Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

How to be a good guard

Duck Lurch

Somewhat Threatening
Staff Member
Moderator
Joined
May 22, 2017
Messages
69
Guard informations:
1. Allways be with the warden do not run away to make any secrets etc... because you must protect the warden!
2. If you play Sniper, Scout or other classes do not get to often into the mellee range of reds because its baiting, do not throw Jerate or Milk on the reds it's baiting too, do not aim too long on the reds, it's baiting too!
3. Never taunt infront of a red cause he/she may kill you!
4. If the warden die pick warden directly after he/she died! (You type in !w in the chat after this type in !wmenu to get up the warden commands!)
5. Never rocket- or sticky- jump with the stock rocketlauncher or stickybomber!
6. Do not grief buttons only press them if the warden allows/tells you!
7. Allways follow the orders the warden gives you!
8. If you play heavy don't give red's sandwiches, etc. it's baiting!
Class informations:
Don't disrupt the round by e.g. standing in front of the warden, talking non-stop on the chat about unrelated topics, breaking breakables and specially breaking open paths that helps reds when rebelling.
Pay attention to warden orders to make sure less damage is dealt by reds and blues equally.
Spread around the reds, so that you have all sides covered while being aware of having a minimal distance so that if a scout were to rebel you have time to react before being hit, while also being able to support your team if required (here obviously a heavy should be somewhat close to the reds than a sniper).
Beware of the class you pick as a guard:
Scout: Focus on fast movement and attack speed with medium accuracy, good for overall controlling of the reds(most primary weapons are good enough; milk and drinks are mostly useless; sandman and wrap assassin can help on melee only rounds, atomiser helps enabling double jump, self flagellation weapons aren't really useful and the fan is completely useless)
Pyro: Focus on crowd control being great at point blank, great in case many reds decide to rebel(phlog is useless, back burner is mediocre; scorch shot is a no go since it can easily cause a miss fire; third degree is good to get the med healing the rebeller at the same time as the rebeler during melee only rounds)
Sniper: High accuracy with high range and low attack speed(sydney sleeper is not adviced as it is similar to stock sniper but with the minus of mass baiting nearby reds; jarate and darwin and cleaners are pretty much useless and razorback helps against that one sneaky spy and cozy camper helps so that you dont need to go heal whenever you fall)
Soldier: Good crowd control with high mobility and medium accuracy(beggers is a no go due to its lower accuracy, cow mangler is really good since you dont need to restock ammo[specially helpful during warday and larger maps]; boots are usually useless, only really helpful buff is the backup but the best secondary is usually the shotgun so you can kill a player whilst sparing the others nearby while keeping a decent distance from the reds; disciplinary action and stock are the best while melees that provides minicrits to reds are rather bad.)
Demoman: High mobility and crowd control, whilst only having melee as a good single target weapon.(primaries are dependent on how you play and all are decent [although I prefer the loose cannon for the knockback]; refrain from using scottish resistance since you aren't allowed to use sticky traps; caber is a no go since it explodes and you can't refill the charge anyway and refrain from using the zatoichi since you might be unlucky and get hit by a red using one as well)
Heavy: Low mobility whilst having high health, medium ranged crowd control and low accuracy.(brass beast is bad never use it[mass baiting factory]; steak is bad since you can only use melee.)
engineer: most balanced class with both decent mobility, decent crowd control abilities and single targeting abilities(pompson and rescue ranger are usually bad because of it being a projectile weapon although pompson could be used on wardays but it being a projectile weapon makes it easily avoidable; wranglers are useless; all melees are fairly good whilst with eureka you can teleport to spawn to quick heal or deal with rebelers if needed)
Medic: Bad at crowd control with tricky primaries that can easily cause freehits(all primaries work depending on your preference; the stock medigun tends to be the best and kritskrieg is usually the worst probably followed by vaccinator; solemn vow is by far the worst whilst the ubersaw is probably the most liked of them all)
Spy: Bad crowd control, decent mobility, can backstab, good at single target(enforcer, stock and ambassador are by far the best primaries, melees are fairly balanced, just make sure to ignore the kunai)
 
Last edited:

Frootz

Sufficiently Lethal

Frootz

Online
Joined
Jul 17, 2017
Messages
132
Throwing jarate or milk at reds is classed as freehit i'm pretty sure, but this is really helpful and hope some new players find it
 

Sakuya

Trickster
Joined
Aug 24, 2016
Messages
541
Throwing Jarate or Mad Milk at the Reds is just baiting. It would only classify as "free hit" if it actually did damage like the Scout pushing someone with the Shortstop since it does 1 dmg.
Also the Pyro airblasting people is baiting since it doesn't do damage, I hear so many people calling free hit when they get airblasted.
 

Jiggly

Wicked Nasty

Hadi

Offline
Joined
Mar 18, 2017
Messages
313
2. If you play Sniper, Scout or other classes do not get to often into the mellee range of reds because its baiting, do not throw Jerate or Milk on the reds it's baiting too, do not aim too long on the reds, it's baiting too!

Add "and any heavy throwables like sandwich are baiting"

4. If the warden die pick warden directly after he/she died! (You type in !w in the chat)

Add "Type !wmenu to receive the warden operations menu incase it bugged out"

5. Never rocket- or sticky- jump with the stock rocketlauncher or stickybomber!

Rewrite to "Do not use sticky-/rocket- jumper near Reds, alas don't shoot them either as it counts as baiting; rocket jump in safe distance from the Reds.

Also a quick look into a grammar or vocabulary book wouldn't hurt, mayby if you fix it they can make it either sticky or add it to the Jailbreak rules section as "Tips" under "Guards".
 

Pkay

-------
Joined
Aug 19, 2016
Messages
144
I would add:
Don't disrupt the round by e.g. standing in front of the warden, talking non-stop on the chat about unrelated topics, breaking breakables and specially breaking open paths that helps reds when rebelling.
Pay attention to warden orders to make sure less damage is dealt by reds and blues equally.
Spread around the reds, so that you have all sides covered while being aware of having a minimal distance so that if a scout were to rebel you have time to react before being hit, while also being able to support your team if required (here obviously a heavy should be somewhat close to the reds than a sniper).
Beware of the class you pick as a guard:
Scout: focus on fast movement and attack speed with medium accuracy, good for overall controlling of the reds(most primary weapons are good enough; milk and drinks are mostly useless; sandman and wrap assassin can help on melee only rounds, atomiser helps enabling double jump, self flagellation weapons aren't really useful and the fan is completely useless)
Pyro: focus on crowd control being great at point blank, great in case many reds decide to rebel(phlog is useless, back burner is mediocre; scorch shot is a no go since it can easily cause a miss fire; third degree is good to get the med healing the rebeller at the same time as the rebeler during melee only rounds)
Sniper: High accuracy with high range and low attack speed(sydney sleeper is not adviced as it is similar to stock sniper but with the minus of mass baiting nearby reds; jarate and darwin and cleaners are pretty much useless and razorback helps against that one sneaky spy and cozy camper helps so that you dont need to go heal whenever you fall)
Solly: good crowd control with high mobility and medium accuracy(beggers is a no go due to its lower accuracy, cow mangler is really good since you dont need to restock ammo[specially helpful during warday and larger maps]; boots are usually useless, only really helpful buff is the backup but the best secondary is usually the shotgun so you can kill a player whilst sparing the others nearby while keeping a decent distance from the reds; disciplinary action and stock are the best while melees that provides minicrits to reds are rather bad.)
Demo: High mobility and crowd control, whilst only having melee as a good single target weapon.(primaries are dependent on how you play and all are decent [although I prefer the loose cannon for the knockback]; refrain from using scottish resistance since you aren't allowed to use sticky traps; caber is a no go since it explodes and you can't refill the charge anyway and refrain from using the zatoichi since you might be unlucky and get hit by a red using one as well)
Heavy: low mobility whilst having high health, medium ranged crowd control and low accuracy.(brass beast is bad never use it[mass baiting factory]; steak is bad since you can only use melee.)
engineer: most balanced class with both decent mobility, decent crowd control abilities and single targeting abilities(pompson and rescue ranger are usually bad because of it being a projectile weapon although pompson could be used on wardays but it being a projectile weapon makes it easily avoidable; wranglers are useless; all melees are fairly good whilst with eureka you can teleport to spawn to quick heal or deal with rebelers if needed)
Medic: best support, bad at crowd control with tricky primaries that can easily cause freehits(all primaries work depending on your preference; the stock medigun tends to be the best and kritskrieg is usually the worst probably followed by vaccinator; solemn vow is by far the worst whilst the ubersaw is probably the most liked of them all)
Spy: bad crowd control, decent mobility, can backstab, good at single target(enforcer, stock and ambassador are by far the best primaries, melees are fairly balanced, just make sure to ignore the kunai)
 

Who Read This Thread (Total Members: 3)

User Who Replied This Thread (Total Members: 7)

Top Bottom