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engineer classlimit (same as spy/sniper)

Discussion in 'Team Fortress 2' started by Anonymous, Feb 25, 2010.

  1. Anonymous

    Anonymous Guest

    why don't we have a engineerlimit it's realy getting on my nerves always ubering with 4 medics just to remove 3 sentry's that they rebuild faster then we respawn... and get the folowing nice overheads!

    [​IMG] dunno if there realy was a 5th engineer somewhere but teammates said there was i (i don't realy care if it's 5 or 20) 2 engineers is plenty more then 2 is just camping mayhem SH*T
     
  2. Alias

    Alias Registered

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    I like it when there is loads of sents, actually makes people think and co-operate instead of just running out and get killed. :p
     
  3. Anonymous

    Anonymous Guest

    2 demomen can take that easily.

    the game is balanced, no need for class limits.
     
  4. Anonymous

    Anonymous Guest

    naah i would say make it a limit of 3? 2 is not enough and people are oftenly anoyed when a class is limited (well if they want to play it)

    so i would say limit it to 3 because indeed, 4-5 is to mutch
     
  5. LuckyLuke

    LuckyLuke Registered

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    Nah don't limit it too much. One normal uber on a demoman could do it. At least when the rest of the team pushes at the same time. xD
    Sometimes it's fun when there's loads of sentryspam, only not for scouts but that class almost can't be played on full pubs anyway. :p
     
  6. Anonymous

    Anonymous Guest

    should be noted that taking engineer means less firepower for you team, less active resistant to the attackers.
     
  7. khadgar

    khadgar Registered

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    All classes are limited to 5 for each team. Except for sniper and spy, these are limited to 2.
     
  8. DataStorm

    DataStorm Registered

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    5 only? with the top shot there its actually quite easy...

    - sentry near spawn: USELESS it should be at the corner of the fence/stairs.
    - sentry on top left: you can quite easy shoot with 2 soldiers from the tunnel both 2 rockets and its gone, the range is not that far from there.

    Tack to take out?
    Needed: 2 soldiers from lower tunnel and a uber on a demoman + kritz on a heavy (or on the soldiers, AFTER they shot down the sentry to deal with other red players).
    optional: spy to slow down the usage of the sentry in top left... he only has to sap. and dance around on top of the buildings
    kritz heavy (NO natasha): mow about, soldiers shoot sentry down, and provide cover for demo with medic. Demo goes behind the rock where the medikit is and drops nades in the lower left corner with the sentry. once reloaded the nades, take uber when opportune/needed and sticky the remaining sentry in upper left + dispensers if it was not shot down by the soldiers. (NO direct hit, need spam damage to engy's, blowing 'm away)

    sentry on lower right? you can ignore that one, just drop nades over the fence to deter progress from red and cap the point.

    did above tacks on both sides... fail to plunge cooperation is end for blue.

    and cap limit on engy's.... ehm... I often change to engy at start to bang up the teleporters to level 3 while they build up their stuff.... and then go back to the class I wanted to play. capping it with 5 engy's would hinder that.
     
  9. Anonymous

    Anonymous Guest

    Me too. It really helps a lot when your team can get to the front as fast as possible.

    Whenever a whole herd of defending Engineers can't be beaten by an attacking team, this usually means that four really bad teammates are mucking about as Spy or Sniper, two Engineers are building and rebuilding stuff without actually advancing, two are Medics lacking teammates to heal, one is a Pyro, unable to approach the sentry farm, and one is a Scout getting blown away as soon as he shows himself. Then finally there are the Demo and Soldier that do manage to actually attack, but they don't get very far because of a painful lack of firepower in their team. :|
     
  10. Anonymous

    Anonymous Guest

    I disagree, if played right an engineer will be increasing the firepower that your team has by 1 extra "teammate". And by that I mean the kind of engineer that tries to use the sentry to cover himself on the other side of the hallway. That way the attacker will die 90% of the time. Don't forget that the shotgun is lethal.

    All those sentries are spammable behind cover. No need to expose yourself to even 1 of them. However I agree that having 4 sentries is kind of annoying for the offensive team if they lack a demoman/medic.
     
  11. khadgar

    khadgar Registered

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    And if this kind of play ruins gameplay for the majority there is always the "Destroy Engineer Buildings" plugin ;)
     
  12. Killvion

    Killvion Registered

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    I thought 4?
     
  13. khadgar

    khadgar Registered

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    Code:
    // Class Restrictions 0.6
    sm_classrestrict_enabled 1
    sm_classrestrict_immunity 0
    
    //blu team restrictions
    sm_classrestrict_blu_demomen 5
    sm_classrestrict_blu_engineers 5
    sm_classrestrict_blu_heavies 5
    sm_classrestrict_blu_medics 5
    sm_classrestrict_blu_pyros 5
    sm_classrestrict_blu_scouts 5
    sm_classrestrict_blu_snipers 2
    sm_classrestrict_blu_soldiers 5
    sm_classrestrict_blu_spies 2
    
    // red team restrictions
    sm_classrestrict_red_demomen 5
    sm_classrestrict_red_engineers 5
    sm_classrestrict_red_heavies 5
    sm_classrestrict_red_medics 5
    sm_classrestrict_red_pyros 5
    sm_classrestrict_red_scouts 5
    sm_classrestrict_red_snipers 2
    sm_classrestrict_red_soldiers 5
    sm_classrestrict_red_spies 2
     
  14. Anonymous

    Anonymous Guest

    i didn't make the menu show sentry's and dispensers ;) i just installed that to counter griefing with tele exit's in the spawn (enemy spy's in your spawn is not nice)
     
  15. Doelwit

    Doelwit Registered

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    5 of the same class rarely happen fortunately.
    With spy and sniper yo need them oherwise you will see hald the team be sniper for some reason.
     
  16. Killvion

    Killvion Registered

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    had a badwater game with 5 solly's on red this afternoon... no need for an engy! :eek: everytime with an uber all the soldiers just rocketjumped away, and waited in safety till the uber was over, still spamming the cart...it was impossible to break through.
    (although I realize this probably was a once in a lifetime experience xD)
     
  17. khadgar

    khadgar Registered

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    I edited the menu with the setup of the new servers so you actually can destroy any engineer building :D
     
  18. Anonymous

    Anonymous Guest

  19. Snelvuur

    Snelvuur King of Sand

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    if people dont take down sentry's.. i usually switch to demo.. if i get like 5 seconds on the rights spot the sentry's are gone.

    Dont forget that stupid direct hit only needs 2 rockets to take down a sentry.. the engineer NEEDS to hit it constantly otherwise its gone..

    Especially in badwater, behind the first rocks there is normally a sentry.. i just rocket jump.. shoot 2 rockets at the sentry (and then i still have 1 spare left) so usually i tend to shoot at the engineer first.. By the time i hit the ground the sentry is gone.
     
  20. Anonymous

    Anonymous Guest

    yeah but maps like goldrush are made with nothing but botlenecks so if they have 4 sentry's on all the chockepoints and some nifty pyro's who keep airblasting you (directly pushing you half way across the map in the proces) and if they don't leave the point they will win without any touble. in turbine it's the problem that they lock you inside the spawn/base with allmost no way to destroy the sentry