08-01-2008, 01:24 PM
In an attempt to appease Rummy and follow-through on my promise to write-up some idea of strats, I've inadvertently used a Lvl5 Wall of Yomanz. Sorry about that. :-[ Even with substitutes, we only managed a 5v5 on Granary at best, for the most part though it was 4v4, so it's very hard to pull actual examples from our matchup of what does and doesn't work in cereals granary business. Speaking of which, let's get down to business.
First off, the flavor of Granary you're playing makes a bit of a difference in the opening. There's Pro_Granary and there's Cp_Granary. If you hadn't already guessed, Pro_Granary is what is used in many tourney leagues; it's for pros . The only difference, if I recall correctly, is that the starting gates and setup timer are removed. In regular Granary, you've got enough time to build an uber, so your medic's uber is all-but guaranteed. In Pro_Granary, there is gates, This makes a big difference in the opening dynamic of the round. In comp play, you typically see scouts hitting the point first, with demos and soldiers coming in a literally just seconds afterwards (sticky and rocket jumps EVERYWHERE to help build ubers and get on the point point point faster).
In general, your scouts DO NOT fight to the death, unless one gets a few good hits in while the other completely botches his roll, in which case the crap-scout will be hunted down with prejudice. Scouts are for picking off people asleep on the ball and killing/aggro'ing medics. An aggro'd medic pops his uber-cherry, but unlike real-life, the first to pop their's doesn't win, they lose, as the enemy will undoubtedly have their own uber waiting for you when you're done. You'll want your medic to hold his uber as long as he can, but not so long that your team is dead. If you're a lone medic with an uber, you fail at life, just kill yourself.
After much bloodshed - shame on you if you let your medic die - one team will emerge victorious and take the first point. Now, if they're slow enough, the losing team (we'll call them blu b/c I love red and I never lose) might put up a half-hearted defense at the second point. You've gotta play it smart though, you don't put all your eggs in one basket. In *particular* your medic must hang back and get his uber on. Nothing will save you from getting rolled but a counter uber. So hopefully you managed to aggro the enemy's medic at the middle point, otherwise you're pretty much boned. :|
Gawd I'm tired. Fuck writing strats, I'm too tired. I'm just gonna throw a summation up, I don't feel like writing too much more.
In Summation:
I cannot stress enough the importance of a medic. The medic is the backbone of the team, you won't be going anywhere without him. That being said, a mistake you see a lot of - especially in Granary - is a failure to protect the medic. You can't push through any point on Granary without one, so don't leave your medic behind!
It's probably best to decide beforehand who's sticking with your medic in the event that everyone else gets away (scouts running away, soldiers rocket-jumping away, etc etc etc). Furthermore, your priority target numero uno is the enemy medic. Once he's down, your enemy's crippled. They can either stay and defend (and die assuming you use your medic right), or flee, giving up a point capture.
Furthermore, unlike in pubs, you cannot be the goddamn batman, nor can you rambo a fucking win yourself. Never go anywhere without the rest of your team, ESPECIALLY if you know the entire enemy team is going to be on the other side of the doors waiting for you.
And lastly, in a 5 point CP map, you shouldn't give a damn about any point but your last. Watching a lot of competitive matches, it's VERY possible to defend your last point and push back out from there, as coming into the 2nd point is pretty nasty from the attackers standpoint.
Hopefully other people who played the other day will add something to my rambling.
As an afterthought: probably none of you will watch this, and you'll probably think I'm lame for actually watching them, but here's the pwnage.tv shoutcast for Pandemic vs 4Kings on Granary and other maps, two of the best teams out there right now for TF2. Hopefully watching this you can get at least an idea of what I was trying to talk about.
First off, the flavor of Granary you're playing makes a bit of a difference in the opening. There's Pro_Granary and there's Cp_Granary. If you hadn't already guessed, Pro_Granary is what is used in many tourney leagues; it's for pros . The only difference, if I recall correctly, is that the starting gates and setup timer are removed. In regular Granary, you've got enough time to build an uber, so your medic's uber is all-but guaranteed. In Pro_Granary, there is gates, This makes a big difference in the opening dynamic of the round. In comp play, you typically see scouts hitting the point first, with demos and soldiers coming in a literally just seconds afterwards (sticky and rocket jumps EVERYWHERE to help build ubers and get on the point point point faster).
In general, your scouts DO NOT fight to the death, unless one gets a few good hits in while the other completely botches his roll, in which case the crap-scout will be hunted down with prejudice. Scouts are for picking off people asleep on the ball and killing/aggro'ing medics. An aggro'd medic pops his uber-cherry, but unlike real-life, the first to pop their's doesn't win, they lose, as the enemy will undoubtedly have their own uber waiting for you when you're done. You'll want your medic to hold his uber as long as he can, but not so long that your team is dead. If you're a lone medic with an uber, you fail at life, just kill yourself.
After much bloodshed - shame on you if you let your medic die - one team will emerge victorious and take the first point. Now, if they're slow enough, the losing team (we'll call them blu b/c I love red and I never lose) might put up a half-hearted defense at the second point. You've gotta play it smart though, you don't put all your eggs in one basket. In *particular* your medic must hang back and get his uber on. Nothing will save you from getting rolled but a counter uber. So hopefully you managed to aggro the enemy's medic at the middle point, otherwise you're pretty much boned. :|
Gawd I'm tired. Fuck writing strats, I'm too tired. I'm just gonna throw a summation up, I don't feel like writing too much more.
In Summation:
I cannot stress enough the importance of a medic. The medic is the backbone of the team, you won't be going anywhere without him. That being said, a mistake you see a lot of - especially in Granary - is a failure to protect the medic. You can't push through any point on Granary without one, so don't leave your medic behind!
It's probably best to decide beforehand who's sticking with your medic in the event that everyone else gets away (scouts running away, soldiers rocket-jumping away, etc etc etc). Furthermore, your priority target numero uno is the enemy medic. Once he's down, your enemy's crippled. They can either stay and defend (and die assuming you use your medic right), or flee, giving up a point capture.
Furthermore, unlike in pubs, you cannot be the goddamn batman, nor can you rambo a fucking win yourself. Never go anywhere without the rest of your team, ESPECIALLY if you know the entire enemy team is going to be on the other side of the doors waiting for you.
And lastly, in a 5 point CP map, you shouldn't give a damn about any point but your last. Watching a lot of competitive matches, it's VERY possible to defend your last point and push back out from there, as coming into the 2nd point is pretty nasty from the attackers standpoint.
Hopefully other people who played the other day will add something to my rambling.
As an afterthought: probably none of you will watch this, and you'll probably think I'm lame for actually watching them, but here's the pwnage.tv shoutcast for Pandemic vs 4Kings on Granary and other maps, two of the best teams out there right now for TF2. Hopefully watching this you can get at least an idea of what I was trying to talk about.