Difference between revisions of "User:Magic Magician/Sandbox"

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m (Now testing layout for Dustbowl. Section doesn't contain a lot of help on the latter stages, but it's a start.)
m (Moving to Gravel Pit.)
 
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Further layouts for Community Sniper Strategy.
 
Further layouts for Community Sniper Strategy.
  
===[[Dustbowl]]===
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===[[Gravel Pit]]===
  
====Stage 1====
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====General====
  
* '''Capture Point A'''
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* Gravel Pit's long sight lines favor Snipers, and almost all approaches to the capture points are marked by areas that one or two Snipers can readily cover. As BLU, anticipate at least one RED Sniper with the team in each CP, and as RED, remember that BLU has several protected sniping areas that you do not.
** When attacking Stage 1, Cap 1, go by the side shed and snipe from there.  Most defenders will be hanging by the main shed; try to pick them off so the attacking players can hit the defenders hard on the main pathway.  Run along the side shed pathway and try to take down any defenders teleporting to the front lines or any [[Engineer]]s and their buildings.
 
*** You can also hold down a sniping spot just left of the side shed. This is a key, yet uncommon sniping point as it gives you views to the two tunnel exits, and the one above. If a battle is going on inside the main shed, and your team has limited the enemy team to the main shed, this spot is safe. The trick is to wait for any unaware enemies to come through either tunnel exit. Keep your dot hidden and you'll have your enemy running straight into bullets. This gives the rest of your team enough time to capture the point. The disadvantage is that a Spy can easily hug the canyon wall and backstab you, and if you've been successful at this point, many opponents will switch to Spy. As a precaution against any Spy that may kill you, either use the SMG to spycheck the area regularly (and obtain health/ammo from the side shed), or employ the [[Razorback]].
 
  
* When defending Stage 1, Cap 1, a good Sniper spot is the flat platform by the windows of the Capture Point A building. Snipe from here to cover the main shed, the canyon, and the side shed. If there's a Sentry Gun up in the corner of the stairs in the building, it will prevent Spies from backstabbing you. However, be sure to listen to the Engineer. It is in your best interest to aid the Engineer if his buildings become sapped.
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*When on BLU, you're somewhat limited in what you can do.  BLU is bottlenecked very badly when exiting spawn into both A and B. However, once your team has taken ground at either point, the bottleneck becomes less of a problem, allowing you to snipe enemies coming to fight off your teammates with greater ease. Also, after taking both A and B, enemies on the tower at C are vulnerable to Sniper fire. C is where you'll be able to do more damage.
  
*'''Capture Point B'''
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* Look for alternate attack routes, especially on Point C. It is possible to snipe distracted defenders from multiple angles and sneak away quickly to another one before they can react.
* When attacking Stage 1, Cap 2, use the platform with the tires to snipe the defenders. Concentrate on taking down enemy Snipers from here (if there are any).  To get a good vantage point on the Capture Point, cross the bridge after leaving the grating and snipe from the platform with the three stacked boxes.
 
  
* When defending Stage 1, Cap 2, look for a stack of tires back in a corner between the control point and the traditional Sniper platform above spawn.  Jumping behind these tires gives you an excellent vantage point on almost all the entrances to the area, will keep most of your body protected, and nullifies Spy backstabs (though the occasional side-stab may happen). You're also close to where Sentry Guns are normally placed, so Spies will generally go for them first, unless they are gunning for you in particular.
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====Capture Points====
  
====Stage 2====
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*'''Point A'''
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** When defending A, there are four entrances to A to consider:
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*** 2 spawn entrances,
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*** The connecting tunnel, and
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*** 1 entrance from C.
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If B hasn't been taken then the C entrances doesn't pose much threat. A is undoubtedly the harder point to snipe at. There is no clear view into the bottlenecked spawn entrances, or any good cover. However, you can see most of the whole side of the map from the building that houses the control point.
  
* When defending Stage 2, Cap 1, staying back by the office is a good idea. This gives a good view of the front linesThere's a large ammo pack and medium medkit in the building, and outside by a sign, there is a large medkit.  There are also some barrels in the corner that give quick access to the point for defense with your Melee weapon.  You're a sitting duck for Spies there though. The [[Razorback]] will help prevent backstabs, but due to being isolated, Spies can dispatch you easily with their primary weapons.
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*'''Point B'''
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** When defending B, there are 5 entrances to B that you must be aware of when sniping: 
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*** 2 coming from BLU spawn,  
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*** 2 coming from C, and
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*** 1 connecting tunnel between A and B. 
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Again, if A hasn't been taken, then you don't have to worry about the C entrances very much if at all.  The connecting tunnel entrance is positioned directly to the right of the right spawn exit, so watching both at the same time is relatively easy, yet somewhat inaccessibleThe left exit, is a long tunnel that forces the blue players into a bottleneck, and with a large rock outside of it offering a defensive Sniper cover, it makes a good spot for sniping.
  
====Stage 3====
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*'''Point C'''
 
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** When defending Point C, either side of the spawn point gives a good field of fire and relative protection from Spies due to the long run to reach it. You can also shoot into the side hallways from here.  Also, the tower that houses the final control point gives relatively good cover, and allows you a good view of all 3 entrances into C.
* When attacking Stage 3, Cap 2, enter the long hallway that contains a medium medkit. It will give you an excellent vantage point on the enemy.
 

Latest revision as of 15:16, 30 January 2011

Further layouts for Community Sniper Strategy.

Gravel Pit

General

  • Gravel Pit's long sight lines favor Snipers, and almost all approaches to the capture points are marked by areas that one or two Snipers can readily cover. As BLU, anticipate at least one RED Sniper with the team in each CP, and as RED, remember that BLU has several protected sniping areas that you do not.
  • When on BLU, you're somewhat limited in what you can do. BLU is bottlenecked very badly when exiting spawn into both A and B. However, once your team has taken ground at either point, the bottleneck becomes less of a problem, allowing you to snipe enemies coming to fight off your teammates with greater ease. Also, after taking both A and B, enemies on the tower at C are vulnerable to Sniper fire. C is where you'll be able to do more damage.
  • Look for alternate attack routes, especially on Point C. It is possible to snipe distracted defenders from multiple angles and sneak away quickly to another one before they can react.

Capture Points

  • Point A
    • When defending A, there are four entrances to A to consider:
      • 2 spawn entrances,
      • The connecting tunnel, and
      • 1 entrance from C.

If B hasn't been taken then the C entrances doesn't pose much threat. A is undoubtedly the harder point to snipe at. There is no clear view into the bottlenecked spawn entrances, or any good cover. However, you can see most of the whole side of the map from the building that houses the control point.

  • Point B
    • When defending B, there are 5 entrances to B that you must be aware of when sniping:
      • 2 coming from BLU spawn,
      • 2 coming from C, and
      • 1 connecting tunnel between A and B.

Again, if A hasn't been taken, then you don't have to worry about the C entrances very much if at all. The connecting tunnel entrance is positioned directly to the right of the right spawn exit, so watching both at the same time is relatively easy, yet somewhat inaccessible. The left exit, is a long tunnel that forces the blue players into a bottleneck, and with a large rock outside of it offering a defensive Sniper cover, it makes a good spot for sniping.

  • Point C
    • When defending Point C, either side of the spawn point gives a good field of fire and relative protection from Spies due to the long run to reach it. You can also shoot into the side hallways from here. Also, the tower that houses the final control point gives relatively good cover, and allows you a good view of all 3 entrances into C.