Countdown (Slayer)
Opening:
Everyone shoots off start. Afterwards the same people will go for rockets and one person s2, while the last player goes s3 for camo. (ignore camo it’s dumb) Pull rockets back to your big door, don’t chase kills their triangle.
Successful Opening:
The rocket player stays S3 in the white circle (this avoids and random lifting or lucky bs) watching his teams small door/drop. Then the sniper will go into the enemies bubble and stare down the line of sight of the small door. Depending on who is where, we’ll need a player in the enemies drop,(not rocket guy, simply because if he dies the rockets could fall down to the enemy). Then the last guy goes into our bubble watching our small door.
A)We all lift up the same bubble(The other teams bubble would be more safe with no sniper guy there)… seriously why wouldn’t this work.(Of course we would nade/ cause reasonable distractions) but it would be so unpredictable.
B)We send two players up both bubble.
C)We cause a outside distraction near the small door line of sight of the sniper and then we send people up our bubble.
D)Jetpack guy up our radio, the second the sound starts of the jetpack the other players will start lifting into our bubble hoping that the sniper will be caught off guard.
E)3 players push outside, shoot our radio, get S3 control. last player goes our basement to our bottom vent. once they distract, lift up our vent and gain control. then push their vent
Situation: Camo is coming up
-We still need to have a guy in their vent at all times. He stays there and watches their small door. Player our vent and anyone else must push s3/outside and try and secure camo.
Situation: Rockets coming up
-As per the flag strategy for rockets, we need a player in each vent, one player down low ready for rockets, and the last player s2 to prevent that cross-map position. (he can also be s3 trying to get a sneaky kill on someone pushing a street). vent players must be aware of anyone pushing streets and take them out quick. Cover rocket player may actually mean suppressing anyone on streets, not looking directly at rockets.
Situation: They have complete control and our ideal setup. player in each vent, player s3. No weapons coming up at the moment.
Response A :
-Wait for jetpack. Patience is key here. Jetpack player goes to our big ready to lift up. If they are all up top, no one will be on their second level. one player should go either bottom mid to their back stairs to their flag, or s2 to their flag. His job is to shoot anyone on our street/radio/vent from a different angle.
-The last two players will go our basement to our bottom vent. As the jetpack guy starts to lift, both players go up our vent. Take out our vent player. then look their vent. player on their flag will now lift up their vent for the double team. now we need a 2 or 3 man push on s3 with one player staying their vent.
Response B:
-Wait for jetpack again
-One player goes S2 to bottom tri ready to lift
-2 players push our outside, jetpack guy lifts our drop, player lifts up our tri lift/balcony lift
-we should have numbers on s3, then push vents
General Countdown TS strats:
-BE PATIENT
-Always have player in their vent so they can’t easily lift up to power position. It also blocks radio spawns
-3 players need to push camo/s3 when it comes up
-need double vent control ideally when rockets are coming up
-if they have total control, be patient and use the aforementioned double vent/jetpack/their flag strat
VoD
[url=Countdown (Slayer)
Opening:
Everyone shoots off start. Afterwards the same people will go for rockets and one person s2, while the last player goes s3 for camo. (ignore camo it’s dumb) Pull rockets back to your big door, don’t chase kills their triangle.
Successful Opening:
The rocket player stays S3 in the white circle (this avoids and random lifting or lucky bs) watching his teams small door/drop. Then the sniper will go into the enemies bubble and stare down the line of sight of the small door. Depending on who is where, we’ll need a player in the enemies drop,(not rocket guy, simply because if he dies the rockets could fall down to the enemy). Then the last guy goes into our bubble watching our small door.
Failed Opening:
Depending on the situation (burnt camo, a few rockets gone, etc…) We’ll want to get out of our base. The best way to do this is to overload one area. The easiest area will be the radios. We’ll do this in a few different ways…
A)We all lift up the same bubble(The other teams bubble would be more safe with no sniper guy there)… seriously why wouldn’t this work.(Of course we would nade/ cause reasonable distractions) but it would be so unpredictable.
B)We send two players up both bubble.
C)We cause a outside distraction near the small door line of sight of the sniper and then we send people up our bubble.
D)Jetpack guy up our radio, the second the sound starts of the jetpack the other players will start lifting into our bubble hoping that the sniper will be caught off guard.
E)3 players push outside, shoot our radio, get S3 control. last player goes our basement to our bottom vent. once they distract, lift up our vent and gain control. then push their vent
Situation: Camo is coming up
-We still need to have a guy in their vent at all times. He stays there and watches their small door. Player our vent and anyone else must push s3/outside and try and secure camo.
Situation: Rockets coming up
-As per the flag strategy for rockets, we need a player in each vent, one player down low ready for rockets, and the last player s2 to prevent that cross-map position. (he can also be s3 trying to get a sneaky kill on someone pushing a street). vent players must be aware of anyone pushing streets and take them out quick. Cover rocket player may actually mean suppressing anyone on streets, not looking directly at rockets.
Situation: They have complete control and our ideal setup. player in each vent, player s3. No weapons coming up at the moment.
Response A :
-Wait for jetpack. Patience is key here. Jetpack player goes to our big ready to lift up. If they are all up top, no one will be on their second level. one player should go either bottom mid to their back stairs to their flag, or s2 to their flag. His job is to shoot anyone on our street/radio/vent from a different angle.
-The last two players will go our basement to our bottom vent. As the jetpack guy starts to lift, both players go up our vent. Take out our vent player. then look their vent. player on their flag will now lift up their vent for the double team. now we need a 2 or 3 man push on s3 with one player staying their vent.
Response B:
-Wait for jetpack again
-One player goes S2 to bottom tri ready to lift
-2 players push our outside, jetpack guy lifts our drop, player lifts up our tri lift/balcony lift
-we should have numbers on s3, then push vents
General Countdown TS strats:
-BE PATIENT
-Always have player in their vent so they can’t easily lift up to power position. It also blocks radio spawns
-3 players need to push camo/s3 when it comes up
-need double vent control ideally when rockets are coming up
aforementioned double vent/jetpack/their flag strat
VoD
Classic vs Instinct (Countdown Slayer)