I'm a firm believer that no sentry is indestructible. If the defending team is applying teamwork by having members guard entrances in addition to this SG, then the attacking teams needs to come up with a teamwork to defeat them. Ubers oh demomen with stickies, and/or soldiers, often make great weapons against sentry guns. Throw in some spies and sappers, and you've got yourself a dead sentry and a newly-capped command point. :)
With that said, yes you always want more than one path to any critical area, or to a large area just PRIOR to the critical area (with a large connecting space from there).. but in any case, you've mentioned that you have entrances on either side, in addition to the main entrance. If you're really looking for a way to add something, though, see if a "take the low road" option is open to you (based on the design, etc). Can you build a tunnel-route that comes up to a ladder or stairwell within the space of the U? Or conversely, can you increase the line-of-sight to the area where the Sentries would typically be? Allow for persons to stand in a space out of range of the sentries, giving soldiers and snipers the ability to work it down. Again, all dependant on the surrounding structure. Major Johnson wrote: > As a player, I find impossible-to-attack sentries one of the most > frustrating things imaginable. This is worse than being constantly > head-shotted by a good sniper in a good location, at least he can die to a > friendly sniper! > > So my task at the moment is to figure out what makes a good sentry location > "better" than a poor sentry location, and how to prevent that from becoming > an impenetrable castle. Currently the spot that is giving me serious > trouble is a U shaped area. The walls form the back and sides of the square > U, a large window forming the open section, blue team primarily comes from > this direction. There are also entrances on either side, but none behind. > The issue is that a sentry placed near the back side of the U with two team > mates guarding the doors on the left and right, the point (in the center) > can not be capped. 3 people on red and the entire room is locked down tight > (ubers have more luck than anything else). A sentry can't see through the > window, but the area has low amounts of cover, and happens to be situated > very close to red spawn. Blue has a resupply on the back side of the U, > which has quick access to both sides, and several routes to this point that > avoid red spawn. > > I have a limited ability to modify the architecture of the room, due to the > surrounding structure, but knowing the fine points of *why* this room is > impenetrable is the first step to knowing how to supply a sufficient > weakness. > > So effectively, blue is assaulting the U from the bottom, and I don't want > to add an entrance directly from the "resupply," as that would tip the > balance in the other direction: it would be impossible to hold (even if I > were to remove the two side entrances as assault points). > > Draco18s > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
