Difference between revisions of "Community Mercenary Park strategy"

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{{community strategy stub|A lot of content has been added to this article recently, but it needs a once-over to improve grammar and add additional detail.}}
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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.}}
{{correction}}
 
 
 
 
{{Map infobox
 
{{Map infobox
 
   | map-strategy              = yes
 
   | map-strategy              = yes
   | game-type                 = Control Point
+
   | map-status                = official
   | file-name                 = cp_mercenarypark
+
  | 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
+
   | 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
 
}}
 
}}
  
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{{TOC limit|3}}
 
{{TOC limit|3}}
  
== General strategy ==  
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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 should be relatively easy. As we can see from the short overview of the second point's location given above, we can conclude that the key to capturing second point is securing the second floor of the ''Mann.Co'' building. The second floor is immensely important to the Blu team as it has two very powerful routes routes leading from it. One of the routes (the ''server room'') grants you an elevated position right above the second point which basically translates to '''huge high ground advantage''' over the Red defenders, and as we saw from the point A, controlling the high ground position over an objective usually means that you are rather easily going to be able to win that objective, and the second point is not an exception. In addition to being provided the height advantage, the second floor also provides you with an flank route which leads right past the Red's first spawn and into the Red's backline. This means that while your pommeling the poor Red team from the high ground, you also get an option to sneak behind them and deal devastating damage making capturing the point B all that more easier. Ofcourse, in order to gain access to these two  very "destructive" flank routes the Blu team is obviously going to have to capture the ''second floor'' in the first place. Luckly for the Blu's, taking hold of the ''second floor'' should be an easy task to do. Unlike back at the point A, where the Blu team had to fight its way up to the second floor from the low ground, this time the Blu team won't have to do rigorously climb up the stairs while being bombarded  by the Reds from above. Instead, the Blu already has a straight route leading directly to the ''second floor'', the '''catwalks'''! As we said earlier, the second floor can also be accessed by the ''catwalks'' which are a much more safer and quicker path to the ''second floor'' then the only ''stairs'' on the Blu side. And to make matters even better for the Blu team, once the first point is control point is captured the Blu spawn moves from the ''visitors center'' to the first part of the ''Mann.Co'' building. And this second spawn is positioned practically right in front of the ''catwalks'' meaning that as soon as the Blu members spawn in there forward spawn they can immediately walk over the ''catwalks'' and find themselves on the ''second point'', keeping up the pressure on it. And duo to the way ''second floor'' is structured, it is very hard to defend. Considering all of these things together, its safe to assume that any semi-competent Blu team will be able to clear out and secure the ''second floor'' just by taking the ''catwalks'' and walking to it.  
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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.
 
 
*Now that the Blu team hold control over the second point, all they have to do is utilize the two important routes leading from the ''second point'' and they will be able to capture the control point B with ease. So, by orchestrating a combined assault from the ''server room'' and the other route which leads to the Red's back the Blu team will manage to achieve a sort of a crossfire where they are bombarding the Red positions from the high ground on on side and pummeling they're backline from the other side. This results in Red's defenses crumbling from the intense pressure getting appllied from all directions and the Blu capturing the B point and moving to the final control 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 or the '''''Lab'''''. Lets first discuss the ways for the Blu team to enter the C point. There are three ways to enter into the last point (From the Blu's side ofcourse). The first way is about entering through the ''elevator shaft'' (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 room 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.
*As we can see, there are three ways for the Blu team to enter into the final capture point, and all three of them have they're advantages and disadvantages. Going through the ''elevator shaft'' is the quickest way to reach the final control point, however, it's also the most dangerous one. The ''elevator shaft'' is a chokepoint, meaning that duo to its crampness, going through it limits your mobility options thus making you an easy target for the defending team. Funneling an entire team through this chokepoint is even more dangerous since a single explosive wielding class can easily shut down any pushes coming from the ''elevator shaft''. And lets also not mention the fact that once you get yourself in one piece through the shaft you'll find yourself on the low ground in front of the entire enemy team which will be positioned up on the platforms. For all this reasons, pushing through the ''elevator shaft'' is not recommend unless you have an [[ÜberCharge]] with you, in that case pushing through that chokepoint is highly advisable. As we said earlier, going through the ''elevator shaft'' is the quickest way for reaching the control point C, and once you pass through it you'll find yourself right in front of the bulk of Red defenses. In majority of situations, coming up against the entire enemy team usually results in your death, but when you are Übered, your invulnerable to all damage in which case you want to get as close as you want to the enemy and as fast as possible to ensure that they don't escape your Über push alive. For that reason, if you have an Übercharge to spare, using it to push through the ''elevator shaft'' is the quickest way to ensure victory.
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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.
*But if you don't have an Über/[[Medic]], then you need to considering taking different flanks routes in order to defeat the Red's defenses, as mentioned earlier, pushing through the ''elevator shaft'' without an Übercharge is certainly not going to result in anything other then pointless death. One other route the Blu team can choose from is the ''YTI'' room. The ''YTI'' room sits at the Red's left flank. The ''YTI'' room isn't a flank route itself, but it is just a small room which has two important flank routes leading from it. The ''ventilation shaft'' which can get you in behind the enemy, and a unnamed path which leads to the Reds platform, a powerful position surrounding the ''lab'' where the majority of Red defenders will be located. In order to gain access to these two side routes we will need to first take control of the ''YTI'' room. That shouldn't be a too hard of a task to do. Ironically enough, to reach the ''YTI'' we will need to first pass through the ''elevator cage'', a chokepoint positioned right above the ''elevator shaft''. Luckily for the Blu, traversing this chokepoint should't be too hard considering that unlike the ''elevator shaft'' below us, this chokepoint doesn't put the Blu members in a height disadvantage and the YTI room is in general a hard room to defend for Red.  
 
 
 
*After pushing through the chokepoint and into the ''YTI'', the Blu will be presented with two  options, either take the unnamed path which leads to the Red platform or take the ''ventilation shaft''. The ''unnamed path'' is a more direct route to the enemy. Taking it will put you right on the left side of the platform the Red team will be standing on allowing you to pressure them directly. While you are fighting for the control over the ''platform'' and thus the control of high ground over the final point, some Blu members can flank even more behind the Reds by taking the ''ventilation shaft'' which puts you in the prime position to surprise the enemy which will most likely be busy with fighting your teammates who are coming up on they're right flank. If you manage to pull of this attack from both the left and behind of the Red, they're defenses will start to crack and they will be preoccupied with securing they're rear and they're right that they will usually completely forget about the ''elevator shaft''. The Blu teammates, which otherwise wouldn't be able to pass through the ''elevator shaft'' safely will no be capable of doing so, rushing  through the chokepoint to deliver the final blow to the Red team and ultimately winning the finale point and thus 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 shaft'' 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.  
 
 
{{expandlist}}
 
  
 
==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. There is also plenty of ramps, crates, ledges and other random vertical geometry sticking out of the ground which is pretty good for a Scout you as it allows you to jump around on these things and make yourself a much harder target.
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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.
 +
** 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.
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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.
 +
* 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 advantage|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.
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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 shaft'' by drinking the Bonk!Atomic Punch and distracting the enemy [[Sentry Gun]].
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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.
 +
** 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.
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** 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.
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** 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.
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** 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. On the first point, "playing" in the ''playground'' is great as it is a wide open space making it just perfect for you, try and delay the enemy as much as you can here. Playing in the area just above the point A by jumping on the shipping crates and the ''catwalks'' can make you a really hard target to hit and consequently, a solid obstacle to the Blu team trying to claim the ''catwalks''. On the second point, you should position yourself by the open area in front of the first Red spawn to duel out the Blu members trying to get from the ''second floor'' to your teams backline and prevent them from doing that, you can occasionally even run up to the second floor for some sneak attacks on the Blu but be aware, second floor is very cramped so as soon as the Blu's up there start getting a hold of you, you should retreat and bait them into a more open area to fight them. If the area is clear you could even  head to a set of stairs near the first point which leads to the second floor from the Blu side, this way you can surprise the Blu members on the second floors as they won't expect an enemy attacking them from the direction of they're spawn. On the final point you can't do much, the two chokepoints the Blu team has to pass in order to get to the final point are much better guarder by explosive wielding classes and you can't do much to secure them. A recommend thing to do would be to take the [[Mad Milk]]. Its large area of effect can allow you douse enemies passing through one of the chokepoints.
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===[[Pyro]]===
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* '''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.
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** 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.
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** 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.
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** 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.
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* 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.
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** 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.
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** 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.
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** 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 }} ===
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===[[Demoman]]===
*Soldier is a good choice for the Mercenary park. This map is rather cramped making your rockets more easier to hit, but the map is open enough to justify [[Rocket jump]]ing and using it to gain the upper hand over your enemies.
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*'''A Blu''' Demoman's primary concern should be about destroying Red [[Sentry Gun]]s and shattering enemy defenses.  
 
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** 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.
*'''On the offensive team''' your main focus should be to use your rocket jump ability to take key high ground positions from the Red team and occupy them and to work in conjunction with your [[Demoman]] to take down Red's Sentry nests. When fighting for the first point, the main focus of your teams attack will be the ''Mann.Co'' building, more specifically, the ''Mann.Co's'' building second floor.  Reaching the second floor can be rather tricky for the Blu's as since there is only one route leading to it and that's the ''outside staircase'' on the left side which can be easily controlled by the Reds. Or... is there is only one entrance to the second floor? For anyone who can't rocket jump, there really is only one option to chose from as they will have to take the outside stairwell to get to the second floor, but for you there is another alternative route you can take. On the right side of the ''Mann.Co'' building there is a small opening in the wall of the second floor. This opening is out of reach for anyone who can't jump high enough to it, but you can rocket jump, which allows you to propel yourself high enough to reach the small opening and thus the second floor. When you go through the opening, you'll find yourself in a small room which leads to the right to the Red teams backline. The Reds holding out on the upper floor will usually be focused on keeping control over the ''outside staircase''  on the left side since that is where they expect the Blu team to come from, this usually means that they completely forget about the right side of the building allowing you to exploit there mistakes and attack them from behind. Alternatively, you can go through the lower floor of the ''Mann.Co'' building by taking the left hallway which leads straight to the point, after exiting onto the area of the control point, you can simply rocket jump directly onto the ''catwalk'' itself and surprise the Reds from an even more unexpected direction. After clearing out the ''Mann.Co'' building you and your team will move into assaulting the point A itself. When doing this you want to position yourself up on the ''catwalks'' to rain down rockets down on the Reds.
+
** 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.
** After your team is done with the capturing of the first control point you can move onto the second point, as always, you want to take the high ground. You can do this by using the ''catwalks'' to once again get to the second floor, clear it out and them move over to the ''server room'' where you you can reach a set of elevated rails positioned right above the second point. From this elevated position you can target the enemy sentry placements on the ''platform'' and the enemies positioned around the point. Be careful though, once you pass through the gate which leads from the ''server room'' to the rails you can't go back as that gate is one-way only. Instead of going to the ''server room'' to reach the ovehanging rails, you may choose to try and flank the enemy team from behind by going from the second floor to the ''Reds first spawn'', a common flank route for Blu players trying to get into the Red's backiline, however, this position is not good for you, the area in front of the ''Reds first spawn'' is very large and open without any high ground to occupy. For those reasons, going this route is not recommended,
+
** 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]].
** As your team is capturing the second point you should quickly more forward to establish an important stronghold in a certain room in order to gain an upper hand when the attack on the final point begins. This room which should be captured and secured immediately is the  '''''YTI''''' room which is a very important room for the Blu team as it grants them access to  two powerful flank routes. Usually, the Red team understand the importance of the ''YTI'' room, and as they are retreating from the second point they will attempt to capture the room for themselves in order to deny the Blu team the powerful position that the room has to offer, but this is where you come in, before the Red team has a chance to establish a foothold in the ''YTI'', you can quickly dash forward, rocket jump up to another second floor, fly above all the retreating enemies and swiftly capture the YTI before anyone even reaches it, if other classes  on your team had the task of trying to secure the ''YTI'' room before the Reds even set there foot there they would fail rather hard as they would first have to fight through the retreating Red teammates and won't be able to just rocket jump over them like a Soldier can. After doing that, you can holdout in the ''YTI''  and wait for your team to catch up to you  and then together with your team make a massive push from the YTI right into the Red's left flank.
+
* 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.
 
+
** 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.
*'''When on the defense''' your main priority should be to obviously hold the high ground and bombard the Blu players trying to capture the control point. On the first point, you can simply choose to stay up on the second floor of the ''Mann.Co'' building and rain down rockets on Blu players trying to climb up to your position, if the ''Mann.Co'' building is lost then you should retreat to the the ''transport cages'' to deny the Blu players trying to take over the ''catwalks'', you can occasionally go into the now hostile environment of the ''Mann.Co'' building itself to quickly deal a lot of damage to the Blu attackers there before hastily retreating. On the second point, you should position yourself up on the upper floors to challenge the Blu team trying to take over the second floor and thus gain control of the two devastating routes for the Red team (the ''server room'' and the route leading to the ''Red's first spawn''). Defending this area won't be easy as the Blu team has a direct access to the second floor from they're spawn. But the second floor is quit cramped  and tight which is perfect for your primary weapons which all function best in these environments. While defending the upper floor, you need to delay the Blu team's advance as much as possible and make sure that they pay for every inch of it. If they take the second floor you can then rocket jump up to the elevated rails leading form the ''server room'' to try and delay them even further by blocking one of the key areas for the Blu. When defending the last point, you primarily want to focus on securing the YTI room. For the Blu team to get to the YTI room. Youcan do this effectively by making a small rocket jump onto one of the servers in the room to give your self a small height advnatage.
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** 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.
=== {{class link| Pyro }} ===
 
* 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.
 
** Paired with a [[Kritzkrieg]] Medic, you become especially terrifying to enemy teams.
 
*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]].
 
*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}} ===
 
*The Demoman has quit a lot of potential on this map as this map is filled with quit a lot of chokepoints and in general plenty of tight area.
 
 
 
*'''On the Blu team''', your main concern should be about dealing with enemy [[Sentry Gun]]s. Since that will be your primary job its good to know all the common Red sentry positions so that you can effectively deal with all the Sentry Guns coming your way, so here is a list off all common Sentry Red sentry positions and how to deal with them effectively (if your having trouble visualizing the placement of these Sentry Guns then you can scroll down to the Engineer guide and take a look at the Mercenary Park map of all the common sentry spots): On the first point, you are going to greet the Red Sentry nests when you arrive at the ''Mann.Co'' building, more precisely, the left side of the second floor of the ''Mann.Co'' building, or in other words, right above the ''steroid room''. There are two ways to destroy this Sentry nest, the easiest way would be to [[Sticky jump]] through a small opening in the wall of the second floor right above the entrance to the ''steroid room''. By getting up here you will find yourself in a small room which is right next to the location which usually contains common Sentry nests. In this room, you can prepare your attack before heading through the doorway to face the Sentry nest in front of you. Destroying this particular Sentry nest is rather easy, using the doorway to corner peek the Sentry Gun will get the job done, just be prepared for the onslaught of angry enemies coming at you when the you destroy the gun since this sentry nest is a common resting place for Red teammates who often come here to heal of the friendly [[Dispenser]]. For that reason it might be wise to retreat back into the room you just came out of and use your [[Stickybomb Launcher]], or any other sticky launcher for that matter to place a couple of Stickybombs on the doorway leading to you, so that chasing enemies get a surprise of there life once they step into the room. Other way to destroy this common Sentry spot would be to head to the ''steroid room'' directly and then destroy the Sentry nest positioned on platform above you from below by using the the arch of your weapons, this strategy could work out pretty well too, but note that while your shooting at the Sentry above you you will be on the low ground for a good amount of time. When the ''Mann.Co'' building is captured then the common Red defensive holdouts become the ''catwalks'' and the small areas behind the ''transport cages'' and the ''docks''. Destroying the Sentry positions on the catwalks are pretty simple, just fire your Grenades and Stickybombs at the ''catwalks'' through the windows on the ''Mann.Co'' building which are overlooking the first capture point. When trying to target the Sentry positions behind the ''docks'' or the ''transport cages'', position yourself on the ''catwalks'' or on top  of the transport cages to get a good angle on those sentry positions.  
 
** When attacking the capture point B, the most common sentry nest position is on the ''platform''.  The most effective way to destroy this Sentry nest is to get to the another second floor of the ''Mann.Co's'' building '''second part''' and proceed to the ''server room'' where you can step on a couple of overhanging rails placed right above the point, from this position you can get a very good angle on the Sentry nest positioned on the ''platform'' and assuming your team can take control over the second point you usually don't have to fight any enemy team members on your way to this position. Other way to destroy this Sentry Guns is to sneak behind it by taking the route leading from the second floor to the ''First Red spawn'', thus sneaking into the Reds backiline. But this second plan is rather risky as it put you in a lot more open area where you are more vulnerable to Reds intercepting you before you reach your target.
 
** A Demoman is often the most crucial class when attacking the finale point or the ''lab'' since that is the place where Sentry positions are the most abundant. There are three main ways to dealing will all the different sentry positions on the point C. The first way is to find a [[Medic]] with an  [[ÜberCharge]] and push through the ''elevator shaft'' and find yourself right in front of the enemy team and there Sentry Guns. Using this method, you can quickly and swiftly destroy all the Sentry Guns in the ''lab'' thus paving the way for your team to push forward. However, this method does require an Übercharge to successfully execute and sometimes an Über isn't always available. For that reasons there are two more options to destroy the Sentry Guns int the lab. One of them includes going to the ''elevator cage'' and shooting your explosive projectiles through a shattered hole in the window of the ''elevator cage''. If you aim just right, your projectile will travel at such an angle through the hole that they will start landing right on top of the common Sentry positions, with this method, you can destroy most of the Sentry Guns in the ''lab'' relatively safely as you won't have to put yourself in any harms way. But, this method also has its limits, for starters you won't be able to reach the Sentry Gun positioned near the [[Health]] and [[Ammo]] pickups on the right below you, this method also takes a lot of time, aiming a shot through a small hole so that it can land pitch perfect onto the Red Sentry nests can really consume your available time, plus, watch out for [[Spy|Spies]] as they will take the opportunity to [[backstab]] you while your lining up your shot. The third method involves heading to the ''YTI'' room and spamming out the Sentry nests from there. From the ''YTI'' room you have a much better angles and can hit any Sentry Gun guarding the last point, but you put yourself in a lot more danger when doing this so be careful! 
 
 
 
*'''As a Red team member''', your main job should be to stop the Blu team dead in there tracks by constantly shoving down spam down every major [[chokepoint]]. On point A, your going to want to watch out for the ''outside stairwell'' of the ''Mann.Co'' builfing as that is the route which the Blu team is most likey to take, placing down some Stickybombs right on top of the stairs will ensure that the attacking Blu's get a warm welcome. When the ''Mann.Co'' building is lost to the opposing team, the best course of action would be to position yourself right on top of the point and spam out the two entrances which connect the second floor and the two ''catwalks'' as that is an important route the Blu team has to take if they want to capture the control point. You can also position yourself on the ''transport cages'' to watch out more closely on the right ''catwalk'' and the ''hallway'' leading from the playground, but you do lose oversight of the right most ''catwalks'' when on the cages. When defending the second capture point, it is important for your team to hold the control over the rails above the second point, if the Blu team get control over these "rails" then they have a high ground position over the point which is very bad for the defending team. For that reason, your job as a Demoman is to deny the Blu's this position by placing Stickybombs on the gate which leads into to these rails. On the finale stage, a Demoman can either spam down the ''elevator shaft'' or prevent the Blu team from capturing the ''YTI'' room by spamming down the ''elevator cage''.
 
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
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* 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]]
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[[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}} ===
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* 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.
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* 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
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Map Overview
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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.