W
WoeIsMiko
Guest
I haven't seen anything else like this discussed on here or anywhere else for that matter.
If you have an overall game plan or even just little tips and tricks, post them here.
The biggest flaw I have noticed while in a losing game is lack of teamwork. This usually results in an effect I call bleeding away. Bleeding away is when individuals respawn, run to the frontline, and immediately attempt a push forward and die, starting the whole process over again. By constantly giving the enemy a stream of easy targets you only help contribute to their score. This usually continues until a handful of players happen to respwan at the same time or a handful of players wise up and acts accordingly.
Bleeding away is a hopeless strategy against any solid defense from the opposing team. Many people tend to forget that there is safety in numbers. Providing suppressing fire while waiting for backup may seem tedious, but can make the difference in capturing the next point or not. The more people that are involved in a push, the better the odds. Ideally these attacks should be against the same targets from different angles at the same time. Don't be afraid to use the mic to set this up. Taking the time to assess your surroundings will make all the difference in the world.
Every map has more than one route to the same end. Assess what path is least defended in consideration of your current class?s strength. Also, what path are the majority of the battles taking place in? Should the primary path be moved to another less defended route or should more pressure be applied to that path? How many teammates are nearby? What classes are they? What class am I? See that the team is lacking a certain class? Switch yourself or let it be known what class would be helpful.
Aside from its obvious invulnerability benefit, the Medic's Ubercharge is also a strategy device designed to discourage bleeding away and encourages focused teamwork. Far too often this idea is only utilized in the medic/heavy combo or by accident.
A solid example of this is Spies attacking sentries. Spies by nature are solitary creatures and attacks are not usually coordinated between a spy and any other class. A Spy spends considerable time positioning himself in the "Safe zone" behind enemy frontlines where enemies are less likely to suspect spy activity. From there, a Spy's main objective when dealing with sentries is to destroy them, allowing the frontline offensive force to move forward. Far too often (Dustbowl in particular) I see multiple Spies head-butting with multiple engineers for large periods of time and making absolutely no progress. Engineers are going to defend their babies no matter what. In this scenario, a spy should have backup ready (sniper and soldier come to mind) to rush attack once a sapper is placed. While the sentry is disabled it cannot attack. While the spy concentrates on keeping sappers applied, the backup can come in and attack with no fear of the sentry OR engineer, seeing that he will be trying to fix his gun. With a little extra planning, a Tier 3 sentry can be taken out quickly and effectively preventing a battle from stagnating.
Further thoughts:
-The Medic's Ubercharge fills faster when the target being healed is injured. I'm sure the majority of people already know this by now, but far too often I see its potential going to waste. Demomen and Soldiers should find a medic and make good use of the setup period before a round.
-Don't be afraid of using the mic to coordinate attacks. Most average rooms I have played do not have strong communication. I have never lost with a team that had solid communication, when the opposition didn't. Granted, strong communication from both sides becomes an entirely new game that is even more challenging and rewarding.
-Heavy?s are deceptively short rage attackers. Distance shots should be used mostly for suppressive fire or an all out attack with large amounts of backup.
-An Ubercharged Heavy/Medic combo can be used to block a doorway from another Ubercharged Heavy/Medic combo. This way, the enemy wastes their Ubercharge and access to any sentries they were attempting to destroy is prevented.
-The scoreboard is your friend more than you might realize. Running low on time and that last capture point is close? Tab frequently to see how many skulls are on what side of the scoreboard. If the majority of the opposing team is dead, a strong push has better odds of succeeding or at least covering more ground. This rule extends beyond usual class restrictions. If you are engineer with a healthy sentry, and the enemy is weak, push forward, shotgun blazing. You may be the best one suited to take advantage of an open capture point after a large battle. The opposite of this is true too. Don't rush if most of your team is dead and the opposition is at nearly full force. Checking the scoreboard is also helpful when joining a room to help assess where things stand at the moment.
-Pyros are the best defense for sentries against Spies, especially when more than one sentry is clustered close together. If your sentries are being attack by multiple Spies, just keep a Pyro spraying the whole area. The engineers will love you.
-When playing CP_Gravelpit, Demomen and Solidiers can blastjump to the top of the Capture Point B house. This can also be done at point B to gain access to the enemy spawn point. Both excellent surprise opportunities.
Your thoughts? Any other ideas?
:cheers: Happy fragging!
If you have an overall game plan or even just little tips and tricks, post them here.
The biggest flaw I have noticed while in a losing game is lack of teamwork. This usually results in an effect I call bleeding away. Bleeding away is when individuals respawn, run to the frontline, and immediately attempt a push forward and die, starting the whole process over again. By constantly giving the enemy a stream of easy targets you only help contribute to their score. This usually continues until a handful of players happen to respwan at the same time or a handful of players wise up and acts accordingly.
Bleeding away is a hopeless strategy against any solid defense from the opposing team. Many people tend to forget that there is safety in numbers. Providing suppressing fire while waiting for backup may seem tedious, but can make the difference in capturing the next point or not. The more people that are involved in a push, the better the odds. Ideally these attacks should be against the same targets from different angles at the same time. Don't be afraid to use the mic to set this up. Taking the time to assess your surroundings will make all the difference in the world.
Every map has more than one route to the same end. Assess what path is least defended in consideration of your current class?s strength. Also, what path are the majority of the battles taking place in? Should the primary path be moved to another less defended route or should more pressure be applied to that path? How many teammates are nearby? What classes are they? What class am I? See that the team is lacking a certain class? Switch yourself or let it be known what class would be helpful.
Aside from its obvious invulnerability benefit, the Medic's Ubercharge is also a strategy device designed to discourage bleeding away and encourages focused teamwork. Far too often this idea is only utilized in the medic/heavy combo or by accident.
A solid example of this is Spies attacking sentries. Spies by nature are solitary creatures and attacks are not usually coordinated between a spy and any other class. A Spy spends considerable time positioning himself in the "Safe zone" behind enemy frontlines where enemies are less likely to suspect spy activity. From there, a Spy's main objective when dealing with sentries is to destroy them, allowing the frontline offensive force to move forward. Far too often (Dustbowl in particular) I see multiple Spies head-butting with multiple engineers for large periods of time and making absolutely no progress. Engineers are going to defend their babies no matter what. In this scenario, a spy should have backup ready (sniper and soldier come to mind) to rush attack once a sapper is placed. While the sentry is disabled it cannot attack. While the spy concentrates on keeping sappers applied, the backup can come in and attack with no fear of the sentry OR engineer, seeing that he will be trying to fix his gun. With a little extra planning, a Tier 3 sentry can be taken out quickly and effectively preventing a battle from stagnating.
Further thoughts:
-The Medic's Ubercharge fills faster when the target being healed is injured. I'm sure the majority of people already know this by now, but far too often I see its potential going to waste. Demomen and Soldiers should find a medic and make good use of the setup period before a round.
-Don't be afraid of using the mic to coordinate attacks. Most average rooms I have played do not have strong communication. I have never lost with a team that had solid communication, when the opposition didn't. Granted, strong communication from both sides becomes an entirely new game that is even more challenging and rewarding.
-Heavy?s are deceptively short rage attackers. Distance shots should be used mostly for suppressive fire or an all out attack with large amounts of backup.
-An Ubercharged Heavy/Medic combo can be used to block a doorway from another Ubercharged Heavy/Medic combo. This way, the enemy wastes their Ubercharge and access to any sentries they were attempting to destroy is prevented.
-The scoreboard is your friend more than you might realize. Running low on time and that last capture point is close? Tab frequently to see how many skulls are on what side of the scoreboard. If the majority of the opposing team is dead, a strong push has better odds of succeeding or at least covering more ground. This rule extends beyond usual class restrictions. If you are engineer with a healthy sentry, and the enemy is weak, push forward, shotgun blazing. You may be the best one suited to take advantage of an open capture point after a large battle. The opposite of this is true too. Don't rush if most of your team is dead and the opposition is at nearly full force. Checking the scoreboard is also helpful when joining a room to help assess where things stand at the moment.
-Pyros are the best defense for sentries against Spies, especially when more than one sentry is clustered close together. If your sentries are being attack by multiple Spies, just keep a Pyro spraying the whole area. The engineers will love you.
-When playing CP_Gravelpit, Demomen and Solidiers can blastjump to the top of the Capture Point B house. This can also be done at point B to gain access to the enemy spawn point. Both excellent surprise opportunities.
Your thoughts? Any other ideas?
:cheers: Happy fragging!