Rocket/Stickybomb jumping 101 Map – cp_gravelpit Location – Point C Teams – All RED Classes – Soldier/Demomam Time – 5-10mins
Will start with a short demonstration on how to effectively sticky jump and rocket jump. Everyone will join red team and practice rocket/sticky jumping from various positions to the top of control point C. (I chose point C in Gravelpit as Rocket/Sticky jumping is key to capturing this point in a game and it's quite high)
How to effectively use an úbercharge as a Medic Map – cp_dustbowl Location – 2nd point on the 2nd part of Dustbowl Teams – 3 RED, rest BLU Classes – 3 Engineers on RED, half of BLU go Medic, other half go an offensive class to destroy Sentry Guns Time – probably around 15 mins depending on numbers as we'll need to set up the guns every time.
Sentry Guns will be set up covering point 2:2 of Dustbowl, arguably the hardest to cap. This demonstration will show how when using an ubercharge, the Medic should lead the way and draw fire away from his partner. Goal is to beat the Sentry knockback and destroy the 3 guns. Will also give the non-medic the opportunity to practice destroying Sentry Guns and working with a Medic.
How to use the Pyro's airblast to deflect rockets Map – cp_fastlane (lots of open space) Location - anywhere Teams – even Classes – all RED go Pyro, all BLU go Soldier Time – ~5 mins on each team (maybe longer if this turns out to be really fun!)
One team of Pyros, one team of Soldiers. Everyone gets a partner and finds a spot on the map to practice deflecting rockets. Switch teams and repeat. Note that the Pyros must ensure that the standard Flamethrower is used for this (Backburner doesn’t have the Airblast)
Admittedly after witnessing the n00bs on the CSS training night this might be a bit hard to coordinate so alternatively we could just have a free for all with one team of Pyros and one team of Soldiers and switch after a set amount of time. Just whatever you think will work best.
Needlegun Training Map – any Location – anywhere Teams – even Classes – All Medic Time – 5-10 mins
Short Demonstration with the Needlegun followed by a Medic free for all. This will allow everyone to get used to defending themselves as a medic and learn to aim with the needlegun.
Grenade Launcher Training Map – any Location – anywhere Teams – even Classes – All Demoman Time – 5-10 mins
Short demonstration with the Grenade Launcher followed by a Demoman free for all. No Sticky Launchers are to be used for this event! This will give players the chance to practice aiming with the Grenade Launcher.
Above is the events we have planned for this so far. Firstly could people please post if they are hoping to attend this so we can get an idea for numbers. Unfortunately only 32 people will be able to attend. Secondly could anyone interested please post what day suits them better, Tuesday or Wednesday. Logic dictates we go with the majority. Also it might be an idea to spread the word to any TF2 n00bs that don't regularly check the forums and let them know about this.
Any suggestions for other events we could cover would also be greatly appreciated. Something involving the Spy and Engineer would be ideal, keeping in mind it would have to be practical and involve everyone.
Also any feedback for the current events would be appreciated, especially if you think we could tweak them a bit.
Suggestion by Nades:
Map – Dustbowl Location - stage 1 cap 2 Teams – Double red than blue Classes – all RED go engie, all blu go spy Time – 15 min
Explain the 2 types of spy, rush stopper, defence breaker. Use of the cloak, left side of enemy's back spy trick( all classes are right handed so the back is more open on the left hand side). Sap and stab tech, and stab and sap tech. enemies dispenser shield trick ( a sentry can not shoot through its makers dispenser)
[ Edited Thu Jul 31 08, 09:11PM ]
REDRUM If you want a picture of the future, imagine a boot stamping on a human face— forever.
well, the engineer would be a good one, somethings like the order in which you set up dispensor and sentry and good placement of both sentry and teleporters.
i hate it when a spy keeps sapping my gun if I havent placed it in the correct place.
As far as the Spy goes, it would be handy to know how to sap properly, but wont training be difficult if you cant see him?
Yeah I had things like that in mind CAWA but wasn't sure how we could do it involving 32 players other than a demonstration.
What do you have in mind Shanchez? I had a few ideas myself but I felt that it was easier to put in writing than something ingame that involved everyone!
REDRUM If you want a picture of the future, imagine a boot stamping on a human face— forever.
For the spy the best team play is destroying sentry placements with the old sap and stab technique. Porb best having some engineers make placements no more than 2 together, and the spy has to sap the sentry then kill the engie.
Or teach people the less used technique of stabbing the engie first, then quickly changing to sapper and sap the engie. But that is generally suicide on a level 3 sentry or if your within distance of another sentry.
As CAWA says it wont help the engies cause they wont see them, but it can be used to teach them to defend there placements from spies.
You could do 2 senario's 1 when the engie doesnt fight back, and 1 where the engie has to try and stop the spy destoying his stuff.
Also the best order to sap stuff, the sentry should be last to sap so the engie moves to clear of the sappers off the other things and when he comes back to try to get the sapper off the sentry your ready with your knife!
Help your fellow Engineers out by wrenching friendly buildings you pass by to keep them repaired. Also, help a new Sentry gun upgrade quicker if your Metal supply is high.
If the enemy takes out the Sentry gun of both you and your teammate, consider rebuilding one gun at a time, to get it to the highest level faster in your time of need.
You can rotate the placement of a building while the blueprint is out by clicking the secondary fire button (default is right click).
Changing a Sentry gun's direction allows you to place them in corners and other odd spots. Rotating a Teleporter exit affects the direction one faces when exiting - an arrow on the blueprint indicates the direction.
Rotating a Dispenser has no effect on its function, but can allow you to cram it into a tight spot.
Striking placed buildings with the Wrench will cause them to build twice as fast as leaving them alone. This effect stacks with each additional engineer striking the building with their Wrench during construction.
Crouching (default: CTRL) after jumping will allow you to stand on your buildings.
If you're planning on building a Sentry gun in a forward area, consider building a Dispenser first, to supply you with Metal to upgrade the Sentry gun.
If the game goes to Sudden death mode, build a Dispenser first to provide health for your teammates and Metal for yourself.
Don't build turrets facing into hallways, unless you have cover from your team-mates, as your enemies will see them ahead and have a chance to fire ranged explosive weapons (Rockets and Grenades being the most commonly used). Build them in the corners just outside the hallway, attempting to avoid places where Demomen can easily bounce grenades at your Sentry gun.
Be careful standing in front of your Sentry gun. If an enemy runs past and you get caught between the Sentry gun and the enemy, your gun will fire at you; causing damage and possibly death.
When you build a Sentry gun try to put a Dispenser nearby, preferably in a spot where you can sit between the two swinging the Wrench at the Sentry while getting charged by the Dispenser. This technique also minimizes (but does not entirely eliminate) the chance of a successful Backstab by an enemy Spy.
Disguised Spies cannot walk through opposing Sentry guns and Dispensers. You can use this for Spy checking by placing these buildings in chokepoints, such as doors and hallways. You'll know a disguised Spy if he jumps on top of these buildings when obstructed.
Build a Teleporter entrance outside the Respawn area, and a Teleporter exit at a location of interest. For the defensively-minded Engineer, Intelligence rooms and Control points are desirable. But nothing beats a forward exit deep inside the enemy territory. Care should be observed when placing your Teleporter; plant the entrances in obvious, but considerate places (do not place teleporters on the stairs, as under-fire team-mates rushing back for health may get caught on them).
Take the time after building Teleporters to inform your team of their position. Most players don't use them if they don't immediately see them, so make sure they know that one is around the corner.
In points with small, one-person doorways (such as the left-hand room in the small building facing the BLU spawn on Dustbowl, or the balcony on the building near the middle point in Badlands) it can be wise to set up a Dispenser in the doorway. Though you are boxing yourself in, placing a dispenser in the doorway keeps Spies out, as they can't pass through dispensers either. Teammates, however, can get through the dispenser. They'll have a hard time sapping the dispenser with you on the other end and more importantly, they can't get to your Sentry, which, in either of the two examples, is in a great position to help your team.
Consider moving your Sentry gun frequently, especially if you are not the only engineer or if your enemies are adept at taking out Sentry guns. Placing them in odd places that still overlook essential passageways will make your enemies paranoid as they will have to advance through your base carefully, even if they do not see your Sentry in its normal spot.
If an enemy Demoman is shooting Sticky bombs at or near your Sentry gun, consider trying to shoot as many of them away as possible with the Shotgun. This may get enough grenades out of the way of your Sentry that it will not be destroyed when the Demoman triggers them, or may buy your teammates enough time to take care of the Demoman for you. Note that this strategy is rather risky and may result in death.
When an enemy is on your tail and if you built a sentry nearby, play cat and mouse and lead your pursuer to your sentry gun. Just try not to die along the way and your sentry can kill the "cat".
Offense
It may seem a disadvantage having an Engineer on your team depriving you of an offensive class, particularly on Control point maps. This is not the case, however, as the Engineer can be extremely useful on the frontline. As mentioned elsewhere, Dispensers are important to save a long trip to the supply room and a Teleporter can save slower classed teammates a lot of time getting back to the frontline after being killed.
Another technique is to choose an approach and set a Sentry gun on your way in, you then switch to the Shotgun and start blasting to distract from its build time, when things get tough run away towards your Sentry gun (hopefully it has survived, but listen for the 'Sentry down' sound to be sure) and the Sentry will take care of your pursuers. In effect this gives you an extra player while assaulting any position. Placing a Sentry gun while on the run takes practice as does getting a reasonable placement that will actually take down a few opponents before its destruction. This also combats the tendency for Engineer-heavy teams to start Turtling.
Setting up a mini-base with a Teleporter, a Dispenser and a Sentry near the frontlines after capturing an initial control point can help your team maintain their position. A skilled enemy team can push you right back to your first spawn, forcing you to gain ground again even if you have already captured the first point.
Being Sapped
You can "bait" an enemy Spy by leaving a Teleporter on the way to your position. If the area is quiet, only few Spies will resist sapping it, which will alert you immediately that a Spy is coming. Another useful effect of this is that you can tell when an enemy is approaching and gauge their class based on the weapon icon shown at the top right of your screen in your building's death-message.
By that same token, placing a teleporter exit on narrow stairways, such as those behind the main spawn rooms in 2fort, will prevent cloaked spies from freely running up them, requiring a crouch jump to get over and wasting their time as the cloak runs down. This will, however, also obstruct your teammates.
As an extension to the above, if there's little need for your Teleporters in a map, place them both around your sentry to stall a Spy briefly, as inexperienced players will sap everything in sight. The extra second could be the difference between saving your Sentry or not, and it will also help you identify the Spy.
It generally takes two swings of the wrench to remove a sapper. Most of the time, you should save your Dispenser first, as it will break from a Sapper faster than an upgraded Sentry, and regenerating its Metal supply takes a lot of time. If you are staying in the same spot, saving your Dispenser first will always allow you to rebuild much faster because you'll have more metal available. However, if the Spy has removed his disguise nearby, or there's urgent need for offense, you should save your Sentry first.
You could do 2 senario's 1 when the engie doesnt fight back, and 1 where the engie has to try and stop the spy destoying his stuff.
That sounds promising Nades. Could you put it in a similar format to the other events (i.e Map, Location, Time Limit, etc, followed by a short description) and if you're up for it you could take charge for that event.
I also think a few rounds of a team of Spies Vs. a team of Engineers could be a good laugh. Thoughts?
@ Louis While that strategy guide is a very good read, I'm not sure anything in it would translate well into actual training events. Unless you have some ideas???
REDRUM If you want a picture of the future, imagine a boot stamping on a human face— forever.
some vid's of the harder aspects would be good, i havnt a clue how to play spy or engineer! didnt even know where to get metal from untill i read that thing above! too much going on for me to attempt to play them 2 classes! they look the most fun tho so kinda disappointing! just sticking with the old pyro or when teams under the cosh get the ol'heavy out!
a nub cake wrote ... Striking placed buildings with the Wrench will cause them to build twice as fast as leaving them alone. This effect stacks with each additional engineer striking the building with their Wrench during construction.
I never knew that!
|UKMD| MoggieXNotes: If u see a cheater, record them! If u see an Admin being pratt report them to me If u see a n00b, thats me! Help keep the server running with 'Rent a Slot':
@ Louis While that strategy guide is a very good read, I'm not sure anything in it would translate well into actual training events. Unless you have some ideas???
i posted it more as a reference for people to read and perhaps learn from (seems to be working too )
however, i will give it some thought if we can use it in the training session.
there is alot of detail in that site, if i get the chance, i will add the detail for each class to our 'hints and tips' section
You could do 2 senario's 1 when the engie doesnt fight back, and 1 where the engie has to try and stop the spy destoying his stuff.
That sounds promising Nades. Could you put it in a similar format to the other events (i.e Map, Location, Time Limit, etc, followed by a short description) and if you're up for it you could take charge for that event.
I also think a few rounds of a team of Spies Vs. a team of Engineers could be a good laugh. Thoughts?
Syxx I cant quarentee I will be there as the girlfriend is due home some day next week and she awes me a months worth of "man needs!" But i will try.
I would suggest that instead of doing the 2 senario's that you combine the spy placement attacking with the engie placement defending, so no-one is sitting around unarmed doing nothing and getting bored.
So i would suggest:
Map – Dustbowl Location - stage 1 cap 2 Teams – Double red than blue Classes – all RED go engie, all blu go spy Time – 15 min
Eplaine the 2 types of spy, rush stopper, defence breaker. Use of the cloak, left side of enemy's back spy trick( all classes are right handed so the back is more open on the left hand side). Sap and stab tech, and stab and sap tech. enemies dispenser sheild trick ( a sentry can not shoot through its makers dispenser)
I can't ever sap then stab in the time that the engie has to hit the sapper 2 times. the weapon change takes too long, even if I hit q.
Called special for a reason -- "But usually I just totally forget my main quest and rumage through everyone's houses for loot" -- The Vault Dweller's decendent
Seems we have aspects of the following classes covered:
Soldier Pyro Demoman Medic Spy
But what about:
Scout - how to play well (I know I can't) - double jumping / direction change / melee Engineer - locating the sentry - Pistols may be able to help here
Well for Engineer I was kind of stumped as to how they could be included in a practical event that everyone can take part in. Nade's suggestion sort of covers Engineer as it will allow the team of Engineers to attempt to deal with Spies but if anyone else has a suggestion let it be known!
As for Heavy, Sniper and Scout, they are all straight forward classes to play. Heavy and Sniper are basically just point and shoot. Admittedly Scout players must learn good hit and run tactics but I can't really think of anything we could do for him that would work well. We could always do a few rounds of Heavies Vs Heavies, Snipers Vs Snipers and Scouts Vs Scouts unless someone has a better idea!
REDRUM If you want a picture of the future, imagine a boot stamping on a human face— forever.
Just a note that the How to effectively use an úbercharge as a Medic and Nade's suggestion may be subject to changes if they end up not being as practical as we first thought!
Also, I'm not expecting things to run as smoothly as Moggie's CS training as I don't think we have any scripts for disarming, etc. So if everyone could try and refrain from killing each other until they're supposed to that would be great
REDRUM If you want a picture of the future, imagine a boot stamping on a human face— forever.
Sorry that things were a bit chaotic tonight, trying to coordinate a server full of n00bs is no easy tasks. Don't know how Moggie managed it last week on CSS but I'm sure disarming everyone might have had something to do with it!
TBH a lot of people that were there are already pretty good at the game and knew everything already but as long as a few of the newer players picked up a few tips and learned something then I'm happy
REDRUM If you want a picture of the future, imagine a boot stamping on a human face— forever.
Cheers to you Syxx, i enjoyed it and i am trooly a noob, was nice to have the chance to attempt manoovers without death being imminent, although i probably added a fair few deaths to that column while trying to rocket/sticky jump.
Fully appreciate you and others giving up yer time in an attempt to fill in my ever growing noob manual, well done.
ps. when you giving out the blooprints of the maps ?
that is my pet-hate, many deaths i can cope with, wandering around lost i despair
maybe next time you could do it just with the very noobs and ones who arent mxers could be invited. Overall i could see that it was very difficult for you to organise things but with many of the members here who are quite good at stuff maybe we could use all the servers and have a max of ten people on them.
I think that on this night should come people who WANT to learn sum, not just be there coz Mogg post it in news.. or pls just try to listen if u show up. Cheers
Rocket/Stickybomb jumping 101Map – cp_gravelpitLocatio
n – Point CTeams – All REDClasses – Soldier/DemomamTime – 5-10mins Will start with a short demonstration on how to effectively sticky jump and rocket jump. Everyone will join red team and practice rocket/sticky jumping from various positions to the top of control point C. (I chose point C in Gravelpit as Rocket/Sticky jumping is key to capturing this point in a game and it's quite high)How to effectively use an úbercharge as a Med[more ...]
|UKMD| st3fan^ wrote this in the forum 28 Dec : 13:51
Right nicked this off another forum i like to occasionally spam!its The Mallet's Mallet!, This is a word association game musn't pause, musn't hesitate...bread
|UKMD| MoggieX wrote this in the forum 02 Jan : 09:39
Thats right, we're open to ALL suggestions as when it comes to our servers.If you have a suggestion, please post below.Note: That AWP & Auto sniper enablement is non-negiotable, it ain't happening!This thread carries a strict NO FLAMING policy, if you have an idea, post it!Some suggested topics:- Ranking Systems- Mods (of any kind)- Public wars- Special Nights---------- Work in Progress ----------Ok, just to summarise from the posts made so far:* Map rotation based upon players/time of dayI [more ...]
|UKMD| MoggieX wrote this in the forum 27 Dec : 01:03
WelcomeAdmin, TeamSpeak & custom skins are given to |UKMD| members in 'goodwill' as such I really don't expect for them to be abused and for common sense to be applied when using them.--------------------
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---I have set up some general guidelines, think of it as a 'code of conduct', in a nutshell:1. Don't abuse the status or the access to services (eg, Admin, TeamSpeak etc) you have been given.2. Don't be a complete nause or an annoying twat.3. Remember the things you like[more ...]
|UKMD| MoggieX wrote this in the forum 11 Jun : 13:37
** Please copy this out and put it in a new thread to apply to MX****Fill out the section that applies to you, TF2 or CS:S Or in my case, BOTH****See The Last Post Below for an example**If you have not done so already please read the How to join |UKMD| GuideFeel free to add more but please answer all the questionsImportant Note:|UKMD| is not an active match playing clan, it is a 'Team' and a 'community', IF you're looking for matches, then you've come to the wrong place.--------------------
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