[PnP].MatchServer. 144.140.154.51:31337 |
Map: cp_well |
Players: 0 |
[PnP] Duel Server 144.140.154.51:21270 |
Map: duel_duel2 |
Players: 3 |
PantheonES.com #oztf 144.140.154.51:21370 |
Map: tc_hydro |
Players: 0 |
iPGN TeamFortress #1 210.50.4.11:27506 |
Map: amth1 |
Players: 0 |
Scorched Earth 2 - Xtra TF 203.96.92.69:27500 |
Map: se2 |
Players: 0 |
TF lessions by descent | 1-Oct-2004 16:08:09 | |||
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Earlier today Descent was asked to prove his worthiness to take up an apprentership with Clan PnP. He was asked to produce a 500 word essay, on 2f5 defence and what he believes the key to defending 2f5 is. The results are soon to be released. as Judged by the pnp panel. here's the essay. 2Fort5r is arguably the easiest of all the maps to defend if a solid strategy is implemented. All entrances to the basement are narrow and can easily be covered. Usually any enemies who do reach your basement are severely damaged and are easily finished off by the Basement Soldier or Engineer. Now I believe that the key position, the strong hold, the backbone of 2Fort5r defences would have to be the Basement Defenders, but more specifically, the Basement Soldier. Their task is too keep a keen eye out on the incoming reports and K-9 ear on Ramps Room and Lift activity, whether it be the sounds of your defences active in the Ramps Room or the uneducated offensive player falling down the Lift. The most commonly used Defensive play is what I call a Post Up, thus is when each defender is assigned to a specific position or a post that they only move from for resupplying purposes and / or a closely located flag in need of attendance. This Defensive play is set up to work like a hierarchy, therefore Top Spiral/Grate and Ramps Room act as the First line of Defence, the Second Line of Defence would be a Dispenser set inside the Lift doorway and a Mid/Floating Spiral Demolitions Man, and lastly the Basement Soldier and Flag Room Engineer [although once the Sentry Gun is deployed and upgraded to Level Three in the middle of the Flag Room (in line of sight of both corridors) the Engineer is able to drift throughout the fortification and supply defenders with armour and EMP assistance]. The Basement Soldier needs to be quick on their feet yet still be able to hold solid ground because quite often a group attack will be organised by the opposition to swiftly take out the Ramp Room Defender and the additional Dispenser in Lift doorway which takes away the ease of the hierarchy defence method as most of the Lift attackers to follow will be near to if not full health, which means the Basement Soldier needs to be equipped with respectable Death Match experience. But as the Last Line of Defence, consequently once the Flag has been taken possession of by the opposition you quickly become the First Line of Defence but unfortunately when the sound of the stolen flag has been triggered, most commonly your defensive structure looses its foundation and becomes an open Death Match brawl meaning it is up to you to punt as much fire power into their Front Line Offence because chances of your Ramps Room and Top Spiral team mates withdrawing from their free frag and stepping back onto Basement grounds to support your falling foundations and eliminating any potential flag thief. |
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[PnP]Nevermind |
[PnP] win vs fv | 17-Mar | |
cp_well : 5 : 0 [Comment]i solid effort by our guys |
[PnP] win vs [-] | 11-Feb | |
cp_dustbowl : 1 : 0 ctf_well : 2 : 2 [Comment] |
[PnP]GAK Man | Design / Backend |
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