Team Play Appreciation Thread

Post » Wed Jun 16, 2010 1:28 pm

Nice! A thread about my favourite thing about this game :D

Games that involve Team Play are more fun and you get a 'feel good' effect when you contribute and work hard for the win.

Which is why Medic is so satisfying for me - I don't even have to shoot anyone to feel needed and useful.
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Pixie
 
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Post » Wed Jun 16, 2010 9:27 pm

Light Engineers will be able to put their Sentries in hard to reach places in a pinch to become a prime target and allow their team mates time to move forward.


... :D
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W E I R D
 
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Post » Wed Jun 16, 2010 10:54 am

Light Engineers will be able to put their Sentries in hard to reach places in a pinch to become a prime target and allow their team mates time to move forward.


... :D

Depends on how long sentries take to deploy. If you can pop a lvl 3 sentry in a few seconds, it would be awesome for hastleing the enemy, if it takes too long though, the enemy could just destroy it before it manages to shoot back, so it would be more difficult to find a place where its in the way, but safe to deploy.
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Nichola Haynes
 
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Post » Wed Jun 16, 2010 10:28 am

Depends on how long sentries take to deploy. If you can pop a lvl 3 sentry in a few seconds, it would be awesome for hastleing the enemy, if it takes too long though, the enemy could just destroy it before it manages to shoot back, so it would be more difficult to find a place where its in the way, but safe to deploy.

If it's that high above your enemy's head, they probably won't be paying attention to it (in pubs ;p), although maybe I'm theory crafting structures that will be significantly taller than they actually are in game.
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Stephanie Valentine
 
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Post » Wed Jun 16, 2010 11:49 pm

Will people be looking at rooftop corners 24/7?

no, but turrets have a limited turning radius in all directions as well as limited distance, they can only aim down a certain amount, so placing them high up would be of questionable use.
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Tom
 
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Post » Wed Jun 16, 2010 12:55 pm

no, but turrets have a limited turning radius in all directions as well as limited distance, they can only aim down a certain amount, so placing them high up would be of questionable use.


Well that's if your trying to stop someone along the ground. Placing a turret so that a medium or a light will be pecked at when trying to climb a wall, that would be as effective.

Game like this you got to be thinking with portals.
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Rudi Carter
 
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Post » Wed Jun 16, 2010 2:45 pm

Well that's if your trying to stop someone along the ground. Placing a turret so that a medium or a light will be pecked at when trying to climb a wall, that would be as effective.

Game like this you got to be thinking with portals.

That's not the kind of tactics we were talking about at the time, i was just saying that using turrets to hinder a whole team may not be as easy as just placing one close to the enemy team and running away.

Aerogat then said that you could place it on a rooftop, and they wouldnt notice until it started shooting, but that might not work, because for it to be high enough for people not to notice, it may not be able to shoot that steeply downwards.

Using turrets to hinder the movements of light players should be quite effective, since they have such low HP, but you have to be more careful about where you put them, because lights will be able to dodge the turret by moving side to side, you would need to put the turret at the end of a narrow hall or something.
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Erich Lendermon
 
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Post » Thu Jun 17, 2010 12:37 am

That's not the kind of tactics we were talking about at the time, i was just saying that using turrets to hinder a whole team may not be as easy as just placing one close to the enemy team and running away.

Aerogat then said that you could place it on a rooftop, and they wouldnt notice until it started shooting, but that might not work, because for it to be high enough for people not to notice, it may not be able to shoot that steeply downwards.

Using turrets to hinder the movements of light players should be quite effective, since they have such low HP, but you have to be more careful about where you put them, because lights will be able to dodge the turret by moving side to side, you would need to put the turret at the end of a narrow hall or something.


Without knowing the limitations of the turret i can't say anything concrete, but the narrow hallway method doesn't work to well.

Using killzone as the example, when a turret is at the end of a hallway all one has to do is throw a few grenades down the hallway and destroy it. The turret is effective at a high ledge, being able to target anyone and due cover fire( there is also the chance of a headshot, but that doesn't apply to this situation). So even if the turret wasn't hidden it would still be effective.
Now the SMART takes away from that for lights and mediums, but I would say any damage you can d to a heavy is effective enough.
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Sandeep Khatkar
 
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Post » Wed Jun 16, 2010 12:50 pm

Without knowing the limitations of the turret i can't say anything concrete, but the narrow hallway method doesn't work to well.

Using killzone as the example, when a turret is at the end of a hallway all one has to do is throw a few grenades down the hallway and destroy it. The turret is effective at a high ledge, being able to target anyone and due cover fire( there is also the chance of a headshot, but that doesn't apply to this situation). So even if the turret wasn't hidden it would still be effective.
Now the SMART takes away from that for lights and mediums, but I would say any damage you can d to a heavy is effective enough.


Best situation for turrets is in situations where you can place it on a ledge opposite a route people are sure to take via a corridor so that it will nail people in the back point blank. But turrets are usually more for harassment then true damage. Well have to see how effective they are in brink.
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Kirsty Collins
 
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Post » Thu Jun 17, 2010 12:41 am

When on offensive a light engineer could (hopefully) bypass the main objective and set up a turret nest between the objective and the enemy spawn. Retreating enemies get caught, enemies fresh from the spawn get caught, They will have to weaken the defenses at the main objective to take it out or simply slow down the rate of enemy reenforcements from the spawn.
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Alisia Lisha
 
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Post » Wed Jun 16, 2010 1:52 pm

When on offensive a light engineer could (hopefully) bypass the main objective and set up a turret nest between the objective and the enemy spawn. Retreating enemies get caught, enemies fresh from the spawn get caught, They will have to weaken the defenses at the main objective to take it out or simply slow down the rate of enemy reenforcements from the spawn.

This will be possible.

At least in container-city even a medium could get around the gate before it blows up.
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Svenja Hedrich
 
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Post » Thu Jun 17, 2010 1:40 am

Yeah, but not the defusal robot.
Hence a soldier needs to blow up the gate.
Someone removing the enemies on the other side jsut removes one of the work hazards.
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Angel Torres
 
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Post » Wed Jun 16, 2010 1:44 pm

Of course not the robot. :lol:


IF there was a crane, however ...
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adam holden
 
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Post » Wed Jun 16, 2010 11:24 pm

Yeah, but not the defusal robot.
Hence a soldier needs to blow up the gate.
Someone removing the enemies on the other side jsut removes one of the work hazards.


But it will make the soldiers job easier. It's not like in the videos where the bots are stupid. In a full on 8vs8 the solider will get killed every-time he goes near that gate without some help (I.e enemy removal from the other side :gun: ). Unless of course the other team really svcks hard.
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Mariana
 
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Post » Thu Jun 17, 2010 12:57 am

But it will make the soldiers job easier. It's not like in the videos where the bots are stupid. In a full on 8vs8 the solider will get killed every-time he goes near that gate without some help (I.e enemy removal from the other side :gun: ). Unless of course the other team really svcks hard.


True unless a light soldier rushes it at the beginning like the scout rush and TF2,
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Marilú
 
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Post » Wed Jun 16, 2010 1:42 pm

True unless a light soldier rushes it at the beginning like the scout rush and TF2,

Unlike TF2, all classes can do a light rush though, and I expect engi rushing at the start to place turrets will be important.
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Emily Shackleton
 
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Post » Thu Jun 17, 2010 2:40 am

Unlike TF2, all classes can do a light rush though, and I expect engi rushing at the start to place turrets will be important.


True but I was referring to blowing the gate. The first objective on Container City. Best to take it out quickly before the enemy can set up an good defense.
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*Chloe*
 
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Post » Thu Jun 17, 2010 1:46 am

True but I was referring to blowing the gate. The first objective on Container City. Best to take it out quickly before the enemy can set up an good defense.

This counts for a lot of objectives. I'm going to refer to W:ET and ET:QW, but W:ET had it more: It was quite common that the attacking team quickly rushed the first objective, before The defenders had time to set up their defences. Sometimes it was more or less the opposite. The defenders had a great defene at the first objective, but once it got broken, the attackers were able to quickly push the second and/or third objective (both examples are applyable to the "Oasis" map)
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aisha jamil
 
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Post » Wed Jun 16, 2010 2:41 pm

This counts for a lot of objectives. I'm going to refer to W:ET and ET:QW, but W:ET had it more: It was quite common that the attacking team quickly rushed the first objective, before The defenders had time to set up their defences. Sometimes it was more or less the opposite. The defenders had a great defene at the first objective, but once it got broken, the attackers were able to quickly push the second and/or third objective (both examples are applyable to the "Oasis" map)

Yeah the problem with using turrets as a main line of defense is that once they fall there's usually a big gap for a little while, because many people don't stick around when they see the turrets are holding back the enemy.
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Juan Suarez
 
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Post » Wed Jun 16, 2010 10:04 pm

This counts for a lot of objectives. I'm going to refer to W:ET and ET:QW, but W:ET had it more: It was quite common that the attacking team quickly rushed the first objective, before The defenders had time to set up their defences. Sometimes it was more or less the opposite. The defenders had a great defene at the first objective, but once it got broken, the attackers were able to quickly push the second and/or third objective (both examples are applyable to the "Oasis" map)


Happens all the time in TF2. Spy capping for the win.

Yeah the problem with using turrets as a main line of defense is that once they fall there's usually a big gap for a little while, because many people don't stick around when they see the turrets are holding back the enemy.


All turret spots are not created equal.
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Solina971
 
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Post » Wed Jun 16, 2010 6:13 pm

Yeah the problem with using turrets as a main line of defense is that once they fall there's usually a big gap for a little while, because many people don't stick around when they see the turrets are holding back the enemy.

True. But you could say that this is pretty standard. If a turret is covering the gate on container city, you could start placing landmines at the command post which the enemy will attck next. As long as your turret is up, you could do so much other important stuff.
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josie treuberg
 
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Post » Wed Jun 16, 2010 3:07 pm

The heavy is going to sit there while the light does all the work. The heavy will take up a spot that a light can't fit in so the xp is less divided. <---teamwork
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A Boy called Marilyn
 
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Post » Wed Jun 16, 2010 4:24 pm

The heavy is going to sit there while the light does all the work. The heavy will take up a spot that a light can't fit in so the xp is less divided. <---teamwork

The heavy should be on the frontlines soaking up damage and dealing damage. And preferably, make good use of his ability pips. He shouldn't "take a spot", unless when he's guarding a crucial area.
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Sara Johanna Scenariste
 
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Post » Wed Jun 16, 2010 5:23 pm

The heavy should be on the frontlines soaking up damage and dealing damage. And preferably, make good use of his ability pips. He shouldn't "take a spot", unless when he's guarding a crucial area.

Or shielding a player who's important for completing the objective.
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Chris Johnston
 
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Post » Wed Jun 16, 2010 9:44 pm

The heavy should be on the frontlines soaking up damage and dealing damage. And preferably, make good use of his ability pips. He shouldn't "take a spot", unless when he's guarding a crucial area.

I think there will be a lot of different strategies that work. I can see heavies hanging back and mowing others down. And then being that "last line of defense" in certain situations. The heavy medic will be insane. Having a high chance of survival and able to rev a lot of his allies if he survives the firefight will be amazing for that team.
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Music Show
 
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