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Thread: Granary - Deris Perspective

  1. #1

    Granary - Deris Perspective







    Scouts hold out on the right area (garage) and make sure people can not go on the balcony above CP2. They have both ammo and a 50% health pack there so should not be too difficult to deter any roaming enemies from entering.

    Demoman has a lot of options here. Preferably he sticks on the left area behind the point, far away from spam. Should sticky up at least two places, one of which is the small right entrance near the ammo and health (excellent trap). When enemy push in should fall back a bit behind soldiers and keep spamming the point and healthpack with stickies.
    Demoman could mix it up by staying high on the balcony, therefor scouts should be in place and soldiers to distract their attention while spamming from above.

    Soldier 1 should stay back with the medic under the balcony and thus far behind the point. This eliminates any possibility to be in direct line of fire.

    Soldier 2 not really something special for the S2 on this point. Important to stay BEHIND the point at all times as shown on picture. Only for ammo run he should risk his life to spam from outside. When they move in keep your ass behind one of the big poles. S2 should be the one going up the balcony if needed, or help out in scout area if they are shorthanded.

    Medic just like S1 stay under balcony and far from point. Fall back with S1 and demoman to our own leftside (heading to CP1) if needed, this prevents getting flanked from garage.





    Scouts hold the right area and be careful about peeking, since the right area is difficult to attack and easy to get spammed from. Whenever they push from this area try to lure them away to the right side (in the direction of our garage) so the rest of team has some time to either attack them in the back (which is then open) or fall back.

    Demoman should sticky left entrance because of better trap ability on that side. Could mix it up by throwing some stickies right as well.

    Soldier 1 help spam left entrance if needed, building uber and defending medic as main priority.

    Soldier 2 help out on right entrance point by shooting at anything that tries to come through. Gives the scout backup when they need to resupply. Also prevents their scouts from quickly getting to the medic. Should not build uber and stay buffed because he is in line of fire.

    Medic Can get his uber up quickly with three patients all near him. Especially demoman is likely to be spammed so keep him buffed and at the same time dodge any projectiles coming from the left area.

    In case the scouts can't hold the right entrance, which makes sense cause it is hard to keep locked down, fall back to either inside CP2 or just outside on the left side. Both alternatives have downsides, cause if scouts are down holding in CP2 leaves garage wide open and holding just outside CP2 left door makes you vunerable to jumping soldiers/demoman from the left.

    Holding CP3



    Scouts should hold the left area as depicted on the map. Depending on how pushy the enemy is on this side they should either hold in the room with the ramp (scouts are a bitch to kill if they have both height advantage as well as the ability to jump around from ramp to ramp) or just outside this room in the central CP area.

    Demoman should hold the right entry point, here he can make the most use of his stickies and spam abilities. Having the ammo right there is a bonus. If possible the demoman should be up the container in the green circle, but since jumping is not possible while you just made a good trap it is unlikely to actually be up there.

    Soldier 1 should be close to the medic as possible and building that uber. Should have his attention on right entry point unless scouts give other information about the left area.

    Soldier 2 can be on different locations. If the enemy is pushing from right he should probably be up on the right container (where ideally the demoman would be) and spam down. If they push in give priority to scouts chasing the demoman down (stickies can fail on scouts). Another place would be on the little ramp leading to the scout area and spam down from there. I would prefer the S2 giving backup to the scouts on the left, so if one scouts decides to get some health or ammo there is still two men holding that point. Since both S1 and D are on right this should be the prefered default situation.

    Medic should stay around the healthpack and be covered on all flanks. If any of the flanks would fall, regroup with both soldiers and make sure you can not be encircled! Staying in the middle of both entry points is just silly if one of the flanks is breached, get your ass against either the left or right wall, preferably even behind the point on our side (where 'our' medpack is).





    Scouts hold entire left area and keep moving. There is no need to go inside the garage and test for stickies, keep patrolling the blue area on the map and also check on the pipe if possible. Main objective of the scouts is to make the enemy team think twice about leaving their safe base on the left side and to make sure our people can reach the ammo box safely if needed.

    Demoman holds right door and stays a little back to prevent being hit by spam from either direction behind the cover of both soldiers. Medic close for healing. Important that nobody on this area of the map can be seen by a peeking enemy player from the door, this increases the chance of a succeful trap.

    Soldier 1 holds back and has his main focus on stuff coming out of the pipe. He can probably position himself in such a way to keep an eye on the right door as well. Soldier 1 should be the one boosting uber.

    Soldier 2 is closer to the enemy and should not be boosting uber because he might need his health/buff at any moment if something comes to spam him and the medic. He should keep an eye out on things approaching from the left area, specially if not both scouts are covering the left area.

    Medic Keep everybody buffed around you and have your main attention on right door, a soldier or demo coming out of there (and stickies failed) is the biggest threat to get a few (unexpected) shots at you.

    THERE YOU GO FAGGOTS THIS IS WHAT I THINK EVERY MATCH

  2. #2
    ATK Member Trigger's Avatar
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    Re: Granary - Deris Perspective

    Nice write up, ill make sure to take notice of the stuff i dont know allready

  3. #3

    Re: Granary - Deris Perspective

    Agressive Tactic for Middle:


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