Class Roles

Originally posted by JesseBurns: The heavy is not a tank class here. He should not receive the majority of heals and simply should act as a defensive denial class. Reject their flank and pushes and stay around Rock.

Originally posted by Sigafoo: The primary role of an engineer on this map is to help his team even out the spawn times, have forward mini's up almost always, help with the flank and resupply the team.



Teleporters in koth maps are pretty important. When you control the point in viaduct your spawn is about double as long as the enemy team. If you have a teleport up, you're actually helping your teams spawn disadvantage decrease. Because the time spent walking is now removed. E.g. Spawn time + no walking ~ shorter spawn + walking.



Have a mini sentry up at all times. Preferably near/covering by the point. This will punish classes who try to cross the point to get aggressive, get free time or just trying to peak it.



Help with your flank. By yourself on the flank is pretty tough. Play smart, play with your flank. Be aggressive when your team pushes. Understand that keeping yourself alive and keeping forward mini's is more valuable than just suicide constantly or playing needlessly aggressive.



Dispensers are useful, but of your buildings they are the least important. There is large heals on each side of the map and ammo on the left and right of point. Generally speaking the worst spot (IMO) to put a dispenser is directly behind the point. It generally goes down with every push by the other team. It promotes your team to huddle around making you /very/ weak against krits and weak against most spam. I prefer a more passive dispenser that will consistent stay alive and heal your flank on building next to stairs.



The key to viaduct is to understand your life is valuable, try to keep minis and tele up. Listen to comms and be aggressive with your team during pushes.

Scout normally doesn't jump in and flank as hard as they usually do since Viaduct is a fairly confined map. However, this does not mean Scout can't make good plays. Work off the damage your teammates put out and constantly keep pressure on the enemy team.Bombing behind rock or onto the enemy Cliff is typical. Soldier can make great plays, high damage output, and good frags. However, don't roam excessively, as the rest of the team may need you for a push.In addition to keeping the Spy down, you also play a huge part in countering the enemy team's Uber. Your main focus is airblasting Krit projectiles if possible and keeping the Medic away from whoever is being pocketed. The objective is to deny and delay their Uber.Demo is the carry to all KOTH maps. Without a Demo, your team will collaspe extremely quickly. Kritz are devastating and you should be sure to get at least five kills with your Krit Stickies, not including the Medic.Heavy is crucial to pushes. As a huge class that puts out damage, Heavy also denies flank classes (particularly bombing Soldiers). Play clean up with the rest of your team.Engi plays a large role in area denial, whether it be from bombing Soldiers or flanking Scouts. Teleporters aren't as crucial as they normall are, so don't worry about them. Prioritize Dispensers and Minis. Minis should constantly be up, with a max of five seconds between "Sentry down!" and "Sentry going up!"In addition to keeping the enemy Sniper down, focus the Medic (obviously) and Demo the most. Call headshots and enemy sniper if you have eyes on him.Spread the love, Kritz your Demo, stay alive. You can work as a lone pair with your Demo, but the rest of the team can't play efficiently if you're down.Work off of your team providing a distraction, such as during Ubers and pushes. Disguising at the proper place with the proper disguise is also an important part. Disguise as Sniper on the Cliff or China, Scout when sneaking in Concrete, and Engi in House and behind the rock.