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May 22nd, 2018
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  1. SMIRRE DEMO REVIEW MAIN TAKEAWAYS:
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  3. Cricket: Play gully mid positioning more passive. Especially if you gets pressured. If they walk up our side on gully mid, you need to make sure to either go back into elbow and spam them from elbow, or jump down to floor. Smirre said walking down is too slow because you get out of sync with our team.
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  5. When holding down chokes and in teamfights in general: Ignore jumpers and keep focus on the bigger picture.
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  7. Play water on gullywash.
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  9. Play more around cricket in water. Water is generally stronger because it's harder for them to commit to kill you. Smirre also said that you and koling should stay in water for basically as long as possible.
  10. Drezzo: You need to be faster up on top left gullywash. Committ more with heals in team fights. Trust your team to protect you.
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  12. Collaide: Keep track of soldiers in team fights. Be INSIDE drezzo when transitioning on maps. Be better positioned (for example play more around big rock on process mids, hold above choke as scout on gullywash.
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  14. TEAM:
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  16. PUSHING LAST:
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  18. 1. Uber in. Take positioning with the uber. Lower defenses.
  19. 2. RESET*. Take positioning. Focus anything that may be behind.
  20. 3. Go back in and take team fight with enemies.
  21. 4. Collaide stay and take positioning with medic.
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  23. *RESET: After the initial fight, I will call "RESET". During this time, we regroup, hold a position, potentially heal up, and then re-engage in the fight.
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  25. Get out of bad situations early. If we sac our team needs to INSTANTLY run back when the sac is called.
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  27. Soldiers bomb their team INSTANTLY if they go into us top left on gully mid.
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  29. TEAMFIGHTS: If we get a pick or two, we can do RESETs. Where we call "RESET", we regroup, heal up if needed and then re-engage in the fight. This is to ensure they cannot trade frags.
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  31. HOLDING GULLY LAST: Cricket & Koling water. Put 4 stickies on the ring and 4 on the wall opposite the ring. Koling watches the entrance to water. We should have a sentry gun somewhere on left side, with a pyro protecting it. The pyro's primary job is to protect the sentry. To my suprise, Smirre said we should actually keep 4 players inside of spawn [collaide junnu amarok drezzo]. This is because if the enemy team wants to play point, they need to committ to clear stickies on point or kill our players in water. As soon as they fail to lock down one of the spawn doors, we re-emerge from there and take a team fight.
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  33. PUSHING GULLY LAST:
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  35. Goal of uber on gullywash is primarily to get the sentry down on top right or top left. Smirre said you can very often lob stickies ABOVE the pyro so it's a lot harder for him to reflect. After we kill the pyro/sentry and force them into spawn, we need cricket collaide and drezzo, to stay on top right side. If we drop down to floor or chase frags somewhere else, our opponents will abuse the fact that we're going to get separated from each other. If necessary we can back off a little bit. Drezzo: It's important for you to make sure you're not standing on floor. IF THE LAST PUSH IS LOOKING BAD AS OF RIGHT NOW, THIS IS WHEN WE LEAVE. If we stay in, we need cricket to keep locking down the right spawn door with drezzo [and collaide]. IF THERE ARE PLAYERS BEHIND US, (NOT IN WATER, NOT IN SPAWN) this is when we need to clean them up [Cricket watch spawn always]. If we get frag advantage we need to play slow. If they only have a players in water we [COLLAIDE + JUNNU] need to EDGE THE CAP AND SHOOT STICKIES. Then the demo/roamer in water will emerge to attempt blocking. Easy frags.
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  37. BUSTING: Rotate heals when pushing especially dry pushing. Amarok and Cricket especially. Amarok needs to be the first one in [and also need to be in a position to bomb through the choke of course]. After you jump in to make space, you need to survive. Don't jump directly into enemy gamers, but try to be able to jump back again, so that Cricket, Collaide, And Drezzo [and potentially junnu] can move in again. If we have some sort of player ad we either send 2 through flank and 4 through choke, or we have koling hold flank and 5 through choke (Se7en/Drack gameplay).
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