Difference between revisions of "Community Wutville strategy"

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{{update|Incomplete}}
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{{Community strategy stub}}
 
{{Map infobox
 
{{Map infobox
   | game-type                 = Payload
+
   | map-strategy              = yes
   | file-name                 = pl_wutville_event
+
  | map-status                = community
 +
  | map-name                  = Wutville
 +
  | map-game-type             = Payload
 +
   | map-file-name             = pl_wutville_event
 
   | map-image                = Pl_wutville_event.png
 
   | map-image                = Pl_wutville_event.png
   | map-health-pickups-small  = 10
+
   | map-released              = {{Patch name|12|3|2020}}
   | map-health-pickups-medium = 6
+
  | map-released-major        = Smissmas 2020
   | map-health-pickups-large  = 2
+
  | map-hazards              = [[Pitfall]]s,<br>[[Environmental death#Cart explosion|Payload Cart explosion]]
   | map-ammo-pickups-small    = 1
+
  | map-environment          = Smissmas
   | map-ammo-pickups-medium  = 13
+
  | map-setting              = Night, Town
   | map-ammo-pickups-large    = 2
+
  | map-pickups-health-small  = 10
 +
   | map-pickups-health-medium = 6
 +
   | map-pickups-health-large  = 2
 +
   | map-pickups-ammo-small    = 1
 +
   | map-pickups-ammo-medium  = 13
 +
   | map-pickups-ammo-large    = 2
 +
  | map-has-bots              = yes
 +
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/5860569
 
}}
 
}}
  
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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.
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*Wutville's layout is exceptionally dominated by long corridors with long sight lines. While there are flanks, they are mostly narrow paths that parallel the main route.  
 +
** Due to this narrowness of the map, Sentry Guns and Sticky Traps are all great tools for the defending team.
 +
** In place of wide flanks, there are several cul-de-sacs to the sides of the route, each sheltering pickups or Spawns, that are large enough for several players and nests to be hidden from the main sight lines.
 +
 
 +
* The final point lies below high ground that has plenty of Health and Ammo packs to the attacking team, should they push up the left flank ramp, 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-specific strategy ==
  
== Class specific strategy ==
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=== {{class link|Scout}} ===
  
=== {{class link | Scout}} ===
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=== {{class link|Soldier}} ===
* Scout speed and double jumps can be useful for jumping over obstacles on the map.
 
* If you use the [[Atomizer]] you can outsmart enemies and clean the area before the load arrives so that nobody delays the load.
 
  
=== {{class link | Soldier}} ===
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=== {{class link|Pyro}} ===
* The Soldier can make rocket jumps all over the map and arrive before everyone notices and kill them.
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* Due to a general lack of safe flank routes, Pyros are often best in front of their team, airblasting incoming spam and preventing the enemy from making space.
* You can also keep the wagon and when they attack it defend it with your rockets.
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* Overhead sections of the map can be used in conjunction with the [[Detonator]] or [[Thermal Thruster]] to drop onto unsuspecting enemies.
 +
* The [[Scorch Shot]]'s splash damage and knockback can serve as a nuisance to the enemy team, displacing them and generally slowing their advance.
 +
* Holding the [[Powerjack]] out will allow a Sniper to kill a Pyro with an uncharged headshot or fully charged bodyshot, use it sparingly when in sightlines.
  
=== {{class link | pyro}} ===
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=== {{class link|Demoman}} ===
* The Pyro can deflect multiple projectiles defending the charge and its pushers.
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* The many long and straight angles available between chokes can be exploited by Demoknights.
* [[Dragon Fury]] can be used to attack multiple enemies and kill them.
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* Due to the large and open nature of the map, sticky jumping can propel you all the way to behind enemy lines. The [[Sticky Jumper]] can further aid with this.
 +
* The [[Quickiebomb Launcher]]'s faster charge time can be used to snuff out groups of enemies who are far away.
  
=== {{class link | Demoman}} ===
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=== {{class link|Heavy}} ===
* The Demoman can defend the load with his booby traps or he can also attack by shooting with his Grenade Launcher, if you use the 2 you can defend while attacking causing the enemy team to die.
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* The [[Fists of Steel]] can be used on this map to counteract long Sniper sightlines, as it gives 40% damage resistance to all ranged sources.
* You can use the limpet bomb to attack but it takes time to explode. The [[Quickiebomb Launcher]] shoots limpets that explode in 0.5 seconds, that will help you a lot.
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* The [[Gloves of Running Urgently]] are great for flanking to get behind a large sightline, and can also be used as an effective escape tool if you are met with a heavily guarded sightline.
*Being a demoknight is useful, you can use a Half-demoknight.
 
  
=== {{class link | heavy}} ===
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=== {{class link|Engineer}} ===
* The heavy has primary weapons that do a lot of damage helping the team by killing everyone who defends the checkpoints
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* On Defense, it may be beneficial to build a [[Dispenser]] or [[Sentry Gun]] in front of the enemy spawn to slow them from leaving.
* You can act like a [[Sentry Gun]] by staying crouched down and shooting anything that moves
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* The [[Short Circuit]] is highly recommended for Offense, to combat large amounts of spam, particularly on spawns with only one exit.
  
=== {{class link | Engineer}} ===
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=== {{class link|Medic}} ===
* The Engineer is a defensive class, you can put your Sentry Gun in strategic places but they will end up destroying it.
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* Heavies take healing priority on this map, as they are the most vulnerable to Sniper.
* You can use [[Frontier Justice]], [[Gunslinger]] and the [[Wrangler]] to put sentrys in unsuspecting places, when you are in trouble you destroy your sentry and kill the enemy with the frontier justice.
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* The [[Vaccinator]] is a great pick for this map, as its faster [[ÜberCharge]] rate and bullet resistance can effectively combat Snipers.
* You can do [[Jumping#Sentry Rocket Jump | Sentry rocket jump]] to bring the Sentry to enemy lines
 
  
=== {{class link | Medic}} ===
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=== {{class link|Sniper}} ===
* With the [[Quick-Fix]] you can go with a Soldier or a Demoman or with any class that jumps or is fast and give it an ÜberCharge to finish off the enemy team and clean the area
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* This map can be good for Snipers of any skill level due to the large sightlines on both Offense and Defense.
* From there you can use the [[Crusader crossbow]] to heal wounded from far
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* The [[Hitman's Heatmaker]] has a quieter, suppressed firing sound. Given the large size of the map, a good Sniper can utilize the quieter sound to further mask his position from the enemy.
 +
* Prefer taking angles from a high/overhead spot that leads to a wide open angle for you to easily snipe any wandering enemies.
  
=== {{class link | Sniper}} ===
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=== {{class link|Spy}} ===
* The map is so long that as a Sniper you can kill a TON of people from far
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* The [[L'Etranger]]'s extended cloak duration is highly recommended to traverse this large map, especially with the cloak drain penalty of the [[Your Eternal Reward]].
* Using The [[Huntsman]] you can attack / defend the charge
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* The [[Dead Ringer]] can be used to brute force through enemy lines quickly, allowing the Spy to gain an advantageous position. Be sure to decloak in a spot where it's not too far from the enemy spawn, but not close enough that the enemy can hear the loud decloak of the Dead Ringer.
 +
* The [[Ambassador]] can help take care of the high amount of Snipers in the map when they're using the [[Razorback]], with the added benefit that it can help with close to mid range duels.
 +
* Due to the large size of the map, the [[Diamondback]], provided it has crits stored, can dish out 102 damage from any range. Use this to pick off distant Snipers, forcing them to retreat or to finish off retreating enemies.
 +
* The [[Big Earner]]'s speed on kill can be beneficial to traverse the map and escape unwanted situations.
 +
* The Your Eternal Reward can cause havoc amongst the enemy team due to how large the map is and how everyone is scattered around. It could be difficult to pinpoint who the Spy has stabbed and disguised as among the ongoing chaos.
  
=== {{class link | Spy}} ===
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{{Map Strategy Nav}}
* As the Spy you can go behind enemy lines and stab the distracted
 
* With the [[Dead Ringer]] You can simulate your death and kill the clueless team
 

Latest revision as of 20:31, 20 January 2024

Wutville
Pl wutville event.png
Basic Information
Map type: Payload
File name: pl_wutville_event
Released: December 3, 2020 Patch
(Smissmas 2020)
Developer(s): Andrew "Rogue13" Risch
Map Info
Environment: Smissmas
Setting: Night, Town
Hazards: Pitfalls,
Payload Cart explosion
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×10  •  Mediumhealth.png ×6  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×13   •  
Largeammo.png ×2
Map Photos
Loading screen photos.
Map Overview
Wutville overview.png

This article is about Community Wutville strategy.

General Strategy

  • Wutville's layout is exceptionally dominated by long corridors with long sight lines. While there are flanks, they are mostly narrow paths that parallel the main route.
    • Due to this narrowness of the map, Sentry Guns and Sticky Traps are all great tools for the defending team.
    • In place of wide flanks, there are several cul-de-sacs to the sides of the route, each sheltering pickups or Spawns, that are large enough for several players and nests to be hidden from the main sight lines.
  • The final point lies below high ground that has plenty of Health and Ammo packs to the attacking team, should they push up the left flank ramp, securing this route can easily turn the tide.

Class-specific strategy

Leaderboard class scout.png Scout

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

  • Due to a general lack of safe flank routes, Pyros are often best in front of their team, airblasting incoming spam and preventing the enemy from making space.
  • Overhead sections of the map can be used in conjunction with the Detonator or Thermal Thruster to drop onto unsuspecting enemies.
  • The Scorch Shot's splash damage and knockback can serve as a nuisance to the enemy team, displacing them and generally slowing their advance.
  • Holding the Powerjack out will allow a Sniper to kill a Pyro with an uncharged headshot or fully charged bodyshot, use it sparingly when in sightlines.

Leaderboard class demoman.png Demoman

  • The many long and straight angles available between chokes can be exploited by Demoknights.
  • Due to the large and open nature of the map, sticky jumping can propel you all the way to behind enemy lines. The Sticky Jumper can further aid with this.
  • The Quickiebomb Launcher's faster charge time can be used to snuff out groups of enemies who are far away.

Leaderboard class heavy.png Heavy

  • The Fists of Steel can be used on this map to counteract long Sniper sightlines, as it gives 40% damage resistance to all ranged sources.
  • The Gloves of Running Urgently are great for flanking to get behind a large sightline, and can also be used as an effective escape tool if you are met with a heavily guarded sightline.

Leaderboard class engineer.png Engineer

  • On Defense, it may be beneficial to build a Dispenser or Sentry Gun in front of the enemy spawn to slow them from leaving.
  • The Short Circuit is highly recommended for Offense, to combat large amounts of spam, particularly on spawns with only one exit.

Leaderboard class medic.png Medic

  • Heavies take healing priority on this map, as they are the most vulnerable to Sniper.
  • The Vaccinator is a great pick for this map, as its faster ÜberCharge rate and bullet resistance can effectively combat Snipers.

Leaderboard class sniper.png Sniper

  • This map can be good for Snipers of any skill level due to the large sightlines on both Offense and Defense.
  • The Hitman's Heatmaker has a quieter, suppressed firing sound. Given the large size of the map, a good Sniper can utilize the quieter sound to further mask his position from the enemy.
  • Prefer taking angles from a high/overhead spot that leads to a wide open angle for you to easily snipe any wandering enemies.

Leaderboard class spy.png Spy

  • The L'Etranger's extended cloak duration is highly recommended to traverse this large map, especially with the cloak drain penalty of the Your Eternal Reward.
  • The Dead Ringer can be used to brute force through enemy lines quickly, allowing the Spy to gain an advantageous position. Be sure to decloak in a spot where it's not too far from the enemy spawn, but not close enough that the enemy can hear the loud decloak of the Dead Ringer.
  • The Ambassador can help take care of the high amount of Snipers in the map when they're using the Razorback, with the added benefit that it can help with close to mid range duels.
  • Due to the large size of the map, the Diamondback, provided it has crits stored, can dish out 102 damage from any range. Use this to pick off distant Snipers, forcing them to retreat or to finish off retreating enemies.
  • The Big Earner's speed on kill can be beneficial to traverse the map and escape unwanted situations.
  • The Your Eternal Reward can cause havoc amongst the enemy team due to how large the map is and how everyone is scattered around. It could be difficult to pinpoint who the Spy has stabbed and disguised as among the ongoing chaos.