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fragnig
03-23-2009, 10:19 PM
Hey guys. Just bought the game last week, as guild is moving into another field of play (fps shooters). LOVE THE GAME. I was wondering if anyone had any links/sites or thread topics where i could find any useful information on playing engineer (it's the class i started w/wanna learn it first).

If anyone knows any or are willing to posts your Engineering wisdom here would be greatly appreciated.

Szakalot
03-23-2009, 11:37 PM
you wanna learn the game? dont play engineer. That is the most lazy class in the game, out of action, out of harm's way. Thats my advice on engineering:p

appleseed
03-24-2009, 12:35 AM
Everybody was wondering where the forum masta was these dayz, I'm still happy that szak went on strike just cuz I was temp banned! ty bro!

side note: get your fcin ass on our IRC!!! #biatch.etqw

Ontopic: engi is usefull when you tank and deploy a freakin AAT already! thats all you'll need to enjoy this class ;)

peace

ZeBlob
03-24-2009, 03:52 AM
Go over these :
http://4newbies.planetwolfenstein.gamespy.com/ETQW/index.php
http://community.enemyterritory.com/forums/showthread.php?t=11603

sakhmet
03-24-2009, 05:55 AM
you wanna learn the game? dont play engineer. That is the most lazy class in the game, out of action, out of harm's way. Thats my advice on engineering

I don’t know how you play engineer, but after I set up a deployable, repair any radar or heavy equip that’s damaged, I charge the front and start cookin with hot lead. I shoot like crap, but I’m in the mix.

Well placed mines have their place, but you learn where to place them by getting blown up by ones that others set (and saying “Damn, I didn’t see that coming”). You have to be careful where you set proximity mines. If you set them in a high action route there is a good chance you will take out a teammate. I like to set them up on the side routes players use to flank the objective and tuck them around a corner where they can’t spot it till it’s too late. If you feel like F’n with people you can set them up in a spawn host, or on an enemy vehicle on the side closest to their spawn.

If you chuck an unarmed mine under a deployable and follow it with a grenade, it is enough to disable the deployable, and you save a grenade. It usually takes two grenades and a few gun shots to disable an undamaged deployable.

Trip mines mostly catch the nubes. Set too high and people crouch under them, too low and they jump them, in a doorway, and most experienced players spot it and take it out with a grenade. You have to get tricky.

Szakalot
03-24-2009, 09:18 AM
dont tell me all this, because i learned that 1,5 year ago, or earlier.
Also :

-mining spawnhosts sucks as, becuase spawning strogg have 2 sec zombie time, and will survive the mine

-you sure about that nade+unarmed mine combo? I was confident that an unarmed mine didnt deal nearly as much damage as an armed one, and it wasnt enough to disable any turret?

-i also disagree about tripmines. I die mostly of them, and thats because i move TOO fast, too fast to react actually. Also, the mines are a delay tool, not a killing one, and nothing delays the enemies, chunks them up in a choke point, makes them vulnerable to flanking, like a 'look im here'-tripmine.


The issue with this class i have is that its very easy to get lazy while playing. You got the mines killing enemies for you. You got the deployables killing enemies for you. You got the extremely spammy grenade launcher that only teaches you how to stay back and spam every corner you see. You repair things in the back.

Im not saying that playing engineer = equals all that.
I mean that its there, and i often see people fall into the loop of that.

You can learn how to shoot for 5 years, and it still wont be enough, same with movement, situational awereness, the meta-game.
You can learn placing deployables for a few hours and you will know 90% of all that there is to it. Similarly with other eng's jobs, like planting mines, or disarming. Its a dead-end for anyone wishing too get better at the game. The more of engineers job you do, the less fps you play.

Crime-Master
03-24-2009, 12:03 PM
you wanna learn the game? dont play engineer. That is the most lazy class in the game, out of action, out of harm's way. Thats my advice on engineering

well, this is an advice from an xp whore who plays medic or hyperblaster classes.
you can do a lot with the engineer. deploy turrets, fix other turrets, plant mines in important areas and kill.

this how i play the valley. when the mcp arrives , i respawn bring the cyclop, deploy AIT behind me and kill. if i have the time, i plant some mines in the house near the tunnel.. on the walls ( GDF soldiers usually fall for the trap).
This tactic would keep GDF busy and the MCP damaged for at least 1 min.

if they succeed in destroying the cyclop. i respawn and deploy AVT or i go near their spawn deploy APT, bring a vehicle (stroggs tank) and kill them as they come out of the spawn. when i need to fix it i drive back and fix it. if they try to come the APT suppresses them. i come back and kill more.

in the next mission, it might be important to deploy an AIT near the hacking devise to protect your spawn, the cyclop and the objective area from a devastating and irritating air strike that could kill your team and disable all the other turrets.

i am trying to get my 2nd engineer star (medal) so i have been playing as an engineer for some time now. an important tip, is to deploy a turret and do your fighting so the turret will be behind you. This and planting mines could buy you some time for you and your team to respawn and come back to attack

kwisatz_haderach
03-24-2009, 12:41 PM
you wanna learn the game? dont play engineer. That is the most lazy class in the game, out of action, out of harm's way. Thats my advice on engineering:p

You forgot one thing imo : Grenade Launcher !!!

JaGuaR
03-24-2009, 01:01 PM
You forgot one thing imo : Grenade Launcher !!!

been a long time since i touched one of them...

this lazy talk reminds me of TF2 engie...boy thats lazy

zaku212
03-24-2009, 01:08 PM
my advice is to keep a ait up in a good spot,mine if you can,keep a nice vehicle up and running,keep the radar going,help out as much as you can,as an engie you can fight effectively(grenade launcher indoors),stay around medics,don't objective camp,but stay close enough to disarm if needed.
do not run towards a disarm with pliers out,clear area,then disarm(it'll cost you time but ensure a quick and safe disarm),unless you are pressed for time.if you are on low health,run away find a medic,stay alive,don't die justto kill someone,if you can kill as many as possible without dying,running away at the right time is not cowardly,it's smart.

Random Generator
03-24-2009, 05:34 PM
ha, If you want to learn the game dont listen to CrimeMaster :p

Engineer is really vital during MCP/Plant/construct objectives, less during delivery (except quarry) and pretty much mines+ driving around in Titan/cyclops/dessie. It is pretty much of a lazy class as said above, cos sometimes engie has no right to fight(in case hes killed and cant disarm/repair). Thats why theres ALWAYS a shortage of engies.

Before anyone says anything, turrets are useful, but only once. Second time the enemy is warned, and turrets get downed.

Also, apart from when hes driving in vehicles engie dies most.

And finally, he is mostly useless in interior assaults. Sure there are some ppl who maximise all of classes benefits,but those are few.

If you want to learn the game play medic.

zaku212
03-24-2009, 06:29 PM
ha, If you want to learn the game dont listen to CrimeMaster :p

first and foremost rule :P

whiteaden
03-24-2009, 08:06 PM
I have one tip for you,


DO NOT LISTEN TO WHATEVER CRIME-MASTER HAS TO SAY

Crime-Master
03-24-2009, 08:55 PM
Before anyone says anything, turrets are useful, but only once. Second time the enemy is warned, and turrets get downed.

in the way you and whiteaden play it they are down after 30secs..not the way i do

Random Generator
03-24-2009, 09:11 PM
No the way we play, we down them in pretty much 10 seconds ;)

It doesn't matter much where YOU place them, they will be target of choice the second they open fire.

And btw the only turret I place is AIT cos everyone else just crams in AVTs and APTs. And it normally survives until objective changes.

sakhmet
03-24-2009, 09:43 PM
The issue with this class i have is that its very easy to get lazy while playing. You got the mines killing enemies for you. You got the deployables killing enemies for you. You got the extremely spammy grenade launcher that only teaches you how to stay back and spam every corner you see. You repair things in the back.


Szak, I half agree with you, but I think that Lazy Play can be an issue with most classes, even soldier where you get rocket whores playing from a position so far back they cannot effectively support their team. Playing effectively demands both playing a variety of classes as the situation demands (and Engineer is very important in many places), and getting up into the action.

Becoming familiar with all classes is key to predicting enemy behavior in a variety of situations and most effectively hindering or shutting down their action (assuming that behavior is in general predictable)

Not being where the action is or not being aware of where the action is means that you cannot provide immediate support where it is needed, teammates go down, your line falls apart and the enemy pushes you back. Too often I see players fighting in isolation where they are more vulnerable or just ineffective.

On Sewer the engineers are generally left to fight their way to the first objective and either die on the way or have very little health left to build. One shot takes them out. And it is not that there are not soldiers who could move into the surrounding structures and clear them out and hold them, the soldiers are all shooting rockets from the hillside with the covert ops and field ops. Occasionally you get a medic with some balls who will run through and revive or kill spawn hosts, but lazy play effects all the classes.

Maybe I’m wrong on the mine. I assume that when it doesn’t take a deployable down, I overshot the deployable with the grenade. I’ll have to test it.

I’m not saying I never get killed by a trip mine, but I generally know where to expect them now and can usually clear them or get around them without really thinking about it, and you know I’ve never waited around to watch someone respawn from a host and trip my prox mine. I’ve always just imagined them dieing and thought I was really clever. Thanks’ for spoiling that for me.

whiteaden
03-24-2009, 09:58 PM
And btw the only turret I place is AIT cos everyone else just crams in AVTs and APTs. And it normally survives until objective changes.

did that a full campaign once (Valley - Outskirts, Strogg; A22, GDF) and I actually got lvl 4 engi within 2 maps for the 1st time.. damn how much do the GDF love Artillery... jeebus... and how easy is it deflected :D

Szakalot
03-24-2009, 10:29 PM
Szak, I half agree with you, but I think that Lazy Play can be an issue with most classes, even soldier where you get rocket whores playing from a position so far back they cannot effectively support their team. Playing effectively demands both playing a variety of classes as the situation demands (and Engineer is very important in many places), and getting up into the action.

Thats true, but the engineer is the only class that has all the tools on a non-into-action-basis. You can rocket soldier all day and it will be as skill-productive, but playing 'soldier' would include using the GPMG from time to time, at least thats how i reasoned that. Medic is pure infantry skills, fieldops needs good situational awereness for effective vampires, covops has emp nades and hacking and disguise.

In fact, if someone wants to learn the basic principals of the game they should play pure medic, imo. Your in the middle of things, and you can check out different tricks by watching others do them.

Then you switch to the other class to give it a try, but keep coming back to that medic. The biggest chunk of what i consider a 'skilled' player, can be aquired by medic-play only, and its the fastest way.

Crime-Master
03-24-2009, 11:06 PM
It doesn't matter much where YOU place them, they will be target of choice the second they open fire.

no, it is harder if the turrets are behind you, then if you are behind them.
you need AVT! APT, AIT. and mines. they provide support

In fact, if someone wants to learn the basic principals of the game they should play pure medic, imo. Your in the middle of things, and you can check out different tricks by watching others do them.
what do you call a trick?
a medic is good if you go in a team. it teaches you to go as a group.
engies, field ops and covert ops are a bit isolated. you need to have some medics to play well indoors and run as a group to complete an objective.
engies are good for outdoors mostly (to deploy turrets and fix vehicles). medics are more indoors.

i have one tip for you when you play or post:
make up your f mind:
This:
did that a full campaign once (Valley - Outskirts, Strogg; A22, GDF) and I actually got lvl 4 engi within 2 maps for the 1st time.. damn how much do the GDF love Artillery... jeebus... and how easy is it deflected
or
I have one tip for you,

* DO NOT LISTEN TO WHATEVER CRIME-MASTER HAS TO SAY

Shiv
03-24-2009, 11:19 PM
in the way you and whiteaden play it they are down after 30secs..not the way i do

The master has spoken, we must all bow before his might and ask humbly if he will give us his knowledge so that we may better ourselves in the fight for our right.

to party.

Crime-Master
03-24-2009, 11:23 PM
thank you for the support shiv..you are always here when not needed..oh sorry needed :(

Random Generator
03-24-2009, 11:28 PM
He was not downright against engie, so he didnt contradict anything :)

Wtf, the turret BEHIND me? Ok, I turn around, duck and start grenading. AVT? I jump off icarus the second I get lock on warning from it, and generally survive. I would worry more about mines than turrets any day- turrets are too visible to be a surprise.

Szakalot
03-25-2009, 12:41 AM
what do you call a trick?

Hear me and make notes :

soldier : not many tricks in particular for this one, at least nothing worth mentioning outright, as id need to describe far too many details, like 'how to play the gpmg'
engineer : clever mine places, using mines to take out deployables, mining supply crates, mining disabled deployables to kill engineers, mining abandoned vehicles if you know its going ot be used, pre-set grenade launcher shots, neat deployable places, clever vehicle usage
fieldops : run-vampires : you throw a vampire and run at it, so that you can adjust its direction till the very last moment, smart tactical shield usage
covertops : emp + 3rd eye combo, emp +5 sec emp +5 sec emp, emping from a supply crate, 3rd eye traps, sniping indoors, flyer drone traps, neat teleport usage, hacking fight-heavy turrets once

class non-specifing :

strafe jumping (you ought to learn that one day you know, your a noob without it)
trick jumping
checking corners
setting up crossfire
playing a decoy
nade-block
nade-spam
nade-rush
smart target choice



to name a few. Ill elaborate if you pick those that you find the most interesting. I smell a ban coming up for what you wrote though (in general)

cu soon.

varlinx
03-25-2009, 02:17 AM
I recently started using the nade laucher again. The thing suxs! Spam sPAM SpAM! only good against deployables!

maveldis
03-25-2009, 04:10 AM
I recently started using the nade laucher again. The thing suxs! Spam sPAM SpAM! only good against deployables!

NAH u just need to learn how to properly bounce the nades off walls, the ground, cielings.

same with the plasma launcher, however both should be used outdoors im tired of ppl that dont know how to use it right tk'n me indoors

Cankor
03-25-2009, 05:23 AM
In the spirit of answering the OP's actual question, here's a newbie guide on turret placement (http://community.enemyterritory.com/forums/showthread.php?t=15452):

Basiley
03-25-2009, 05:44 PM
all clases are versatile and [almost]equally useful both indoor and outdoor.
and all requires cooperation to be productive.
for both sides, but especially - for GDF.

whiteaden
03-25-2009, 08:47 PM
I recently started using the nade laucher again. The thing suxs! Spam sPAM SpAM! only good against deployables!

I use it when I'm covering / repairing the MCP, shoot them nades @ the deployables, (think 2 disables it) repair, die, rinse & repeat

ED209
03-25-2009, 09:42 PM
One thing about playing as an engy... putting the objective/defuse ahead of self preservation... seen engies defuse down to last nano sec cause they kept at it in front of that vio/air strike... sure.. try to be smart and the clear the area instead of blind rush, but sometimes you just have to go for it... don't hang back... don't fear the Reaper

Crime-Master
03-26-2009, 10:49 PM
blind rush, never works.. 5% for it to work in quarry

Shiv
03-28-2009, 07:05 AM
It has worked for me more times than i would like to remember, blind rush in, get lucky, lie down.. watch all the strogg dance around shooting things as you lay there building the emp on sewer.. o snap

good times.

Random Generator
03-28-2009, 03:07 PM
yeah, you would know :D

Shiv
04-01-2009, 12:29 PM
thats cause you play against noobs

i was talking about comp play.. so sorry you werent invited.
and yes... we won that match.
and no, i dont play vs noobs.. i play with great dudes and we have fun. i also know how to drive a tank and would down you in a dogfight every time, you can have the anansi.
your drive to be confrontational astounds me, its like you expect me to be new to this game, or.. a "noob"
i even gave you some (all be it sarcastic) support and you wonder why poeple are aggressive towards you. i am not going to bring up my skill level (over9000!) as i am in new zealand atm and have no way.. or need.. to prove it, i couldnt give a dam how good you think i am. I am good enough to play with others well and add something to the team, its hard to say the same for you.

Engineers have there place, they are the annoying buggers who can blow you up from half way across the map. Sure most of the mines are easy to outrun or see but sometimes a really well placed mine will take you out.
i see engies as the defensive multi-tasker, they cant give anything to there team directly.. they provide road blocks for the other team. smart mine placement can cripple an otherwise devastating team attack or just delay it long enough for the rest of your team to get in there.
they are the vehicle whores.. tanks are fluffy bunnies if there are no engineers around to fix them.

appleseed
04-01-2009, 04:49 PM
I'm in a "I comment all CM **shitty** posts" mood, fly away you fairy!

PLZ plz please use the better tax you can ever make to help QW, go AWAY!

Szakalot
04-01-2009, 05:19 PM
dont feed the troll, or at least feed him with stuff we can all laugh about. Like what people had been doing to a certain 'not so well speaking [in english]' individual recently.

Szakalot
04-01-2009, 05:43 PM
yay, do stay here, we need people like you to compare ourselves to, thinking : i may be X but im not THAT.

Szakalot
04-01-2009, 06:23 PM
i think that is the biggest fail you made since being on this forum. You tried to insult me there? As if being a woman is anything to be ashamed of?:O

Well, no wonder you dont like them (their part of 'humanity' after all), you cant pick up on them - you hate them.

PSG_MuD
04-01-2009, 07:08 PM
Engineers are suppose to be the vehicle class. Just like Coverts are suppose to be the long range class. Soilders Heavy weapon class, Medics/FO assist classes. However each are given tools to supplement themselves when in infantry close combat. Mines specifically can be really great is used offensively rather than defensively which most people tend to think about mines. But, generally I only go engineer with tank/desi/trojan/mcp or an objective with alot of quick turns like Salvage obj 1.

Not to mention a pure play engineer can single handedly win the last game of the campaign with self arming mines. In a campaign they're probably the most valuable class.

Szakalot
04-01-2009, 07:20 PM
problems with mines used offensively is that it requires a lot of coordination. A general rule of thumb is that you dont want them used (blowing people up) constantly, but you mine the place up and stop one wave ALL AT ONCE. This way, the defence crumbles against one final crushing attack against overwhelming forces.
A good example is refinery last phase. If you just go engineer and use the long corridor entrance as your mining area you wont help the team fighting enemies at the objective, and constant flow of enemies will blow them up (and they will grow aware of them, making the mines leff effective)

However, if you hold of the attack with your team, the stroggies will be bottlenecked inside the north filter (thats the spot they love to camp the most anyways) allowing you to place mines in safety. Once the trap is setup it only takes two waves of GDF to win the obj (statistically speaking). One will weaken the defence, while killing some of the stroggies - gdf die though. The second wave however, will face the remaining forces as the stroggies reinforcements will fall to the trap and prove ineffective.

So generally speaking :

Even if every mine you place is killing somebody, that doesnt change much from simply firing your weapon at the enemy because :
your vulnerable while planting
your team isnt splitting enemy's fire as fairly as if you were on the frontline as well
you cant place mines all the time, and it takes around 4 seconds to plant one including picking a good spot.

Mines can be considered a similar tactic to making a spawn host on offense, 5 second from the frontline spawn:
Normally that would be a waste of time, because the time spent to make the host could have been simply spent on running from that spawn next time, in the first place. However, if enough attackers will do that, and attack simultaneously, the first wave will weaken the defence, while the second one will be able to come at the enemy 5 seconds faster than normal.

You can think of it as 'banking' time to lose one minute for preparations, but crush the enemy after that.

Unless your good at spawncamping using mines as traps and a grenade launcher as a bottleneck killer on your won, id say - go medic. None will help you in pubs , its what you have to assume anyways.

PSG_MuD
04-01-2009, 08:01 PM
One other important note, mines are like a makeshift mini radar. Which can be useful when you don't have one(comp *cough*).

problems with mines used offensively is that it requires a lot of coordination. A general rule of thumb is that you dont want them used (blowing people up) constantly, but you mine the place up and stop one wave ALL AT ONCE. This way, the defence crumbles against one final crushing attack against overwhelming forces.
A good example is refinery last phase. If you just go engineer and use the long corridor entrance as your mining area you wont help the team fighting enemies at the objective, and constant flow of enemies will blow them up (and they will grow aware of them, making the mines leff effective)

However, if you hold of the attack with your team, the stroggies will be bottlenecked inside the north filter (thats the spot they love to camp the most anyways) allowing you to place mines in safety. Once the trap is setup it only takes two waves of GDF to win the obj (statistically speaking). One will weaken the defence, while killing some of the stroggies - gdf die though. The second wave however, will face the remaining forces as the stroggies reinforcements will fall to the trap and prove ineffective.

So generally speaking :

Even if every mine you place is killing somebody, that doesnt change much from simply firing your weapon at the enemy because :
your vulnerable while planting
your team isnt splitting enemy's fire as fairly as if you were on the frontline as well
you cant place mines all the time, and it takes around 4 seconds to plant one including picking a good spot.

Mines can be considered a similar tactic to making a spawn host on offense, 5 second from the frontline spawn:
Normally that would be a waste of time, because the time spent to make the host could have been simply spent on running from that spawn next time, in the first place. However, if enough attackers will do that, and attack simultaneously, the first wave will weaken the defence, while the second one will be able to come at the enemy 5 seconds faster than normal.

You can think of it as 'banking' time to lose one minute for preparations, but crush the enemy after that.

Unless your good at spawncamping using mines as traps and a grenade launcher as a bottleneck killer on your won, id say - go medic. None will help you in pubs , its what you have to assume anyways.

Those are some details of it. It is quite different than shooting your gun because you're killing in 2 different places. Not to mention the depletion of an enemy nade supply.There is a psychology behind it too, if a player doesn't die to a mine the whole match/campagin, they probably would be careless turning corners or moving fast through content. But, if they repeatedly die you can slow players down ALOT moving around because they're most likely thinking about it, rather than having freedom to move wherever. The Refinery last obj for example as GDF I guarrentee Strogg players are not thinking about running into a mine from the south entrance. But, as soon as they do start dieing you know damn for sure that they will be more cautious.

Szakalot
04-01-2009, 08:55 PM
well ya, there are uses to it, but i still believe that going a medic to the frontlines is more beneficial team-win-wise. You can never have enough medics in an indoor objective, there is just no such things, its the most versatile anti-infantry class there is, capable of dealing with basically any situation with good efficiency.

Random Generator
04-01-2009, 09:00 PM
CM is a chromosome F. I dont need to say what it stands for, we all see it in almost every post :D

Random Generator
04-01-2009, 09:05 PM
Btw, it will take 2 waves only if GDF have good non-whore medics to wipe the spawn hosts left from first wave. Otherwise the cycle will be locked with strogg respawning straight at objective.

PSG_MuD
04-01-2009, 10:03 PM
well ya, there are uses to it, but i still believe that going a medic to the frontlines is more beneficial team-win-wise. You can never have enough medics in an indoor objective, there is just no such things, its the most versatile anti-infantry class there is, capable of dealing with basically any situation with good efficiency.

Ya medics need to be nerfed. Give em all shotguns and thats it. Technicians are even worse. You already know how I feel about Godmode class in pro.

Szakalot
04-01-2009, 11:01 PM
we have a different look at what ET is all about, so im not going to raise to that discussion:)

zaku212
04-01-2009, 11:06 PM
yeah you are chromosom XX- a woman

this is quite funny,it's only a matter of time before CM kicks off a "ya momma" fight :rolleyes: (waits for cm to do so,so he can defend himself like a scitzophrenic fluffy bunny on crack :P)

appleseed
04-02-2009, 11:30 AM
Holla holla get a dolla!

I found CM in CS : http://www.youtube.com/watch?v=djrm_pkm6us

fragnig
04-05-2009, 10:40 AM
Thnx for the info...and keep it coming!!

While I see some saying go medic...i like playing eng, and am starting to see some of the things u guys are talking about. I can't be all gun-ho, and have to play my part slowly at least till i get it down

Again..keep the tips/strats/links coming...they have been useful for my noobishness..........

sakhmet
04-15-2009, 02:39 AM
Even if every mine you place is killing somebody, that doesnt change much from simply firing your weapon at the enemy because :
your vulnerable while planting
your team isnt splitting enemy's fire as fairly as if you were on the frontline as well
you cant place mines all the time, and it takes around 4 seconds to plant one including picking a good spot.

A battlefront is porous. Periodically you need to make a run by the objective just in case an enemy slips by your front line. On your way to the front line place your mines! They can pick up the guy that got by. They can be where your team is not! Medics are important, maybe even vital, but a good Engie is indispensible as well.

Mines can be considered a similar tactic to making a spawn host on offense, 5 second from the frontline spawn:
Normally that would be a waste of time, because the time spent to make the host could have been simply spent on running from that spawn next time, in the first place. However, if enough attackers will do that, and attack simultaneously, the first wave will weaken the defence, while the second one will be able to come at the enemy 5 seconds faster than normal.

It makes perfect sense to make spawnhosts’ at a forward spawn and to use them. If you lose your spawn, you respawn there anyway and can recapture for your team. Also, being turned into a spawn host really bugs some people. When the GDF come into a room and see the floor littered with spawn hosts it can be demoralizing. If the area is clear, your team mates are up, you’ve dropped stroyent, and you are waiting for the next push, MAKE SPAWNHOSTS!

crow6
04-30-2009, 01:29 PM
nade-block
nade-spam
nade-rush


ok, what do you mean by that? or, how do you do that? i'm playing all classes but didn't noticed that...:rolleyes:

Szakalot
04-30-2009, 02:00 PM
nade-block is denying access to a certain area, or dropping a nade behind you to cut off the pursuit. You throw it at 0-2 depending on the enemy's enthusiasm, speed, and distance.
nade-spam is continously throwing nades, preferably from a supply crate to either do a bigger scale nade-block, or force the enemy to go the way you want to.
nade rush is rushing into a new location with a nade cooked to smoke out the campers.