A Highlander Draw, once more, For No Raisin!
The first game for For No Raisin! in Wireplay and not a bad result. A draw. We were playing The Fighting Mongooses; some of the player names I recognised from playing on the GTFO Lazytown server and from round and about in the TF2 community. I figured they’d probably be a pretty experienced Highlander team.
The first map was Gravelpit. I’ve never really got to grips with this one. It’s an Attack/Defend map with three capture points, A, B and C; you need to capture A and B before you can capture C. The map is generally played with Defense more-or-less conceding point A and setting up on point B. Graspable. The thing is, when attacking B, and then when moving on to C, I can never work out where everyone is going, there are several points of approach. So all I did this time, was try to find people, sticking up sentry guns where they seemed useful; I play as gunslinger engie on attack, and deciding where it might be helpful to put a teleporter and dispenser. But I felt I was guessing.
Anyhow, they had a good Demo who kept up constant pressure on our Medic and they managed to get some good co-ordinated pushes together. Gravelpit is a map where, if the attacking team gets enough momentum, they can move from one point to another before the defending team gets their defense up. They also made good use of kritz (the Medic heals, building up kritz uber; when he discharges, his ‘patient’ attacks with critical hits). We ended up winning one round, but overall they won.
Our Lakeside game was stronger and The Fighting Mongooses only took one round from us. We’d played Lakeside in the ETF2L Community Challenge and it was familiar. It’s a King of the Hill (KOTH) map with a single control point that the teams battle over. KOTH maps seem to have a heavy reliance on deathmatching; kill everyone and hold the point whilst the timer counts down. This is something FNR! appears to be good at. Our team was strong enough to let me place both dispenser and teleport near to the point and have them last long enough to be useful.
I’m still sometimes in two minds about wrangling mini-sentries. They’re useful focussing fire from a distance and the improved stats from the shield are good, but I find that they can keep me too static. Often it seems to play better by placing one, forgetting it (i.e. in my mind counting it already destroyed) and moving into position to ready place the next one, with shotgun back up.
Anyway, the result was entered, wrongly we suspect because it’s a bit confusing how to do it, but the spirit of it all seemed accurate enough.
We’re not sure when the next match is, they wanted last week with a start time of 6pm, but since most of us work, that’s not possible. It’s hard to tell what the standard will be in this League. ETF2L is the more prominent TF2 6v6 league and seemed to contain a fair few teams who mainly played 6v6 but fancied playing some Highlander for fun. Wireplay is lower profile and generally less popular so may comprise more teams who really like playing HL and so are pretty dedicated at all levels. I noted that in one of the teams, one player had clocked up 121 hours of Tf2 over 2 weeks. That’s a lot of TF2 and there were others approaching that. Not necessarily an indicator of skill, but certainly dedication.
Whatver, we’ll see.