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.
************************************
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.
((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)).
************************************
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.
************************************
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.