Bridge- Basic guide about what to do

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Bridge- Basic guide about what to do

Post by RickyNeuman on 2016-04-27, 22:50

Since Bridge is the map you need the best teamplay I thought I'll start with bridge.


Attacking:
Squad: 1 engi (Proxy or Fletcher), 2 medics (Phoenix, Sawbonez or Aura...kind of depends how you play it), 2 Heavy (Fragger, Stoker, Nader)

1st Objective / Repait the EV (Engi, Phoenix, Aura, Fragger, Stoker)

You go as a group. Try to split up as less as possible.

There are 2 ways you can do it. First you push through both sides of the little hallway and the ramp. In most cases the enemies will have 3 mercs you have to kill in this area. Heavys and medics go together, the engi goes last. You clear the "dark" side so your engi can repair. The enemie will have 2 remaining mercs and yout teammates who survived the push will block them so the engi can repair the EV from the "dark" side. If you have a Aura in the squad she can place her healing station at the "dark" side.

The 2nd way is you push through office and you attack the enemie on the green side. This is kind of risky because the opponent on the dark side can shoot you will you run to the green side. But if you have made it the engi will repair the EV from the green side and your teammates will block/fight the enemies ata the dark side.

If it is working well you'll probably need 2-3 pushes against a real good team. Always wait for your team to respawn, so you can go in with 5.

2nd Objective Barricade Room /final EV (Aura, Phoenix, Stoker, Nader, Engi)

Once the EV is repaired, or when the engi is repairing and enemies are down, ALL teammembers, besides the engi, will push immediately for the barricade room. The engi is the only one who will stay close to the EV and move it to the barricade. In an ideal game you'll be able to hold the barricade room, so that they can't set up the barricade. If they build up the barricade it's the job of the Nader and Stoker to bomb/burn the shit out of the barricade generator. It will be destroyed within 1minute with the nades and the molotov. Once the barricade is down All teammembers,besides the engi you moves the EV will push to the area around the final EV stop. You want to have the fight in the stairway or the enemies traped at the bus stop. If possible Nader or Stocker can even block the stairway and attack the enemie spawn from the stairs. So the enemies has to go to the busstop area. Once it is clear the EV will make it to the final stop a medic and a heavy should go on the way for the last objective.
In general it is important to get the fight as far away from the EV as possible.

3rd Objective (Objective room/ delivery) Phoenix, Sawbonez, 2x Fragger, Nader)

The medic and the heavy should be at the gates of the last objective  as soon as the EV reaches the last stop. If the enemy is weakend they are probably able to get the first objective out befor they can set up their defense. If that fails it is best to go attack the last room from two sides. 2 heavys and one medic main entrance. They can destroy the enemies healing station from there and push in. The remaining medic and heavy can go from which side they feel works the best, but the should do it at the same time as the other group (Talk in chat). If one of the 2 teams make it it it should be easy to kill the guys who are focused on the other team. Then get the case and go for the delivery. Normaly the enemy team won't be able to be at the delivery point before you deliver. But to be sure try to block the garage. Fight or meatshiedl if you have to. If you see that the enemy team can't make it to the delivery point in time try two teammates should stay in the case room, so you they can pick up the last objective as soon as the first one is deliverd. It is important to have an eye on spawn times here.

Defense:
Squad: 2 medics (Aura, Sawbonez),2/3 heavys (Fragger, Stoker, Nader, Arty/Skyhammer), 0/1 engi
1st Objective (Aura, Sawbonez, Nader, Fragger, Stoker)
A good defense at the first Objective is very hard to break. One basic setting to defend is: The aura will place her healing station on the dark EV side. The offensive varriation is in the corner between the two doors. Another option for the healing station closer to the EV on the dark side. If it gets destroyed to easily you can put it on the green side. Next to the Aura and healing station should be a heavy. Another heavy should be in the green hallway, The Sawbonez and last heavy should be on the street/behind the car. It is hard to say with heavy should be played on the different spots. Stoker has the advantage that he can close one way with his fire. Fragger can hit hard with his Nades, Nader can spam nades on an entrance....
Once you survived their first spawn wave you can push, but don't die. If you know about the spawing time you'll know when the reach a certain point/Corner and you can throw your molotov or nade. You'll probably be ablt to kill one of them. Once you've thrown it fall back into the normal defense formation. Good spawn killing is hard, but it is very effective once you've mastered it.

2nd Objective Barricade room /EV (Aura, Sawbonez/Phoenix, Fletcher/Proxy, Arty, Fragger/Stoker)
If you see that they are close to repait the EV on of the heavyies has to switch to Engi. He has to be in the Barricade room as soon as the EV is repaired. All other teammates have to block the hallway/street, so that he can set up the barricade. It's important to get enough time for the engi. Once the barricade is up the team has to get control of the street and the place before the barricade room. A Arty/Skyhammer can destroy the EV now. The enemy shouldn't be able to get their explosives into the barricade room. 3 infront of the barricade room (Gen), 2 on the Disco window/wood side are good.
If the barricade is down, one Skyhammer and one Arty can stop it. The team should try to hold the bridge and the catwalk. If you see that you have no chance to stop the EV anymore, go to the 3rd objective room. Set up your defense before the can get into it.

3rd objective Case room- Aura, Stoker, Phoenix/Sawbonez, 2/1xFraggger/,1/0xNader

A healing and a Ammo station is a must have. The Stoker can block one entrance with his Molotov. Talk with each other so you'll always know which side needs support. Everyone stays in the room and the hallways around it. Only go out if you can make an easy kill. If they get the objective and you can't stop the, then go/stay in the room instead of rushing to the delivery point



The mercs can change by whatever the player is the best with. But the classes shouldn't. That a Aura healing station is important in some situations should be clear. But if som eone uses Phoenix or Sawbonez shouldn't be a big deal. Stoker and Nader are a must have for the Generator. But if it is 2 Stokers or 1 Nader and one Stoker doesn't really matter right now. Same for the first Objective. An awesome Fragger is better then if some one is forced to play his medicore Stoker instead.



Much stuff to read. Other maps are a bit easier, but this topic covers the stuff you have to know about bridge. Details can be changed and different strategies can be developed if we foster our teamplay.

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Re: Bridge- Basic guide about what to do

Post by Kine² on 2016-04-28, 06:20

Is this up for debate or not ?
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Re: Bridge- Basic guide about what to do

Post by RickyNeuman on 2016-04-28, 07:10

Sure

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Re: Bridge- Basic guide about what to do

Post by Kine² on 2016-04-28, 09:50

1. Attacker > Repair EV
you'd want to spread out here.

- Bridge or office window (judgement call by player in reaction to callouts)
- Wall beside office, going inside office ground floor to shoot across when necessary
- collapsed Gate and the space in front of it
- 2 man Roamers working out a way to reach EV

You want the 3 guys to secure our entrances with overlapping cover from match start until EV repaired. They are not allowed to die so manage your risks accordingly. Point of contact at match start is the street with defenders having a few seconds headstart crossing it. It is unlikely our 3 shooters would be able to lock them down in the beginning but that is the goal to achieve as defenders gradually die. This overlapping fire arcs serves 2 things. First, secure our spawn. Second, locking defenders out and away from EV each time they die. Callout at this phase is primarily a headcount on how many defenders managed to cross the street at any time. Perfect job by our 3 guys is a situation when defenders are all stuck behind the van, around the corner and in the alley.

The 2 roamer's goal is to kill first and fast so defenders are constantly respawning. When our 3 man cover team spots a team wipe, call it so the engi in the 2 man roaming team can repair EV. Depending on respawn timer it is possible to complete repairs in just one team wipe.

Bum rushing it as a mob only works when skill disparity between teams is significant. If you bunch up and get wiped as Attacker, good defenders will spawn lock you so it isn't advisable to actually plan a 'Stick together gais' tactic here.


2. Attacker > Generator phase:

Your assessment here is accurate.

I will only emphasize the need for high ground advantage and defending from the front. Overlapping cover in this phase is indeed the bus stop. 2 at top floor escalator, 2 at generator overpass, Engi responsible for EV defends at street level escalator and shooting thru archway when necessary. As we die holding those forward positions, the 2 pairs basically moves forward along their assigned paths. Alley --> Generator overpass. Wood --> Escalator. Engineer is our playmaker here securing spawn, buying time to retake lost high ground if a particular pair gets wrecked.

EV Stop phase is an extension on our Barricade phase.

2 generator overpass team moves forward along top stairs, 2 escalator team secures the empty room below where they were, locking the street level stairs, and engineer solo push the EV.


Delivery phase is tricky. And it's genuinely down to whoever is calling the plays to read the game. There are 3 paths from spawn to drugs to cap point. A 5 man team can realistically split into 2 which is the best approach anyways and we need 1 floater at the back making sure no enemy go sneaky sneaky on us at cap point. If we get wiped at this phase, it'd be hell to respawn and fight back.

Haven't watched competitive videos on this section but if I were to imagine it like CS:GO ... attackers should give defenders time to set up their defenses (after the initial cap quickly before EV is done rush).

We then do our split and try to pick off without committing to see how they defend. Communicate back what we see and commander makes the call. Give out orders quickly, which paths, who we focus, who does what etc and execute.

By default, our plan is to ALWAYS steal the drugs to bring back to spawn. Secure it, then work for kills so we can cap. Capping under fire is pub match.
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Re: Bridge- Basic guide about what to do

Post by RickyNeuman on 2016-04-28, 11:45

Kine² wrote:1. Attacker > Repair EV
you'd want to spread out here.

To spread out too much is dangerous in my opinion. The defender have all their spots covered by a teammate. If the hallway entrance is blocked you can go through the middle/street. I agree that you can play with one person on bridge or office.
Ikr that there are different ways to do the first objective and for me my way works the best. But I would love to test your method, because it gives us another option to react on different ways of deffending.

Kine² wrote:
By default, our plan is to ALWAYS steal the drugs to bring back to spawn. Secure it, then work for kills so we can cap. Capping under fire is pub match.
I have to disagree with that. To bring the case back to our spawn is just an emergency move. Normaly if you get the case, you'll have a full wipe or almost a full wipe of the defending team. The timing doesn't allow them to get to the delivery point before the delivery. You only go to the base to secure the objective if parts of their team have respawned, but they haven't reached the objective room yet. If they are waiting for their spawn and you have the objective you go for the delivery. You won't deliver under fire (something you sould never do).

If you bring back the drugs to your spawn you'll have to face a fight around the delivery point and you have to defend your position. That costs time, and if you can avoid it you should do it.

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Re: Bridge- Basic guide about what to do

Post by Kine² on 2016-04-28, 13:32

I was assuming better skilled or coordinated opposition. Hence I steered clear of the shoulder barge my way to objectives approach.

In even matches, you'll often be hunkering down behind cover or zoning areas for a while to kill stuff.

I mean if we didn't have to and we're still killing fools on the go in a particular match, then fuck strategy lol. Just get in there, get it done son.
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Re: Bridge- Basic guide about what to do

Post by RickyNeuman on 2016-04-28, 21:16

Here is game I did with Raxc on Bridge maybe one hour after our Creed 5v5 game. We had one realy good cobalt player in our team. I recorded the game just to get some impressions of Bridge in a ranked game.




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Re: Bridge- Basic guide about what to do

Post by azh on 2016-04-29, 00:50

The cobalt player on your team was lightningzor

https://www.twitch.tv/lightningzor/v/63349101

He's really good lol. I think he was part of a team that went into the finals of Frag Fest (a db tourney).

He got a fucking godlike in your game
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Re: Bridge- Basic guide about what to do

Post by Ra¢X3r on 2016-04-29, 13:43

Yep,he´s a streamer from the netherlands, I already knew that.
Nevertheless, he´s such a good player. He just wrecked ppl we usually completely fail against

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