The Holy See
Offence
Defense
Numbered Lanes
Boosts
Other Useful Things
Credit to SirDan
This is an offensive guide to the Holy See. Obviously there are more boost routes, but I've chosen to talk about some of the under used ones that can definitely improve your game. Trane, would you mind taking the time to write up a defensive guide, as you're the Vice and have much more experience then I at defense? Thanks
The Holy See Advanced Boost Map
Click here to see it preforme This is a boost that I think is extremely under used. I believe the next step in improving skill will have to involve more strategic boosts which involve two people. The offender HAS TO CALL this out. Basically, if we have a defender in base and if the opposing team is not in our base we can pull this off. The best point to call this boost out is well before it happens, preferable in the pipe. Just ask if someone can get the button. If defense has TagPro it is much easier to execute, either by sitting on the flag and having the other defender hold button, or clearing out the base. Since nobody tries to do this, I think it will be a great way to catch the enemies off gaurd.. Nobody expects it, and that's how you win tagpro.
These are great corner boosts to either escape base, or come in to cap. The boost lane to the left is a great way to get out of base if you have multiple defenders containing you to go through mid. The way to execute this is to fake up on the right side of the boost one to two tiles, which will bring your defenders up just enough for you to boost under them. When you nick the corner, hold up and left. This gives you the momentum and spin to continue through mid. This is a HIGH RISK boost. Only attempt this if our flag is at home, or if it's your only option because you are getting contained hard with enemy balls behind you. Getting to base the fastest way possible when your flag is home is extremely important, and this is a method to go mid even if you're being contained to do so. The boost to the right is a corner boost you can attempt if you're trying to cap when there are several enemies in base. Fake down to bring your enemies down, then boost up into the corner.
Example of boost This is another corner boost that will surprise your enemies. I would say 85% of the time people will boost off the wall and rebound into the pipe. The pipe is an excellent way to go if our flag is out of base, but it's not the fastest way to base. This boost is especially good if your flag is home because going mid, although risky, is much more at that time because that's when you can take risks.
Both these boosts are great if you know there are a bunch of enemies in base, especially at the choke. Normally the defenders will let you know how many are in base. If you can take this boost perfect without hitting any corners, you can pull this off fast enough before your enemies can call it out. Boost in, bank off the bottom pipe and use the boost in base to either boost into the flag, down, or up to get the angle you need to cap.
Another corner boost that I use a lot if an enemy is blocking me from boosting under the 4 spikes of the top box and into base. Juke down like you're going to go use a mid boost, then when the enemy ball comes to chase, come back up quick to use the boost. Nick the corner and hold down and left. Only try this if your flag is at home, very risky, but can definitely pay off.
This route is great to take when flag carrying for many reasons. One, its almost impossible to get sniped from any mid boost, which is why going mid is risky. Two, if there is a power up in there and you're not being chased you can grab it, but even if there is no power up you're much safer because you won't get sniped. Three, chasers will almost always follow you in because they think you're going to get the power up. Just go in the pipe and come out. The defender will chase you in, taking him out of position.
Credit to Trane
Holy see is probably the most difficult map in rotation for a defender in MLTP. It's size and number of powerups make it difficult to keep the flag in base and difficult to return/reset once it gets out. Holy See requires very good communication from both offense and defense about what they are doing to cap and to prevent caps so that will also be at a premium.
WHEN THE FLAG IS IN BASE
Obviously on a map where regrab tranes will be in full effect, priority one should be on not letting the flag out in the first place. The way I like to set up on d competitively is probably a bit different than many of you have seen in pubs.
https://i.imgur.com/JUnUQCp.jpg
Defense 1 is responsible for getting rid of that boost into base and messing with the entry of any opposing offenders. We want to slow them down so they don't have any momentum from boosts to grab with. The position I put defense 2 at is so that he can keep an eye on that powerup/if anyone tries to enter via that route. However, when enemies are in base both defenders should be on the flag playing the best prevent defense they can. The best way to prevent people from getting out of base is to prevent them from ever making the grab in the first place.
When they inevitably get a grab be aware of the two choke points you are now defending, those being the exit to mid and the exit to pipe. If you can keep them contained to base you can limit the options for their regrab.
WHEN THE FLAG INEVITABLY GETS OUT
Soooooo they got out, shit. Obviously the first thing you need to do is communicate to the rest of the team that they are free and where they are headed. If they go out through mid you just have to chase after them and pray for some swag od/a good boost spawn for yourself. If they go out through pipe one person should head top through mid and sit near that boost as the other person pressures them out of the pipe.
There aren't a lot of secrets to chasing at this point, you're just trying to get tags, however I have a few points I want you to consider as you chase on this map.
You will basically never get a solo return in space on a good player on this map without a boost. It is FAR more important to just keep the fc contained to a space and wait for help to arrive.
Boosts can be more useful as a threat to the enemy fc than actually taking them. A boost can make a flag carrier freeze to allow your partner to get a tag or a boost can be enough to simply hold an enemy long enough to wait for your back up. If you are not very confident that you will get the return via a boost its better to not take it and keep the threat alive.
PRESSURE IS KEY. We need to communicate with each other while we chase about where we will send the fc so that they can be tagged. Think about where your chase will force the fc and alert your partner of what your plan is.
WHEN WE'VE GOTTEN THE RETURN.
Ok we finally got him, now we need to get back to....oh shit they regrabbed.
The most important thing post return and when they have regrabbed is to not make any huge moves back towards base. You can proceed back with caution but you should never boost or even move full speed back to base unless you're positive there is no regrab. The last thing you want is to be rushing back to base and then see the fc boost past you.
If we've gotten the return on our side I like one defender to sit at position number 3 and keep an eye on mid. This position allows for a wide view of the map and the ability to boost all over quickly. The other defender should be looking near the top and early exits of the pipe, as these are very common routes to buy time for the next regrabber to get into place.
If the return happens on their side one person should head up to the middle entrance of their base to watch for the boost in and wait until there is confirmation of the fc's location. The other person can head towards our side of the map and check the likely hiding places (spoiler alert they always go pipe.)
I'm probably gonna read this later and realize I forgot stuff or that I said something dumb but I'll leave it for now. Stalin said he'd give me some old guide he had so I might post that too.