Timmah!
07-19-2008, 03:02 PM
Here's my concept of the best team strategies and class break-down (with a 12-player team). Now, obviously there should be some variance for different maps, different players and adjusting for what the enemy is doing, but here's what I've noticed tends to work best in general...
Offense
1 Spy. Anymore than that rarely works since the other team starts spy checking a lot.
1 Sniper. Good for things like picking off key targets like uber-ready medics, any more is too much since they can only kill one target at a time, unlike several other classes.
1 scout - great for capping, distracting the defense, destroying teleporter entrances, and good counter for medics and demomen.
2-3 medics. More specifically, 3 for round start (ubers), 2-3 after that.
1 heavy - gotta have a tank.
2-3 soldiers/demomen (min 1 of each) - firepower.
1 engineer - need a teleporter to keep the assault classes up front, a sentry to secure gains, and a dispenser to keep the front line replenished.
1-2 pyros for flanking/pursuit and spy checking - great for pushing the defense back, especially with an uber.
Defense
1 spy, good for spoiling a big push by eliminating uber-ready medics during long standoffs and keeping the offense distracted.
1 sniper
1-2 medics
1 [dispenser fueled] heavy - sitting near the point for area denial to complement the sentries.
2 demomen - firepower/speed plus the ability to sticky-trap CPs for when an attacking uber wears off.
1 soldier - death from above.
2-3 engineers - 3 well-placed L3 sentries around a single cp are rather difficult to overcome, but beyond that is TOO defensive.
1 pyro - spy checking, uber rushes
more to follow...hitting PDAs text-box buffer limit...
Offense
1 Spy. Anymore than that rarely works since the other team starts spy checking a lot.
1 Sniper. Good for things like picking off key targets like uber-ready medics, any more is too much since they can only kill one target at a time, unlike several other classes.
1 scout - great for capping, distracting the defense, destroying teleporter entrances, and good counter for medics and demomen.
2-3 medics. More specifically, 3 for round start (ubers), 2-3 after that.
1 heavy - gotta have a tank.
2-3 soldiers/demomen (min 1 of each) - firepower.
1 engineer - need a teleporter to keep the assault classes up front, a sentry to secure gains, and a dispenser to keep the front line replenished.
1-2 pyros for flanking/pursuit and spy checking - great for pushing the defense back, especially with an uber.
Defense
1 spy, good for spoiling a big push by eliminating uber-ready medics during long standoffs and keeping the offense distracted.
1 sniper
1-2 medics
1 [dispenser fueled] heavy - sitting near the point for area denial to complement the sentries.
2 demomen - firepower/speed plus the ability to sticky-trap CPs for when an attacking uber wears off.
1 soldier - death from above.
2-3 engineers - 3 well-placed L3 sentries around a single cp are rather difficult to overcome, but beyond that is TOO defensive.
1 pyro - spy checking, uber rushes
more to follow...hitting PDAs text-box buffer limit...