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While it is an older meta and has fallen out of use at higher levels, the '''tiles''' hold can be incredibly tough to break if an offense isn't ready for it. Typically a soldier will be holding spiral, a heavy will be holding stairs, and a demo will rotate in between the two, with the rest of the combo holding more passively in tiles. Keep in mind that is generally not advised for your team to hold here if are late to back out of the third point or you lose players, especially because of how difficult it is for spawning players to get back with their team. | While it is an older meta and has fallen out of use at higher levels, the '''tiles''' hold can be incredibly tough to break if an offense isn't ready for it. Typically a soldier will be holding spiral, a heavy will be holding stairs, and a demo will rotate in between the two, with the rest of the combo holding more passively in tiles. Keep in mind that is generally not advised for your team to hold here if are late to back out of the third point or you lose players, especially because of how difficult it is for spawning players to get back with their team. | ||
− | The more standardized "pub hold" is notoriously difficult to push against, making it the more reliable option for most teams. Your combo controls the high ground via '''pub spot''', assisted with a leveled sentry and sniper on ''' | + | The more standardized "pub hold" is notoriously difficult to push against, making it the more reliable option for most teams. Your combo controls the high ground via '''pub spot''', assisted with a leveled sentry and sniper on '''pub spot'''. Your engineer can also place a dispenser on the stairs near toxic, which can prevent the spy from getting up entirely if placed correctly. In the mean time, your flank players can help control the low ground and even push through lower to get kills in tiles. If the cart is close, it is also viable to have a heavy sit in secret and peek when they see the payload being pushed. |
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