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[Old] Fight Night - 1st Nov 8pm
http://www.thehh.eu/forum/viewtopic.php?f=66&t=9726
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Author:  Harley [ Mon Oct 28, 2013 4:33 pm ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

I would, but my steam keeps crashing when updating and I still need to install tf2

Author:  themadme [ Mon Oct 28, 2013 5:21 pm ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

I can play.

Class 1 Demo
Class 2: Medic
Class 3: All the rest

Author:  jacky [ Mon Oct 28, 2013 5:27 pm ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

Tentative yes.

Classes:

1. Scout
2. Demo
3. Solly

Skill Level: Some comp experience as Scout, Both others decent but nothing spectacular. Can play as something else too, if needed for Highlander.

Author:  Sam [ Mon Oct 28, 2013 5:50 pm ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

We're almost at 18 signups! They're listed on the first page. Looks like we'll be playing a highlander. I will start sorting out the teams today and consider which maps would be a safe choice. I was thinking Badlands and Gravelpit?

Some of you are listed as maybes, so you might not get your first choice of class. If anything changes please let me know as soon as you can.

Reminder to all players: you need to be on server and in Mumble at least 10 minutes before the event. If you are late, you will lose your slot.

I'll post up some advice on team play and the roles of different classes later today.

Author:  Gimpster [ Tue Oct 29, 2013 4:32 pm ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

Hello

I may now be able to make this can you put me down as a maybe Sam ?

Thanks

(frog)

Author:  Sam [ Wed Oct 30, 2013 3:15 am ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

Here's something to get people up to speed on the basics. I haven't actually played comp since the Affable Ponies days so speak up if I've got something completely wrong.

A Short(ish) Guide to Highlander

The team is split into three parts: the combo, the flanks, and the picks. The combo consists of the medic, heavy, pyro, and demoman. The flanks include the scout and the soldier, who hover between the combo and other areas of the map. The spy and sniper are the pick classes, and generally work on their own.


Strategy

Either your team's medic or heavy should have a microphone and be willing to co-ordinate the team and make decisions - the 'main caller'. For example, if your team has just got uber and the other team hasn't, then you have a big opportunity to push them back. You can make quick calculations of the enemy's uber by watching the clock - it takes about 50 seconds for a medic to reach 100% after spawning, and 40s with kritz. Switch to Kritzkrieg only if you are sure you can get it ready and kill the medic before they block you with Uber.

On Payload attack it's a good idea for the demoman and soldier to bomb in as soon as the gates open to get a pick on the medic. If you succeed then your team has a complete uber advantage, and if you die then you will respawn very quickly.

Every kill is worthless unless you capitalise on it. If the medic's down, you can push. If the heavy and demo are down, they can't do very much damage. If the sniper is down, you can walk freely in open space, and if the spy is down you don't have to waste time being paranoid.

Focus fire - if you see a teammate going after a certain enemy, target that enemy. It's better to take down one enemy than to get two enemies down to half health.

Comms

Make sure other people can hear you speak in Mumble. Check that push-to-talk is enabled, not automatically transmit, so we don't hear your breathing/slurping. A good keybind is capslock or shift, but make sure it's not the same key you use in TF2 or your voice will be heard twice.

Don't get angry or too talkative in comms. If you're speaking, the other 8 players can't. Keep it short and to the point.

If you don't have a mic, use of teamchat in-game is vital. 'Deadtalk' is enabled on our config so that your text can be seen by other players when you are down.

If you kill the medic or another important player, call it out ('medic down'). Same goes for if you severely weaken them (e.g. 'medic tagged 50').

If you're playing a flanking or recon class like scout, soldier, or especially spy, you are your team's eyes and ears. Let your teammates know where the enemy is and what they are doing.


Medic

Read the strategy section above.

Teammates who have not taken damage recently, take much less time to overheal. So in some circumstances you may want to prioritise healing a pyro who just spawned over a soldier who just took self-rocket damage, because it's only a second's delay before you can switch over to the solly.

When your teammates are not taking damage you should get your flank classes buffed up before they move away. Generally you want to heal your heavy last.

When you are in a fight, heal whoever needs it most, which is usually the furthest player forward. Initially this will be the damaging classes like demo and heavy, and later in the fight you will need to buff scouts and pyros who can rush in to clean up. There are no rules to fit all situations however.

If your heavy is looking forward, you need to be watching behind. A pet pyro won't be enough to protect you from spies.


Heavy

Read this, as well as the strategy section above:

http://www.reddit.com/r/truetf2/comment ... _lot_more/


Demoman

Your job is to stay with the combo and pour out as much damage as possible. Don't worry about getting kills, your team can mop them up. If you are called upon to use a kritz, focus on placing each sticky accurately.


Pyro

Stay on the tail of your medic and heavy, watch out for spies and reflect spam. You are part of the core combo. When the enemy ubers in, push them away.


Soldier

You should roam and cover the flank, distracting the other team, making picks when it is convenient to do so. If you are at a disadvantage (e.g your players are dead, or their medic has uber ready) it is important that you kill or force the medic. Otherwise, control your area and stay alive.

This video sums it up: https://www.youtube.com/watch?v=TDAJtZOCoTA

On the 5CP rollout to mid, consider using the Disciplinary Action whip to get your whole team there much sooner. Most classes will run as fast as a scout, and the heavy will go as fast as a medic. At other times it's better to run the Escape Plan.


Scout

Your main role is to assist teammates by finishing kills on low-health players, and to watch/exploit the flanks. You may want to team up with your soldier, if flanking, or with your demo if not. On Payload offense you should push the cart. As with the soldier, only take a big risk if the enemy medic has uber advantage.


Engineer

Use Gunslinger when you are on offense or playing 5CP, and push the cart/cap the point. Wrangler is very effective with either type of sentry. With Level 3s, position them so that they have a large coverage and so a demoman can't get close to plant stickies. You provide a safe fallback point for the team. There are two recent weapons that let you pick up your buildings from a distance, or teleport back to your entrance instantly. I don't know much about them but apparently they can be very helpful in highlander.


Spy

Use whatever cloak you are most comfortable with. Invis watch tends to be the most versatile, while dead ringer gives you more survivability. Communicate useful information and aim for the most helpful picks. Some more info:

http://forums.steampowered.com/forums/s ... ?t=2969399


Sniper

Go for the sniper, medic, heavy and engi (in that order). Throw jarate into crowds, it is a huge help. Stay slightly away from the combo to break up the chainstabs. You will be stabbed more, but that means the medic isn't being hit. Don't be too shy to make bodyshots. If you make an important kill, or see something your team doesn't, call it out. If their sniper keeps killing you, change to an unexpected position or collaborate with your spy.

Author:  Efrath [ Wed Oct 30, 2013 3:18 am ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

1. Spy
2. Spy
3. Spy

Spoiler Alert:

Author:  Sam [ Wed Oct 30, 2013 3:38 am ]
Post subject:  Re: Fight Night: TF2 fun match - 1st Nov 8pm - all welcome!

MAPS!

We'll be playing Badlands and Upward.

Badlands rules: 30 minute time limit, win more rounds to win the map. If a team wins 5 more rounds than the other, they win the map early.

Upward rules: stopwatch mode, each team plays attack and defense once. If you don't know what stopwatch mode means: Let's say Team 1 takes 10 minutes to get 3 caps (but fails to get all 5). For Team A to win their turn to attack, they would either have to get to those 3 caps more quickly, or get to 4 caps within the standard map stopwatch.


TEAMS!

Team 1

  • Scout - jagbama
  • Soldier - Megaston^
  • Pyro - Boris_Fly
  • Demoman - hokey
  • Heavy - K3D
  • Engineer - Jimbob
  • Medic - Patch
  • Sniper - Spandex
  • Spy - denndenn1

Team 2

  • Scout - jacky
  • Soldier - Razzer
  • Pyro - Deepblue
  • Demoman - edicius
  • Heavy - Extra_Cold
  • Engineer - Sam
  • Medic - themadme
  • Sniper - Telgor
  • Spy - Efrath

Ringers

Linc

I might swap people over early on if it's looking like a steamroll, so don't get too attached.

If you think you'll be around on Friday night, and you don't mind hopping in, please sign up as a ringer.

Author:  K3D [ Wed Oct 30, 2013 4:12 am ]
Post subject:  Re: Fight Night - 1st Nov 8pm - teams picked! need ringers!

I will be a ringer if needed.

Author:  Lazarus [ Wed Oct 30, 2013 10:23 am ]
Post subject:  Re: Fight Night - 1st Nov 8pm - teams picked! need ringers!

Unfortunately wont be able to make it something just came up : (

Hope all goes well ;)

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