Team Fortress 2
.. 2013년 1월 24일 오후 5시 43분
"Perfect" Class selection for Payload?
In your opinion, what's the "perfect" balance of class selection for Payload, let's say with 12 players on the team. I've been on teams with 6 snipers, teams with 5 spies, and other such retarded nonsense, which is what led me to the thought. And obviously, whether you're BLU or RED would make a difference too.
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Lapamato 2013년 1월 25일 오전 2시 36분 
Go watch iKonaKona's tier list videos for Payload A/D.
Zyroxeon 2013년 1월 25일 오전 2시 40분 
1 of everything, with extra Soldier, Medic and Demoman.
Sentient_Toaster 2013년 1월 25일 오전 3시 19분 
It'd also depend on when you are in the round and what the opposition is like.

BLU *start*, for instance, I'd run with a very 'direct' setup like
2 medics (standard medigun)
3 demomen
3 soldiers
2 heavy
1 pyro (or maybe 2, remove a d/s/h)
1 spy


Scouts tend to get murdered by multiple sentries, engineers aren't nearly as useful until you have gained enough ground that a teleporter exit and dispenser can be placed well ahead of spawn, sniping from spawn tends to be difficult to hide and vulnerable to spam / countersniping. What you need is enough firepower and ubercharges to smash the initial sentry lines and eliminate all RED teleporter links, and survive the RED counter-ubers.

When you've gained ground, you want (1) engineer, and quite possibly (1) sniper. If RED is very soldier/spy, or you can't prevent their ubercharges, a second pyro makes a lot of sense. Even later on, payload maps tend to be choked and sentried enough that it's difficult for offensive scouts.


RED would be more diversified, with 2 engies, a sniper, and (after start, when BLU is more likely to have tele entrance and stragglers) scout. 2-pyro makes more sense for RED as stalling uber'd demos from wrecking nests is going to be handy.

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게시된 날짜: 2013년 1월 24일 오후 5시 43분
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