Difference between revisions of "Community Foundry strategy"

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m (Auto: EnforceCapitalization(Snipers), infoboxIndentFilter (Review RC#2049486))
(Class-specific strategy)
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*Use the [[Sandman]] whenever you do get behind enemies to make them more vulnerable. Use this on a Medic to stop healing to other players.
 
*Use the [[Sandman]] whenever you do get behind enemies to make them more vulnerable. Use this on a Medic to stop healing to other players.
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 +
*The [[Bonk! Atomic Punch]] is effective at catching the attention of [[Sentry Gun]]s. If you can make use of the six seconds of invulnerability your team can push forward with an Ubercharge to take out the Sentry without dealing with knockback.
  
 
==={{Class link|Soldier}}===
 
==={{Class link|Soldier}}===
*Soldiers, should always focus on attacking the opposing team and capturing the Control points needed to proceed. Soldiers should focus on killing enemy Heavies, Demomen, Pyros, and Soldiers.
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*Soldiers should almost always attack. Their offensive potential exceeds their defensive potential.
  
*Having the [[Buff Banner]] is also a good idea to give your team [[Mini-crits]] againts the opposing team, making all your bullets and projectiles more damaging and effective against enemies.
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*The [[Buff Banner]], [[Battalion's Backup]] and the [[Concheror]] are all greatly useful during a push, especially when you have an [[Ubercharge]] ready. The Battalion's Backup in particular is excellent for pushes, as it greatly reduces Sentry Gun damage, a common sight on defensive locations.
  
 
==={{Class link|Pyro}}===
 
==={{Class link|Pyro}}===
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*You can [[airblast]] enemies into the Cauldron on the first and final control points to defend that point.
 
*You can [[airblast]] enemies into the Cauldron on the first and final control points to defend that point.
  
*On the third control point, Pyros should be aware of it being more open to Sniper's and Soldier's. This would be a good spot for Pyro's to airblast enemy projectiles such as Rockets, Grenades, and Arrows back.
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*The third control point is wide open, and often attracts the likes of Soldiers and Demomen who have a clear shot. This is a dangerous environment for you, but you can counter their attacks with your compression blast.
  
 
==={{Class link|Demoman}}===
 
==={{Class link|Demoman}}===
*When defending as a Demoman, you should set up sticky traps either around the point or paths leading to the point. This will allow you to be able to kill a large amount of the opposing team's players.
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*Try not to make your Stickybomb traps obvious; a smart team will just shoot them or airblast them away. Hide them behind objects and walls.
  
*When attacking as a Demoman, you should take out enemy Engineer bases that are in the process of being built or are built already. This will lower the stress on your own team since the opposing team will then not be able to hoard at one point.
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*If there are numerous sentries on an enemy team's point, join the fight. Your weapons are excellent at annihilating enemy defenses as they deal high damage. The [[Stickybomb Launcher]] in particular is a good choice for destroying Engineer nests.
  
*When playing as a Demoknight, you should aim for powerful classes such as enemy Soldiers, Heavies, Pyros, and Demomen. This will weaken the opposing team's offense. Never charge towards a Pyro since they can use their airblast to deactivate that charge.
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*Play carefully as a Demoknight. Build up your [[Eyelander]]'s strength on isolated light classes before you start attacking beefier classes.
  
 
==={{Class link|Heavy}}===
 
==={{Class link|Heavy}}===
*When playing as a defensive Heavy, you should always stand by a friendly Engineer's Dispenser near a Control point to gain ammo and health fast rather than going out to search for a health or ammo pack.
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*The [[Huo-Long Heater]] is an excellent defensive weapon. When working in close proximity with an Engineer, your fires will repel spies and your gun will deal as much damage as a sentry.  
  
*When attacking as a Heavy, you should try to take out enemy Engineer bases that are defending points, as well as taking out ones that are attacking. This will improve your teams advantage to capture the next Control point.
+
*Your high health makes you the masterstroke of a good push. While you deal less damage to Sentries you excel at clearing away organic targets. Let a friendly Demoman or Soldier deal with the Sentries while you clear out anyone standing, ideally with the assistance of a Medic.
 
 
*The best weapon to use for this map is the [[Huo-Long Heater]] to Spy check. Spies have multiple paths to take to get behind you, Heavies are primary targets for them. Use this weapon so you can check for them and make it harder for you to be [[Backstab]]ed
 
  
 
==={{Class link|Engineer}}===
 
==={{Class link|Engineer}}===
 
*There are plenty of good spots to build a Engineer base on Foundry. A Engineer should pick one, and stay there until the rest of your team captures the next Control point. After they have captured it, you may move up and defend the point that they just captured.
 
*There are plenty of good spots to build a Engineer base on Foundry. A Engineer should pick one, and stay there until the rest of your team captures the next Control point. After they have captured it, you may move up and defend the point that they just captured.
  
*When attacking, building a teleporter is a good idea so your team can hoard the point that is needed to be captured. When building the teleporter, you want to start building a Sentry and a Dispenser so that your Engineer base will be more difficult to be destroyed.
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*When playing offensively, always prioritize getting a Level 3 [[Teleporter]] up and running. Keep Sentries on watch by any exits the enemy team could come through to regain Control Points. Remember to keep your [[Dispenser]] up all the time, as well as close to an enemy's Control Point, to keep your allies healthy.
  
*Make sure one of your teammates is a Pyro so they can protect your Buildings from Spies. For a melee weapon they should use the [[Homewrecker]] to destroy any [[Sapper]]s that may be attached to your Buildings.
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*Don't build on your team's last point if nobody's there. It helps nobody and you'll look very silly.
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 +
*If needed, you can ask one of your teammates to switch to a Pyro for protection against explosives and Spies.
  
 
==={{Class link|Medic}}===
 
==={{Class link|Medic}}===
*Medics in Foundry should always use the default [[Medi Gun]] or the [[Quick-Fix]]. Your team will need to take out Sentry Guns and players on the opposing team.
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*The regular [[Medi Gun]] is good for offense, while the [[Kritskrieg]] is good for defence. Remember the Kritskrieg puts out Ubercharges faster, too.
  
*The classes that the Medic should focus on healing the most are Heavies, Soldiers, Demomen, and Pyros. These players will need the most help with attacking and defending points.
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*Prioritize healing and [[Overhealing]] for beefier classes like Soldiers, Heavies, Demomen and Pyros. They're the ones who will be attacking.
  
*Be aware to Spy check when attacking, Spies can take another path that your team might not be taking. Be sure to look behind you every now and then for Spies.
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*If you're stuck with too many teammates to heal at once, use the [[Amputator]] to quickly bring everyone up to health. While it cannot overheal, it provides rapid healing to many targets and still builds Ubercharge.
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 +
*Always be aware of Spies. You're a high-value target to them. Use your melee weapon to check everyone, especially someone who is not attacking.
  
 
==={{Class link|Sniper}}===
 
==={{Class link|Sniper}}===
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==={{Class link|Spy}}===
 
==={{Class link|Spy}}===
*Spies should focus on destroying Sentry Guns that are defending points and taking out Engineer bases that are set up outside Control points. Taking these out will give your team the advantage of attacking and defending well.
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*Communicate with your team to time their push with your [[Sapper]] attacks. A disabled Sentry Gun is good as dead in the presence of many enemies.
 +
 
 +
*Medics on the opposing team are always an issue. Always go for them if they are isolated. If possible, try to trick them into healing you and then backstab them quickly.
  
*Medics on the opposing team will be a problem to your team. Spies should Backstab these medics as soon as possible before they get a full [[Ubercharge]]
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*While Foundry has many flank routes, enemies will also be looking to use them, especially Scouts and Spies.  
  
*Spies should use the multiple paths given to sneak around enemy players. These paths allow Spies to have a better chance of not being seen [[Cloak]]ing and Uncloacking
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*The [[Cloak and Dagger]] lets you become an excellent scout. If you spot an incoming push, stay out of sight and warn your allies over team chat with the U key.
  
 
{{Map strategy}}
 
{{Map strategy}}

Revision as of 13:41, 26 March 2016

Community Foundry strategy
Cp foundry mid.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Industrial
Setting: Dusk, cloudy
Hazards: Cauldron Fire
Map Photos
Loading screen photos.

This article is for learning how to play more effectively on Foundry.

General Strategy (All Classes)

  • All players should focus on attacking and capturing control points. Most players should be attacking while a few players defend. This will make your team more balanced and having a bigger advantage.
  • Players can take the multiple paths to get behind enemies if they are all traveling on one path. Use this to get back to their Control point or kill them from behind to defend your Control point.

Class-specific strategy

Leaderboard class scout.png Scout

  • There are many flanking routes around the second and final control points. Use these to your advantage to get past the opposing team if they are attacking or defending. This will allow you to kill enemies from behind effectively.
  • The Force-A-Nature's knockback is useful for pushing enemies back and into the Cauldron at the Final Control Point. Using this would also help with dealing damage to powerful classes such as enemy Heavies, Demomen, Pyros, and Soldiers.
  • Use the Sandman whenever you do get behind enemies to make them more vulnerable. Use this on a Medic to stop healing to other players.
  • The Bonk! Atomic Punch is effective at catching the attention of Sentry Guns. If you can make use of the six seconds of invulnerability your team can push forward with an Ubercharge to take out the Sentry without dealing with knockback.

Leaderboard class soldier.png Soldier

  • Soldiers should almost always attack. Their offensive potential exceeds their defensive potential.
  • The Buff Banner, Battalion's Backup and the Concheror are all greatly useful during a push, especially when you have an Ubercharge ready. The Battalion's Backup in particular is excellent for pushes, as it greatly reduces Sentry Gun damage, a common sight on defensive locations.

Leaderboard class pyro.png Pyro

  • Using the Side Path can help you avoid most enemies. This will allow you to get behind enemy players and kill them easily. A note for this would be to use the Backburner to gain Critical Hits this way.
  • You can airblast enemies into the Cauldron on the first and final control points to defend that point.
  • The third control point is wide open, and often attracts the likes of Soldiers and Demomen who have a clear shot. This is a dangerous environment for you, but you can counter their attacks with your compression blast.

Leaderboard class demoman.png Demoman

  • Try not to make your Stickybomb traps obvious; a smart team will just shoot them or airblast them away. Hide them behind objects and walls.
  • If there are numerous sentries on an enemy team's point, join the fight. Your weapons are excellent at annihilating enemy defenses as they deal high damage. The Stickybomb Launcher in particular is a good choice for destroying Engineer nests.
  • Play carefully as a Demoknight. Build up your Eyelander's strength on isolated light classes before you start attacking beefier classes.

Leaderboard class heavy.png Heavy

  • The Huo-Long Heater is an excellent defensive weapon. When working in close proximity with an Engineer, your fires will repel spies and your gun will deal as much damage as a sentry.
  • Your high health makes you the masterstroke of a good push. While you deal less damage to Sentries you excel at clearing away organic targets. Let a friendly Demoman or Soldier deal with the Sentries while you clear out anyone standing, ideally with the assistance of a Medic.

Leaderboard class engineer.png Engineer

  • There are plenty of good spots to build a Engineer base on Foundry. A Engineer should pick one, and stay there until the rest of your team captures the next Control point. After they have captured it, you may move up and defend the point that they just captured.
  • When playing offensively, always prioritize getting a Level 3 Teleporter up and running. Keep Sentries on watch by any exits the enemy team could come through to regain Control Points. Remember to keep your Dispenser up all the time, as well as close to an enemy's Control Point, to keep your allies healthy.
  • Don't build on your team's last point if nobody's there. It helps nobody and you'll look very silly.
  • If needed, you can ask one of your teammates to switch to a Pyro for protection against explosives and Spies.

Leaderboard class medic.png Medic

  • The regular Medi Gun is good for offense, while the Kritskrieg is good for defence. Remember the Kritskrieg puts out Ubercharges faster, too.
  • Prioritize healing and Overhealing for beefier classes like Soldiers, Heavies, Demomen and Pyros. They're the ones who will be attacking.
  • If you're stuck with too many teammates to heal at once, use the Amputator to quickly bring everyone up to health. While it cannot overheal, it provides rapid healing to many targets and still builds Ubercharge.
  • Always be aware of Spies. You're a high-value target to them. Use your melee weapon to check everyone, especially someone who is not attacking.

Leaderboard class sniper.png Sniper

  • The middle three points feature open areas and long lines of sight, use these to your advantage.
  • The final control point is relatively enclosed, consider using the Huntsman if you aren't comfortable sniping in closer quarters.
  • Crouch-jumping can allow Snipers to access useful vantage points. Examples include the roof of the central capture point and the tops of train segments.

Leaderboard class spy.png Spy

  • Communicate with your team to time their push with your Sapper attacks. A disabled Sentry Gun is good as dead in the presence of many enemies.
  • Medics on the opposing team are always an issue. Always go for them if they are isolated. If possible, try to trick them into healing you and then backstab them quickly.
  • While Foundry has many flank routes, enemies will also be looking to use them, especially Scouts and Spies.
  • The Cloak and Dagger lets you become an excellent scout. If you spot an incoming push, stay out of sight and warn your allies over team chat with the U key.