lyse242
06-24-2011, 05:00 PM
Hello, I wanted to write a guide and give back some to a community that really helped me learn and grow in the tf2 competitive scene.
I especially wanted to thank all the mentors that helped me out, while they were mentoring me an area I felt was consistently grey was comms.
I’d like to break the guide into 5 situations, the initial rollout to mid, the initial mid fight, transition fights, the final push, and in general comms
I’d also like to break the comms into each class, and while I’m not the most experienced in each class I’ve got match experience in each class except demo.
This guide is written for 6v6 play but I’m sure its applicable for highlander.
Rollout/pre-round
In general this is a good time to figure out what went right or wrong in the previous round, if it’s the first you can figure out your initial push strategy. For example, on badlands your combo needs to decide and let everyone know if they are going to push from valley or house.
Scout: You need to know where your demo and scout partner are going to be, since your combo already said where they are pushing you should try to have coverage that addresses A.) Making sure your demo can’t be rushed/W+m1’d too easy, B.) Making sure the enemy demo is pressured as much as possible without suicide. C.) Making sure your flank is not open.
Demo: I think the most important rollout demo comm is your speed to mid, it changes your passive scout’s positioning if you are very fast to mid compared to late. It is always helpful to let your team know if you are using a different rollout than the previous round, for example on granary going to battlements/balcony instead of playing your health pack.
Soldier: If you are running gunboats you need to let your team know ASAP, if you are changing who equalizes you need to figure that out fast! If your pocket calls then you need to let your team know where you are going to push mid from
Medic: What medigun you are using and where you are going to push from is probably the most important rollout medic calls.
Midfight
In general I feel there are 4 types mid fight comms that are essential: When you die (what killed you and if you were killed on your side of mid what killed you), if a class is lit/about to die, where their combo is pushing from, and finally if you are getting jumped.
Scout: Since you are one of the first classes to mid, you need to make sure you tell the team as much as possible. I feel that scout should be calling the location of the enemy demo, the enemy combo, and announcing jumpers. Also be LISTENING for calls of damage and lit players. Also keep eyes on the enemy scouts, and during the initial mid fight (the scout/demo fight) let your team know if the enemy scouts are being very aggressive or trying cheese so to speak, for example on badlands mid the enemy agro scout rushing your shithouse to quick pick a demo on your boxes
Demo: 2 things are absolutely essential, call when you are getting rushed by a scout/soldier, and call your damage (you don’t need to be overly specific, but something along the lines of “The demo took damage” is an agro scout play changer) along the same lines is spam efficiency, letting your team know if all 4 pipe spam connected is very helpful, and the opposite is true
Soldier: For the roamer letting your team know when you are going to bomb is very helpful, especially when working wit the agro scout. For example on badlands mid, saying something along the lines of “I’m jumping from our balcony to their crate” can set up a great medic pick play. Calling damage isn’t as important as calling what is lit or about to die so your scouts can clean up.
For the pocket if you are the main caller try to be aware of what took damage and what is lit so you can try to call a push. For example if your demo lets you know that all his spam connected and your roamer calls he is jumping now is a great time to call a push and keep the pressure on while they are damaged. The opposite is true, if you are taking losses/damage call a retreat!
Finally I feel that both soldiers should be keeping eyes and splash damage pressure on the enemy scouts.
Medic: If the medic is the main caller be doing what the pocket caller does, also keeping track of your ubercharge and enemies is very important, not as important as letting your team know if you are able to one-shotted, need health, or see a flank attempt.
Transition fights (everything between the first mid fight and the final point push)
In general the transition fights is where I feel that most teams’ teamwork starts to break down especially in the stalemate type fights. Maintaining control over your own impatience is critical. As far as comms go, you need to let your team know where and what is pushing, you need to let your team know if you die what killed you and where, and finally you need to let your team know if you kill something. Also if a back cap is starting SHOUT that, you don’t need to constantly scream it but make sure everyone is aware of the back cap and quickly decide who is going to address it. You do not need your combo to stop back caps unless its absolutely necessary. Part of a back cap’s strength is in its ability to completely stall/stop a forward push not the actual point capping.
Scout: Since you are going to be on the flanks you are primarily the ones to let your team know if the enemy is pushing or if the enemy has presence. I feel the latter is very important. For example on Granary after winning mid but not wiping the enemy it is very important to let your team know if the enemy has yard presence. Almost as important is letting your team know if you are trying to make a flank play. DO THIS BEFORE YOU FLANK!!!! For example “The enemy team has an open flank I am going to exploit this.”
Also let your team know if you can make a back cap, and ask if they can contest the point being captured by the enemy.
Demo: I don’t know too much that can be said at this time for the good ol’ demo that isn’t addressed in the general advice for this situation. If you die it is probably the highest priority comm. Since that’s a definite pushing pick for the enemy.
Soldier: For the roamer you need to let your team know if you want to bomb BEFORE you bomb. Also WORK WITH YOUR SCOUTS, you can make some beautiful bomb plays when working with 1 agro scout.
For the pocket, you need to let your team know if you are building uber, you also need to let your team know if you are low on ammo especially before pushing. If you are the main caller be aware of what picks you get and to capitalize on your scout/roamer pressure by calling the push in
Medic: For the transition fight uber is everything, if the enemy has it and when you have it are top calls, also be listening for enemy push comms or comms saying your teammates die so you can re-position yourself. If you are the main caller be ready to call a push based on uber advantage of man advantage.
Final push
On offense: When pushing last you need to let your team know when you die, and if someone is trying to back cap (see Transition fight)
On defense: Calling where the enemy is pushing from is probably the most important call, I don’t think comming your death is too important.
Scout: LET YOUR TEAM KNOW IF YOU ARE OFF CLASSING AND TO WHAT!
On offense: Comming a pick is one of your top priorities as well as comming the enemy location. E.g when pushing granary last its important to let your team know if the enemy medic combo is holding on the low pipe or far left/right, etc. Be listening for a comm to retreat. Also comm. The enemy sticky traps situation, their location and if the demo dets
On defense: If you are winning the fight let your team know if you are pushing out to recap the second point
Demo: Comm your death! If you die I feel it is a push breaker and it is almost better to try and back off and keep the uber/position advantage then to try and push without a demo. Especially if you die before the push starts. Even on defense you need to let your team know if you are dead so you can have a man presence on the final point.
Let your team know if a sticky trap connects or does damage since this can be a great indicator of the enemy team’s push
Soldier: If you are off classing LET YOUR TEAM KNOW!!!
For the roamer on offense let your team know if you have damaged the demo, if you are trying to suicide bomb the medic let them know if they popped, dropped, or the bomb failed.
For the pocket: On offense if you are main caller make sure everyone knows where you are pushing from and when you are pushing. On defense make the call to push out and if you feel last needs to be guarded ask someone to stay.
Medic: As always ubercharge is very important and if you are the main caller be sure to let your team know where you are pushing and when.
General comms:
Call your damage numbers above 50, no body needs to know you hit a scout for 7dmg but it is very important to know the demo/medic took 50 or that soldier bombing your medic took 50.
Call bombers and scouts on the flanks
Call when you off class
Call the enemy’s medigun
Call the enemy’s off classes (ESPECIALLY spy/sniper)
Try not to spam comms, and keep your comms short and to the point.
“scout under bridge took 70” vs “Hey I did so much damage to the scout under the bridge someone finish him”
DO NOT VENT in your mumble, nobody cares that your shot registry is shit and nobody cares you just got a 4k save it for after.
Call what medigun your team is using if it has changed.
Thanks for reading, if you have any questions feel free to add me
http://steamcommunity.com/id/Lyse242
Thanks to all the people who have mentored me:Mr Slin, Dirtybird, brucecaboose, mesr.
I especially wanted to thank all the mentors that helped me out, while they were mentoring me an area I felt was consistently grey was comms.
I’d like to break the guide into 5 situations, the initial rollout to mid, the initial mid fight, transition fights, the final push, and in general comms
I’d also like to break the comms into each class, and while I’m not the most experienced in each class I’ve got match experience in each class except demo.
This guide is written for 6v6 play but I’m sure its applicable for highlander.
Rollout/pre-round
In general this is a good time to figure out what went right or wrong in the previous round, if it’s the first you can figure out your initial push strategy. For example, on badlands your combo needs to decide and let everyone know if they are going to push from valley or house.
Scout: You need to know where your demo and scout partner are going to be, since your combo already said where they are pushing you should try to have coverage that addresses A.) Making sure your demo can’t be rushed/W+m1’d too easy, B.) Making sure the enemy demo is pressured as much as possible without suicide. C.) Making sure your flank is not open.
Demo: I think the most important rollout demo comm is your speed to mid, it changes your passive scout’s positioning if you are very fast to mid compared to late. It is always helpful to let your team know if you are using a different rollout than the previous round, for example on granary going to battlements/balcony instead of playing your health pack.
Soldier: If you are running gunboats you need to let your team know ASAP, if you are changing who equalizes you need to figure that out fast! If your pocket calls then you need to let your team know where you are going to push mid from
Medic: What medigun you are using and where you are going to push from is probably the most important rollout medic calls.
Midfight
In general I feel there are 4 types mid fight comms that are essential: When you die (what killed you and if you were killed on your side of mid what killed you), if a class is lit/about to die, where their combo is pushing from, and finally if you are getting jumped.
Scout: Since you are one of the first classes to mid, you need to make sure you tell the team as much as possible. I feel that scout should be calling the location of the enemy demo, the enemy combo, and announcing jumpers. Also be LISTENING for calls of damage and lit players. Also keep eyes on the enemy scouts, and during the initial mid fight (the scout/demo fight) let your team know if the enemy scouts are being very aggressive or trying cheese so to speak, for example on badlands mid the enemy agro scout rushing your shithouse to quick pick a demo on your boxes
Demo: 2 things are absolutely essential, call when you are getting rushed by a scout/soldier, and call your damage (you don’t need to be overly specific, but something along the lines of “The demo took damage” is an agro scout play changer) along the same lines is spam efficiency, letting your team know if all 4 pipe spam connected is very helpful, and the opposite is true
Soldier: For the roamer letting your team know when you are going to bomb is very helpful, especially when working wit the agro scout. For example on badlands mid, saying something along the lines of “I’m jumping from our balcony to their crate” can set up a great medic pick play. Calling damage isn’t as important as calling what is lit or about to die so your scouts can clean up.
For the pocket if you are the main caller try to be aware of what took damage and what is lit so you can try to call a push. For example if your demo lets you know that all his spam connected and your roamer calls he is jumping now is a great time to call a push and keep the pressure on while they are damaged. The opposite is true, if you are taking losses/damage call a retreat!
Finally I feel that both soldiers should be keeping eyes and splash damage pressure on the enemy scouts.
Medic: If the medic is the main caller be doing what the pocket caller does, also keeping track of your ubercharge and enemies is very important, not as important as letting your team know if you are able to one-shotted, need health, or see a flank attempt.
Transition fights (everything between the first mid fight and the final point push)
In general the transition fights is where I feel that most teams’ teamwork starts to break down especially in the stalemate type fights. Maintaining control over your own impatience is critical. As far as comms go, you need to let your team know where and what is pushing, you need to let your team know if you die what killed you and where, and finally you need to let your team know if you kill something. Also if a back cap is starting SHOUT that, you don’t need to constantly scream it but make sure everyone is aware of the back cap and quickly decide who is going to address it. You do not need your combo to stop back caps unless its absolutely necessary. Part of a back cap’s strength is in its ability to completely stall/stop a forward push not the actual point capping.
Scout: Since you are going to be on the flanks you are primarily the ones to let your team know if the enemy is pushing or if the enemy has presence. I feel the latter is very important. For example on Granary after winning mid but not wiping the enemy it is very important to let your team know if the enemy has yard presence. Almost as important is letting your team know if you are trying to make a flank play. DO THIS BEFORE YOU FLANK!!!! For example “The enemy team has an open flank I am going to exploit this.”
Also let your team know if you can make a back cap, and ask if they can contest the point being captured by the enemy.
Demo: I don’t know too much that can be said at this time for the good ol’ demo that isn’t addressed in the general advice for this situation. If you die it is probably the highest priority comm. Since that’s a definite pushing pick for the enemy.
Soldier: For the roamer you need to let your team know if you want to bomb BEFORE you bomb. Also WORK WITH YOUR SCOUTS, you can make some beautiful bomb plays when working with 1 agro scout.
For the pocket, you need to let your team know if you are building uber, you also need to let your team know if you are low on ammo especially before pushing. If you are the main caller be aware of what picks you get and to capitalize on your scout/roamer pressure by calling the push in
Medic: For the transition fight uber is everything, if the enemy has it and when you have it are top calls, also be listening for enemy push comms or comms saying your teammates die so you can re-position yourself. If you are the main caller be ready to call a push based on uber advantage of man advantage.
Final push
On offense: When pushing last you need to let your team know when you die, and if someone is trying to back cap (see Transition fight)
On defense: Calling where the enemy is pushing from is probably the most important call, I don’t think comming your death is too important.
Scout: LET YOUR TEAM KNOW IF YOU ARE OFF CLASSING AND TO WHAT!
On offense: Comming a pick is one of your top priorities as well as comming the enemy location. E.g when pushing granary last its important to let your team know if the enemy medic combo is holding on the low pipe or far left/right, etc. Be listening for a comm to retreat. Also comm. The enemy sticky traps situation, their location and if the demo dets
On defense: If you are winning the fight let your team know if you are pushing out to recap the second point
Demo: Comm your death! If you die I feel it is a push breaker and it is almost better to try and back off and keep the uber/position advantage then to try and push without a demo. Especially if you die before the push starts. Even on defense you need to let your team know if you are dead so you can have a man presence on the final point.
Let your team know if a sticky trap connects or does damage since this can be a great indicator of the enemy team’s push
Soldier: If you are off classing LET YOUR TEAM KNOW!!!
For the roamer on offense let your team know if you have damaged the demo, if you are trying to suicide bomb the medic let them know if they popped, dropped, or the bomb failed.
For the pocket: On offense if you are main caller make sure everyone knows where you are pushing from and when you are pushing. On defense make the call to push out and if you feel last needs to be guarded ask someone to stay.
Medic: As always ubercharge is very important and if you are the main caller be sure to let your team know where you are pushing and when.
General comms:
Call your damage numbers above 50, no body needs to know you hit a scout for 7dmg but it is very important to know the demo/medic took 50 or that soldier bombing your medic took 50.
Call bombers and scouts on the flanks
Call when you off class
Call the enemy’s medigun
Call the enemy’s off classes (ESPECIALLY spy/sniper)
Try not to spam comms, and keep your comms short and to the point.
“scout under bridge took 70” vs “Hey I did so much damage to the scout under the bridge someone finish him”
DO NOT VENT in your mumble, nobody cares that your shot registry is shit and nobody cares you just got a 4k save it for after.
Call what medigun your team is using if it has changed.
Thanks for reading, if you have any questions feel free to add me
http://steamcommunity.com/id/Lyse242
Thanks to all the people who have mentored me:Mr Slin, Dirtybird, brucecaboose, mesr.