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Strategies
1
#1
24 Frags +

So I notice in these forums that there's very little actual discussion for strategy.

I'm going to start off with the few nuggets of wisdom I've gathered over my short experience in TF2.

mustardoverlord said that as a roamer, you should jump the side of the map your demo goes during gullywash mids.

bl4nk said that that when pushing out with advantage from process last, the lower exit out of lobby is usually the way to go.

pure was explaining on a demo review that during badlands mids, after the initial aggression it's better for the medic to tank the scouts and let the soldiers get health packs (not sure how situational that was)

indust said that when pushing into an uber exchange your goal as pocket is to force their uber and immediately escape until theirs runs out. On a similar note, he explained that the only time you should focus a medic during mids is when your own dies and you think you're going to lose the exchange.

You know, stuff like that. When do you push snakewater last from shutter or left? When does the combo push lunchbox? What do you do when you go poop-house? What are some new strats you can run with quick-fix that was hitherto impossible (e.g. combo running down drop down on gullywash and jumping at their combo from behind)?

Enlighten me! There's not enough discussion of strategy around here, and I'd like to learn

Edit: Apparently by strategy I meant tactics.

...also your jokes aren't funny.

!

So I notice in these forums that there's very little actual discussion for strategy.

I'm going to start off with the few nuggets of wisdom I've gathered over my short experience in TF2.

mustardoverlord said that as a roamer, you should jump the side of the map your demo goes during gullywash mids.

bl4nk said that that when pushing out with advantage from process last, the lower exit out of lobby is usually the way to go.

pure was explaining on a demo review that during badlands mids, after the initial aggression it's better for the medic to tank the scouts and let the soldiers get health packs (not sure how situational that was)

indust said that when pushing into an uber exchange your goal as pocket is to force their uber and immediately escape until theirs runs out. On a similar note, he explained that the only time you should focus a medic during mids is when your own dies and you think you're going to lose the exchange.

You know, stuff like that. When do you push snakewater last from shutter or left? When does the combo push lunchbox? What do you do when you go poop-house? What are some new strats you can run with quick-fix that was hitherto impossible (e.g. combo running down drop down on gullywash and jumping at their combo from behind)?

Enlighten me! There's not enough discussion of strategy around here, and I'd like to learn

Edit: Apparently by strategy I meant tactics.

...also your jokes aren't funny.

!
2
#2
14 Frags +

"Don't stand in the fire"

"Don't stand in the fire"
3
#3
6 Frags +

strategies vary depending on players so it's hard to discuss something when something only works for your team/someone elses team

imo there's too many variable factors and sticking to any plans is never a good idea unless you straight out outdm and don't have to think about the other team

strategies vary depending on players so it's hard to discuss something when something only works for your team/someone elses team

imo there's too many variable factors and sticking to any plans is never a good idea unless you straight out outdm and don't have to think about the other team
4
#4
5 Frags +
SnowyWhen do you push snakewater last from shutter or left? When does the combo push lunchbox? What do you do when you go poop-house? What are some new strats you can run with quick-fix that was hitherto impossible (e.g. combo running down drop down on gullywash and jumping at their combo from behind)?

marxist's videos actually answer a lot of what you're asking. http://teamfortress.tv/forum/thread/10754-marxists-mentoring-vidyas

(except quickfix)

[quote=Snowy]When do you push snakewater last from shutter or left? When does the combo push lunchbox? What do you do when you go poop-house? What are some new strats you can run with quick-fix that was hitherto impossible (e.g. combo running down drop down on gullywash and jumping at their combo from behind)?[/quote]

marxist's videos actually answer a lot of what you're asking. http://teamfortress.tv/forum/thread/10754-marxists-mentoring-vidyas

(except quickfix)
5
#5
-2 Frags +

When you wipe on blands and the other team has 100% advantage and can get lobby, use quickfix.

When you wipe on blands and the other team has 100% advantage and can get lobby, use quickfix.
6
#6
28 Frags +

i love the word nuggets

i love the word nuggets
7
#7
2 Frags +

Well Ill answer a few things from my knowledge,

First off, I don't agree with the first one you said, your roamer should just jump where they are, and get your team to follow up.

Secondly, I'll answer some of your questions, on snakewater, you should push left when you want to slow push it / work a pick, a shutter push is more for if you have uber and they don't or you want an uber exchange, kite, and repush. When does the combo push lunchbox? You should be more specific, most maps have a lunchbox and all are located in different places, so I couldn't really answer that. I don't know many strats with quickfix as my team does not use it much.

For the most part though everything you asked and said is very situational.

Well Ill answer a few things from my knowledge,

First off, I don't agree with the first one you said, your roamer should just jump where they are, and get your team to follow up.

Secondly, I'll answer some of your questions, on snakewater, you should push left when you want to slow push it / work a pick, a shutter push is more for if you have uber and they don't or you want an uber exchange, kite, and repush. When does the combo push lunchbox? You should be more specific, most maps have a lunchbox and all are located in different places, so I couldn't really answer that. I don't know many strats with quickfix as my team does not use it much.

For the most part though everything you asked and said is very situational.
8
#8
37 Frags +

as a scout you should push in before your combo does and die alone and then say "where were we" in mumble

as a scout you should push in before your combo does and die alone and then say "where were we" in mumble
9
#9
37 Frags +

the invite illuminati does not spread its secrets

the invite illuminati does not spread its secrets
10
#10
15 Frags +

as a roamer jump the med and call "im down, med lit"

as a roamer jump the med and call "im down, med lit"
11
#11
6 Frags +

As a medic, inform your scouts on when they should come for pre-push buffs. This will prevent people asking for buffs when it's actually time to push.

As a medic, inform your scouts on when they should come for pre-push buffs. This will prevent people asking for buffs when it's actually time to push.
12
#12
5 Frags +

oh shit i might have turned this into that thread about annoying mumble comms

oh shit i might have turned this into that thread about annoying mumble comms
13
#13
0 Frags +

I've only ever heard the term lunchbox applied to granary second. What are the others?

I've only ever heard the term lunchbox applied to granary second. What are the others?
14
#14
23 Frags +
SnowyI've only ever heard the term lunchbox applied to granary second. What are the others?

I also use the term in reference to the container used to hold my sandwich and snacks.

[quote=Snowy]I've only ever heard the term lunchbox applied to granary second. What are the others?[/quote]

I also use the term in reference to the container used to hold my sandwich and snacks.
15
#15
2 Frags +
Snowysnip

None of these are strategies

[quote=Snowy]snip[/quote]
None of these are strategies
16
#16
2 Frags +

These sound like tactics, yeah.

Strategies are much more broad. Your strategy would sound more like this: be flexible enough to adapt to every opposing team's strategy, and study those teams' playstyles to stay one step ahead.

Or alternatively: Don't worry about flexibility, because our strength lies in impeccable aim and positioning, so keep honing those.

These sound like tactics, yeah.

Strategies are much more broad. Your strategy would sound more like this: be flexible enough to adapt to every opposing team's strategy, and study those teams' playstyles to stay one step ahead.

Or alternatively: Don't worry about flexibility, because our strength lies in impeccable aim and positioning, so keep honing those.
17
#17
7 Frags +

quickfix
targe
last
badlands

quickfix
targe
last
badlands
18
#18
3 Frags +

don't say "soldier's raped" when he has full overheal because then your scout will try to get a pick and bitch at you when he dies and the soldier is still at full health

don't say "soldier's raped" when he has full overheal because then your scout will try to get a pick and bitch at you when he dies and the soldier is still at full health
19
#19
0 Frags +
PUFFquickfix
targe
last
badlands

solid snake used to run wee booties pain train and charge the point in pugs

reaallyy annoying becuase i think you survive 8 sticks with a buff

_________

on badlands last as demoman you should sticky the point if you have uber disadvantage and play safe because most last push strats involve either KILL DEMO or CAP POINT

if you are equal might as well sticky main / top to make them force early

[quote=PUFF]quickfix
targe
last
badlands[/quote]

solid snake used to run wee booties pain train and charge the point in pugs

reaallyy annoying becuase i think you survive 8 sticks with a buff

_________

on badlands last as demoman you should sticky the point if you have uber disadvantage and play safe because most last push strats involve either KILL DEMO or CAP POINT

if you are equal might as well sticky main / top to make them force early
20
#20
10 Frags +
Snowymustardoverlord said that as a roamer, you should jump the side of the map your demo goes during gullywash mids.

let me clarify this

I call this in pugs because, in my mind, taking over a side of gullywash mid with all 6 players and then going from there is the simplest way to play the mid, and is still viable

however, if you have scouts who you can rely on to protect your demo/play heals, your roamer and even your pocket have more freedom to go a different way

I just think in the context of pugs simpler = better

[quote=Snowy]
mustardoverlord said that as a roamer, you should jump the side of the map your demo goes during gullywash mids.
[/quote]

let me clarify this

I call this in pugs because, in my mind, taking over a side of gullywash mid with all 6 players and then going from there is the simplest way to play the mid, and is still viable

however, if you have scouts who you can rely on to protect your demo/play heals, your roamer and even your pocket have more freedom to go a different way

I just think in the context of pugs simpler = better
21
#21
8 Frags +
JonesyMcFlydon't say "soldier's raped" when he has full overheal because then your scout will try to get a pick and bitch at you when he dies and the soldier is still at full health

I SAID HE GOT THE HEALTH KIT GOD FUCKING DAMMIT

when your maincaller says "get out", that does not mean "go in against ubered people and hope you don't die" >:c

[quote=JonesyMcFly]don't say "soldier's raped" when he has full overheal because then your scout will try to get a pick and bitch at you when he dies and the soldier is still at full health[/quote]

I SAID HE GOT THE HEALTH KIT GOD FUCKING DAMMIT

when your maincaller says "get out", that does not mean "go in against ubered people and hope you don't die" >:c
22
#22
4 Frags +
4812622JonesyMcFlydon't say "soldier's raped" when he has full overheal because then your scout will try to get a pick and bitch at you when he dies and the soldier is still at full health
I SAID HE GOT THE HEALTH KIT GOD FUCKING DAMMIT

<3 u

[quote=4812622][quote=JonesyMcFly]don't say "soldier's raped" when he has full overheal because then your scout will try to get a pick and bitch at you when he dies and the soldier is still at full health[/quote]

I SAID HE GOT THE HEALTH KIT GOD FUCKING DAMMIT[/quote]
<3 u
23
#23
5 Frags +

I haven't tried it yet, but I've always wanted to capping gullywash last by quick-fixing a pyro from water and having him airblast the stickies and people off the point. This has been done a million times before wihtout quick-fix but with quick-fix you don't have to be as good at reflecting projectiles so you can stay alive long enough to cap the point. This would probably also work on badlands last.

I haven't tried it yet, but I've always wanted to capping gullywash last by quick-fixing a pyro from water and having him airblast the stickies and people off the point. This has been done a million times before wihtout quick-fix but with quick-fix you don't have to be as good at reflecting projectiles so you can stay alive long enough to cap the point. This would probably also work on badlands last.
24
#24
15 Frags +

in this post i will explain the one key strategy that will make everyone a better tf2 player.

ignore anything mustard says.

you're welcome.

in this post i will explain the one key strategy that will make everyone a better tf2 player.

ignore anything mustard says.



you're welcome.
25
#25
4 Frags +

Black box roamer on Gullywash. Double gunboats on Viaduct.

Snowypure was explaining on a demo review that during badlands mids, after the initial aggression it's better for the medic to tank the scouts and let the soldiers get health packs (not sure how situational that was)

Probably true like 90% of the time. The longer a fight goes, the more it favors scouts. Keeping your scouts constantly buffed at midfights is both easier and more efficient than constantly buffing your soldiers. A 40 hp buff will make a world's difference in how confidently your scouts play too.

Black box roamer on Gullywash. Double gunboats on Viaduct.

[quote=Snowy]pure was explaining on a demo review that during badlands mids, after the initial aggression it's better for the medic to tank the scouts and let the soldiers get health packs (not sure how situational that was)[/quote]

Probably true like 90% of the time. The longer a fight goes, the more it favors scouts. Keeping your scouts constantly buffed at midfights is both easier and more efficient than constantly buffing your soldiers. A 40 hp buff will make a world's difference in how confidently your scouts play too.
26
#26
20 Frags +

when you're pushing last on snakewater dont actually push, get buffs in lobby for an undefinitely amount of time and wait for the other time to quit because they have to go to bed

100% recommended works everytime

when you're pushing last on snakewater dont actually push, get buffs in lobby for an undefinitely amount of time and wait for the other time to quit because they have to go to bed


100% recommended works everytime
27
#27
0 Frags +

But what if it's past my bedtime

But what if it's past my bedtime
28
#28
5 Frags +
SnowyBut what if it's past my bedtime

i'm calling your mom

[quote=Snowy]But what if it's past my bedtime[/quote]
i'm calling your mom
29
#29
9 Frags +

Oooh! I love these discussions! Here's a few of mine:

An uber advantage is worth 1 capture point. It is okay to lose a capture point if you gain an uber advantage, and it is fine to lose an uber advantage if you gain a capture point.

You only truly start to fall behind in a round if you lose an uber advantage and don't capture a point, or you lose a capture point but don't gain an uber advantage.

Don't let them take a CP without using their uber (if they have an advantage, make sure you get it out of them).

Make sure you use your uber advantage to capture a point.. not just chase the enemy to try and get kills, because if they come back in with their uber and you haven't finished capping the point... you've probably just lost that capture point, and probably the round too.

Of course, there is a side strategy where you simply gift the enemy team a capture point in order to get your uber up. This isn't ideal as you've lost 'round ground', but sometimes it's the next best thing to make the next fight an even exchange.

--------------

If your uber advantage is less than 10%, it is worth waiting for a little longer before you push so your opponent get their uber charge. Otherwise it is like the enemy medic has balls of steel and holds their uber for longer than they would have otherwise (because they didn't have it yet). It is rare that you will kill the medic before he gets his uber, but if they had their uber to start with, they will often pop it earlier than it would take for that 10% to build up.

--------------

'Being successful' bombing a medic with uber is many times easier than 'being successful' bombing a medic without uber. It is much harder to kill a medic than force his uber. Think about this before you throw away your life bombing a team that doesn't have their uber yet as it will be harder to pull off as you HAVE to kill the medic, otherwise you've been useless.

---------------

While holding last, have a scout switch to sniper, take a shot just so the enemy can hear it, and then go and change class again (if you wish). The enemy will often pop their uber before they come through the door / choke simply because of the sniper threat. More of their uber gets wasted.

----------------

While pushing last, getting significant time on the point is like having a 7th player on your team. Several members of the enemy team will often react by trying to bodyblock the cap. There isn't time for them to organise who is going to jump onto it, so several players will often go for it.

Those players who jumped on it, are now:

1) predictable: You know where they are moving to, so shoot there!

2) share splash damage: Your projectiles now deal more damage to their team.

Always make sure you have someone going to get time on the capture point! It is highly worth it!

Oooh! I love these discussions! Here's a few of mine:


An uber advantage is worth 1 capture point. It is okay to lose a capture point if you gain an uber advantage, and it is fine to lose an uber advantage if you gain a capture point.

You only truly start to fall behind in a round if you lose an uber advantage and don't capture a point, or you lose a capture point but don't gain an uber advantage.

Don't let them take a CP without using their uber (if they have an advantage, make sure you get it out of them).

Make sure you use your uber advantage to capture a point.. not just chase the enemy to try and get kills, because if they come back in with their uber and you haven't finished capping the point... you've probably just lost that capture point, and probably the round too.

Of course, there is a side strategy where you simply gift the enemy team a capture point in order to get your uber up. This isn't ideal as you've lost 'round ground', but sometimes it's the next best thing to make the next fight an even exchange.

--------------

If your uber advantage is less than 10%, it is worth waiting for a little longer before you push so your opponent get their uber charge. Otherwise it is like the enemy medic has balls of steel and holds their uber for longer than they would have otherwise (because they didn't have it yet). It is rare that you will kill the medic before he gets his uber, but if they had their uber to start with, they will often pop it earlier than it would take for that 10% to build up.

--------------

'Being successful' bombing a medic with uber is many times easier than 'being successful' bombing a medic without uber. It is much harder to kill a medic than force his uber. Think about this before you throw away your life bombing a team that doesn't have their uber yet as it will be harder to pull off as you HAVE to kill the medic, otherwise you've been useless.

---------------

While holding last, have a scout switch to sniper, take a shot just so the enemy can hear it, and then go and change class again (if you wish). The enemy will often pop their uber before they come through the door / choke simply because of the sniper threat. More of their uber gets wasted.

----------------

While pushing last, getting significant time on the point is like having a 7th player on your team. Several members of the enemy team will often react by trying to bodyblock the cap. There isn't time for them to organise who is going to jump onto it, so several players will often go for it.

Those players who jumped on it, are now:

1) predictable: You know where they are moving to, so shoot there!

2) share splash damage: Your projectiles now deal more damage to their team.

Always make sure you have someone going to get time on the capture point! It is highly worth it!
30
#30
6 Frags +

"when you fail a bomb be sure to just call it a suicide and go spy" - rays

"when you fail a bomb be sure to just call it a suicide and go spy" - rays
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