Difference between revisions of "Community Wutville strategy"
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(Remove strats not specific to map. (Yeah, Ashe, I saw these quickly yesterday, didn't think they were great, new guy's first try, but now I see how much they are not relevant to the map.) For me, by the time I have read them, it is fast just to delete.) |
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== General Strategy == | == General Strategy == | ||
− | Wutville's layout is a narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness of the map. Because much of the map is a long path, Sniper's long-range damage is both easily utilized and very helpful. The many tunnels allow for Spies to infiltrate the enemy team. | + | Wutville's layout is a long narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness of the map. Because much of the map is a long path, Sniper's long-range damage is both easily utilized and very helpful. The many tunnels allow for Spies to infiltrate the enemy team. |
The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide. | The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide. | ||
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=== {{class link | Scout}} === | === {{class link | Scout}} === | ||
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=== {{class link | Soldier}} === | === {{class link | Soldier}} === | ||
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=== {{class link | pyro}} === | === {{class link | pyro}} === | ||
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=== {{class link | Demoman}} === | === {{class link | Demoman}} === | ||
− | * The | + | * The many long, straight angles available between chokes can be exploited by Demoknights. |
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=== {{class link | heavy}} === | === {{class link | heavy}} === | ||
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=== {{class link | Engineer}} === | === {{class link | Engineer}} === | ||
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=== {{class link | Medic}} === | === {{class link | Medic}} === | ||
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=== {{class link | Sniper}} === | === {{class link | Sniper}} === | ||
− | * The map | + | * The map has such long sight lines that a Sniper can kill a TON of people from far away. |
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=== {{class link | Spy}} === | === {{class link | Spy}} === | ||
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Revision as of 03:20, 21 January 2021
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. Notes: I've seen some problems with this community strategy page
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Community Wutville strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Photos | |
This article is about Community Wutville strategy.
Contents
General Strategy
Wutville's layout is a long narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness of the map. Because much of the map is a long path, Sniper's long-range damage is both easily utilized and very helpful. The many tunnels allow for Spies to infiltrate the enemy team.
The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide.
Class specific strategy
Scout
Soldier
Pyro
Demoman
- The many long, straight angles available between chokes can be exploited by Demoknights.
Heavy
Engineer
Medic
Sniper
- The map has such long sight lines that a Sniper can kill a TON of people from far away.