Difference between revisions of "Community Mercenary Park strategy"

From Team Fortress Wiki
Jump to: navigation, search
m (Auto: EnforceCapitalization(Teleporters), EnforceCapitalization(Sniper), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#2449491))
m ({{class link|Engineer}})
Line 51: Line 51:
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
 
+
* Mercenary Park provides many good sentry spots for defending control points, but also provides good opportunities for assaulting them, too.
 +
* At control point A, placing a sentry on the catwalks provides a good point of elevation to fire downwards at enemy targets attempting to capture or defend the point.
 +
* Placing a teleporter in the room below BLU's first spawn allows the defending team to flank behind enemy lines and catch them unaware. Note though that all entrances lock except the top left entrance when control point A is captured.
 +
* Placing a teleporter in the room above Point B makes an excellent place to assault the point, given the 1-way exit door and elevation over the point.
 +
* Point C provides many invaluable sentry spots, such as on the shipping containers or in the corners below the metal balcony.
 +
* A BLU engineer, with the distraction of his team can go down the chute near control point C and set up a teleporter in the hallway behind point C, allowing his team to quickly flank around the defense. Set up a sentry gun to protect the teleporter.
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===

Revision as of 22:55, 19 January 2021

Community Mercenary Park strategy
Yetipark 5.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Jungle
Setting: Daylight, overcast
Hazards: Crocodiles, Pitfalls
Map Photos
Loading screen photos.

This article is about Community Mercenary Park strategy.

General Strategy (All Classes)

See: Community Control Point strategy

Class-specific strategy

Leaderboard class scout.png Scout

  • The map has intensive elevation change. As a Scout, you are able to utilize this faster than any other class. Catwalks, shipping containers, and second stories can be bounced around with some attention to your routes.
    • Because of this, the map offers more aggressive Scout playstyles, letting you dodge in-and-out of combat-intensive areas.
  • Be especially wary of explosives inside buildings. While you are very powerful one-on-one indoors, you are also extremely susceptible to blast damage.
  • This map is fairly short compared to others. Don't be afraid to skip Teleporters in favor of running to the point.
  • If your team is stuck in a heavy fire-fight, there are very bold flanking options throughout the map at your disposal. While this might not offer enough protection to escape alive, they can allow to make important picks for kills, all while distracting the enemy team.
    • For example, control point C has the main entrance, the side entrance, the catwalks, and the airvents. You could use the catwalks to flank the enemy when playing on offense, giving you just enough time to take down their Medic.

Leaderboard class soldier.png Soldier

  • Interiors are both your greatest friend and worst enemy. You can make it very difficult for enemies to escape rocket damage, but it also becomes very easy to injure yourself. If one of your rockets gets reflected, you have little room to escape.
  • You can rocket jump from BLU spawn towards the very first control point building. Be careful, as a Sniper may predict this movement.
  • The second control point is one of the most vertically-open parts of the map, and also one of the most commonly sentry-nested areas. If you are playing on offense and the enemy has Sentry Guns here, you become one of the biggest enemies to the sentry nest, as the open environment weighs in your favor.

Leaderboard class pyro.png Pyro

  • Mercenary Park has many choke points in tight, indoor areas. Flamethrowers, a powerful choice for close range combat, can be used to manipulate the choke points to your advantage either offensively or defensively.
    • Paired with a Kritzkrieg Medic, you become especially terrifying to enemy teams.
  • Stick to the side routes on the middle point. With how many walls and props there are in the way, you become a lot sneakier, and you can also take advantage of the alligator pit by way of your airblast.
  • On defense, it is possible to Detonator jump from the outside of the control point building to the BLU spawn. Many players will not expect such an aggressive move from a Pyro at long distance.
    • If you don't close the gap, it could often be better to fall back towards the building or go under the BLU spawn, as the open hills put you at a disadvantage.
  • Take note of the blind corners inside the buildings. Using these to your advantage is often better than pushing directly, as you can deal massive damage before enemies have a chance to react.
    • If you are attacking a Soldier or Demoman, prepare to airblast around a second after igniting them, as many will respond by firing a rocket or bomb without thinking.
    • Corners are especially useful. Airblasting classes up and into the building's corners lets you close in quickly, upsets their aim, and can typically set you up for a combo (ex. hitting with the Axtinguisher.)

Leaderboard class demoman.png Demoman

  • Sticky bombs are invaluable on defense, as many of the points require multiple entrances to be guarded. Consider switching to the Scottish Resistance if you find your team overwhelmed by pushes.

Leaderboard class heavy.png Heavy

  • There is a nice balance for Heavy on this map. You are at liberty to push more aggressively, as many of the direct routes still don't have long sight-lines. As always, however, overextending can be a death sentence, especially against a talented Sniper.

Leaderboard class engineer.png Engineer

  • Mercenary Park provides many good sentry spots for defending control points, but also provides good opportunities for assaulting them, too.
  • At control point A, placing a sentry on the catwalks provides a good point of elevation to fire downwards at enemy targets attempting to capture or defend the point.
  • Placing a teleporter in the room below BLU's first spawn allows the defending team to flank behind enemy lines and catch them unaware. Note though that all entrances lock except the top left entrance when control point A is captured.
  • Placing a teleporter in the room above Point B makes an excellent place to assault the point, given the 1-way exit door and elevation over the point.
  • Point C provides many invaluable sentry spots, such as on the shipping containers or in the corners below the metal balcony.
  • A BLU engineer, with the distraction of his team can go down the chute near control point C and set up a teleporter in the hallway behind point C, allowing his team to quickly flank around the defense. Set up a sentry gun to protect the teleporter.

Leaderboard class sniper.png Sniper

The hole in the glass.
  • While attacking the final point, taking advantage of the shattered hole in the glass near the intersection on the second floor can be extremely useful for evading fire and catching enemies off guard, but key to this is making sure that your team has control of the second floor.
    • Be extra careful, as this spot can also be predictable to experienced players.

Leaderboard class medic.png Medic

  • The right side of the lower elevator choke (opposite the medical procedure room) is a sheltered place close to the action for BLU Medic to do a lot of supportive healing and quick building of ÜberCharge. The RED Medic should be on the other side of the wall doing exactly the same thing.
    • Watch out for RED counter-pushes/BLU pushes as you are really close to a lot of the enemy.
    • The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.
    • The Health Kit on the RED side should be reserved for the Medic; he is going to need it.

Leaderboard class spy.png Spy

  • This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
    • On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the Dead Ringer, which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.