
31-12-2011, 04:34

Australia
25 Years Old
5,349 Posts
.au
aka Yuki
Past/Current All-Australian
Pretty much echoing bowts post. In pretty much every situation where you have player advantage, you should be trying to push/attack. Player advantage 99% of the time is greater than uber advantage. Player advantage allows you to outdamage/outmaneuver the other team and It's just incredibly easy for you to take position. As long as your players don't suicide in while you attack (re: Pushing with player advantage doesn't just mean +forward 1 by 1). Get heals, push as a team (ie, pocket demo med one side, roamer scouts elsewhere) and just try and isolate targets. Popping the enemy uber when you have player advantage CAN be a good idea, but it's best to isolate damage classes (especially if they have a heavy, focus him and they'll have to either uber to save or let him die, either way they're at a disadvantage).
Asking how the demoman is important to your game plan is like asking "With advantage should we attack the enemy team?". The demoman is the most critical part in your push - keeping him alive should be the most important priority should anything go wrong, simply because how demoman is so strong at defending an area by himself (especially an area like granary warehouse, if your push fucks up you just sticky the doors and hold passively and bait the enemy until your team respawns). The only time a demoman throws his life away is justified is when he a) causes enough damage to deem "useful" or gotten a key pick or two (other demoman, and PREFERABLY another kill). Demoman is just too good at defending, especially if you fail a last attack. Killing a demoman is always huge as the attacking team - they have essentially no damage and only unreliable spam from soldiers/scouts, or have to rely on diceroll aggressive moves. If you're up demoman as the attacking OR defending team most of the time you are at an advantage.
If it were badlands last you can always try for an aggressive play on the point since it caps so quickly. Having your demoman sticky the point as you make a move on it is an obvious but strong decision as the enemy team will be forced to get on the ground near the cap in the case you make a move for it. Taking the high-ground as the attacking team is also a plus, though if the defending team have uber advantage you want to not get caught out playing on the high ground or near the stairs at bottom. It's good for demoman/medic to be on ground and everyone else pushing from high ground/bottom right, and for plays to be made for the point (they will pretty much be forced to pop uber as stated before, since your demoman should have the point stickied up by now).
Experimenting is always good. Experimenting allows you to try something that is different to what is "planned" - it may turn out bad or it may turn out really good. If it turns out poorly then you know to not try that move in that certain situation (or you executed it poorly), if it turned out well then it may be something that you can implement in your ordinary gameplay for something to "mix it up". Antwa/hellscream are always wanting to try something different and I usually take their word for it that they're going to do something that isn't stupid and is justifiable, so they do it. However, if you +forward as a scout and die 2 seconds before the push or just as the push starts, you've thrown away your advantage.
Last edited by yuki; 31-12-2011 at 04:40.
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