Difference between revisions of "Community Mercenary Park strategy"

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{{Community strategy stub|Class Specific Strats along with strats for all-classes}}
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{{Cleanup|A lot of this page reads as a step-by-step guide of how to play rather than a collection of tips on what does and doesn't work on this map.}}
 
{{Map infobox
 
{{Map infobox
   | game-type                 = Control Point
+
   | map-strategy              = yes
   | file-name                 = cp_mercenarypark
+
  | map-status                = official
 +
  | map-name                  = Mercenary Park
 +
  | name                      = Mercenary Park
 +
  | map-game-type             = Control Point
 +
   | map-file-name             = cp_mercenarypark
 
   | map-image                = Yetipark 5.png
 
   | map-image                = Yetipark 5.png
   | release-date             = October 20, 2017
+
   | map-released             = {{Patch name|10|20|2017}}
   | last-updated              = March 28, 2018
+
   | map-released-major        = Jungle Inferno Update
 
   | map-environment          = Jungle
 
   | map-environment          = Jungle
 
   | map-setting              = Daylight, overcast
 
   | map-setting              = Daylight, overcast
   | map-deep-water           = Yes
+
   | map-has-deep-water       = yes
   | map-hazards              = [[Environmental death#Deadly waters|Crocodiles]], [[Pitfall]]s
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   | map-hazards              = [[Environmental death#Crocodiles|Crocodiles]], [[Pitfall]]s
   | map-health-pickups-small  = 2
+
   | map-pickups-health-small  = 2
   | map-health-pickups-medium = 14
+
   | map-pickups-health-medium = 14
   | map-ammo-pickups-small    = 1
+
   | map-pickups-ammo-small    = 1
   | map-ammo-pickups-medium  = 11
+
   | map-pickups-ammo-medium  = 11
   | map-ammo-pickups-large    = 5
+
   | map-pickups-ammo-large    = 5
 +
  | map-has-bots              = yes
 
}}
 
}}
This article is about '''Community [[Mercenary Park (map)|Mercenary Park]] strategy'''.
 
  
'''Note''': It is recommend that the reader first reads about the [[Mercenary Park]] article so that he/she can get familiar with the names of many different locations of the Mercenary Park.
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This article is about '''Community Mercenary Park strategy'''.
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'''Note''': It is recommended to read the main [[Mercenary Park]] article first to become familiar with the names of key map locations used in this article.
  
 
{{TOC limit|3}}
 
{{TOC limit|3}}
== General Strategy (All Classes) ==  
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==General strategy==
 
===Offense===
 
===Offense===
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{{hatnote|This strategy guide will be told from the Blu's point of view}}
 
'''Point A'''
 
'''Point A'''
*The Blu team has three ways to exit from the ''visitors center'' (they're spawn) upon the start of the round: ''left exit'', ''middle exit'' and the ''right exit''. The ''middle'' and the ''right'' exit both lead into the gift shop, which then leads into the right most part of the ''playground'', the ''left exit'' leads directly to the ''playground''. Although all three exits lead into the same place, the ''left exit'' is slightly more preferred since it puts the Blu team in a slightly better position to quickly take the ''playground'' and the ''Mann.Co'' building later on.
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*After the round starts and the gates open up, the Blu team should be aggressively pushing out of their spawn in order to capture the '''Playground''' - a large open area just outside the Visitors center. Capturing this area should be an easy thing to do; for there are three ways to enter it, its open and spacious and it contains no [[Health]] or [[Ammo]] packs for the Red to use. After swiftly conquering the Playground, the Blu can now move onto capturing the next important location: the '''Mann.Co''' building.
 
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* Mann.Co building acts as transfer station to the A point, meaning that you simply have to go through it in order to reach the first capture point. Furthermore, the second floor of this building provides access to the '''Catwalks''', an important piece of [[High ground advantage|high ground]] directly above the A point. Because of this, its imperative that the Mann.Co building it taken control of in order to continue the Blu's advance.
*After the round starts and gates open up, the Blu team should be aggressively pushing out there spawn to try and take the ''playground'' as soon as possible. This should be rather easy since there are three options to choose from for the Blu when they will be entering the ''playground'' and that there are no [[Healthpack]]s or [[Ammo pack]] on the ''playground'' putting the Red team in a disadvantage considering that they won't have any healing sources immediately available to them compared to the Blu which will have they're respawn cabinet to safely fall back to. After quickly taking over the ''playground'' the Blu team can move onto capturing the ''Mann.Co'' building. ''Mann.Co'' building is a large building complex almost surrounding the first capture point. The ''Mann.Co'' building is split in two parts. The first part and the second part. The first part is positioned right after the ''playground'' and comes '''before''' the first point (meaning its the closest of the two Mann.Co buildings to the Blu), meanwhile the second part is positioned '''behind''' the first control point. You could say that the first control point is in between these two parts. Both parts of the ''Mann.Co'' building are directly connected via a pair of catwalks hanging above the first point. In order for the first control point to be captured the Blu team will have to take control over the two ''catwalks'' since duo to they're elevated position right over the first point they offer significant [[High ground advantage|height advantage]] to anyone standing on them. Since the quickest access to these ''catwalks'' for the Blu is provided by the first part of the ''Mann.Co'' building the Blu team will first have to capture it and then move onto the ''catwalks''.
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* Mann.Co complex can be easily captured by seizing control of its second floor. To accomplish this, the bulk of the Blu team should use an outdoor stairwell on the building's left side, and reach the second floor that way. Doing this will garner large attention from the Red team, making them prioritize defending that side of the building. Meanwhile, a small group of [[Demoman|Demomen]] and [[Soldier]]s should [[Rocket jump]] through a tiny window located on the Mann.Co's right side, allowing them to cause mayhem and panic in the Red team's backline. With enemies attacking them from two opposite sides, the Red team will slowly be squeezed out of the Mann.Co building for good.
 
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* From now on, taking control of the first point should be an easy task. With the capture of Mann.Co building, the Blu team now has access to Catwalks and the areas below them, allowing them to quickly flush out any remaining Red members defending the A point.
*The first part of the ''Mann.Co'' building (from now on simply referred to as the ''Mann.Co'' building) has multiple entrances for the Blu team to pour into it. On the left side of the building there is a doorway which leads directly to the point and a outdoor stairwell which goes to the second floor of the ''Mann.Co'' building. On the right side, there too, is a doorway which leads into the ''steroid room'' and from then on to the first checkpoint. On right side there is also a small opening on the second floor which can be accessed by [[Rocket jump|blast jumping]] up to it. Only on the second floor is there '''a path leading to the catwalks'''. Now that we now the locations we can move onto the strategy. Since the second floor is the one which grants easy access to the ''catwalks'', a vitally important location for capturing the first capture point, then obviously the Blu team should capture the second floor first. As said earlier, there are two ways to do this, going up the outdoor stairs on the left side of the ''Mann.Co'' building or jumping up to the small opening on the right side. Blast jumping through the small opening the right is a good route. This way you can surprise the Red team members positioned on the second floor as they will be expecting that the bulk of the Blu team will be coming through the outdoor stairwell. However, not every class has access to blast jumping meaning that the majority of the Blu team will have to go up the outdoor stairs to get to the second floor,  a move which will be anticipated by the defenders. In general, the best way to win over the second floor is to try and "squeeze" out the Red team on the Second floor by attacking them from two directions. The bulk of the Blu team should go up the outdoor stairwell to attract the attention from defenders meanwhile a small group of [[Soldier]]s and [[Demoman|Demomen]] will blast jump they're way through the small opening on the right to attack the Reds back line and cause confusion and panic. After the upper floor has been secured the Blu team can rather easily proceed to kill/destroy the remaining Reds on the first floor and proceed to push out to the two ''catwalks'' now that they have a safe access to them. With the control of the ''catwalks'', the Blu team can with ease destroy the defenders of the first capture point below them as now the Blu's have the height advantage over them allowing them to effortlessly wipe them out.
 
 
 
*With the Reds pushed back from the capture point the Blu team can secure the first control point and move onto the second one.
 
  
 
'''Point B'''
 
'''Point B'''
 
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* The second control point, the '''Lab''', is positioned in the middle of another building complex with two floors. There are multiple ways to capture the Lab, but once again, the easiest way to do it is to take control of its second floor. A set of stairs behind the left most shutter door and the aforementioned Catwalks are the two routes Blu can use to reach the so desired upper floor.  
*The second control point, the ''Lab'' is positioned in the second part of the ''Mann.Co'' building and has multiple ways to be approached from. First way is to take one of the two shutters on either side of the second part of the ''Mann.Co'' building (From now on simply referred as the ''Mann.Co'' building or just the ''building'') which takes you directly to the point B. The other way is to go to the second floor of the ''Mann.Co'' building and by either walking to it using the ''catwalks'' from the previous point or to take the left most shutter door and walk up  a set of stairs. After finding yourself on the second floor you can walk over to the ''server room'' and from then on to a set of platforms lined up against the wall overlooking the second control point. Alternatively, instead of going to the ''server room'', you can use another set of stairs to go from the second floor down to the former Red spawn putting yourself effectively in the Reds back line since the majority of the Red team will be positioned on the ''platform'' and the point itself.  
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* Once the swift conquering of the second floor has been completed, the Blu team now has two advantageous routes they can use to capture the B point itself: '''The Server room''' and the '''Staircase'''. The Server room is important since it provides access to a set of platforms hanging above the second control point, which grant ''huge high ground advantage'' to whoever is holding them. Meanwhile the Staircase provides a direct path from the second floor to the Red's backline, opening up flanking opportunities for the Blu.  
 
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* Once more, capturing the B point is all about coordinating an assault from two directions. One part of the Blu team should head towards the Server room and bombard Red's from the high ground, while another group of Blu members make their way down the Staircase in order to surprise Red defenders from behind.
*Capturing the second control point shouldn't be to hard. Assuming the Blu team can get the control over the second floor of the ''Mann.Co'' building (Which too, should be relatively easy to achieve considering that the ''catwalks'' lead right to the second floor and if the Blu team captured the previous point then they should have an automatic access to them) they will have direct access to not only the high ground over the point, but to a flank route leading straight to Red's back line aswell. The best way to win the second capture point is to utilize all of these routes available to you. Small group of players should go down the direct route to the B point to cause a distraction, meanwhile the majority of the Blu team can go to the ''server room'' to bombard the Red's below them or go into they're back line to flank them and potentially encircle them on the ''platform''. It doesn't matter which option the Blu chooses as both have a great chance for leading to success.
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* This combined assault from multiple directions will usually result in the crumbling of Red defenses, thus allowing the Blu team to capture the B point.
  
 
'''Point C'''
 
'''Point C'''
 
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* Now its time to move onto the final capture point, the '''Test Pit'''. There are three ways for the Blu to access the Test Pit. The most direct route of them all is through the Elevator Shaft in the middle. Other than that, two other routes can be found branching of from the YTI Room: the ''Ventilation Shaft'' and a path leading directly to the Platform - an elevated position just behind the C point.
*Once the second capture point has been secured the Blu team can now move onto the final control point, the point C. Lets first discuss the ways for the Blu team to enter the C point. There are three ways to enter the last point (From the Blu's side ofcourse). The first way is about entering through the ''elevator room'' (the finale [[chokepoint]]), the second option is to climb up the stairs, go through the ''elevator cage'' and end up in the ''Institute for Research and Development'' (or YTI for short), in the YTI you can either proceed to the point or go through an even bigger flank route, and that is the route through the ''ventilaton'', through the ''cave'' and finally up the ''side stairs''
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* All three of these routes have their advantages and disadvantages. The Elevator Shaft is the quickest path to the last control point, but its also the most dangerous one duo to it being a [[Chokepoint]]. In addition to being cramped and dangerous to traverse, managing to go through it will only land you on the low ground - in front of the entire enemy team. Duo to this, its advised to never take this route unless you have an [[ÜberCharge]] ready to go.
 
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* Other two routes are more interesting as they both branch of from the YTI room and have flanking potential. The Ventilation shaft will sneakily take you either under the Platform or behind it, while another path will take you straight to the Platform's left side.
*First way is to enter through the ''elevator room''. The elevator room is a '''chokepoint''' meaning that you will be faced with a onslaught of spam once you get in it plus, once you manage to get yourself in one piece through the it you will be standing on the low ground compared to the Red team which will surely result in your demise. For all that reasons, going through the ''elevator room'' is a very dangerous thing to do without an [[ÜberCharge]] but if you do have an Über than taking it through here can be really devastating since once you exit the ''elevator room'' you find yourself right in front of the most common sentry spots.
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* In general, the best way to capture the final control point is to quickly take over the YTI room, and then shove the entire Blu team down the previously mentioned flank routes. Majority of the Red team will be positioned up on the Platform, so using the path which directly takes you to the Platform's left flank will surely threaten the Red defenses over there. In addition to that, some Blu members can make their way through the relatively concealed Ventilation Shaft, in order to surprise Red's from below and behind. Usually, this simple flanking maneuver will be enough to overcome the defenders and capture the point, but if it doesn't work out, then the Blu has one more trick up the sleeve.
 
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* When the Red team members get attacked from behind, below and even from the side, they will get preoccupied and leave the previously impassable Elevator Shaft unguarded. This will allow for a small percentage of the Blu team to make their way through this chokepoint and deliver the finishing blow to the Red from yet another direction. Ultimately capturing the point and winning the game.
*The other option for reaching the point is to get to the YTI from where you have a multitude of routes to choose from. Since ending up in the YTI means that you now find yourself on the Red's left flank you can be pretty destructive. Many of the common sentry spots which lie on the right side of the map can be either spammed out from outside of they're range or safely corner peaked. Also the YTI puts you on the same ground level as the defenders meaning that you won't have to fight an uphill battle unlike when exiting the ''elevator room''.  
 
 
 
*The third option is to go through the ventilation shaft in the YTI room to end up behind the Red. This can be a very sneaky strategy to do and can be a good choice for Blu members trying to flank since this route avoids almost all common sentry spots and puts you right behind the point.
 
 
 
*In general the quickest way to win the final point is to take an Übercharged combo through the ''elevator room''. But if you do not have an Übercharge then coordinating attacks from the Blu teammates positioned in the ''elevator room'', YTI room and the ventilation shafts is the key to capturing the control point C thus winning the round.
 
  
 
===Defense===
 
===Defense===
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{{hatnote|This strategy guide will be told from the Red's point of view}}
 
'''Point A'''
 
'''Point A'''
 
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* The Red strategy for the first control point revolves around holding the Mann.Co building, thus denying the access to the A point or the Catwalks for the Blu.
*The Red strategy for the first control point is all about holding the second floor of the ''Mann.Co'' building thus denying the Blu's access to the ''catwalks'' ultimately denying them the height advantage they need to capture the first point.
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* Upon the beginning of the round, its recommended for the Red team to simply retreat out of Playground. Its a difficult area to hold onto duo to having lack of cover, no [[Health]] or [[Ammo]] packs and being in near proximity to the Blu's spawn. Its better to fall back to the Mann.Co building and organize a strong defense then it is to die defending a pointless area.
 
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* Be prepared to hold onto the Mann.Co building for your dear life if you don't want to lose the first control point. Set up a strong defense on the building's second floor and watch out for the two possible routes the Blu can use as means of accessing it - an outdoor stairwell on the building's right and a small window on the opposite side.
*As soon as the round starts you should just abandon the ''playground'', it's a hard area to hold, has no cover to hide behind and no Healthpacks or Ammopacks for the Red team, as soon as the Blu team starts showing competence simply retreat out of the ''playground'' to the second floor of the ''Mann.Co'' building. This is where the bulk of your defenses should be. Denying the second floor ad thus the entire building is the key to preventing the Blu team from capturing control point A. Keep an eye on the two main ways to climb up to the upper floor and watch out for any Blu members trying to use these routes. If the second floor falls try and keep control over the two ''catwalks''. Even though holding the ''catwalks'' will be a difficult task to do with the Blu team now in control over the second floor and thus a direct access to the ''catwalks''. But it is still possible to prevent the Blu team from capturing them by positioning a couple of [[Sentry Guns|Sentry Gun]]s and [[Heavies]] up on the ''catwalks'' to make it as difficult as possible for the Blu team. However be aware, after taking control over the ''Mann.Co'' building its pretty easy for the Blu team to quickly capture the ''catwalks'' even with good defenses positioned up there so be prepared to retreat as soon as thing start to go badly.
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* Even if the Mann.Co is captured, its still worth holding on to the Catwalks adjacent to it. The Catwalks play a big role in capturing the first point, and while keeping them away from the Blu can be difficult, a few excellently positioned [[Soldier]]s and [[Demoman|Demomen]] can waste a lot of Blu's time.
  
 
'''Point B'''
 
'''Point B'''
 
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* Once again, its important to secure the second floor of the Lab, as it offers two powerful routes the Blu can use while attempting to capture second control point. However, retaining control of the Lab's upstairs is difficult, if not downright impossible to accomplish.
*If the Red wants to try and prevent this point from being captured then its going to have to put up strong defense and some coordination to defend it successfully.
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* Because of this, attempting a strong defense up there is rather futile. Instead, the Red team should take advantage of the fact that there are only two passages leading from the upper floor to the B point, making it possible to lock them down and prevent the Blu's from using them. For example, the gate serving as the exit of the Server room can be Sticky trapped, meanwhile the room to which the Staircase leads is quit open - making it a good location for [[Sentry Gun]]s.
 
 
*First order of business should be preventing the Blu team from securing the second floor as the control of that location gives them the access to a whole lot of devastating routes. However, doing this is rather easier said then done. Unlike when defending the second floor of the ''Mann.Co'' building's first part, the Red team won't have to climb up to the second floor this time around. As mentioned earlier, they will now have a '''direct''' route leading straight to the second floor without needing to struggle to climb up to it. This means that that the defense of the second floor has gotten a whole lot harder, maybe even impossible. For that reason best way to hold onto the point B and prevent the Blu's from capturing it, is not to fight the Blu team in the second floor, but to make the Blu's position on the second floor worthless by locking them in it. The major downside of the second floor is that it provides only two routes leading from it to the point B. As said earlier those routes are pretty powerful but since there is only two of them, with enough Red supervision they can be locked down. There is a gate which leads from the ''server room'' to the powerful position on the elevated platforms above the point B, that gate could be easily sticky trapped and since it is a one way gate once the Blu team members pass through it they cannot retreat. The small stairwell which leads from the second floor into the Red's flank first goes to a large room which then leads to the Red's back line. Since this room is very large it can be easily locked down by positioning a [[Sentry Gun]] or a couple of [[Heavy|Heavies]] in it to prevent any Blu members from going in it.
 
 
 
*In general, if you manage to lock down these two routes successfully, then the great advantage the second floor could have provided for the Blu teams suddenly becomes a disadvantage as now they are locked on it.
 
  
 
'''Point C'''
 
'''Point C'''
*Defending the last point revolves around holding the ''YTI''. The ''YTI'' room leads to two devastating flank routes so holding it is a top priority. Defending the ''elevator room'' should't be to hard considering that the room is a [[chokepoint]] meaning that having a single Sentry Gun and few power classes defending it will be sufficient for denying any enemies trying to push through it. Defending the YTI room also shouldn't be a hustle. The ''elevator cage'' is the only route which leads into the YTI and just like the ''elevator room'', the ''elevator cages'' acts like sort of a chokepoint meaning that defending it should be relatively easy.
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* When retreating from the B point, its imperative that you capture the YTI room duo to the two devastating flanks branching off from it; the Ventilation Shaft a path leading straight to the Platform. Denying the Blu from accessing these two avenues leaves the Elevator Shaft as their only route to final. And as mentioned before, the Elevator Shaft is something the Blu would want to avoid using duo to it being an easily defendable [[Chokepoint]].
 
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* In the event that the YTI room is lost, either prepare for a more then likely defeat or use all your strength to regain at least a part of it. This can be done by either approaching it directly, or using the Elevator Shaft and a staircase just left of it in order to flank behind the attackers situated in the YTI.
*All in all, holding last isn't to hard. There indeed are three routes for the Blu team to approach the point C however, two of those routes (the ventilation and the path both leading from the YTI) can be denied from the Blu team by simply holding control over the YTI, which is rather effortless.
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** Also watch out for any Sentry nests which could pop up in the Ventilation Shaft.  
  
 
==Class-specific strategy==
 
==Class-specific strategy==
=== {{class link| Scout }} ===
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===[[Scout]]===
*This map is a decent map for Scouts. It isn't the most open map in the world, in fact, majority of the fighting takes place in an enclosed environment, but there are certainly plenty of flank routes to get around the enemy team and the buildings you will be spending majority of your time  fighting in are relatively open still giving you room to use your mobility to dodge incoming danger.
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* '''A Blu''' Scout will need to play smartly on this map. There aren't many open areas to exercise your great mobility, forcing you to adapt to a much more flanking orientated playstyle.
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** Take advantage of the Playground when the round begins. Its a very open location where you can comfortably duel and guarantee success over your opponents. When the fight inevitably transfers over to the Mann.Co building, it is recommend to avoid going to the second floor where it's cramped spaces, which are the center of both teams attention, won't ensure your longevity. Instead, you can try flanking through the ground floor in order to sneakily reach the other side of the building. Once you're there, you can either: attempt to cause a distraction by capturing the point, or climb back up to the second floor and attack the Reds from behind.
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** There are a couple of things you can do when attacking the B point with your team. If your team has captured the second floor of the Lab, you can use the Staircase to flank behind the Red's line of defense. Alternatively, sticking to the first floor and engaging enemies in a large area just in front of the B point itself also works, just don't let the Sentry Guns positioned on the Loading Bay see you.
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** Attempting to capture the final control point requires patience, since the entire area around it will usually be heavily guarded by an array of enemy Sentry Guns. Until they get taken down, your capability to contribute to the battle is minimal. You can maybe participate in the fight for the YTI room and use its Ventilation Shaft as a means of stealthy transportation, or perhaps drink the [[Bonk! Atomic Punch]] in order to distract the Sentry Guns for your team, but either way you can't do much. However, if the Sentry Guns do get destroyed, your capabilities increase drastically. The area where the final capture point lies is very open and spacious, in addition to being filled with all kinds of obstacles and props. This makes it a near perfect environment for the Scout who, upon the removal of the Sentry Guns usually located there, can thrive in such a location.
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* As a member of the '''Red team''', your primary focus should revolve around flanking as well, but also denying the Blu members from doing the same.
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** Just as your Blu counterpart, take advantage of the Playground, as that is one of the few open areas you'll encounter. Even when the Mann.Co building becomes the main battleground, you can still sneak into the Playground and cut off Blu reinforcements to the building. After the Mann.Co falls into the Blu's hands, you can play directly above the A point by constantly jumping between the Catwalks and the top of the Shipping Crates. Doing this will hopefully make you a big enough obstacle in order to prevent the Blu from capturing the [[High ground advantage|high ground]] over the first control point.
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** When defending the second capture point in the Lab, its advised against heading up to the upper floor, as its low ceilings and tight spaces will severely restrict your movement options. Instead, wait for the attackers in front of the Red's first spawn where they'll be descending down to via the Staircase. Your other option is to play around the point, in an area which is also quit open and unconstrained. Just watch out for enemy attacks coming above you from the Server room.
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** When defending the final point, you can't do much. Both of the routes leading to the Pit are better defended by explosive wielding classes then by Scouts. Your time to shine comes when enemies breakthrough your team's defenses and start to capture the C point. Then you can engage them in an area much better suited for your type of combat.
  
*On Blu you should obviously be flanking behind the defenders to disrupt they're backline. This map offers quit a lot of flank routes giving you plenty of room to dodge high traffic areas and the majority of common Sentry spots (See the image of common Sentry positions down below in the [[Engineer]] strategy). On the first point, it is recommended that you take the the ''right most exit'' out of spawn and rush past the ''gift shop'' so that you can quickly get into the ''Mann.Co'' building and if you are fast enough you can also even reach the first control point. If the ''Mann.Co'' building is heavy guarded any you can't get behind then you can either use the [[Bonk! Atomic Punch]] or stick with your team to try and clear out the ''playground'' and then push into the ''Mann.Co'' building in coordination with your team. On the second point, the best route for you to take would be to head up to the second floor, go down the stairs which lead into the Red first spawn and find yourself in the Reds backline relatively easily. And the final point try to rush to the '''YTI''' room before the Reds have time to setup a base there and go through the ''ventilation shaft'' to once again find yourself in a powerful position behind them while avoiding all the common Sentry spots. Alternatively, you can help out your team who will be pushing through the ''elevator room'' by drinking the Bonk!Atomic Punch and distracting the enemy Sentry Guns.
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===[[Soldier]]===
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* On the '''Blu team''', your main objective should be to use your [[Rocket Jump]]ing ability in order to reach key [[High ground advantage|high ground]] positions which the remainder of your team can't. You should also aid your [[Demoman|Demomen]] in destroying Red [[Sentry Gun]] nests.
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** When the round starts and fighting begins, first major objective of your team will be to capture the Mann.Co building, more specifically, its second floor. While you can use the route other team members will use to access the aforementioned upper floor, there is another path which you should take instead. On the building's right side there is a small window you can rocket jump through and land yourself in the Red's backline. From there, you'll be able to cause chaos and panic to an already preoccupied enemy. After taking over the Mann.Co building, you should move over to the Catwalks in order to rain down mayhem onto the remaining Red defenders and clear out the point.
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** Once again, trying to gain the height advantage by seizing control of the Lab's second floor is the safest way of capturing the second control point. After accomplishing that task, your next step should be to reach the Server room from which you can get a good angle on the Sentry nests positioned down on the Loading bay. If you want a quicker method of capturing the B point, simply pushing through the first floor and going straight for the point can overrun an incompetent enemy team.
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** While your team is capturing the B point, you should quickly head towards an area where the final Blu spawn is in order to climb a set of stairs located there. Once you've done that, you can either: bombard the Red players retreating through the Elevator Shaft towards their last defensive positions, or jump over them in order to quickly reach the YTI room and secure it for your team. Choosing the first option can grant you some free kills, but capturing the YTI room as fast as possible is of much greater strategic importance. You'll see that later when you will be able to get very good angles on the Red's defensive positions from the YTI.
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* '''While defending''', your task is to hold the high ground and keep it away from the Blu team. This is especially important on this map where many high ground positions also offer access to powerful routes.
 +
** On the first point, don't even bother going to the Playground and simply stay up on the Mann.Co building's second floor. From their, you can rain down rockets on anyone unfortunate enough to be below you. Bombarding the Blu members attempting to climb up via the outdoor stairwell can be particularly effective. Even after the Mann.Co falls, staying on the Catwalks and constantly trying to force yourself back into it can pose a real headache to the enemy team.
 +
** When defending the second point you want to, once again, stay on the upper floor and prevent the Blu from conquering it. This shouldn't be to hard of a task for you, considering the overall cramped nature of the second storey is exactly the kind of environment a Soldier would seek. Even after the second floor is captured, you can still harass Blu members up there by occasionally rocket jumping through a hole in the ceiling just behind the Staircase.
 +
** While you can focus on defending the YTI room alongside your team, its also important to remember that your explosive capabilities are needed for the protection of the Elevator Shaft as well. If the YTI room is captured, you can surprise the enemies in there by entering the Ventilation duct from the other end in order to suddenly emerge in the YTI. Just remember that you'll need to use your rocket jump in order traverse a vertical section of the Ventilation.
  
*On Red you can also try and flank behind the attacking Blu team, but your main goal should be in preventing the Blu Scouts and his teammates from doing the same. In other words, you should be playing on the flank to prevent the flankers and then after the enemy flankers have been defeated you yourself can go flanking.
+
===[[Pyro]]===
 +
* '''An offensive''' Pyro should primarily partake in supporting his team's push. While this map is pretty decent for him, abundance of [[Sentry Gun]]s and large oscillations between low and high ground make it difficult for the Pyro to do anything on his own.
 +
** Upon the start of the round, be ready to [[Spy checking|Spy check]] common decloaking spots such as the one behind the left most spawn exit, or the one near the Gift Shop. After that, move alongside your team towards the Mann.Co building and use your [[compression blast]] in order to protect your teammates from enemy [[projectiles]], while they're climbing up the outdoor stairwell. If you are still on the second floor when the Mann.Co building is secured, you can swiftly drop down from the Catwalks and cause mayhem among the remaining Red defenders.
 +
** Because of the way the second point is structured, you may be able to perform more  riskier actions. The tight and narrow second floor of the Lab allows your flames to spread like Wildfire, meanwhile the [[Flame Thrower]]'s compression blast can deal with any Soldiers and Demomen which you're likely to meet. If the [[Sentry Gun]] usually positioned there gets destroyed, you can jump down from the Server room and land right on top of the Loading Bay - where the majority of enemies will be located.
 +
** When attacking the C point, your ability to contribute to the fight will be severely limited. The last point will more then likely be filled with multiple Sentry  nests, preventing you from even considering an attack. The best you can do is to simply support your team via: Spy checking, reflecting projectiles and extinguishing them.
 +
* As a member of the '''Red team''', countless flank routes and concealed paths allow  you to organize an effective ambush. And without as much Sentry Guns to deal with, you're free to do ''almost'' anything.
 +
** On the first control point, you should stay in the Mann.Co building and support your team. Although your hands are much freer when you're on defense, you still need to be careful. In this case, running into the open areas of the Playground will quickly get you killed. When the Mann.Co building is captured, sneaking up to its second floor in order to ambush anyone up there will yield great results, as the cramped rooms will amplify your Flamethrower's effectiveness. Alternatively, you can hide in one of the Shipping Containers and wait for the Blu to start capturing the A point.
 +
** The second capture point is a fair bit more open then the previous one, take this into consideration when planning your next move. Choosing to stay on the low ground and defend the point itself isn't an excellent idea, as you'll be open to an attack from multiple directions. Heading up to the upper floor in order to contest it is a smarter move, especially when you take in to account just how congested and "chokey" the upstairs section is. If the second floor is captured, flank underneath it in order to end up behind the attackers.
 +
** The Ventilation Shaft present on the final control point is an excellent environment for an ambush. Its narrowness allows you to catch out anyone unfortunate enough to meet you in there, and the frequency at which it is used means that you'll get an never ending stream of victims. If [[camping]] in the Ventilation is not your thing, then you can help out friendly [[Engineer]]'s by regularly Spy checking.
  
=== {{class link| Soldier }} ===
+
===[[Demoman]]===
*Interiors are both your greatest friend and worst enemy. You can make it very difficult for enemies to escape rocket damage, but it also becomes very easy to injure yourself. If one of your rockets gets reflected, you have little room to escape.
+
*'''A Blu''' Demoman's primary concern should be about destroying Red [[Sentry Gun]]s and shattering enemy defenses.  
*You can rocket jump from BLU spawn towards the very first control point building. Be careful, as a Sniper may predict this movement.
+
** As a Demoman, your focus on the first point should be centered around the Mann.Co building, as your explosive weaponry can annihilate anyone in there. When your allies capture the Playground, quickly move forward and [[Sticky jump]] through a small window on the buildings left side. Doing this will land you right behind the Red team and their Sentry nests, allowing you to swiftly wipe them out. When the Blu team advances forward after seizing control of the Mann.Co, you can expect the new Sentry positions to be either: Behind the Shipping Crates, on the Catwalks or on the other side of the Docks.
*The second control point is one of the most vertically-open parts of the map, and also one of the most commonly sentry-nested areas. If you are playing on offense and the enemy has Sentry Guns here, you become one of the biggest enemies to the sentry nest, as the open environment weighs in your favor.
+
** The most common Sentry position on the B point is right on top of the Loading Bay, from which a Sentry has a direct view of the area in and around the point. While this position is certainly powerful, it can be easily destroyed by spamming it from the Server room. You can also use the Staircase leading from the second floor in order to end up behind the aforementioned position. Be wary though, doing this will lead you to a wide open area, where you'll be easy picking for any [[Scout]]s, [[Sniper]]s or other classes. If your team doesn't have control over the upper floor, hence denying you the previous two options, ask a friendly [[Medic]] to [[ÜberCharge]] you and simply head straight for the point.
 
+
** A good Demoman is often crucial when attacking the final point, as that is the place where Sentry Guns are the most abundant. The quickest way to obliterate the Red defenses is to, once again, find a Medic who can Übercharge you, and push alongside him through the Elevator Shaft. If however, your team doesn't have a Medic (Or one with an ÜberCharge at least), your only other '''real''' option is to destroy the Sentry Guns from the YTI room. Excluding that, a niche thing you can try to do is using the hole in the window of the Elevator Cage - just above the Elevator Shaft. If you aim your [[projectiles]] through the hole just right, they'll be able to hit ''some'' of the common Sentry positions. But doing this is very time consuming and leaves you prone to [[Spy|Spies]].
=== {{class link| Pyro }} ===
+
* As a part of the '''Red team''', your main job should be to stop the Blu team in their tracks, either by: controlling the [[chokepoint]]s or by constantly showering the attackers with explosives.
* Mercenary Park has many [[Chokepoint|choke points]] in tight, indoor areas. Flamethrowers, a powerful choice for close range combat, can be used to manipulate the choke points to your advantage either offensively or defensively.
+
** During the battle for the A point, stay in the Mann.Co building and deny the Blu team from accessing its second floor. Pay close attention to the outdoor stairwell on the building's right side, as that is the most likely route the invaders will take. If the Mann.CO building is captured, retreat to the Catwalks and lay Sticky traps on the two exits leading to them, in order to further stall the Blu's attack.
** Paired with a [[Kritzkrieg]] Medic, you become especially terrifying to enemy teams.
+
** Its important to retain control over the upstairs section of the Lab, when defending the second point. This section is quit "chokey" and tight, making it a near perfect environment for you. If however, your forced to stay on the low ground. Lay multiple Stickies on the gates leading from the Server room, as that is the exit Blu members will pass through when attempting to reach the high ground positions above the point.
*Stick to the side routes on the middle point. With how many walls and props there are in the way, you become a lot sneakier, and you can also take advantage of the [[Environmental hazards|alligator pit]] by way of your [[airblast]].
+
** Your task for protecting the final capture point is quit simple. Shove explosives down the Elevator Shaft, or the Elevator cage in order to protect the YTI room. Periodically check in the Ventilation Shaft for any sneaky Sentry nests set up by the Blu.
*On defense, it is possible to [[Jumping#Pyro jumps|Detonator jump]] from the outside of the control point building to the BLU spawn. Many players will not expect such an aggressive move from a Pyro at long distance.
 
** If you don't close the gap, it could often be better to fall back towards the building or go under the BLU spawn, as the open hills put you at a disadvantage.
 
*Take note of the blind corners inside the buildings. Using these to your advantage is often better than pushing directly, as you can deal massive damage before enemies have a chance to react.
 
**If you are attacking a Soldier or Demoman, prepare to airblast around a second after igniting them, as many will respond by firing a rocket or bomb without thinking.
 
**Corners are especially useful. Airblasting classes up and into the building's corners lets you close in quickly, upsets their aim, and can typically set you up for a combo (ex. hitting with the Axtinguisher.)
 
 
 
=== {{class link|Demoman}} ===
 
*Sticky bombs are invaluable on defense, as many of the points require multiple entrances to be guarded. Consider switching to the [[Scottish Resistance]] if you find your team overwhelmed by pushes.
 
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
Line 107: Line 119:
 
* A BLU Engineer, with the distraction of his team can go down the chute near control point C and set up a teleporter in the hallway behind point C, allowing his team to quickly flank around the defense. Set up a Sentry Gun to protect the teleporter.
 
* A BLU Engineer, with the distraction of his team can go down the chute near control point C and set up a teleporter in the hallway behind point C, allowing his team to quickly flank around the defense. Set up a Sentry Gun to protect the teleporter.
  
[[Image:Mercenary.Park.Engineer.png|thumb|250px|Mercenary Park building spots|left]]
+
[[File:Mercenary.Park.Engineer.png|thumb|250px|Mercenary Park building spots|left]]
 
'''Note''': It is important to understand what do the buildings with a white background and an orange circle represent. This overview is structured in such a way that it only shows the ground floor of the map, if there are any second floors or otherwise elevated platforms they will now be show, instead the ground below these second floors will be shown. For that reason orange circles and a white background has been added to some buildings. The orange circle is supposed to represent that the building is positioned on some sort of a second floor or an elevated platform which isn't show on the overview. So just keep in mind, when you see a building which has an orange circle, remember that that building isn't positioned on the floor it is actually shown on the map, but that there is a another floor above that floor which is that buildings actual placement. For example, on first point you can see two orange circled Sentry Guns positioned right next to the point. These Sentry Guns aren't actually right next to the control point but are actually positioned on a ''catwalk'' which isn't show here but is still running above and alongside the point.
 
'''Note''': It is important to understand what do the buildings with a white background and an orange circle represent. This overview is structured in such a way that it only shows the ground floor of the map, if there are any second floors or otherwise elevated platforms they will now be show, instead the ground below these second floors will be shown. For that reason orange circles and a white background has been added to some buildings. The orange circle is supposed to represent that the building is positioned on some sort of a second floor or an elevated platform which isn't show on the overview. So just keep in mind, when you see a building which has an orange circle, remember that that building isn't positioned on the floor it is actually shown on the map, but that there is a another floor above that floor which is that buildings actual placement. For example, on first point you can see two orange circled Sentry Guns positioned right next to the point. These Sentry Guns aren't actually right next to the control point but are actually positioned on a ''catwalk'' which isn't show here but is still running above and alongside the point.
 
 
 
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
Line 127: Line 136:
 
* This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
 
* This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
 
** On the first point,  the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the [[Dead Ringer]], which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
 
** On the first point,  the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the [[Dead Ringer]], which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
 +
* There are a few rooms{{which}} that players don't often visit, use these places to uncloak or hide.
  
 
{{Map Strategy Nav}}
 
{{Map Strategy Nav}}

Latest revision as of 23:10, 4 February 2024

Mercenary Park
Yetipark 5.png
Basic Information
Map type: Control Point
File name: cp_mercenarypark
Released: October 20, 2017 Patch
(Jungle Inferno Update)
Developer(s): Valve
Map Info
Environment: Jungle
Setting: Daylight, overcast
Hazards: Crocodiles, Pitfalls
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×14
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×11   •  
Largeammo.png ×5
Map Photos
Loading screen photos.
Map Overview
Mercenary Park overview.png

This article is about Community Mercenary Park strategy.

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

General strategy

Offense

This strategy guide will be told from the Blu's point of view

Point A

  • After the round starts and the gates open up, the Blu team should be aggressively pushing out of their spawn in order to capture the Playground - a large open area just outside the Visitors center. Capturing this area should be an easy thing to do; for there are three ways to enter it, its open and spacious and it contains no Health or Ammo packs for the Red to use. After swiftly conquering the Playground, the Blu can now move onto capturing the next important location: the Mann.Co building.
  • Mann.Co building acts as transfer station to the A point, meaning that you simply have to go through it in order to reach the first capture point. Furthermore, the second floor of this building provides access to the Catwalks, an important piece of high ground directly above the A point. Because of this, its imperative that the Mann.Co building it taken control of in order to continue the Blu's advance.
  • Mann.Co complex can be easily captured by seizing control of its second floor. To accomplish this, the bulk of the Blu team should use an outdoor stairwell on the building's left side, and reach the second floor that way. Doing this will garner large attention from the Red team, making them prioritize defending that side of the building. Meanwhile, a small group of Demomen and Soldiers should Rocket jump through a tiny window located on the Mann.Co's right side, allowing them to cause mayhem and panic in the Red team's backline. With enemies attacking them from two opposite sides, the Red team will slowly be squeezed out of the Mann.Co building for good.
  • From now on, taking control of the first point should be an easy task. With the capture of Mann.Co building, the Blu team now has access to Catwalks and the areas below them, allowing them to quickly flush out any remaining Red members defending the A point.

Point B

  • The second control point, the Lab, is positioned in the middle of another building complex with two floors. There are multiple ways to capture the Lab, but once again, the easiest way to do it is to take control of its second floor. A set of stairs behind the left most shutter door and the aforementioned Catwalks are the two routes Blu can use to reach the so desired upper floor.
  • Once the swift conquering of the second floor has been completed, the Blu team now has two advantageous routes they can use to capture the B point itself: The Server room and the Staircase. The Server room is important since it provides access to a set of platforms hanging above the second control point, which grant huge high ground advantage to whoever is holding them. Meanwhile the Staircase provides a direct path from the second floor to the Red's backline, opening up flanking opportunities for the Blu.
  • Once more, capturing the B point is all about coordinating an assault from two directions. One part of the Blu team should head towards the Server room and bombard Red's from the high ground, while another group of Blu members make their way down the Staircase in order to surprise Red defenders from behind.
  • This combined assault from multiple directions will usually result in the crumbling of Red defenses, thus allowing the Blu team to capture the B point.

Point C

  • Now its time to move onto the final capture point, the Test Pit. There are three ways for the Blu to access the Test Pit. The most direct route of them all is through the Elevator Shaft in the middle. Other than that, two other routes can be found branching of from the YTI Room: the Ventilation Shaft and a path leading directly to the Platform - an elevated position just behind the C point.
  • All three of these routes have their advantages and disadvantages. The Elevator Shaft is the quickest path to the last control point, but its also the most dangerous one duo to it being a Chokepoint. In addition to being cramped and dangerous to traverse, managing to go through it will only land you on the low ground - in front of the entire enemy team. Duo to this, its advised to never take this route unless you have an ÜberCharge ready to go.
  • Other two routes are more interesting as they both branch of from the YTI room and have flanking potential. The Ventilation shaft will sneakily take you either under the Platform or behind it, while another path will take you straight to the Platform's left side.
  • In general, the best way to capture the final control point is to quickly take over the YTI room, and then shove the entire Blu team down the previously mentioned flank routes. Majority of the Red team will be positioned up on the Platform, so using the path which directly takes you to the Platform's left flank will surely threaten the Red defenses over there. In addition to that, some Blu members can make their way through the relatively concealed Ventilation Shaft, in order to surprise Red's from below and behind. Usually, this simple flanking maneuver will be enough to overcome the defenders and capture the point, but if it doesn't work out, then the Blu has one more trick up the sleeve.
  • When the Red team members get attacked from behind, below and even from the side, they will get preoccupied and leave the previously impassable Elevator Shaft unguarded. This will allow for a small percentage of the Blu team to make their way through this chokepoint and deliver the finishing blow to the Red from yet another direction. Ultimately capturing the point and winning the game.

Defense

This strategy guide will be told from the Red's point of view

Point A

  • The Red strategy for the first control point revolves around holding the Mann.Co building, thus denying the access to the A point or the Catwalks for the Blu.
  • Upon the beginning of the round, its recommended for the Red team to simply retreat out of Playground. Its a difficult area to hold onto duo to having lack of cover, no Health or Ammo packs and being in near proximity to the Blu's spawn. Its better to fall back to the Mann.Co building and organize a strong defense then it is to die defending a pointless area.
  • Be prepared to hold onto the Mann.Co building for your dear life if you don't want to lose the first control point. Set up a strong defense on the building's second floor and watch out for the two possible routes the Blu can use as means of accessing it - an outdoor stairwell on the building's right and a small window on the opposite side.
  • Even if the Mann.Co is captured, its still worth holding on to the Catwalks adjacent to it. The Catwalks play a big role in capturing the first point, and while keeping them away from the Blu can be difficult, a few excellently positioned Soldiers and Demomen can waste a lot of Blu's time.

Point B

  • Once again, its important to secure the second floor of the Lab, as it offers two powerful routes the Blu can use while attempting to capture second control point. However, retaining control of the Lab's upstairs is difficult, if not downright impossible to accomplish.
  • Because of this, attempting a strong defense up there is rather futile. Instead, the Red team should take advantage of the fact that there are only two passages leading from the upper floor to the B point, making it possible to lock them down and prevent the Blu's from using them. For example, the gate serving as the exit of the Server room can be Sticky trapped, meanwhile the room to which the Staircase leads is quit open - making it a good location for Sentry Guns.

Point C

  • When retreating from the B point, its imperative that you capture the YTI room duo to the two devastating flanks branching off from it; the Ventilation Shaft a path leading straight to the Platform. Denying the Blu from accessing these two avenues leaves the Elevator Shaft as their only route to final. And as mentioned before, the Elevator Shaft is something the Blu would want to avoid using duo to it being an easily defendable Chokepoint.
  • In the event that the YTI room is lost, either prepare for a more then likely defeat or use all your strength to regain at least a part of it. This can be done by either approaching it directly, or using the Elevator Shaft and a staircase just left of it in order to flank behind the attackers situated in the YTI.
    • Also watch out for any Sentry nests which could pop up in the Ventilation Shaft.

Class-specific strategy

Scout

  • A Blu Scout will need to play smartly on this map. There aren't many open areas to exercise your great mobility, forcing you to adapt to a much more flanking orientated playstyle.
    • Take advantage of the Playground when the round begins. Its a very open location where you can comfortably duel and guarantee success over your opponents. When the fight inevitably transfers over to the Mann.Co building, it is recommend to avoid going to the second floor where it's cramped spaces, which are the center of both teams attention, won't ensure your longevity. Instead, you can try flanking through the ground floor in order to sneakily reach the other side of the building. Once you're there, you can either: attempt to cause a distraction by capturing the point, or climb back up to the second floor and attack the Reds from behind.
    • There are a couple of things you can do when attacking the B point with your team. If your team has captured the second floor of the Lab, you can use the Staircase to flank behind the Red's line of defense. Alternatively, sticking to the first floor and engaging enemies in a large area just in front of the B point itself also works, just don't let the Sentry Guns positioned on the Loading Bay see you.
    • Attempting to capture the final control point requires patience, since the entire area around it will usually be heavily guarded by an array of enemy Sentry Guns. Until they get taken down, your capability to contribute to the battle is minimal. You can maybe participate in the fight for the YTI room and use its Ventilation Shaft as a means of stealthy transportation, or perhaps drink the Bonk! Atomic Punch in order to distract the Sentry Guns for your team, but either way you can't do much. However, if the Sentry Guns do get destroyed, your capabilities increase drastically. The area where the final capture point lies is very open and spacious, in addition to being filled with all kinds of obstacles and props. This makes it a near perfect environment for the Scout who, upon the removal of the Sentry Guns usually located there, can thrive in such a location.
  • As a member of the Red team, your primary focus should revolve around flanking as well, but also denying the Blu members from doing the same.
    • Just as your Blu counterpart, take advantage of the Playground, as that is one of the few open areas you'll encounter. Even when the Mann.Co building becomes the main battleground, you can still sneak into the Playground and cut off Blu reinforcements to the building. After the Mann.Co falls into the Blu's hands, you can play directly above the A point by constantly jumping between the Catwalks and the top of the Shipping Crates. Doing this will hopefully make you a big enough obstacle in order to prevent the Blu from capturing the high ground over the first control point.
    • When defending the second capture point in the Lab, its advised against heading up to the upper floor, as its low ceilings and tight spaces will severely restrict your movement options. Instead, wait for the attackers in front of the Red's first spawn where they'll be descending down to via the Staircase. Your other option is to play around the point, in an area which is also quit open and unconstrained. Just watch out for enemy attacks coming above you from the Server room.
    • When defending the final point, you can't do much. Both of the routes leading to the Pit are better defended by explosive wielding classes then by Scouts. Your time to shine comes when enemies breakthrough your team's defenses and start to capture the C point. Then you can engage them in an area much better suited for your type of combat.

Soldier

  • On the Blu team, your main objective should be to use your Rocket Jumping ability in order to reach key high ground positions which the remainder of your team can't. You should also aid your Demomen in destroying Red Sentry Gun nests.
    • When the round starts and fighting begins, first major objective of your team will be to capture the Mann.Co building, more specifically, its second floor. While you can use the route other team members will use to access the aforementioned upper floor, there is another path which you should take instead. On the building's right side there is a small window you can rocket jump through and land yourself in the Red's backline. From there, you'll be able to cause chaos and panic to an already preoccupied enemy. After taking over the Mann.Co building, you should move over to the Catwalks in order to rain down mayhem onto the remaining Red defenders and clear out the point.
    • Once again, trying to gain the height advantage by seizing control of the Lab's second floor is the safest way of capturing the second control point. After accomplishing that task, your next step should be to reach the Server room from which you can get a good angle on the Sentry nests positioned down on the Loading bay. If you want a quicker method of capturing the B point, simply pushing through the first floor and going straight for the point can overrun an incompetent enemy team.
    • While your team is capturing the B point, you should quickly head towards an area where the final Blu spawn is in order to climb a set of stairs located there. Once you've done that, you can either: bombard the Red players retreating through the Elevator Shaft towards their last defensive positions, or jump over them in order to quickly reach the YTI room and secure it for your team. Choosing the first option can grant you some free kills, but capturing the YTI room as fast as possible is of much greater strategic importance. You'll see that later when you will be able to get very good angles on the Red's defensive positions from the YTI.
  • While defending, your task is to hold the high ground and keep it away from the Blu team. This is especially important on this map where many high ground positions also offer access to powerful routes.
    • On the first point, don't even bother going to the Playground and simply stay up on the Mann.Co building's second floor. From their, you can rain down rockets on anyone unfortunate enough to be below you. Bombarding the Blu members attempting to climb up via the outdoor stairwell can be particularly effective. Even after the Mann.Co falls, staying on the Catwalks and constantly trying to force yourself back into it can pose a real headache to the enemy team.
    • When defending the second point you want to, once again, stay on the upper floor and prevent the Blu from conquering it. This shouldn't be to hard of a task for you, considering the overall cramped nature of the second storey is exactly the kind of environment a Soldier would seek. Even after the second floor is captured, you can still harass Blu members up there by occasionally rocket jumping through a hole in the ceiling just behind the Staircase.
    • While you can focus on defending the YTI room alongside your team, its also important to remember that your explosive capabilities are needed for the protection of the Elevator Shaft as well. If the YTI room is captured, you can surprise the enemies in there by entering the Ventilation duct from the other end in order to suddenly emerge in the YTI. Just remember that you'll need to use your rocket jump in order traverse a vertical section of the Ventilation.

Pyro

  • An offensive Pyro should primarily partake in supporting his team's push. While this map is pretty decent for him, abundance of Sentry Guns and large oscillations between low and high ground make it difficult for the Pyro to do anything on his own.
    • Upon the start of the round, be ready to Spy check common decloaking spots such as the one behind the left most spawn exit, or the one near the Gift Shop. After that, move alongside your team towards the Mann.Co building and use your compression blast in order to protect your teammates from enemy projectiles, while they're climbing up the outdoor stairwell. If you are still on the second floor when the Mann.Co building is secured, you can swiftly drop down from the Catwalks and cause mayhem among the remaining Red defenders.
    • Because of the way the second point is structured, you may be able to perform more riskier actions. The tight and narrow second floor of the Lab allows your flames to spread like Wildfire, meanwhile the Flame Thrower's compression blast can deal with any Soldiers and Demomen which you're likely to meet. If the Sentry Gun usually positioned there gets destroyed, you can jump down from the Server room and land right on top of the Loading Bay - where the majority of enemies will be located.
    • When attacking the C point, your ability to contribute to the fight will be severely limited. The last point will more then likely be filled with multiple Sentry nests, preventing you from even considering an attack. The best you can do is to simply support your team via: Spy checking, reflecting projectiles and extinguishing them.
  • As a member of the Red team, countless flank routes and concealed paths allow you to organize an effective ambush. And without as much Sentry Guns to deal with, you're free to do almost anything.
    • On the first control point, you should stay in the Mann.Co building and support your team. Although your hands are much freer when you're on defense, you still need to be careful. In this case, running into the open areas of the Playground will quickly get you killed. When the Mann.Co building is captured, sneaking up to its second floor in order to ambush anyone up there will yield great results, as the cramped rooms will amplify your Flamethrower's effectiveness. Alternatively, you can hide in one of the Shipping Containers and wait for the Blu to start capturing the A point.
    • The second capture point is a fair bit more open then the previous one, take this into consideration when planning your next move. Choosing to stay on the low ground and defend the point itself isn't an excellent idea, as you'll be open to an attack from multiple directions. Heading up to the upper floor in order to contest it is a smarter move, especially when you take in to account just how congested and "chokey" the upstairs section is. If the second floor is captured, flank underneath it in order to end up behind the attackers.
    • The Ventilation Shaft present on the final control point is an excellent environment for an ambush. Its narrowness allows you to catch out anyone unfortunate enough to meet you in there, and the frequency at which it is used means that you'll get an never ending stream of victims. If camping in the Ventilation is not your thing, then you can help out friendly Engineer's by regularly Spy checking.

Demoman

  • A Blu Demoman's primary concern should be about destroying Red Sentry Guns and shattering enemy defenses.
    • As a Demoman, your focus on the first point should be centered around the Mann.Co building, as your explosive weaponry can annihilate anyone in there. When your allies capture the Playground, quickly move forward and Sticky jump through a small window on the buildings left side. Doing this will land you right behind the Red team and their Sentry nests, allowing you to swiftly wipe them out. When the Blu team advances forward after seizing control of the Mann.Co, you can expect the new Sentry positions to be either: Behind the Shipping Crates, on the Catwalks or on the other side of the Docks.
    • The most common Sentry position on the B point is right on top of the Loading Bay, from which a Sentry has a direct view of the area in and around the point. While this position is certainly powerful, it can be easily destroyed by spamming it from the Server room. You can also use the Staircase leading from the second floor in order to end up behind the aforementioned position. Be wary though, doing this will lead you to a wide open area, where you'll be easy picking for any Scouts, Snipers or other classes. If your team doesn't have control over the upper floor, hence denying you the previous two options, ask a friendly Medic to ÜberCharge you and simply head straight for the point.
    • A good Demoman is often crucial when attacking the final point, as that is the place where Sentry Guns are the most abundant. The quickest way to obliterate the Red defenses is to, once again, find a Medic who can Übercharge you, and push alongside him through the Elevator Shaft. If however, your team doesn't have a Medic (Or one with an ÜberCharge at least), your only other real option is to destroy the Sentry Guns from the YTI room. Excluding that, a niche thing you can try to do is using the hole in the window of the Elevator Cage - just above the Elevator Shaft. If you aim your projectiles through the hole just right, they'll be able to hit some of the common Sentry positions. But doing this is very time consuming and leaves you prone to Spies.
  • As a part of the Red team, your main job should be to stop the Blu team in their tracks, either by: controlling the chokepoints or by constantly showering the attackers with explosives.
    • During the battle for the A point, stay in the Mann.Co building and deny the Blu team from accessing its second floor. Pay close attention to the outdoor stairwell on the building's right side, as that is the most likely route the invaders will take. If the Mann.CO building is captured, retreat to the Catwalks and lay Sticky traps on the two exits leading to them, in order to further stall the Blu's attack.
    • Its important to retain control over the upstairs section of the Lab, when defending the second point. This section is quit "chokey" and tight, making it a near perfect environment for you. If however, your forced to stay on the low ground. Lay multiple Stickies on the gates leading from the Server room, as that is the exit Blu members will pass through when attempting to reach the high ground positions above the point.
    • Your task for protecting the final capture point is quit simple. Shove explosives down the Elevator Shaft, or the Elevator cage in order to protect the YTI room. Periodically check in the Ventilation Shaft for any sneaky Sentry nests set up by the Blu.

Leaderboard class heavy.png Heavy

  • There is a nice balance for Heavy on this map. You are at liberty to push more aggressively, as many of the direct routes still don't have long sight-lines. As always, however, overextending can be a death sentence, especially against a talented Sniper.

Leaderboard class engineer.png Engineer

  • Mercenary Park provides many good sentry spots for defending control points, but also provides good opportunities for assaulting them, too.
  • At control point A, placing a sentry on the catwalks provides a good point of elevation to fire downwards at enemy targets attempting to capture or defend the point.
  • Placing a teleporter in the room below BLU's first spawn allows the defending team to flank behind enemy lines and catch them unaware. Note though that all entrances lock except the top left entrance when control point A is captured.
  • Placing a teleporter in the room above Point B makes an excellent place to assault the point, given the 1-way exit door and elevation over the point.
  • Point C provides many invaluable sentry spots, such as on the shipping containers or in the corners below the metal balcony.
  • A BLU Engineer, with the distraction of his team can go down the chute near control point C and set up a teleporter in the hallway behind point C, allowing his team to quickly flank around the defense. Set up a Sentry Gun to protect the teleporter.
Mercenary Park building spots

Note: It is important to understand what do the buildings with a white background and an orange circle represent. This overview is structured in such a way that it only shows the ground floor of the map, if there are any second floors or otherwise elevated platforms they will now be show, instead the ground below these second floors will be shown. For that reason orange circles and a white background has been added to some buildings. The orange circle is supposed to represent that the building is positioned on some sort of a second floor or an elevated platform which isn't show on the overview. So just keep in mind, when you see a building which has an orange circle, remember that that building isn't positioned on the floor it is actually shown on the map, but that there is a another floor above that floor which is that buildings actual placement. For example, on first point you can see two orange circled Sentry Guns positioned right next to the point. These Sentry Guns aren't actually right next to the control point but are actually positioned on a catwalk which isn't show here but is still running above and alongside the point.

Leaderboard class sniper.png Sniper

The hole in the glass.
  • While attacking the final point, taking advantage of the shattered hole in the elevator cage near the intersection on the second floor can be extremely useful for evading fire and catching enemies off guard, but key to this is making sure that your team has control of the second floor.
    • Be extra careful, as this spot can also be predictable to experienced players.

Leaderboard class medic.png Medic

  • The right side of the lower elevator choke (opposite the medical procedure room) is a sheltered place close to the action for BLU Medic to do a lot of supportive healing and quick building of ÜberCharge. The RED Medic should be on the other side of the wall doing exactly the same thing.
    • Watch out for RED counter-pushes/BLU pushes as you are really close to a lot of the enemy.
    • The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.
    • The Health Kit on the RED side should be reserved for the Medic; he is going to need it.

Leaderboard class spy.png Spy

  • This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
    • On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the Dead Ringer, which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
  • There are a few rooms[Which?] that players don't often visit, use these places to uncloak or hide.