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>offense: > >1. the general idea on offense is to get the intelligence and >take it back to your base, deathmatching(DMing) and fighting >along the way that doesnt help accomplish this goal is >useless. the goal is to drag out the briefcase as far as you >can before you die, and as quickly as possible. once someone >drops the intelligence its paramount that your team just keeps >getting touches and eventually drags it out
Exactly -- never let the timer go below 60 seconds on the intel. Even if you have to completely waste a life to go in as an invisible spy, touch the intel and immediately die, it needs to be done so the soldiers / heavies / demos of your team can make it to the relevant point and do the damage necessary to keep it moving. Once the intel is outside of the basement, though, it should NEVER return until you capture it.
>2. beginning game scout rush, all offensive players should >spawn as scouts. there is a very good chance one of you can >capture or at least get the intelligence out of the basement >before the other team can properly set up.
This strat is kinda weak. I generally choose a heavy or pyro right off the bat and set up to kill incoming scouts. Once the initial scout rush is beaten back (read: 1 spawn of a scout), this strategy is useless for the rest of the game. Does it occasionally work? Yeah, like maybe 50% of the time, but it only gets you 1 point and it's not exactly what to hang your hat on as far as overall strategy goes.
>3. take the intelligence up the spiral, unless no one is >guarding the ramp room(no turrets, etc). you are more likely >to die taking it up the spiral but it is much easier for your >teammates(and yourself once you respawn) to get the >intelligence from the top of the spiral area than it is to get >it from the ramp room when their whole team starts to defend. >and my fucking god don't ever take the intelligence thru the >waterway(this makes me want to switch teams and hunt you down >the rest of the game), it takes WAY too long and if you get >killed down there, its very easy for the defense to set up and >make sure it returns to base.
Spiral can be closed off by a good defensive team as well, by defending either end and preventing touches on the intel. I usually choose the ramp based on the team tendencies I'm up against.
>5. people who misplay spy and scout. if you're a scout, you >should never be fighting(DMing) the other team, show me a >scout who is good at killing demos and soldiers and i'll show >you someone who doesnt know how to play scout. the exceptions >to this are of course you want to shoot someone in the back >pointblank and kill them instantly, and also if you have an >opposing scout backtracking and chasing you(which is super >lame but people do it), you'll pretty much have to turn around >and fight them as they are too fast to run from. overall your >job is to drag intelligence, as far and as fast as possible, >let your offensive soldier do the killing. >a good offensive spy is trying to sneak past everyone, grab >the intel, and drag it as far as possible before being killed. >a bad spy will spend a bunch of time trying to sap turrets and >backstab people who arent even between them and the intel. spy >is one of the highest scoring classes when played IMPROPERLY, >when i see a spy with a huge score i pretty much think their >an idiot(or they just dont care about actually winning the >game and just want to boost their rankings, which is fine on a >public server)
PREACH!! People who look at kill ratios don't know what they're doing.
Although, I have to say I've been running into scouts on Dustbowl who operate exclusively as medic killers -- sneaking up behind and picking them off with superior speed -- and they're pretty effective when played well.
>8. as soldier, you should be rocketjumping the deck or the >grate EVERY trip, unless there is simply zero defense on the >ground floor of the base. you're simply too slow and too easy >of a target to traipse through the whole base without taking >tons of damage or being killed. now if there is a demo piping >the deck or a good soldier guarding it, then you may have to >go grate or go thru the ramp room. rocketjumping the grate is >pretty tough. if there is too much going on in the yard, you >may have to go water, you dont want to get caught up DMing in >the yard when you need to be in the other teams base fucking >them up. unlike the scout and spy, you need to be concerned >with killing everything that walks, and of course turrets, >dispensers, teleporters, anything the enemy team is using. >you're too slow to run from anyone, so you need to kill >anything you see. if you only rocketjump and kill a turret and >an engy in the main room by their respawn, you have done your >job and if you have competent spies and scouts(this is a huge >if of course lol) you're going to get a lot of captures
Sometimes you need the extra 50 health, though, so it depends. Plus if you miss the grate, and have to try again, you're kinda fucked for that life because you'll be upstairs with 100 health, which takes away the soldier's biggest advantage, his health. But overall, soldiers don't utilize the rocket jump enough, I agree. ___________
HOPE! https://vine.co/v/i7JjIBL3Qix https://vine.co/v/i7JtqEFwxDu
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