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My CommunityForumGamingTeam Fortress 2Topic: 6v6 - How it's played
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TheBeau


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« on: May 01, 2010, 10:51:42 AM »

After persuading Yama to try some 6v6, I thought I'd put a little resource of comp stuff, for people who are perhaps interested in this side of the game.

Good things to read:

Beginners Guide to Comp. TF2
Excellent guide by Ubercharged.net

For a very general summation:

6v6 is very medic focused because of the endless health he can provide, and the powerful ubercharge. Heal priority often depends on who your best players are, but usually you'll be healing the soldiers most, then the demo, then occasionally buffing the scouts. This does not mean you should neglect any class, but be intelligent about which class is more important in which situation. Also, your survival is often more important than a scouts or a soldiers. Run away if you feel you have to, but remember to tell your teammates what you're doing or else they will rage. Lastly, co-ordinate all ubers, tell people what you're doing, "Pushing with demo through choke" tells your soldiers to stay back until they're ubered through so they don't get killed immediately as they walk through a chokepoint.

Because of this usually a soldier is assigned to his protection, referred to as the 'pocket' soldier. His job is to simply make sure the medic doesn't die, which involves checking for stickies, fighting scouts etc.

The second soldier often has the job of going aggressive, rocket jumping straight into the enemy, trying to kill the enemy medic or take down as many as he can before dying. This is done to relieve the other members of the team from enemy attack and depending on how successful the soldier is, to gain a pushable advantage. However, a very important note is that you are not always the 'pocket' or the aggressive. Your role will change if your 'pocket' dies because then your medic will have no one to protect him. It's important to have your medic communicate to the team where he is and who needs to come help him.

Next, the demoman. He has a very team-dependent role. Some teams like to play the demoman in a more defensive role, setting up traps and waiting for kills to break uber standoffs (both teams have uber and neither are pushing). Others like to play a very aggressive demoman, who pressures the enemy soldiers and enemy demoman at any good opportunity. Regardless, a good demoman is your second most important player after the medic, and the scouts of the team should try their hardest to protect him from enemy scouts. Why is the demo so important? Because he kills things faster than any other class and will often be at the forefront of uber pushes.

Onto Scouts, whom some players judge the most powerful class. Your scouts want to work together as much as possible, co-ordinate firing, movement and pushes. This doesn't mean you want to be stuck together for the whole duration of the map, it means you want to know what your scout partner is doing and whether or not he needs help. Often your primary role is to be stopping enemy scouts getting behind your team but it's not all you're good for. When the enemy scouts are down your role changes. Co-ordinate with your team what you're going to do; send both scouts to kill the enemy medic, send one scout behind and another to distract them, hide one or both scouts and wait for a pick etc. Finally for the scout, don't die pointlessly. A lot of the time players get bored on points where scouts aren't entirely useful (badlands last) but it's important to be patient. Dying allows the enemy scouts to get behind and then your team is not only fighting on the front but also the flank.

Utility classes, (spy, pyro, sniper, heavy, engi) are exactly that, utilities. Scouts usually swap classes for the utilities. They have their uses, usually heavy/pyro/engi defending last point and spy/sniper attacking last point. Some maps cater to the sniper better, but usually it is more helpful for the scouts to double up.

Finally I'd recommend pickups and/or tf2lobby (thanks tommy) then finding a team here.

Hopefully this gives yama and others insight into the format, although it is far more important to actually go and try it. If you want to try 6v6, the wdg guys are usually up for a mix and I think the lovely Chaos in particular is happy to help also.

Have fun out there!

« Last Edit: May 01, 2010, 01:37:00 PM by Basingstoked » Logged

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« Reply #1 on: May 01, 2010, 12:53:43 PM »

yea, I've always said I'm happy to teach people the general ropes of 6v6. Also happy to invite them into mixes and other games if they've registered a slight interest Smiley
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« Reply #2 on: May 01, 2010, 01:32:16 PM »

I read those a while ago and they did help. But I think the best practice you can do is playing practice matches, the TF2 lobby is a good place to start but finding a good game can be difficult due to the huge amounts of rage-quitters.

Other than that I'd advise asking questions and following around people who are clearly better than you and watching what they do.
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« Reply #3 on: May 01, 2010, 01:33:50 PM »

According to my experience 6vs6 works this way:
You join the server, wait 10 minutes doing nothing, you win. \o/



Tongue
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Tommy the Cat
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« Reply #4 on: May 01, 2010, 01:35:02 PM »

According to my experience 6vs6 works this way:
You join the server, wait 10 minutes doing nothing, you win. \o/



Tongue
You're a good solly Cruel, you should play more 6vs6.
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Teatime


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« Reply #5 on: May 01, 2010, 01:37:13 PM »

Though I'm not particularly interested in 6vs6 I still think it would be interesting to have a (semi-regular) pickup event. Perhaps sunday pickup nights on #2?
Not sure how much effort would be involved in setting this up ...
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« Reply #6 on: May 01, 2010, 01:44:06 PM »

Though I'm not particularly interested in 6vs6 I still think it would be interesting to have a (semi-regular) pickup event. Perhaps sunday pickup nights on #2?
Not sure how much effort would be involved in setting this up ...
so 12 people register interest in a nights pickup action, 2 of them register interest as medic?

Medics melee in the middle for first pick!

That's how these things are usually done anyway.. I always used to be the fat kid Tongue
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« Reply #7 on: May 01, 2010, 01:45:36 PM »

http://www.cadred.org/News/Article/93815/ - This is a great series of articles persuadin people to play tf2, also gives you some reasons why you should give it a go Smiley
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« Reply #8 on: May 01, 2010, 01:54:44 PM »

Always nice to see more people getting into 6v6 Wink
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Chaos
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« Reply #9 on: May 01, 2010, 01:56:35 PM »

According to my experience 6vs6 works this way:
You join the server, wait 10 minutes doing nothing, you win. \o/



Tongue
that was once! your first time just happened to be fail!
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CruelCow
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« Reply #10 on: May 01, 2010, 02:39:45 PM »

Yeah, but I'll stick to it that that's normal and all you guys only play 6v6 for the easy win Wink
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Vitalis
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« Reply #11 on: May 01, 2010, 03:07:37 PM »

Official WDG gather night sounds cool (Y)
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scroggage
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« Reply #12 on: May 01, 2010, 04:32:47 PM »

Has been suggested before by me and others (back when we couldn't decide about server 2)... would be difficult to organise, but very very cool.
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Vitalis
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« Reply #13 on: May 01, 2010, 04:41:29 PM »

Has been suggested before by me and others (back when we couldn't decide about server 2)... would be difficult to organise, but very very cool.
If we can organise two teams of 9 we can get 12 people together and pick teams.
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scroggage
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« Reply #14 on: May 01, 2010, 04:46:31 PM »

Defies the point of a 'pick-up' if we put the amount of effort into organising it that we do a community highlander match... you'd have to register a couple of weeks in advance.

With this, it would just have to be hit or miss, get sign-ups for a date, then if there's enough interest do a game that day.
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