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      -= 
        Dispenser =-  
         
          OK, on to the real stuff
The dispenser. Yes, I 
            said the dispenser, its a powerful weapon when used properly! 
            A fully stocked dispenser makes a pipebomb look like a firecracker. 
            Yes, it can resupply your team, but thats generally not its 
            real use. Its real main use is to BLOW OBLIVIOUS PLAYERS INTO 
            BLOODY CHUNKS! *ahem* You may only have one dispenser constructed 
            at a time. It takes 100 metal units to build a dispenser and takes 
            3 seconds. If youre under attack and you need to abort the building 
            process, just press your special key and MOVE QUICKLY! =) Over time 
            the dispenser will slowly create ammo and armor by itself, but stocking 
            it is much faster: You can stock up to 300 rockets in a dispenser, 
            which gets truly messy when an enemy happens to be standing next to 
            it. (just be careful when friendly fire is on!) To stock it you just 
            hit it with the wrench and press 1. To maximize the number of rockets 
            per trip I usually load it twice, discard twice, then pick up the 
            packs and load again to provide it with 17 extra rockets. (For the 
            longest time I couldnt figure out how to do this because I was 
            actually hitting air. You have to aim waaay down or duck to actually 
            hit it. :) It also provides an enemies are using your dispenser! 
            warning when used by the enemy team, even if a disguised spy is touching 
            it, which is a helpful penetration warning a good engy will never 
            underestimate.  
          Ideally you will want to set it up where it blocks off 
            an entry, but it wont let you set it up unless there is enough 
            space to barely squeeze through on one side. Theoretically, at least; 
            Ive managed to set them up in 2fort in the elevator shaft room 
            entryway, where there was no possible way into the room with the dispenser 
            intact without jump ducking onto it and crawling over, which is WAY 
            more time than I need to blow it. =) This is another function of the 
            dispenser. It at least slows an enemy down, and in some cases halts 
            them completely for a moment while they stand back to destroy it. 
            Since a sentry takes a second to lock onto an enemy, sometimes a scout 
            is able to dash past your gun and take little or no damage, but if 
            you set up the dispenser in their path theyre not likely to 
            make it. In this regard location is vital; ideally you want to set 
            it up in a very narrow area the enemy must get through to get to the 
            goal, but not one in which they have a long distance over which to 
            shoot it: you want it to be a surprise and detonate it right in the 
            face, which makes small rooms or short narrow hallways ideal. For 
            example, the wardens office in rock2 right next to the key, 
            or the flag room entry or tops of elevator lifts in the attic of the 
            well; surprising places that alert you when enemies are incoming and 
            gives you a good chance to liquefy them! You can also use it to cover 
            your sentrys blind spot, just place it in a spot you know an 
            enemy will try to kill your sentry from and let them have it! One 
            other application I should mention while Im writing this is 
            that you can dispenser jump if you build, load the appropriate number 
            of rockets or wait for it to build them up, and then jump while simultaneously 
            blowing the dispenser. Ive never found it terribly useful, but 
            you can pull off some neat tricks with it, like setting it up so that 
            it can launch you up into the roof area in No Mans Land (if timed 
            properly), allowing you to set up a sentry there. Just so ya know. 
            =)  
         
        -= Sentry =-  
        - Placement -  
         
          OK, onto the sentry
This is where things get complicated. 
            Again, location is EVERYTHING. You want a spot that has good strategic 
            value and is easily defensible. Bear in mind there are no perfect 
            spots, and you WILL lose your sentry sooner or later, so get over 
            it. =) You want it in an area close to respawn if its reasonable 
            so that you can defend it quickly, and guarding the path to the enemys 
            goal, obviously. Ideally it should be impossible to bypass the sentry, 
            which often means you will have to set up very close to the flag. 
            Try to set it up with a height advantage if possible, as that makes 
            it harder to destroy with grenades and is often less noticeable. Also 
            look for areas where it will be less noticeable, such as dark corners. 
            To get it pointing in the correct direction you may need to rotate 
            your gun, but if you initially set it up so that its facing 
            the desired direction (180 behind you when building) you probably 
            wont have to, just be wary of standing in the line of fire while 
            upgrading. If you want to set it up overlooking an edge try to build 
            it with the edge on your right, that way you will only have to rotate 
            it 1-3 times instead of 5-7. Obviously, you may only have one sentry 
            gun constructed at a time: You can't build a second one as long as 
            the first one still exists. It takes 130 metal units to build/upgrade 
            a sentry and 5 seconds of vulnerability. Again, since you cant 
            fire or prime a grenade while building, you can and should abort if 
            an enemy catches you while youre building, and you get to keep 
            your metal for another try should you survive.  
          You can also build on pretty much on any flat surface, 
            and some that really arent so flat, as long as theres 
            enough room, including underwater. Try http://tfc.pcgame.com for some 
            downloadable demos on some off-the-wall places for sentry placement. 
            Most maps have some sort of water entrance. If youre lucky, 
            you can set it up so that just as an intruder is about to drown, they 
            have to deal with a little chaingun fire as well as the need for oxygen. 
            Now, I will caution you, these places are usually not anywhere near 
            resupply areas, so upgrading your water defense sentry can take a 
            little while. And make sure you come up for air just before you start 
            to build, or else you might drown, maybe even before you can complete 
            the sentry! Also, a lot of maps have crates you can put your gun on 
            top of, but that doesn't necessarily mean you have to get back on 
            top of the crate for maintenance. Jump, hit the gun with your wrench, 
            and when you get back down, hopefully the menu will stay open. Sometimes, 
            especially if the gun isn't very close to the edge, it won't, but 
            it's a worthwhile trick to save time. The less time you're trying 
            to improve your gun, the more time you're able to do other things, 
            and the less likely you are to get gibbed while trying to reload your 
            sentry. Other odd but effective places include such places as the 
            battlement rails or the spotlight towers of rock2, or the attic of 
            the Well. To build on the rails, jump up on them and build facing 
            parallel to the rails. To build on the tower, build so that youre 
            on one side of the spire and the guns on the other. Even once 
            you master this technique it will sometimes malfunction and explode 
            once you complete building. To build in the attic, make sure that 
            one leg of the tripod is hanging into open space so that it can shoot 
            straight down. Look for odd places to put sentries that are an advantage 
            over simple flat floors.  
          Believe it or not, a few feet one way or 
            another can also make a world of difference when sentrybuilding. Often 
            a sentry just barely hanging over the edge of a ramp or ledge can 
            cover what would otherwise be its vulnerable blind spot. The attic 
            of the Well is a good example of this: You want to set it up so that 
            one leg of the tripod is hanging out into space so that it can fire 
            straight down. If possible, try to set it up in a long narrow hallway 
            where they have to get past it to get to a goal, or in an open area 
            where they cant shoot it from outside its tracking range. 
            Sentries work best in the early stages of a fight to ward off scouts, 
            spies and medics. As the battle heats up, if you can spare it, get 
            a heavier class like a HWG or soldier to stand guard with you, because 
            you WILL need it. For example, I can usually stop one or sometimes 
            even two attackers at a time, but when they come in a steady stream 
            and I die or I have to go resupply, Id like to have somebody 
            else who can hold down the fort while Im gone.  
          Once the fight has heated up, tell your (other) teammates 
            to stay out of the flag room or the area the sentrys set up 
            in if its out of the way of normal traffic. It's somewhat difficult 
            to discover spies if your own teammates come running in all the time. 
            Tell them if they come in towards the flag room or sentry area without 
            warning, they will be shot, and do it!  
          The trick to keeping your sentry alive for the long 
            haul is to make sure that it cant be grenaded or shot at from 
            outside its RLOS (Range/Line Of Sight) distance, which is much harder 
            than it sounds. Corners are a blessing at first, because enemies will 
            come running straight into a line of fire they cant escape in 
            time; but a curse later, since the sentry takes a moment to lock on 
            and wont target partially hidden enemies. A smart enemy will 
            pop into sight and drop a grenade then hide behind the corner while 
            the sentry gets blasted, or just barely peek around a corner and shoot 
            it with a nailgun. Ideally youd like to place it where the sentrys 
            RLOS ends just at the far wall of a corner, and cant use that 
            corner for cover, so that enemies have to face it but cant throw 
            a grenade at it effectively. Unfortunately, Ive never seen an 
            ideal situation, so be prepared to defend your sentry a large amount 
            of the time. Spies are a prime example of this; Ill talk later 
            on them in particular.  
         
          
        - The Sentry Maintenance Menu -  
         
           To build a sentry or dispenser, you must use the special 
            key and select the appropriate option from the menu, making sure you 
            have enough metal to build that item. If you do not, the option will 
            not be given to you. To upgrade any friendly sentry (not just yours), 
            whack it with the wrench and choose option 2 from the menu, making 
            sure that you have the necessary 130 units of metal. There are 3 levels, 
            each better than the last in terms of accuracy, firepower, ROF, amount 
            of ammo stored, and health. To reload a sentry select option 1 to 
            load it using your reserve ammo. When loading, the first press will 
            load all but 10 of the shells not already in your gun; The second 
            will load those last 10. Rockets cannot be loaded into anything but 
            a Level 3 sentry. Option 3 allows you to repair the sentry if its 
            damaged, and option 4 dismantles it (giving you back ½ of the 
            metal used to build it, or 65 units) which allows you to reposition 
            it or undo the work of a llama teammate blocking your respawn. Definitely 
            dont ever BE that llama teammate, and generally if its 
            not yours you should ask the engineer to move his gun rather than 
            dismantle it yourself. Option 6 will rotate the sentry gun 45 degrees 
            to the left (counterclockwise) which allows it to spot and kill enemies 
            more quickly and efficiently when pointed in the right direction. 
           
         
          
        - Range -  
         
          Range is an important issue regarding sentries. All 
            non-grenade, non-melee weapons have a longer range than the sentrys 
            RLOS, which means you have to be careful not to place your sentry 
            in open sight or it will quickly be destroyed. Also try to make sure 
            that enemies cant sneak up behind it if possible. It does actually 
            have a detection range for the rear and flanks, but its very 
            limited; any class can take out a sentry from behind with no difficulty 
            if they can stay out of that short detection range. Much of the time 
            your opponents wont be trying to kill it with guns, however; 
            they often come rushing in trying to grenade it to death, which unfortunately 
            all too easy. Normal handgrenades do about 60% damage to a level 3 
            sentry if properly placed. MIRVs are instant death, dont even 
            bother trying to save your sentry. Nailgrenades depend on how close 
            it lands to your sentry, as each nail does 10% damage and you still 
            have to worry about the blast, which is equivalent to a standard hand-grenade. 
            Napalm grenades will kill your sentry unless you are willing to stand 
            in the flames and repair it, which I usually recommend under most 
            circumstances, but use your judgment. Hallucination grenades, concussion 
            grenades, and caltrops do no damage to sentries, obviously. All in 
            all, grenades are a sentrys worst nightmare. So, it comes as 
            no surprise that height confers a large advantage to a sentrys 
            survival rate. An opponent has to decrease the distance from the sentry 
            to achieve the height needed to arc the grenade into it, which often 
            of course puts them into the RLOS of the sentry and nets you a frag. 
            Be especially wary of spies, however, because any experienced player 
            will realize this and either send in another player as a spy to kill 
            your sentry or switch himself or herself to take it out. As I said, 
            Ill talk specifically about spies later, whole tactics sometimes 
            revolve around stopping them.  
         
          
        - Warning System -  
         
          Like the dispenser, another valuable asset the sentry 
            provides is a warning system, often better than the dispenser, although 
            sometimes at a certain cost. If youre observant, even when youre 
            well out of hearing range youll notice your gun is firing due 
            to the decreasing ammo counter. If you also see a kill register, you 
            get an added bonus, but if youre not otherwise engaged at the 
            moment I suggest you run down anyway to make sure that the fragee 
            was working solo and doesnt have a buddy plotting the untimely 
            demise of your sentry. Plus, while youre down there, you might 
            as well restock your gun, because Ive found that enemies tend 
            to come running in just as you leave to resupply and you want to be 
            there to greet them with a full sentry and a primed EMP just in case. 
            If your sentry is taking damage but isnt firing, that means 
            one of two things; either theres a spy in the house or a clever 
            enemy has found a convenient corner from which to shoot at your sentry. 
            Often you can even identify the class attacking your sentry by the 
            rate and continuity of health loss; if its a steady drop in 
            health, you can bet its a scout, medic or possibly a sniper 
            using a nailgun. If you play way too much (like me), you can tell 
            a medic by the RATE of drop in health, as its slightly faster. 
            If its in 2 big packets of damage, you probably have a spy, 
            but not necessarily, as it may be another class has found a good spot 
            to angle in a couple of grenades. Demos, HWGs, and enemy engineers 
            are dead giveaways, because they usually use MIRVs or EMPs, which 
            can kill sentries instantly. (although depending on the distance from 
            the sentry, a MIRV can look like 2 handgrenades) Sometimes a sniper 
            will get a good around-the-corner shot and just kill it with a single 
            charged shot. Pyros use napalm grenades, which just bleed off health 
            in small packets, and soldiers tend to strafe around a corner, squeeze 
            off a rocket, dart back in before the sentry fires, and repeat. This 
            takes 3 rockets if theyre dead on, so if you do happen to be 
            there defending at the moment, repair it after the second rocket as 
            they only have 4 to launch at a time. (Can you tell Ive played 
            just a bit too much TFC as an engineer? =) Repairing a sentry takes 
            a small amount of metal, and the repair cost is free if you upgrade 
            the gun, so theres no need to separately repair and upgrade 
            a Level 2 gun for example.  
          In any case, since youre probably out at the moment 
            and wont be there to repair, get there immediately, youre 
            already too late to save your sentry, but you will still need to eliminate 
            that threat as soon as possible. You do have a slight advantage in 
            that the player will know you are coming, but often wont know 
            when or from what direction, and will be racing towards the goal as 
            quickly as possible. Ive often used this to my advantage by 
            placing a fully loaded dispenser in the wardens office of rock2 
            and detonating it just as they enter the room, because they are most 
            vulnerable at that moment. They know you are coming, possibly with 
            backup, and need to grab that key/flag/whatever as quickly as possible 
            and run! They never bother to check for traps until its too 
            late, unless of course, youve hit them with that lil trick before. 
            Even then sometimes they forget, especially if its been a small 
            while since they got hit with that one. =)  
         
          
        - Rebuilding -  
         
          Which leads me right into rebuilding
 If your sentry 
            gets demolished near the key/flag/whatever and you can't immediately 
            kill the fleeing attacker, don't bother chasing them down. Stay back 
            and rebuild as soon as they get away. Word will probably get out that 
            the sentry is down, and you'll be flooded with scouts and medics or 
            other fast classes before you know it. If you chase them halfway across 
            the map only to get killed, not only will they still cap the flag 
            or whatever, but also by the time you respawn you will be swarmed 
            with enemies and wont be able to keep a sentry up for long, 
            ensuring extra caps for the opposing team. Go for the long term defense 
            rather than the short term.  
          After youve (hopefully) killed the enemy messily 
            and have made sure the rest of the defense has solidified to give 
            you time, you need to get your sentry and dispenser back up as soon 
            as possible. Run into respawn, grab what you can, including grenades 
            if possible, and run right to the spot youve selected to build 
            your sentry. Vary your sentry locations each time you rebuild! If 
            you build in the same location each time, your opponents will just 
            lob in grenades to kill it each time without even bothering to check 
            to see if its there, and all that work will be wasted. If you 
            move it around, they may only damage it or miss completely, and thinking 
            its safe, run straight into the RLOS and earn you another frag. 
            Scout out each map and find AT LEAST 6 good spots for a sentry; trust 
            me on this one, you will NEVER find a map with less than 6 spots, 
            and often theres at least one or two dozen in your base area 
            alone! If you have other engys on your team you will often have to 
            go with an alternate, which is often actually desirable as it strengthens 
            your defense and gives you experience with a new site instead of the 
            same old spot you always pick. If youre solo, by moving it you 
            keep them guessing, and will make their lives just a little harder. 
            Keep in mind you will need adequate defense to rebuild, so if enemies 
            keep streaming in, grit your teeth and wade into the fray, because 
            youre a sitting duck while building. Remember that its 
            possible to abort building by pressing the special key a second time 
            with no metal loss, but dont count on that to keep you from 
            dying, youll still have to move out of the way VERY quickly. 
            To build you must have sufficient defensive cover or you and your 
            newly constructed sentry wont stand a chance. Also keep in mind 
            proximity to resupply points on the map if you are under heavy pressure, 
            as enemies can easily kill a weak sentry while you are away getting 
            ammo and metal. All too often Ive been away to get metal and 
            ammo for a Level 2 sentry and had it destroyed while I was out. If 
            possible, you may need a teammate to ferry metal for you, although 
            this isnt ideal since you will still need to load it with ammo, 
            but at least you can get it up to level 3 this way fairly quickly. 
           
         
          
         
          - Defending -  
          Regarding defending your sentry: You should never be 
            too far away it to respond quickly should the need arise, unless you 
            are specifically on offense or lagging. By the way, engineers are 
            the best class to play when youre lagging, because as a fellow 
            engy once said, Thy S-gun knows not of ping. Whatever 
            the reason, sometimes you just wont be able to save it in time, 
            but you will still need to kill the attacker. Hopefully, though, you 
            will be able to stop the attacker in time, and repair any damage done. 
            This is important because more enemies will be coming in soon and 
            will also be trying to destroy your sentry, so you cant have 
            a weakened one to present as an inviting target.  
          Treat every sentry gun on your team as your gun, or 
            your team will have a much weaker defense. Dont allow anyone 
            to attack any of your teams guns if at all possible, and make 
            sure they are repaired, stocked, and upgraded at all times, dont 
            just let them sit there damaged or they will be quickly destroyed 
            and you will be overrun. Especially important in this respect are 
            spies. You are your sentrys only hope against spies, so learn 
            to identify them well by their behavior and giveaways.  
         
          
        - Floating Sentries -  
         
           It is possible to build a sentry so that it floats 
            in midair. The trick to this is to have something temporary to build 
            on, like a dispenser or a willing teammate. You will need to be on 
            the same level as the height of the sentry you wish to build, so this 
            limits your locations to ledges, crates, or something similar unless 
            you have more than one dispenser or teammate available. Get on top 
            of the crate/ledge/whatever and attempt to build on your dispenser 
            or teammates head. Getting it so that the relative heights are 
            equal is difficult and the spot in which it will allow you to build 
            is incredibly small, so dont expect instant success even once 
            youve succeeded a few times! When its completed you can 
            blow the dispenser or have the teammate move and the tripod part of 
            the sentry will drop but the body of the sentry will hang in the air. 
            Keep in mind you may need to keep the dispenser or teammate there 
            if you want to upgrade and load your sentry, as it may be unreachable 
            in some situations. The big downside to floating sentries is that 
            they take FAR longer to set up than a normal sentry, so you will need 
            a solid defense if you hope to build one, as youre even more 
            vulnerable than normal. Ive also found that floating sentries 
            are only slightly harder to kill, and so in my opinion arent 
            work the large amounts of extra time and resources necessary. I would 
            say the only time its worthwhile is when you set it up on the 
            back side of a crate so that its harder to grenade, 
            or when you can set it up to shoot under a ledge that would otherwise 
            be its blind spot, which is quite tough to pull off. All in all, Id 
            say its a nice trick to know but not at all useful in reality. 
            However, if you can somehow pull it off quickly and effectively, go 
            ahead and use it.  
            
         
        
        
          
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        2004 Brandon Langlois. The "Killjoy's Corner" logo and related 
        marks are trademarks of Brandon Langlois. The Half Life logo is the property 
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