• Heinsight Strategy - KOTH Basics

    This guide is the best option for each class in a good majority of situations. Be it pushing onto a point, holding a point, or falling back; you should have a firm grasp for the basic metagame of king of the hill (KOTH) after reading this. Your mileage may vary on some of the things discussed, but overall it should help. Read just your class to figure out your role, or read everyone's and then get a more team aspect of what everyone else should be doing. Knowing what your team is doing can help you Spy check (mainly when you know someone is in a position they'd never be in otherwise.

    Key points:
    1) If a Medic is hit hard, jump him and sacrifice for it if he's low enough and its just after the call.
    2) Mark out their top players for Scout/Spy/Sniper to focus on. This is very easy and can alleviate some of the tension on Medic (since those are the only 3 classes he should be dying to if he plays smart).

    Class Roles Rollout , Holding Mid, Re-Pushing Mid

    Scout - I'm a force-a-nature!
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    Sniper - Jarate is a delicacy and should always be used.
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    Soldier - If God had wanted you to live, He would not have created me!
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    Demo - Not one of ya's gonna survive this!
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    Medic - That was not medicine.
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    Hwguy - Knee Deep in the Dead
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    Pyro - Hudda hudda huh! Mmmm MMM!
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    Spy - I never really was on your side.
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    Engy - I love that little gun
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    Team Fights

    First Mid fight - With all 9 classes knowing their roles, the mid fight boils down to accidentally over extending, exploiting mistakes, (not) paying attention to the flank, communication, and finally....overall skill. Hwguy/Medic/Demoman/Pyro are usually in their own little Cluster. The Medic needs to make sure he is keeping his Demoman alive, and the Demoman needs to make sure he is not over extending. Same goes for the Hwguy. If you feel that you are winning the fight, by all means push forward, but don't just push forward unless you're putting out a good bit more damage than they are. Scout/Soldier can also stick together on most mid fights. Both need to be watching the flank side and making sure nothing gets behind. Sniper/Spy/Eng will all be off doing their thing and need to understand they are independents and should not be relying on the Medic's heals. You can get a feel for the tide of battle if its shifting in your favor or not. Just remember as Scout to fall back to get heals when appropriate, otherwise you and Soldier should be grabbing up health packs. If you're full health and see one near you, hurt yourself to take it to steal from the other team.

    Holding Mid - As easy as this sounds, the same groups for the first mid fight are generally going to be the same when you're holding. Some deviations can change it up depending on skill levels on your team and comfort levels. Pyro can get away with roaming a lot more while you're holding and doesnt need to be tied down. The biggest part of this time is to make sure you have uber and build up to uber. So the Scout can stop watching the flank area with the Soldier for a minute and use the Boston Basher to build uber. Once that's accomplished, he can go about his merry way. Stay on guard at this time to watch out for Spies and sneaky bombers.

    Re-Pushing Mid - Just like with the individual classes, your push needs to be as precise as possible for everyone doing their role. Target down the big players on their team (Demoman is huge to take down) and knowing when your push is failing and falling back, or pushing forward to crush them as they leave. The main push can come in from one way and then the Scout/Soldier can come in from another and be the Hammer to the main push's Anvil. There are many ways to do this, find the way your team likes best and have a few options if one is failing versus a certain team.


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