Suggestion: Operator picks for ranked matched and general tactics

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Suggestion: Operator picks for ranked matched and general tactics

I have some suggestions for operator picks and general tactics that I'd like to see us practrise more when we're doing ranked matches.

Attack:

  • Thermite
  • Sledge
  • Ash
  • Thatcher
  • Twitch/IQ or even Glaz or Buck in a few situations

Attackers should move in pairs, 2-2-1, with Ash being the Single moving to clear floors and look for the roamer/lurker. Thermite and Thatcher should always pair up, and that leaves Sledge and Twitch as the last pair. On some maps other operators can be used, and I think Twitch should be the one switched out to replace with ie Glaz for garage control on House or Chalet. On some maps Thatcher is not needed, like the first round of attack on Oregon - you don't need Thatcher for taking the basement if the player prefers a different class.

Attacking Operators I suggest we stop using in ranked are Montagne, Blitz and Fuze.

Defense:

  • Rook
  • Jäger/Frost
  • Smoke
  • Pulse
  • Doc/Bandit

Defenders should play point defense and have only one roamer. The roamer should lurk and not start moving to flank before the attackers start pushing. The roamer should be Jäger or Frost (until they nerf the shotgun).

Defending Operators I don't like to see in ranked matches are: Fuze, Mute, Kapkan or Thachanka (never ever).

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Although Montagne and Blitz

Although Montagne and Blitz can both be situational, it would be best to leave them until a satisfying level of communication is established. They require more teamwork and communication than we are able to present as of now.

When it comes to defense, i think pulse should be added to the list of potential roamers, although he is alot harder to roam with compared to Jäger.

Mute should only be picked as a substitute for Bandit (if nobody is comfortable trying the battery trick, mute can be used as an alternative way of stopping Thermite.)

Other than that, the listed operators are currently the standard meta in the pro scene.

I suggest members (who wants to improve at the game) start looking up their stats on the different operators to see what operators they are having success with, both in K/D and W/L ratios. Narrowing each team to 1-3 operators makes it alot easier to improve at a selected few compared to trying to be a jack of all trades.

For example, never let me play Blitz or Montagne.

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Also, if on the attacking

Also, if on the attacking team and a roamer has been found and called out, killing that roamer is the main objective. Everyone who is expendable (as in, not Thermite & Thatcher) should focus solely on killing the roamer. So if a roamer is found, Ash, Sledge and Twitch have to take him out before proceeding with any further tactics for main objectives.

We have lost way too many rounds by ignoring roamers and having them flank us towards the end of the rounds.

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I feel like it would be

I feel like it would be important to mention efficent drone usage on attackers as you see quite alot of people dive into the objective with there drone spot eveything and die in a blaze of glory. Finding the actual objective is really easy and can be done purely by a process of elimination. For example if you see a jager reinforcing the floor you can be near 100% sure the objective is the floor below. You should now move your drone to your chosen point of entry or prehaps a major corridor or stairway to watch for any roamer movement. Most inportantly: keep hidden and dont spot, score means nothing in any gamemode. Hiding under low objects such as beds or cupboards and against black backgrounds. Also press 7 to turn off your drone or face the wall so the lights on the front dont give away your position. Remember that vision is power in this game as just walking up to a closed window and prefireing a corner where you know an enemy is hiding has basically no counter-play. Also another thing to mention is that you have a lot of ammo on most operators so just spraying major doors and windows where there may be people can produce very beneficial results. Picking up cheeky kill 20 seconds into the round is going to give your team the advantage.

Another of rule of thumb for when the round has actually started is to basically never enter a room that you or someone else has not droned previously as waltzing into a room on the opposite side of the map and getting smacked in the face by a dirty jager 30 seconds in is definitely not worth the 10 seconds you could have spent droning it. Once your team has droned most rooms you can start to assume certain floors or areas are safe to sprint around in to flank as you should have a drone net set up by now and a good idea on where the rest of their team is.


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This is what I was able to

This is what I was able to see whilst spectating the "pro" league.

Attacking team in 99%: Thermite, Thatcher, Sledge, Ash, Twitch/Fuze...never seen a shield operator.

Defending team's picks vary a bit more:  Rook, Jaeger,  Frost, Bandit, Smoke/Pulse/Castle/Doc...never seen a single Mute, but actually saw Kapkan in two different matches suprisingly.

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Although I get the idea of

Although I get the idea of not having a Mute if you have Bandit, I don't think we are at such a high level that we can rely on a single Bandit to protect a room. I don't think having Mute is such a bad idea


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I dont know, in most cases

I dont know, in most cases Thatcher and Twitch destroy the electronical defense devices in the first 30 seconds of the game anyway, so I dont really see the point. Maybe if you are playing a Castle-Mute combo to protect some of the windows, but again Ash and especially Sledge can deal with that kind of defense (too) easily. Or if you really like the MP5K, but Smoke/Pulse/Doc, even Kapkan with 3 points of armour and a better gun are all better options for me.

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Kapkan should not be picked

Kapkan should not be picked on PC. Watching all the rounds in the PC pro scene, kapkan was used 1 round (out of around 50 rounds).

The reason he got more playtime on consoles is because of the lack of precision in movement and aim. In the PC scene, everything was headshots, so heavy armor operators are actually worse than the lightarmored one (1 bullet kills no matter what armor level).

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So in the pc front speed is

So in the pc front speed is key for the peekers advantage but if you cant use the peekers advantage don't play a fast operator your not familiar with. If you can play doc or kapkan to a high level then by all means play them. Skill is far more important than operator selection, to a certain degree anyway *cough* tachenka *cough*


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Psyc wrote:

Psyc wrote:

If you can play doc or kapkan to a high level then by all means play them.

Doc is way better for the team than Kapkan. Great gun and a useful special ability (if you have Rook, but we always have Rook right?)

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Yeah rook is a 100% pick as I

I agree doc>kapkan, except for the nitro which can have its uses, but kapkan was only an example. I think personal preference is still more important though.

Yeah rook is a 100% pick as I think it reduces explosive damage and someone like doc or rook with the armor on actually cant die from a grenade they will only go down. There was some mythbusters where rook just lay on top of a grenade and he only went down.

Also the damage reduction helps everyone a bit while not reducing speed.


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Great thread MiND!

Great thread MiND!

-offensive: Yesterday we perfomed a great entry on the bank map: three men man squad who pushed into the objective, one man decoy and one man in situ cover/overwatch. The decoy took their attention and scattered them, the overwatch covered the objective and the three men moved in and did their business.

-defensive: corner covering. I've been experimenting with this: due to the fact that I'm tired a lot (workworkwork) I have developed a tactic that is both tactical, keeps me alive and gets me killed. Essentially I set up a killing view down a corridor that the enemy has to pass through, a doorway etc. and I stick to it doing my best not to get distracted ROFL if two people set up a killing alley on acute angles a defensive objective becomes very hard to rush allowing the other three defenders to keep the enemy at bay.


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