Lil_Rimmy said:
Just because your mortar or spinfusor doesn't need the generator, just because you don't need a generator to capture a flag, does NOT mean the generator is useless. As a tech, if the generator is not working, the game becomes VERY boring and frustrating. And you wonder why the enemy just walk up and grab our flag? BECAUSE THERE ARE NO DEFENCES!
So, players, help out your Techs, and we will help you.
That is a good point, but there are limits to that as well.
Let's say the enemy is camping your gen room with two heavies, with an infiltrator there somewhere.
is it worth it, to go down there and try to root them out with 4 or 5 guys as backup to couple of techies?
I say it is not. Let them have the gen room. It's capture the flag you're playing, not capture the gen room. Ultimately, everything else is either doing one of these three, or enabling one of these three:
1. Pathfinders steal enemy flag
2. Pathfinder with the flag is to be protected on their way back to base
3. Prevent enemy pathfinders from stealing the flag.
If the enemy is using three players to hold your gen room, that's three players out there not harassing your flag or flag-capper. If it takes half your team away from the flag, the enemy at your gen room is acting succesfully as a distraction for their pathfinders. Let them have the gen room, and instead go up there to defend the flag - the technicians SMG is far from worthless. And a Doombringer with a technician or two as backup at flag defence is fairly hard to get through. Especially if the enemy team is effectively playing with 3 missing members (being useless at your gen room).
Then, a few minutes later, you can go check the gen room. Either the enemy is gone, or even better,
still there and useless for the actual meaningful fight of flag-capping