Blitzkrieg Disclaimer: I'm sure I'm not the 1st to think of this. I take no credit for it, only thought I'd present something to the forum to talk about. So I've been thinking for a while what a decent team comp would be, and I've come upon the idea of 3 assaults, 2 tanks, 1 support. This team set up will rely on area denial, the assaults sticking together and working as 1 unit, and hit and run tactics. Overall tactics: The tanks will constantly be switching sides taking out bot waves while pushing towards the enemy base and keeping the grounds clear of enemies. Only staying in the bot lanes long enough to kill the opposing bot wave, then moving towards the center or a target of opportunity. This will keep the enemy bot waves down, and give the tanks an element of surprise each time they switch sides. They can also pressure the base and in general keep people away from ground level. (on grenadeIII id consider switching 1 i tank for a gunner and the tank would liberally use the center platform to kill bot waves on both sides. The assaults will work as one unit following the lead of a designated assault. They will practice gorilla warfare by quickly switching from one side to the other sniping opposing pros and unguarded turrets. The assaults will dominate the air and provide cover for the tanks to do their job. If needed 1 assault can break off and provide cover on the weak side of the field. The support will place his firebase to cover the laser fun ball primarily, and juice dispensers if possible. He will act with the tanks to ensure his team members stay alive, and provide boom stick cover when possible. (this part probably still needs work) The goal of this offensive is to be moving as much as possible as to catch holes in the enemies defense as much as possible. Never fight a fair fight, and always live to fight another battle. Deaths are inexcusable. still a work in progress. Thoughts, ideas, concerns?
what if someone dies? what if an assassin is killing your turrets while you're assaulting the enemy base? what if there is a deployed gunner, that's too far to reliably headcrab or ground zero? I've played 4 scrims and yet to see something better than support, assault, sin, 2 snipers and either tank or gunner.
hmm, that would be rough. although i wouldn't see the point in building turrets until about 40 secs to OT (provided people are doing their jobs, the bots "shouldn't" reach your money ball. the deployed gunner would have to be focus fired upon by the assaults, or Rail gun happy tanks. He would be very difficult to deal with though because of the 30% reduce movement speed on targets he hits. If the enemy floods one side with troops then resign to only kill bots on that side (from range) and push the other side until a flanking attack can be made. The 2 snipers in that setup would be the most difficult part imo. they would become the assaults highest priority. The difficulty of this strat is it heavily relies on teamwork and sound play. The assaults should never die. but getting everyone to work as 1 entity would be the difficult part. Hit and run tactics are where this comp would shine. take out 1 enemy advance to the rear, come back and take out another. Essentially using the assaults mobility and bomb usage to execute lethal flanking attacks. Then again this is all theory crafting and i'm sure there's something in actual game play that i'm missing.
Comp play in this game will require an assassin. A sin jumping into the fray when people commit themselves to a fight will cause significant damage to a team, or enabling an ejector while cloaked. Even the knowledge another team has one is enough to put any alert player on edge. Nobody can shut down a wave of bots across the entire map faster than a single sin, and even suicide grapple jackbot removal when the inevitable healed jackbot becomes the central focus.
If you push bots, you will not need turrets til OT. If you don't make it to OT, you either won or need to get better. The only exception to this is spunky, where a hacked shaveice and 3.3 rockit are capable of pushing the mid ground.
turrets are useless unless you build it straight to lvl 3 and hack it to .3 with a support babysitting it and still, it will help until a gunner or a tank+sin juices (for total worth 500 or 1000 compared to 1050 you've spent) as of now, turrets are useless in competetive
Meh, the comp scene can play without turrets then. I don't think cheesing turrets to death is going to play out as well with teams who are capable of defending properly anyway. Juice will become like uber pushes in TF2 comp play only a little different since you're not totally invulnerable.
I will say though, that a forest of 3.3 rockits is a bitch to deal with, however your money would of been better spent with your team buying ~10 juices
even a forest of 3.3 rockits barely helps you to deal with a juiced assault in overtime but, if you spend time and money to build it, the game will most definitely go into overtime since you won't buy any juices a rocket turret on a blind lane helps to hold off bots if you absolutely need to abandon it
Maybe the Comp scene will eliminate overtime or extend round time. Or disable juice buying. Or whatever else they don't like. It's the one thing that always irked me about the comp/tourney scenes for a lot of games i like - they're full of ban-happy nutcases.
This comp wont work out as well since the last patch. it still may be viable but not as lethal. It could also lean more to the flip of a coin, if the assaults charges for running away decide to move them 3ft or the full distance. That and id have to completely rework the strategy. It relied on using charge to get into a vantage point and then again to run away. Oh well, times changes and tactics do to.
The Assassins lunge would like to have a word with you. So many times i've had that bug out at really, really bad times..
if you have a forest of 3.3 rockits, the assault can't just fly over your moneyball pumping out dps on it, much less expect to get out alive if he uses the whole juice damaging the moneyball.