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- Part 1 - How to know a good spot
- 1. Time
- > Prehaps the most important of the three is time.
- > time is how long it takes for the medic to get from their spawn to your area and any dangers a medic may encounter trying to get to you.
- > The reason time is the most important is because the more time they take trying to get to you the better.
- > One good example for time is the last point on the map cp_hybro_b10
- > One example of a bad spot for time is the containers near medic spawn on the map cp_gorge.
- > Another example a good use of time would be in front of the big cars on ctf_convoy_v2.
- > The spot in the front of one of the big cars on convoy is good for time because the medics can miss the jump and die.
- > If you protect your base long enough the time will run out and the engineer side will win.
- 2. Openings
- > Openings is the main thing to be looking out for when you are trying to find a area to set up.
- > The less openings the better when it comes to good spot.
- > A one opening spot is the best kind of spot to have because you do not have to worry about being overthrown as easy.
- > The two spot opening areas are easy to hold down only if you team knows what they are doing and both openings are protected.
- > A three spot area is where it starts to get hard to survive.
- > You can survive in a open area if you and your fellow engineers are good at aiming and keep the medic count low.
- > One example of a open area that you can survive in with enough people would be the ufo on pl_snowycoast_zombie_v1.
- > With minimal openings and good building placement you can survive the medic horde.
- 3. Visibility
- > Visibility matters most when you are trying to hide from the medics.
- > A good spot with low visibility will be hard to get to a lot of the time.
- > One exmple of a good spot with low visibility that is risky to get to would be the waterfall on pl_eclipse_rc1.
- > In some good hiding spots there will be no building, if you are going to go hide it is a good idea to bring the pomson 6000.
- > Try no to have to many people with you when you are trying to hide because somebody could ruin the spot.
- > Avoid making any kind of noise when trying to hide or else the medics could find you easily.
- > If you are one of the last three people alive you will get mini crits which makes it easy for the medics to find you by the noise.
- > If found you can try to fight or give up and just play rock paper scissors (if you own the taunt).
- > Most of the time if one medic finds you it will end up resulting in your death becuse they could easily alert other medics.
- > If you are trying to hide it is a good idea to destroy any remaining buildings you have up.
- Part 2 - MEDIC!
- As medic your job is to kill (or help to kill) engineers.
- The three types of medics are...
- Rusher
- > The rusher medic is the medic that uses the bonesaw or any reskin of stock to get a quick 2 hit kill on a engineer.
- > This tends to be the most common type of medic that is seen running around.
- > As a rusher medic your job is to kill any engineer that you come across.
- > You will be most effective at rusher medic being the person at the front lines hitting the dispenser.
- Healer
- > To be a healer medic you will have to be using the amputator.
- > The healer medics job is to assist other medics to rushes and to get kills.
- > As a healer medic you SHOULD NOT be at the front lines trying to destroy the dispenser.
- > The only time you should go for a engineer is if they are running away from the group or unprotected.
- > Positioning is the most important part in playing as a healer medic.
- > Try to stay around corners to avoid engineer gunfire.
- > If your team is about to rush then rush with them but keep your distance to avoid getting killed.
- Taunt killer
- > To be a taunt killer medic you need to be using the ubersaw.
- > The taunt killer medic is pretty much the same as rusher medic.
- > The slower hit speed of the ubersaw will make you a small bit less effective then the rusher medic when it comes to hits.
- > As a taunt killer medic you should hide around corners and in doorways to try to taunt kill engineers.
- > If a engineer has made a teleporter frag in front of the colony you should stand near it and try to taunt kill any engineers come go though it.
- > Another really good time to taunt kill is when your team is stacking at a dispenser.
- > Taunt killer medics can destory a colony if they kill the engineer with the dispenser in front.
- > The ability to one hit kill the engineer with the dispenser in front is useful because it will allow your team to make a good rush.
- Part 3 - Texan tactics
- As engineer your job is to not die.
- 1. Buildings
- > Dispenser placement is a very important thing when it comes to surviving.
- > If you are building in a room it is important to have all the openings to the area to be blocked by dispensers.
- > Try to build in short door frames to prevent medics from just jumping over your dispensers.
- > It is best to have only one dispenser in a doorway because it is less to repair.
- > If one dispenser can block a whole doorway then try to use only one dispenser.
- > If possible try to get one dispenser in the doorway and one one each side of the doorway so you can he 3 people shooting on top of their dispensers.
- > At least two engineers should be repairing the main doorway dispensers or ready to repair the doorway dispensers.
- > NEVER build teleporters exits or entrances where a dispenser would be better off being.
- > Try to have all teleporters near the back of the base to prevent people from stepping on them randomly.
- > One useful thing you can do is build a teleporter exit behind your dispenser to give you the extra height to shoot over your dispenser.
- > If you are making a teleporter frag it is better to have the teleporter exit direction arrow pointing back into the colony.
- > Do NOT build teleporters that teleport you far outside the base or in the middle of nowhere.
- > The teleporter entrance to a teleporter frag should not be to close to a big group of dispensers.
- 2. Weapons
- > Stock shotgun - The stock shotgun is really good to use and is the go to option in the server.
- > Frontier justice - The frontier justice has had a recent buff which can make it mini crit after killing a medic
- I would recommend that you should only use it if you are in a good colony and have access to ammo.
- > Widowmaker - The widowmaker has been nerfed and is no longer good to use.
- > Pomson 6000 - The pomson is not that good to use in a colony but it is the best option most of the time to use when trying to hide.
- > Rescue ranger - The rescue ranger is good to use in a colony because it can shoot better through your fellow engineers.
- It is a good gun to be at the back of the colony and snipe with.
- > Panic attack - The panic attack is good to use as pure stopping force.
- Since all shotguns slow the target the pellet spread can be useful on this weapon.
- The best place to use this weapon is in a tight doorway or area where the medics have to jump to get to you.
- > Pistol - The pistol is the only secondary that the engineers can get use out of.
- I would say that most of the time you should be using the the pistol because it is can do a lot of damage.
- You should always switch to your pistol when there is a medic medic rush to prevent your death.
- > Stock wrench - The stock wrench is alright but not the best wrench to be using.
- > Gunslinger - The gunslinger is a good melee to use because you can taunt kill with it and you can do a lot of damage to the medics.
- > Southern hospitality - Most likely the best option to use in the engineer and medic zombie gamemode.
- You can hit a medic causing them to take bleed damage. Sometimes the bleed damage will kill the medic or scare them away.
- > Jag - The jag is useful during setup because it lets you build things faster.
- If you dont use your wrench often and only build during setup this could be the wrench for you.
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