time you respawn you will be swarmed
with enemies and wont be able to keep a sentry up for long,
ensuring extra caps for the opposing team. Go for the long term defense
rather than the short term.
After youve (hopefully) killed the enemy messily
and have made sure the rest of the defense has solidified to give
you time, you need to get your sentry and dispenser back up as soon
as possible. Run into respawn, grab what you can, including grenades
if possible, and run right to the spot youve selected to build
your sentry. Vary your sentry locations each time you rebuild! If
you build in the same location each time, your opponents will just
lob in grenades to kill it each time without even bothering to check
to see if its there, and all that work will be wasted. If you
move it around, they may only damage it or miss completely, and thinking
its safe, run straight into the RLOS and earn you another frag.
Scout out each map and find AT LEAST 6 good spots for a sentry; trust
me on this one, you will NEVER find a map with less than 6 spots,
and often theres at least one or two dozen in your base area
alone! If you have other engys on your team you will often have to
go with an alternate, which is often actually desirable as it strengthens
your defense and gives you experience with a new site instead of the
same old spot you always pick. If youre solo, by moving it you
keep them guessing, and will make their lives just a little harder.
Keep in mind you will need adequate defense to rebuild, so if enemies
keep streaming in, grit your teeth and wade into the fray, because
youre a sitting duck while building. Remember that its
possible to abort building by pressing the special key a second time
with no metal loss, but dont count on that to keep you from
dying, youll still have to move out of the way VERY quickly.
To build you must have sufficient defensive cover or you and your
newly constructed sentry wont stand a chance. Also keep in mind
proximity to resupply points on the map if you are under heavy pressure,
as enemies can easily kill a weak sentry while you are away getting
ammo and metal. All too often Ive been away to get metal and
ammo for a Level 2 sentry and had it destroyed while I was out. If
possible, you may need a teammate to ferry metal for you, although
this isnt ideal since you will still need to load it with ammo,
but at least you can get it up to level 3 this way fairly quickly.
- Defending -
Regarding defending your sentry: You should never be
too far away it to respond quickly should the need arise, unless you
are specifically on offense or lagging. By the way, engineers are
the best class to play when youre lagging, because as a fellow
engy once said, Thy S-gun knows not of ping. Whatever
the reason, sometimes you just wont be able to save it in time,
but you will still need to kill the attacker. Hopefully, though, you
will be able to stop the attacker in time, and repair any damage done.
This is important because more enemies will be coming in soon and
will also be trying to destroy your sentry, so you cant have
a weakened one to present as an inviting target.
Treat every sentry gun on your team as your gun, or
your team will have a much weaker defense. Dont allow anyone
to attack any of your teams guns if at all possible, and make
sure they are repaired, stocked, and upgraded at all times, dont
just let them sit there damaged or they will be quickly destroyed
and you will be overrun. Especially important in this respect are
spies. You are your sentrys only hope against spies, so learn
to identify them well by their behavior and giveaways.
- Floating Sentries -
It is possible to build a sentry so that it floats
in midair. The trick to this is to have something temporary to build
on, like a dispenser or a willing teammate. You will need to be on
the same level as the height of the sentry you wish to build, so this
limits your locations to ledges, crates, or something similar unless
you have more than one dispenser or teammate available. Get on top
of the crate/ledge/whatever and attempt to build on your dispenser
or teammates head. Getting it so that the relative heights are
equal is difficult and the spot in which it will allow you to build
is incredibly small, so dont expect instant success even once
youve succeeded a few times! When its completed you can
blow the dispenser or have the teammate move and the tripod part of
the sentry will drop but the body of the sentry will hang in the air.
Keep in mind you may need to keep the dispenser or teammate there
if you want to upgrade and load your sentry, as it may be unreachable
in some situations. The big downside to floating sentries is that
they take FAR longer to set up than a normal sentry, so you will need
a solid defense if you hope to build one, as youre even more
vulnerable than normal. Ive also found that floating sentries
are only slightly harder to kill, and so in my opinion arent
work the large amounts of extra time and resources necessary. I would
say the only time its worthwhile is when you set it up on the
back side of a crate so that its harder to grenade,
or when you can set it up to shoot under a ledge that would otherwise
be its blind spot, which is quite tough to pull off. All in all, Id
say its a nice trick to know but not at all useful in reality.
However, if you can somehow pull it off quickly and effectively, go
ahead and use it.
©
2004 Brandon Langlois. The "Killjoy's Corner" logo and related
marks are trademarks of Brandon Langlois. The Half Life logo is the property
of Valve Software and Sierra. Any use of the images on this site without
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