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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...

Timmah!
07-19-2008, 03:50 PM
...just split the differences for tug-of-war style maps - whether they be cp or ctf (or stick with the offense break-down).

Offense Strategy
On the initial push, go for broke. Uber the pyro right away to clear a path, and if there are any tough sentries or a lot of defenders left near the point, uber a demo, heavy, or pyro (again) to keep them clear of the point. As soon as the point is capped, keep going before the defense has a chance to regroup and solidify their defenses on the last CP. With any luck, you'll have another uber to use to cap it. If that attempt fails, don't let up... as soon as you have any semblance of a team together, do a coordinated push without waiting too long. If their defense isn't tight, eventually you'll win - even if you don't have an uber - especially if you coordinate with your spy to sap sentries *right* before you rush in.

Defensive Strategy
Don't be too defensive! While your engineers should stay relatively near the point and back each other up, a good half of the team should play offense and make sure that the offensive team doesn't have a chance to take over the immediately surrounding area where they are free to build and pops ubers right before they reach the point. I've seen this all too often where the defense sits and waits, and then gets steamrolled by a couple ubers. Don't fall into the trap of the whole team pushing out though, either - or risk getting owned by a single decent spy. But use ubers as much as possible to wipe out the offense's staging area.

Again, for ctf and tug-of-war cp maps, balance the two.

I think I'll leave it at that and not attempt to go into depth on individual class strategies.

JMaster299
07-19-2008, 05:01 PM
Only in a perfect world. I voted yes on the Pyro class limit thread just until it calms down or until Valve nerfs the backburner but I also find myself going Pyro a lot just counter against all the other Pyros and it throws it even more out of balance. Having extras of certain classes can help, hving 4 or 5 medics can be good some times but having 3 or 4 Snipers is just a waste no matter what map. I agree with the point on Spies, having a really good Spy is a big help, having 2 or 3 Spies makes it harder for any one Spy to get something done because the other team becomes too paranoid.

Engineer is the one class I think I see played incorrectly the most. Put your gun where it covers your objective, point or intel, and don't build your equipment next to another Engineer or some place where it blocks your team. When you equipment is built don't just abandon it. I know it's not exciting to stand there not doing much but a great way to spy check is to move around the general area near your equipment instead of waiting for them to come to you. Also, team mates need to do their part and protect Engineers building equipment and do NOT touch their dispenser until their gun is built unless it's to save your life.

blahdan
07-19-2008, 07:46 PM
I think your defense is all wrong. It should be:
Engineers: 3
Snipers: 3
Pyros: 6

that looks better.

Defense strategy:
Pyros continually rush at enemy making it impossible to push forward without being caught in mass of crit fire. engis build and camp sentries continually spy checking everythin that moves. Snipers kill medics.

tubby custard
07-20-2008, 01:40 AM
I think your defense is all wrong. It should be:
Engineers: 3
Snipers: 3
Pyros: 6

that looks better.

Defense strategy:
Pyros continually rush at enemy making it impossible to push forward without being caught in mass of crit fire. engis build and camp sentries continually spy checking everythin that moves. Snipers kill medics.

I don't think the snipers are necessary. You could just do 4 engineers and 8 pyros, or maybe switch one of the engys for a heavy to stand on the point and call for medic continuously.

Prosthetics
07-20-2008, 01:53 AM
Offense strategy:
Scout: Tango (not .sf| Tango)
Soldier: Jokerz
Pyro: Iron Lung
Demoman: Timmah
Heavy: Scharnhorst
Engineer: Stinky Bikini
Medic: Kavorkian or Reducto
Sniper: Pros
Spy: Pros

kk? :)