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Teatime


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« on: October 26, 2008, 01:35:14 PM »

Big numbers of a single class on a team

Is there any good reason to have more than 3 representatives of a class in a match?
I'm not talking about those occasional points in maps, where it might be advised (Scouts in the beginning of Fastlane, Medics on a PL-map etc), but the class-layout in general during the lifetime of a map.

One could say: If it works, why not having 4 demos or 5 soldiers or 7 snipers (Cheesy)?
But I dare to state that given equal skill level of the players it won't work.
IMHO TF2 has a quite good balance between the classes, which means that each class has a weakness which can be exposed by another class. So a good mixture of classes enhances the overall strength of the team (of course with variations depending on map and role). In opposite, concentrating on fewer, perhaps even similar classes introduces a weakness.

One good example is something I have seen over and over again, and again just yesterday: Dustbowl, Goldrush or similar, defense featuring 4 engineers. In 9 out of 10 times this won't work. Chances are, you won't get your sentries up to lvl3 (unless you work together, but then you will not have 4 sgs). The initial ubers will most likely kill 2 of the sentries. And once your sentry is down you start struggling to rebuild it. If for no other reason than because there are probably not enough other players to protect you, while you are rebuilding.

When I referred to "similar classes" above I meant that in most cases the team will profit from a good mixture between light and heavy classes. Here as well I have seen teams devolving to scouts, medics, snipers and pyros without a heavy class. This might work on occasionally, but most likely it won't.

Don't get me wrong: The class-layout of a team is a dynamic process which requires adaptation all the time. But there is a reason TF2 has 9 classes. TF(2) is built on those classes as a concept. Ignore the concept and you proof, that you don't understand the game.

Hmm, I admit this is more the kind of rant I did in my old editorials on the Fort than just asking for opinions. Still I'd like to hear what you think (especially since many of you have a different POV regarding clan matches)
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« Reply #1 on: October 26, 2008, 02:15:22 PM »

Majority of the time alot of the same class will fail, but if you had a team of just demos, sollys and medics then there is not much that can stand in your way.
Regarding clan matches, the general opinion of the top teams (6v6) is that the classes to use are 2 scouts, 2 sollys, 1 demo and a medic. Possibly a heavy on defense and a sniper if you have a v. good one.
As for my opinion, every class has its uses in a match or pub (even spy, even though valve seems to hate it Shocked) but if you dont have a base of a solly or two and a demo then you will struggle to win. And obviously if you dont have a medic you may aswell not bother Tongue
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claws
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« Reply #2 on: October 26, 2008, 02:16:58 PM »

Agreed.

The one I'm not sure about is multiple engies. You're right that it mostly seems to fail horribly. But in my experience, most engies don't always work together - if you have 4 engineers helping each other out on defence and upgrading each others sentries...maybe it's viable?
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CruelCow
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« Reply #3 on: October 26, 2008, 02:39:23 PM »

Tbh I'm not really as sure that class-heavy teams work as bad as I was earlier. I can't imagine how a team of mostly demos (maybe an engineer and a medic for ammo/health/teleport) should be stopped when they are defending.

Problem is, most of the time if there are >=3 of the same class several of them are bad at it, so it's hard to tell how well it would work if say...4 good engineers are in one team. I could imagine they work pretty well in let's say... badwater last point, where you can spread them out far enough to make them hard to kill in one or two uber, but still close enough to cover each other.
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Junta
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« Reply #4 on: October 26, 2008, 04:17:41 PM »

I see teams fail when the ENEMY has a stronger mix of players.

For example, you can have an excellent heavy + medic combo that will fail against a good engineer and a couple of demo men. An example is the final capture point on the first level of dustbowl.

You basically need more than heavy weapons and ubers to break that point. Multiple demo men are a pain, particularly when backed up with a versatile soldier and an engineer who knows what he is doing.

I agree that teams without soldiers and demo men seem much weaker to me, particularly since soldiers are good at taking down most other classes (when played well) and the demo men can hold ground efficiently (or deny ground to the enemy). Demo men have the greatest power to empty a capture point, so they are invaluable on defence. They also force the enemy to change attack direction (i.e. how many of us switch direction when we see sticky bombs on the ground?).
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Teatime


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« Reply #5 on: October 26, 2008, 04:31:16 PM »

Majority of the time alot of the same class will fail, but if you had a team of just demos, sollys and medics then there is not much that can stand in your way.

Of course those are strong classes and devastating in the right hands.
But:
Imagine on the other team a good mixture including a good spy, a good sniper and one or two good pyros.
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Teatime


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« Reply #6 on: October 26, 2008, 04:46:02 PM »

The one I'm not sure about is multiple engies. You're right that it mostly seems to fail horribly. But in my experience, most engies don't always work together - if you have 4 engineers helping each other out on defence and upgrading each others sentries...maybe it's viable?

It might work, but it depends heavily on the layout of the rest of the team and on the situation.
Badwater, last point is a good example where it might work.
Dustbowl, 2nd stage, 1st point is a good example where it usually fails. I have been on offense which has been stopped there. But not by 4 engineers :-P


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« Reply #7 on: October 26, 2008, 09:00:46 PM »

Majority of the time alot of the same class will fail, but if you had a team of just demos, sollys and medics then there is not much that can stand in your way.

Of course those are strong classes and devastating in the right hands.
But:
Imagine on the other team a good mixture including a good spy, a good sniper and one or two good pyros.

As long as the team is good at communicating and aware then a spy is shit in most situations, other than on suicide missions to say take the enemy medic out.
Snipers are very situational which means they are rendered useless in alot of situations unless they are ridiculous (i.e. sear standard at the very least)
As for pyros, before airblast soldier would own them 99% of the time. Now 1v1 they stand a chance but with two sollys they still lose most of the time.
The reason sollys and demos are the most used at the top level (and why some ppl call the demo overpowered) is because of how versatile they are. They are nearly never useless and very useful in most situations.
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mmp the worst noob
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« Reply #8 on: September 11, 2009, 03:29:09 AM »

comp play, what above was said is right. 2 soldiers provide enough health, speed, medic-coverage and dmg output, the demoman is area denial and hit-n-stay tactics (jump in and stickie spam Grin) the scouts provide capping-speed, scouting information, hit-n-run tactics and finishing off weak classes/hurt ones, and the medic is crucial - you lose without him, 100%.
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