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originally posted in: King's Trials Guide [Revamped]
7/1/2015 6:06:34 AM
5
Disagree on a 1 point - heavy rounds. We have about an 80 or 90% win rate and go flawless 3 times every week. However, our main weakness was heavy rounds... and we used a strategy very similar to the one you suggested. We now use a different strategy and have seen way better results. [b]Heavy Rounds[/b]: I'm not a fan of using supers on heavy rounds. With homing rockets and shit, it is kind of a coin flip anyway and using a super is wasteful (imo) unless there is just an opportunistic time to win the round with it. Most importantly - your entire team should go to the same heavy, but don't group up and get taken out by a lone guy using a super / nade. The possible outcomes of this strategy are: 1) They send 1 guy (who probably has a super). He should take out 1-2 of your teammates, but then should die. Revive your teammates and get heavy. Now they are down 1. Just be careful on the smaller maps where they can get heavy and rush the other heavy with rockets before you have time to do revives and get heavy. Worst case, you lose this round but they spent a super to do it. 2) Their whole team comes. Great. Its a firefight. The best team will win and this round will be over quickly :) 3) They don't send anyone. Great. Both teams have heavy. The best team will win.
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  • I just wrote what worked for my team. We won roughly 90-95% of our heavy rounds by sending me to outside heavy to snipe on that last map, and top heavy on the map before.

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  • Edited by Tonester: 7/1/2015 9:50:56 PM
    Hmm. I think I know the difference now. When we split, it was with the intent of killing them with a super or something. It seems like the better strat is to slow them down, prevent one or more from getting it, etc. Just a question. If the entire other team went to the heavy where your 2 teammates did, wouldn't they have advantage? 3v2. If they win, they have 1-3 with heavy, and you're team has 1. Seems bad.

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  • Completely forgot your point about supers. When I was running defender I used the perk that generates orbs when your bubble takes damage. I always pushed them hard, then popped it as soon as they picked it up. They'd fire a couple rockets at my bubble which generated 8 orbs, allowing my teammates to either use their supers and get them again, or get their supers up for future rounds. If I didn't generate orbs, we never used supers on heavy rounds. We'd rather lose the round than waste any supers.

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  • Edited by Tonester: 7/2/2015 3:05:50 PM
    Yea. I'm a good sniper. That is a great strat for when I play my Titan. Still, depending on map, I can imagine the team losing if enemy goes full team to other heavy.

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  • That happened fairly often, a lot of the time my teammates could handle it. But often I'd be 3v1. In those scenarios my teammates would watch my flanks while I hard scoped on the obvious route. Most times I could snipe one or two. Other times I'd get em all with my MG. The reason I prefer MGs is because I can put in shots while I avoid rockets, if you anticipate proximity detonation, you can usually post up in a spot that lets you back off out of their range. Anyway, I'd put shots where I could, then finish in between their rockets. I could also jump to my height limit and kill them on the way down, a lot of people can't aim accordingly to make their rocket come close enough while you're mid-air, but be wary because a lot of other people can.

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