When to call to push
Contents of a Main Call:
- Direction the combo is moving
- Who is leading the push
- What the goal of the push is (capture ground, kill something, force the medic, etc.)
Advantages (even major ones) in TF2 are fleeting, try to make a maincall as soon as possible.
Don't worry so much about making the optimal main call. Provided all 6 team members are on the same page and execute the main call you will be successful against all but the best teams in the world.
Discuss your maincalls with your team after each game. The only way you will improve is with practice and constructive criticism. Do not discuss them during a game.
Do not push without a maincall, no matter how trivial it is. No main call means everybody on your team is assuming what to do and unless your team is you and 5 of your clones there is always going to be some misunderstanding of how to play a situation.
Give your team five seconds after making a maincall to be in position to push. This pause gives everybody time to stop what they are doing, get into position, and voice any concerns they may have. The number one cause of failed pushes is trying to move too quickly after a maincall.
Be authoritative with your maincall. Teammates that ignore your maincalls are prime candidates for being cut. Discuss with your team members that no matter how stupid it sounds, if you make a maincall they must follow through.
Finally, if kevin ever decides to upload the master of classes, pyyyour had an hour long talk about communication that you should watch.