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2fort offense tactics
 
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-[IBSC]-iLluSiON-
Daycare Manager
Killer Scout

P: 06/22/2021 11:05 EST
E: 06/22/2021 11:09 EST
    Curious to discuss tips and tricks for playing offense in 2fort, especially when the server has over 20 people.

I have a few I'll share for now, even though they may be old news for some of you O-minded scoundrels.

- try to pay attention to when a D player who is guarding a choke point dies. If they die when you're on your way over, easy peazy. But that's one layer of D in a full server.

-try to have a nade primed every time you approach a choke point. Good base D Guards choke points. (top ele, top spiral, grate, hallways, etc.). When I play demo, I toss mirvs or nades to choke points. Spam? Maybe, but it works.

- if an SG is x main spawn, all you need to do is throw a secondary nade up grate and bounce it off the wall. Boom, it's gone.

-wall strafing UP spiral is your friend. Do it. Easy to blow by people who get caught off guard. A good player may snag you but it's the best way to go up spiral Imho.

-try not to go water when you get flag to the bridge. We've all seen holds in water.

- if you see a nade bag, feel free to prime a conc and then grab it after it's primed, you get an extra conc. The only caveat is you'll need to conc off deck and snipers hate that (sorry, not sorry).

- you can take out SG SH by bouncing nades off the wall at the right angle. It won't even see you. It can be difficult sometimes but with practice, it's good to do.

- don't go chasing waterfalls, stick to the rivers and the lakes that you're used to. Wait, what? TLC reference in here, yes. Basically if your team is down, don't chase people around. Go straight for the flag.

That's all for now. Give us some more, plz.
  
straightcashhomie
P: 06/22/2021 11:20 EST
E: 06/22/2021 11:42 EST
    How about this, when there's 16 D players, just leave.

- Have your runs/concs timed/planned out. Zero need to engage anyone on the 2nd floor. Remember walls are you friends, you can bounce nades back at people without turning to fully engage, create separation. I.E. back towards spawn if you're going spiral. Back off the spawn entrance wall to stop a chasing top soldier. etc. Bottom spawn too - i do this all the time for basement whoring D players. Learn how to hit concs from bottom ele that'll put you a foot away from the turn to go SH. You can by pass all these scrubs piping the basement and engies that have dispensers there. Trust me, they aren't ready for it.

- Don't just run/bhop to top ele, if you know people have eyes on you, even a below average soldier can predict a shot against the wall from spawn/2nd floor. If there's a decent soldier playing top ele just don't conc at them and pray. Learn 2 DM. The ledge against the spawn is THERE FOR A REASON USE IT.

- wall strafe up spiral as Illusion says but a little DS trick, hit crouch on the turns and you'll squeeze right by most people. I do this all the time and laugh. As a D player, don't rush down the spiral because some players can actually conc up through most of it or ramp slide through it. I do this a lot. As D, I don't chase down I clear the turns as I move down.

- Dont prime, land hard etc. give off a ton of noise at the bottom spiral, that's a "hey fucking shoot me" have it timed. Learn the bottom spiral to Long Hall conc, you'll skip over pipe traps every time because there isn't a single good demo in D2F that'll hit it regularly. This is my go too because SH SG can't track you.

- Use your concs to MOVE people in the basement, FR, you don't HAVE to engage and DM everyone. I see stupid asses do this all the time and it gets other O players caught up in it.

- Having unpredictable movement trumps all else, especially when it's tied into a conc, learn how to skim along the floor concing. I can drop conc from SH, ramp slide up the spiral and conc from the first turn half way to the top, my ass isn't running up it when theres 6 guys in it.

- 99% of Drippys does not have conc aim, remember that.

- Be aware of bags/dispensers on the floor etc. If your DMing an engy for the flag and there's a shit ton of bags - address the situation and bail out of the FR or again, movement, so they miss you entirely.

- learn how to toss the flag center flag room, you can EASILY hit 'skim/flat' concs from SH to LH and avoid most guns in the FR and vice versa.

- Don't be afraid to conc at a SG to circle strafe nail it down. Sacrifices must be made if your team is struggling to down guns.

  
Jesus_is_King
P: 06/22/2021 13:40 EST
E: 06/22/2021 13:44 EST
    A soldier at the top of the ele is not as difficult as it seems. Now, other players on the team might have to spam the room and be a distraction for the flag carrier, but this is almost always the way it is.  
Backalleybuttlove
Super Regular
Crack-Powered Capper

P: 06/22/2021 14:16 EST
    Glad you started this thread. I started out playing a lot as engineer on D. Eventually I wanted to hone my offense skills and play more as scout and medic. I still don't have hand held conc down but I get by with non-hand held concs okay. I'm curious to see what other strategies people post here.

@straightcashhomie, yeah ,at a certain point whatever crackerjack offense strategy you have just isn't going to cut it when there's that 16 players on D. What's "conc aim" by the way? I also don't understand what you said about concing an sg, does it do damage to the sg?

Over 20 people poses its challenges. I should post this caveat before posting my strategies that I'm by no means the best player on the server. I find though that when there's that many players I'm not very effective as scout or medic. If I'm playing offense I'll tend to be soldier to give me the extra armor and extra firepower. I'll rocket jump through the grate if I can manage to get there. The nailgun nade is also great in the box room. I'll often throw it there if I successfully execute a grate rocket jump to deter freshly respawned players from following me. Nod of the hat to iggy for that one.

I find that offense teleporters can be of big help in these 20 plus player games. I'll try to get a tele up either near the enemy entrance or water spiral as when there's that many players chances are there's a couple snipers and sometimes it's even hard to get across the bridge. If I can move the tele up I will. I'm curious if anyone here has any successes with offensive sg's.

I find that spy can be a good class when there's this many players. It's easier to "blend in." When there's not a lot of players it's easy to decipher that somethings up when you see two red engineers but you see only one engineer on your team when you click tab.

I'll sometimes throw the flag once I'm in the box room just to ensure that it is out of the box room. That is a difficult chokepoint to get the flag out of. There's a lot more leeway if the flag is on the 2nd floor just next to the grate than in the box room itself.

My other strategy is... dumb luck as a medic but especially scout. I'll just keep rushing and rushing for the flag in hopes that the defense makes some sort of mistake. This strategy usually doesn't work, but when it does, it can be quite epic. As these classes, I often won't engage an enemy I see running by but doesn't see me. "I'm already near their sniper drop off, why engage an HW going under the grate when I may actually make it the basement and have a change at capturing the flag?"
  
straightcashhomie
P: 06/22/2021 14:54 EST
   
Jesus_is_King wrote:
A soldier at the top of the ele is not as difficult as it seems. Now, other players on the team might have to spam the room and be a distraction for the flag carrier, but this is almost always the way it is.
(1)x have I ever seriously played solider top ele and shut out your D2F team of all stars by myself.

Fake news, false.
  
[SHS]Hitz
Super Regular
Killer Scout

P: 06/22/2021 15:51 EST
    Speed is key. We have the likes of Brah and Reckoner (not seen him for a while) coming back at speed over and over. This wears down the defence (deaths and getting caught mid resupply).  
straightcashhomie
P: 06/22/2021 16:08 EST
   
Backalleybuttlove wrote:
Glad you started this thread. I started out playing a lot as engineer on D. Eventually I wanted to hone my offense skills and play more as scout and medic. I still don't have hand held conc down but I get by with non-hand held concs okay. I'm curious to see what other strategies people post here.

@straightcashhomie, yeah ,at a certain point whatever crackerjack offense strategy you have just isn't going to cut it when there's that 16 players on D. What's "conc aim" by the way? I also don't understand what you said about concing an sg, does it do damage to the sg?

Over 20 people poses its challenges. I should post this caveat before posting my strategies that I'm by no means the best player on the server. I find though that when there's that many players I'm not very effective as scout or medic. If I'm playing offense I'll tend to be soldier to give me the extra armor and extra firepower. I'll rocket jump through the grate if I can manage to get there. The nailgun nade is also great in the box room. I'll often throw it there if I successfully execute a grate rocket jump to deter freshly respawned players from following me. Nod of the hat to iggy for that one.

I find that offense teleporters can be of big help in these 20 plus player games. I'll try to get a tele up either near the enemy entrance or water spiral as when there's that many players chances are there's a couple snipers and sometimes it's even hard to get across the bridge. If I can move the tele up I will. I'm curious if anyone here has any successes with offensive sg's.

I find that spy can be a good class when there's this many players. It's easier to "blend in." When there's not a lot of players it's easy to decipher that somethings up when you see two red engineers but you see only one engineer on your team when you click tab.

I'll sometimes throw the flag once I'm in the box room just to ensure that it is out of the box room. That is a difficult chokepoint to get the flag out of. There's a lot more leeway if the flag is on the 2nd floor just next to the grate than in the box room itself.

My other strategy is... dumb luck as a medic but especially scout. I'll just keep rushing and rushing for the flag in hopes that the defense makes some sort of mistake. This strategy usually doesn't work, but when it does, it can be quite epic. As these classes, I often won't engage an enemy I see running by but doesn't see me. "I'm already near their sniper drop off, why engage an HW going under the grate when I may actually make it the basement and have a change at capturing the flag?"
When you get hit by a concussion grenades and your x-hair sways in figure 8, that's just an illusion, it never moved. That's why you see people start shooting all over the place, once you've played long enough you don't really notice it anymore. If I'm rusty, you'll see me reset the top right to find my "aim" and I'll usually get it that first reset.

But, as hitz said, you want to maximize your runs. Don't get caught up in the bullshit.

What I said was true and I didn't notice it until the end of the round, brah and I had 100 runs, I think he had like 116 or so as scout and me medic.

I haven't played much at all or with him in a long time but we were starting to get our timing very in sync. Which is what you want.
  
level1nobody
Super Regular
Cold Giver

P: 06/22/2021 17:15 EST
    These have helped me. YMMV. Critiques are welcomed:

- Catwalk to elevator: if you know there's a soldier 2nd floor timing a shot, pause for a half second and let the rocket land ahead of you. Same for sniper: tap the brakes just before reaching the doorway.

- Sniper top-left battlements aiming at entryway to their 2nd floor, waiting for you to enter base: I've had a stupid amount of luck pausing in the corner of that L waiting for them to fire at where they think you'll be. (As you're looking towards their 2nd floor, their dot will typically be a foot in front of you.)

- Like Illusion said when choke points are heavily guarded, I'll infect their ele HW each run and watch for their death.

- If you notice your team's tele in their base and it's just outside of the enemy's FOV, try not to lead them to it. Keep them focused on you and away from the tele. Maybe even go so far as to back away and take the other route to the basement.
  
EmotionallyDisturbedParakeet
Super Regular
FatGuy With
A LittleGun

P: 06/22/2021 17:18 EST
    suck doubleshot's dick and his sperm will enfuse you will skill. not in like a gay way or anything though.   
level1nobody
Super Regular
Cold Giver

P: 06/22/2021 17:22 EST
   
straightcashhomie wrote:
When you get hit by a concussion grenades and your x-hair sways in figure 8, that's just an illusion, it never moved. That's why you see people start shooting all over the place, once you've played long enough you don't really notice it anymore. If I'm rusty, you'll see me reset the top right to find my "aim" and I'll usually get it that first reset.
Does that only apply to sniper rifle? Or all hitscan weapons?
  
level1nobody
Super Regular
Cold Giver

P: 06/22/2021 17:37 EST
   
-[IBSC]-iLluSiON- wrote:
- if you see a nade bag, feel free to prime a conc and then grab it after it's primed
How dare you take the grenades and deny perma-D their candy?
  
kyree
Super Regular
Killer Scout

P: 06/22/2021 18:04 EST
   
EmotionallyDisturbedParakeet wrote:
suck doubleshot's dick and his sperm will enfuse you will skill. not in like a gay way or anything though.
more like a grey whale kinda way
  
kyree
Super Regular
Killer Scout

P: 06/22/2021 18:04 EST
E: 06/22/2021 18:05 EST
   
level1nobody wrote:
-[IBSC]-iLluSiON- wrote:
- if you see a nade bag, feel free to prime a conc and then grab it after it's primed
How dare you take the grenades and deny perma-D their candy?
I do the same with MIRV's or EMP's...also when I cap a flag, I'm going and waiting for a fresh sack of nades before I cap..
  
nesemann
Super Regular
Rocket Jumping
Capper

P: 06/22/2021 20:54 EST
    Work together.
We used to practice running non-maneuverable o with a medic. You gotta practice this though. From a water conc, you can carry a spy to the battlements with you. It saves them a nade for a jump and a ton of health/armor, plus D doesn't expect them to come from there. We used to do it with a fatty too, lol. Nothing made rr d shit themselves like a full health fatty appearing from the battlements. Not only does he dispatch soldiers, but he's going to stay there for a bit and stop basement d from returning quickly.

Don't bunch up.
When there're three people bunched in the spiral, one emp does them in real quick. Same for when one o gets killed bottom spiral. Where does the primed nade go? Right in the bottom spiral and in whoever's face is standing there. You've got to let the guy ahead of you get out and do damage while you guard his back, wait for the leftover spam to subside, and then go in and wreck whatever engys and half-health soldiers are left.

Timing.
There's a lot of great tips above for disrupting d's timing and entering when a defender is down. The item I'd add is to pause a beat before just running across the map again. After a few runs, I had a sense of how fast people were and would start spamming rockets to match. Even without footsteps you can often catch them. If you wait a tic, you can mess that up.

Communicate.
Tell the soldiers/demos where the guns are. Tell the engys where the pipetraps are. Heal/wrench your allies. Don't forget to thank your engies for the o teles. Even water gets you behind the snipers and bridge DMers and it takes someone going out of their way for that to get taken down.


Random thoughts.
2fort was always a D-friendly map. At 9v9 we used to run 5 o and then send the engy o too once things settled down. With footsteps on they can always hear you coming without proper incomings, and having that resupply in the basement nade-protected is a real downer for trying to kill tele exits. One thing that I'll toss up to the admins about the legality of is piping the basement resupply. I've always thought of this as legal as no one actually spawns there. Piping/MIRVing it can be a nice counter to slow down the teleporters and give your fellow offenders time to work.
  
[SHS]Hitz
Super Regular
Killer Scout

P: 06/23/2021 02:05 EST
E: 06/23/2021 02:05 EST
    Piping the lower resupply is legal isn't it? Everybody is already in play, so it must be.  
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