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metalworks mid/second/last holds

Nov 1st, 2014
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  1. ----MID HOLDS----
  2.  
  3. AGGRESSIVE MID HOLD (uber advantage/player advantage/getting ready to push)
  4.  
  5. http://prntscr.com/51wk23
  6.  
  7. -POCKET, MEDIC, DEMO at choke inside lobby
  8.  
  9. -ROAMER, SCOUTS in valley (one scout a little closer to back door)
  10. scouts/roamer rotate for heals every 10 seconds each
  11.  
  12. PASSIVE HOLD (uber/player disadvantage)
  13.  
  14. http://prntscr.com/51wkdn
  15.  
  16. -POCKET & MEDIC standing on upper doorway platform/choke building(medic can be healing from inside lobby to be safe if he wants)
  17.  
  18. -ROAMER on top of our left crate watching their lower and valley
  19.  
  20. -DEMO on point with traps set up
  21.  
  22. -SCOUT under point near our stairs/under bridge making sure nothing rushes from their lower, other SCOUT on top of right crate in front of truck so in case they come choke we have someone their to deal with it)
  23.  
  24. OBJECTIVE OF THIS MID is to have all 3 projectile classes who have eyes on all doors from these positions, to force the enemy to pop by all spamming at the same time from doorway/direction that the combo is coming in from and then getting out, or to make them drop a player by doing the same thing and getting out. the scout on right crate gets out valley, scout under bridge and demo get out lower, pocket and med get out form upper lobby.
  25.  
  26.  
  27.  
  28. ----SECOND HOLDS-----
  29.  
  30. AGGRESSIVE SECOND HOLD
  31.  
  32. http://prntscr.com/51wkl0
  33.  
  34. -POCKET, MEDIC, DEMO on bridge (demo behind combo)
  35.  
  36. -ROAMER on floor under bridge
  37.  
  38. -SCOUTS in valley rotating for heals
  39.  
  40. this hold is easy to pinch players with our roamer and scouts on a scout or soldier of theirs that lurks into dropdown/valley (ex: their scout overextends under dropdown and our roamer lands a rocket on him and as he runs away back in his valley our scout(s) in valley is their ready to finish him off from our valley)
  41.  
  42. PASSIVE SECOND HOLD (uber/player disadvantage)
  43.  
  44. http://prntscr.com/51wkri
  45.  
  46. -POCKET on top of metal fence infront of main
  47.  
  48. -MEDIC behind him infront of main entrance
  49.  
  50. -DEMO infront of shutter with traps set up and spamming pipes into choke
  51.  
  52. -SCOUT on left side of bridge with view on lower and choke, other SCOUT in valley behind roamer to help him out
  53.  
  54. -ROAMER in valley on top of platform
  55.  
  56. SAME goal as passive hold on mid, get a force by using spam and get out, if they push valley well most likely need to sack our roamer there for a force +spam
  57.  
  58. demo gets out shutter, scout on left gets out ramp room, everyone else gets out main
  59.  
  60.  
  61.  
  62. ----LAST HOLD----
  63.  
  64. http://prntscr.com/51wi27
  65.  
  66. -MEDIC behind wall
  67.  
  68. -POCKET infront of him building if you dont have uber (if you have uber combo can hold on bridge infront of shutter on top of the metal fence)
  69.  
  70. -DEMO left of pocket wheres hes building
  71.  
  72. -ROAMER on top of shack on left side
  73.  
  74. -SCOUT next to crates on right to pressure a sniper if they run one. dont let their sniper get that angle to shoot your roamer on top of shack on the left
  75.  
  76. -HEAVY/ENGIE, heavy next to med behind wall or next to wall where pocket is building with 450hp. ENGIE put sentry under bridge next to the wall or behind the crates on the right where the scout is. if we wiped at mid and their med lived, run both engie and heavy to delay their push as much as possible to build uber.
  77.  
  78. if you dont get uber on time when they pushin, rotate right next to the crates to spam down onto point. if they push in from right then rotate onto bridge.
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