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	<title>Comments on: Defensive Strategy</title>
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		<title>By: Pie21</title>
		<link>http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/comment-page-1/#comment-181</link>
		<dc:creator>Pie21</dc:creator>
		<pubDate>Fri, 16 Oct 2009 06:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/#comment-181</guid>
		<description>What about Snipers though? I find they&#039;re a much more common counter to Heavies than Spies are. Either way, putting a sentry or two to the right of the Heavy in that position make it virtually impenetrable from down the stairs, except for an uber.</description>
		<content:encoded><![CDATA[<p>What about Snipers though? I find they&#8217;re a much more common counter to Heavies than Spies are. Either way, putting a sentry or two to the right of the Heavy in that position make it virtually impenetrable from down the stairs, except for an uber.</p>
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		<title>By: Hash Classic</title>
		<link>http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/comment-page-1/#comment-180</link>
		<dc:creator>Hash Classic</dc:creator>
		<pubDate>Fri, 16 Oct 2009 03:17:54 +0000</pubDate>
		<guid isPermaLink="false">http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/#comment-180</guid>
		<description>For the first stage, second control point, one of the best defenses I&#039;ve seen is for a Heavy to stand on the point with a dispenser to the right of him. The Heavy is now looking at four exits (both tunnels and 2 grates) and can supply a tremendous amount of cover fire to any enemy approaching the cp from the front and has unlimited ammo from the dispenser (as long as there is a dispenser, the Heavy need not spin down his gun). Ubercharged enemies can still push through so it is important for any Spies on the team to target the Medics; otherwise, its basically an impenetrable defence.

As a Heavy deploying this tactic, be sure to sweep your gun over all four visible exits constantly and make sure your ammo is nearly full at all times (occasionally a demo or soldier will destroy your dispenser). Keep an eye out for cloaked Spies trying to sneak through your fire; and if an Ubered opponent does reach the point TRY TO STAY ALIVE! once their Uber runs out take out the pair and conserve your ammo until your Engie rebuilds the dispenser (remember there is a small health and ammo spawn close by, use it if you have to).

This tactic works best when your team&#039;s Spies are taking out their Medics; having a friendly Medic running back and fourth between you and your AggroDefence (Soldiers, Demos, Pyros trying to push the enemy back) is a good idea - if your Medic doesn&#039;t mind sitting on their UberCharge, have him be able to run to your position to pop the Uber in case a enemy Uber gets to the point. Otherwise, just hold down leftmouse until time runs out.</description>
		<content:encoded><![CDATA[<p>For the first stage, second control point, one of the best defenses I&#8217;ve seen is for a Heavy to stand on the point with a dispenser to the right of him. The Heavy is now looking at four exits (both tunnels and 2 grates) and can supply a tremendous amount of cover fire to any enemy approaching the cp from the front and has unlimited ammo from the dispenser (as long as there is a dispenser, the Heavy need not spin down his gun). Ubercharged enemies can still push through so it is important for any Spies on the team to target the Medics; otherwise, its basically an impenetrable defence.</p>
<p>As a Heavy deploying this tactic, be sure to sweep your gun over all four visible exits constantly and make sure your ammo is nearly full at all times (occasionally a demo or soldier will destroy your dispenser). Keep an eye out for cloaked Spies trying to sneak through your fire; and if an Ubered opponent does reach the point TRY TO STAY ALIVE! once their Uber runs out take out the pair and conserve your ammo until your Engie rebuilds the dispenser (remember there is a small health and ammo spawn close by, use it if you have to).</p>
<p>This tactic works best when your team&#8217;s Spies are taking out their Medics; having a friendly Medic running back and fourth between you and your AggroDefence (Soldiers, Demos, Pyros trying to push the enemy back) is a good idea &#8211; if your Medic doesn&#8217;t mind sitting on their UberCharge, have him be able to run to your position to pop the Uber in case a enemy Uber gets to the point. Otherwise, just hold down leftmouse until time runs out.</p>
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		<title>By: Pie21</title>
		<link>http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/comment-page-1/#comment-71</link>
		<dc:creator>Pie21</dc:creator>
		<pubDate>Wed, 16 Apr 2008 10:59:23 +0000</pubDate>
		<guid isPermaLink="false">http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/#comment-71</guid>
		<description>Granted, scouts can be useful. Perhaps &quot;no scouts&quot; is a bit excessive, but I stand by no more than 1 sniper, and more than 1 scout would be eating up valuable defensive class spots. A scout can &quot;have similarly huge value as a spy or sniper&quot;, but that&#039;s not saying much :P Actually spies can be incredibly effective against unparanoid attackers, but again you CAN have too many.

At the end of the day, going medic is probably going to be more help than going scout or sniper, unless you&#039;re particularly skilled with the above. That&#039;s what I was trying to get at.</description>
		<content:encoded><![CDATA[<p>Granted, scouts can be useful. Perhaps &#8220;no scouts&#8221; is a bit excessive, but I stand by no more than 1 sniper, and more than 1 scout would be eating up valuable defensive class spots. A scout can &#8220;have similarly huge value as a spy or sniper&#8221;, but that&#8217;s not saying much <img src='http://tf2strategy.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  Actually spies can be incredibly effective against unparanoid attackers, but again you CAN have too many.</p>
<p>At the end of the day, going medic is probably going to be more help than going scout or sniper, unless you&#8217;re particularly skilled with the above. That&#8217;s what I was trying to get at.</p>
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		<title>By: Still Learning</title>
		<link>http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/comment-page-1/#comment-69</link>
		<dc:creator>Still Learning</dc:creator>
		<pubDate>Tue, 15 Apr 2008 16:03:14 +0000</pubDate>
		<guid isPermaLink="false">http://tf2strategy.com/map-guides/dustbowl/defensive-strategy/#comment-69</guid>
		<description>&quot;The main reason for defenders losing is a poor class mix. Your team should not have more than 1 sniper or any scouts, and should definitely have at least 1 demoman and heavy and 2 medics.&quot;

It hurts my pride as a scout player to read that ;) A scout on the defense can have similarly huge value as a spy or sniper. While he can&#039;t effectively deal with sentries, he&#039;s good for sneaking around and taking out teleporter enterances ( exits are often guarded by sentries ), and if teh scout player knows what he&#039;s doing, can apply a tremendous pressure on the attacking team by popping up around the corner, quickly taking down a key demoman or medic, disappearing again, coming up from a different angle, getting rid of the spy as he&#039;s just about to disguise himself, disappear again, etc, etc. Especially effective on Dustbowl 2, also somewhat on D1, after the first wave of attackers is dealt with - forcing medics to pop ubers early, and to charge them in the safety of their point, too ( few things are as frustrating as having a scout pop up behind You and blast You to oblivion with two shots, leaving no time to activate the ubercharge). 

Also, although it&#039;s true that it&#039;s rather silly to go scout when You see 3 snipers and 4 spies on the team already, there are two things to remember: One, the team is probably doomed anyway, because there are seven other morons on it ;) , two: A skilled scout is better than a rookie demoman. Speaking from experience here; I can&#039;t seem to get the demoman to work for me, and have changed often from scout to demoman or soldier when my team complained. I seldom manage to contribute anything to defense like that.</description>
		<content:encoded><![CDATA[<p>&#8220;The main reason for defenders losing is a poor class mix. Your team should not have more than 1 sniper or any scouts, and should definitely have at least 1 demoman and heavy and 2 medics.&#8221;</p>
<p>It hurts my pride as a scout player to read that <img src='http://tf2strategy.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  A scout on the defense can have similarly huge value as a spy or sniper. While he can&#8217;t effectively deal with sentries, he&#8217;s good for sneaking around and taking out teleporter enterances ( exits are often guarded by sentries ), and if teh scout player knows what he&#8217;s doing, can apply a tremendous pressure on the attacking team by popping up around the corner, quickly taking down a key demoman or medic, disappearing again, coming up from a different angle, getting rid of the spy as he&#8217;s just about to disguise himself, disappear again, etc, etc. Especially effective on Dustbowl 2, also somewhat on D1, after the first wave of attackers is dealt with &#8211; forcing medics to pop ubers early, and to charge them in the safety of their point, too ( few things are as frustrating as having a scout pop up behind You and blast You to oblivion with two shots, leaving no time to activate the ubercharge). </p>
<p>Also, although it&#8217;s true that it&#8217;s rather silly to go scout when You see 3 snipers and 4 spies on the team already, there are two things to remember: One, the team is probably doomed anyway, because there are seven other morons on it <img src='http://tf2strategy.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  , two: A skilled scout is better than a rookie demoman. Speaking from experience here; I can&#8217;t seem to get the demoman to work for me, and have changed often from scout to demoman or soldier when my team complained. I seldom manage to contribute anything to defense like that.</p>
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