Author Topic: Groovitron: Disco Inferno  (Read 1208 times)


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Groovitron: Disco Inferno
« on: February 29, 2012, 03:03:10 pm »
Don't underestimate the groovitron. A lot of people do, mostly because it seems harmless at first, all it does is throw the player up into the air. But the low cost of the groovitron coupled with the power of forcing people to jump can make a well placed groovitron a key tool in winning a round. Key ways of using the groovitron:

  • Disrupt enemy engineers/snipers as a spy: One of the best things you can do with the groovitron is place it near a sentry. While it won't make the sentry jump, it will make the engineer jump, and it makes it hard to keep a sentry repaired if you have to get up and dance. Coordinating it with a demoman and soldier while placing the groovitron down as a spy can take out a sentry nest quickly.  Snipers as well: and again, without having to decloak, it's even a bigger benefit.
  • Axtinguisher Pyros: This will disrupt rolls such as this, in particular if you DONT have the perk. Throwing them into the air throws off aim for close melee in particular.
  • Combine w/ Slowcube: Seriously, it's almost unfair. They are forced to jump....and be slow as molasses in the cube. And then forced to jump again. A really nice combo. 
  • Cliffs + airblast: Place groovitron near pit. Air blast into direction of groovitron, enough to get them on the side of the cliff. Hilarity will ensue.
  • Sticky Traps: One of the problems being placed in a groovitron is the lack of control the player has once they are affected by it, and it's not that big of a radius of the place they can be thrown too. Place sticky traps near groovitrons to maximize the chaos that can be caused by it.



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Re: Groovitron: Disco Inferno
« Reply #1 on: February 29, 2012, 03:49:13 pm »
Put it in front/on the payload = hard to push >:D

Abridge smd.  "I can't I'm too far away"  That's your reason???