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6. I thought our damage calling was pretty great tonight.
7. Know when to fall back and wait for allies.
8. Predict what will happen in future: Will enemies be spawning soon, can i take them out by myself if i get the chance, is there a way i could get flanked, will a teammate need my help).
9. Taking crates as solly really does help.
10. Good night, i enjoyed scrimming.
=========================
1. Dont over extend.
2. Know where enemies are
3. Work on Uber exchanges.
3-a. Dont just say here you go and uber a scout at a random time.
4. Talked to Gobiner some more tonight, Watched some demos.
4-a. Having a demo on crates spamming mainly Soldiers is Huge and detrimental to winning mid.
4-b. IF jumped by both soldiers, Gob says the team just lets there med die most of the time and they just kill the soldiers jumping. He says even with a med and if our team still has five up, they wont win with out any soldiers. Just a though we can try if that case ever shows up.
5. Ammo management (Mainly a tip for overkill) Dont shoot all rockets at once, always leave a backup rocket loaded and ready to fire. This way: 1. If you are blindsided while spamming your first three, you wont be caught with just your shotty 2. Rely on Shotgun more, there is no need to over kill a scoot that has already taken a direct shot to the face with your
1. Dont over extend.
2. When we uber we need to be together and closer, also need to focus fire especially when they have uber/ very close. Even when they do we need to make sure that med cant get uber or at least pick an important player.
2-a. so in general just focus fire when ubered.
2-b. Dont even have to be ubered. Still focus important classes.
3. Getting picks then ubering in works. Often.
4. Distractions can work towards a major advantage.
5. Lets try (Demo, Pocket, Medic) stay around each other. And (Scoot, Scoot, Roam) stick together when pooshing/ defending.
6. Come to pwny for heals.
7. Play it safe more often than not. Do Not want unecessary deaths.
8. Scoots protect demo in rollouts/ pick over extended enemies early.
9. Pocket needs to suck less and work on DM.
10. Flanks need to be noticed when ungaurded or open for flanking combo and called out.
11. Calls are good.
12. Try to make them pop first.
/End