Heinsight: Turbine
A shame it isn't Vitalism as they said last episode, but Turbine is decent.
Good stuff. Here is what I took away from it:
Key Term: Banana - The long hallway that curves around from the mid into the flag room. It is accessible from the stairs.
Soldier and Demo should be getting tons of kills. Both have high mobility to get up top and strike from above. Demo has a ton of stickie trap spots to exploit. You can't cap with the jumpers, so don't run with it Quote.
Pyro should be with the engie or the medic. If with the engie, then having the home wrecker helps a ton.
Scout and Spy should harass the flag room or try to get picks. If their team all goes one way, then come around from behind to get some picks. Spies can hide under the stairs. Be aware of that everyone. Spies should focus on making sure the sentry always down for the Scout or making sure the intell does not get reset if it gets dropped.
It takes the Intell one minute to reset if dropped.
Engineer should place sentry either in the middle of the flag room or near the doorway to spawn. Should be calling out when under attack.
Always call out where the enemy team is.
First main fight is in the mid. If you lose the fight, then regroup in the flag room to stop further caps. If you win mid, then Demo can stickie the lower door or the vent up top. The Combo can hang out on the stairs near the top to avoid sniper picks.
They also came up with the idea of calling out plays. Example:
The Soldier play:
Soldier and Scout attack flag room from up top in the vents.
Spy attacks flag room by coming from enemy spawn.
He strongly recommended attacking from two places. Either from down below and from up top. Or going through the banana and attacking through both doors there simultaneously.