Medics, gotta have them, but if they don't live to uber, the punch is lacking.
The better one's try to heal all around them if their main attack class is not getting hit. Pyro's need to blow the pyro fire off Medic's (And teammates). We die just like everyone else, only the class that can regain health slowly. (Not discounting the Heavy's Sanvich)
We will uber just about anything, given the situation. But the attack classes are the no.1's. Every attack class has something they do better than the other classes, so a Heavy isn't Always the best choice. I want Engie stuff destroyed, then a Demo is usually more effective than a heavy for instance.
Medic's are the first class targeted by the enemy. Please protect them, as they can make a BIG difference on how your team performs. Spie's love them, snipers want them, everyone kills them.. lol
Pyro's. You'r job is to
A: Protect the cart by flaming within a 10 yrd radius, into corners, all the regular spy waiting places. Don't wait for a target, it's too late, and the heavy and the medic are dead.
B: If the other side has no or 1 Spies, it is OK to do the charge and flame everyone, but if it is a uber type spy, it can ruin a defense, or offense.
C: If there to protect the Engie stuff, DON'T RUN OFF. Run the roof over and over. Yes, you'll not accrue tremendous points, but you're work will pay off in keeping the Engie stuff NOT Destroyed by Spies. That goes for any Engie stuff on offense or defense. Pyro's were MADE to work with Engie's.
D: Don't try to kill an engineer protected sentry while on uber. It just won't work. The engie protects/repairs as fast as a pyro can damage. Go Kill people. If engie equip. unprotected, fair game, but that isn't a pyro's strong suit.
E: Don't forget you're teammates expect you to extinquish fires on them. If you have a blackblast instead, why are you in front of the enemy, and not behind.
F: Protect the medic's.
Soldier's.
Blast the Pyro's, as you are one of the best weapons. Kill the medic's first if you are looking for targets. YOU can kill sentries and dispensor's as well from a distance. Get in a position to do so. The regular rocket seems to be a MUCH better weapon that the supposed upgrade. Yes, it is slower, but there is little to no AOE damage on the upgraded equipment.
Sniper's:
We had 4 on one of my runs. All hung back so far that they hardly ever got a target, and never supported the front line. What good is that for team play? Be an attack sniper, and get in there. You can also kill sentry and dispensor's from a distance. You can't if you are hanging so far back you need to zoom in just to see your own side players.
Heavies:
Be aware of where the medic can take cover abit, so they can stay alive and heal you while you are taking damage. If you aren't on VOIP, let us know. If you don't answer to VOIP nor CHAT, you might be on your own. Wait for the uber before jumping into a fire fight. It is shameful to waste a possible uber and ownage. LOOK FOR THE UBER percentage. If close, go get more ammo. We ASSUME you are aware that we are about to hit uber, and the baddies are coming. If you don't let us know, we may pop it, and look stupid while the uber'd heavy runs back to a supply catch, totally wasting the uber.
"Rightly or wrongly, we assume you are looking at the uber charge, and know we are about to pop it, especially if the medic is taking damage and might die. Get topped off before we need to pop the uber" We should pipe up and say about to uber you XXYY, but sometimes it isn't possible due to incoming demo charges, or a charging pyro. When we hit 90%, you should be topping off your gun's ammo.
Demo's: An ELE is a waste for a medic, so don't expect it. We get left behind and totally useless, fair bait. I know it is KUUL to be an ELE and charge, but there are more effective tactics by and large. Your first priority on a uber is kill the sentry/engie equip, not the players.
Engies: We DON'T NEED 6 engies. Which is what we had on one run, And lost quickly. Try to get into the hard to jump to places, as it is more effective. Don't always have everyone build up on the "Roof" and neglect strategic sentry guns or such further forward.
Scouts: speed speed and more speed. Double jump, change direction. Protect your teammates when possible. There are some good places, and some bad places for Scout's to play. Crowded tunnels aren't good.
Spy: Like good ones on my team, hatem on the other team. I will never "LOVE" spies, lol. They can break an offensive or defensive team without the defense of pyro's and axillary's.
I've seen them take down the entire side in one swoop that were on the cart, because the pyro's were "Looking" for a target, and the spy was invisible until started killing. First priority is all the engie stuff otherwise.
Yes, I've played, ummm... maybe 40 minutes or so as a spy. Luck to
those who like to play it. Just can't make myself play the class.
ABOVE ALL, PROTECT THE CART, OFFENSE OR DEFENSE.
Push the cart, or keep them off. If you aren't anywhere near the cart, then you aren't pushing the cart, nor killing people on the cart.
We don't care what you play, we just want to play well.
Those are my casual observations after some good/bad interesting rounds tonight and thought i would post.
I could go into much greater detail if needed.
The better one's try to heal all around them if their main attack class is not getting hit. Pyro's need to blow the pyro fire off Medic's (And teammates). We die just like everyone else, only the class that can regain health slowly. (Not discounting the Heavy's Sanvich)
We will uber just about anything, given the situation. But the attack classes are the no.1's. Every attack class has something they do better than the other classes, so a Heavy isn't Always the best choice. I want Engie stuff destroyed, then a Demo is usually more effective than a heavy for instance.
Medic's are the first class targeted by the enemy. Please protect them, as they can make a BIG difference on how your team performs. Spie's love them, snipers want them, everyone kills them.. lol
Pyro's. You'r job is to
A: Protect the cart by flaming within a 10 yrd radius, into corners, all the regular spy waiting places. Don't wait for a target, it's too late, and the heavy and the medic are dead.
B: If the other side has no or 1 Spies, it is OK to do the charge and flame everyone, but if it is a uber type spy, it can ruin a defense, or offense.
C: If there to protect the Engie stuff, DON'T RUN OFF. Run the roof over and over. Yes, you'll not accrue tremendous points, but you're work will pay off in keeping the Engie stuff NOT Destroyed by Spies. That goes for any Engie stuff on offense or defense. Pyro's were MADE to work with Engie's.
D: Don't try to kill an engineer protected sentry while on uber. It just won't work. The engie protects/repairs as fast as a pyro can damage. Go Kill people. If engie equip. unprotected, fair game, but that isn't a pyro's strong suit.
E: Don't forget you're teammates expect you to extinquish fires on them. If you have a blackblast instead, why are you in front of the enemy, and not behind.
F: Protect the medic's.
Soldier's.
Blast the Pyro's, as you are one of the best weapons. Kill the medic's first if you are looking for targets. YOU can kill sentries and dispensor's as well from a distance. Get in a position to do so. The regular rocket seems to be a MUCH better weapon that the supposed upgrade. Yes, it is slower, but there is little to no AOE damage on the upgraded equipment.
Sniper's:
We had 4 on one of my runs. All hung back so far that they hardly ever got a target, and never supported the front line. What good is that for team play? Be an attack sniper, and get in there. You can also kill sentry and dispensor's from a distance. You can't if you are hanging so far back you need to zoom in just to see your own side players.
Heavies:
Be aware of where the medic can take cover abit, so they can stay alive and heal you while you are taking damage. If you aren't on VOIP, let us know. If you don't answer to VOIP nor CHAT, you might be on your own. Wait for the uber before jumping into a fire fight. It is shameful to waste a possible uber and ownage. LOOK FOR THE UBER percentage. If close, go get more ammo. We ASSUME you are aware that we are about to hit uber, and the baddies are coming. If you don't let us know, we may pop it, and look stupid while the uber'd heavy runs back to a supply catch, totally wasting the uber.
"Rightly or wrongly, we assume you are looking at the uber charge, and know we are about to pop it, especially if the medic is taking damage and might die. Get topped off before we need to pop the uber" We should pipe up and say about to uber you XXYY, but sometimes it isn't possible due to incoming demo charges, or a charging pyro. When we hit 90%, you should be topping off your gun's ammo.
Demo's: An ELE is a waste for a medic, so don't expect it. We get left behind and totally useless, fair bait. I know it is KUUL to be an ELE and charge, but there are more effective tactics by and large. Your first priority on a uber is kill the sentry/engie equip, not the players.
Engies: We DON'T NEED 6 engies. Which is what we had on one run, And lost quickly. Try to get into the hard to jump to places, as it is more effective. Don't always have everyone build up on the "Roof" and neglect strategic sentry guns or such further forward.
Scouts: speed speed and more speed. Double jump, change direction. Protect your teammates when possible. There are some good places, and some bad places for Scout's to play. Crowded tunnels aren't good.
Spy: Like good ones on my team, hatem on the other team. I will never "LOVE" spies, lol. They can break an offensive or defensive team without the defense of pyro's and axillary's.
I've seen them take down the entire side in one swoop that were on the cart, because the pyro's were "Looking" for a target, and the spy was invisible until started killing. First priority is all the engie stuff otherwise.
Yes, I've played, ummm... maybe 40 minutes or so as a spy. Luck to
those who like to play it. Just can't make myself play the class.
ABOVE ALL, PROTECT THE CART, OFFENSE OR DEFENSE.
Push the cart, or keep them off. If you aren't anywhere near the cart, then you aren't pushing the cart, nor killing people on the cart.
We don't care what you play, we just want to play well.
Those are my casual observations after some good/bad interesting rounds tonight and thought i would post.
I could go into much greater detail if needed.
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