I have been playing for some time now and have rarely seen people using strategies consistently... except the really good teams... and they kicked our ***. The key to winning a game is mostly determined by how well everybody works together as a team, however on a higher level this does not cut it anymore and more subtle mechanisms are at work. Therefore I would like to ask if you have map specific strategies that you employ? I will update the original post with any good info and will add any usefull information I can find on the boards while crediting all respective posters! At all times: check the sources for more detailed info as this is just my selection of information that I personally find usefull and interesting. Post Built up as follows: 1.Team Set Up Notes 2. Strategies usefull on all maps Juiced tank Push What to do when contained in your own base Harrasment 3. Map Specific Strategies: General plan of action 4. Map Specific-Strategic Spots and strategies Steel-Peel Upper Jump Pad Harrasment. 5. Appendix: Pro specific strategies Assassin Assault Gunner Sniper Support Tank 6. Appendix: Pro Counters 1. Team Set Up Notes credit to UberGunner Two assaults and one sniper can control a great deal of real estate with bombs/traps. The assaults need to switch hit to take down heavy targets. This will only work if you are very well organized. Problem: three lightly armored allies in close proximity. One gunner and a support can cause serious problems. Two supports and a gunner is a nightmare (when they deploy and hack their firebases). Problem: firebases are weak unless they are hacked and supports have little offense until they get their bases setup. Assassin+anything is a really annoying combination. Assassin jumps on your face while his partner kills you. Tank+assassin seems particularly deceptive and effective. Problem: uses two people to kill one. 2. Strategies usefull on all maps Juiced tank Push thanks to yoshi1hero for bringing this up. A juiced tank can obliterate ennemy defenses in a blink of an eye. The main purpose is to juice as soon as possible. However, depending on how the game proceeds, this startegy can sometimes not be the best option. However, if the enemy base is heavily protected by turrets, one juiced tank can eliminate enemy turrets in seconds. Carefull, just take out pro's that are in the way and focus on rockit turrets first. After a succeesfull push your team should coordinate an attack while you gurad the back. What to do when contained in your own base thanks to MintyCrys Read: Last Ditch Effort: Strategies For When You're Out of Options viewtopic.php?f=18&t=2668 Harrasment SenorPancake Read the following: "Harassment: The Most Underused Strategy and How-to." viewtopic.php?f=18&t=2589 Very interesting post on how to gain advantage by keeping the opposition busy 3. Map Specific Strategies: General plan of action credit to UberGunner Grenade III: The strategy is controlling the bridge/jump pad near the enemy base. It gives you nearly the same vantage point as on steel peel. You also have proximity to the ejector for controlling the middle. Steel Peel: You want to hold the middle room with your team and or the bridges near their base. LaseRazor: You will have to attack people from the upper tier or the tunnel on the right side facing the enemy base. Control the main exits from their base and they have nowhere to go. 4. Map Specific-Strategic Spots and strategies Steel-Peel Upper Jump Pad Harrasment. Goal: Keep their turrets offline, prevent easy acces to juice and Annihilator, Reduce overall mobility. With a well organised 2 man harrasment squad you can keep a whole team busy for a long time while the rest pushes a lane... Minimum requirements: 1 sniper, 1 support, (optional: assault/gunner) Place: The jump pad on your left on the upper level brings you to the outer ring of the center piece (big circular arena). It is this landing zone which needs to be blocked. Set Up: -By placing a fire base just around the corner or in such a way it is difficult to reach from ground level. Ideally out of reach of the gap, left by the bullet proof glass so snipers cant touch it from the upper level spawn ring. -By placing freeze traps so that if an opponent lands you can easily finish him off. What to do: Keep the traps up Heal the firebase snipe off snipers or tanks aiming at the fire base watch your back for smartasses trying to flank you (gunner patrol on inner platform or outer ring will increase efficiency). Attack the moneyball and leave your spot when the moneyball is down! 5. Appendix: Pro specific strategies a. Assassin Credit to GreyDead: read his full article "How to play a assasin: MUST READ" for more info 1. Assassin are mostly for destroying bots, and WHEN you do this do it from the back, never the front A: It does more damage from the back. B: You will get shot at if you come from the front. C: Assassin, yes YOU, are the best anti-fodder/turret ever (aside from snipers with fully upgraded bullets), take down that Jackpot, take down them turrets. 2. Cloak: If you stand still while cloaked NO ONE can see you, unless of course if they collide into you in any fashion. A. Cloak is a great for making hasty escapes if someone sees you attacking there turrets, also turrets can't see you either. B. Level 3 cloak never runs out if you stand still while cloaked. C. Use this standing still at a place of high traffic, wait for someone to go by and dash to him and grapple. D. If it runs out retreat and recharge it is crucial for pretty much everything, don't be afraid to pull back. Staying in the game is important just in case some serious stuff goes down. Otherwise you have to wait to respawn. 3. Smoke Bomb: My god the most underused skill ever. I barely ever see assassin use them. VERY IMPORTANT! When you PRESS B slam the hell out of A so you can get a super jump, yes if you jump at the same time you slam that smoke bomb at your feet you jump VERY high. A. If you do decided to go for a front stab for some harassment and a MAYBE kill but doesn't kill him, RETREAT NOAW! Slam that Smoke and Jump out of there, they will be stunned so they can't see you, and after doing so look for a place to guide yourself so you will be out of harms way (also while flying through the air, cloak yourself, you nearly always take damage when you land so expect yourself to be visible for a slight amount of time. B. If you EVER caught in rough situation that flash and jump will REALLY help, specially with tanks, and support. Just GET OUT! Relocate and if you want wait for them, and exact revenge but be smart about it. C. You see a sniper look at the ground for them freeze traps, use that super jump to hop over them things. Also if you see people you can't get behind sometimes it is the best place to use that super jump, fly through the air guide yourself behind them, and bam you landed behind them completely surprised by the time they find out, they are dead. D. Places really far up. Super jump. E. Turrets and robots are also affected by the stun, so they don't fire for a short amount of time. 4. Sword: Essential for newbies, and harder opponents. There really isn't much I need to explain about a sword, more range, faster fire rate, more powerful, instant kill backstabs. Better all around. 5. Dash: Really not much to tell about this, makes you run faster, nice for escapes, and going in for kills, usually the first thing I upgrade because I love having the advantage of speed. Tactics: 1. Smoke jumping behind people that are in front of you. For people that you have no way of getting behind. 2. Jackbots, grapple them, cloak to avoid getting knocked around because of his slam, or simply jump to avoid the ground slam. After you grapple, jump and swing your sword like crazy, bring him down at all cost. 3. Stand there with cloak, you wait for people to run by, backstab them. If it fails smoke out. 4. Destroy bots for EASY juice, then juice into there base and whack the hell out of them turrets. b. Assault Credit to Enlight: read Enlight's Assault guide for more in depth-information. Bomb This skill is easily my favorite Assault skill,and is why I upgrade it to level 3 first, it just has so many uses. I like to place them where a enemy Pro would land after using a jump pad. They are very useful if that pro using the jump pad is a gunner, and helps you get some damage in before taking any. Try to place bombs tactically. What I mean by this is place them on walls facing the direction you wish to launch the pro. Place it on the wall to your left if you wish to launch them to your right for a ring-out, or vice versa. Or even place it on the wall behind a Pro to launch them at you if you wish. A tactic just as effective is placing them simply on the ground and letting your timing be the key. Gunner to close to you? No problem! Detonate the bomb as soon as the gunner enters the bomb's radius and send him flying back. After that you may either make your escape or get the edge on him and spray that pesky Gunner to his death. What I tend to do more often is let the Pro run slightly past the actual bomb and onto the edge of the radius facing the edge of the map and detonate, making an easy 100 big bucks and getting a hilarious ring-out. Bombs can also save your killing streak! More often than never, you will find yourself at low health and a pro chasing you. What to do? Simply throw down a bomb and that Pro will either keep chasing you or completely back off. If he/she continues that foot pursuit, use your timing to either ring-out the pro or fire them backwards for your escape. Another escaping technique is Charge. Charge Here's where I will continue from the Spending Money section. Unless you think it is necassary to upgrade to level 3 Charge go ahead an do so, I do sometimes. The reasons I dont all the time is because you can easily be killed during the animations, you can accidentally hit bots, and you can't get double or higher kills. Level 2 charge allows you to go through multiple Pros. It is completely up to you if you wish to upgrade or not, they both of their pros and cons. Charge has multiple uses. Escaping, killing, and navigation. If you are low on health or you see a large amount of Pros heading your way, don't hesitate to use charge and get out of there! Charge is also a great killing mechanism. I tend to use it if I need to reload but I'm still being shot at. This allows me to throw off the pro's aim and for me to reload, get my distance, and the upperhand. It's also an obvious ring-out tool. Sometimes without the speed endorsement I feel amazing slow after grabbing lots of speed pickups and then dieing so I use it after I spawn to get back into the battle quicker. Fly I usually only upgrade this to level 2 at the highest, and this is for saving myself after an attempted ring-out. Flying is also sometimes useful while in a firefight because most people cannot adjust fast enough while you continue to rain lead aspirin. Destroying Bots and Turrets Use your Grenade Launcher to take out these key elements in the game effeciently. Try to hit them dead on and not bounce the grenade, i'm almost certain this does more damage. Rate of Fire will make this process much quicker. However, if trying to take out Pros with the Grenade Launcher try to bounce the grenades as it will be much easier to hit the enemy, unless they are standing still, then go for the direct impact. If they are behind a wall bounce that grenade off the wall behind tehm for a nice kill. Jackbots can be kind of a pain, and you shouldn't do it alone, but to do atleast some damage, attach the bomb onto the jackbot, it does much more damage than the bomb just being on the ground, then continue to shoot it with your nade launcher. And I think that just about wraps this guide up. Dont forget I will constantly be editing and cleaning this guide up and adding information I forgot or other people gave me. Have fun and good luck! c. Gunner Credit to Shammas: read the excellent: "A comprehensive Gunner Guide (Guide1)" if you want to learn more about the Gunner Ability Breakdown SLAM- Slam creates a large radius around the player that damages and stuns opponents for a short period of time (similar to the jack bot's). This move is very helpful against assassins, tanks, and assault, or anyone else who decides to get too close. It's best use is to stun them so they can't run away, then finish them with a minigun. It's also handy for ring=outs near the ledge. DEPLOY- Hands down your most useful ability. It increases crit chance, accuracy, and gives your face a shield from snipers when fully upgraded. It also prevents you from being grappled, slammed, or charged. Start shooting before you deploy, because you can keep shooting while it sets up. Never deploy close up, because the enemy will most likely run around you and shoot you in the back. GRAPPLE- Not very useful, as it has a short range and does minimal damage, and using slam is a much better option. GUNNER- Each upgrade of this skill increases the power of your minigun. Buy Order I buy my upgrades in the following order- 1. Gunner 2 2. Deploy 2 3. Gunner 3 4. Deploy 3 5. Slam 2 6. Slam 3 I use the remaining money to upgrade turrets/spawn bots. Off the start of the game, I upgrade my gunner and deploy to level 2 immediately. Upgrading gunner increases the strength of your gun and deploy increases your effectiveness while deployed. I then upgrade my gunner to 3, so my minigun is at max power, and increase my deploy to 3, so I get a shield over my face and even more damage/accuracy while deployed. After these are taken care of, I finish my slam to increase the damage and recharge rate. Match Ups- ASSAULT- Assaults are quicker than you, but pack less firepower.Try to keep them at medium range. Their AR can outshoot you up close,they can run circles around you, and they can charge/grapple you. Keep them at a safe enough distance, but watch out for C4 that they might throw at you. The assault's best option against you is the charge/grapple. ALWAYS keep an eye out for this move. Be ready to jump/fly as soon as 1 gets close, because it's the 1st thing they'll try to do. Don't slam them unless you've already dodged their charge. They can still charge right back you while you are recovering from your slam. ASSASSIN- The easiest to kill. As soon as they get anywhere near you, go for the slam. They will have nowhere to run and will be easy targets. You can survive an assassination with full armor, so if they get you, slam the ground as soon as they finish and unload. Slamming also makes them visible from camo if they are close, so do it as soon as you sense them near you. SNIPER- Your greatest enemy. It's unwise to even challenge a sniper from mid-long range without your deploy maxed out. Try to get close before attacking, or depend on your teammates to take him out. When approaching, always look out for ice traps. If you see any, fly over them to avoid getting caught. Once your deploy is at level 3, your visor is active and will save you from headshots. Be careful though. Only use this if they are in the open. Otherwise, the can hide behind a wall and slowly wear you down while you are immobile. GUNNER- Against other gunners, just be the first to deploy and start shooting. 9/10 times the one to shoot first wins. Always, always deploy to be sure you are doing max damage. TANK- Tanks can take a lot of damage, so you should be careful against them. Deploying is iffy, because they can railgun you from afar or product nade you will you are still.Try to keep them at medium range because a tank close up has many options. If they get close, try to slam them and back up out of jet-gun range. Usually you will need the support of a teammate to take down a tank easily. SUPPORT- Never get close to a support. A support with bronze critical can kill you in 2 shotgun shots. If a support is paired with anyone else, kill the support first, then focus on the person. If a support is alone, they usually have a firebase nearby, so be wary. Don't deploy, because they can air strike you easily. Try to stay at medium range and hurt them, then push once they are weak and finish them. If you deploy vs their firebase, you will always outshoot it, so use that once you've taken out the support. Gameplay- As a gunner, you should try to control the map from up top. Shoot down at anyone who tries to pass through. Your deploy is your best friend at medium-long range, but you should never try to shoot someone from ridiculously far away. Always slam people who try to get close. Try not to get distracted by 1 person, always be aware of everyone around you. Lastly, get in there when the money ball shields are down. Your minigun deals the most amount of damage more quickly than any other weapon. Thanks for taking the time to read this, I hope it helps! If you have any questions, feel free to post a reply, or add me on XBL. My GT is MCxShammas. Good Luck! d. Sniper: credit to [Devorax]: also please visit his comprehensive Sniper Guide Gameplay: Long range: When you are a good distance away from your target, you have the opportunity to take your time. What I do, instead of sitting there trying to line up a shot before pulling the trigger, I scope in and drag the scope across their head pulling the trigger quickly. If done correctly it hardly even looks like you shot at them. If you miss, just scope in and try again. If your target is standing still though, of course just line it up and shoot. Dealing with assassins: Contrary to what other snipers say, I find the assassins to be the least annoying class to be up against of them all. If you are picking off people from a safe spot, make sure you have traps around. If an assassin triggers the trap you have 2 choices. 1) Shoot them in the head if your trap is upgraded enough to freeze them in place. or 2) Walk up and grapple them if your grapple is level 2 or higher. It also help to have a headset because stealthed assassins make a fairly loud humming noise. This part is in green for emphasis. People are confused as to why I picked armor, and the main reason they give is "any good assassin will stab you in the back anyways". But this is not true, at all. The headset I have is surround sound, meaning I have eyes on the back of my head. And the snipers cloak makes a very distinct noise. So if for some reason I don't have a trap behind me, I can hear her coming and all I have to do is stay looking at her, so if she gets a front grab on me, I will SURVIVE because of the armor endorsement, then all I have to do is press B and counter-grapple for an instant kill on her. End Game: If your team has successfully pushed a lane and the opposing teams money ball is down, you can now do what (in my opinion) the sniper does best. You can get in a far away spot (I may be uploading video guides on this part) and start taking shots on the money ball while the other team has no idea where you are. So juice up, get in position, and win the game. If your team has NOT successfully pushed a lane and dropped their shields, then try your best to make it to overtime. Pay attention to the overtime clock, at about 20 seconds, you should make sure you are juiced up and rush over to the spot I was talking about earlier and you should be able to EASILY down the moneyball by yourself in less then 10 seconds. I will be adding more to this guide (especially the gameplay section) very soon. There is no point in posting things like "thats not a good idea" or "i do it this way instead and its better" because if you look at the first thing I wrote, this is how I personally play sniper and in no way is it the ONLY WAY to play. e. Support credit to [Uber]Hellchick. Visit her "Hellchick's Favorite Support Strats (And Yours)" thread for questions and added info! Double Air-Strikes A few of the maps have strategic bridges with some glass structure, especially areas that are close to the moneyball. In can be pretty annoying when someone from the other team gets up in there and you're unsuccessfully trying to root them out like a mouse in your walls. Try launching an air strike on one side of them on the bridge followed immediately by an air strike on the other side. You're likely to catch them trying to run from one only to run right into the other one. Also has a good chance of working if you launch one a bit further back behind them as they try and back away from you. BOOM! Turret Safety Turrets are harder to kill -- though never completely invulnerable -- if you place them underneath bridges where air strikes from the other team can't land directly on top of them. Bot Support Since you need your bots to break the moneyball seal, my favorite tactic is to run ahead into a lane, place a turret and hack it, and then wait for my own bots to catch up. I air strike the other team's group of bots that they meet up with, and then consider picking up my turret and placing it further ahead. The whole goal is to help eliminate any enemy bots your own bots are going to encounter along the way, and daisy chaining your turret and air strikes can get them in sooner. Overcharge that turret! Assassins got you down? Stay by that turret and keep it overcharged! I can't tell you how many times I've taken down AZO the Assassin when he charges in to try and take out my turret. If it's overcharged constantly then you may die in a conflict with him, but it stands a good chance of outlasting the assassin's attack and killing them instead, keeping your turret intact so you can come back and heal it back up. Lead Your Targets The other Uber guys lament my ability to stick an air strike right to their melons. I usually do that by trying to lead them a little bit. The beauty of that air strike as I see it sail through the air and they just walk right into it...it brings a little tear to my eye. Don't stick air strikes to Bouncers. I can't tell you how often I've hit the B button in panic when a Bouncer charges at me and I stuck him with an air strike. All I end up doing is killing myself because the Bouncer charges right at me. D'oh. f. Tank Credit to AngryAntman. Vist his thread "The Tank and Spank (A guide to playing tanks)" for a more complete guide to the tank! Beginning of the game The first part of the game is CRITICAL. Failure to gain control of the map often makes this strat much harder and less effective to do. First quickly buy Passive and Charge. Use charge and hover to get to mid real fast and kill first waves of bots and start looking for players. Use the rail gun often to pin enemies back and then go in for jet gun kill. You NEED to stay alive and start building your kill streak up. Not dieing is more important then kills in every case so don't commit yourself to something your not going to be able to finish. You need to get to 10 kill streak for this to be smooth. After you've made 400 bucks from killing bots and players buy passive 3. Then forget about ever upgrading anything else. Now you need to start saving up for juice buys. If you have managed to stay alive, By the time you get 500 bucks you should already have juice or be really near it. Kill some bots / Bullseye and get it. Second Half Make your first run at the base. Priority is turrets, Support, and gunners. Kill everyone else that get in your way. You really just want to be taking out their defenses with this first one. When your bars starts to get to 1/4 then find your way out and get there fast heading for the juice dispenser. Before you buy your next juice make sure that you have a safe passage way right into their base again. if so get it. Priority for following juice runs. Players. Kill them all, Jet gun just owns everything and death blossom with forms many multi kills for you. Ideally you want to be earning 100 per kill by now. So each juice run should near pay for the next. At this point it is rinse and repeat. Go in, juice, Own everything, Run out, kill bots on the way, buy juice and go again. Don't worry about their money ball too much, Your bots will be pooring in and doing a lot of the work for you, Your team mates should be in the fray too by now. Perfect this game style and you will be a tank god(goddess if it applies). Being good with the rail gun and Jet gun/Charge/death blossom combos will really make this even better for you. Keep in mind that this isn't just a pro killing strat but also a very good team play strat. Killing bots is very important for this to work. And you should do so often. 6. Appendix: Pro Counters Credit to Shammas Let me start off by saying that all matchups involving Assault are pretty even and are entirely situational. 1. Sniper VS- Tank: Sniper The sniper can basically sit back from a tank and shoot his big, slow moving head. If the tank gets close, the sniper can freeze/flak him. Gunner: Even Obviously from afar the sniper will have a field day, but up close the gunner can tear him up in half a second. Snipers hiding behind glass can be mortared out and the gunner's level 3 deploy can give him a helpful shield to take out the sniper without the fear of being headshotted. The sniper can easily pick the gunner apart through proper use of cover though. Up close, if the sniper has traps down, the gunner can jetpack over them. Overall, it comes down to the more intelligent/skilled player. Support: Sniper From afar, the sniper wrecks. Close up, the support has a hard time avoiding traps due to no prolonged jump. Also, the SMG outranges the shotty and the sniper has enough speed to keep his safe distance. Assassin: Even The assassin can 1 hit assassinate a sniper and is too fast to snipe in most situations (My sig begs to differ). Up close, an assassin can jump over traps and assassinate. If the sniper is careful enough he may be able to avoid the assassin. The sniper's advantages are much better explained in the assassin category. Sniper: Shoot first, aim high! 2. Support- 1st off, anyone complaining about the hurt gun is dumb. It takes 5+ seconds to kill all classes but assassin I believe and if you can't hit them, aim better. Support VS Assassin: Support The assassin is easily shottied and can't assassinate unless she has a level 3 passive. Even if she manages to, the firebase will finish her during the grapple. Gunner: Gunner The gunner can out-turret the firebase and kills the support in under a second with the minigun. Also, the mortar can kill the firebase in only about 5 shots. The support's only hope is to get insanely close and shotty the gunner 2-3 times while avoiding his minigun. Tank: Tank The tank's jet gun destroys firebases and outranges the shotty. The charge is a great way to get close and knock the support down. Support: Either get your hurt gun on them first, or get close enough to shotty them. Since supports usually rely on teammates, 1v1 versus another support is very rare. 3. Gunner VS Tank: Even Due to the tank's high health, he can withstand a beating from the gunner and can tear him up with the jet gun/death spin. He can also railgun from afar. The gunner's minigun will consume the tank if he makes even the slightest mistake or is caught out in the open. Assassin: Gunner Assassin's only hope is to get the sword assassination. Anything else is minigun domination. Gunner: Whoever shoots or deploys first. 4. Tank VS Assassin: Tank Assassin can't 1 hit grapple and gets burned to death close up. Tank Charge them and knock them down while proceeding to burn them with the jet gun. 5. Assassin This is the worst class in the game. It has so little health, can only 1 shot most classes from behind, can't deal much damage without grappling, and is countered by the opposing player jumping repeatedly to avoid the grapple. A little known fact that makes the assassin completely useless against certain players is that with headphones, you can hear her coming from any direction while she is cloaked. The only ray of sunshine for the assassin is that her shurikens do a surprising amount of damage, but they are insanely inaccurate. She can also take out turrets while cloaked if no one is looking. So her only jobs against a skilled team would be to take out turrets (only if no one is near them to see you) and shuriken standing still opponents in the back (best case scenario: she kills them and gets called out, then they proceed to kill her with 3 bullets.) Overall, the most balanced team will prevail. Each class does its own duty (except assassin) and team work is the most overpowered and unbalanced weapon of all!!!
Re: Map specific Team Strategies I'm so use to this tactic, that I break it constantly. I like how you think the other team is being "smartasses" for break your strategy. Anyhow, what I typically do with such linear thinking is I never have plan going in. I watch and react to what the other team is doing. I break their plan, then usually sneak in the back door and kill the moneyball.
Re: Map specific Team Strategies I'm happy that you can break it consistently. Personally, I'm still trying to find my best counter to it. I feel I'm not the only one as many of my fellow (recent) team players were also having trouble when confronted with this strategy. However, as I suggested, running around to get them in the back seems te most profitable option, preferably with some back up (gunner, support combo for example) to get rid of the painfull situation in an instant. The reason I posted the strategy is because I have the opinion that, for some people, it can be valuable information. I think it is funny how you seem to be unable to interpret my writings: - It is not my strategy, I just translated what I saw being used against me into something I think is usefull info for everybody. - Secondly I think attacking the aformentioned setup in the back is actually the smartest thing to do and I did not mean to be insulting (or denigrating)to anyone doing exactly that. It was just a way of putting it. Usually I don not use a lot of strategy either and tend to go with the flow, clearing a path for the bots, monitoring what my team is doing and supporting them where needed. Planning and tactical choices ususlly emerge naturally. However like I said, sometimes this just isn't working and a little strategy is required. It does not harm that you know in the back of your head that some maps feature intrinsic advantages that can be exploited You are suggesting that I consider this strat a goal, which it is not, it is a helpfull tool that can give any team an edge. Indeed when considered a goal, this strategy might lead to a blind side however what you suggest is simply not true. This goes for any advise you follow blindly. But a warned man is worth two... Additionally, if everybody is doing their job, you will not just walk in and destroy the moneyball. You seem to suggest that teams using a strategy are idots that don't have their backs covered: a very simplistic statement. Countering or reacting to what other people are doing is absolutely th thing to do but, I agree. This topic should also cover the counters as a matter of fact. Again, you suppose all teams are going for one plan and stick to it, being a short term solution. In this situation, your point is valid, but it is simply not true against well organised teams who use strategies wisely. Moreover if you are reacting but your team is not, you are doing it wrong. Against teams that are not fully optimised or adapted to eachother, going solo might do the job. I suggest playing against higher tier teams and you wel get the idea. Maybe I did not analyse you correctly, but it seems you put a lot of focus on a single person (i.e. yourself), which, like I said, is not going to work against any team that is highly professional. To Conclude: * I believe the startegy I described is a usefull TOOL and should used as such, without ever becoming a GOAL. Likewise, killing pro's is helpfull but also should never be a GOAL. The goal is pushing the line and any strategy that will help is valid. * Secondly, advise is there to be followed or not, it is a choice. When followed, you should never follow it blindly but with thought. * Finally, hichever strategy you are using, it is always mandatory that your back (i.e. moneyball) is covered. Looking forward for any other map specific strategies!
Re: Map specific Team Strategies There is a fine line between killing pros and pressing the enemy. Some people fixate only on killing anyone in sight rather than killing enemies who are a threat. I see far too many people who want kills above and beyond anything else; I can't stand this behavior. For Grenade III the strategy is controlling the bridge/jump pad near the enemy base. It gives you nearly the same vantage point as the one you describe on steel peel. You also have proximity to the ejector for controlling the middle. For ammo mule you want to hold the middle room with your team and or the bridges near their base. For LaseRazor most people attack from the upper tier or the tunnel on the right side facing the enemy base. Control the main exits from their base and they have nowhere to go. Two assaults and one sniper can control a great deal of real estate with bombs/traps. The assaults need to switch hit to take down heavy targets. This will only work if you are very well organized. Problem: three lightly armored allies in close proximity. One gunner and a support can cause serious problems. Two supports and a gunner is a nightmare (when they deploy and hack their firebases). Problem: firebases are weak unless they are hacked and supports have little offense until they get their bases setup. Assassin+anything is a really annoying combination. Assassin jumps on your face while his partner kills you. Tank+assassin seems particularly deceptive and effective. Problem: uses two people to kill one.
Re: Map specific Team Strategies Hey UberGunner, thanks a lot for the constructive comments! On a general note one could state that effectively defending key chokes is one of the key elements to get your bots through. Your more map specific comments are very welcome! By the way: Very accurate description! I also tend to take out only those players who are directly forming a threat to an existing push or on the defenseline.
Re: Map specific Team Strategies I have updated the original post with the available extra nfo thus far.
Fear the uber assassin My solution to this getting behind and killing note. when I get my juice I use it to either destroy all of the campers or destroy the turrets in the other base. I then till my team mates to go on the offensive while I protect our base. It takes one good assassin and a semi obedient team. this is about the only way to beat this tactic with a poor team that I can think of u nss you a uber sniper.
Re: Map specific Team Strategies I personally use this also a lot! As a general strategy this works rather well. It is a relatively easy method to breach the defence lines of the opposing team. However, I restrict myself to destroying all their turrets in one single raid. If their are no turrets on one side I just push along with the rest of the team. I'll update the original post with this general strategy.
When I play Steel Peel as support my plan is always to upgrade hack and fb then use my first $50 to jump up to the top ledge by my base. I drop my fb and hack it (so it is 2.2) at the top overlooking the whole map so I can hit both bot paths with my turret. If I'm nearby my fb I can pick it up if it starts taking damage but usually it survives for awhile and I can continue to upgrade it from the income it gets me. I try to move away from it when I can and lob air strikes into the other teams bot spawns (or into one of the paths where their bots are coming). Anytime I start taking damage I flee. As a support I prefer not to fight when I'm away from my fb. Also, anytime I have $250 and the Annihilator is available I'll go get it. Even though I lose money, the use of the strongest weapon in the game is definitely worth it to help my team advance. And when I get juice I'll either try to take out nearby pros who are out of their base or I'll make a quick run into their base, destroy a turret and a weak nearby pro or two then flee before dying (if possible). Now, after my team has progressed and made it into the enemy's base I'll move up my fb and put it on one of the ledges overlooking the other team's spawn. I'll then continue to overheal it (and overheal my teammates who have joined me) and rain down air strikes to take out enemy turrets. Then we win.