Ladies and gents, welcome back to another of Community Fortress' Highlander Strategy Series. Up this time, Hymm from Couch Athletics tackles the tough questions on what makes a Highlander team tick and tack. Or maybe just tick. I'm not sure what tacking would be. Would it be sticky? Would it require laser eyes? Voo-doo? Dark Engie Sorcery?
Forget it! Let's stick to the ticks and get into it!
Team Name?
Couch Athletics
How did you prepare for this particular CommFT HL Tourney Match?
Our team gathered on one of our servers to discuss our game plan. We went over how we would be attacking and defending, as well as key areas to hold, as well areas we could avoid occupying.
What were the strategies you used during the match? Did they work? Did you have to make changes on the fly?
We chose to defend point B as our main line of defense. During set up type our scout and spy killed themselves to drop theirs weapons. This allowed our Engineer to have plenty of metal to get all of his buildings up and mostly upgraded by the time the gates started. The only change we had to make on the fly was to send our whole team to A in order to cap the point faster than our enemy had to win the round. The map being Gravel Pit.
If you could change anything about the strategy you used during the match, what would it be?
I think I would have changed our defense for point A just little bit. We could have defended it a little more just to cause them a slower cap time.
What will you do differently to prepare for upcoming matches?
We'll hopefully get full scrims set up so we can see if our plans will work.
Have you learned anything specifically about Highlander strategy while playing in this tournament?
I learned that it is important for the medic, heavy, soldier, demo, pyro and Engineer to stick as one group. This reduces the chances of a spy picking the medic while giving him plenty of protection, and counter-spam.
What class is the most difficult to use or coordinate in Highlander? Why?
I think the hardest class to utilize in highlander are Spy and Scout.
Spy heavily relies on the enemy team not being aware, or when they are confused. In Highlander the disguises aren't very effective most of the time, but can still cause the enemy to pause for a second before realizing it's a spy. Also if the Pyro sticks close to the Engineer or Medic, it makes the spies job much, much harder.
Scout can be very difficult to be put to good use, certainly on maps like Coldfront, where the teams can literally cover both sides of the map at the same time. This prevents the scout from slipping behind them for picks or proper harassing. On Maps like Gorge or Upward, he has much more freedom because of the many paths he can take while still remaining out of sight.
In summary, the map and the map type can greatly hinder these two classes since they rely on avoiding line of sight with their targets and them being distracted or unaware.
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