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Jan 17th, 2018
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  1. D
  2. biggest problem was the difference in approach initially, with my past in t2 always being that home d = flag focus and chaser = fragger, but quickly fixed and tho it was never great due to me being pissed and high, we got a lot more damage on cappers after this generally and a few complete stops
  3. I let lots of walks out but this was pretty much all down to state of mind and the switch from pugs back to proper comp – this is also something for the O to learn, every time I crashed or chased they 100% knew and would react to it by putting someone on route/camp
  4. Need to think about strats where one of the D is permanently focused as they did to Cap – probably the expectation has to be that the other D player wins the 1v1 with the capper
  5. O
  6. spotting was lacking at the beginning but improved a lot
  7. Should work on some standard strategies for all maps with variety being key – Flam fucked us up by varying who would grab, how many proper grab routes they would run and the time when the capper would come in relative to the LO. Keeping the D guessing in this sense is key.
  8. You don’t need to frag at all to be successful, I heard a lot of calls being made for O players to stop dueling and K out to reset. Time = pressure. It’s really important not to get sucked in that way.
  9. Further to this, identifying the chaser and simply knocking them out of the wayof doing any stand damage with disc or nade is pretty much the ideal situation as they lose stand damage AND the ability to effectively chase as they either won’t be able to disc jump or will leave themselves on very little hp
  10. I didn’t hear much/any communication regarding enemy D movement, f.ex “Ripper go camp, Schreq is chasing” - not putting this kind of pressure on them allows the D more freedom and in turn puts more pressure on our D
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  12. If killing power is lacking then there are many other ways to beat a defence so we shouldn’t focus on an area in which we might struggle:
  13. Pull enemy D players away by hiding and spamming with nades – either you get area denial to make the stand more open or you pull them out of position when they are forced to hunt you
  14. Have setups where all 3 O are on a fast route and you all arrive at as close to the same time as possible – won’t work on its own, but doing this once every (say) 5 runs mixes things up and is very hard to defend if it’s unexpected.
  15. When going for clear, vary your approach to the stand. Go in super high one run, do a semi route the next, come from behind the stand where possible sometimes etc.
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  18. All in all my feeling is that there’s no reason we couldn’t beat those guys with everyone playing on point. We got caps on every map, but we gave up so much on D that it made the O’s job even harder vs a very strong D. O’s problem seemed, from a backseat perspective, to be a lack of variety and thereby the ability to disrupt their D and keep them on their toes. Letting the opposition D be settled and know what you’re going to do makes their job so much easier and ours that much harder.
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