Difference between revisions of "Community Snowplow strategy"
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− | {{ | + | {{community strategy stub|"General Strategy" is completely empty right now, and the class strategies are only one bullet point each. Add more information.}} |
{{Map infobox | {{Map infobox | ||
− | | game-type | + | | map-strategy = yes |
− | | file-name | + | | map-status = community |
+ | | map-name = Snowplow | ||
+ | | map-game-type = Control Point | ||
+ | | map-file-name = cp_snowplow | ||
| map-image = Cp snowplow.jpg | | map-image = Cp snowplow.jpg | ||
| map-environment = Alpine / Snow | | map-environment = Alpine / Snow | ||
| map-setting = Daylight, sunset | | map-setting = Daylight, sunset | ||
− | | | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/893624 |
− | | | + | | map-released = {{Patch name|7|2|2015}} |
− | + | | map-released-major = Gun Mettle Update | |
− | | | + | | map-has-n-stages = 2 |
− | | map- | + | | map-hazards = [[Train]], [[Environmental death#Pitfalls|pitfall]], [[Environmental death#Crushing|crushing]] |
− | | map-hazards = [[Train]], [[pitfall]], [[Environmental death|crushing]] | + | | map-pickups-health-small = 15 |
− | | map-health | + | | map-pickups-health-medium = 19 |
− | | map-health | + | | map-pickups-health-large = 1 |
− | | map-health | + | | map-pickups-ammo-small = 5 |
− | | map-ammo | + | | map-pickups-ammo-medium = 21 |
− | | map-ammo | + | | map-pickups-ammo-large = 7 |
− | | map-ammo | ||
}} | }} | ||
+ | |||
+ | This article is about '''Community Snowplow strategy'''. | ||
+ | |||
+ | '''Note''': It is recommended to read the main [[Snowplow]] article first to become familiar with the names of key map locations used in this article. | ||
+ | |||
+ | {{TOC limit|3}} | ||
== General strategy == | == General strategy == | ||
Line 25: | Line 33: | ||
== Class-specific strategy == | == Class-specific strategy == | ||
=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
− | + | * Snowplow gives defenders a large view of the surrounding area on each point, which can shut down a Scout fighting head on. Try taking paths that are unguarded or not being watched before moving in. | |
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
− | + | * Hiding around corners and defending routes on the RED team is quite effective. Alert your team if a route has been breached via voice communication or yelling the 'Incoming!' voice response. | |
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
+ | * On BLU, it's very dangerous to travel without teammates. By staying together with your Heavy specifically, you can reflect incoming projectiles while your Heavy protects you from long range attacks. Move in if you see the enemy retreat behind a corner; at that point, you have a significant advantage. | ||
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
− | + | * The [[Scottish Resistance]] is a prized defensive weapon. On RED, you can deny access multiple advantageous paths to BLU, and with the extra stickybombs, you have room to guard the main road as well. | |
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
− | + | * On RED, try to set up your own defense around your Engineer's nest. Snipers can pick you off without a sweat out in the open, and Sentry Guns are usually placed where Snipers cannot easily shoot at. | |
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
− | + | * Understand that on Defense, your Sentry is almost always able to be shot at from a distance if you place it near the Control point. Stalling the enemy team long enough for your device to damage the train as much as possible makes you credit to team. | |
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
− | + | * The [[Blutsauger]]'s heal on hit can be useful while retreating early on the first 2 Control points, where health is a little more scarce and far apart. | |
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
− | + | * The [[Hitman's Heatmaker]] keeps you from having to unscope, which is very useful when dealing with large crowds. Most Control points will give you a wide view of your enemy, and with focus, you can keep the pressure up without having to unscope. | |
=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
− | + | * More often than not, as a Spy, it is up to you to deal with the Sentry nests while attacking. Many of the Control points easily succumb to BLU without a good Engineer defending it. | |
{{Map strategy}} | {{Map strategy}} |
Latest revision as of 20:19, 20 January 2024
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: "General Strategy" is completely empty right now, and the class strategies are only one bullet point each. Add more information. |
Snowplow | |
---|---|
Basic Information | |
Map type: | Control Point |
File name: | cp_snowplow
|
Released: | July 2, 2015 Patch (Gun Mettle Update) |
Developer(s): | Joe "Fr0z3nR" Radak Tim "YM" Johnson James "McVee" McVinnie Rebbacus Zoey Smith Dan Escobedo Ed Harrison John Dekker |
Map Info | |
No. of Stages: | 2 |
Environment: | Alpine / Snow |
Setting: | Daylight, sunset |
Hazards: | Train, pitfall, crushing |
Map Items | |
Health Kits: | ×15 • ×19 • ×1 |
Ammo Boxes: | ×5 • ×21 • ×7 |
This article is about Community Snowplow strategy.
Note: It is recommended to read the main Snowplow article first to become familiar with the names of key map locations used in this article.
General strategy
Class-specific strategy
Scout
- Snowplow gives defenders a large view of the surrounding area on each point, which can shut down a Scout fighting head on. Try taking paths that are unguarded or not being watched before moving in.
Soldier
- Hiding around corners and defending routes on the RED team is quite effective. Alert your team if a route has been breached via voice communication or yelling the 'Incoming!' voice response.
Pyro
- On BLU, it's very dangerous to travel without teammates. By staying together with your Heavy specifically, you can reflect incoming projectiles while your Heavy protects you from long range attacks. Move in if you see the enemy retreat behind a corner; at that point, you have a significant advantage.
Demoman
- The Scottish Resistance is a prized defensive weapon. On RED, you can deny access multiple advantageous paths to BLU, and with the extra stickybombs, you have room to guard the main road as well.
Heavy
- On RED, try to set up your own defense around your Engineer's nest. Snipers can pick you off without a sweat out in the open, and Sentry Guns are usually placed where Snipers cannot easily shoot at.
Engineer
- Understand that on Defense, your Sentry is almost always able to be shot at from a distance if you place it near the Control point. Stalling the enemy team long enough for your device to damage the train as much as possible makes you credit to team.
Medic
- The Blutsauger's heal on hit can be useful while retreating early on the first 2 Control points, where health is a little more scarce and far apart.
Sniper
- The Hitman's Heatmaker keeps you from having to unscope, which is very useful when dealing with large crowds. Most Control points will give you a wide view of your enemy, and with focus, you can keep the pressure up without having to unscope.
Spy
- More often than not, as a Spy, it is up to you to deal with the Sentry nests while attacking. Many of the Control points easily succumb to BLU without a good Engineer defending it.