Hey guys,
thrasher (dan) here, you guys might remember me from pax east 2010. I was the captain of "team snuggie", who won the TF2 tournament. I'm also the guy who was on the microphone organizing that "pros vs. pubs" match after the tournament (thanks again to all the awesome pax admins who let me help out!).
I'll be coming to pax again this time around, altho I doubt it will be with all the same teammates as last year. Last time I heard a few people say things like "random crits are off?" or "can't we just use 6 engineers?"
As a competitive TF2 player I'd like to give everyone some information, and tips for getting ready for the next TF2 tournament.
Last year the tournament used standard league rules (ESEA league rules to be more accurate). The main rules are as follows:
6v6 play
class restrictions (1 medic. 1 demo. 2 of any other class)
Banned weapons: sandman, natascha, new weapons from the pollycount update (altho this may change)
maps: cp_ maps mainly, with the occasional koth_ map thrown in
Win conditions: 5 rounds, 30 mins (2 halves)... Whichever happens first
Some tips for the tournament. Most competitive teams run a standard rollout of 2 scouts, 2 soldiers, 1 demo, 1 medic
Sometimes (depending on the situation/map) one of the scouts might want to switch classes and go sniper/engy/heavy/pyro, but this is usually not for an entire match.
With the 2 soldiers one should be the "pocket soldier" and the other is the "roaming soldier". The pocket soldiers main job is to protect the medic, and he should stay with him pretty much all the time. The medic/soldier together is known as the "combo". The roaming soldiers job is to be more aggressive and put lots of pressure on the other team.
Your 2 scouts CAN work independently, however they are going to ne more effective when sticking together to take on enemies 2:1 when they engage. Scouts should also play smart. Don't just charge into the other team. If you can, try to flank to kill a medic or key player. Even if you only manage to make the enemy medic use an uber early, you have done your job. Scouts are also great for cleaning up after the enemy team takes a lot of spam damage from your soldiers and demo. Be sneaky and wait for the rest of your team to deal a lot of spam damage. When they tell you the enemy is weak, pop out and get a quick 1 shot kill.
The demo has a lot of options as far as play style goes. He can play very agressive and jump on the enemy team with the roaming soldier, he can stay back and do a lot of spam damage with pipes and sticks, or he can even assume the pocket role to allow for 2 agressive soldiers. If your medic is using the kritzkrieg, a demo is his new best friend
The medic is the most important person on your team. Keep him alive! Your medic should know when to run away and when to stay in a fight healing his team. If both teams engage and your team loses 3 guys or something, the medic needs to get out asap. Even if his remainig teammates are about to die he needs to live to hang on to whatever ubercharge he has built up at that point.
Some general tips: at the beginning of each round (on 5 point cp_ maps like badlands/granary) you want to get to the mid point as fast as possible. This means your demo and soldiers need to rocket/sticky jumping on the way to middle. This requires the medic to know the proper healing order to allow people to get there as fast as possible. The medic needs to heal the demo first, start healing as soon as the round starts, before you can even move. The demo should be able to sticky jump out of the medics range pretty quickly so it's important to give him the first buff. Also leave the health Packs for him. One soldier should shoot the walls/floor before he can move to get low on health, and then just run to mid with his equalizer out to move very fast. The medic should quickly heal each scout before they get out of range, and then focus on one soldier. When you get close to middle one of your soldiers should have max health and that's when the soldier with the equalizer switches back to his rocket launcher and quickly gets a full buff from the medic.
Also,a tip for the soldiers and medic... You build an uber faster if you are healing someone who is not at max buff, so have your soldiers "grind" ubers by shooting the walls when possible.
Finally check out the site
www.tf2lobby.com
It's free, just register and hop on to play games with these league rules to get a feel for it. If you guys have any questions for me feel free to ask, I'd be happy to give more advice or answer any TF2 related questions you have
Looking forward to another great tournament this year!
Posts
As for you not being able to rocket or sticky jump... It takes practice. Last year i had a talk with some of the admins about helping out with some of the planning for tf2 related events at this years pax east. One thing I would really like to do is host some sort of TF2 workshop on the first day (would obviously be 100% free) to help introduce people to competitive style play. Answer questions, give tips, demonstrations, advice from other players... that kinda stuff. If that happens you should sign up for that
EDIT: Ask BigRed if you want to help out for this, I would also be interested in working with people to teach them the basics of competitive TF2, I bet we could also do some Highlander matches as actual competitions or for fun in BYOC and in Free Play.
Secondly, I've heard of 'Highlander' matches (9v9 - one of each class firm) but not ever competitive Payload matches. Do these even exist?
Thank you for the 6v6 primer. It was enlightening.
Im sure you will be able to find a team when you get there. I will also be trying to help people find teams on the first day, id like to see a lot of teams having fun!
As for the highlander games... there is no such thing as compeitive highlander matches, and no competitive match uses payload maps. The only time highlander and/or payload comes into contact with standard 6v6 competitive play is during exhibition matches, like the "pros vs. pubs" games that valve sometimes runs, where they pick a 6 man team of competitive TF2 players (running standard league rules for class restrictions) and put them up against a 9 man highlander team of "pubstars".
@Goose!
Most competitive players also tend to go "ugh, gravelpit" whenever we have to play it. All the main leagues keep gpit in the map rotation for a few reasons.
1.) to change up the gameplay a bit from the standard 5 point push map (also the reason why they run KOTH or sometimes... CTF)
2.) it forces team to think and play differently. The same type of tactics that work on 5 point cp maps wont work on gpit.
3.) it gives other teams a chance. Most teams dont practice gpit, and when it comes up in league play a lot of teams are so used to playing 5 point CP that they dont want to practice gpit. If a top ranked team gets lazy and doesnt practice the map, a lesser team who spent time working on it might have a chance for an upset.
Its really there to just change up the game play style tho. For the longest time it was only 5 point cp, and gipt. Leagues tried to work in other attack/defend maps like gpit, but they were all bad. Some leagues attempted to run a CTF map to change things up, and that failed. KOTH has been pretty well accepted by everyone, and gpit keeps hanging around as well. While it would be on the map list for sure, it would be up to the admins what maps we play.
Twitter: sweeneyben
XBL: Disco Ball
Damn you, rakuen.
I went with 2 other friends last year, and we just asked people as we went into the convention the first day if they played TF2 and managed to recruit the other 3 needed We did decent too, beat the first 2 teams or so. Then got crushed. But it was still fun!