Standaard competitieve line-up

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Dit artikel gaat over competitieve gameplay, gebaseerd op het standaard competitieve formaat.
Competitieve artikels zijn momenteel in ontwikkeling. Als je vragen hebt, kan je ze hier vragen.
Typisch gebruik van de standaard competitieve line-up in Granary.

De standaard competitieve line-up is het meest voorkomende team samenstelling in spellen die het standaard competitieve formaat volgen. De standaard competitieve line-up gebruiken is in geen enkele league verplicht, maar bijna alle competitieve 6-personen teams gebruiken het voor zijn efficiëntie en zijn aanpassingsvermogen.

Overzicht

De standaard competitieve line-up is als volgt:

De Medic en Demoman veranderen bijna nooit van klasse tijdens een spel. Afhankelijk van de map, kan het zijn dat beide utilities meer tijd besteden als een klasse behalve Scout, zeker in maps zoals Gravel Pit. Soldiers blijven meestal Soldiers tijdens het hele spel, alhoewel het niet ongehoord is dat één naar een Heavy veranderd (of, als een utility klasse als dat beter bij een strategie past).

De spelers die als pocket en roaming spelen veranderen vaak van klasse afhankelijk van welke teamgenoten nog in leven zijn in een bepaalde situatie. In sommige teams zijn beide Soldiers tegelijkertijd een pocket en een roaming. De combinatie van de Medic en minstens een van zijn partners (meestal een Soldier of twee) wordt gezien als de combo. De Soldier mogen van positie verwisselen wanneer de roamer gewond is en/of weinig ammunitie heeft en de pocket helemaal overhealed is en/of veel ammunitie heeft. Een goed voorbeeld hiervan zijn de RED Soldiers wanneer ze controlepunt B verdedigen in Gravel Pit; meestal zou er altijd een Soldier op het dak moeten zijn. De Soldiers kunnen van positie verwisselen als degene op het dak gewond is of weinig ammunitie heeft.

Uitleg

Elke positie keuze van de standaard line-up heeft een specifiek doel.

Medic

Hoofdartikel: Medic (competitief)

Medic is de meest essentiële speler in een typische 6 tegen 6 wedstrijd. Genezing heeft duidelijke voordelen in dat het teamgenoten langer in leven kan houden zonder dat ze te hoeven wachten voor health packs of terug moeten gaan naar een supply locker. De Medic’s ÜberLading is een heel belangrijk aspect van competitieve wedstrijden omdat het een van de meest belangrijke factoren als je team besluit om op te drukken, de vijand te hinderen of om terug te trekken. Het is het meestal waard om dood te gaan om je eigen Medic te beschermen of de vijandelijke Medic te doden. De Medic is meestal de leider van een team omdat hij een beter zicht heeft op de situatie omdat hij zelf in vecht.

Medics zijn gelimiteerd tot 1 in alle grote 6-personen leagues om gestagneerde gameplay te voorkomen en om klasse variëteit te verzekeren.

Demoman

Hoofdartikel: Demoman (competitief)

Demomen kunnen grote tactische voordelen hebben in een groot aantal situaties. Ze zijn meestal de eerst of de tweede klasse die bij het middenpunt komt, en als ze er zijn kunnen ze kleefbom vallen opzetten om de vijand toegang tot sommige plaatsen te weigeren en kunnen granaten gebruiken om stikpunten te spammen voordat het grootste deel van het vijandelijke team bij het gebied komt.

De Demomans mogelijkheid om vijandelijke aanvallen te vertragen, stik- en controlepunten te verdedigen, en schade te verspreiden in grote gebieden maakt hem een onmisbare teamgenoot voor aanvallen, verdedigen, en het vertagen van vijandelijke aanvallen. Door zijn hoge schadevermogen is hij het meest voorkomende doelwit voor een Kritz.

Demomen zijn beperkt tot 1 in alle grote 6-man competities om excessief spammen en gebiedweigering te voorkomen.

Pocket

Hoofdartikel: Pocket
See also: Soldier (competitive) and Heavy (competitive)

The pocket's job is to protect his team's Medic and (if possible) help him build Über faster. Soldier is the most common choice for this role for a number of reasons:

  • He can keep up with his Medic with rocketjumps.
  • He has solid projectile and hitscan firepower, giving him good combat adaptability.
  • He can damage himself intentionally to help build Über faster.
  • He has a large hit point pool, letting him tank damage for his Medic.
  • He can use rockets to contribute to spam.
  • He can very quickly go from defensive to offensive with a rocketjump and an Über/kritz.
  • He can juggle enemies to prevent them from getting closer to his Medic.

Heavy is occasionally used instead of Soldier. Doing this is quite rare in 5-cp push maps, though in areas where height advantages are limited (like indoor areas), transit time is not important (such as when both teams are building Über for a final point confrontation), and/or when enemy flanking/back-capping Scouts could be problematic (such as when your Scouts have switched to other utility classes like Sniper and/or Spy to break a stalemate), heavy can be a very viable choice. Heavy carries some extra risks, though, because he has trouble dodging lethal effects like headshots, backstabs, and kritzed explosives. Also the Heavy is slower than a rocket jumping Soldier, this means that at the start of middle fights the team running the Heavy will be at a player disadvantage until the Heavy reaches the middle point.

Roaming

Hoofdartikel: Roaming
See also: Soldier (competitive)

The roaming player functions as his team's offensive muscle class and acts as a backup pocket if the normal pocket dies. This job is usually relegated to a Soldier because of his ability to reposition himself with rocketjumps and take on the role of backup pocket. Some strategies might call for the roaming to go for a specific strategic attack involving a class other than Soldier, like running a Pyro on Badlands.

On some maps where utility classes are more desirable and spam is less effective than usual, it's not unheard of to see the roaming slot play a utility class. For example, on Yukon, the importance of Scouts combined with the potency of a Sniper at all three points sometimes leads teams to run one pocket Soldier, two Scouts, and a Sniper instead of two soldiers and two utilities.

Utilities

Hoofdartikel: Utility

Utility slots are usually filled by Scouts, though in many situations (especially when dealing with the last point on a 5-cp push map, or in attack-defend maps like Gravel Pit), one or both will instead play a situational utility. Generally when a map or point doesn't require the mobility of two Scouts then it is acceptable to switch out to another class.

Scout

Hoofdartikel: Scout (competitive)

In most 5-cp push maps (the most common competitive map type), Scouts are considered the most effective utility, particularly for the mid fight and general combat/transit. In said maps, Scouts are either the first or second class to mid (the other contender being Demoman). They are very effective at getting picks, doing cleanup, and capturing control points. Scouts are also generally helpful for patrolling flanks, both to intercept incoming flankers and pick enemies that are hurt and/or alone. Their high mobility and hitscan damage output allows them to function very well both in solo efforts and when working with other teammates, especially another Scout (who can keep up with him without Medic heals/pickups).

Sniper

Hoofdartikel: Sniper (competitive)

Of all situational utilities, Sniper is the most common. Useful both offensively and defensively in a variety of maps, the Sniper can help deny areas and get picks with little setup time and at a fairly low risk to himself, assuming he has backup. He can instantly kill enemy medics with one hit, using either a headshot with no charge-up or a fully-charged bodyshot (both of which deal exactly 150 damage, exactly enough to instant-kill). In open spaces, a Sniper can provide extremely high damage output that give enemies little choice other than to retreat to cover or countersnipe. His biggest disadvantages are his long transit times compared to Scout, his poor capping capacity, and his vulnerability when alone.

Spy

Hoofdartikel: Spy (competitive)

Spy is used most commonly to break a stalemate and give his team a player count/Über percent advantage. He is most effective if used sparingly, as enemies are more likely to spot and stop him if they anticipate his appearance. Spy's main role of getting stalemate-breaking picks is similar to that of the Sniper, but the Spy has the unique advantage of being able to perform these even if the Medic is behind obstacles, walls, and/or team mates. The Spy's lack of health and firepower gives him a serious risk of dying after he's been spotted, so backstab attempts are usually followed by either immediate death or narrow escape. This, combined with the fact that the he has to spend a long time in transit and stealth, makes Spy a very high-risk, high-reward option.

Outside of stalemate-breaking pick situations, Spy can also be used to help take down an Engineer nest or provide situational support with the Dead Ringer, which he can use to block doorways, capture points even if there are stickies on them, intercept general spam, or stay alive longer in combat.

Engineer

Hoofdartikel: Engineer (competitive)

Engineer is a standard choice for attack-defend maps such as Gravel Pit. In 5-cp push maps, he is used most often to defend the final point if his team has time to build up. He provides good area denial, particularly against Scouts—something that Demoman's area denial sometimes has trouble with—and can keep his teammates' ammo stocked and his Medic's health full with a Dispenser. Teleporters are generally a low priority for him because of the fact that the more helpful a teleporter is (how far it transports teammates), the harder it is for him to prevent the entrance from being destroyed and/or rebuild it.

Engineer is particularly useful if the enemy is using the Kritzkrieg, as buildings are immune to Crits.

Heavy

Hoofdartikel: Heavy (competitive)

Just as he's used as a situational pocket class, heavy can also be used as a situational utility class. This most clearly comes about when a team wants the type of area denial of a Sentry Gun but does not have the time or stability to build it up. A utility heavy might also be used if enemy Scouts are becoming a problem (which may happen if your team's other utility switches to Sniper or Spy) or to defend an area while the combo pushes out (especially if the Demoman is unavailable or is needed to push with a kritz). Heavy is a more risky choice if the enemy is using Kritzkrieg or Sniper(s), as you will be unable to reliably evade.

Pyro

Hoofdartikel: Pyro (competitive)

Pyro is usually limited to specific situations in serious competitive play. He is sometimes used as an ambush class, particularly on the Badlands mid fight. His ability to defend points with airblast also comes into play in certain areas, most specifically on Gravel Pit C.

Pyro sees very limited use because of his comparatively restricted capabilities. His Flamethrower deals little damage if the enemy reacts quickly or keeps him at a distance. His afterburn matters little when the enemy team has a good Medic with health pickup privileges. His airblast has a low rate of fire and can therefore be overcome fairly quickly, particularly if there's more than one person attacking him. His transit time is slower than Soldier, demo, and Scout, even though he needs to get in closest to match their DPS. In addition to these factors limiting his potential his Flamethrower's attack mechanism can be unreliable in terms of directionality and distance which makes him even more unwieldy.