jtardiou said:
is anybody actually good?
what are good strategies to use for engineer entrance/exit posts?
For the entrance, watch for the direction from which most of your teamates exit, and set it there. The only requirement for good teleport exit location is to be hidden away from enemy spies and outside the line of fire. It's generally a bad idea to keep a teleport exit too close to your dispenser/sentry because that makes it an easy target for demos. Although, if you're on a map where you can use your dispenser to block off access to your teleporter , then yeah its a good idea. A good example of this is in one of the last dustbowl maps.
That game on gravel pit last night was insane, you people were driving me crazy, i think ill call that team the "Demolition squad". I noticed spotless and zanboo from that team among others. It was filled with capable demos, heavies, soldiers, my sentry didn't stand a chance. Then I saw quellex came on and joined their team at which point I knew it was time to put down my wrench.
:lol at quellex, your sniper turned into a piece of meat during the game afterward. It was payback for all the past games on gravel pit where id be inside point b getting owned by grenades with a prompt "You were killed by quellex" message and then the camera zooms into to quellex running around somewhere in point A with a grin on his face.
Coen : Ive been on the 'pyros are overpowered' boat since the change was made...and since ive seen pyros pull off some ridiculous things, but hey, at least they're not weak anymore. It's almost as if pyros and demos switched placed, pyros are now too strong, demos are a bit too weak. IMO pyros need to have their flame damage reduced, the length should stay.The Demo's pipe bombs need to have a larger AOE after the first bounce. At the moment the pipe bombs are ridiculously weak. I went form dying against them constantly, to having them be a minor annoyance, even while standing still. Albeit , demos are still plenty strong.