Difference between revisions of "Community Pier strategy"

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'''Checkpoint A'''
 
'''Checkpoint A'''
 
* The cart starts in front of the BLU's middle lower spawn. To reach the first checkpoint, cart will have to move through open ground, pass a cliff and a beach, go through a short tunnel, go by a parked mini van and climb up a small incline to reach checkpoint A.
 
* The cart starts in front of the BLU's middle lower spawn. To reach the first checkpoint, cart will have to move through open ground, pass a cliff and a beach, go through a short tunnel, go by a parked mini van and climb up a small incline to reach checkpoint A.
 +
**The cliff is a very important spot to take over, as an uncoordinated RED team will be unable to reclaim it to defend the point.
 +
**Pushing in through the caves with an Ubercharged [[Combo (competitive)|combo]] is a common and effective strategy.
 +
***If the tunnel isn't guarded by a sentry gun, any class may push in from the stairs behind the cliff to prevent the RED team from effectively retreating from the combo push.
 
'''Checkpoint B'''
 
'''Checkpoint B'''
 
*  As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor.
 
*  As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor.
 
** BLU has a major advantage, due to them having immediate high ground. Use this to your advantage.
 
** BLU has a major advantage, due to them having immediate high ground. Use this to your advantage.
 
'''Checkpoint C'''
 
'''Checkpoint C'''
* Once the cart reaches the third checkpoint, it will exit the warehouse, make a turn to the left and once again, the cart will proceed to cruise parallel to the beach on its right side, this beach is somehow even more sandier then the previous one.
+
* Once the cart reaches the third checkpoint, it will exit the warehouse, make a turn to the left and once again, the cart will proceed to cruise parallel to the beach on its right side.
 
'''Checkpoint D'''
 
'''Checkpoint D'''
 
* After it has passed the docks, the cart will now enter the warehouse, a large building in which the third checkpoint lies. The warehouse is split in two parts by a large canal which runs through the middle of it. Once the cart reaches the edge of that canal it will have to stop, for the third checkpoint is on the other side of the warehouse, in order to cross to the other side, the cart will have to wait for an automated crane to transport an improvised bridge to fill the gap separating the two parts of the warehouse so that it can cross the canal and reach the third checkpoint.
 
* After it has passed the docks, the cart will now enter the warehouse, a large building in which the third checkpoint lies. The warehouse is split in two parts by a large canal which runs through the middle of it. Once the cart reaches the edge of that canal it will have to stop, for the third checkpoint is on the other side of the warehouse, in order to cross to the other side, the cart will have to wait for an automated crane to transport an improvised bridge to fill the gap separating the two parts of the warehouse so that it can cross the canal and reach the third checkpoint.
  
 
'''Checkpoint E'''
 
'''Checkpoint E'''
* On its way to the final point, the cart will pass by the two buildings of target range.
+
* On its way to the final point, the cart will pass through a carnival, up a broken roller coaster, before crashing into the water at the end of the round.
 +
**Pick classes can take advantage of the flank routes behind the small barn or across the beach.
 +
**The building adjacent to the barn is typically a great holding point for both teams. If BLU takes this building over, they'll have a strong hold right next to RED's spawn that makes defending the last point very difficult.
  
 
===Defense===
 
===Defense===
 
'''Checkpoint A'''
 
'''Checkpoint A'''
 +
*The cart starts far away from RED's first spawn and right outside BLU's first spawn. RED must cross over a cliff and through caves in order to defend the first part of the track.
 +
**The defense should situate themselves on top of the cliff, as it is hard to push into without a Medic's Ubercharge.
 +
**Classes like the Scout or Spy can use the beach as a flank route that leads directly to where the cart starts.
 +
***Alternatively, the caves can be used as a flank route if the BLU team is not holding them.
  
 
'''Checkpoint B'''
 
'''Checkpoint B'''
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== Spawn Rollout ([[BLU]]) ==
 
== Spawn Rollout ([[BLU]]) ==
[[BLU]] Team pushes out of spawn, ideally with power classes like [[Heavy]], [[Soldier]] and [[Demoman]]. [[Spy]] and [[Scout]] can flank and go the beach route, though [[Scout]]s will have to watch out for the potential [[Sentry Gun]] on the ledge near the tunnel, or go the left route through the hole, so they can mainly avoid the [[Sentry Gun]]. [[Sniper]] will have to stay in spawn a while, as to not get killed, then potentially (if the push is going well) either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. [[Medic]] will need a [[Übercharge]] to go up the hill and get the [[Sentry Gun]], and gain the high ground. [[Engineer]] on first point (on [[BLU]]) will have similar spots to [[RED]] [[Engineer]]. [[BLU]] [[Engineer]] can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the [[RED]] Engineer hasn't place a [[Sentry Gun]] on the high ground. [[Pyro]] should have an [[Compression blast]] at the ready, as to expect many power classes with reflectable projectiles coming the [[Engineer]]'s way. He can also use the flanks routes talked about with [[Spy]] and [[Scout]], if the [[Pyro]] is feeling risky. [[Heavy]] should watch out for the [[Snipers]] on the ledges and [[Spies]] and [[Scout]]s flanking, and will need to use cover as to not get picked off instantly by a [[Sniper]].   Once the [[BLU]] Team gets the high ground and past the tunnel, it is usually quite easily to get the 1st point, if they do not have a suitable defense, which they will not normally have, as they are on the low ground when [[BLU]] is close to the 1st point.
+
BLU Team pushes out of spawn, ideally with power classes like Heavy, Soldier and Demoman. Spy and Scout can flank and go the beach route, though Scouts will have to watch out for the potential Sentry Gun on the ledge near the tunnel, or go the left route through the cave, so they can avoid the gun. A sniper on BLU should wait for his team to push into the tunnel, then, if the push is going well, either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. A Medic and his buddy should push through the caves and onto the Cliff as to gain the high ground. A BLU Engineer on first point will have similar spots to a RED Engineer. A BLU Engineer can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the RED Engineer hasn't placed his own gun on the high ground. Pyro should use their [[Compression blast|airblast]] to protect their friendly engineer from the RED team's explosives. Pyros may also use the flanks routes to ambush the defense. Heavy should watch out for Snipers on the ledges and flanking Spies and Scouts. Use cover and have your team watch your back. Once the BLU Team takes over the cliff, it is usually quite easily to capture the first point.
  
 
== Spawn Rollout ([[RED]]) ==
 
== Spawn Rollout ([[RED]]) ==
[[RED]] team holds high ground near the ledge, with explosive classes like [[Soldier]] and [[Demoman]] benefitting from this the most. [[Engineer]] on [[RED]] will benefit from the same [[Sentry Gun]] spots as [[BLU]], and will hold near the tunnel ledge the tunnel here the best. [[Spy]] and [[Scout]] on [[RED]] will probably benefit with the same flank routes, but better since [[RED]] will need to get important picks on power classes, as to delay the push. [[Sniper]] will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a [[Dispenser]] on the ready. RED Pyro can use the same flank routes and strategies as [[BLU]] [[Pyro]], but with probably less power classes. [[Heavy]] can hold the tunnel and the ledge to stop the incoming push, and be more safe from [[Snipers]] and [[Spies]]. [[Medic]] on [[RED]] will need a [[Übercharge]], to keep the high ground and the tunnel, and the [[Kritzkrieg]] can excel at holding the high ground here.
+
RED team holds high ground near the ledge, with explosive classes benefitting from this the most. Engineers on RED should place their sentry guns near the ledges on either side of the tunnel. Spy and Scout on RED will probably benefit with the same flank routes, but better since RED will need to get important picks on power classes, as to delay the push. Sniper will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a Dispenser on the ready. RED Pyro can use the same flank routes and strategies as BLU Pyro, but with probably less power classes. Heavy can hold the tunnel and the ledge to stop the incoming push, and be more safe from Snipers and Spies. Medic on RED should have an Ubercharge on the ready to counter the common push the BLU team makes from the caves.
  
 
== Class specific strategy ==
 
== Class specific strategy ==
  
 
=== {{class link | Scout}} ===
 
=== {{class link | Scout}} ===
* Pier is good for [[Scouts]] since it has so many high up areas that other classes can't get to.
+
* Pier is good for Scouts since it has so many high up areas that other classes can't get to.
  
* As previously stated, [[Pier]] has many ways to get to the several high positions. Use the [[Atomizer]] and the [[Winger]] for easier accessibility.
+
* As previously stated, Pier has many ways to get to the several high positions. Use the [[Atomizer]] and the [[Winger]] for easier accessibility.
  
 
=== {{class link | Soldier}} ===
 
=== {{class link | Soldier}} ===
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=== {{class link | Pyro}} ===
 
=== {{class link | Pyro}} ===
* The many flanking opportunities in [[Pier]] offer rewards for using the [[Backburner]], Sneak using the flank routes, behind the enemy for insane fire damage.
+
* The many flanking opportunities in Pier offer rewards for using the [[Backburner]]. Sneak using these flank routes to get behind the enemy for insane fire damage.
  
 
=== {{class link | Demoman}} ===
 
=== {{class link | Demoman}} ===
* Also, [[Sticky jumping]] is good as the map's skybox is quite high in a lot of places.
+
* Like with Soldier, [[Sticky jumping]] is good as the map's skybox is quite high in a lot of places.
 +
* The various elevated ares throughout the map are great places for a Demoman to spam their [[Stickybomb Launcher|stickies]] from.
  
 
=== {{class link | heavy}} ===
 
=== {{class link | heavy}} ===
* Pier has many open areas and a lot of high areas, so always keep an eye out for enemy [[Spies]]. You are their #1 target because of your slow speed and high health pool.
+
* Pier has many open areas and a lot of elevated platforms, so always keep an eye out for enemy Spies. You are their #1 target because of your slow speed and high health pool.
  
 
=== {{class link | Engineer}} ===
 
=== {{class link | Engineer}} ===
* Once [[BLU]] caps the fourth point, consider putting a [[Sentry Gun]] at the stairway right outside their spawn. [[BLU]] tends to walk right in there without checking.
+
* Once BLU caps the fourth point, consider putting a sentry gun at the stairway right outside their spawn. BLU may walk into it expecting the stairs to be safe.
  
 
=== {{class link | Medic}} ===
 
=== {{class link | Medic}} ===
* [[Kritzkrieg]] is good for [[BLU]] team, as they will have a lot of high ground in the first stages of [[Pier]].
+
* The [[Kritzkrieg]] is a useful tool for the BLU team, as they will have a lot of high ground to take advantage of throughout the map.
 
+
* The [[Quick-Fix]] is also a good choice on this map, as the skybox allows you to jump with Soldiers and Demomen, and make it across the map quickly.
* [[Quick-Fix]] is good on this map as the skybox allows you to jump with [[Soldiers]] and [[Demomen]], to make it across the map quickly.
 
  
 
=== {{class link | Sniper}} ===
 
=== {{class link | Sniper}} ===
* Keep a lookout for enemy [[Spies]], they can be especially deadly on Pier due to the wide open spaces and drops to take out a [[Sniper]].
+
* The many long, open areas on Pier make Sniper a hard foe to deal with. Make sure to stand at the back of these areas, and ask your team to situate far in front of you.
  
 
=== {{class link | Spy}} ===
 
=== {{class link | Spy}} ===
* [[Dead Ringer]] is good here as the map has a lot of drops to get away quickly.
+
* The [[Dead Ringer]] is good choice on Pier, as there are a lot of places to hide when the enemy pursues, and allows you to cross the map quickly.
 
+
** The [[Big Earner]] is also useful, as it allows you to be just as fast as the Dead Ringer without having to feign.
* [[Big Earner]] is good for going across the large map quickly, as the enemy team will be far apart in the beginning sections of this map.
 
  
 
{{Map Strategy Nav}}
 
{{Map Strategy Nav}}

Revision as of 16:27, 4 December 2021

Community Pier strategy
Pl pier.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Beach, Commercial, Park, Ports
Setting: Nighttime/Island Town
Map Photos
Loading screen photos.

This article is about Community Pier strategy.

Note: It is recommended to read the main Pier article first to become familiar with the names of key map locations used in this article.

General strategy

Offense

Checkpoint A

  • The cart starts in front of the BLU's middle lower spawn. To reach the first checkpoint, cart will have to move through open ground, pass a cliff and a beach, go through a short tunnel, go by a parked mini van and climb up a small incline to reach checkpoint A.
    • The cliff is a very important spot to take over, as an uncoordinated RED team will be unable to reclaim it to defend the point.
    • Pushing in through the caves with an Ubercharged combo is a common and effective strategy.
      • If the tunnel isn't guarded by a sentry gun, any class may push in from the stairs behind the cliff to prevent the RED team from effectively retreating from the combo push.

Checkpoint B

  • As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor.
    • BLU has a major advantage, due to them having immediate high ground. Use this to your advantage.

Checkpoint C

  • Once the cart reaches the third checkpoint, it will exit the warehouse, make a turn to the left and once again, the cart will proceed to cruise parallel to the beach on its right side.

Checkpoint D

  • After it has passed the docks, the cart will now enter the warehouse, a large building in which the third checkpoint lies. The warehouse is split in two parts by a large canal which runs through the middle of it. Once the cart reaches the edge of that canal it will have to stop, for the third checkpoint is on the other side of the warehouse, in order to cross to the other side, the cart will have to wait for an automated crane to transport an improvised bridge to fill the gap separating the two parts of the warehouse so that it can cross the canal and reach the third checkpoint.

Checkpoint E

  • On its way to the final point, the cart will pass through a carnival, up a broken roller coaster, before crashing into the water at the end of the round.
    • Pick classes can take advantage of the flank routes behind the small barn or across the beach.
    • The building adjacent to the barn is typically a great holding point for both teams. If BLU takes this building over, they'll have a strong hold right next to RED's spawn that makes defending the last point very difficult.

Defense

Checkpoint A

  • The cart starts far away from RED's first spawn and right outside BLU's first spawn. RED must cross over a cliff and through caves in order to defend the first part of the track.
    • The defense should situate themselves on top of the cliff, as it is hard to push into without a Medic's Ubercharge.
    • Classes like the Scout or Spy can use the beach as a flank route that leads directly to where the cart starts.
      • Alternatively, the caves can be used as a flank route if the BLU team is not holding them.

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

Spawn Rollout (BLU)

BLU Team pushes out of spawn, ideally with power classes like Heavy, Soldier and Demoman. Spy and Scout can flank and go the beach route, though Scouts will have to watch out for the potential Sentry Gun on the ledge near the tunnel, or go the left route through the cave, so they can avoid the gun. A sniper on BLU should wait for his team to push into the tunnel, then, if the push is going well, either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. A Medic and his buddy should push through the caves and onto the Cliff as to gain the high ground. A BLU Engineer on first point will have similar spots to a RED Engineer. A BLU Engineer can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the RED Engineer hasn't placed his own gun on the high ground. Pyro should use their airblast to protect their friendly engineer from the RED team's explosives. Pyros may also use the flanks routes to ambush the defense. Heavy should watch out for Snipers on the ledges and flanking Spies and Scouts. Use cover and have your team watch your back. Once the BLU Team takes over the cliff, it is usually quite easily to capture the first point.

Spawn Rollout (RED)

RED team holds high ground near the ledge, with explosive classes benefitting from this the most. Engineers on RED should place their sentry guns near the ledges on either side of the tunnel. Spy and Scout on RED will probably benefit with the same flank routes, but better since RED will need to get important picks on power classes, as to delay the push. Sniper will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a Dispenser on the ready. RED Pyro can use the same flank routes and strategies as BLU Pyro, but with probably less power classes. Heavy can hold the tunnel and the ledge to stop the incoming push, and be more safe from Snipers and Spies. Medic on RED should have an Ubercharge on the ready to counter the common push the BLU team makes from the caves.

Class specific strategy

Leaderboard class scout.png Scout

  • Pier is good for Scouts since it has so many high up areas that other classes can't get to.
  • As previously stated, Pier has many ways to get to the several high positions. Use the Atomizer and the Winger for easier accessibility.

Leaderboard class soldier.png Soldier

  • Rocket jumping is good as the map's skybox is quite high in a lot of places.

Leaderboard class pyro.png Pyro

  • The many flanking opportunities in Pier offer rewards for using the Backburner. Sneak using these flank routes to get behind the enemy for insane fire damage.

Leaderboard class demoman.png Demoman

  • Like with Soldier, Sticky jumping is good as the map's skybox is quite high in a lot of places.
  • The various elevated ares throughout the map are great places for a Demoman to spam their stickies from.

Leaderboard class heavy.png Heavy

  • Pier has many open areas and a lot of elevated platforms, so always keep an eye out for enemy Spies. You are their #1 target because of your slow speed and high health pool.

Leaderboard class engineer.png Engineer

  • Once BLU caps the fourth point, consider putting a sentry gun at the stairway right outside their spawn. BLU may walk into it expecting the stairs to be safe.

Leaderboard class medic.png Medic

  • The Kritzkrieg is a useful tool for the BLU team, as they will have a lot of high ground to take advantage of throughout the map.
  • The Quick-Fix is also a good choice on this map, as the skybox allows you to jump with Soldiers and Demomen, and make it across the map quickly.

Leaderboard class sniper.png Sniper

  • The many long, open areas on Pier make Sniper a hard foe to deal with. Make sure to stand at the back of these areas, and ask your team to situate far in front of you.

Leaderboard class spy.png Spy

  • The Dead Ringer is good choice on Pier, as there are a lot of places to hide when the enemy pursues, and allows you to cross the map quickly.
    • The Big Earner is also useful, as it allows you to be just as fast as the Dead Ringer without having to feign.