So as we know, the standard class make up is as follows:
2 Scouts
2 Soldiers
1 Demo
1 Medic
Demo and medic are limited to 1 per team, and everything else is limited to 2, but you won't see much deviation from this. The most common change is one scout switching to sniper on maps like badlands, gravelpit, or well. Heavies and engies are rare but still appear when some last ditch defense is needed
on gravelpit or badlands, typically when you're down to your last point. Pyros and spies are sometimes used to try and kill the opposing team's medic quickly in a clutch play situation.
The maps you will be playing on mostly are:
cp_badlands
cp_granary
cp_follower
cp_well
cp_gravelpit
sometimes cp_yukon
These are the maps that have just been found to be the most balanced and enjoyable, offering some great back and forth play over the center and second to last points. cp_follower is a custom map that combines the spawn areas of granary with a middle area similar to badlands. It is very fun and worth having in your maps folder.
In terms of gameplay, no matter what class you are, conservation is the key. The only outright battles you'll be fighting are in the opening minutes on the middle point and in pushes (either uber, counter, or when opposing team's medic is down). With everything else, you should be holding back, building uber, sticking with teammates and trying to pick off a few members of the enemy team. Never try to engage alone unless you're a decent scout. Attempting to jump into a group of opposing players alone will only get you killed again and again.
Hit and run strategies are never frowned upon, and knowing when to fight and when to fall back is a key skill you'll need to learn quickly.
As well, the opening moments of the game, where each team are heading to the middle, are critical. You'll soon pick up on the paths each class takes for each map, but generally scouts and demos should arrive first, with soldiers and medic not far behind, with medic sitting at about 50-60% uber. As a soldier/demo, you really should only be walking the last few bits of the map towards the center, the rest should consist of rocket/sticky jumping. The medic will heal you as you go down.
The following are some general strategies and expectations from the standard classes:
Scout
-Typically, unless stated otherwise, the two scouts are supposed to act as 'roamers': They move away from the rest of the team and work in tandem to try and take out the enemy medic or pick off fleeing soldiers/demos.
-They also play a crucial role in the opening of the game, as they will, along with the demo, be the first people to get to the middle point, where they will engage the opposing scouts/demo for about ten to twenty seconds. Any kills or damage that can be done during this time is integral for your team's position post-mid-fight.
-Do not try to engage a combo (soldier + medic) alone
-Engage demo + medic combos, try to get into close and try to take out the medic or jump around him and peck off the medic if you can
-When all else fails, just kill the medic. You are expected to die much more than anyone else, but if you get this one job done, it is worth it in spades.
Soldier
-You and the other soldier are the blunt force of the team. You deal the damage, jump the jumps, and protect the medic.
-The soldiers are typically designated as pocket and roamer.
-Pocket soldier stays with the medic and protects him from everybody. He is not expected to go rocket jumping onto points or pushing the objective (unless the medic has an uber)
-The Roamer is exactly that, he has some leeway to rocket jump onto points and push without a medic, but typically, unless he wants to get screwed over, he will stay close to the pocket combo or the team demo
-Pockets should always use the normal rocket launcher and shotgun as it is the best to counter to scouts
-Roamers can use the DH if they're good but it's not expected.
-You should know how to rocket jump everywhere. This takes practice.
-Airshots are balla and will look nice in your frag videos
Demo
-You got to know the sticky jumps. For pretty much all the maps listed above, you must be able to sticky jump decently enough to get to the middle point at the same time the scouts would, or just behind them. This is particularly critical on badlands and granary, where a good few stickies set up at where the enemy team are coming out could decide who gets mid.
-You're a bigger damage dealer than the soldiers, and can fire more indirect. But you're all alone, so you dieing is kind of a big deal. Hang back and spam pipes into the middle point, and sticky up essential choke-points.
-This pretty much applies for both attack and defense.
-Stickying up choke-points is particularly essential when you're getting pushed back. A sticky trap on the gates on cp_well can practically turn the game to your favor.
-Personally not a big demo, so can't say much either way, but you have to be fairly competent in sticky usage and knowing when and where to fight, but also how to use your regular pipes to smack down scouts and soldiers
Medic
-You're the key to a lot of what goes on. Your uber and kritz are essential, and your death means your team is unsupported and will probably get pushed in on.
-That said, hang back. Stick with your pocket soldier at all times, don't try to advance ahead of him
-Scream ungodly sounds into the mic when being attacked
-Don't pull out your needlegun or saw unless you are completely and utterly alone and there is nowhere to run to. You will have people defending you, your job is to keep them up and to build the uber/kritz
-Jump a lot
-You can pop your uber if you're in trouble, no one will blame you, just stay alive.
That just about covers the basics of it.
GotFrag has a great page that goes a little more in depth not just into general strategy, but particular strategies for specific maps and such
Click here for GotFrag's Tips & Tricks section
Of particular interest should be Jaeger's general tips and tricks videos. There's only 5 so far, but they look at some specifics that are definitely worth knowing if you're looking to pursue this type of game-play a bit further
Tips & Tricks Volume 1 - Scout Energy Drink
- A few points about the Bonk, although the recent Valve fix made the first-person tip impossible
Tips & Tricks Volume 2 - Soldier Jumps on cp_gravelpit, point C
- Examples of how to quickly get up the C tower on cp_gravelpit out the left and ride side of spawn.
Tips & Tricks Volume 3 - Spamming Through Doors on cp_freight
- This is technically a glitch, and is not allowed by ESEA.
Tips & Tricks Volume 4 - Pre-firing Rockets
- Some safety tips for soldiers about spamming around corners.
Tips & Tricks Volume 5 - Medic Healing
- A little love for our healers as guest star creepin outlines the basic healing order, and why.
Posts
delicious
also i'm glad to see snappy playing again tonight
but she never posts
and of gunslinging
Romping the pubs. Pomping the rubs. Romping phe tubs.
MooMan
undeinpirat_gets_tauntkilled_by_mitchell_when_he_chargin_targes.jpeg
totes gay son
NO BUTTCLEFT STOP BEING... fuck you ...yea
also work and school suck.
Steam: Grizz
3DS: 4038-6012-7259
it was one of two of the greatest things i've ever done
second being
http://www.youtube.com/watch?v=ApXxIm7f4s4
I still feel people are learning the map and its never a full server, so I'm not seeing where the major trouble areas are. Hopefully the polycount will come and get people playing again.
Also, you've edited so we can't see your score, kills, deaths or backstabs. For all we know, you could have 31 points or 400.
It's a pub, the score is irrelevant.
Also, it has nothing to do with it being a 24/7 5-second respawn server. That attributes it to being an awful server, but not why I'm posting this.
There was no autobalancing.
Don't invite me to play Sunday night.
I have class in the morning and it's a two-hour commute.
[tiny]Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.[/tiny]
buttes.
You can not resist the allure of the butts siren call
so, basically, never...
Anyway, tossed together a quick map-pack of the ones that are up. Download link.
COME FORTH, AMATERASU!
Also I forgot to build cube maps! Haha!
Purple checkerboards could happen in the real world!
COME FORTH, AMATERASU!
edit: oh, just opened the pack, I thought you were making a huge pack with a ton of maps, not just a select few of actual good maps. I don't blame you for passing mine by. :mrgreen:
http://www.youtube.com/watch?v=er0cyyL4VaQ
There's a few more that I'm probably toss up in a second pack once they get fixed. (Apparently Pakrat's been shitting bricks and missing actually packing in content correctly lately, or double/triple packing content for some reason.)
COME FORTH, AMATERASU!
i mean, the map just flowed so weird when we were dicking around on it for a while
but eh
it might be good, who knows
Words can't describe how much I hate this.. the detailing is so over the top, it doesn't even look like TF2 anymore. It looks like a Disney game.
Pick any Valve map and you'll find more atmosphere than this guy's efforts. Granted Valve's established theme is "mining community", but they do more with less.. conveying the mood of a scene without saturating the map with props.