TF2 Competitive
<div class="IPBDescription">6v6 US Tourney</div><a href="http://www.teamfortress.tv/" target="_blank">http://www.teamfortress.tv/</a>
4 Episodes, the good stuff is on eps 2 and 4 (actual match coverage).
Interesting to see TF2 taken to 6v6. It basically turns into a weird (and reasonably fast-paced) arena-style team DM.
P.S. You'll spot some familiar names from the NS competitive scene, namely 'Comedy Option'.
4 Episodes, the good stuff is on eps 2 and 4 (actual match coverage).
Interesting to see TF2 taken to 6v6. It basically turns into a weird (and reasonably fast-paced) arena-style team DM.
P.S. You'll spot some familiar names from the NS competitive scene, namely 'Comedy Option'.
Comments
which organs are responsible for reaction and accuracy? Seems like I need to harvest some of Nadagast...
- sphyNxx from Strictly Business (something like a 95% scattergun accuracy)
- Nadagast from Comedy Option (great rocket accuracy, rocket jumping and initiative)
- mtrd and vane from Jailbait (really good Soldier-Medic partnership that are always building uber)
- Rep from Tap Dat Ass (mean Rocket/Shotgun action)
Only thing is, from those only two players are left in the game (Nadagast and Rep) and since they're at opposite sides of the elimination pyramid, the only chance we'd get to see them is in a final. Here's to hoping...
2 Scouts
2 Soldier-Medic combos
However there are other successful variations, like:
2 Scouts
1 Soldier-Medic combo
1 'lone' Medic
1 Sniper / Demo (or Heavy, but this is less successful)
or:
1 Scout
2 Soldier-Medic combos
1 Sniper
---
Basically the Scouts are used to run ahead if 3-5 of the enemy team are killed and in the respawn queue to wait at the next capture point. They also soften up enemies for rockets or to finish of rocket victims. Finally they often try to flank behind the enemy to get at Snipers or Medics.
Snipers stay towards the back and cover doorways to get a few crucial kills to enable a rush. Because of the speed it's played at they don't usually get enough time to build up a 100% charge so usually don't take out Soldiers outright. They usually hit their oposite men and the Medics, and if they're really quick a Scout.
Demos are used as holding players, either defensively or aggressively to push forward and hold entrances with their stickies.
Medics are obviously healing everyone, but really good Medics can have the timing to 'multi-uber' multiple teammates to shield them from rockets and major damage.
Soldiers seem to be the major killing force for most teams. They speed up the uber by firing into walls on their way between CPs if it's safe to do so. They have massive mobility and splash damage and with a Medic they can absorb vast amounts of damage.
In one match a defensive Spy was used (I think just for one life) to take out a Medic with uber, but in the end it didn't stop the rush and the team was back with uber a few minutes later to complete the round.
2 Scouts
2 Soldier-Medic combos
However there are other successful variations, like:
2 Scouts
1 Soldier-Medic combo
1 'lone' Medic
1 Sniper / Demo (or Heavy, but this is less successful)
or:
1 Scout
2 Soldier-Medic combos
1 Sniper
---
Demos are used as holding players, either defensively or aggressively to push forward and hold entrances with their stickies.
Medics are obviously healing everyone, but really good Medics can have the timing to 'multi-uber' multiple teammates to shield them from rockets and major damage.
Soldiers seem to be the major killing force for most teams. They speed up the uber by firing into walls on their way between CPs if it's safe to do so. They have massive mobility and splash damage and with a Medic they can absorb vast amounts of damage.
In one match a defensive Spy was used (I think just for one life) to take out a Medic with uber, but in the end it didn't stop the rush and the team was back with uber a few minutes later to complete the round.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was playing on a pub where a medic did the multiple uber. When I saw it I was alternately angry for getting killed and not thinking of it myself and amazed at how effective it was.
I'm surprised demos aren't used for blowing soldier/medics apart. I suppose that would only work on larger maps though.
Are they talking about the same AcKz that was on sYn?
I see now that c.opt got robbed by some REALLY unlucky crits. A Soldier from Adrenaline Gamer in sudden death basically got the following as his rockets:
- Rocket (no kill)
- Rocket (no kill)
- Rocket (no kill)
- Rocket (no kill)
- Rocket (no kill)
- Rocket (no kill)
- CROCKET (kills Soldier)
- CROCKET (kills Demo)
- CROCKET (kills Heavy)
- CROCKET (kills TWO Soldiers and another player -I think a Medic)
I can't say who had the better strategy, I definitely wouldn't say a.G played a bad round, but imo that last point was won by crits. Which is a real shame.
After watching the 6v6 coverage I really doubt it's the best team size for TF2.
Meh, 9vs9 with a "one of every kind" rule would be nice.
Was thinking about that. That would be awesome.
Maybe a bit more of that and a bit less of their so-so montages.