Difference between revisions of "Rush"
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==Class rush strategies== | ==Class rush strategies== | ||
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===Scout rush=== | ===Scout rush=== | ||
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===Demoman rush=== | ===Demoman rush=== | ||
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Again, with a [[Medic]] following close behind, multiple Demomen can use a sequence of [[sticky jump]]s to beat most enemy combat classes to the objective. This '''Demo Rush''' allows players to control an entire area of the map and lock down the entrances with grenade spam and sticky traps. They're powerful fighters with great speed and top tier damage, but they have difficulty against Scouts and Soldiers at close range. They also make relatively poor Medic buddies against skilled opponents. | Again, with a [[Medic]] following close behind, multiple Demomen can use a sequence of [[sticky jump]]s to beat most enemy combat classes to the objective. This '''Demo Rush''' allows players to control an entire area of the map and lock down the entrances with grenade spam and sticky traps. They're powerful fighters with great speed and top tier damage, but they have difficulty against Scouts and Soldiers at close range. They also make relatively poor Medic buddies against skilled opponents. | ||
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In gameplay terms, this too is really taking advantage of a competitive [[rollout]] on a larger scale. By combining this rush with Soldier and Scout backup, you're very likely to defeat unorganized or poorly composed teams. | In gameplay terms, this too is really taking advantage of a competitive [[rollout]] on a larger scale. By combining this rush with Soldier and Scout backup, you're very likely to defeat unorganized or poorly composed teams. | ||
+ | |||
+ | ==Uncommon class rush strategies== | ||
+ | ===Pyro Rush=== | ||
+ | The '''Pyro rush''' can be an effective tactic in some cases, but is ineffective in most. To perform a sucessful rush with your teammates you should plan ahead the rush with your teammates and communicate during the rush. The key is to catch the enemy by a suprise. Perhaps throw a single ÜberCharged Heavy at the enemy in the beginning of the round and they'll focus on the Heavy and won't realize your plans before it's too late. A massive amount of ignitions and fire damage can cause the enemy to flee and cause their defence to crack, allowing you to rush to the Control Point and capture it. Before attempting the rush check behind the gates and see if there are many Heavies or Engineers with Sentries which will most likely cause your rush to fail. | ||
+ | |||
+ | ===Heavy Rush=== | ||
+ | The '''Heavy rush''' is a tactic where you use the superior health and firepower of multiple Heavies to create a steamrolling vanguard few opposing teams can withstand. The main strategy is to have a lot of Medics to heal and Über the Heavies allowing them to use their extra health against the enemies and push forward and push the enemy lines back. The rush can be effective if the enemy has multiple low health classes. You should coordinate your ÜberCharges and use them wisely. The rush can easily fail in some situation so you might want to plan ahead before attempting. Heavies are slow, even slower while they spin their Minigun. This makes your team an excellent target for Spies. Before round starts, look past the gates to see if there are any signs that can idicate multiple enemy Spies around (Enemies leaving disguise smoke, cloaking or very small amount of enemies near the gates which might mean that there are multiple Spies hidden in shadows). Medic should always watch their back and warn Heavies for Spies. Also multiple Soldiers or Snipers can make your rush fail since they have ranged weapons and your Minigun spreads over distance. | ||
+ | |||
+ | ===Engineer rush=== | ||
+ | The '''Engineer rush''' is normally ineffective except in specific circumstances. This tactic is best used with a large number of [[Gunslinger]]s ready to place [[Combat Mini-Sentry Guns]] to cover the construction of regular [[Sentry Gun]]s. In general, Engineers lack high direct damage attacks and Sentry Guns take time to build. It is often best to let the enemies get themselves killed on your Sentry Guns before rushing forward against their reduced numbers. This is far more effective on defensive maps and games such as the RED team in Payload maps, and it can also be used for more effective [[turtling]]. | ||
+ | |||
+ | ===Medic Rush=== | ||
+ | The '''Medic rush''' is a tactic where you have an entire team of [[Medic]]s paired with other Medics. If you can make sure half the Medics have [[Blutsauger]]s and half [[Medi Gun]]s, this will make it harder to kill individual Medics. If all the armed Medics fire at once it can create a volley of syringes that will be difficult to dodge, along with a succession of [[ÜberCharge]]s which can make for an almost unstoppable assault. ÜberCharges necessitate a high level or coordination and teamwork however, and once they fade out you will be left vulnerable. This can be effective for capping individual points however. | ||
+ | |||
+ | A "Medic Rush" can also refer to half of the Medics using the [[Übersaw]] while the other half [[ÜberCharge]] them. This is known as a [[Chain Über]]. The tactic requires good communication between players, and can be prolonged indefinitely with skillful switching between [[Übersaw]] and [[ÜberCharge]] roles. | ||
+ | |||
+ | ===Sniper Rush=== | ||
+ | The '''Sniper rush''' is very rare. Unless your whole team can aim extremely well, it will likely fail. The [[Huntsman]] may increase your chances of success, due to its strength at closer ranges. If your team is made up of effective players, then a Sniper rush's biggest impediment are fast classes, [[Sentry Gun]]s and [[Spies]]. The Sniper rush is most effective on maps which maintain large stretches of open space. Maps with tight choke points or an abundance of corridors can cripple the Sniper rush. Sniper rushes are most effective while defending the points. A lot of snipers sniping the enemies can be a death trap for the enemies. Make sure you have a Pyro or two for [[Spy-checking]]. | ||
+ | |||
+ | ===Spy Rush=== | ||
+ | The '''Spy rush''' is an uncommon tactic. It involves a large number of a team becoming Spies, then disguising as various classes and rushing the enemy base. If used correctly, then the Spies can sow confusion among the ranks. It may also allow the Spies to take down well-guarded turrets with the advantage of numbers and a larger supply of constant [[Electro Sapper]]s. A successful Spy rush may well give the Spies' team an opportunity to slip past the group hysteria and proceed with the fulfillment of the objective. Pyros can spell death to this tactic however. | ||
+ | |||
+ | An alternative play on the Spy rush is to adopt friendly disguises and equip the Dead Ringer, this may lead the opposing team to assume they have killed everyone, while the Spies sneak cloaked onto the control point. | ||
== General rushes == | == General rushes == | ||
− | + | Single class rushes work when the classes have both speed and strength, but every class has its weaknesses. Soldiers and Demos need Medics to rollout, Scouts have a difficult time holding territory because they can't spam, and other classes will eventually enter the mix. Pyros, Heavies, Gunslinger Engineers, Snipers, Spies; as the initial fight turns into a regular game, pure class strategies may not be as effective. | |
− | Single class rushes work when the classes have both speed and strength, but every class has its weaknesses. | ||
To make a smooth transition from the first fight into the long haul, emphasize a mixture of the rush-capable classes and follow them up with a smaller band of powerhouses and support classes. Think of a rush as a team attempt to outrace your opponent to the best positions for the most important fight of the round. Have more rush-capable combat classes than your foes, but don't restrict yourself to a gimmick which threatens to collapse after the initial surprise. | To make a smooth transition from the first fight into the long haul, emphasize a mixture of the rush-capable classes and follow them up with a smaller band of powerhouses and support classes. Think of a rush as a team attempt to outrace your opponent to the best positions for the most important fight of the round. Have more rush-capable combat classes than your foes, but don't restrict yourself to a gimmick which threatens to collapse after the initial surprise. | ||
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[[Category:Strategy]] | [[Category:Strategy]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 15:07, 26 November 2010
“ | If you know what's good for ya, you will run!
Click to listen
— The Soldier
|
” |
The Rush is an offensive strategy where most of a team selects a rapid combat class at the beginning of a round, rapidly reaches and then overwhelms a position before the enemy can respond.
The strategy relies on the strength of the classes chosen. You can conceivably choose any single class for an attack, but a successful rush requires an overwhelming amount of force. Only the Scout, Soldier, and Demoman have the strength and speed necessary to succeed, so only these classes will be discussed. Other rushes may work at times, but they will succeed solely on the weakness of your enemies and not on the strength of the strategy.
Contents
Class rush strategies
Scout rush
The Scout rush is the original rush. Your team sends a large number of Scouts towards the objective, such as the central Control point on a traditional Control point map like Granary or Well. With their double capture speed, overwhelming numbers and excellent damage, the Scouts have a fair chance to capture the point before the other team has enough manpower collected to contest it.
However, Scouts have no staying power. They make poor Medic buddies, and superior Medic combos with Soldiers, Demos and Heavies will eventually win a fight of attrition against Scouts.
Soldier rush
Like the Scout rush, a Soldier Rush relies on speed. With a Medic following close behind, multiple Soldiers can use a sequence of rocket jumps to beat most enemy combat classes to the objective. They can occupy the best positions, threaten enemies with spam, and become valuable Medic pockets when the Medics catch up. They're flexible and effective against any class the enemy might send.
In gameplay terms, rushing with Soldiers is really taking advantage of a competitive rollout on a larger scale. By combining this rush with a good set of Scouts, you're quite likely to handily defeat unorganized or poorly composed teams.
Demoman rush
Again, with a Medic following close behind, multiple Demomen can use a sequence of sticky jumps to beat most enemy combat classes to the objective. This Demo Rush allows players to control an entire area of the map and lock down the entrances with grenade spam and sticky traps. They're powerful fighters with great speed and top tier damage, but they have difficulty against Scouts and Soldiers at close range. They also make relatively poor Medic buddies against skilled opponents.
Keep in mind that Demomen rush is a great counter to most rushes but the Scout rush mentioned above.
In gameplay terms, this too is really taking advantage of a competitive rollout on a larger scale. By combining this rush with Soldier and Scout backup, you're very likely to defeat unorganized or poorly composed teams.
Uncommon class rush strategies
Pyro Rush
The Pyro rush can be an effective tactic in some cases, but is ineffective in most. To perform a sucessful rush with your teammates you should plan ahead the rush with your teammates and communicate during the rush. The key is to catch the enemy by a suprise. Perhaps throw a single ÜberCharged Heavy at the enemy in the beginning of the round and they'll focus on the Heavy and won't realize your plans before it's too late. A massive amount of ignitions and fire damage can cause the enemy to flee and cause their defence to crack, allowing you to rush to the Control Point and capture it. Before attempting the rush check behind the gates and see if there are many Heavies or Engineers with Sentries which will most likely cause your rush to fail.
Heavy Rush
The Heavy rush is a tactic where you use the superior health and firepower of multiple Heavies to create a steamrolling vanguard few opposing teams can withstand. The main strategy is to have a lot of Medics to heal and Über the Heavies allowing them to use their extra health against the enemies and push forward and push the enemy lines back. The rush can be effective if the enemy has multiple low health classes. You should coordinate your ÜberCharges and use them wisely. The rush can easily fail in some situation so you might want to plan ahead before attempting. Heavies are slow, even slower while they spin their Minigun. This makes your team an excellent target for Spies. Before round starts, look past the gates to see if there are any signs that can idicate multiple enemy Spies around (Enemies leaving disguise smoke, cloaking or very small amount of enemies near the gates which might mean that there are multiple Spies hidden in shadows). Medic should always watch their back and warn Heavies for Spies. Also multiple Soldiers or Snipers can make your rush fail since they have ranged weapons and your Minigun spreads over distance.
Engineer rush
The Engineer rush is normally ineffective except in specific circumstances. This tactic is best used with a large number of Gunslingers ready to place Combat Mini-Sentry Guns to cover the construction of regular Sentry Guns. In general, Engineers lack high direct damage attacks and Sentry Guns take time to build. It is often best to let the enemies get themselves killed on your Sentry Guns before rushing forward against their reduced numbers. This is far more effective on defensive maps and games such as the RED team in Payload maps, and it can also be used for more effective turtling.
Medic Rush
The Medic rush is a tactic where you have an entire team of Medics paired with other Medics. If you can make sure half the Medics have Blutsaugers and half Medi Guns, this will make it harder to kill individual Medics. If all the armed Medics fire at once it can create a volley of syringes that will be difficult to dodge, along with a succession of ÜberCharges which can make for an almost unstoppable assault. ÜberCharges necessitate a high level or coordination and teamwork however, and once they fade out you will be left vulnerable. This can be effective for capping individual points however.
A "Medic Rush" can also refer to half of the Medics using the Übersaw while the other half ÜberCharge them. This is known as a Chain Über. The tactic requires good communication between players, and can be prolonged indefinitely with skillful switching between Übersaw and ÜberCharge roles.
Sniper Rush
The Sniper rush is very rare. Unless your whole team can aim extremely well, it will likely fail. The Huntsman may increase your chances of success, due to its strength at closer ranges. If your team is made up of effective players, then a Sniper rush's biggest impediment are fast classes, Sentry Guns and Spies. The Sniper rush is most effective on maps which maintain large stretches of open space. Maps with tight choke points or an abundance of corridors can cripple the Sniper rush. Sniper rushes are most effective while defending the points. A lot of snipers sniping the enemies can be a death trap for the enemies. Make sure you have a Pyro or two for Spy-checking.
Spy Rush
The Spy rush is an uncommon tactic. It involves a large number of a team becoming Spies, then disguising as various classes and rushing the enemy base. If used correctly, then the Spies can sow confusion among the ranks. It may also allow the Spies to take down well-guarded turrets with the advantage of numbers and a larger supply of constant Electro Sappers. A successful Spy rush may well give the Spies' team an opportunity to slip past the group hysteria and proceed with the fulfillment of the objective. Pyros can spell death to this tactic however.
An alternative play on the Spy rush is to adopt friendly disguises and equip the Dead Ringer, this may lead the opposing team to assume they have killed everyone, while the Spies sneak cloaked onto the control point.
General rushes
Single class rushes work when the classes have both speed and strength, but every class has its weaknesses. Soldiers and Demos need Medics to rollout, Scouts have a difficult time holding territory because they can't spam, and other classes will eventually enter the mix. Pyros, Heavies, Gunslinger Engineers, Snipers, Spies; as the initial fight turns into a regular game, pure class strategies may not be as effective.
To make a smooth transition from the first fight into the long haul, emphasize a mixture of the rush-capable classes and follow them up with a smaller band of powerhouses and support classes. Think of a rush as a team attempt to outrace your opponent to the best positions for the most important fight of the round. Have more rush-capable combat classes than your foes, but don't restrict yourself to a gimmick which threatens to collapse after the initial surprise.