BLU - The cart acts as a medic, giving me an advantage as we push up.
BLU - I can get a lot of kills by locking down chokepoints as we move. Plus the cart will heal me when medics refuse.
Random - Both teams can use my services. If one team starts doing poorly, I may swap to them.
RED - The bottlenecks almost always give me tons of points, and RED always wins the first round with me on their team.
RED - I hate attacking through the tight bottlenecks of push maps. At least this way I don't need to worry about sentries.
Random - I don't really care as long as I top the scoreboard. If my team starts losing, I'll team-switch.
The front, waiting for the medic to uber me.
The front, spamming BLU spawn.
Off to the side, waiting for my chance after the first big rush.
Just behind the front, ready to swoop in for some kills after the ubers wear off and everybody else is hurt.
Just behind the front laying down suppressive fire, ready to fall back should my allies get swamped.
Near the point, watching my allies' backs for flankers.
The Soldier. He can handle pretty much anything thrown at us, so, long as we only have one or two sentries to kill...
The Heavy. Once the enemy uber wears off he will be in the ideal position to get a lot of kills.
The Pyro. His attack will distribute a lot of damage across a lot of enemies and will eliminate any sentries we can reach.
The Demoman. He has the most damage potential of any class and can take out up to three sentries at once.
I save it, waiting for my opponent waste their uber first and then go. If I need too, I'll bump my uber between two people.
I prefer the Kritz, nice try though.
Fall back, spamming a choke-point with my attacks as I go. I signal to my team to do the same over voice.
Fall back as quickly as possible, trying to keep my opponents in my sight.
I Fall back as quickly as possible, trying to keep out of sight to minimize my chance of getting killed.
I move to cover and wait until they try and pass me. Then... hehe.
I try and flank them, picking off stragglers and avoiding encounters with more than two enemies at a time.
I Strike, taking out two or three enemies while they chase my teammates. Suddenly things seem more even don't they?
I begin bunny-hopping and quickly spin around. If I see a potential spy I'll stop and shoot.
I quickly assess my nearby teammates and use rational thinking to identify the spy. It's elementary really...
I chuckle to myself as I clean off my melee weapon.
I spin around immediately and fire at anything there. Even while under fire.
I continue what I've been doing. Hitting everything that comes near me or an ally with a melee weapon.
I return the favor to him. Next time he won't hit the medic first.
If the enemy sniper is alone, I charge him. He'll never hit me in time to get off a second shot.
I retreat, spamming around a corner. I shouldn't have been that far up to begin with.
I retreat, spamming behind me so that I can meet him halfway from spawn. We were a great team, after all.
I move until I see our sniper take him out. This area isn't safe to be fighting in.
I WARNED him that would happen but did he listen? No!
I'm hugging the cart. Nothing will move me from this cart!
I'm a short distance away from the cart, trying desperately to clear it.
I'm charging the cart, trying to keep the enemy away from it at all costs.
I'm spamming the cart, trying to keep the enemy from wanting to go near it!
I'm a short distance away from the cart, just waiting for a split second distraction to pull off an epic win!
I'm a short distance away from the cart, trying to secure the area.
I'm next to the cart, doing everything in my power to stay alive.
I'm next to the cart, spamming everything to keep it clear.
I'm next to the cart, swinging wildly with a melee weapon and hoping for a few crits.
Race towards them all, trying to kill as many opponents as I can.
Checking every nook and cranny for enemies who are trying to escape from their humiliating defeat.
Taunt, It's more humiliating for them.
I cheer over the mic and crack open a drink. We did well.
I fire wildly into the air. The free critical attacks look awesome!
I suicide, preferably in the pit the cart made while performing a moving taunt. The other team never stood a chance anyway.
Stay. I'll bring up their average kills enough to even things out. Besides, I wanted to frag some of those jerks anyway.
Stay. Most of these guys are probably decent, they just need someone to help solidify their teamwork.
Stay, for now. If things get really rough I may swap, but I'm not a whiny baby.
Leave, these guys won't cover my flank when I need it.
Leave, my talents are wasted on this team.
I'll leave if I can, but if the other team has more players I'll stick it out and get a lot of kills in the process.
On the boxes, shooting down at the guys on the point.
On the point, holding it with everything I have.
Behind the boxes, trying to get around the enemy lines.
Away from the front, preparing in case we lose it.
Behind the point, trying not to get killed.
On the battlements, trying to eliminate the most dangerous enemies to my team. Starting with their medics.
Move forward and find a good place to flank the enemy when they respawn. The rest of your team probably needs to heal, and you are an EXCELLENT distraction.
Call over the mic to advance as a group while keeping your eyes open for flankers. Going off on your own could be dangerous, since the next yard is full of nasty choke points, little cover, and plenty of nooks for enemies to hide behind if you are not careful.
Make absolutely sure the point is secure and everyone is ready before advancing. There's no point in going half-cocked into a fight!
Move up carefully. Watching your own back and checking for spies every once in a while.
Watch everyone's health and advise the best course of action as a team. After all, the other team isn't DEAD yet, nor have we capped the point.
Quickly secure the area and watch the flanks. You never know when a troublesome scout will try and take out the medic.
Run for the nearest med-kit, praying that you make it in time. You know that the medics are too busy right now, and if you don't get away, you'll end up a casualty.
Shoot the Pyros, quickly. If you take care of the threat, the medics are much more likely to survive this. Getting away isn't a realistic option now.
You do your best not to panic, looking for the nearest way to put out the fire before escaping: water, compression blasts, Jarate, anything. Your chance of survival is low but possible. Just keep your head clear; it's not like this doesn't happen all the time.
You try to knock away the Pyros, calling for one of the medics to heal you. The fire makes it difficult, but not impossible.
You quickly prioritize who to save and who is dead, putting out fires as soon as possible while calling for a medic to heal you. Those who you are unable to help, or are unwilling to be put out can rot.
You throw your piss at the Pyros, glad for the new unlock. (Sorry, I couldn't resist!)
The Sniper in the back. He's the one you can get away from easiest after stabbing. Time for revenge.
The Lone Pyro. You won't get another chance to stab him and he's the most dangerous.
The Medic, and then his partner. He almost has an uber and those are too powerful to allow the other team to have.
The Demoman, his stickies are preventing your team from flanking the enemy.
The Engineer, and then you sap his buildings. They are keeping your entire team at bay.
None of them. You went spy to sap buldings for your team to push. Attacking would just cause them to all attack you.
In the catwalks and rafters, spamming the point.
On the point, spamming the ground.
On the point/stairs, shooting at anything that comes through the doors.
On the balcony, shooting at anything that comes through the upper doors.
Near the door with a melee weapon out, trying to catch your opponent off-guard when they come in.
Near the sentries, spy-checking EVERYTHING.
On the balcony, trying to get behind the enemy push.
Near the sentries, keeping your eyes open for any threats to them.
Near the other combat classes, keeping everyone together and organizing the defense.