I've been sitting on my engineer's arse for a while now carefully crafting my dispensers and sentries to the state of the art in area denial duties near mission critical top-secret intelligence conveniently stored in a lightweight briefcase. Once I'm done with that, however, I noticed I have really little use for teleporters, however.
- I could use those to bring people from base to the intelligence room, but spies would use that easily, making the move downright stupid.
- I could do the other way round, but then I'd let my defending teammates accidentally warp away from the intelligence room.
- I could place the teleporter from the spawn to an offensive area, but then I wouldn't be able to tend to them.
At a loss of what to do with the teleporters I figured that they could make for an EWS (early warning system) for the base. Here's an example on the map I was playing on:
B┌───────────────
T│ ←
L│ T ────────────┐
M│ HA │ → entry points
T└─┬──── │ I intelligence
▓▓▓│ │ D dispenser
▓▓▓│ ┌───┐ ┌───┐ │ S sentry
▓┌─┘ └┐▓▓│ │▓▓▓│T│ T teleporter
▓│ └──┘ │▓▓▓│ │ H health
▓│I S │▓▓▓│ │ A ammo
▓│D ┌────┘▓▓▓│↑│
▓└────┘▓▓▓▓▓▓▓▓│ │
The idea is that less savy players would damage the teleport as they go through, giving me enough time to prepare for their attack
By placing the teleport entry near that "battlements" area, I could pass it as a legit teleporter yanking you out of the area. The other teleporter on the stairs however would be harder to justify.
Is this a common tactic? Does it have a chance of working? Or will it just confuse my teammates and waste my time?