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Pushing out of Last
posted in Q/A Help
1
#1
5 Frags +

Hey everyone! I just had another awesome time with the Newbie Mixes (they're so much fun!), but our team occasionally had trouble successfully pushing out of last. We were backcapped three times :(

Is there a specific player who always stays back on last to watch? Does it depend on the map? I've heard roamer should stay, or sometimes scout, or sometimes pyro, or sometimes heavy. Is there ever a case where you leave two people back on the larger lasts (process/snake)? On which maps should the demo leave last stickied as he moves up, or should he just let another player take care of it?

Sorry for the wall of questions. Gek was getting pretty mad at our team (reasonably so... we kept losing to backcaps) and I was wondering what you guys think.

Hey everyone! I just had another awesome time with the Newbie Mixes (they're so much fun!), but our team occasionally had trouble successfully pushing out of last. We were backcapped three times :(

Is there a specific player who always stays back on last to watch? Does it depend on the map? I've heard roamer should stay, or sometimes scout, or sometimes pyro, or sometimes heavy. Is there ever a case where you leave two people back on the larger lasts (process/snake)? On which maps should the demo leave last stickied as he moves up, or should he just let another player take care of it?

Sorry for the wall of questions. Gek was getting pretty mad at our team (reasonably so... we kept losing to backcaps) and I was wondering what you guys think.
2
#2
-2 Frags +

Demo sticks on point?

Demo sticks on point?
3
#3
12 Frags +

If you send players through each exit and check hiding spots you shouldn't need to leave people behind

If you send players through each exit and check hiding spots you shouldn't need to leave people behind
4
#4
0 Frags +

It's situational about the scout/roamer. I personally like having a buffed heavy on last. That usually gets the job done. Also, pyro isn't as reliable due to the fact that airblasts can't reflect hitscan. And sorry about the rage, I just disliked the other coach's style of teaching.

It's situational about the scout/roamer. I personally like having a buffed heavy on last. That usually gets the job done. Also, pyro isn't as reliable due to the fact that airblasts can't reflect hitscan. And sorry about the rage, I just disliked the other coach's style of teaching.
5
#5
2 Frags +

General requirements to push from last:
-They're 3+ down when you start pushing out (for most maps at least)
-You know where most of them are (preferably where they can't contest or backcap)
-Anyone can be left at last minus medic, but it's important to move through all routes to catch any backcappers. The person left behind should know how to prevent the backcap and look at all routes.
-Have people actually get on point. You need to be getting cap time ASAP.

General requirements to push from last:
-They're 3+ down when you start pushing out (for most maps at least)
-You know where most of them are (preferably where they can't contest or backcap)
-Anyone can be left at last minus medic, but it's important to move through all routes to catch any backcappers. The person left behind should know how to prevent the backcap and look at all routes.
-Have people actually get on point. You need to be getting cap time ASAP.
6
#6
5 Frags +

Gek always gets mad about getting backcapped, I wouldn't take it personally @_@

To answer your question, ideally the roamer stays last, unless you have a scout offclassing to heavy, in which case he should stay. I HATE leaving a demo on last, because the most common backcapping class, scout, is a pain in the ass for demos to 1v1.

The main thing is to follow browny's last point. Get that cap time as soon as possible. People are much less likely to go for a backcap if 2 is nearly captured.

Gek always gets mad about getting backcapped, I wouldn't take it personally @_@

To answer your question, ideally the roamer stays last, unless you have a scout offclassing to heavy, in which case he should stay. I HATE leaving a demo on last, because the most common backcapping class, scout, is a pain in the ass for demos to 1v1.

The main thing is to follow browny's last point. Get that cap time as soon as possible. People are much less likely to go for a backcap if 2 is nearly captured.
7
#7
6 Frags +

As an observation the things that stopped me from back capping was

-Our team didn't wipe so roamer stayed back to watch for back caps

-Sticks on point

-And both scouts playing D instead of flanking, there to dm me

-Heavy

As an observation the things that stopped me from back capping was

-Our team didn't wipe so roamer stayed back to watch for back caps

-Sticks on point

-And both scouts playing D instead of flanking, there to dm me

-Heavy
8
#8
5 Frags +

Kapowww said all that needs to be said. If you go out every exit, your whole team can push. If you are pushing off say a 2 player advantage, and leave a player behind, you are essentially pushing out of last only up one player. You're just gonna hurt yourself needlessly leaving players at last.

Kapowww said all that needs to be said. If you go out every exit, your whole team can push. If you are pushing off say a 2 player advantage, and leave a player behind, you are essentially pushing out of last only up one player. You're just gonna hurt yourself needlessly leaving players at last.
9
#9
0 Frags +
KapowwIf you send players through each exit and check hiding spots you shouldn't need to leave people behind

What kapoww said or if you do not have enough people to cover exits try to leave the roamer. I really want scouts to cap and demo & pocket to seal off entrances ASAP.

Depending on who is up: roamer (heavy/engi)>pocket>a scout(heavy/engi)>demo. I never like leaving demo he/she can put so much pressure on entrances.

But if the other team wipes obviously you do not need to leave anyone.

On some lasts like snakewater it is really hard to push out of. Especially if the other team does suicide plays and gets fast re-spawns. So I would be careful of spotting out this play. Moral of the story is try to always have a heavy when holding last or at least an engineer for wide-open lasts- snake/gully/granary/etc.

[quote=Kapoww]If you send players through each exit and check hiding spots you shouldn't need to leave people behind[/quote]

What kapoww said or if you do not have enough people to cover exits try to leave the roamer. I really want scouts to cap and demo & pocket to seal off entrances ASAP.

Depending on who is up: roamer (heavy/engi)>pocket>a scout(heavy/engi)>demo. I never like leaving demo he/she can put so much pressure on entrances.

But if the other team wipes obviously you do not need to leave anyone.

On some lasts like snakewater it is really hard to push out of. Especially if the other team does suicide plays and gets fast re-spawns. So I would be careful of spotting out this play. Moral of the story is try to always have a heavy when holding last or at least an engineer for wide-open lasts- snake/gully/granary/etc.
10
#10
1 Frags +

No

No
11
#11
-1 Frags +

If your team is well practiced enough, you should be able to all push out without leaving someone, the problem here is it's slow because people are checking all the routes and all the hiding spots instead of just the ones in the direct path to the next point.

So in my opinion, unless you wipe them, you leave either the roamer or whoever is stuck heavy, on last.

It's ALWAYS good to have a heavy on last because a lot of the time it's the difference between just winning the fight and wiping them completely. So if your roamer is heavy, he stays. if your scout is heavy, he stays. If you wipe them no one stays.

I like to have a scout off class to heavy because it means collectively you as a team have more health overall, and more firepower overall. And what you lack in mobility you make up for by making them pop early trying to get into the last area. This is where "soft" pushing last comes in handy to try to get in as far as possible before popping.

If your team is well practiced enough, you should be able to all push out without leaving someone, the problem here is it's slow because people are checking all the routes and all the hiding spots instead of just the ones in the direct path to the next point.

So in my opinion, unless you wipe them, you leave either the roamer or whoever is stuck heavy, on last.

It's ALWAYS good to have a heavy on last because a lot of the time it's the difference between just winning the fight and wiping them completely. So if your roamer is heavy, he stays. if your scout is heavy, he stays. If you wipe them no one stays.

I like to have a scout off class to heavy because it means collectively you as a team have more health overall, and more firepower overall. And what you lack in mobility you make up for by making them pop early trying to get into the last area. This is where "soft" pushing last comes in handy to try to get in as far as possible before popping.
12
#12
0 Frags +

IMO you should have both scouts pushing out (as SCOUT). Move quickly out of all entrances and get captime quickly, and you don't get backcapped. You need your combo/demo to pressure chokepoints and keep the other team back so the rest of your team can cap.

Pay attention to who died and when, and to the enemy's spawns. If an enemy scout survived, you need to figure out where he is. Be sure you check everywhere, and maybe leave your roamer on last if you can't do that. If one or both of their scouts died early in the push, you need to watch for them, and cap second quickly before they can get behind you. If a scout or roamer died early in the push, they also might try to come back as spy or something.

A lot of times if you successfully push out of last, you'll have a player/uber/health advantage (depending on spawns etc.) if you move quickly enough, and you can keep moving to take mid. If you have people sitting around at last, especially scouts, and especially if they're on heavy or something, that could make it difficult to win mid because they'll be slow to come into the fight.

Keep in mind I'm just a shitty though so correct me if I'm wrong.

IMO you should have both scouts pushing out (as SCOUT). Move quickly out of all entrances and get captime quickly, and you don't get backcapped. You need your combo/demo to pressure chokepoints and keep the other team back so the rest of your team can cap.

Pay attention to who died and when, and to the enemy's spawns. If an enemy scout survived, you need to figure out where he is. Be sure you check everywhere, and maybe leave your roamer on last if you can't do that. If one or both of their scouts died early in the push, you need to watch for them, and cap second quickly before they can get behind you. If a scout or roamer died early in the push, they also might try to come back as spy or something.

A lot of times if you successfully push out of last, you'll have a player/uber/health advantage (depending on spawns etc.) if you move quickly enough, and you can keep moving to take mid. If you have people sitting around at last, especially scouts, and especially if they're on heavy or something, that could make it difficult to win mid because they'll be slow to come into the fight.

Keep in mind I'm just a shitty though so correct me if I'm wrong.
13
#13
-7 Frags +

Have a heavy at last because the class is stupid and you can switch instantly, scouts first priority should always be cap time when pushing out

Have a heavy at last because the class is stupid and you can switch instantly, scouts first priority should always be cap time when pushing out
14
#14
0 Frags +
shredderHey everyone! I just had another awesome time with the Newbie Mixes (they're so much fun!), but our team occasionally had trouble successfully pushing out of last. We were backcapped three times :(

Is there a specific player who always stays back on last to watch? Does it depend on the map? I've heard roamer should stay, or sometimes scout, or sometimes pyro, or sometimes heavy. Is there ever a case where you leave two people back on the larger lasts (process/snake)? On which maps should the demo leave last stickied as he moves up, or should he just let another player take care of it?

Sorry for the wall of questions. Gek was getting pretty mad at our team (reasonably so... we kept losing to backcaps) and I was wondering what you guys think.

Football playing, private school going, MN residing, shredder?

[quote=shredder]Hey everyone! I just had another awesome time with the Newbie Mixes (they're so much fun!), but our team occasionally had trouble successfully pushing out of last. We were backcapped three times :(

Is there a specific player who always stays back on last to watch? Does it depend on the map? I've heard roamer should stay, or sometimes scout, or sometimes pyro, or sometimes heavy. Is there ever a case where you leave two people back on the larger lasts (process/snake)? On which maps should the demo leave last stickied as he moves up, or should he just let another player take care of it?

Sorry for the wall of questions. Gek was getting pretty mad at our team (reasonably so... we kept losing to backcaps) and I was wondering what you guys think.[/quote]


Football playing, private school going, MN residing, shredder?
15
#15
1 Frags +
buckweetshredderHey everyone! I just had another awesome time with the Newbie Mixes (they're so much fun!), but our team occasionally had trouble successfully pushing out of last. We were backcapped three times :(

Is there a specific player who always stays back on last to watch? Does it depend on the map? I've heard roamer should stay, or sometimes scout, or sometimes pyro, or sometimes heavy. Is there ever a case where you leave two people back on the larger lasts (process/snake)? On which maps should the demo leave last stickied as he moves up, or should he just let another player take care of it?

Sorry for the wall of questions. Gek was getting pretty mad at our team (reasonably so... we kept losing to backcaps) and I was wondering what you guys think.

Football playing, private school going, MN residing, shredder?

Um.. nope! You commented this in my stream last night, and I'm not sure who you're thinking about... but it isn't me. That said, thanks for tuning in!

[quote=buckweet][quote=shredder]Hey everyone! I just had another awesome time with the Newbie Mixes (they're so much fun!), but our team occasionally had trouble successfully pushing out of last. We were backcapped three times :(

Is there a specific player who always stays back on last to watch? Does it depend on the map? I've heard roamer should stay, or sometimes scout, or sometimes pyro, or sometimes heavy. Is there ever a case where you leave two people back on the larger lasts (process/snake)? On which maps should the demo leave last stickied as he moves up, or should he just let another player take care of it?

Sorry for the wall of questions. Gek was getting pretty mad at our team (reasonably so... we kept losing to backcaps) and I was wondering what you guys think.[/quote]


Football playing, private school going, MN residing, shredder?[/quote]

Um.. nope! You commented this in my stream last night, and I'm not sure who you're thinking about... but it isn't me. That said, thanks for tuning in!
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