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Phopojijo
December 12th, 2009, 12:28 PM
Share your best sentry placements.

((Updated when I get around to it from suggestions in the thread... sorted alphabetically by map name (and mode)... I don't test ones I didn't come up with myself... name of whoever suggests it will be tagged to the suggestion)).


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2Fort (CTF):

Phopojijo - 1) On the Upper-Hay-Room side of the doorway between Upper-Hay-Room and the Courtyard (The room with the two stairways). Face the sentry to toward the spiral staircase or the courtyard.

Toward the spiral: If there's a mix between people coming from the battlements AND people coming from the courtyard... or if there's a competent engineer with a sentry at the OTHER side of the courtyard covering the courtyard lower level.

Toward the courtyard: If the traffic's primarily coming from the courtyard... and there's nothing else covering the courtyard.

Phopojijo - 2) In the courtyard, upper level, on the side nearest the straight intel staircase. Face the sentry toward the lower hay room. Place your teleporters to the top of the staircases, slightly overhanging to make people need to crouch-jump over them... it slows down ubers who happen to push through,

When placing the sentry -- shuffle rightward until the "range" of the sentry reaches the back wall of the lower hay room (so that a soldier can't spam rockets just out of range from the lower hay room).

Phopojijo - 3) Lower hay room nearest the courtyard... facing the sewer (and therefore also the lobby). Not the best sentry placement... but good to waste ubers before they reach the courtyard. Hide yourself in the corner with a dispenser and your sentry.

Phopojijo - 4) Lobby... blocking the long hallway... facing the front door. Again, annoying for attackers... hide yourself with your dispenser there.

Phopojijo - 5) On the bridge... if you can get there... it limits the push to scouts going over the top of the bridge into the battlements (which will be swiftly picked off by snipers and other sentries) or the sewers. Really hard to maintain, but it'll essentially halt the enemy push.

Phopojijo - 6) The enemy sewers... entire purpose is to block enemies who fall off the bridge from getting back into the action -- just keeping them out of the battle for upwards of a minute.

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Dust Bowl (CP):

A)
Attack:

Defense:
Yoko - 1) image (http://screenshot.xfire.com/screenshot/natural/5c5e1c57bd8ea46c2b802bd65a600997cfc64c5d.png)

Full ammo/metal box up top, but dangerous to get to since demos will spam the windows to hell. But where your sentry is, not many demo shots will get to it from window spam. I usually put dispenser next to the cap so my team can heal up. There's usually someone building on the steps though, which is much safer around the corner.

B)
Attack:
Yoko - 1) image (http://screenshot.xfire.com/screenshot/natural/7fee9f915fdc5cd32755893f285ace99bf5ef1b6.png)

Best to build it quick, before the enemy team makes a push. Will cover all the way up to the basement/opening thing whatever in case of soldiers going down there to take it out. Sentry is hidden from the ledge on second floor to avoid spam. Most of the time though, another engi will have built a sentry closer to that ledge so you don't have to worry. Plus if any spies or pyros try to come up from the underground tunnel, they're in for a surprise.

Defense:


************************************

Goldrush (Payload):

A)
Attack:
Phopojijo - 1) Just after the first capture, the doorway immediately to the right of the train track leads to a ledge before "the attic". Placing a sentry on this ledge helps you advance into the attic... and keeps the defense from re-capturing the attic without grenade or rocket jumping up the wall... wasting ubers, spies, and rushes... and time, of course... which is time you can use to push the cart.

Defense:
Phopojijo - 1) The attic... the 2nd-level room overlooking the capture point. This isn't really strategic for the defense... except that as soon as the attackers control it... they can fill it with teleporters, dispensers, sentries, demos/pyros/soldiers... and you're screwed. I've seen 5 level 3 sentries in there -- and it was effective. Though if you got a compressionblast pyro who's good, he can reflect the rockets like 8 at a time which can screw you up a bit. Really 2 or 3 sentries is all you need...

Keep one overlooking the sniper's window. Note: An attacking soldier in the sniper's room can hide at the top back of the ramp JUST out of the sentry's range and spam your sentry... wasting your dispenser real-quick-like.

Phopojijo - 2) Under the bridge in the pit at the end. Doesn't have a lot of sightlines in or out, but it'll distract and injure quite well... and prevent scouts from jumping from the sniper's room to the cart.

B)
Attack:

Defense:

C)
Attack:

Defense:
Phopojijo - 1) EPIC placement! There are three corridors that the blues can come from -- the top left, the centre bottom, and the right bottom. Between the top left and the centre bottom... there's a little ridge and a stack of 3 boxes. Place your sentry right behind those 3 boxes, and the dispenser behind the house to the left. Typically best to hide crouched behind the sentry -- or atop your dispenser and drop down to heal every couple of seconds. If your sentry goes down, try your hardest to rebuild it -- you probably can get it to level 3 again.

The sentry ONLY SLIGHTLY peers over the boxes -- shielding it from every sightline (even demomen) except a big push from an uber either on the top or centre bottom... and likely your teammates and rockets will slow them down/juggle them enough. The sentry is also in a good place to juggle grenade launchers -- and blindside people coming from the right lower corridor trying to circle around behind.

Phopojijo - 2) After the third stage... place a dispenser on the inside of the locked door right behind the respawn and the sniper railing. Level it up to level 3 before you even THINK about placing the sentry... you need all the metal you can get.

Place the sentry on the sniper railing... the dispenser is close enough to heal you and resupply your metal to build and repair the sentry.

Beware of snipers in the foxhole and soldiers in the pit... you can keep the sentry healed unless the sniper takes your head off... or the soldier keeps persistent enough to run your dispenser out of metal.

Phopojijo - 3) On the other side of the bridge from 2) -- there's a staircase and a hallway with a few holes looking out. A sentry and dispenser in the hallway looking out the hole to the bridge will kill people from behind. Warning: Everyone will expect a sentry will be there... because there always is one.

Phopojijo - 3.5) Same place, but atop the stairwell entering that hall... also facing the bridge... basically the same placement, but those two sentries compliment each other. A single uber will take them both out -- unless you get some compressionblasty pyros to push them into the pit... which is really useful.

Phopojijo
December 12th, 2009, 12:29 PM
Reserved for space

Phopojijo
December 12th, 2009, 12:29 PM
Reserved for space #2

Phopojijo
December 12th, 2009, 12:29 PM
Reserved for space #3

Phopojijo
December 12th, 2009, 12:29 PM
Reserved for space #4

Chainsy
December 12th, 2009, 12:46 PM
I just use a simple formula for placing sentries in arena.
What to look for:
- Proper cover from all sides so it can't be spammed from afar.
- Have your dispencer away from your sentry so if a demo comes in, he won't blow them both and half of your team to hell.
- Do not place a sentry right on a corner, pyros and demos and soldiers will rape you.
- Often the middle way is best, find medium distances to put it and keep your dispencer fully hidden.
(The distance from arena granaries spawn to both exits is about medium distance.
- Putting a sentry in camouflage (such as a bush or a highly unused corner can create distractions for your teammates to overwhelm them.
- If you have a working disp up, and you kill a dr spy, or sense a cloak and dagger spy, destroy your disp and build it over in a corner, wait for it to be almost finish building, but do not look at it, keep paying attention to your sentry, when it is almost ready (the disp should be like 3 ft away, better to put it in a corner) spam the disp with shotgun blasts all around it. You will most likely either A) hit and locate/ kill a c and d spy B) hit a dr spy and make him retreat into you allow you to wrench (this is why a corner would be nice)
- Do not build in the same spot twice.
Nub tele trick:
The nub tele trick works in maps such as sawmill, and other wide open/close encounter maps. What you do is set up a "well hidden" tele (this means dont smack it in the middle where people can spam it, but as they get close they can see a corner of it). Anyways, right on the opposite side (when i mean opposite sides, I dont mean in the same room, you want that person to turn towards that tele and run up to it, and right behind them is the sentry locking on as they do this). Pretty much by the time they turn around they are fucked.

sdavis117
December 12th, 2009, 01:01 PM
Basically when I place a sentry, I look for three things:

1) Enemy Traffic (this is usually round specific).
2) Cover for my sentry.
3) Distance to nearest source of metal.

CrAsHOvErRide
December 12th, 2009, 01:03 PM
I place it next to my dispensa :-3

sdavis117
December 12th, 2009, 01:09 PM
I place it next to my dispensa :-3
Which usually makes #3 a moot point unless you are placing a sentry where there isn't any room for a dispenser or you need to make a sentry quickly and you don't have the time to wait for a dispenser to slowly replenish your metal.

Yoko
December 12th, 2009, 01:26 PM
Dust Bowl - Stage 3

Defense
Cap 1: image (http://screenshot.xfire.com/screenshot/natural/5c5e1c57bd8ea46c2b802bd65a600997cfc64c5d.png)

Full ammo/metal box up top, but dangerous to get to since demos will spam the windows to hell. But where your sentry is, not many demo shots will get to it from window spam. I usually put dispenser next to the cap so my team can heal up. There's usually someone building on the steps though, which is much safer around the corner.

Offense
Cap 2: image (http://screenshot.xfire.com/screenshot/natural/7fee9f915fdc5cd32755893f285ace99bf5ef1b6.png)

Best to build it quick, before the enemy team makes a push. Will cover all the way up to the basement/opening thing whatever in case of soldiers going down there to take it out. Sentry is hidden from the ledge on second floor to avoid spam. Most of the time though, another engi will have built a sentry closer to that ledge so you don't have to worry. Plus if any spies or pyros try to come up from the underground tunnel, they're in for a surprise.

Sel
December 12th, 2009, 01:55 PM
sentries are for shitties

you shitties

Ganon
December 12th, 2009, 02:00 PM
sentries are for shitties

you shitties

could talk shit all day on this class

Heathen
December 12th, 2009, 02:56 PM
I really just throw one down in a high traffic place with its back against the wall or in a corner, and try to get kills with my shotgun.

Battle Engie ftw.

Phopojijo
December 12th, 2009, 03:10 PM
The thread is for places that sentries are more effective than others... please try to contribute to it. I would like a semi-complete list for people to reference at some point.

I'm not against off-topic chatter, but there's obviously places you all prefer to place sentries. Say them. General engineer tricks are common in places like the TF2 wiki... but specific placements are VERY limited in the TF2 Wiki.

CN3089
December 12th, 2009, 07:54 PM
If you play engineer you are terrible at this game, hth.

Ganon
December 12th, 2009, 07:59 PM
If you play engineer you are terrible at this game, hth.

I apologize in advance brosef for my failure to deliver positive reputation to you, for I am afraid that I have wasted it on infidels. When this power shall return to me, I will send my goondolences as well as the gift of reputation to you're doorstep with a pair of sterile brown shoes.

Phopojijo
December 12th, 2009, 09:33 PM
If you play engineer you are terrible at this game, hth.Yeah... you know I've heard that about Medics, Pyros, Demomen, Soldiers, Heavies, Snipers, Spies, and Scouts thus far. Thank you for completing my collection. It did help.

I play a mix of just about every class... primarily Scouts, Spies, Engineers, Pyros, Soldiers, and Demomen (not in any order)... lately I've been playing Medics more... I rarely play sniper unless it's one of the rare situations where Bow/Jarate is a good combination... or I'm going for tauntkills with the Huntsman because I'm bored.

CN3089
December 12th, 2009, 11:39 PM
seriouspost the best sentry placements are quickly placed level 1s where they don't expect it and you can hide nearby




then when they turn to shoot it you run out and shotgun them to death



this has been your pr0gineer tip of the day

Sever
December 12th, 2009, 11:45 PM
That actually is a serious post. It works best when you relocate after every couple or few kills, which is quite easy to do, since it only takes 5 seconds to build a level one. Additionally, metal shouldn't ever be a problem, since your targets will almost always drop +100 upon their death.

Phopojijo
December 13th, 2009, 12:24 AM
Oh... and don't forget Pyros can't reflect rockets that aren't there >.>

Cortexian
December 13th, 2009, 08:01 PM
2fort, in the intel basement:
http://leimg.lancersedge.com/images/78267100676823508754.jpg

Place your Sentry far enough back so it's not visible from around the corner, place your Dispenser behind it, and a Teleporter Exit (from base) behind the Dispenser. It covers both entrances to the intel room and if you crouch in between the Dispenser and the Sentry you can generally survive all but an uber combo.

Heathen
December 13th, 2009, 08:05 PM
seriouspost the best sentry placements are quickly placed level 1s where they don't expect it and you can hide nearby




then when they turn to shoot it you run out and shotgun them to death



this has been your pr0gineer tip of the day

I actually agree.

English Mobster
December 23rd, 2009, 12:12 PM
On arena_well:
If you can convince someone else to go Engie, tell him to build a Sentry guarding one of the two entrances to the main room while you build your own in the other.
This way, NO ONE can get to the point when it is available without being blown to bits.
OPTIONAL: Have a third Engie build his sentry on the flatcar of the stopped train, guarding the little water exit OR have a Pyro spycheck anyone who comes out of the little water exit. This will keep spahs from sappin' your Sentries.

English Mobster
December 23rd, 2009, 12:15 PM
2fort, in the intel basement:
http://leimg.lancersedge.com/images/78267100676823508754.jpg

Place your Sentry far enough back so it's not visible from around the corner, place your Dispenser behind it, and a Teleporter Exit (from base) behind the Dispenser. It covers both entrances to the intel room and if you crouch in between the Dispenser and the Sentry you can generally survive all but an uber combo.
Note: Soldiers can take out this Sentry more easily than you might think. Of the 7 or so times I've done that, I've lost 5 Sentries from a Soldier/Demoman firing in the general direction of my Sentry (and 2 from Spies when my Pyro wandered off).
It can rack up a shitton of kills, but Soldiers and Demomen can take it out. I recommend building it after the Soldier/Demoman fever breaks down.