Rocket/nade jumping from start

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Rocket/nade jumping from start

Post  jagbama on Wed Jan 21, 2009 7:53 am

I'm sure everyone knows this anyways... but on Badlands, Granary etc getting the roving solly/demo to the middle cp first can be the difference between winning and losing.

Some good demos here:

https://www.youtube.com/watch?v=kMJPdyT6J4c

https://www.youtube.com/watch?v=RKSYm2Zyj_Y&NR=1

Watching <wotr>Torden and [TCM] Byte play as demo the other night i was amazed at how quickly they get about the map! Ideal as area denial partner for the scouts - stickies helping out the scouts as they go 1v1 and 2v2 etc. Interestingly they tended to use 1 or 2 stickies only to help the scouts, not going for the outright kill and wasting time putting down 6 or more. Also he combined 1 or 2 stickies with nade spam, detonating the stickies as the spam went off - very effective.

I'd be tempted to only use a heavy as last cap defence - the loss of speed compared to solly or demo is crippling.

Of course, the key at the start is the medic's heal priorities - something we need to get clear NOW as everyone self-damaged and not buffed at the start would be fail Sad

So, with that in mind... DISCUSS

Very Happy
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