Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- treason gpit
- 1round
- Holding B -
- engie puts teleporter right side of spawn next to the right ramp in the corner.
- have scout go sniper in spawn.
- demo puts useless sticky tarp on A point. (easy to spot)
- begining of round, 2 soldiers hold top of roof, demo watches long and medic stands on gun behind point.
- sniper holds left side of spawn. (right side if running towards him)
- right before point A is capped, they switch and they have combo sit at 1 and demo trap 2, roamer still sits on roof, gun is in the same spot.
- demo puts sticks above 2nd doorway and puts rest long, after demo puts sticks in 2 he then switchs and watches long.
- when enemy pushes roamer jumps to force a pop off roof.
- after push, when enemy pushes out short or long, combo then sits on gun (still in the same spot), demo watches long still very close.
- demo gets easily distracted by 1 person ( very easy pick for us)
- demo puts sticks on small shack (infront of short) for jumpers.
- HOLDING c -
- Demo puts sticks after b is capped above 2nd doorway in 1.
- Combo holds right ramp w/ sniper right behind them, pyro sits on tower with demo, demo sits on left side of tower watching sticks.
- pyro plays very aggressively around doors 3 and 4.
- combo holds infront of door 4 w/ pyro.
- if backing out by A, pyro will chase and be very aggressive (easy pick)
- after enemy team pushes C, they run 1 soldier and 0 scouts, they have sniper, engie, pyro off class, gun is placed by small shack infront of 3 (main) door.
- demo plays far back on left ramp, sniper will get aggressive right side by 4 door.
- pyro still playing aggressively at 3 (main) door, combo plays inback of sniper on right ramp.
- 1st round - ATTACKING
- 2 scouts go to point A, 1 Soldier goes long, 1 soldier goes short with demo to force pop.
- both scouts rush C after capping A, combo then goes to C from A.
- 2 soldiers go 2, demo and medic push 1 to take out gun, both soldier jump roof after leaving 2.
- 2nd B push, ( after 1st one fails), they have heavy 1 soldier demo sniper and medic long, scout rushes short.
- after they push long, they sit behind rock while heavy kills gun and sniper sits on long still.
- pushing C, they have combo go 2 with sniper and scout, demo and heavy go 1, soldier jumps straight to point.
- 2nd round - ATTACKING
- 2 scouts 1 soldier demo and medic go straight for A, 1 soldier goes sniper and goes short.
- before point A is capped, demo 1 soldier and medic rush to enemy spawn and wait for both scouts, sniper switches from short to long.
- scout runs in from 2 to spot gun and enemy combo, only combo pushes 1, 1 soldier is still sniper.
- demo and scout push from short / AB connecter.
- demo always goes infront of rock / B ramp.
- 2nd push into B ( after 1st one fails), Combo pushes long, 2 scouts demo and sniper push short.
- demo jumps roof right away, pocket soldier stays on groud infront of rock with medic, 1 scout pushes in back of B (right by 2 ramp), sniper stays in short, other scout stays by small shack into of short.
- when capping B when medic is down, all stay on cap B, noone on roof nor by 1 or 2.
- demo puts stickes in the drop down from roof onto point B.
- when medic spawns, combo moves to 2.
- Pushing into C, 2 soldiers 1 scout demo and medic go into 2, 1 scout goes into 1.
- if neither team has uber, soldier jumps from 2 to kill the medic.
- when they get uber, combo + demo goes into C from 2, both scouts push 1, if pocket fails jump due to heavy, all take eyes off of floor to focus heavy from floor.
- both scouts rush C point, soldier jumps way after, demo still on floor with medic. Roamer goes back to soldier.
- if soldier and 2 scouts die, demo will play tower alone, sniper snipes from 3 (main)
- 2nd push in, they like to work it with the aggressive sniper, both scouts run from 2.
- 1 scout goes straight for point, other scout like to play floor a little more then rush point.
- sniper goes soldier after dying.
- they like to keep going for point from 3(main), 1 after another, soldier after soldier, demo never jumps ontop.
- demo gets very distracted.
- after failing again, Roamer goes sniper and 1 scout goes pyro.
- sniper always picks main with demo and medic next to him.
- pyro likes to play under at 5 door on stairs, sometimes plays very aggressively.
- pocket protects sniper when demo moves to door 4 with medic.
- after offclassing fails, Roamer goes back to soldier and pyro goes back to scout.
- combo pushes from door 4 with uber with roamer and demo.
- when ubering in, 1 soldier jumps other stays on floor if denied, 1 scout does delay push from 2, other scout comes from A.
- if 1 scout goes for point, roamer or pocket will jump from main right away.
- 1 scout goes pyro again.
- combo plus roamer and demo uber through main while pyro and scout goes to door 4.
- demo and both soldiers will jump right away, medic will run away.
- pyro pushes door 5 and scout pushes door 4.
- DEFENDING -
- demo puts sticks right around corner from A door on the left hand right behind piller.
- same hold as before, 2 soldiers roof, gun in the same spot.
Add Comment
Please, Sign In to add comment