UGC Map Talk Week 8 - Swiftwater

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UGC Map Talk Week 8 - Swiftwater

Post  SLASh on Mon Mar 10, 2014 9:14 pm

And here we are, the last week of the regular season.

Swiftwater:
- What do you think about the map?
- What watch/knife/gun would you prefer for the map -- for each point?
- What style do you play?
- What are your priorities here?
etc, like usually.

I ain't gonna put the videos here, just the links. Don't wanna kill the page.
Isil's POV: http://www.youtube.com/watch?v=7HCrCVT42EY
Dark Necrid's ones:
- Part 1: http://www.youtube.com/watch?v=3iuUdoHqn_k
- Part 2: http://www.youtube.com/watch?v=ecishmfSvDU
- Part 3: http://www.youtube.com/watch?v=prD5anEJVpQ
Unudwafubwugbnabduwbadbw
mhm...
Unu's Swiftwater spy spots: http://www.youtube.com/watch?v=DtQiS3yLhZ8
Unu's Swiftwater POV: http://www.youtube.com/watch?v=TkEVbXMu7sQ
Carlotso25's POV: http://www.youtube.com/watch?v=5AY8a3aJ-EI

Watch. Discuss. Enjoy. Have fun.
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Re: UGC Map Talk Week 8 - Swiftwater

Post  Carlotso25 on Mon Mar 10, 2014 11:01 pm

I love this map. It favours Scouts, Soldiers, Snipers and Spies imo. A lot of open flanks, big opportunity, in short it's great. But I know there's a lot of mixed opinions. I personally think it's great.

First point is a throw away for defense. They can't hold it for very long. Their goal will just be to hold it as long as possible, hopefully force you, then get out without using their uber. Your first target should be the Sniper. He can drop your med the moment he leaves spawn. He'll usually be at the back right by the not yet open flanked, or inside the house on the top level on the left. After he's down, I like to check the tunnel to see if there's a backwards teleporter. Getting rid of it can be very beneficial in hindering the enemy Engie and Med from getting out. After that, not much else to do but try and force/drop the Medic. Invis to get to the Sniper. Ambassador can be quite nice to drop/force the Med from the snipers previous position. They can't really do anything to you there.

Second point, besides the Sniper ofc, Engie is a big priority here. His sentry can lock down a lot of the entrances. If you can take him out, anyone on your team can most likely get the sentry no problem. But co-ordinating a sentry sap with the push works too. Just keep down the Sniper and be ready to jump on the Engie for this point. Invis + Amby is all cool here for me.

Third point, Demo is a pretty good pick. His stickies can lock down the choke and flank. Engie good too ofc, but difficult to get to. Most accessible is probably just attempting to go for the Med. Just do what's open to you for this point I'd say. I prefer Invis, L'etranger here.

Fourth point, Demo and Sniper. It's very open and there's a tight choke; the Demo & Sniper can lock your team down easily. Also make sure to check if the enemy Med switched to Kritz. It's a very good point to be on Kritz. C&D is quite viable here. Wait for the right moment and go for the pick.

For the last point, the Engie. If you can get his sentry out of the picture, then your team should have this point. I go Invis, Revolver to go deal with the Engie. Once he's dealt with, best thing imo is to go DR and keep pressuring the cart. Once you get them off the high ground and onto the cart, you can start dealing a lot of damage. Pressuring the cart consistently with DR is a great way to really make them worry and lose positioning, which benefits your whole team. DR, Spycicle, Revolver here.

For defending first point, I like to C&D + Revolver and try for an aggressive pick on the Sniper or the Med if it presents itself. If not, I'll just go for an easy pick on the cart just to slow it down a bit. Comming is not vital for this point I'd say because your team should know they can't really defend this point all too well. So I believe that getting any pick that can maintain your positioning and keep your Med safe for a little while longer (sniper) and going for that force/drop is the best way to play this point.

For second, keeping down the Sniper is pretty important. He'll be peeking main. My choice of watch will depend on what he's running as a secondary. If he's Razorback, I'll say screw it and just charge him with DR. If he's not, I'll run C&D and see what else I can get in the tunnel. Problem is, in the tunnel it's quite easy for the Pyro, or anyone for that matter, to locate you in such a tight area. Which is why I prefer playing a more gunspy role here, making sure they don't peek. If there is an opportunity to get behind though, I won't say no to taking out their Tele.

For third, it's quite important that you keep tabs on where the combo is going and where their Sniper is. Ordinarily I'd run C&D for a job like that, but there are a lot of flanks to cover here, so I prefer Dead Ringer. Especially with how spammy it will start to get. Invis is viable too. Just keep comms up on where their combo is, and provide support to the flank when possible. Revolver + DR here.

Fourth is fantastic, I love defending this point. I love to play aggressive here with DR+Spycicle+Amby. Basically it involves me mostly playing on the right side, peeking into garage a LOT, and should I find an opportunity to get behind then go for a stab. It's so open, Amby works quite well. The DR keeps you sustained more than long enough to get to an ammo pack or back to your team, and is quite helpful for all the spam heading your way from that tight choke. Plus it's just great to constantly keep getting into the garage through that window on the right so easily, you don't need an Invis watch or C&D to position yourself.

For last point, I like to play DR and help my flank. But whenever I see the cart being capped, I like being one of the first people to deal with it. The way I see it, I'm not an important class like my Pyro or Heavy, so it's fine for me to risk my positioning unlike them. And DR allows me to keep doing it. It's not as necessary to comm here imo because your flanks should be able to call out where they're coming from very easily. I prefer DR+Spycicle+Revolver for this point.


In short, have fun with this map. It's a big area you can do what the hell you like in.
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Re: UGC Map Talk Week 8 - Swiftwater

Post  _kayzer_ on Tue Mar 11, 2014 10:50 am

Am I the only one who doesn't like DarkNecrid's play style?
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Re: UGC Map Talk Week 8 - Swiftwater

Post  SLASh on Tue Mar 11, 2014 3:02 pm

_kayzer_ wrote:Am I the only one who doesn't like DarkNecrid's play style?
What do you mean?
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Re: UGC Map Talk Week 8 - Swiftwater

Post  _kayzer_ on Sun Mar 16, 2014 12:58 pm

SLASh wrote:
_kayzer_ wrote:Am I the only one who doesn't like DarkNecrid's play style?
What do you mean?

watched 1 or 2 povs from the guy and found it boring and inefficient 0/10
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Re: UGC Map Talk Week 8 - Swiftwater

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