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how do you pocket with gunboats
1
#1
0 Frags +

funny answers preferred

fr though I have no clue at what point in the decision making process you flip the switch between agro and hugging the med with gunboats. If im stuck on shotgun coming off of last it feels/flows naturally personally but i definitely notice when i couldve been back in the fight or at least more effective spam/meat shield if i had gunboats but cant connect the dots.

funny answers preferred

fr though I have no clue at what point in the decision making process you flip the switch between agro and hugging the med with gunboats. If im stuck on shotgun coming off of last it feels/flows naturally personally but i definitely notice when i couldve been back in the fight or at least more effective spam/meat shield if i had gunboats but cant connect the dots.
2
#2
39 Frags +

the only difference between pocket and roamer is how big of a buff you get before you bomb in to trade with an enemy soldier

the only difference between pocket and roamer is how big of a buff you get before you bomb in to trade with an enemy soldier
3
#3
-4 Frags +

really helps to get that 6th rocket off in the exchange. even the tables ya know

really helps to get that 6th rocket off in the exchange. even the tables ya know
4
#4
-3 Frags +

Got me thinking about pre-gunboats and when roamers had shotguns

Got me thinking about pre-gunboats and when roamers had shotguns
5
#5
3 Frags +

fuck off and let the scout do it

fuck off and let the scout do it
6
#6
12 Frags +

If your team is aggressing, your job is to jump forwards and get their team to look away from your combo without dying.
If their team is aggressing, your job is to sit near your medic and help kill the things that fight your combo (usually bombing soldiers)

gunboats is a thing to be able to take space more effectively, that's why some soldiers will run banner on last holds because there's not much space to be taken unless teams go down 2+ people (rare when the team on last has offclasses)

If your team is aggressing, your job is to jump forwards and get their team to look away from your combo without dying.
If their team is aggressing, your job is to sit near your medic and help kill the things that fight your combo (usually bombing soldiers)

gunboats is a thing to be able to take space more effectively, that's why some soldiers will run banner on last holds because there's not much space to be taken unless teams go down 2+ people (rare when the team on last has offclasses)
7
#7
59 Frags +

the modern pocket soldier is a human flashbang

the modern pocket soldier is a human flashbang
8
#8
19 Frags +

on soldier you should be either bombing or taunting at all times

on soldier you should be either bombing or taunting at all times
9
#9
6 Frags +

to hear those words from Mike "let them push me" mat brings a tear to my eye.

ngl putting it that way det helps a lot. bless up

to hear those words from Mike "let them push me" mat brings a tear to my eye.

ngl putting it that way det helps a lot. bless up
10
#10
-2 Frags +

feed and then say you were creating space

feed and then say you were creating space
11
#11
31 Frags +

the ideal tf2 gameplay is playing pocket soldier and going 19-18 240dpm 200dtm

the ideal tf2 gameplay is playing pocket soldier and going 19-18 240dpm 200dtm
12
#12
4 Frags +

If you're not speedrunning to 30 deaths then are you even playing soldier?

If you're not speedrunning to 30 deaths then are you even playing soldier?
13
#13
-10 Frags +
brodythe ideal tf2 gameplay is playing pocket soldier and going 20-20 260dpm 300dtm

ftfy

ok fr tho 200 dtpm isnt actually a good thing lol ideally on pocket u want to be the one jumping through first and fading to the side so they need to look at u, and not shoot at ur scout/demo/med who are trying to get through behind you

if ur used to shotgun pocket u can just babysit the med when the enemy team is pushing or on mid and clean up soldiers who jump ur med/demo, while being able to walljump and go deep in order to make space when need be (when ur pushing)

[quote=brody]the ideal tf2 gameplay is playing pocket soldier and going 20-20 260dpm 300dtm[/quote]
ftfy

ok fr tho 200 dtpm isnt actually a good thing lol ideally on pocket u want to be the one jumping through first and fading to the side so they need to look at u, and not shoot at ur scout/demo/med who are trying to get through behind you

if ur used to shotgun pocket u can just babysit the med when the enemy team is pushing or on mid and clean up soldiers who jump ur med/demo, while being able to walljump and go deep in order to make space when need be (when ur pushing)
14
#14
4 Frags +
bearodactylok fr tho 200 dtpm isnt actually a good thing

wrong

[quote=bearodactyl]ok fr tho 200 dtpm isnt actually a good thing[/quote]
wrong
15
#15
1 Frags +
FactsMachineIf you're not speedrunning to 30 deaths then are you even playing soldier?

theres a log of me dropping like 43 deaths in a sub30 minute process game somewhere.
edit: don't go through a fast rollout into meme spoon phase guys

[quote=FactsMachine]If you're not speedrunning to 30 deaths then are you even playing soldier?[/quote]
theres a log of me dropping like 43 deaths in a sub30 minute process game somewhere.
edit: don't go through a fast rollout into meme spoon phase guys
16
#16
7 Frags +

baiter pocket theory go brrrr

obviously u wanna do as much damage as u can without being a bot and standing in a choke but having high damage taken definitely is not inherently a bad thing, i looked at my team's localhost logs out of curiosity and and besides rolls (winning team doesn't take much damage) most invite pockets would take 260-300 damage/min and be at the top or second of damage taken

good damage ratio + low damage taken (e.g., 240dpm 200dtm) usually means u aren't making enough space and are slightly baiting ur team (making them get shot at more), but if its a slow match all damage numbers get skewed downwards so it can be fine

baiter pocket theory go brrrr

obviously u wanna do as much damage as u can without being a bot and standing in a choke but having high damage taken definitely is not inherently a bad thing, i looked at my team's localhost logs out of curiosity and and besides rolls (winning team doesn't take much damage) most invite pockets would take 260-300 damage/min and be at the top or second of damage taken

good damage ratio + low damage taken (e.g., 240dpm 200dtm) usually means u aren't making enough space and are slightly baiting ur team (making them get shot at more), but if its a slow match all damage numbers get skewed downwards so it can be fine
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