A Good Defense is a Strong Offense (Team Fortress 2 Replay)
Many people will say that the "Combat Engie" (Engineer using the Gunslinger) is useless on defense teams. And for the most part, they're right, but some maps like CP_Gravel Pit have little to no favorable locations to set up a strong sentry nest, and its times like that where you put away the wrench and take off the rubber glove. Most of my kills are hard to make out here, so I'll use annotations to make them out in the chaos.
For the curious, here's my breakdown on when to go combat and when to go turtle engie:
Payload Defense: Almost always go turtle. Payload maps have lots of ammo boxes and a moving objective that causes enemies to mass together in numbers your minisentry can never hold against. You'll need the staying power of a nest with team support to hold the line.
5CP: Unless you're defending the final control point, go Gunslinger. You need the mobility to keep up with your team.
Attack/Defend: Depends on the map. Maps like Dustbowl where there is a lot of good sentry spots with abundant ammo boxes? Go turtle. Maps like Gravel pit where boxes are scarce and sentry nests are open to attack? Go combat.
KotH/Arena: Both work here. Nests allow for staying power and give your team a safe haven, especially in Arena. Combat allows you to take the fight to the enemy more effectively on a small map.
Music is The Battle Cry of Freedom. Its a Civil War song I think.
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