re: Badlands
Holding the badlands corner is a legitimate place to setup a defense in any stalemate situation (even advantages). it is good because there are only 2 routes and 3 chokes for the attacking team, So if they try to push the mainway chokes you should be easily able do good intial damage or force an early uber. Implicit in a corner hold is having resupply covered as well by usually 2 players.
Holding corner however is not a simple ABC hold. If you hold too close at the actual corner you can leave you medic vulnerable to soldiers bombing around to pop or kill him without ay way to use that uber. However if you hold too far back youlet a team walk around the choke for free and turn your defense into an awkward mid range spam fest where you only have slight slope advantage if that.
Alternatively if tests your defense by quickly probing between the two routes (pushing resupply, forcing the combo to retrest to stone bridge to support, then returning mainway etc) you let you hold splinter easily due to the large distance between the two chokes at corner and resupply/house/valley you are trying to cover. Grey bridge holds again attempt to solve this problem however if done carelessly is again just plonking your team together in an open ground area giving up alot of free ground to your opposition.
What you actually want to do is keep the medic back enough out of bombing range and keep soldiers, scouts and stickies up close enough to the chokes to apply potenital pressure should they peek and to gain information. Then you need to be responsive and mobile enough to be ready at the relevant chokes your opposition wants to push with the bulk of your numbers, while still spotting the others for random scouts etc.
If you dont have uber and you have player disadvantage of a soldier or worse i would probably not recommend over committing to a corner hold, because while yielding in ground is always bad (the whole objective it to take ground and capture points) the defenders advantage will not outweigh the player if they push into you agressively and united on one front vs your split hold. With uber you gain alot more leeway as a tool to buy time for respawners and re-adjust a support based on where they commit.
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But then I a scrim, and I see teams holding up there for some other reason, so I'm confused as to what the general situations are where you'd want to do it.
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Theyre probably being bad if the numbers dont quite weight up as i said above. Try bombing/suiciding a soldier around corner at them to punish bad positioning.
re: general holding
I suppose this was covered above a little but your question is a bit hard to answer concretely for every map. In general you push with advantage and defend with disavantage, and the location you decide to defend at should meet the criteria that the defenders advantage of positioning allows you to even the odds and that you arnt risking the death of your medic or demoman should they choose to use uber to push into you (ie have escape paths and/or counter uber.
Assuming alive medics and equal ubers you should usually be holding your ground (somewhere good) if you ~1 player down and bailing if your ~3+ down. This doesnt mean you sohuld retreat with 3 players alive, maybe they only have 4 alive and no demoman. There are definietly chokes where you can defend 6v4 or 5v3 no ubers (granary mid crates), but in most cases this isnt possible. Without a demoman alive holding forward is mostly a bad idea. Always consider your respawn timing when deciding to hold a place with uber charge as maybe that uber will phase out just as they arrive for an ideal hold and push, or maybe they wont come in time and you get swarmed.
Whenever youre anywhere as a team make sure everyone has the same gameplan.
Are you holding with the intent of defending the ground and making them pop uber first?
Or are you holding with medic back safe and the intent to try and pop their uber perhaps saccing one soldier in the process but everyone else ready to full speed retreat and live?
Or are you meant to be pushing or meant to be dropping fast?
Make realtime judgements and use your head. It is usually easy to work out for anyone what is correct with the scoreboard; most teams fail to even take the first step in evaulating what theyre mindlessly doing and consequently get caught out and throw away small windows of free advantage and territory.