TeamFortress games, as you will find that most players will push forward until they are dead. Fine, nothing wrong with that except: An offence that is predictable to the enemy is not an offence but a death trap. An offence that cannot maintain its pressure on the enemy defenses for a longer consecutive period of time could sooner be called an unfortunate incident then an offensive. Any offensive should pressure the enemy continuously, the enemy should have the idea that there are hundreds of operatives in the field against him. Due to the lack of supply in most matches, TeamFortress sometimes looks more like a sports game than a wargame. You see people running more from the spawnroom to the frontlines then that you really see them fighting. If your supply and support is working, and your operatives know how to use it, then you'll find that your team will be able to put on sustained attacks which used to be near to impossible. Wounded operatives should retreat to make place for fresh ones, and get healed and resupplied at a close distance from the fight. This will mean that your frontline troops will always be up to scratch. A freshly won victory, which your operatives barely survive, is known since ancient times as a Pyrrhic victory. This was a victory won at such cost that the King cried out that if his generals won him one more victory like that he would be the loser. Don't win those victories. They mean that an enemy has successfully worn out your offence. The next step for the enemy would be to regroup into an offence and blow your most powerful players (frontline troops) into the sky. 1. Make sure you have at least one medic and engineer on your team. They can be used for defensive purposes as they are defensive classes, but in an offence they can offer the needed support to your troops. Making it unnecessary for your troops to hang around in their respawn waiting for ammo/armour to appear. 2.Logistics even in TeamFortress. How do I get incredible amounts of ammo/armour up to the frontline, so that my attackers can easily reach it? Easy, send an engineer forward to build a small base camp in front of the enemy base. This base will just consist of him, a medic and an ammo dispenser. He can also build a sentrygun pointing at his own base, so that when enemy operatives break through your line they will get caught in the line of fire. Let any operative who has respawned drop his excess ammo near this base camp and your frontline people can have all the things they need and want. 3.Make sure everybody knows that the ultimate fallback line during an offensive is this base camp. Anything gets behind it: kill it. Everybody is up in defense, nobody needs to be back in the home area, unless the defense is called. Anybody retreating during an offensive is either an incompetent player or a spy and should be shot. 4.Teach your troops to always harass engineers and medics for ammo/armour/health. Engineers, in turn, should learn to build dispensers before they build a sentrygun, except when specifically ordered not to. 5.Use enemy ammo only when you really need to, do not pick up ammo as a habit, but check your status first. Your team members may need the ammo quickly, and one of your teammates grabbing those rockets in front of you can be quite frustrating. 6.Engineers or Medics who do not take care of their troops are not worthy of their class. In an offensive you should support and heal/update anyone you come across. In a defensive you work over the first defensive line first to get them in order. |