STEAM GROUP
Wedding Planners SHPEEGLIN.
STEAM GROUP
Wedding Planners SHPEEGLIN.
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Founded
4 December, 2014
Language
English
Location
Belgium 
ABOUT Wedding Planners

Like the budsquad but better

Team info:
We are currently div 6 or open, whatever you wanna call it.
I'm looking to have 2 scrims a week starting next week or so but we still have to discuss that

Team rules:
- If you can't play a scrim please notify everyone as soon as you can, 1 hour in advance at least because we have to find a merc for you. If you can, try to arrange a merc for yourself.
- Mercs, subs, players all have to have a working mic, the quality is not important as long as you have push to talk if you have background noise or static or anything like that.
- Don't clutter up comms, they are crucial to the way the game goes, all calls have to be heard
- Don't try to make jokes and be funny during map talks or demo reviews
- Scrims and full team lobbies have to be played absolutely seriously, if you don't play seriously it's not good practise.
- Don't say it's just a scrim, take it as an official because if you don't practise seriously in scrims, when do you?

Important stuff:
-Flanks consist of:
2 Scouts
Roamer
Flanks have to be in the left and right outskirts of the map to make sure no one flanks the combo
Scouts have to be spamming ♥♥♥♥♥♥ 3 damage scattergun shots to deny crit heals (if you don't know what those are don't hesitate to ask)


-Combo consists of:
Pocket
Demo
Medic
Combo holds chokes and main areas, demo and pocket have to be spamming almost al the time to deny crit heals


Very important in-game calls
These are calls EVERYONE has to make whilst playing a match or a scrim:
- when any player on the enemy team takes 90 or more damage
important for flanks to know when to go for a pick
- when the demo or medic take any damage higher then 30
important for scouts and roamer: to know when to go for a pick
important for everyone: to know where to spam
- where the combo is
important for roamer to know where to jump or spam
- When someone's jumping or flanking
important for medic to be able to dodge and not get forced
- When, What, AND WHERE the enemy team pops
important for combo to counter pop or deny entrance
important for flank to know when to stay out
- When an uber fades or a kritz is over
important for roamer and scouts to know when to clean up in the post-uber/kritz


Thanks for reading this,
I just tried putting the basic info in here
if you want me to change or add anything about the rules or calls or anything like that let me know
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Founded
4 December, 2014
Language
English
Location
Belgium 
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