18 Nov 13, 09:39AM
(This post was last modified: 18 Nov 13, 09:59AM by Roflcopter.)
I thought some people might like this :)
Core ideas
Common ideas
Novel ideas
This post is incomplete.
Core ideas
- Always aim to at least equal your enemy - repeating the same play is fine
- When attacking consider only whether it serves your interest - winning by 1 flag is as good as 20
Common ideas
- Strictly one player per side
- Check all sneak spots, freespectate while dead to eliminate what you can, call to your teammates to discover players; in general every position should be called
- Angle-abuse, spread is so large it gains significant advantage
- Bait corners so you come around the corner expecting your enemy and gain a small reaction-time advantage
- Generally defend far enough outside your base so that if you are killed you will respawn before they pickup your flag
- Stagger respawns when your opponents are attacking in your base: that is, keep pressure on their offense with 1 player and keep remaining players angle abusing
Novel ideas
- Keep laggers on defense for added advantage - more generally put players where they like to play
- Don't aim for the flag when attacking with bad chances, just damage your enemies so they are weak for later
- Always synchronise the attack so multiple enemies die together
- There should be a single "caller" as per other competitive games - s/he makes all strategic decisions, players make all minor tactical decisions
- If winning or drawing, once in pushed-out defensive position, players should gain advantage by waiting for their enemies to push
- Here is the part which is hard to describe: the caller must decide based on how those attacks went whether to push or defend. If you are winning or drawing, probably defend; if you are losing be more agressive
- You now have two fights going on, one fight challenging for each flag! But the caller has set us up to feel MORE confident
- If our attacking players win their fight and take the flag, our defenders (if any) come out to help. The careful balance is assessing the threat to your own flag versus the chance to stop any alive enemies from returning their stolen flag
- If our attacking subteam has lost before our defending subteam has engaged then our defending subteam now ONLY have to delay their opponents until their teammates respawn
- For the reason above, our attacking subteam should attack QUICKLY
- Unless desperate, don't try sneaking - good teams will check
- Sometimes rotating players after your opponents challenge you is good, for example to maximise HP packs used.
- Some maps are not closed, in the sense that you can't form a watertight seal around your base. In those, specific tactics were used. For example, in mines in 2v2 as RVSF one player pushing and one holding the 50 shield and rotating between that and the 25 shield works well; by the room near RVSF's 50 shield, you can hear players on the right and see all the way across to the left
- Almost all maps are closed in 3v3
- When you have spare players over (only 2 sides, but 3v3) you have a few choices. On desert3 or acqueous as RVSF, keep 1 player just outside your base but constantly back and the other two put pressure on different sides. This is like a compromise between how we defend in the middle and how we defend an imminent attack to our base
- Countering fast pushing teams? Some teams try to stop you getting into a comfortable middle camping defense. If they push very quickly their sync will be out, and they stand little chance of taking a flag. It also leaves their defense weak and vulnerable to a well-timed counter.
- The aim when we can't gain any advantage is simply to reduce the game to the status quo. As a special benefit this often makes teams frustrated which boosted our morale and encouraged them to make risky play we CAN gain advantage from.
This post is incomplete.