
21-01-2013, 14:04

United States
30 Years Old
5,197 Posts
vR*
Administrator
Quote:
Originally Posted by No Mercy
I think there are 2 important factors to consider here.
+ A demoman capping spire with stickies setup on the lower door and balcony is very strong and prevents most re-entries from inside. As he can jump from mid to spire with a buff he is also the fastest player to get there from a rollout win and lockout, and can also cut off retreating players from resupply there too.
- A demoman is very vulnerable midair to a scout or soldier hiding on spire (perhaps even from pocket) or a demoman setup with stickies on or under the point. Also he is the one person you don't want to die for a mid defense if getting spire is not a sure thing (if you know they are defending) and need pushign through into pocket if they are defending from there.
Use these two factors in deciding when its correct to jump spire and cap and when you should just walk around corner with the heals and then cap only after scouts are dead.
|
Quote:
Originally Posted by Bowt
just this if they only have two up and they might be able to contest maybe you can jump spire and shut down balc or something
I think you will get a feel for it as you play / test things out
|
Last edited by No Mercy; 21-01-2013 at 14:05.