This requires a direct line of sight, shows a visible tracer, and marks you for death you can move buildings across open areas, but are discouraged from sneaking into the enemy base. The Rescue Ranger can also haul your buildings from afar at the cost of 100 metal. Use the Rescue Ranger to support your Sentry Gun from safety so long as you still get up close to reload it or deal with Spies. This is slightly cheaper than using the Wrench, which repairs at a 3-to-1 ratio, but does not restore ammo, remove Sappers, or upgrade buildings. The Rescue Ranger shoots weak bolts that can heal friendly buildings from afar at a 4-to-1 health-to-metal ratio, with a maximum of 60 health per shot. The amount of charge lost depends on distance, with none lost at longer ranges if you are willing to risk combat, you can stall an enemy Medic from obtaining the invincibility-granting ÜberCharge that would overpower your Sentry Gun, or make a Spy's escape that much more difficult. The Pomson 6000 is a weak weapon with slow projectiles, but its projectiles drain the ÜberCharge or Cloak meters of enemy Medics and Spies, class-specific abilities that are effective against your Sentry Gun. Just in case you run out of metal, know where your Dispenser and metal pickups are, and carry the Pistol for backup. The Widowmaker can be used alongside the standard Sentry Gun to take out attacking enemies faster, or alongside the Combat Mini-Sentry Gun for powerful dueling and a more aggressive playstyle. When using the Widowmaker, fight near your buildings and aim each shot - an accurate close range shot yields more than the 30 metal it costs. The Widowmaker consumes 30 metal per shot, refunds metal based on damage dealt, and deals increased damage to enemies targeted by your Sentry Gun. Avoid storing up too many Revenge Crits - the Frontier Justice has a 50% reduced clip size, which limits your rampaging, and you lose all crits on death. Once your Sentry Gun is destroyed, use Revenge Crits to push the enemy team back before reconstructing your base.Īlternatively, if you take an aggressive approach, especially with Combat Mini-Sentry Guns, you can intentionally demolish your Sentry Gun to immediately access Revenge Crits, which you can then use to target frail enemies like the Medic. Try placing your Sentry Gun or Combat Mini-Sentry Gun in an offensive position, where it should be able to get a few kills or assists before being destroyed. The Frontier Justice gains Revenge Crits for any kills or assists your Sentry Gun gets, but only after the Sentry Gun is destroyed. The Shotgun is the most reliable choice for fighting independently from your Sentry Gun or team - your other primary weapons sacrifice the Shotgun's consistency for situational damage or utility. Use it to defend yourself when alone and scare off enemies that your Sentry Gun cannot target, such as disguised Spies. The Shotgun is effective at close to medium range, but much weaker at a distance.
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