its one of my team's stronger maps, but our mids are so predictable since we always go through saw. Whenever we try to go kitchen we get stuffed by their demo and soldiers. I'm not sure what to do. Maybe our scouts should roll out balcony so they can play up top while still not being too far from their team. How do invite teams usually play a left side mid?
You can't roll most of the team out kitchen (but maybe you mean pantry/grundle/lower?). Way back in the day Puff used to have a pretty interesting mid where he, as demo, would go kitchen alone. Typically he wouldn't just die in there because it's easy to hit pipes in that doorway, and it's not SUPER hard to have somebody on the outside cover the door. That could be an interesting curveball if your demo can do anything from inside there (mainly spam over to house). Or if the other team is really stupid and decides to load a bunch of crap into your kitchen (they will be trapped in there).
In general though the left side mid just focuses on hanging out on the balcony until either A.) the other team decides to attack you and you are forced to fight, or B). You somehow deal a lot of damage to them, which is an ideal time to have your team go in as they are ceding position for a moment to take an arrow or get a healthpack. Once you decide to go the easiest way to do is it have a maincaller type count to 3, and then everybody just goes in by whichever way they can. It's a typical passive style mid. The only time you really modify that is if your demo just absolutely lights up their demo at the start of the mid.
As far as scouts go, I'm a big fan of always having at least one scout up top, in particular at divisions below upper invite, because you're almost *always* going to see a soldier bomb that comes over the top and that scout will end them almost every time.
In general though the left side mid just focuses on hanging out on the balcony until either A.) the other team decides to attack you and you are forced to fight, or B). You somehow deal a lot of damage to them, which is an ideal time to have your team go in as they are ceding position for a moment to take an arrow or get a healthpack. Once you decide to go the easiest way to do is it have a maincaller type count to 3, and then everybody just goes in by whichever way they can. It's a typical passive style mid. The only time you really modify that is if your demo just absolutely lights up their demo at the start of the mid.
As far as scouts go, I'm a big fan of always having at least one scout up top, in particular at divisions below upper invite, because you're almost *always* going to see a soldier bomb that comes over the top and that scout will end them almost every time.
On snakewater it's common for soldiers to blindly bomb the saw exit, expecting to find players there. Therefore mixing it up by putting your medic thru balcony can be a solution.
I tried demo in kitchen, but it's a really easy spot to spam from pretty much anywhere on the middle (enemy balcony, enemy shack, point), so I don't recommend that.
We sometimes put one scout or the roamer in kitchen when we expect an enemy scout/roamer to go in there and we have trouble dealing with him from the outside.
If you have issues getting stuffed by the enemy demo, it's because he's not afraid of your demo and your scouts. For demo to do significant damage to saw choke, he has to go quite far forward on the point, and has big blind spots. Have one scout show up on the point from random angles to surprise the demo and he'll fire at him instead of at your combo
I tried demo in kitchen, but it's a really easy spot to spam from pretty much anywhere on the middle (enemy balcony, enemy shack, point), so I don't recommend that.
We sometimes put one scout or the roamer in kitchen when we expect an enemy scout/roamer to go in there and we have trouble dealing with him from the outside.
If you have issues getting stuffed by the enemy demo, it's because he's not afraid of your demo and your scouts. For demo to do significant damage to saw choke, he has to go quite far forward on the point, and has big blind spots. Have one scout show up on the point from random angles to surprise the demo and he'll fire at him instead of at your combo
may as well turn this into a learning experience. when playing catwalk, a) should your demo roll out lower to be nearer heals/does that actually matter, and b) how do you prevent your demo from getting rushed over on the right side of mid? do you commit a scout to the ground to protect him?
cheers
cheers
a) demo roll out does not matter, regardless of where he goes he has 10 seconds to do his life before your medic comes so he has ample time to go where he can get healed
b) usually one scouts job is to hang near your demo to help him with that (see the pocket scout marxist video). Besides your demo can sort of defend himself if he doesnt go too far forward on point.
b) usually one scouts job is to hang near your demo to help him with that (see the pocket scout marxist video). Besides your demo can sort of defend himself if he doesnt go too far forward on point.
glassmay as well turn this into a learning experience. when playing catwalk, a) should your demo roll out lower to be nearer heals/does that actually matter, and b) how do you prevent your demo from getting rushed over on the right side of mid? do you commit a scout to the ground to protect him?
cheers
Doesn't matter he should just be able to rotate.
Have a scout playing on the hut near right side should also help prevent getting rushed. If he keeps getting rushed just tell your demo to play slightly more passive or left side a little more
cheers[/quote]
Doesn't matter he should just be able to rotate.
Have a scout playing on the hut near right side should also help prevent getting rushed. If he keeps getting rushed just tell your demo to play slightly more passive or left side a little more