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Thread: A teamwork story
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11-21-07, 01:07 PM #11
Re: A teamwork story
Originally Posted by Veovis
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11-21-07, 04:44 PM #12
Re: A teamwork story
Its kinda hard to even the teams in TF2 without an admin doing it. Because the game doesn't let you switch if teams are even numerically. So sometimes when I say to myself "hey the teams are a little uneven, switch sides" I try and it won't let me.
So... just my 2 pence.
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11-21-07, 04:47 PM #13
Re: A teamwork story
Originally Posted by Consultant
It can happen, just be a furious mofo about it!!!! I WILL NOT FAIL!!
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11-23-07, 03:04 AM #14
Re: A teamwork story
Here's another story for you. Leading 4-0 on granary, mostly due to scout rushing. I switched to the opposite team and my first question was "how do you guys expect to win by turtling?" and heard a few comments like "we can't scout rush, you guys are better with the shotties." I convinced several people to go scout anyway, and we secured the middle and after just a few minutes of some intense fighting won the round.
Having 3-4 scouts rush the middle at the start is vital on that map. If you don't do it the other team's scouts will capture by the time you roll in.
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11-23-07, 09:53 AM #15
Re: A teamwork story
Great job on the teamwork Veovis. That is the main reason that I enjoy playing medic. I feel that medics are single-handedly one of the most important factors in getting teams to succeed and continue working as a team. Even on pub servers where I dont even say anything I cang et people to work together simply by being a medic. People tend to stick together or communicate when they know a medic is around for a heal. I wish more people were willing to be medics though. There always seems to be a shortage of them even on TTP.
Scout rushing is useful but dangerous. On granary, I see people constantly scout rushing from the start and failing horribly leading to an almost instant defeat.
Scout rushing is only as good as the people playing the scouts. Not many people can play the class effectively 1v1 against other scouts. If your going to use scout rushing as a tactic you better back it up with a organized second wave just in case. I dont think you should ever have more than 5 scouts rush granary. If those 5 people die immediately they should respawn as different classes to try and hold off the rush coming in. Respawning scouts again and rushing forward to meet the enemy offense is usually a bad idea.
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11-23-07, 10:41 AM #16
Re: A teamwork story
Originally Posted by EvilRemix
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11-23-07, 12:04 PM #17
Re: A teamwork story
I agree. The stopping power of the syringe launcher is pathetic compared to any other weapon in TF2. I can dump an entire clip into something at point blank and they are always still standing unless I get crits. The medic in all of the previous TFC games had a shotgun of some sort. I would prefer a shotgun to the current weapon, although a simple SMG would work as well. Either that, or replace the bonesaw with a poison needle that has effects similar to the Half Life 1 mod.
In any case, I only use the gun when the person I am healing dies and I am all alone. Even then I usually take off running as I know the gun isnt powerful enough to discourage people from chasing. I try to find the nearest person and immediatly heal them hoping they will kill whoever is chasing but usually die anyway.
For those of you not playing medics, I ask that you take the time to check not only your back but look behind any medics around to make sure a medic isn't getting killed by a lone scout or soldier.
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12-02-07, 07:25 PM #18
Re: A teamwork story
Originally Posted by EvilRemix
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