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====Notes & Strategies==== | ====Notes & Strategies==== | ||
| − | * When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup | + | * When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to fall back to Lobby and regroup. While this does take longer, it's best not to risk losing your combo. |
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. | * Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. | ||
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. | * When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. | ||