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(wip) Offclassing Guide
1
#1
0 Frags +

~hello this is a work in progress. i decided to post it because i figured i should gather some feedback from people before i write a bunch of stuff about the rest of the offclasses~

The purpose of this guide is to educate players on how to most effectively offclass and how to make the most out of having an offclass as a team. There are plenty of resources out there that tell you when to offclass and what you should be trying to accomplish, but they rarely seem to touch on how the rest of your teammates should try to work with you or tell you anything more interesting or useful than “go sniper to kill the medic”. Even if you only play medic and demo and never offclass, you may learn something from this guide because I tried to make it useful for everyone no matter what classes they play. Some of the things I go over in this are pretty damn gimmicky, but they’re at the very least fun to try. By the end of this guide you should be well equipped to make nobody ever wants to scrim your team again.

ENGINEER:

The engineer is amazing at defending last but only if he has time to set up a sentry, which is why it's important to know when you have enough time to build one. If they're pushing off of a small advantage or numbers you're probably better off going heavy. I’d like to say something like “never go engie if the enemy is more than 70%”, but just one little oddly placed mini sentry can do a ton of work for little to no investment.
There are two general ways to use sentries in 6v6. The first is to treat it like a damage sponge their team needs to waste time and ammo on and the second is to put it in a weird spot to surprise them and hopefully get a frag. Damage soaking sentries will usually be in a generic spot at least somewhat close to spawn and ideally overlooking the point. Surprise sentries are ones hidden under ledges, around corners, etc. When placing your sentries, always think about where the enemy will be coming from. For example, Teams tend to push from an entrance that's close to your combo when they have a small uber advantage, so place the sentry in a spot thats suitable for that situation depending on whether you want to force them to waste uber or get a cheeky sentry frag. You should also keep in mind where your teammates are positioned because that will determine where your enemies will be facing.
Your biggest priority is to build a sentry, but the other buildings have their uses too. Placing a teleporter entrance near your medic and the exit on the opposite side of last is an gimmicky and underrated way to kite on wide lasts such as process and snakewater. If you can, be sure to hide the entrance and exit behind something just so they don’t catch on too quickly. Teleporting heavies to help them run away from the enemy is also an interesting strategy that works surprisingly well.

Offensive engineering is rarely ever done or ever the best idea, but its nice to have as a trick up your sweaty gamer sleeves. I have seen people use teleporters along with a sentry while stalemating at the enemy last in order to get their teammates back to the team after saccing during a stalemate along with a minisentry to help deny countersaccs. This is a really uncommon strategy because you’re better off in most cases switching to sniper or spy if you’re trying to break a stalemate at last, and being stuck on engineer is not the greatest if your team does get the opportunity to push. That being said, I can see it rising in popularity now that the gunslinger is unbanned. While pushing into last as gunslinger engie, be aware of the fact that your overall combat abilities are still pretty weak in comparison to your teammates, but you still have the potential to output a considerable amount of damage with a well timed flank and your minisentries are great for denying scouts, shooting jumping soldiers, and absorbing the enemy’s ammo. A gunslinger engineer can have up to 225 HP with a buff so make sure you're using it effectively by choosing your targets wisely. Your dodging capabilities are pretty horrible so engaging soldiers head on will most likely lead to you dying before you even get the chance to get close enough to deal decent damage, so it's probably best for you to focus on fighting their demo and scouts if you have to directly engage anyone. Since you aren’t a high priority class, If your team needs someone to bait the point you should probably be the one to do it

For the teammates:
One common mistake I see teams making is not properly taking advantage of the less than full clips the enemy team will have after destroying a sentry. Since they're most likely going to be pushing with uber advantage if you have a sentry, it's important for your team to kite the uber but you have to be careful not to spend so much time kiting that you allow the enemy team to reload their whole clip. If the medic hasn’t been forced yet while they’re spamming down a gun, it' might be a great time for your roamer to try and force an early pop.

~hello this is a work in progress. i decided to post it because i figured i should gather some feedback from people before i write a bunch of stuff about the rest of the offclasses~

The purpose of this guide is to educate players on how to most effectively offclass and how to make the most out of having an offclass as a team. There are plenty of resources out there that tell you when to offclass and what you should be trying to accomplish, but they rarely seem to touch on how the rest of your teammates should try to work with you or tell you anything more interesting or useful than “go sniper to kill the medic”. Even if you only play medic and demo and never offclass, you may learn something from this guide because I tried to make it useful for everyone no matter what classes they play. Some of the things I go over in this are pretty damn gimmicky, but they’re at the very least fun to try. By the end of this guide you should be well equipped to make nobody ever wants to scrim your team again.

ENGINEER:

The engineer is amazing at defending last but only if he has time to set up a sentry, which is why it's important to know when you have enough time to build one. If they're pushing off of a small advantage or numbers you're probably better off going heavy. I’d like to say something like “never go engie if the enemy is more than 70%”, but just one little oddly placed mini sentry can do a ton of work for little to no investment.
There are two general ways to use sentries in 6v6. The first is to treat it like a damage sponge their team needs to waste time and ammo on and the second is to put it in a weird spot to surprise them and hopefully get a frag. Damage soaking sentries will usually be in a generic spot at least somewhat close to spawn and ideally overlooking the point. Surprise sentries are ones hidden under ledges, around corners, etc. When placing your sentries, always think about where the enemy will be coming from. For example, Teams tend to push from an entrance that's close to your combo when they have a small uber advantage, so place the sentry in a spot thats suitable for that situation depending on whether you want to force them to waste uber or get a cheeky sentry frag. You should also keep in mind where your teammates are positioned because that will determine where your enemies will be facing.
Your biggest priority is to build a sentry, but the other buildings have their uses too. Placing a teleporter entrance near your medic and the exit on the opposite side of last is an gimmicky and underrated way to kite on wide lasts such as process and snakewater. If you can, be sure to hide the entrance and exit behind something just so they don’t catch on too quickly. Teleporting heavies to help them run away from the enemy is also an interesting strategy that works surprisingly well.


Offensive engineering is rarely ever done or ever the best idea, but its nice to have as a trick up your sweaty gamer sleeves. I have seen people use teleporters along with a sentry while stalemating at the enemy last in order to get their teammates back to the team after saccing during a stalemate along with a minisentry to help deny countersaccs. This is a really uncommon strategy because you’re better off in most cases switching to sniper or spy if you’re trying to break a stalemate at last, and being stuck on engineer is not the greatest if your team does get the opportunity to push. That being said, I can see it rising in popularity now that the gunslinger is unbanned. While pushing into last as gunslinger engie, be aware of the fact that your overall combat abilities are still pretty weak in comparison to your teammates, but you still have the potential to output a considerable amount of damage with a well timed flank and your minisentries are great for denying scouts, shooting jumping soldiers, and absorbing the enemy’s ammo. A gunslinger engineer can have up to 225 HP with a buff so make sure you're using it effectively by choosing your targets wisely. Your dodging capabilities are pretty horrible so engaging soldiers head on will most likely lead to you dying before you even get the chance to get close enough to deal decent damage, so it's probably best for you to focus on fighting their demo and scouts if you have to directly engage anyone. Since you aren’t a high priority class, If your team needs someone to bait the point you should probably be the one to do it

For the teammates:
One common mistake I see teams making is not properly taking advantage of the less than full clips the enemy team will have after destroying a sentry. Since they're most likely going to be pushing with uber advantage if you have a sentry, it's important for your team to kite the uber but you have to be careful not to spend so much time kiting that you allow the enemy team to reload their whole clip. If the medic hasn’t been forced yet while they’re spamming down a gun, it' might be a great time for your roamer to try and force an early pop.
2
#2
6 Frags +

when is the appropriate time to play spy

when is the appropriate time to play spy
3
#3
19 Frags +

all the time

all the time
4
#4
0 Frags +

Thanks for the in-depth guide, even if it was WIP it was very informative, good job capnnofapn! :)

Thanks for the in-depth guide, even if it was WIP it was very informative, good job capnnofapn! :)
5
#5
0 Frags +

thank mr nofapn

thank mr nofapn
6
#6
0 Frags +

paging muuki

paging muuki
7
#7
0 Frags +

Here's how I offclassed back in the day.

step 1: lose mid
step 2: be a pussy and don't push out of second
step 3: oh no i'm at last :(
step 4: SENTRY COMIN RIGHT UP

Show Content
nice guide though myles. you've always been a great help to newer players :)
Here's how I offclassed back in the day.

step 1: lose mid
step 2: be a pussy and don't push out of second
step 3: oh no i'm at last :(
step 4: SENTRY COMIN RIGHT UP

[spoiler]nice guide though myles. you've always been a great help to newer players :)[/spoiler]
8
#8
9 Frags +

step 1. play pocket
step 2. dont offclass because youre pocket

step 1. play pocket
step 2. dont offclass because youre pocket
9
#9
7 Frags +

The SGC guide to 6's sniper:

step 1: don't play sniper it's an aids class and everyone will hate you
step 2: run machina and jarate since they're dumb and broken as shit. if you're good at sniper you can run rifle if you want but my advice isn't need then
step 3: if you see a scout,medic, or solly/demo in the air, bodyshot them for 173 damage
step 4: the secret to sniper other than hit ur shots is to play super gay so either be a giant weenie and bait your whole team or do something incredibly stupid and aggressive for a glory pick depending on the situation
step 5: if you're going to die throw jarate at whoever killed you it's honestly such a dumb weapon thanks b4nny
step 6: don't be a dumb idiot sniper main and get off sniper after you die or win the last hold

The SGC guide to 6's sniper:

step 1: don't play sniper it's an aids class and everyone will hate you
step 2: run machina and jarate since they're dumb and broken as shit. if you're good at sniper you can run rifle if you want but my advice isn't need then
step 3: if you see a scout,medic, or solly/demo in the air, bodyshot them for 173 damage
step 4: the secret to sniper other than hit ur shots is to play super gay so either be a giant weenie and bait your whole team or do something incredibly stupid and aggressive for a glory pick depending on the situation
step 5: if you're going to die throw jarate at whoever killed you it's honestly such a dumb weapon thanks b4nny
step 6: don't be a dumb idiot sniper main and get off sniper after you die or win the last hold
10
#10
1 Frags +

I always liked the leaky strat
1. lose mid
2. go sniper

I always liked the leaky strat
1. lose mid
2. go sniper
11
#11
1 Frags +
wrechedddddwhen is the appropriate time to play spy

step 1: go spy
step 2: die and respawn on spy again (there's no way the enemy team expects you to go spy again)
step 3: die and respawn on spy yet again (there's NO way they'll expect you to go spy a third time!)

.
.
.

step n: die and respawn on spy one final time (at this point there's no way they'll see it coming after so many failed attempts)
step n+1: fail yet again, give up

Show Content
as a side note, i would appreciate it if someone could enlighten me as to what role huntsman sniper should play in the 6s meta
[quote=wrecheddddd]when is the appropriate time to play spy[/quote]

step 1: go spy
step 2: die and respawn on spy again (there's no way the enemy team expects you to go spy again)
step 3: die and respawn on spy yet again (there's NO way they'll expect you to go spy a third time!)

.
.
.

step n: die and respawn on spy one final time (at this point there's no way they'll see it coming after so many failed attempts)
step n+1: fail yet again, [url=steam://uninstall/440]give up[/url]

[spoiler]as a side note, i would appreciate it if someone could enlighten me as to what role huntsman sniper should play in the 6s meta[/spoiler]
12
#12
5 Frags +
bearodactyl
Show Content
as a side note, i would appreciate it if someone could enlighten me as to what role huntsman sniper should play in the 6s meta

you just have to ask yourself a quick question: am i blaze? normally that should be pretty easy to figure out

[quote=bearodactyl][spoiler]as a side note, i would appreciate it if someone could enlighten me as to what role huntsman sniper should play in the 6s meta[/spoiler][/quote]
you just have to ask yourself a quick question: am i blaze? normally that should be pretty easy to figure out
13
#13
6 Frags +

1. lose mid
2. give up second
3. hold last
4. before all of this you should already be on spy

1. lose mid
2. give up second
3. hold last
4. before all of this you should already be on spy
14
#14
-1 Frags +

dont listen to spu the spy

dont listen to spu the spy
15
#15
2 Frags +
bearodactylwrechedddddwhen is the appropriate time to play spy
step 1: go spy
step 2: die and respawn on spy again (there's no way the enemy team expects you to go spy again)
step 3: die and respawn on spy yet again (there's NO way they'll expect you to go spy a third time!)

.
.
.

step n: die and respawn on spy one final time (at this point there's no way they'll see it coming after so many failed attempts)
step n+1: fail yet again, give up
Show Content
as a side note, i would appreciate it if someone could enlighten me as to what role huntsman sniper should play in the 6s meta

I think ur missing the step where u stab lucrative 18 times

[quote=bearodactyl][quote=wrecheddddd]when is the appropriate time to play spy[/quote]

step 1: go spy
step 2: die and respawn on spy again (there's no way the enemy team expects you to go spy again)
step 3: die and respawn on spy yet again (there's NO way they'll expect you to go spy a third time!)

.
.
.

step n: die and respawn on spy one final time (at this point there's no way they'll see it coming after so many failed attempts)
step n+1: fail yet again, [url=steam://uninstall/440]give up[/url]

[spoiler]as a side note, i would appreciate it if someone could enlighten me as to what role huntsman sniper should play in the 6s meta[/spoiler][/quote]
I think ur missing the step where u stab lucrative 18 times
16
#16
0 Frags +

We need a flow chart that ends on the offclasses that goes through every scenario

We need a flow chart that ends on the offclasses that goes through every scenario
17
#17
1 Frags +

.

.
18
#18
1 Frags +

1: go sniper to mid
2: lose mid
3: go spy
4: die without a pick
5: go sniper on last

that's everything

1: go sniper to mid
2: lose mid
3: go spy
4: die without a pick
5: go sniper on last

that's everything
19
#19
0 Frags +
rowrowWe need a flow chart that ends on the offclasses that goes through every scenario

pretty sure flatline did this with spy using mumble channels

[quote=rowrow]We need a flow chart that ends on the offclasses that goes through every scenario[/quote]
pretty sure flatline did this with spy using mumble channels
20
#20
14 Frags +

http://i.imgur.com/9mj6w0Z.jpg

[img]http://i.imgur.com/9mj6w0Z.jpg[/img]
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