Consisted of the most vocal players in no particular order. Also narrowed down by players who move/position well, and are situationally aware of others on the team. As FF would be on.
1 ) { BD } GReYVee :: Good spotter, momentum carrier, yer stuck with him.
2 ) tCz. SmokenSherriff :: Holds team together, best as a mid-round caller
3 ) Phantom :: Good picker, listens well, rotates well.
4 ) ?|??|? MeBad :: Good shot caller and clicks with others when it comes to well timed decisions
5 ) { BD } Spring :: Versatile, BD clan member, beast with a scout.
6 ) { BD } vic mackey :: Team motivator, secondary caller
7 ) MF! IraVedic0 :: Spotter, Momentum, Team carrier
8 ) Hanselx :: Excellent awareness, AWP specialist
9 ) Rob :: Primary shot caller
10 ) R
??R :: Tricky, experienced with TTP player habits
Many players to choose from, tried my best to briefly balance out player strengths. Nearly added mad mard, but decided we needed someone to be the AWP guy -- we had plenty of strong rushers.
Map: de_inferno
Tie-breaker: de_nuke
Why? Maps heavily favor teams with momentum, no visibility within the first 8-10 seconds. Communication is big on these two maps
2 AWPs max per team
No Bunny hopping
FF on
Time-limit 2:30, 3 second freeze time
Why? These settings would be a detriment the Top 10 players.
Which side we start on would be voted on by the team.
Save Rounds followed up by Gun Rounds would be the likely strategy.
GReYVee, Phantom, Rattler would be the primary cash-savers in a pinch -- we are good at getting into the mix and back out, surviving. As well as the most deadly with nades/flashes/small arms. We'd be your 'fakers' when called and the save round is needed.
Prior to the match I would have this team scrim 5v5 multiple times.
Mixing up the teams, keeping these pairs apart from eachother.
This would be for feedback sessions.
SmokenSherrif | Rob
GReYVee | IraVedic
{ BD } Spring | HanselX
Rattler | Phantom
MeBad | VicMackey
Edit: Changed my mind about freeze time bumped it down from 15 to 3. Added pair ups
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