Such a cool watch. Interesting things to note:
+ Rollout - demo buffed first, then soldier and scouts. Everyone goes under and up the stairs rather than over.
+ The medic holds his crosshair over the people he’s going to heal next
+ Scouts are quickly healed so they can back to covering the flanks, they’re buffed at appropriate moments.
+ Resupply - you can open the closet from the side corner. you don’t have to waste time going in front of it to open.
+ When defending final point, most of the team sticks to the upper right hand side. Pros: Easy access to the respawn closet, pill box and small ammo available, less likely to get flanked from below in comparison to the upper left hand side.
+ Medic doesn’t drop down to final point at the start of the enemy push. He jumps down when the beam is unable to reach most of his team.
+ The medic uses the spire of 2nd point for cover most of the time. He only goes up it if the area’s secured by the team. Also uses the rocks in valley for cover.
+ Uber isn’t pointlessly flashed for the sake of flashing. It’s given to whoever is dealing the most damage or in the most danger of taking damage.
+ Demo hangs out more with the medic rather than the scouts.
+ Point just capped and just respawned? Switch classes to use the forwardmost respawn.
+ Medic switches to kritz when the enemy has an advantage in uber percentage. Its fast charge lets the team catch up.
+ 27:00 - it is possible to heal a soldier on bats while you are on the ground. But watch out of people coming out of lobby.
+ Sometimes it’s better to take the health from your house rather than the other team’s if you’re unsure. The closest pack is not always the safest one to use.
+ Dat team communication. unf.