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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
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#16 (permalink) |
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Join Date: May 2008
Posts: 163
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Re: Map Discussion: pl_goldrush
My only complaint is that the cart moves too fast with one person beside it and doesn't move back fast enough when blu's not pushing. I'm talking about a very minor tweak here though. It's sided to the offense slightly, but we've defended it before on first stage.
Defensive engies are surprisingly not very useful I've noticed, theres so many ways to flank their turrets unless their team is helping to defend their turret, so probably one or two defensive engies are actually useful, anymore than that and its not very useful. |
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#18 (permalink) |
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Join Date: May 2008
Posts: 163
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Re: Map Discussion: pl_goldrush
On most maps though its easy to make SGs that cover the objective or cover almost/all paths to the objective. In goldrush theres about 3 different paths in almost every area making it easy to flank SGs from many angles.
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#24 (permalink) |
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Join Date: Oct 2006
Location: Texas
Age: 23
Posts: 205
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Re: Map Discussion: pl_goldrush
I love how scouts make it move at twice speed. I always go scout at the beginning if I'm blu because the red team frequently shoots at the blu members that are shooting at them, and ignore the scout that is moving the objective at double speed. However, I never get ignored if the blu team got creamed at the start.
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#25 (permalink) | |
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Join Date: May 2008
Posts: 163
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Re: Map Discussion: pl_goldrush
Quote:
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#26 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,891
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Re: Map Discussion: pl_goldrush
Making a bold assumption from what I've seen, capture rate is 2ⁿT(2ⁿ⁻¹–1)⁻¹ where T is the capture time an ⁿ is the number of capture credit you have, number of people plus the number of Scouts.
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