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#1 |
![]() Join Date: Jun 2010
Reputation: 22
Posts: 296
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What are some good maps/situations where the Eureka Effect is useful?
I have yet to get one to test it out, but I will trade for one soon and I can't think of many places where it'd be more useful than the Jag.
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#2 |
![]() Join Date: Dec 2011
Reputation: 5
Posts: 226
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Arena only probably.
maybe dustbowl stage 3 cap 1 if you made your sg in that one tunnel(you selfish fuks who put like 2 dispensers up there and not for your team i despise your engineering) and BLU caps the point and you have no way of getting out you could use it i guess |
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#3 |
![]() Join Date: May 2011
Reputation: 596
Posts: 2,659
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Arena, or any attack/defend or pl map with 2 points where you might need to fall back quickly, once the first point falls.
Also: Ninjaneering on larger maps. |
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#4 |
![]() Join Date: Oct 2009
Reputation: 302
Posts: 2,727
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Do you play 2fort? I like to use it to drop a tele exit in the enemy sewers and then beam back instead of making the dangerous track to my base.
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#5 |
![]() Join Date: Oct 2011
Reputation: 8
Posts: 101
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some maps which allow you to rocket jump to a roof which can't access by walking then build a nest up there.
Like i only use it in Cp_gorge red team to build a nest on blue second spawn. Badwater 2nd point has a spot on the roof too, but if it doesn't require time much like in gorge so i normally just build a lv3 sentry in spawn then bring it out to rocket jump up the roof. |
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#6 |
![]() Join Date: Jun 2011
Reputation: 50
Posts: 454
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When you have no engy buddies or a weak team, its almost certain once your sentry goes down, the area is lost and so are you. Thats where EE shines for me because you dont need to move stuff if you build it right and when it goes down, you escape and quickly setup at next stage.
Its also useful in situations when your team has a long way to go from spawn to frontlines and your tele entrances are constantly being destroyed by spies or scouts. Both on defense and offense, it helps your team keep the pressure. |
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#7 |
![]() Join Date: Jun 2011
Reputation: 1742
Posts: 10,933
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CTF maps. Even Turbine. No reason to use anything else.
A / D maps that aren't Dustbowl. Payload maps where you're not Wrangler-jumping, after setup time. Arena, lulz. |
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#8 |
![]() Join Date: Oct 2011
Reputation: 26
Posts: 372
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Plop down a lvl 1 sentry somewhere hidden on the enemies side of the field. Teleport away and hear the little thing shoot the enemies in their back for a minute or two.
:3 Done that for awhile on Doublecross |
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#9 |
![]() Join Date: May 2011
Reputation: 474
Posts: 2,534
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Makes a great escape item when you realize you're about to die from an ubercharge or something.
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#10 |
![]() Join Date: Jun 2011
Reputation: 0
Posts: 104
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I suggest on Payload maps. It's good when you have to retreat after a control point has been taken or overrideen by camping Heavies.
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#11 |
![]() Join Date: Jul 2011
Reputation: 141
Posts: 646
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It's pretty good on Upward as defense, behind the long shed on the left. It allows you to get up a tele, dispenser, and level 2 before setup ends, and if your team defends it, it can take a little work to get rid of.
It wont last forever, but it'll stick around about as long as most Upward "out-of-the-gates" defenses. |
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#12 |
![]() Join Date: Aug 2011
Reputation: 84
Posts: 1,150
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I think an instant mouse2 resupply locker is pretty useful in most, if not all situations.
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#13 |
![]() Join Date: Apr 2010
Reputation: 840
Posts: 9,430
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PLACE TELE EXIT FIRST
right click place & upgrade entrance at spawn resupply place sentry right click upgrade sentry right click place dipenser last works great if you don't need to move a lot, like on ctf maps or during setup. |
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#14 |
![]() Join Date: Dec 2011
Reputation: 41
Posts: 187
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It comes in handy if you're on a map where you can Wrangler jump to areas unaccessible to enemy spies. (The building containing the second blue spawn on Gorge and Point B on Gravelpit come to mind.)
It tends to be easier to allow all of your teammates to use your teleporter, destroy the entrance and then warp back when necessary (in order to build the entrance again if one of your Snipers or slower teammates gets killed), since the Spy will be unable to destroy your exit or sap the nest. Last edited by CheeseSandvich: 04-04-2012 at 12:19 PM. |
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#15 |
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Banned
Join Date: Feb 2012
Reputation: 91
Posts: 285
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I like to use the Eureka in Double Cross. You can drop into the sewer through the hatch in spawn and quickly place a sentry, then Eureka back for more metal.
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