Archive for the 'ubercharged' Category

Your Guide to TF2 Classes

Ibuprofen from the forums continues to do our job for us with this amusing image breaking down the appeal of each Team Fortress 2 class:

tf2classesPNG

From the outside, looking in.

It’s official; The world loves to play Team Fortress 2! Way more than two years after the game has come out, it continues to devour countless hours of our lives, and countless discussions are still always popping up about it all over the Internet. This is, of course, because Team Fortress 2 is a brilliant game that’s predictable, hilarious, and continues to be updated to this very day. Come to think of it, it’s hard to see why anyone would actually not want to play it as much as humanely possible! Except, well, it is. You see, my interest for Team Fortress 2 isn’t one that sees me playing it for hours on end every day. Indeed, my play time is meagre, and sometimes even when I do boot the game up I find my interest to be waning rather rapidly as time goes by. Despite this, I still read this very site religiously, and every video or new piece of news that comes out relating to Team Fortress 2 is something I read with great interest. Odd? Maybe, but it turns out I’m not alone. So why exactly does Team Fortress 2 have this effect on people? Why can it be loved by outsiders, even though it’s never played by them? Well, allow me to try and explain…

Firstly, there’s many a basic reason why people may just stop playing the game. For instance, the brilliant sensation of new experiences and the amount of fun stuff there is to try when you buy a game is one that is steadily declining from the very second you play for the first time, and Team Fortress 2 is no exception. Maybe you’re heard this before, but I still hold it’s true… Even the random nature of Team Fortress 2, and the addition of new updates, aren’t enough to drag a person back in once this sensation has finally dissipated. Indeed, these new additions can act as a deterrent, because even though the new stuff looks fun, the fact you’re going to have to unlock it and get used to it can simply be seen as not worth the effort – Especially when you’ve got that shiny new “Death Killer Extreme 2.0” game to play. Like the Medik has.

teamfortrss2killcam

Another reason people may just stop playing is directly related to their skill level – You’re not going to be truly enjoying yourself unless you’re killing tons of people, but you’re not going to be killing tons of people unless you’re clocked in serious hours on the game. Even then, the chances are the vast majority of the player base is still going to be better than you. You see, I’m not afraid to say I suck at Team Fortress 2, with all my attempts at trying to help us win normally resulting in me becoming a pile of giblets with no constructive result. Dying in such a manner a lot just isn’t appealing in the end, and therefore I stop playing. It’s the same for a lot of people, I’m sure… Games are more fun when you can just jump in and do fairly well at least, and sadly Team Fortress 2 is often just ruthless in taking such a idea and crushing it with your 15th consecutive death.

You’re crazy, but I still like you.

So, why exactly does the world of Team Fortress 2 still appeal? Well, the obvious answer is because it’s not just a birlliantly designed game, it’s a brilliantly designed game world. Each of the 9 classes has a startlingly distinct personality, with every little sound bite or piece of content Valve releases only helping you to love them even more. No class actually proves annoying or dislikeable, and that even applies to the Scout, where his whole personality sets him out as annoying and dislikeable. There are so many little things that just make them great – The drunkenness of the Demoman. The Heavy/Medic relationship so often hinted at. The enigma of the Pyro. These are all things that are highly enjoyable even if you’ve never played the game before, and that’s something you don’t see every day.

It’s not just the characters that can continuously invoke an interest, though. The art style, the announcement of a new weapon, and let’s not forget the big community events such as the “War!” update – Everything works at getting you curious, getting you thinking, or simply making you laugh. I think one of the genius things about the way stuff like the “War!” update was approached was in the way it wasn’t just approached as a shameless advertising and publicity campaign for the game. It’s got elements of that, for sure, but in the end it’s the fun factor and humour of it all that shines through… Let’s face it, if all those Solider vs. Demoman comics had ended with “BUY TF2 TODAY” in big letters followed by tons of adveritsements, any smiles that the you as the reader had would quickly turn into frowns. Indeed, such campaigns can have the opposite effect of actually disengaging people from the game and making them uninterested… Such an example can be currently seen with the whole concept of “I’m a secret agent on the run but I use Twitter” for Splinter Cell Conviction. The line is fine, but when balanced on perfectly, it makes everyone happy.

War_02

There’s one big reason that I haven’t touched on that makes Team Fortress 2 continue to appeal to me and many others, though, and that comes in the shape of the community itself. Oh my, the community! They’re full of brilliant ideas, brilliant drawings and videos, and brilliant discussions. There’s so much good stuff out there that Team Fortress 2 easily surpasses just entertaining as a game – I’ve often spent many an hour just browsing round looking at Team Frotres 2 related stuff, from musical pieces or mediocre montages, rather than playing the game itself. In many ways, Valve are right when they say the community for Team Fortress 2 is the smartest and most creative out there, because you’d be hard pushed to find many other games that have such a fan base. The effort people have put in means it’s quite simply very difficult to not get sucked into the Team Fortress 2 universe.

So, in the end…

It’s you! Yes, you, the Team Fortress 2 community, that make not even playing the game actually turn it into a really fun experience, no matter how big or small a role you’re actually playing in the community. So, as a thoughtful yet horribly cheesy final line – Don’t go changing. I, and many others, might get totally bored if you do.

20 Comments »

supremesonic on March 20th 2010 in community, team fortress 2, ubercharged

Bomb Karts And Birthday Cakes

It’s been a year. A long, grueling year.

A fact that I just recognized two weeks ago.

If you’re wondering who this fellow is, and why is he clearly off his rocker, I’m The Medik, formerly Scoot, and I run maintain pay for UC2, otherwise known as the European Server. And, looking at my bill history, it’s going to be turning 1 soon.

What better way to celebrate than to have a week of birthday fun?tf2cake

Saturday, March 5th and Sunday, March 6th:

The actual birthday of our beloved server is Saturday, and it’s only fitting to start it off with two days of downright silliness, courtesy of everyone’s favorite map, Mariokart (There will be other silly maps available, if you’re not an avid fan) . The server rules will also be loosened for this event, so be prepared to bring some music with you (emphasis on music; please leave the bonk songs at home), but keep it in moderation. We’ll still mute anyone who thinks it’s a good idea to play Be A Man, or any song for that matter, for the fifth time in a row. But don’t worry about losing out on the birthday fun because of some carpet-bagger who doesn’t even know what a server is took your spot, we’ll have a password up to keep the riff-raff out. I recommend that you join the UC European group, in order to not miss out.

Cake will not be provided, despite what the previous picture may show.

Other Amenities include:

  • Crits! Everyone loves allcrit, right?
  • Hats! Hats for EVERYBODY!
  • As Live-As-We-Can-Make-it Music!

Monday, March 8th Through Friday, March 12th:

Now, if silly maps and silly hats don’t float your boat, we’ve got other activities. Consider it as the “Grown-ups Table”

For the rest of the week, we’ll be having a fine selection of custom maps available for your enjoyment, courtesy of my right-hand man, Tesla Tank. By now, we’ll have returned the server back to it’s normal state, so don’t worry about ruining your map experience with the constant crackling of criticals. (Alliteration is Awesome!)

The tentative maplist is as follows, if one wishes to download them early:

  • ctf_atrophy_b4
  • koth_fever_b1
  • cp_freight
  • cp_follower
  • cp_furnace_b2
  • koth_garbage_day
  • pl_great_heights_b3
  • ctf_haarp_b2
  • cp_indulge
  • cp_mainline_rc3
  • koth_moonshine_rc
  • plr_nightfall_a12
  • koth_persia_b4
  • cp_silvertrail_rc2
  • pl_swiftwater
  • cp_wildmire_b3
  • arena_freight
  • arena_oasis_final
  • arena_blackwood

Be sure to give us your opinions on the maps once you’re done playing them, the best of the best will earn themselves a spot on the permanent maplist.

Odds And Ends:

If you’re havin’ problems figuring out which one this UC2 is, it’s IP is 217.163.27.214:2o715, or click the handy-dandy banner on the left. It’s located in glorious London.

For those who are interested, the Weekly EuroPug group is starting up after an extended hiatus. If you would like to try it out, just join the group, and show up when we hold one. We play by ETF2L rules, adjusted for however many people do show up. We are also not as strict concerning sticking to the standard 6v6 setup, but  do require you to do what your team asks of you. Microphones are not explicitly required, but we’ll all like you much more if you do use yours.

Well, I think that wraps it up for me this year. If you are in desperate need of server assistance, send a friend/chat request to either myself, or my cunning henchman/butler, Tesla Tank.

8 Comments »

The Medik on March 6th 2010 in server, ubercharged

Happy New Year from Ubercharged.Net

UC New Year

Click for Full Size

It’s been one crazy year for Team Fortress 2, we’ve seen everything from stopping an ubercharge in its tracks with merely a baseball to splitting the community in half through WAR which left over 12,500,000 Soldiers and Demomen dead. This year, five more classes got their grubby little hands on all new toys; Scouts are now running around with the ability to stun enemies or give themselves a third jump, Snipers are taking aim with bows and arrows or fighting back with their own kind of karate. Spies are now making you wonder if they really are dead, Soldiers are rallying their teammates for glory on the battlefield and Demomen are charging into battle with swords and shields. 

This year also introduced us to hats, the “King of the Hill” and “Payload Race” game modes and 12 new maps. We finally got to “Meet the Spy,” Saxton Hale gave us Thrilling Tales, we got scared out of our socks by the ghost of Zepheniah Mann for trying to steal his hat and learned the true history to why RED and BLU are fighting.

As the year ends and takes the decade with it, we’d like to thank Valve and the TF2 community for giving us such a great year for our favourite game. We’d also like to thank all of you who visit the site and prowl through our forums. We hope to see you all in 2010!

A background version of the image can be found here.

29 Comments »

Xharn on January 1st 2010 in community, ubercharged

Revenge of the Steam Forums

Day 1 – somewhere in Queensland, Australia.

It was hitting 50 out there, and the heat was beginning to assert its presence inside the bunker. While some of the gang had left for the holidays, most of us were here, relaxing in various levels of discomfort.

RausRaus
The good old days – the whole gang chilling in the bunker.

Clubtheseals was certainly starting to feel it, and took off his shirt to expose his rippling abs. The others weren’t so affected. Madlep was on twitter, furiously condemning Cleanfeed, Java, and the Melbourne train system. General Balls was in the bathroom, moaning loudly.

…Not again.

He burst out of the bathroom, with his fly unzipped and his Steve Irwin shirt covered in drool.He was carrying a laptop with the TF2 blog open to the latest comic.

“HIMMEL! Did you see this?!” he exclaimed with Pavlovian excitement.

I nodded. “Only six times before, bro.”

“Well, what do you think?”

“I don’t know. I don’t really play TF2 any more.”

“Well, this is absolutely ridiculous! A sword and shield? God DAMN, Himmel, what is Valve thinking? What are we thinking? We have contacts! Robin Walker, mate! We can change this!”

“Meh. I’ll consider it.”

“Well, I’m not the only one,” he added. General looked away sheepishly and sighed, as if he had just been friend-zoned. “There’s also everyone on the steam forums. They’re out for blood, mate.”

* * *

A familiar voice, and a familiar alarm.

“INTRUDER ALERT! INTRUDER ALERT!” screamed the bunker’s PA system. It was powered by a 35GHz system custom-built by Clubs. Clubs revels in overkill.

“Your turn, General,” said Madlep, eyes not leaving his screen. Twitter was still open. “I checked it out last time.”

“Dammit, fine, I’ll check it out this time,” said General grudgingly. He walked to the closet and pulled out his trusty laser-sighted sniper rifle and loaded a shell in. As he walked out of the room, he paused to pick up his tooth belt hat, hanging by the door. One can’t forget the bare necessities.

A few minutes later, the PA crackled again, though the voice coming through was not one of a cougar with lung cancer; rather, it was our trusty own GB.

“Uh, I think you might want to check this out, mates.” We hurried to the periscope room. When I got there, I put my eye to the eyepiece…

A mass of several thousand people armed with grenades and rocket launchers was advancing on the compound.

“Can we get some audio?” I asked. Clubs nodded and flicked a switch.

Faint shouts of “OP!” and “Nerf!” started coming from the 2500W speakers Clubs had set up. (Clubs was a true audiophile. Others used to work here until Clubs taught them the true meaning of death metal).

“Oh, crap,” I muttered.

The Steam forumites. They came out of nowhere, and we hadn’t prepared anything to halt their advance, as we had back in the past. “I suppose that means we evacuate,” said Madlep.

The others nodded. Clubs hurried to the garage to fire up the escape vehicle. After he finished tweeting about the new development, Madlep headed back to the computer room to gather up essential materials.

“I’ll get some weapons together,” said General. “Crikey. The specimen. You’d better check on him, mate.”

“Crap,” I replied. I’d forgotten about him too. “I’ll handle him.”

I set off down another corridor to the door at the end. The forum folks hadn’t arrived in this godforsaken patch of the Outback without cause. They wanted answers, and only one man had them. I knocked twice on the door. A grunt emanated from within.

“Mr. Walker?” I called. “We have to go.”

* * *

Tesla Tank was waiting. Once, the tesla tank itself and Tesla Tank were separate entities – but interestingly enough, they fused. (Actually, he accidentally sprayed some fluid up his nose, though we often joked that he had pornographic relations with that fookin vehicle). It was our vehicle of choice whenever we had to venture out into the open from the comparative safety of the Ubercharged bunker – though given a choice between a tricycle and Tesla Tank, I’d have chosen the tricycle. Sure, the lightning cannon was pretty badass, but riding in the bowels of a sentient hunk of armor is always a little unnerving. And the flirting didn’t help either. The last thing you want to hear your tank say is “Babe, you charge my coils.”

“Come on, pile in! We gotta go!” screamed Clubs. I hurriedly loaded Robin Walker into the tank, followed him in, and latched the hatch shut.

“Damn, I’m not getting any reception in here,” said Madlep, as he put his smartphone aside. “I guess Twitter will have to wait.”

“All right, where to?” asked Tesla.

We looked around at each other.

Oh, zis is bad. None of us had any idea where to go except out.

“Well,” said Robin Walker, speaking for the first time, “there’s a prototype facility that we run in partnership with Mann Co. We could try that.”

“Well, we have no choice. Let’s just go there,” said Clubs. “All in agreement, say ‘aye.’”

Aye, came the universal reply.

“All right, Tesla. Let’s go,” said a grinning Clubs. “We can meet the others there.”

“Damn straight, babe,” replied the tank in a seductively metallic voice.

* * *

The scenes of carnage as Tesla Tank plowed through the mass of brainless whiners and the cracks of thunder from the tank’s lightning cannon are left to the reader’s imagination.

Also, tesla tanks can fly, which is why we were able to get to the prototype facility. It’s an essential assumption to the story, OK? Deal with it.

* * *

Day 2Principality of Sealand

RausRaus
Ubercharged’s new headquarters.

“All right, seriously, what the hell is this place?” asked Madlep. “It’s a goddamn fort. IN THE MIDDLE OF THE SEA.

“Well,” said Robin, dismounting from the tank. “This place has the peculiar quality of being completely outside national waters. In other words, what you see here is its own country.”

We looked around. There wasn’t much to see. The place made the Vatican look like Russia in terms of size.

“It gives us some… freedoms,” continued Robin. “We can test out some new weapons and things of that sort without worry of international action.” He paused. “Follow me. Some of your friends are here to meet you.”

We followed him inside the fort, passing some display cases on the way. One contained the original 225 HP backburner; another showcased an assortment of concussion and EMP ‘nades, and in yet another was the coveted Valve Rocket Launcher. Legacy pieces, and further casualties of that fickle mistress, game balance.

“That last one can’t be opened by anyone save a select few, sadly,” said Robin.

We continued, and a few familiar faces popped up.

“Hey Scoot,” I called.

“IT’S MEDIK, DAMMIT. M-E-D-I-K,” came the angry reply. “What the hell, Himmel. I thought you were my friend.”

“Hey, Himmel, GB, Clubs, Madlep, etc,” said a blasé President Moriarty. He was standing in front of a poster of some anime girls.

“Sup,” said French Toast.

“I loved Abbey Road, man,” I said. “That was a good album, that was.”

“That’s just not cool, bro,” he replied.

“Cool story.” I grinned.

“Well, make yourselves at home. This place should be safe until a little while after we roll the WAR update out,” said Walker. “I’ll be back later. It’s time to update the kill tally.” Had he a hat, he would have tipped it. He left the room.

“So why exactly are you guys here?” I asked Scoot. Er, I meant Medik.

“Federal Witness Protection Program,” replied Medik. “We testified in a rather brutal case involving something I can’t tell you about. Plus, of course, you guys. It’s high time for a reunion.”

* * *

Tesla’s engine is quite a work of engineering. He runs pretty well off ethanol, especially if it’s 80 proof or greater, though beer works fine.

I don’t think I can say the same about me.

I think I just got owned by a goddamn tank.

I don’t know what’s worse, the hangover or the pineapple aftertaste.

* * *

Day 3: Principality of Sealand

“Ergh. Go away, Clubs.”

Clubs kept poking me. Normally, when he did so, Facebook would send me a text message, and that was OK. Real pokes suck.

“Get your ass up. We have a problem here,” he said urgently.

I managed an eloquent “bleh.”

“So that’s how it is, Himmel.” A pause.

OH DAMN IT’S SO COLD WHAT DID YOU DO CLUBS WHY AM I SOAKED DID YOU JUST THROW ICE WATER ON ME YOU IDIOT THAT WAS SUCH A DICK MOVE A THOUSAND CURSES UPON YOUR SOUL.

At least it cleared up the headache.

“Get up, Himmel. We got a problem.”

“What kind of problem?”

“See for yourself.” Clubs opened the window.

“Oh, ****.” I rubbed my eyes. “Are they on… rowboats?”

“Cheeky /b/tards. They don’t give in.”

I dried myself off and pulled on an AH MEN jumpsuit. I had saved it for a trip to the bar, but never really got to use it, since there really weren’t any dames over in the Australian outback. I guess that was a downside of life there – the only available people were other guys and fookin vehicles. Rubbing the sleep out of my eyes, I made my way to the deck. Robin was waiting, along with the rest of the gang.

“So do we run away again?” I asked.

“Nah,” replied Robin. “There’s nowhere to go. We’ll have to fight.”

“So I suppose this would be madness, were it not for the secret prototype weapons we’ll be getting,” said Medik.

“That would be correct. In fact, let me introduce you to your two best friends for some time.” Robin gestured toward a crate lying on the deck. MANN CO, the crate proudly proclaimed.

This should be interesting, I thought as we opened the crate.

The Legend of Zelda “item found” soundbite played from the box.

Robin giggled. “Mann Co’s been doing that lately. They do know how to package their stuff.”

I peeked in, hoping for a pleasant surprise. Chalk one up for the list of things I haven’t received.

“Are you daft? ARE YOU DAFT?” screamed General Balls maniacally. “There’s thousands upon thousands of crazed TF2 fanatics out there, and they have rocket launchers, and we’re supposed to fight them off with SWORDS and SHIELDS?”

“Pretty much,” grinned Robin.

“These are the SECRET PROTOTYPE WEAPONS you’ve been working on?” shouted GB. “This is insane! We won’t last!”

“You don’t have to,” said Robin. “Those guys you see advancing upon our fort thrive on one thing, and one thing alone: disagreement. So if we remove the source of the disagreement…”

“The Steam forums,” said Moriarty.

“Yeah.” Robin shuffled his feet. “Unfortunately…I can’t remove the steam forums directly. The steam forums are blocked here.”

“Cleanfeed?” inquired Madlep.

“Yep. This entire place is subcontracted to Mann Co, and so all the lines go through Australia, where they get blocked by that infernal piece of crap.”

“Damn you, Conroy,” muttered Madlep.

“Apparently some guy posted porn over on the steam forums once upon a time.” Robin sighed. “So, anyway, the only way I can get rid of the scourge is to vaporize the data center where the forums are located using our Orbital Strike Cannon.”

“How long do we need to hold them off for?” said French Toast.

“About six hours. We need to wait for a good window, when the OSC is directly above the data center.”

“Six hours…?” I asked incredulously. “We’ll never last that long…unless we had some help…”

A steady beating sound came from the distance. A helicopter approached, flying directly over the fort, and four figures jumped out. They pulled the cords on their parachutes and gently floated onto the deck.

One removed his helmet and unbuckled his parachute harness.

“Hey. Remember us? We’re the Control Point hosts,” said Wes. “An alliance once existed between CP and UC. Long ago we fought and died together. We come to honor that allegiance.” The other three tipped their helmets.

“Talk about a deus ex machina.” Were Tesla not a machine, I would have sworn he would have been crapping his pants from laughter.

* * *

We’re were good hands, so far.

The force had stopped some distance from the fort and began shelling the place. First, they used simple grenades and rockets, which bounced off the fort’s force field. So they started upping the ante, and pretty soon, F-bombs were dropping from the sky. Scary buggers, they are, but upon impact with the force field, they exploded into four glowing pink hearts. Pink fireworks. Not a bad backdrop.

Eventually, they called our bluff and began to storm the fort in earnest.

The fighting on the deck was been pretty intense. By repeatedly charging into the attackers with our shields, we managed to do reasonably well. The CP guys earned extra points for bashing the fans with their microphones.

* * *

We lost the upper deck and had to retreat into the fort. An uncountable number of explosions rocked the deck overhead. This is what happens when you encourage people to play explosive classes.

I had never imagined I would have been sticky spammed into submission.

10 minutes to go until the strike window.

* * *

Two minutes to go, and only more door until the OSC control room was open.

More fighting. There was so much rocket spam that we had no choice but to fall back.

One more minute. We retreated inside the control room and braced the door. French stood directly in front of the door. The second that door fell, he would charge out, sword drawn. The rest of us would follow.

“Come on, boys, just a few more seconds!”Robin steeled himself as he completed the final preparations for the strike.

The door fell, and French was unceremoniously trampled underfoot. The mob flooded into the room, pinning us against the walls. They made a circle around Robin Walker, business ends of their noob tubes pointed directly at the Valve Software dev’s smug mug.

10 seconds.

Robin Walker lifted a disc off the table. “This, folks, is the current build of Left 4 Dead 3.”

The mob’s attention was captivated.

Robin grinned.

0 seconds. The strike window was open.

“Fetch,” he said smugly, and tossed the disk to one corner of the room. The mob stared at the flying disc…

and promptly vaporized.

The dusty remnants of the mob dropped to the ground, covering it in a fine ash.

“All in a day’s work, huh, folks?” joked Robin. “Though the damage to the fort is… well, catastrophic.”

The rest of our heads were still reeling.

Moriarty asked if that actually was L4D3.

“Yeah. Don’t tell them”–he gestured to the dusty remains of the forumites–”this, but we thrive off rage, too. You aren’t going to get HL2:EP3 for quite a while, I’ll tell you that.”

Damn it. If only the Steam Forums still existed, I would complain about this. I’ll actually miss them. I miss them already.

“Oh, and the OSC is above Australia right now. Want me to vaporize the ubercharged forums too?” asked Robin.

We looked at each other.

YES.

* * *

Stupidity never dies. The steam forums are back.

We returned to Australia, and are still hiding in the bunker, though Sealand makes a nice vacation spot.

Here’s to the community which has made TF2 as awesome as it is. A toast to you. Control Point especially.

And to the rest of you…

HEY LOOK IS THAT LEFT 4 DEAD 3

Gmod credit to sQUEAKYfOAMpEANUT.

18 Comments »

himmelstoss on December 18th 2009 in team fortress 2, ubercharged

A Report on the Recent Abduction of the First Server


IMPORTANT!

TO ALL CONVICTS OF LOCOMOTIVE SECTOR ONE

It has come to my attention that a notable portion of the prison population have abstained from attending the satanic murder rituals in the designated happy corner at section UC1 of the campus. Reports from the field have indicated to me that not only are our play-things refraining from offering up their depraved souls for holy cleansing in the coals of our Lord the Locomotive Deity, but they are so far fallen as to offer up weak nonsensical excuses for their absence.

A list of invalid excuses for absence that have been and/or will be made is as follows:

  • “I didn’t know that section UC1 had moved 300 miles South.”
  • “I have recently lost my arm/my leg/control of my bowels and feel less-than-inclined to make the trip.”
  • “I have been stabbed/bludgeoned/molested/shot/yelled at.” (or any combination)
  • “I watch Neighbours.”
  • “I’m not a prisoner.”
  • “I don’t know who the Train God is.”
  • Any excuse which, in any way or form, mentions or insinuates the word ‘but’. There are no buts.

Any convict who makes, or appears to our staff to be avoiding making these excuses will be incarcerated in the mines of a free Korean MMO of our choice for an indefinite period of time.

I would like to remind all convicts that continued absence from section UC1 will result in dire consequences. All absent prisoners to date have had derogatory remarks entered in their criminal profiles and, as above, any peon that deliberately continues to avoid their designated happy corner in section UC1 will be assigned to WoW duty in the gold mines. It is absolutely unacceptable for any UC member to deny the Train God their soul, and we will enforce his will in the strictest method possible.

Your patience hasn’t been noted,
General Balls
UC Warden


IF YOU WISH TO MAKE AN EXCUSE TO OUR STAFF UNRELATED TO THE ONES LISTED PREVIOUSLY, DO NOT READ THE FOLLOWING AS IT WILL INVALIDATE IT

Despite our vigilance, and the subsequent posting of the UC1 Server’s new IP on the server banner to the right of this page, it seems that several prisoners have voiced concerns over their inability to find the happy corner after it’s recent move to Los Angeles. While it is certainly my place to question the mental capacity of such convicts, bypassing this phase allows me more time to both remind you all of the section’s location and think up suitable punishment for such incompetence.

Now read closely, because I’m not going to repeat this for the illiterate. The new IP for UC Server #1 ‘The Cult of the Locomotive’ is:


63.215.74.192:27015

Alternatively, the lazy amongst you can click the first server banner on the right to join UC1.

You have no excuse now,
General Balls
UC Warden

12 Comments »

General Balls on October 13th 2009 in community, news, server, team fortress 2, ubercharged

Greetings Valve Fanboys (and girls)… again.

So, we got linked by valve… again.

This is becoming kind of fun to wake up in the morning and see a nice little traffic bump that lasts a few days.

Anyway, welcome to all the new readers. If you haven’t seen the site before, I don’t blame you if you run scared after reading a few posts. Especially stay away from the universally despised competitive guide, and the forums. Doubly so if you are suffer back problems, heart conditions, nausea, dizziness, or are pregnant.

We’ve had reports that the ubercharged twitter feed is plagued by spam #hashtag promotions, Evony ads, and tweets about cornflakes. So avoid that as well.

And you shouldn’t go near the ubercharged.net TF2 servers either (unless you’re a train fan and/or lover of shenanigans)

mv0yvd

Please direct all complaints to Robin Walker and the Valve TF2 team for sending you here. ubercharged.net denies all responsibility for any injury real, imagined, or virtual.

In fact, I’d just leave now and avoid the hassle.

26 Comments »

madlep on September 17th 2009 in news, team fortress 2, ubercharged, valve

Competitive TF2, Part Four: The Demoman

Continuing with the series of articles on competitive TF2 written by clubtheseals and I: the Demoman. As the only Scottish class in the game, Demomen are generally expected to be the most all-around awesome folks around. Three cheers for Scotland! Apologies for the hiatus, folks.

Demoman poster gravelpit

The Demoman is one of the most versatile classes in the TF2, and that versatility makes him especially useful on a competitive 6v6 team. Accordingly, the Demoman has a number of disparate objectives:

  • Area denial
  • Forward support
  • General splash damage
  • Alternate ubercharge target

Area Denial

This is perhaps the most important role of the Demoman in competitive play. If you’ve played the game enough to understand this guide, you probably have realized that going close to sticky traps, especially those placed by vigilant Demomen, is suicidal.

Wouldn’t you know it, it is suicide. But that’s good! As a Demoman, you can exploit that fact to seal off choke points and prevent the enemy team from advancing.

There are two ways you could go about this.

The first option is to plant a carpet of stickies in plain sight. This usually stalls the enemy team for a few seconds. In 6v6 play, sticky carpets can be surprisingly robust. Pyros and Heavies can make mincemeat out of sticky traps with the airblast and the minigun, but they’re generally so situational that they’re unlikely to be around in a competitive game. In essence, it’ll take a while to shoot every single sticky, which is, naturally, in your favor. One caveat: the fastest way to clear a sticky carpet is not to shoot every sticky, but to kill the Demoman who planted the stickies in the first place. Expect the enemy’s scouts to hound you – more on that later.

The enemy team could either run over the sticky carpet (netting you a kill or two), shoot the stickies (which takes a few seconds), or find an alternate route (which can also take a while, allowing your team to fortify its position). If you can lay down a sticky carpet at a well-traveled choke point, such as the house at the middle capture zone of Badlands, you can delay the enemy team’s advance quite a bit, giving your team an immense advantage (read on if you want a visual explanation).

The second option is to use the sticky bomb launcher to ambush the enemy. This entails placing stickies in places that the enemy is unlikely to see them, like so:

cp_granary0005

The obvious advantage here is that you can kill enemy team members who are unaware of the danger; the caveat is that you won’t stall the enemy (unless, of course, you kill a player who is key to the enemy’s advance, such as their medic). When setting up such ambushes, it’s generally better to place stickies above doorways and on ceilings, where surprisingly few people bother to look.

Forward Support

Demomen are great for area denial, but they have another huge advantage – their mobility. The Demoman, in the right hands, is the fastest class in the game. What this means to you is that you can go ahead of your team and pave the way for them. To draw an analogy here: Let’s say that you’re rock climbing with a friend, and you, the Demoman, are the point climber. You climb up ahead and drive a pylon in to the cliff face, by which your partner (the rest of your team) can climb up (advance) safely. However, as with rock climbing, don’t go too far ahead of your team. It may help to partner with a Scout who can defend you.

Fast Mid

The Demoman’s sticky jump technique enables him to reach the middle capture area of most 5-CP maps (especially Badlands) in record time. Top-level demomen can reach the middle long before the scouts get there. The fastest jumps to mid are quite different for different maps, and the best way to learn them is to watch publicly available demos on websites such as GotFrag and RedrumDemos (note, however, that most of the older demos will not work any more because of recent patches). Moving on:

Once at mid, a Demoman’s job is to try to pave the way for his team.

On Badlands, for instance, you can lay a sticky carpet in the “house” choke point, cutting off the most important route for the enemy and possibly forcing them to take the much more dangerous “valley” route (the area under the central bridge). In the following images, potential sticky trap locations are circled in red.

cp_badlands0011

On Fastlane, you could try to get on the roof of the structure on top of mid. As with a soldier, height advantage is enormously useful. Never underestimate the power of explosives raining down from the sky! But at the same time, sticky jumps take out too much of your health to use frequently. Ask your Medic if “Overheal” is right for you.

cp_fastlane0001

Capping

In some areas, Demomen are indispensable for capturing points. Once again, the same principles of area denial and forward support apply.

cp_badlands0012

In the above scenario, I have sticky jumped up to the Badlands spire (the Demoman is certainly very well-suited to capturing such a CP) and am capturing it – in some sense, I’m driving the pylon into the cliff face. The easiest route that the defenders could take to get to the spire is the balcony; accordingly, I’ve locked the balcony down with some sticky carpets. I’m still vulnerable to soldiers rocket jumping from the yard, though.

Note: the Badlands spire is a bit of an exception, because it’s elevated and easily reachable by Demomen, giving any Demoman on top immense height advantage. In that case, it’s a good idea to try to get up top and capture. In the majority of cases, capture zones are extremely exposed, and if there’s any talent a Demoman lacks, it’s the ability to defend himself.

The rule of thumb really is to try to seal a choke point ahead of your team’s position. It just so happens that in the Badlands spire, the best place to seal the chokes is on the CP. Not so with any of the other maps.

General Splash Damage

I hate to say it, but by this, I mean spam.

Intelligent spam.

In essence, using your pipes and stickies, keep dishing out damage. Even if the damage isn’t enough to kill your enemy, try to weaken them enough that your team’s scouts can finish them off.

I’m not going to go into depth on this point; there really isn’t much I can say about it. The best teacher here is practical experience; for these articles, the authors will stick mainly to strategic discussion.

Alternate Ubercharge target

Let’s face it, all you Soldiers out there. When it comes to sheer destructive power, Demomen leave you in the dust.

My personal opinion is that if the Medic has a Kritzkrieg ready to go, it’s better to charge the Demoman than the Soldier. This is a common tactic in European leagues, where the focus, rather than being on the Pocket Soldier-Medic combo, is really on the team’s Demoman. The team tries to keep their Demoman alive as long as possible in order to land heavy damage on the enemy (the Demoman, arguably, is the best class for that role).

demo-medic-kritzkrieg

Unfortunately, Demomen are supremely ill-equipped for defending their Medics, which is why Soldier-Medic combos are so much more common. However, in certain situations (especially those involving Kritzkriegs, toothpaste, and cans of cat food), Demoman ubers can be just the thing.

If your team chooses to run a Demoman-Medic combo for some time, make sure that the combo is very well defended! Unlike Soldier-Medic combos, which can defend themselves, Demoman combos require the Scouts and Soldiers to stick around and defend the medic from the enemy players, especially enemy Scouts.

Scouts are your arch-nemeses.

Try your best not to mess with scouts. They can take you down in two hits, they’re hard to hit, they’re fast, and they’re strong. Plus, as a Demoman, it’s not exactly easy to defend yourself. You don’t have the luxury of rocket jumping away, either.

But it’s possible to meet a Scout and live.

scout-demo-well-night

(No, cp_well doesn’t actually look like that. This is a custom skybox in ubercharged.net TF2 server 3).

The best way, of course, is just to stay alive and call for backup. If you can get a friendly Scout, or better yet, Soldier in the fray, you have a very good chance of living.

Scouts are fast and hard to hit, but they also have very low HP. Two direct explosive attacks will kill a Scout.

To survive, try to put some distance between you and the scout. If you can lay a small sticky carpet on the ground between you and the Scout, you have a good shot at escaping (but beware of the pistol, it’s a surprisingly deadly weapon at mid range).

Resist the temptation to blow up the stickies prematurely. Even the best scouts forget about sticky traps sometimes. If you can leave them on the ground for a while, it’s possible that the enemy Scout will inadvertently go over one. You have to be vigilant, though, to catch them when they’re doing so.

Also, if you can land one sticky hit on them, they’ll go high in the air, where you can take them out with an easy airpipe. If they double jump in the air to dodge, they’ll certainly take fall damage, and regardless, you can send a pipe flying towards wherever they’re going to land.

Oh, and…

If you get a ‘Fro, you are likely to be respected more. When the enemy sees that hairdo in their deathcams, they’ll want to grovel at your feet. Guaranteed.

The top hat too. Everyone respects respectable Scottish gentlemen.

Sadly, I’m still waiting on the pseudorandom number generator to decide that it’s time that I get some respect. :(

Classes I have never really been good at: The Spy

Nobody’s perfect. That’s a fact of life, and there’s no denying it applies to Team Fortress 2 as well. You can airshot thousands of scouts and cap millions of points, but at the end of the day you’ll probably die to the Sniper who just decides to fire a no-scope shot from the other side of the map for giggles. We also all have our weaknesses, and even I can accept that I have my own, despite being the dashing and skillful player that can generally dominate you in the blink of an eye. Uh… yeah.

As you may have guessed by the title of the article, my weakness is the Spy. Even though I do really enjoy playing him, each foray into this class generally ends up with me looking at an end-of-game scoreboard with a ridiculous amount of dominations against me and a pitiful kill-to-death ratio. On top of this, no amount of watching tutorial after tutorial seems to help, and when I’m told it’s something you really learn with experience (Which I accept is true), it does make me wonder why I’m still basically at the skill level I started at after playing the class for almost ten hours. This train of thought, by the way, naturally occurs during those inevitable periods where I am having my face bashed in.

soldiershovelspycrit

However, I know the two main reasons why I’m so bad with the Spy. Allow me to share them with you…

Reason number one: Bad luck

Yes, I know bad luck is part of playing the Spy. It’s just a sad fact of gaming life that occassionally a Pyro will randomly spray flames in your direction, or a sudden inexplicable change of the direction by the enemy will make you flicker so much it’d be simpler if they just draped you in fairy lights. But to me, it seems like bad luck just follows me around like an extremely stubborn Pyro. To demonstrate, here’s a list of a few “DAMN IT” moments from the past few days that I can actually remember…

  • Getting backstabbed one second after uncloaking due to a sudden enemy spy appearance, then respawning and having the exact same thing happen again.
  • Getting hit by an errant Ubersaw blow from a Medic-on-Medic battle whilst cloaked, after spend 20 frantic seconds moving around only to watch the battle magically continue to move towards me.
  • Being hit by a flare that would of hit the Heavy in front of me, if he hadn’t been shot in the head half a second previously.
  • Getting hit by jarate, escaping about 6 people firing at me whilst getting set on fire, watching the afterburn finish when I only have 2 health left, and then getting shot by a Spy immediately after entering my spawn and marvelling about how lucky I was.

I know, cry “That’s happened to me” or “This happens because you suck” all you want, because I can tell you want to. However, couple these scenarios with the other ways of dying to an series of unfortunate events, and then note this is only from a few days of play and not from extended periods of time, and perhaps you can sympathise why I have letter-shaped imprints on my forehead due to consistently banging it on the keyboard. To me, playing the Spy releases a constant barrage of disaster I have very little control over, that occur again and again until I finally break and either switch class or (More likely) ragequit.

Still, I can’t make any excuses for the second reason I suck at the Spy…

Reason number two: Human stupidity

I suck because I make the worst. Decisions. EVER. It’s true! I admit it! For each time I successfully sneak into the enemy lines, I’ll probably end up deciding that the best thing to do is to try and stab the Pyro spraying fire everywhere, instead of the sniper standing stock still whilst picking off key targets on our team. It’s not just stretigcal choices I’ll stuff up, either – I’ll stab an engineer behind a sentry gun, only to realise I’ll bring up the ambassador when I press “q” and desperately use my butterfingers to scroll to the sapper in time and salvage the situation. And here’s a fact; I’ll never make it on time. I’ll be in bits on the floor instead. Even the humble backstab can be screwed up, perhaps by clicking too soon and then rushing past the still-alive foe with no disguise on as a result. If you’ve ever wanted to know what a train wreck looks like in slow motion, just join a server I’m playing Spy on and spectate me. It’s a pretty accurate similarity, and you’ll probably get a laugh out of it too.

Oh, and one more thing; In a one-on-one scenario in an arena match, you being a Spy and the other guy being a Medic, what would you do? Stay in cloak as long as possible and try to grab an oppurtunity when it arises, it stand in full sight on the control point whilst browsing though your disguise kit for the Medic disguise? The answer, of course, is obvious. I, of course, chose to do the other option.

Still, least I get one reprieve from my idiocy…

My best friend: The Cloak and Dagger

If you want to talk about unlocks that drastically change the way a class is played, you’d be a fool not to mention the new Spy watches. Each one opens up brand new strategies and tactics when it comes to overcoming your foe, and the chances are that with a little experimentation you’ll find a Spy watch that perfectly suits the style of Spy you want to play. For me, it’s the Claok and Dagger, allowing me to plan my moves and try to negate all possible fallacies and stupidity before making my strike. The fact you can simply stand in the middle of the open whilst carnage rages around you, whilst the enemy team stays none the wiser, is also something that I extract a great amount of joy from.

spy-sneakiness-2

It’s also the Spy watch that has led to my fondest memories of playing the class, which include waiting for almost a minute until a chain of 5 easy backstabs presented itself. I’ve also found it’s better for me than the Dead Ringer when it comes to covering up my mistakes – I’ve seen Ubercharged regulars think they have an easy kill, only for me to cloak up and then watch them fruitlessly attack corners and hidey-holes in an attempt to flush me out. All I have to do is wait, smiling slightly at the panic and desperation they must be feeling, and then finally attacking when they think I’ve gone and they wander off somewhere. It’s via this strategy that makes it so it seems that other people are ragequitting instead, and that’s a good thing.

Still, it’s not perfect. If anything, I tend to be too cautious, as there’s been occassions where I’ve just spent half a match doing nothing, refusing to attack anyone due to the fact thet looked in my general direction for half a second. Also, as you well know, you can try all you want and plot out the grandest of plans, but the events that actually occur will probably far deviate from what you were expecting. Again, bad luck will rear its ugly head, no matter what you are wearing on your wrist.

Aw well, can’t win them all. Maybe I’ll go the Scout instead, because after all, there’s no way you can stuff THAT up… Right?

32 Comments »

supremesonic on July 1st 2009 in game classes, spy, team fortress 2, ubercharged

A Guide to Spy Capping

Tick, Tock,
Tick, Tock,
Tick, Tock…

Sometimes, when the time is ticking away, you get ideas. Sometimes, the idea is simple. Sometimes, it’s not…

Tick, Tock,
Tick, Tock…

Most of the time, however, time beats you. Most of the time…

Tick, Tock…

But sometimes…

Tick…

Just sometimes…

Tock…

Something awesome happens…

VICTORY! *Insert Fanfare here*

***

Yes, Spy/Ninja Caps. A technique? An art? An annoyance? Maybe a bit of all three. But deep in the fortress’ walls, in a book containing all lost skills, such as “Offensive Engineering” (Which has been restored as of late), and “Capping the Intel on 2Fort”, there is a section on Spy/Ninja Capping.

Now, there are three different techniques to Spy/Ninja capping. They all have their advantages and disadvantages. They are called “Prepared Capture” (The most popular one), “Over Offensive” and “Incomplete Cover“…

NOTE: This guide was designed for A/D maps only. Spy/Ninja Caps are more essential on those levels, as they can help in a stalemate posistion. In a Linier CP map, they are an annoyance to some players, especially the Prepared Capture. Of course, if a team has gone Over Offensive, or has a Incomplete Cover, they deserved to lose the final point, especially to an Engineer… :P

Spy Portal small

Prepared Capture

A Prepared Capture is when you wait for the capture point to be unlocked, and then, when it does, quickly capture the point. You can not do this on Payload, however.

+ Gives the enemy little time to react after the loss of the previous point.
+ Usually no enemy/Sentries around.
+ The easiest/most likely Spy/Ninja Cap to pull.

- As you wait, your team is down one man, which could be a major disadvantage.
- Boring while you wait.
- Sometimes, the enemy can see you on the cameras while they are dead (You know, when you are waiting to respawn, you can look through cameras overlooking capture points), and will hunt you down.

Dustbowl Example: Stage One, Capture Point 2

Although it can be done on any stage, a Prepared Capture can be done easily on Stage One, because it is possible that the attackers find little difficulty in capturing the first point. Hide near the point, so that people coming out of the spawn don’t see you. Once the first point is under your team’s control, get onto the second point and watch the swift capture commence.

Personally, I dislike this method. Every time I do it (Excluding the method explained near the end of the article, but even that sometimes fails), my team is unable to capture the first point. Especially on Stage Three of Dustbowl. Ever waited 20 minutes, hoping your team would actually capture the point? Zorgulon was not impressed when he saw me on the spectator cameras…

Over Offensive

This is when the enemy (The defenders) goes “Over Offensive”, which means that they push from the point to a part in the level. This means that you can easily cap the point while they are away.

+ The enemy is usually too busy fighting to protect the point.
+ Can work on most, if not all, levels (Even Payload).
+ The more your team is failing, the easier it is to do.

- Quite hard to sneak past the enemy.
- Respawned enemies will alert their team, and try their best to stop you while you were expecting an easy capture.
- If you fail, the enemy (usually) falls back and protects the point, preventing further Spy/Ninja Caps.

Dustbowl Example: Stage Three, Capture Point 2

The main battlefront of the area between the first and second point is the little alleyway in-between the points. Whoever owns that section has the attacking advantage. Of course, if the defenders have it, you can easily capture the point from right under their noses. If you can’t get behind them because they have a lot of people at the alley, go down the stairs, which should be an easy, enemy free path to the capture point.

Actually, I recently did this as a Pyro in a three vs four game on Dustbowl. Considering both my team mates were Spies, and were both dead while I was doing this (One died by taunt kill while I was doing this), I think I won this match by myself. I killed a KGB-weilding Heavy with two Flares (Loving the new Mini-Crit Flares BTW) and good old Axi’, and then took the stair route behind the capping Sniper, saw the Heavy crossing the bridge, and when the coast was clear, made my move. When I won, everyone but one person (Who was on my team) left. Ragequit much?

Incomplete Cover

When a Sentry guards the point, but doesn’t cover every corner of the point. Or, in Payload maps, the Sentry can not fire at you because the cart is defending you.

+ Can save your team if the Sentry has stopped all other attempts.
+ Always funny to hear people go “What just happened?”
+ Easy to do on Payload maps.

- Sometimes, an enemy will stop you.
- That Sentry will still be there after you cap the point.
- Harder to do when the enemy has multiple Sentries.

Dustbowl Example: Stage One, Capture Point 1

So the above may have confused you a bit, so listen to this example. So, one of the most popular Sentry locations for this Capture Point is on the stairs, yes? Well, most of the time, that Sentry doesn’t protect the entire point. If you enter from the entrance at the back, staying close to the left wall, and crouch onto the point, the Sentry usually isn’t able to see you there and you can cap the point with ease.

Last time I did this was as a Soldier, with French UC member Laharl (Self Proclaimed DJ of UC) as my Medic. Capped the point, and took down the Sentry with Splash Damage. He seemed to have been impressed with my fête. If you feel like being a team player, inform your team (Especially your Medic) what you are doing. I’ve had a Medic run onto the point while I was doing this…

Right into a Sentry…

LOL Lookit thaaaaat!

***

Now when I say “Spy/Ninja Capping”, I don’t mean that this skill is limited to Spies. Any class can do this, be it Pyro or Sniper (As I have mentioned above). However, there are three classes I suggest to do this. So, without any delay, the classes used for Ninja Capping!

The Spy

The Spy is the most obvious choice for Spy Cappping. After all, it is named after him. When Spy Capping, the Spy can easily do all Spy Capping techniques. He can easily cloak and get behind the enemy to prepare to cap without noticing, in which he can prepare to cap when the point unlocks or capture the point if the defenders are on the offensive. The important thing to note is that, if an Engie builds a Sentry in case his team fails, the Spy can easily destroy it, while the below two classes will have difficultly. Oh, and the new Cloak and Dagger helps as well.

However, the Spy has his weak points. Once spotted, the average player will stand his ground and Spy Check the entire area. This is a problem if this area is near, or even on, the Capture Point. The other thing is that the average Spy can not get into a fight and win. Of course, I do not doubt your skill, but you may need to practice with your revolver/facestabs just in case. Or just pop the Dead Ringer up. Either works, really…

General Example: Pipeline (Stages One or Two, Final Push)

Since the Spy is so versatile at Spy Capping, it’s hard to give him a good example. So, I might as well give one for Pipeline, one of the newest maps. During the final push (The uphill ramps at the end of Stages One and Two), the enemy may choose to focus on defending the point, or pushing their cart. When the former is too weak, or distracted, then is your time to strike!

If there is no Sentries guarding the point, then uncloak or take off your disguise at the head of the payload. Since you don’t have to stay alive for long, all you have to worry about is the enemy running to stop the cart, rather then attacking from a distance. If you can push the cart up the hill, so it no longer falls backwards, then the chances of your team failing reduces so much (Unless the enemy has done the same to you)…

The Scout

The Scout, the fastest of the classes, can easily rush past the enemy and perfect for when the enemy is Over Offensive or have an Incomplete Cover, and can also be useful for a Prepared Capture. The Scout’s BONK! Energy Drink can allow you to safely rush past the enemy safely, at the cost of them catching up. Sometimes, you can use it to distract the enemy from the current objective, making them decide if they should go after you, or stay at the point, splitting up the defence.

However, like the Spy, the Scout has his weaknesses. After the effects of BONK!, the Scout is slow and still pistol-less. You’re only ranged weapon to stop the enemy from advancing is the Sandman, which you will most likely miss when you swing your ball. Oh, and if there is a Sentry ahead, you can kiss your Ninja Cap goodbye…

General Example: Gold Rush (Stage One, Capture Point 1)

The first Capture Point of Gold Rush is a perfect example to use Incomplete Cover to your advantage. The reason this is good for the Scout is he can push the cart twice as fast as the Spy. As the cart reaches the building (Home of one of the most obvious Sentry locations in TF2, along with behind the corner of Dustbowl 2-2 and the final point of Steel), hide to the side of the cart, so you can’t see the Sentry, and it can’t see you.

It’s a bit hard to pull off, due to the fact that enemies go through the tunnel and see you pushing the cart, but try it anyway. When the cart turns the corner, try to move so the cart still protects you. With a little bit of practice, you can easily cap the point without the Sentry even firing a shot…

The Engineer

Some of you fail to realize the effectiveness of an Engie Ninja Cap, and I respect that. After all, what does an Engie do? He builds a Sentry to defend the point right? Well, maybe he can use that Sentry to defend himself. You know, as he caps. You see what I did there?

Basically, our hardhatted friend can easily control a point before it opens, a “Prepared Capture”. The best part is, once he has a Level 3 Sentry controlling the Capture Point, it’s tough to get down. Most of the time, the enemy doesn’t even know it is there before it is too late (a.k.a. you are capping the point).

Mind you, the Engineer has very little tricks in getting behind the enemy. This is the reason Engies are hardly used for Ninja Caps, because it is so hard to get to the point and set a Sentry strong enough to stop enemies before the point is unlocked. Oh, and on some maps, placing a Sentry covering the point is countered as Spawn Camping…

General Example: Steel, Capture Point C

Well, you could try Gravelpit’s last point for the Engie, but usually the enemy finds you, due to the cameras and the beeps from a Sentry. You also need to set up a Dispenser, since there is no metal nearby. However, the third Capture Point on Steel is both ignored until it is unlocked AND near a large ammo crate. Get there by going through the last point (Either through B if A hasn’t been capped, or through A if it has). Simply put a Sentry in a position that covers the two ways the enemies go to defend the point, and put a Dispenser down so you can use it to heal yourself.

Many times have I caught the Capture Point this way. Sometimes, I do die, but at least the gates from B to C (Which take an awfully long time to open) open enough to let my team finish the job. However, if there is a Sentry at E, you may need to take a detour through D (And jump down onto the ledge or pipe connecting to the ledge). But usually, it isn’t a big deal…

engie01

***

Well, that’s the basics of Spy Capping for you. The art of being a Ninja is now yours. Now go, practice these techniques, and call yourself a true Ninja of Capping…

Now if I go onto Server 2 while it is on Steel and see a BLU Sentry Farm on C before A is capped, I won’t be happy. I’ve seen it happen before. Luckily, we managed to cap A and B when it did happen…

tl;dr version:

Don’t bother. If you don’t have the patience to read the article, you don’t have the patience to do a Prepared Capture. Don’t know what a Prepared Capture is? Exactly my point… :3

14 Comments »

Paper Shadow on June 26th 2009 in engineer, how to, scout, server, spy, tactics, team fortress 2