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A guide to Graham and his turrets
Considering the fact that Graham just came out, I decided to make a guide of using your sentry to the fullest advantage. Really sorry if this is bad, this is my first guide.
Tf2 players: Ok, If you play TF2, you have to realize that BBR engineer is NOTHING like a tf2 engineer. Why? Because both turrets are totally different. A tf2 turret has limited range but can turn around completely to get any enemy around it. A BBR turret has nearly unlimited range at the cost of not being able to fire anything behind it. With this, we can continue our lessons. Please erase all memory of how to play Tf2 engineer now.
Your sentry: The sentry that is at your disposal has a low amount of health and cant turn around. What makes it good? First off the nearly (it does have limits) unlimited range can be used to harass people in the first 5 seconds of the round. When graham first comes out of the box, you will find yourself getting trampled by every single other class. This where you sentry comes in. A graham must ALWAYS be close to his sentry unless he knows that his team can handle the enemies.
Your point on the team: So what we learned is that Graham can't fight (unless he has land mines) and that he has a sentry that can pack a punch if you can lure an unknowing player into it. Still, what is your real point on the team? Graham is special because he provides something totally different thing to the table: strategy. While other classes bring different kinds of firepower to push into the enemy territory, Graham stays back and protects the backfield from huggables and other enemies trying to gum up the works. Graham is the best class at protecting things like health packs that can be used for the team, power ups, and sheilds, and especially your own spawn
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