Whiskey Outpost Defenses Guide

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Karmac
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Whiskey Outpost Defenses Guide

Post by Karmac » 08 Jan 2017, 18:37

Here's an edited .jpg file of the map Artouris lent us with my own opinions on areas that should be defended/blocked off/mined, feel free to adapt this to your own use and edit it and repost it as you see fit, this was made with pre-built defences NOT in mind, I've yet to play the map and the defences are tiny and hard to see for me, so adapt those for use as well, however I recommend NOT basing your defences around sandbags, they are *marginally* better than reinforced tables and their placement is terrible, use them as fallback points or barricades to slow the advance of xenos whilst falling back.

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The checkered defences should be reinforced tables with mines backing them up, various kill-hallways should be backed up by turrets, and flanking positions should be held by SADAR users or Sentry guns hidden behind false doors. Do with this as you wish.
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Re: Whiskey Outpost Defenses Guide

Post by LarryOrtega » 08 Jan 2017, 22:35

Is this a new map?, when it came out?
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Re: Whiskey Outpost Defenses Guide

Post by Karmac » 08 Jan 2017, 22:39

Like yesterday.
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Re: Whiskey Outpost Defenses Guide

Post by Karmac » 11 Jan 2017, 00:21

My new advice for engineers on this map is to start building out from the centre, so your lanes don't get cut off and you don't need to fall back in the first few waves or so.
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Re: Whiskey Outpost Defenses Guide

Post by Surrealistik » 15 Jan 2017, 18:16

Engineers should concentrate their defenses around the HQ and HQ shore of the river; building beyond that is automatically doing it wrong.
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Re: Whiskey Outpost Defenses Guide

Post by Eenkogneeto » 15 Jan 2017, 18:24

I kind of have to agree, Anything past the river is pointless. You should really just run out and loot and go back to the center.
That said, there's apparently a big update coming so maybe that will change everything.
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Re: Whiskey Outpost Defenses Guide

Post by CraayyZ » 15 Jan 2017, 18:29

The other day we were playing WO and the engineers built fake walls on the "stairs" throughout the Outpost near the metal barricades. They also put up Sentry guns that had a perfect view, perfect angle, line of fire and crossfire. It worked really well and we managed to last till Round 8? I think it was.
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Re: Whiskey Outpost Defenses Guide

Post by Karmac » 15 Jan 2017, 20:21

Immediately after experiencing a round I came to that exact realisation Sur, having 4 sentries setup on a flank and then being told one side fell 3 minutes in pissed me off to no end, and it happened 3 times in a row.

EDIT: If you think getting to Round 8 is good you clearly weren't around when the competent players were on, or when we were coder abused to victory.
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Re: Whiskey Outpost Defenses Guide

Post by Shyguychizzy » 15 Jan 2017, 20:27

RIP.....thing is Whiskey now is more different so gotta change up the strats due to the update...since there was a major whiskey update.
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Re: Whiskey Outpost Defenses Guide

Post by Karmac » 15 Jan 2017, 20:39

Yeah, supposedly Artouris is fixing the problem with our flanks falling 3 minutes into the round, which I would love to see the solution to, as he has said it wasn't replacing marines with sentry guns on legs.
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Re: Whiskey Outpost Defenses Guide

Post by Abbysynth » 04 Feb 2017, 08:39

I dunno why Artouris doesn't just seperate the 3 paths apart so xenos can't bunch up on one side.

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Re: Whiskey Outpost Defenses Guide

Post by Karmac » 04 Feb 2017, 08:43

god knows, also this guide is horrible and out of date, map isn't even correct I believe.
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