So some of you guys might know there is going to be 6 cevo-p players using cevo rules vs 9 pubstars using highlander rules.
If anyone participated for the past comp vs pub share their experience?
obviously we(pubstars) lack skills compare to the cevo-p players. We can increase our communication skills by practicing together.
However, tactics are really needed for the pubstars. Assuming the pubstars did 6v6 we can get to mid fast and have general knowledge of the game, using highlander rules, only the demo and the scout will arrive at the middle, whom will be out spammed by the 2 scouts, demo, and soldier. How do the pubstars counter this? Do we just forfeit the middle point and build up huge defense for the 2nd point? (the maps are probably going to be badlands, granary, badwater, and gpit) Or do we fight bravely and somehow delay the comps from getting middle until back up arrives. The 2nd choice is really risky since i don't think I(demo) and the scout can last that long.
to the past comps - were the pub's spy, scout, and sniper useful in taking out key targets?
what were the time differences between the comps and the pubs to middle?
I watched the vid from the comp's medic PoV and the pubstars like took forever to get to middle or did they just get pushed back? I even heard the heavy got to the point before the solider.
Map specific
If it's on gpit and badwater, I believe the pubs will have a huge advantage in both offense and defense just because of the numbers and utility classes.
From the past game, how would the pubstars play differently to - beside skill - to provide a challenge in badlands and granary?
If this is real--which I cant beleive--why are u asking here?? Isnt this to prove that pubbies can hang with competetive players? Just play like you normally do and dont come to a site geared toward competetive play to get strats that you dont ever use in pubs. Whoever plays for the 6's side already knows the best combinations and strats and will kick any 9 pubbers' butts.
I don't think you'll be able to contest mid when all 6 can get there before most of your team, probably want to hang back and sticky trap when they push out and have the sniper & spy try to pick off the medic and demo if they can.
It was amusing to see that most of the time, when the round started the comp team had a three-man presence on middle before you guys had one.
When it comes to the 5CP maps, I think you guys should be more prepared and think about the advantages you guys have. Nobody should be lost on where to run to. Know that you have numbers.
I'm not the best strategist here but using the numbers advantage, you might want to try waiting until everyone is ready to attack, and then push together. If that means you do not initially contest the point and let them capture it, then so be it. Note that this play is not a defense on second. That having said be careful to not let their scouts run past whatever formation you guys have for a backcap.
#22 The first one already happened, with the worse "PRO" team...the demos are in the first post of the thread #17 posted. The comp players stomped them on badlands and granary, then they played pl_badwater, which was closer, but they still won.
They're now doing the 9v6 again, with an emphasis on getting better players, I think. The roster posted by #20 is the roster for that one.
Prior to this matchup, I was informed the pro team will be using the "xensity strat". Upon further questioning, Minstrel, summed up this strategy in a few poetic words; "run around n' kill shit". A bold strategy indeed.
Man too much hate here for the initial pro team. Just cause we have little/no experience, were completely mediocre at our classes, and would get destroyed in CEVO A doesn't mean we weren't pro!
But fo' srs, this new roster looks amazing and this game is already over. gl to the pubstars I guess.
Ok, I didn't read the above posts, so someone probably already told you, these are basic tactics for 6v6(i'm also quite unskilled, i've only PUG'd for about 1 month now, until my gaming PC crashed, and I haven't been accepted by a team yet), but instantly what i've learned. 2 Soldiers=1 pocket(hang with med, keep him safe), 1 roaming=make the situation easier for the pocket, don't stray TOO far, but always do your best to add in the damage or fall back to a 2 soldier defend on the med. 2 Scouts=Cover the flanks/suppressive fire, stay close to the med if the soldiers aren't causing the main damage, then when the enemies main force are gone, rush the flanks and "sandvich" them between the Soldiers and yourselves to clear out the rest, and when defending, protect your Demoman, he attracts Scouts, lots of them. 1 Demoman= whenever possible at the beginning, soften the target area with stickies and pipe's while spamming the main force. on defense, make the choke points, and spam while retreating if necessary. 1 Medic=Stay back, keep the charge if your pocket dies, run, run out of there! do everything it takes to stay safe while you charge your uber/kritz, when ubered, pass the uber, and learn to use it at the closest moment to your enemies, pass the uber to everyone who needs it, demo at low health no soldier on the high ground, switch. if in 6v9, i'm not sure about the other 3, i'd say using a sniper can help at lots of times, a heavy is also really nice to have at the pubstar level, and if defending any engineer is helpful, but he must be smart, it can be helpful for one of your utility classes to also go engie to get lv.3 stuff before the gates open, then he switches. the 9th is flexible on the situation, I can't tell for I never have played organized 6v9, only PUG 6v6, hope this helps, if this aint relevant to wha you wanted for tactics tips, then sorry, -frag all you want. but before i stop, there is one thing, you should never, EVER do which me, being a relative "pubstar" of somewhat, does due to habit, going solo, NEVER step past that imaginary line to the terrible-danger side without the main force going first.
pub vs comp match need tips
If anyone participated for the past comp vs pub share their experience?
obviously we(pubstars) lack skills compare to the cevo-p players. We can increase our communication skills by practicing together.
However, tactics are really needed for the pubstars.
Assuming the pubstars did 6v6 we can get to mid fast and have general knowledge of the game, using highlander rules, only the demo and the scout will arrive at the middle, whom will be out spammed by the 2 scouts, demo, and soldier. How do the pubstars counter this? Do we just forfeit the middle point and build up huge defense for the 2nd point? (the maps are probably going to be badlands, granary, badwater, and gpit) Or do we fight bravely and somehow delay the comps from getting middle until back up arrives. The 2nd choice is really risky since i don't think I(demo) and the scout can last that long.
to the past comps - were the pub's spy, scout, and sniper useful in taking out key targets?
what were the time differences between the comps and the pubs to middle?
I watched the vid from the comp's medic PoV and the pubstars like took forever to get to middle or did they just get pushed back? I even heard the heavy got to the point before the solider.
Map specific
If it's on gpit and badwater, I believe the pubs will have a huge advantage in both offense and defense just because of the numbers and utility classes.
From the past game, how would the pubstars play differently to - beside skill - to provide a challenge in badlands and granary?
Thank you all
edit: dbz got cut from the pubstar highlander :(
Oh and I got news for you buddy, Duke Nukem Forever is NEVER coming out!
Isnt this to prove that pubbies can hang with competetive players? Just play like you normally do and dont come to a site geared toward competetive play to get strats that you dont ever use in pubs. Whoever plays for the 6's side already knows the best combinations and strats and will kick any 9 pubbers' butts.
I don't think you'll be able to contest mid when all 6 can get there before most of your team, probably want to hang back and sticky trap when they push out and have the sniper & spy try to pick off the medic and demo if they can.
When it comes to the 5CP maps, I think you guys should be more prepared and think about the advantages you guys have. Nobody should be lost on where to run to. Know that you have numbers.
I'm not the best strategist here but using the numbers advantage, you might want to try waiting until everyone is ready to attack, and then push together. If that means you do not initially contest the point and let them capture it, then so be it. Note that this play is not a defense on second. That having said be careful to not let their scouts run past whatever formation you guys have for a backcap.
GLHF, and where's the dustbowl (original or pro)?
Scout: Nelson340
Soldier: Demiq
Pyro: pyschodn
Demoman: Velkira
Heavy: AshForte
Engineer: cerious
Medic: stale
Sniper: Falcon
Spy: Kubanator
Substitutes: gejsiv, Guardian
Competitive Players:
- xeL
- Jaeger
- Minstrel
- Blackbanjo
- fanom
- DL
those are the rosters....
ps. I know who #5 really is.
What was the score?
The original rosters are hardly middle CEVO-A, let alone CEVO-P.
The new ones are more so CEVO-P.
They're now doing the 9v6 again, with an emphasis on getting better players, I think. The roster posted by #20 is the roster for that one.
http://www.youtube.com/watch?v=k_zxKfVgIS8
badlands part2
http://www.youtube.com/watch?v=dQ-pySArz88
granary part1
http://www.youtube.com/watch?v=YKyaeYtdpc4
granary part2
http://www.youtube.com/watch?v=g1loSkFI_Wo
Just sayin its old news ya'll
But fo' srs, this new roster looks amazing and this game is already over. gl to the pubstars I guess.
but yeah seriously, we're looking to have a fun assraping.
What, I'm at starbucks, and bored XD
I still want to see a ctf map that's not 2fort (but it might have to be). Besides, the pubbers who play 2fort are almost never after the intel.
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