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  1. Part 1 - How to know a good spot
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  3.  
  4. 1. Time
  5. > Prehaps the most important of the three is time.
  6. > 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.
  7. > The reason time is the most important is because the more time they take trying to get to you the better.
  8. > One good example for time is the last point on the map cp_hybro_b10
  9. > One example of a bad spot for time is the containers near medic spawn on the map cp_gorge.
  10. > Another example a good use of time would be in front of the big cars on ctf_convoy_v2.
  11. > 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.
  12. > If you protect your base long enough the time will run out and the engineer side will win.
  13.  
  14. 2. Openings
  15. > Openings is the main thing to be looking out for when you are trying to find a area to set up.
  16. > The less openings the better when it comes to good spot.
  17. > A one opening spot is the best kind of spot to have because you do not have to worry about being overthrown as easy.
  18. > The two spot opening areas are easy to hold down only if you team knows what they are doing and both openings are protected.
  19. > A three spot area is where it starts to get hard to survive.
  20. > You can survive in a open area if you and your fellow engineers are good at aiming and keep the medic count low.
  21. > One example of a open area that you can survive in with enough people would be the ufo on pl_snowycoast_zombie_v1.
  22. > With minimal openings and good building placement you can survive the medic horde.
  23.  
  24. 3. Visibility
  25. > Visibility matters most when you are trying to hide from the medics.
  26. > A good spot with low visibility will be hard to get to a lot of the time.
  27. > One exmple of a good spot with low visibility that is risky to get to would be the waterfall on pl_eclipse_rc1.
  28. > 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.
  29. > Try no to have to many people with you when you are trying to hide because somebody could ruin the spot.
  30. > Avoid making any kind of noise when trying to hide or else the medics could find you easily.
  31. > 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.
  32. > If found you can try to fight or give up and just play rock paper scissors (if you own the taunt).
  33. > Most of the time if one medic finds you it will end up resulting in your death becuse they could easily alert other medics.
  34. > If you are trying to hide it is a good idea to destroy any remaining buildings you have up.
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  36.  
  37. Part 2 - MEDIC!
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  39.  
  40. As medic your job is to kill (or help to kill) engineers.
  41. The three types of medics are...
  42.  
  43. Rusher
  44. > 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.
  45. > This tends to be the most common type of medic that is seen running around.
  46. > As a rusher medic your job is to kill any engineer that you come across.
  47. > You will be most effective at rusher medic being the person at the front lines hitting the dispenser.
  48.  
  49. Healer
  50. > To be a healer medic you will have to be using the amputator.
  51. > The healer medics job is to assist other medics to rushes and to get kills.
  52. > As a healer medic you SHOULD NOT be at the front lines trying to destroy the dispenser.
  53. > The only time you should go for a engineer is if they are running away from the group or unprotected.
  54. > Positioning is the most important part in playing as a healer medic.
  55. > Try to stay around corners to avoid engineer gunfire.
  56. > If your team is about to rush then rush with them but keep your distance to avoid getting killed.
  57.  
  58. Taunt killer
  59. > To be a taunt killer medic you need to be using the ubersaw.
  60. > The taunt killer medic is pretty much the same as rusher medic.
  61. > The slower hit speed of the ubersaw will make you a small bit less effective then the rusher medic when it comes to hits.
  62. > As a taunt killer medic you should hide around corners and in doorways to try to taunt kill engineers.
  63. > 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.
  64. > Another really good time to taunt kill is when your team is stacking at a dispenser.
  65. > Taunt killer medics can destory a colony if they kill the engineer with the dispenser in front.
  66. > 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.
  67.  
  68.  
  69. Part 3 - Texan tactics
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  71.  
  72. As engineer your job is to not die.
  73.  
  74. 1. Buildings
  75. > Dispenser placement is a very important thing when it comes to surviving.
  76. > If you are building in a room it is important to have all the openings to the area to be blocked by dispensers.
  77. > Try to build in short door frames to prevent medics from just jumping over your dispensers.
  78. > It is best to have only one dispenser in a doorway because it is less to repair.
  79. > If one dispenser can block a whole doorway then try to use only one dispenser.
  80. > 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.
  81. > At least two engineers should be repairing the main doorway dispensers or ready to repair the doorway dispensers.
  82. > NEVER build teleporters exits or entrances where a dispenser would be better off being.
  83. > Try to have all teleporters near the back of the base to prevent people from stepping on them randomly.
  84. > 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.
  85. > If you are making a teleporter frag it is better to have the teleporter exit direction arrow pointing back into the colony.
  86. > Do NOT build teleporters that teleport you far outside the base or in the middle of nowhere.
  87. > The teleporter entrance to a teleporter frag should not be to close to a big group of dispensers.
  88.  
  89. 2. Weapons
  90.  
  91. > Stock shotgun - The stock shotgun is really good to use and is the go to option in the server.
  92. > Frontier justice - The frontier justice has had a recent buff which can make it mini crit after killing a medic
  93. I would recommend that you should only use it if you are in a good colony and have access to ammo.
  94. > Widowmaker - The widowmaker has been nerfed and is no longer good to use.
  95. > 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.
  96. > Rescue ranger - The rescue ranger is good to use in a colony because it can shoot better through your fellow engineers.
  97. It is a good gun to be at the back of the colony and snipe with.
  98. > Panic attack - The panic attack is good to use as pure stopping force.
  99. Since all shotguns slow the target the pellet spread can be useful on this weapon.
  100. The best place to use this weapon is in a tight doorway or area where the medics have to jump to get to you.
  101. > Pistol - The pistol is the only secondary that the engineers can get use out of.
  102. I would say that most of the time you should be using the the pistol because it is can do a lot of damage.
  103. You should always switch to your pistol when there is a medic medic rush to prevent your death.
  104. > Stock wrench - The stock wrench is alright but not the best wrench to be using.
  105. > 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.
  106. > Southern hospitality - Most likely the best option to use in the engineer and medic zombie gamemode.
  107. You can hit a medic causing them to take bleed damage. Sometimes the bleed damage will kill the medic or scare them away.
  108. > Jag - The jag is useful during setup because it lets you build things faster.
  109. If you dont use your wrench often and only build during setup this could be the wrench for you.
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