Solid advice however I'd refute the following:
Heavy Ammo: Stick together. Either all 3 of you get it or you lose the round. No point splitting up. If other team splits you kill the loner / 2 guys with the number advantage. If both teams go separate then trade rockets. Unless the guy you're sending by himself is putting up 3.0s in trials stick together.
Heavy Selection: A properly rolled Grenades and Horseshoes rocket will destroy an MG every time. Of course you can outplay someone if you're using an MG, however it's pointless and creating unnecessary challenge for you.
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We always send 2 to one heavy and then send a lone sniper to watch the other heavy spawn. I have ended several heavy rounds with 3 snipes before heavy even spawns. Also a little tip, if no heavy is popped, it will spawn again in the next round.
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While you make a fair point, my team hardly ever loses heavy round and I'm always the one who goes alone to snipe at other heavy. And your second point is also fair, but my preference is MGs, and it works great for me. I can't be the only one, you know?
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We always send the loner with golden gun active.
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Supers on heavy round? Uh... I can understand Ward. What I did was rushed enemy team, popped wars as they fired rockets, then generated orbs from the rockets hitting the ward. But it's a waste using supers that round.