Difference between revisions of "Community Mercenary Park strategy"

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m (Auto: EnforceCapitalization(Minigun), WordFilter([Üüu]ber(?!säge)(?!sage)(?! Entertainment)(?: ?charge)?s → ÜberCharges), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#3664192))
m (Auto: WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#3664364))
 
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===Offense===
 
===Offense===
 
'''Point A'''
 
'''Point A'''
*The BLU team should strive to quickly take over the '''Playground''', the large open area in front of their spawn, before proceeding to the '''Mann.Co Building'''.
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* The BLU team should strive to quickly take over the Playground, the large open area in front of their spawn, before proceeding to the Mann. Co Building.
*The Mann.Co Building serves as an important springboard for launching an attack on point A, as it offers important [[High ground advantage|height advantage]] in the form of the '''Catwalks''' that overview the point.
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* The Mann. Co Building serves as an important springboard for launching an attack on point A, as it offers important [[High ground advantage|height advantage]] in the form of the Catwalks that overview the point.
**To secure it, BLU should use either the outside-stairwell on its left, or blast-jump through the open windows on right. Due to the probable presence of [[Sentry Gun]]s, an [[ÜberCharge]] may be required.
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* With the Mann. Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below.
*With the Mann.Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below.
 
  
 
'''Point B'''
 
'''Point B'''
*Capturing the second point can be easily achieved by bombarding RED's defenses on the '''Loading Bay''' from the '''Server Room''', which is conveniently located right above the point.
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* Bombarding RED's defenses on the Loading Bay from the Server Room, which is conveniently located right above the point, can be a big help in the capture of the B point.
**The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge.
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** The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge.
*Alternatively, some BLU attackers can take the '''Staircase''' in order to flank behind the RED team. This route is particularly useful for cutting of RED's only means of escape when point B falls.
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* Alternatively, some BLU attackers can take the Staircase in order to flank behind the RED team. This route is particularly useful for cutting of RED's only means of escape when point B falls.
  
 
'''Point C'''
 
'''Point C'''
*The quickest way to reach the final control point is by going through the '''Elevator Shaft'''. However this is ill-advised, as due to it being a [[Chokepoint]], it can easily be cluster-bombed with explosives. This route should only be utilized either when RED team hasn't had enough time to setup a proper defense, or when they are too distracted with BLU attackers coming in from the flanks.
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* The quickest way to reach the final control point is by going through the Elevator Shaft. However this is ill-advised, as it can easily be cluster-bombed with explosives. This route should only be used either when RED team hasn't had enough time to setup a proper defense, or when they are too distracted with BLU attackers coming in from the flanks.
*Accessible through a flight of stairs immediately after exiting the BLU spawn are the '''YTI Room''' and '''Ventilation Shaft''', which offer BLU an ability to flank behind RED defenders perched behind and to the sides of Point B.  
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* Accessible through a flight of stairs immediately after exiting the BLU spawn is the YTI Room and Ventilation Shaft, which offer BLU an ability to flank behind RED defenders perched behind and to the sides of Point B.
**Near the Ventilation Shaft is a '''Broken Window''', through which explosive classes can lob [[Projectiles]] in order to dismantle RED's Sentry Gun emplacements.
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** Near the Ventilation Shaft is a Broken Window, through which explosive classes can lob [[projectiles]] in order to dismantle RED's defenses.
  
 
===Defense===
 
===Defense===
 
'''Point A'''
 
'''Point A'''
*RED team should abandon the Playground, as it is a very hard-to-defend position stemming from its close proximity to the BLU spawn and a general lack of [[Health]] or [[Ammo]] pickups.
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* The Playground area has many disadvantages for the defenders, including the lack of [[pickups]] and the close proximity to BLU's spawn. Putting the main defenses (such as Sentry Guns) in a more defendable position is advised.
*Mann.Co Building is usually the cornerstone for a good RED defense, as it offers good high ground advantage and cover. Make sure the second floor is properly fortified to resist BLU's attempts at capturing it.  
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** The Mann Co. Building is a good spot for this as it offers good high ground advantage and plenty of cover over the BLU team.
*If the event of the Mann.Co Building being lost; it is still possible to hold onto the point by contesting the Catwalks and making BLU fight for every inch of them.
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* If the enemy team pushes past your defenses, falling back to the Catwalks can prove vital in keeping the BLU team away from the A point.
  
 
'''Point B'''
 
'''Point B'''
*Ideally, RED team would be able to secure the upper floor of the Lab, including the Server room, and thus prevent BLU from once again securing a high ground advantage.
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* As with Point A, high ground denial gives a big advantage in stopping the BLU team from capturing the point. If the BLU team pushes out to the high ground overlooking the point, the one-way door makes it relatively difficult for them to retreat. Focus the enemies quickly to avoid your team being wiped out from above.
**This is, however, difficult in practice. Instead, RED team should focus on preventing BLU flankers from breaking out of the Stairwell room and locking down the one-way gate that leads out of the Server Room.
+
* Additionally, RED team should focus on preventing BLU flankers from breaking out of the Stairwell room and locking down the one-way gate that leads out of the Server Room.
*If BLU successfully breaks out of the Server Room in force, RED should retreat from the Loading Bay, as they risk being cutoff and destroyed; making them unable to organize the last defense.
 
  
 
'''Point C'''
 
'''Point C'''
*A single [[Demoman]] or a [[Soldier]], coupled with a well positioned Sentry Gun, can easily make it impossible for BLU to attack through the Elevator Shaft unless they use an ÜberCharge.
+
* The YTI Room (aswell as the Ventilation Shaft that branches from it) allows BLU to flank and destroy Sentry Guns from outside their range. As such, it is an important part of the map to keep a hold of.  
** Even in that case, the attackers will still be stuck on low ground, making it very easy to break line-of-sight and wait out the Über.
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** [[Engineer]]s can place down [[Dispensers]] to encourage their teammates to stay around the area.
*The YTI Room (aswell as the Ventilation Shaft that branches from it) enable BLU to outflank and out-range RED's Sentry Gun. As such, significant effort should be put into preventing this room from falling into BLU's hands. A combined effort from [[Engineer]]s to place down [[Dispensers]]; explosive-wielding classes to lob Projectiles over the thin glass pane that separates the YTI room into two as well as [[Pyro]]s which can Airblast Übered attackers back to where they came from are all necessary for a successful RED defense.
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** Explosive classes can shoot projectiles over the thin glass pane that separates the YTI room into two.
 +
** [[Pyro]]s can airblast ÜberCharged attackers to prevent them from fully taking over the area.
  
==Class-specific strategy==
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== Class-specific strategy ==
===[[Scout]]===
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=== {{Class link|Scout}} ===
 
'''Offense'''
 
'''Offense'''
*Take advantage of the '''Playground's''' open and spacious nature, where you can comfortably exercise the plethora of your movement options.
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* Take advantage of the Playground's open and spacious nature, where you can comfortably exercise the plethora of your movement options.
*Avoid climbing up to '''Mann.Co Building's''' second floor, as it is often covered by RED Sentry Guns.
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* Avoid climbing up to Mann Co. Building's second floor, as it is often covered by RED Sentry Guns. The lower floor is easily bypassed using the [[Bonk! Atomic Punch]], allowing for easy flanking or destruction of [[Teleporters]] at the enemy spawn.
** Instead sneak through its lower floor and try to reach the '''Lab''', where you can harass RED players traveling to the frontlines; or destroy the [[Teleporter]]s found at the RED spawn.
+
** Alternatively, you can use the [[Soda Popper]]'s quintuple jump to access the open windows on the right side, giving an extra element of surprise.
** Alternatively, you can use the [[Soda Popper]]'s quintuple jump to access the open windows on its right side, thus surprising RED defenders from a direction they weren't expecting.
+
* RED players that bunch up around the Loading Bay are vulnerable to the [[Mad Milk]]'s area of effect.
* RED players defending point B often congregate around the '''Loading Dock''', leaving them vulnerable to the [[Mad Milk]]'s area of effect.
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* Use the Bonk! Atomic Punch to flank behind the enemies again. If Point B is captured, rushing to the final point in order to harass RED Engineers trying to setup a defense can give your team enough time to fight their way through to the final point.
** The '''Server Room''' offers good high ground advantage necessary to facilitate this act.
+
* The area around the final control point is very spacious and full of various obstacles and props to jump off. However, this area will often contain Sentry Guns. Consider flanking through the vents and taking out unsuspecting enemies instead or using you [[Pistol]] to take out the Sentry Guns from a safe distance.
* Use the [[Bonk! Atomic Punch]] to flank behind the Loading Bay, where RED Sentry Guns are often located, in order to reach RED's backline.
+
 
**From there you can cleanup up enemies falling back, or rush to the final point in order to harass RED Engineers trying to setup a defense.
 
* The area around the final control point is very spacious and full of various obstacles and props to jump off; however it is also filled to the brim with RED Sentry Guns, against which you cannot do much as a Scout.
 
** You can aid your team in destroying the Sentry Guns by using the Bonk! Atomic Punch in order to distract them.
 
** Use the [[Pistol]] to take out RED's Sentry Guns from a safe distance, such as from the '''YTI Room''' or by peeking through the '''Broken Windown'''.
 
** While waiting for your team to take out the Sentry Guns, use the Ventilation Shaft in order to ambush REDs defending the point from behind.
 
 
'''Defense'''
 
'''Defense'''
* Much like your BLU counterpart, take advantage of the Playground to exercise your impressive Mobility, just watch out for BLU [[Sniper]]s aiming at you from their spawn.
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* The Playground can be a great place to to exercise your impressive mobility, but watch out for BLU [[Sniper]]s aiming at you from their spawn.
* The tight nature of Mann.Co Buildings upper floor makes it a perfect environment for the Mad Milk to shine.
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* The tight spaces of the Mann Co. Building allow for the Mad Milk to easily hit multiple targets.
* Use the '''Transport Cages''' to exercise your maneuverability and turn yourself into a difficult-to-hit target.
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* Use the Transport Cages to exercise your maneuverability and turn yourself into a difficult-to-hit target.
* [[Force-A-Nature]]'s increased [[knockback]] is useful for pushing the attacking BLU members into the '''Crocodile Pit'''
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* The [[Force-A-Nature]]'s [[knockback]] is useful for pushing the attacking BLU members into the water.
* You can access the Lab's upper floor by performing a Force-A-Nature jump through a dropdown near the '''Stairwell'''.
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* You can access the Lab's upper floor by performing a Force-A-Nature jump through a dropdown near the Stairwell.
** But don't stay too long on the upper floor, as its tight hallways limit your movement options and make you easy pickings for explosive classes.
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** The upper floor's tight hallways limit your movement and make you easy pickings for explosive classes, so be careful when traversing it.
* A RED's Scout primary role in defending the final control point is to use the Pit's spacious nature to attack any BLU members which make it past the Elevator Shaft or the YTI room.
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* The Scout can excel at defending the final control point using the Pit's spacious nature to attack any BLU members which make it past the Elevator Shaft or the YTI room.
** Both of the aforementioned rooms act as chokepoints that heavily favours the usage of Mad Milk's area of effect nature; in order to [[Soaked|soak]] attackers trying to traverse them.
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** Due to the [[chokepoint]] nature of these sections, the Mad Milk can easily stop or severely weaken a push.
* If the BLU successfully penetrates into the YTI Room, use the Ventilation Shaft to ambush them from behind. For this, you will need the Soda Popper's quintuple jump ability to climb up the Shaft's vertical dropdown.
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* If the BLU successfully controls the YTI Room, the Ventilation Shaft can be climbed using the Soda Popper's HYPE jumps, allowing for an unexpected flank.
  
===[[Soldier]]===
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=== {{Class link|Soldier}} ===
 
'''Offense'''
 
'''Offense'''
* Use your [[Jumping#Soldier jumps|rocket jump ability]] to quickly access the '''Mann.Co Building's''' second floor through the right-side window.
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* Use your [[Jumping#Soldier jumps|rocket jumps]] to quickly access the Mann Co. Building's second floor through the right-side window. Any Sentry Guns can be corner peeked from here, especially with the two pickups present.
** Keep in mind that there is often a RED Sentry nest present there, which you can corner-peek with your [[Rocket Launcher]].
+
* Use the Catwalks as well as the Transport Cages to rain down explosives onto RED holdouts around point A.
* Use the '''Catwalks''' as well as the '''Transport Cages''' to rain down explosives onto RED holdouts around point A.
+
* The enclosed nature of the Lab's upper floor makes it a perfect environment for your splash damage.
* The enclosed nature of the '''Lab's''' upper floor makes it a perfect environment for you to thrive in.
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** Once the upper floor is secured, Sentry Guns around the point can be easily bombarded from the high ground. Be careful of the one-way gate, however, as there is no turning back without a teammate.
** Once the upper floor is secured, make your way to the '''Server Room''', from which you can bombard Sentry Nests located on top of the '''Loading Bay'''.
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** Another angle to attack the Loading Bay from is to flank around it via the Staircase, but beware of any enemies crossing this area.
** Another angle to attack the Loading Bay from is to flank around it via the '''Staircase''', but this brings you to a relatively open area where other classes, such as the Scout, can take you down.
+
* Use the [[Direct Hit]] to quickly take out RED's Sentry Guns located around the final control point by attacking them outside their range. This can be accomplished by either attacking them from the Broken Window or the YTI Room.
* Use the [[Direct Hit]] to quickly take out RED's Sentry Guns located around the final control point by attacking them outside their range.
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* Use the YTI's room ever so slight height advantage to your advantage, such as by pressuring RED defenders located on the elevated platform behind control point C.
**This can be accomplished by either attacking them from the '''Broken Window''' or the '''YTI Room'''.
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* A [[Battalion's Backup]] charge can aid in pushing through the Elevator Shaft, as its tight space will concentrate a lot of damage to the same area.
* Use the YTI's room ever so slight height advantage to your advantage, such as by pressuring RED defenders located on the elevated platform behind the control point C.
+
 
* A [[Battalion's Backup]] charge is often required to facilitate a successful push through the '''Elevator Shaft''' chokepoint.
 
 
'''Defense'''
 
'''Defense'''
* The wide and open nature of the '''Playground''' is well suited for a rocket-jump orientated playstyle. Use the [[Market Gardener]] to land some easy kills.
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* The wide and open nature of the Playgroun' is well suited for a rocket jump orientated playstyle. The [[Market Gardener]] can be used to kill unsuspecting players.
* BLU members will usually use the stairs on the right side of the Mann.Co Building in order to reach its second floor. The knockback from you Rocket Launcher can help knock them back to the ground.
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* BLU members using the stairs on the right side of the Mann Co. Building can be knocked back using your Rocket Launcher's rockets.
 
* The upper floor of the Lab is well-suited to your combat expertise, fight rigorously for its control.
 
* The upper floor of the Lab is well-suited to your combat expertise, fight rigorously for its control.
** You can rocket jump through a dropdown near the Staircase, thus appearing unexpectedly behind BLU members travelling to the Server Room.
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** You can rocket jump through a dropdown near the Staircase, thus appearing unexpectedly behind BLU members traveling to the Server Room.
 
* After point B's fall and during your retreat towards the final control point, rocket jump up to the area above the Elevator Shaft and quickly secure the YTI room for your team.
 
* After point B's fall and during your retreat towards the final control point, rocket jump up to the area above the Elevator Shaft and quickly secure the YTI room for your team.
 
* A [[Kritzkrieg]] attack on a BLU team attempting to push through the Elevator Shaft can be devastating, as they will all be clustered up together. Make sure to notify your Medic, if you have one, when you see such an arise opportunity.
 
* A [[Kritzkrieg]] attack on a BLU team attempting to push through the Elevator Shaft can be devastating, as they will all be clustered up together. Make sure to notify your Medic, if you have one, when you see such an arise opportunity.
  
===[[Pyro]]===
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=== {{class link|Pyro}} ===
 
'''Offense'''
 
'''Offense'''
* RED Spies often hide behind the left most spawn exit or near the '''Giftshop''', so make sure to [[Spy checking|Spy check]] those areas.
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* The area behind the left most spawn exit is a prime space for a [[Spy]] to uncloak, make sure to [[Spy checking|Spy check]] those areas to prevent a chainstab on your team.
* The [[Detonator]] gives you the ability to quickly change floors in the '''Mann.Co Building''', allowing you to surprise enemies from below.
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* The [[Detonator]] gives you the ability to quickly change floors in the Mann Co. Building, allowing you to surprise enemies from below.
* If the common Sentry nests on the '''Loading Bay''' get destroyed, you can quickly drop down from the '''Server Room''' and use the [[Phlogistinator]] to wreck total havoc on RED defenders.
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* If a Sentry nest on the Loading Bay gets destroyed, you can quickly drop down from the Server Room and use the [[Phlogistinator]]'s guaranteed Critical hits to wreck total havoc on RED defenders.
* You can shoot through the '''Broken Window''' with your Flare Guns in order to [[Fire|ignite]] RED team members defending the final control point, without exposing yourself to fire from their Sentry Guns.
+
** Alternatively, if your team is pressuring the nest, flank from behind with the [[Backburner]] for devastating damage.
* The [[Dragon's Fury]]'s extended range and higher damage against [[buildings]] makes it an excellent choice for defeating the Sentry nests in and around the '''Pit'''.
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* You can shoot through the Broken Window with your Flare Guns in order to [[Fire|ignite]] RED team members defending the final control point, without exposing yourself to fire from their Sentry Guns.
 +
* The [[Dragon's Fury]]'s extended range and higher damage against [[buildings]] makes it an excellent choice for defeating the Sentry nests in and around the Pit.
 +
 
 
'''Defense'''
 
'''Defense'''
* Hiding in the '''Shipping Containers'''; waiting for BLU to start capturing the first point and then ambushing them with the [[Backburner]] can yield great results.
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* Hiding in the Shipping Containers waiting for BLU to start capturing the first point, then ambushing them with the Backburner can cause significant chaos and destruction to the BLU team.
* Use your [[compression blast]] to push enemies into the '''Crocodile Pit'''.
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* Use your [[compression blast]] to push enemies into the water, killing them instantly.
* Your [[Flame Thrower]]'s Compression blast is vital for preventing Übered players jumping out of the Server Room and wrecking havoc on your teammates.
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* Your [[Flame Thrower]]'s compression blast is vital for preventing ÜberCharged players from jumping out of the Server Room and wrecking havoc on your teammates.
* Utilize the tight corridors of the '''Ventilation Shaft''', which is often used by BLU as a means of flanking, to your advantage.
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* Use the tight corridors of the Ventilation Shaft, used by BLU as a means of flanking, to your advantage.
  
===[[Demoman]]===
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=== {{class link|Demoman}} ===
 
'''Offense'''
 
'''Offense'''
* An elevated opening in the '''Mann.Co Building's''' right side can be used to [[Jumping#Demoman jumps|sticky jump]] your way behind your enemies' lines.
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* An elevated opening in the Mann Co. Building's right side can be used to [[Jumping#Demoman jumps|sticky jump]] your way behind your enemies' lines.
* You can [[Charging|charge]] into a rock near the left spawn exit in order to fling your self towards the Mann.Co Building.
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* You can [[Charging|charge]] into a rock near the left spawn exit in order to fling your self towards the Mann Co. Building.
* Common Sentry nest positions around point A are: Behind the '''Shipping Crates''', on either of the '''Catwalks''' or on the other side of the '''Docks'''.
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* Behind the Shipping Crates, on either of the Catwalks or on the other side of the Docks are positions that RED Engineers will often build their nests. Use the Catwalks to take out these nests from above.
* Use the '''Server Room''' to bombard RED's members trying to defend point B.
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* Use the platform above point B to bombard RED's members trying to defend it.
** The Server Room is also good for attacking the Sentry Nest commonly found on the '''Loading Bay''', although this can also be done by descending down the '''Staircase''' and sneaking behind the Loading Bay.
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** This position also provides a good view of the Loading Bay, where a Sentry Gun may be placed. Alternatively, flanking it by using the Staircase can help distract from your teammates trying to destroy the nest from the other side.
** If your team does not have control of the upper floor, then neither of these two options are available; meaning that you are going to need to approach the '''Loading Bay''' directly, preferably with a Medic.
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** If your team does not have control of the upper floor, then neither of these two options are available; meaning that you are going to need to approach the Loading Bay directly, preferably with a Medic.
* An ÜberCharge is often required in order to push through the '''Elevator Shaft''' and destroy the common nesting spots around the '''Pit'''.
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* An ÜberCharge is often required in order to push through the Elevator Shaft and destroy the common nesting spots around the Pit.
* The [[Loch-n-Load]]'s increased projectile speed allows you to take potshots at RED Sentry Guns from the '''Broken Window'''.
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* The [[Loch-n-Load]]'s increased projectile speed allows you to take potshots at RED Sentry Guns from the broken window.
 +
 
 
'''Defense'''
 
'''Defense'''
* BLU members are likely to attempt a take over of the Mann.Co Building via the outdoor stairwell on the right, use your Sticky traps to discourage that approach.  
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* Use your stickybombs to stop the enemy from capturing the Mann Co. Building. The [[Scottish Resistance]] can be used to defend both sides of the upper floor at once, securing the high ground for your team.
* Preventing BLU from accessing the high ground offered by the Catwalks is vital. Use your [[Stickybomb Launcher]] to lay traps on the two doorways that lead to the Catwalks.
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* Preventing BLU from accessing the high ground offered by the Catwalks is vital. Use your secondary weapon to lay traps on the two doorways that lead to the Catwalks.
* Attackers will often use the Server Room to try and threaten point B from above. Prevent this by Sticky trapping the Server Room's one-way gate.
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* Attackers will often use the Server Room to try and threaten point B from above. Prevent this by stickytrapping the Server Room's one-way gate.
 
* The [[Loose Cannon]]'s increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged.
 
* The [[Loose Cannon]]'s increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged.
 
* Use the arc of your projectiles to bombard BLU players from the other side of the YTI room, keeping yourself safe behind a glass pane.
 
* Use the arc of your projectiles to bombard BLU players from the other side of the YTI room, keeping yourself safe behind a glass pane.
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=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
 
'''Offense'''
 
'''Offense'''
* Be careful while traversing the '''Playground''', as its vast sightlines leave you vulnerable to Snipers.
+
* Be careful while traversing the Playground, as its vast sightlines leave you vulnerable to Snipers.
* Use the '''Shipping Container''' to sneak past the open ground of Point A and reach the '''Lab''' safely.
+
* Use the open shipping container to sneak behind the enemy team and destroy their buildings from behind.
** Alternatively, you can stay on top of the Containers by jumping from the '''Catwalks''', allowing you to fire down on the enemies around point A. Although this does leave you greatly exposed to Snipers.
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** Alternatively, you can stay on top of the Containers by jumping from the Catwalks, allowing you to fire down on the enemies around point A. Although this does leave you exposed to Snipers.
* The first floor of the Lab is dominated by long Sniper sightlines, making safely approaching the second point difficult.
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* The first floor of the Lab is dominated by long Sniper sightlines, making safely approaching the second point difficult. The upper floor's narrow and tight spaces work in your favor, while also allowing a way to bypass the Snipers.
** Therefore, it is advisable to secure the upper floor, as its narrow and tight spaces allow you to exercise greater freedom; all while bringing your opponents closer to your Minigun, ensuring maximum damage output.
+
 
 
'''Defense'''
 
'''Defense'''
* Your presence in the Mann.Co Building serves as an important defensive anchor for your team to rally around and resist the BLU onslaught.
+
* Your presence in the Mann Co. Building serves as an important defensive anchor for your team to rally around and resist the BLU onslaught.
** There is a sloped ramp inside the Mann.Co Building, standing on which allows you to control both the upper and the lower floors simultaneously, all while giving you means of easy escape.
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** There is a sloped ramp inside the Mann Co. Building, standing on which allows you to control both the upper and the lower floors simultaneously, all while giving you means of easy escape.
* You can camp below the '''Staircase''' in order to ambush BLU players descending from the Lab's second floor.
+
* You can camp below the Staircase in order to ambush BLU players descending from the Lab's second floor.
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
 
'''Offense'''
 
'''Offense'''
* The [[Gunslinger]]'s less expensive mini-sentry is an excellent tool for playing in and around the first point, where there is little [[ammo]]packs to be found.
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* The [[Gunslinger]]'s less expensive Mini-Sentry is an excellent tool for playing in and around the first point, where there are few [[Ammo|ammo packs]] to be found.
** Make sure to support your teammates fighting on the '''Catwalks''' by placing a [[Dispenser]] in the '''Mann.Co Building's''' upper floor, where it is easily accessible to them.
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** Make sure to support your teammates fighting on the Catwalks by placing a [[Dispenser]] in the Mann Co. Building's upper floor, where it is easily accessible to them.
* When attacking point B, having a [[Teleporters|teleporter exit]] in the '''Server Room''' is vital for ensuring your team has a high ground advantage.
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* When attacking point B, having a Teleporter exit in the Server Room is vital for ensuring your team has a high ground advantage.
* If your team provides enough of a distraction, you can sneak through the '''Ventilation Shaft''' and place an offensive Sentry Gun right below the '''Platform''', where it cannot be targeted by RED members exiting their spawn, but it can target anyone who drops down to defend the point.
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* If your team provides enough of a distraction, you can sneak through the Ventilation Shaft and place an offensive Sentry Gun right below the Platform, where it cannot be targeted by RED members exiting their spawn, but it can target anyone who drops down to defend the point.
 +
 
 
'''Defense'''
 
'''Defense'''
* You can place a stealthy teleporter exit in an alcove below the BLU's first spawn, which you can then access with the [[Eureka Effect]].  
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* You can place a stealthy Teleporter exit in an alcove below the BLU's first spawn, which you can then access with the [[Eureka Effect]].  
** Keep in mind that the '''Playground''' is closed of from the rest of the map after point A is captured.
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** Keep in mind that the Playground is closed of from the rest of the map after point A is captured.
* Common [[Sentry Gun]] positions on Point A include: On the Catwalks, on or behind the '''Shipping Containers''', in the Mann.Co Building (left side) or in the '''Docks'''.
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* The Catwalks, on or behind the Shipping Containers, in the Mann Co. Building (left side) or behind the Docks make for good Sentry Gun positions.
** Good Dispenser positions are usually found in the Mann.Co Building, or pulled back to the platform between the Catwalks.  
+
** Good Dispenser positions are usually found in the Mann Co. Building or pulled back to the platform between the Catwalks.
** A serious Teleporter exit should not go in places where it can be easily be destroyed, like the Mann.Co. A position where it can give spawning teammates immediate access to the Catwalks, such as the upper level of the '''Lab''', is much better.
+
** Teleporter exits should not go in places where it can be easily be destroyed. The Mann Co. Building where it can give spawning teammates immediate access to the Catwalks or the upper level of the Lab are good spots.
* Point B's most common nesting place is on top of the '''Loading Bay''', where it's out of the long sightlines and only vulnerable to an attack from the Server Room.  
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* A good position for a Sentry Gun is the Loading Bay, where it's out of the long sightlines and only vulnerable to an attack from the Server Room.
* For the final point, a good Sentry spot is anywhere where it can not be targeted or destroyed from the '''Elevator Shaft''', forcing BLU to expose themselves in order to attack it.
+
* For the final point, a good Sentry spot is anywhere where it can not be targeted or destroyed from the Elevator Shaft, forcing BLU to expose themselves in order to attack it.
** These spots are: in a small alcove below the orange staircase, on top of the crates or in the '''YTI Room'''.
+
** Good examples are the small alcove below the orange staircase, on top of the crates, or in the YTI Room.
 
** A Dispenser should ideally go inside the YTI Room, where it can support the teammates fighting for control of that vital flank route.
 
** A Dispenser should ideally go inside the YTI Room, where it can support the teammates fighting for control of that vital flank route.
 +
 
<gallery>
 
<gallery>
 
File:Mercenary.Park.Engineer.png|Mercenary Park building spots. Note the buildings with the white backgrounds and orange circles, representing that the building's position is higher then what is shown on the map.
 
File:Mercenary.Park.Engineer.png|Mercenary Park building spots. Note the buildings with the white backgrounds and orange circles, representing that the building's position is higher then what is shown on the map.
Line 172: Line 170:
 
[[File:Cp mercenaryparkglasshole.png|thumb|right|The hole in the glass.]]
 
[[File:Cp mercenaryparkglasshole.png|thumb|right|The hole in the glass.]]
 
'''Offense'''
 
'''Offense'''
* The '''Mann.Co Building's''' and '''Lab's''' tight, claustrophobic corridors make them quite suitable for the [[Huntsman]]'s more aggressive nature.
+
* The Mann Co. Building's and Lab's tight, claustrophobic corridors make them quite suitable for the [[Huntsman]]'s more aggressive nature, but are poorly advised for the other primaries.
* While attacking the final point, take advantage of the '''Broken Window''' above the '''Elevator Shaft''', from which you can catch out RED members trying to exit their spawn
+
* While attacking the final point, take advantage of the broken window from which you can catch out RED members trying to exit their spawn.
 
** Be extra careful, as this spot can also be predictable to experienced players.
 
** Be extra careful, as this spot can also be predictable to experienced players.
 +
 
'''Defense'''
 
'''Defense'''
 +
* The open window in the Mann Co. Building gives a good sightline over the entire Playground, but beware of any classes trying to jump up there.
 
* The [[Jarate]]'s large area-of-effect makes it perfect for bombarding attackers trying to push through the Elevator Shaft chokepoint.
 
* The [[Jarate]]'s large area-of-effect makes it perfect for bombarding attackers trying to push through the Elevator Shaft chokepoint.
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
 
'''Offense'''
 
'''Offense'''
* Be very careful while pushing out of your spawn and into the '''Playground''', as you are very visible to RED Snipers peeking out of the '''Mann.Co Building'''.
+
* Be very careful while pushing out of your spawn and into the Playground, as you are very visible to RED Snipers peeking out of the Mann Co. Building.
** Additionally, classes such as the Scout and the Spy will often near behind the '''Giftshop''', waiting for you to pass by before ambushing you from behind.
+
** Additionally, classes such as the Scout and the Spy will often hide behind the Giftshop, waiting for you to pass by before ambushing you.
* Securing the Mann.Co usually involves [[ÜberCharge|ÜberCharging]] a Soldier or a Demoman and taking them through the left stairwell.
+
* An ÜberCharged Soldier or a Demoman pushing through the stairwell into the Mann Co. Building can clear out the defenses with relative ease.
** After the Mann.Co is secure, additional ÜberCharges may be needed in order to take out the Sentry nests on the '''Catwalks'''.  
+
** After the Mann Co. Building is secure, additional ÜberCharges may be needed in order to take out the Sentry nests around the first point.
* Übering a Pyro or a Heavy and then letting them drop down from the '''Server Room''' and onto the '''Loading Bay''' can be devastating for RED.
+
* Übering a Pyro or a Heavy and then letting them drop down from the Server Room and onto the Loading Bay can be devastating for RED.
* The right side of the '''Elevator Shaft''' (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 right side of the Elevator Shaft (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 ÜberCharge building.
 
** Keep a look out for any RED attacks which can suddenly catch you out in this position.
 
** Keep a look out for any RED attacks which can suddenly catch you out in this position.
 
** The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.
 
** 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.
+
 
 
'''Defense'''
 
'''Defense'''
* Stay clear of the Playground and hunker down in the Mann.Co Building, where you can heal safely in the presence of your team and allied Sentry Guns.
+
* Stay clear of the Playground and hunker down in the Mann Co. Building, where you can heal safely in the presence of your team and allied Sentry Guns.
  
 
=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===
 
* This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
 
* This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
** On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the [[Dead Ringer]], which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
+
** On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the [[Dead Ringer]], which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
* There are a few rooms{{which}} that players don't often visit, use these places to uncloak or hide.
 
  
 
{{Map Strategy Nav}}
 
{{Map Strategy Nav}}

Latest revision as of 03:00, 1 November 2024

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

This article is about Community Mercenary Park strategy.

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

General strategy

Offense

Point A

  • The BLU team should strive to quickly take over the Playground, the large open area in front of their spawn, before proceeding to the Mann. Co Building.
  • The Mann. Co Building serves as an important springboard for launching an attack on point A, as it offers important height advantage in the form of the Catwalks that overview the point.
  • With the Mann. Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below.

Point B

  • Bombarding RED's defenses on the Loading Bay from the Server Room, which is conveniently located right above the point, can be a big help in the capture of the B point.
    • The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge.
  • Alternatively, some BLU attackers can take the Staircase in order to flank behind the RED team. This route is particularly useful for cutting of RED's only means of escape when point B falls.

Point C

  • The quickest way to reach the final control point is by going through the Elevator Shaft. However this is ill-advised, as it can easily be cluster-bombed with explosives. This route should only be used either when RED team hasn't had enough time to setup a proper defense, or when they are too distracted with BLU attackers coming in from the flanks.
  • Accessible through a flight of stairs immediately after exiting the BLU spawn is the YTI Room and Ventilation Shaft, which offer BLU an ability to flank behind RED defenders perched behind and to the sides of Point B.
    • Near the Ventilation Shaft is a Broken Window, through which explosive classes can lob projectiles in order to dismantle RED's defenses.

Defense

Point A

  • The Playground area has many disadvantages for the defenders, including the lack of pickups and the close proximity to BLU's spawn. Putting the main defenses (such as Sentry Guns) in a more defendable position is advised.
    • The Mann Co. Building is a good spot for this as it offers good high ground advantage and plenty of cover over the BLU team.
  • If the enemy team pushes past your defenses, falling back to the Catwalks can prove vital in keeping the BLU team away from the A point.

Point B

  • As with Point A, high ground denial gives a big advantage in stopping the BLU team from capturing the point. If the BLU team pushes out to the high ground overlooking the point, the one-way door makes it relatively difficult for them to retreat. Focus the enemies quickly to avoid your team being wiped out from above.
  • Additionally, RED team should focus on preventing BLU flankers from breaking out of the Stairwell room and locking down the one-way gate that leads out of the Server Room.

Point C

  • The YTI Room (aswell as the Ventilation Shaft that branches from it) allows BLU to flank and destroy Sentry Guns from outside their range. As such, it is an important part of the map to keep a hold of.
    • Engineers can place down Dispensers to encourage their teammates to stay around the area.
    • Explosive classes can shoot projectiles over the thin glass pane that separates the YTI room into two.
    • Pyros can airblast ÜberCharged attackers to prevent them from fully taking over the area.

Class-specific strategy

Leaderboard class scout.png Scout

Offense

  • Take advantage of the Playground's open and spacious nature, where you can comfortably exercise the plethora of your movement options.
  • Avoid climbing up to Mann Co. Building's second floor, as it is often covered by RED Sentry Guns. The lower floor is easily bypassed using the Bonk! Atomic Punch, allowing for easy flanking or destruction of Teleporters at the enemy spawn.
    • Alternatively, you can use the Soda Popper's quintuple jump to access the open windows on the right side, giving an extra element of surprise.
  • RED players that bunch up around the Loading Bay are vulnerable to the Mad Milk's area of effect.
  • Use the Bonk! Atomic Punch to flank behind the enemies again. If Point B is captured, rushing to the final point in order to harass RED Engineers trying to setup a defense can give your team enough time to fight their way through to the final point.
  • The area around the final control point is very spacious and full of various obstacles and props to jump off. However, this area will often contain Sentry Guns. Consider flanking through the vents and taking out unsuspecting enemies instead or using you Pistol to take out the Sentry Guns from a safe distance.

Defense

  • The Playground can be a great place to to exercise your impressive mobility, but watch out for BLU Snipers aiming at you from their spawn.
  • The tight spaces of the Mann Co. Building allow for the Mad Milk to easily hit multiple targets.
  • Use the Transport Cages to exercise your maneuverability and turn yourself into a difficult-to-hit target.
  • The Force-A-Nature's knockback is useful for pushing the attacking BLU members into the water.
  • You can access the Lab's upper floor by performing a Force-A-Nature jump through a dropdown near the Stairwell.
    • The upper floor's tight hallways limit your movement and make you easy pickings for explosive classes, so be careful when traversing it.
  • The Scout can excel at defending the final control point using the Pit's spacious nature to attack any BLU members which make it past the Elevator Shaft or the YTI room.
    • Due to the chokepoint nature of these sections, the Mad Milk can easily stop or severely weaken a push.
  • If the BLU successfully controls the YTI Room, the Ventilation Shaft can be climbed using the Soda Popper's HYPE jumps, allowing for an unexpected flank.

Leaderboard class soldier.png Soldier

Offense

  • Use your rocket jumps to quickly access the Mann Co. Building's second floor through the right-side window. Any Sentry Guns can be corner peeked from here, especially with the two pickups present.
  • Use the Catwalks as well as the Transport Cages to rain down explosives onto RED holdouts around point A.
  • The enclosed nature of the Lab's upper floor makes it a perfect environment for your splash damage.
    • Once the upper floor is secured, Sentry Guns around the point can be easily bombarded from the high ground. Be careful of the one-way gate, however, as there is no turning back without a teammate.
    • Another angle to attack the Loading Bay from is to flank around it via the Staircase, but beware of any enemies crossing this area.
  • Use the Direct Hit to quickly take out RED's Sentry Guns located around the final control point by attacking them outside their range. This can be accomplished by either attacking them from the Broken Window or the YTI Room.
  • Use the YTI's room ever so slight height advantage to your advantage, such as by pressuring RED defenders located on the elevated platform behind control point C.
  • A Battalion's Backup charge can aid in pushing through the Elevator Shaft, as its tight space will concentrate a lot of damage to the same area.

Defense

  • The wide and open nature of the Playgroun' is well suited for a rocket jump orientated playstyle. The Market Gardener can be used to kill unsuspecting players.
  • BLU members using the stairs on the right side of the Mann Co. Building can be knocked back using your Rocket Launcher's rockets.
  • The upper floor of the Lab is well-suited to your combat expertise, fight rigorously for its control.
    • You can rocket jump through a dropdown near the Staircase, thus appearing unexpectedly behind BLU members traveling to the Server Room.
  • After point B's fall and during your retreat towards the final control point, rocket jump up to the area above the Elevator Shaft and quickly secure the YTI room for your team.
  • A Kritzkrieg attack on a BLU team attempting to push through the Elevator Shaft can be devastating, as they will all be clustered up together. Make sure to notify your Medic, if you have one, when you see such an arise opportunity.

Leaderboard class pyro.png Pyro

Offense

  • The area behind the left most spawn exit is a prime space for a Spy to uncloak, make sure to Spy check those areas to prevent a chainstab on your team.
  • The Detonator gives you the ability to quickly change floors in the Mann Co. Building, allowing you to surprise enemies from below.
  • If a Sentry nest on the Loading Bay gets destroyed, you can quickly drop down from the Server Room and use the Phlogistinator's guaranteed Critical hits to wreck total havoc on RED defenders.
    • Alternatively, if your team is pressuring the nest, flank from behind with the Backburner for devastating damage.
  • You can shoot through the Broken Window with your Flare Guns in order to ignite RED team members defending the final control point, without exposing yourself to fire from their Sentry Guns.
  • The Dragon's Fury's extended range and higher damage against buildings makes it an excellent choice for defeating the Sentry nests in and around the Pit.

Defense

  • Hiding in the Shipping Containers waiting for BLU to start capturing the first point, then ambushing them with the Backburner can cause significant chaos and destruction to the BLU team.
  • Use your compression blast to push enemies into the water, killing them instantly.
  • Your Flame Thrower's compression blast is vital for preventing ÜberCharged players from jumping out of the Server Room and wrecking havoc on your teammates.
  • Use the tight corridors of the Ventilation Shaft, used by BLU as a means of flanking, to your advantage.

Leaderboard class demoman.png Demoman

Offense

  • An elevated opening in the Mann Co. Building's right side can be used to sticky jump your way behind your enemies' lines.
  • You can charge into a rock near the left spawn exit in order to fling your self towards the Mann Co. Building.
  • Behind the Shipping Crates, on either of the Catwalks or on the other side of the Docks are positions that RED Engineers will often build their nests. Use the Catwalks to take out these nests from above.
  • Use the platform above point B to bombard RED's members trying to defend it.
    • This position also provides a good view of the Loading Bay, where a Sentry Gun may be placed. Alternatively, flanking it by using the Staircase can help distract from your teammates trying to destroy the nest from the other side.
    • If your team does not have control of the upper floor, then neither of these two options are available; meaning that you are going to need to approach the Loading Bay directly, preferably with a Medic.
  • An ÜberCharge is often required in order to push through the Elevator Shaft and destroy the common nesting spots around the Pit.
  • The Loch-n-Load's increased projectile speed allows you to take potshots at RED Sentry Guns from the broken window.

Defense

  • Use your stickybombs to stop the enemy from capturing the Mann Co. Building. The Scottish Resistance can be used to defend both sides of the upper floor at once, securing the high ground for your team.
  • Preventing BLU from accessing the high ground offered by the Catwalks is vital. Use your secondary weapon to lay traps on the two doorways that lead to the Catwalks.
  • Attackers will often use the Server Room to try and threaten point B from above. Prevent this by stickytrapping the Server Room's one-way gate.
  • The Loose Cannon's increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged.
  • Use the arc of your projectiles to bombard BLU players from the other side of the YTI room, keeping yourself safe behind a glass pane.

Leaderboard class heavy.png Heavy

Offense

  • Be careful while traversing the Playground, as its vast sightlines leave you vulnerable to Snipers.
  • Use the open shipping container to sneak behind the enemy team and destroy their buildings from behind.
    • Alternatively, you can stay on top of the Containers by jumping from the Catwalks, allowing you to fire down on the enemies around point A. Although this does leave you exposed to Snipers.
  • The first floor of the Lab is dominated by long Sniper sightlines, making safely approaching the second point difficult. The upper floor's narrow and tight spaces work in your favor, while also allowing a way to bypass the Snipers.

Defense

  • Your presence in the Mann Co. Building serves as an important defensive anchor for your team to rally around and resist the BLU onslaught.
    • There is a sloped ramp inside the Mann Co. Building, standing on which allows you to control both the upper and the lower floors simultaneously, all while giving you means of easy escape.
  • You can camp below the Staircase in order to ambush BLU players descending from the Lab's second floor.

Leaderboard class engineer.png Engineer

Offense

  • The Gunslinger's less expensive Mini-Sentry is an excellent tool for playing in and around the first point, where there are few ammo packs to be found.
    • Make sure to support your teammates fighting on the Catwalks by placing a Dispenser in the Mann Co. Building's upper floor, where it is easily accessible to them.
  • When attacking point B, having a Teleporter exit in the Server Room is vital for ensuring your team has a high ground advantage.
  • If your team provides enough of a distraction, you can sneak through the Ventilation Shaft and place an offensive Sentry Gun right below the Platform, where it cannot be targeted by RED members exiting their spawn, but it can target anyone who drops down to defend the point.

Defense

  • You can place a stealthy Teleporter exit in an alcove below the BLU's first spawn, which you can then access with the Eureka Effect.
    • Keep in mind that the Playground is closed of from the rest of the map after point A is captured.
  • The Catwalks, on or behind the Shipping Containers, in the Mann Co. Building (left side) or behind the Docks make for good Sentry Gun positions.
    • Good Dispenser positions are usually found in the Mann Co. Building or pulled back to the platform between the Catwalks.
    • Teleporter exits should not go in places where it can be easily be destroyed. The Mann Co. Building where it can give spawning teammates immediate access to the Catwalks or the upper level of the Lab are good spots.
  • A good position for a Sentry Gun is the Loading Bay, where it's out of the long sightlines and only vulnerable to an attack from the Server Room.
  • For the final point, a good Sentry spot is anywhere where it can not be targeted or destroyed from the Elevator Shaft, forcing BLU to expose themselves in order to attack it.
    • Good examples are the small alcove below the orange staircase, on top of the crates, or in the YTI Room.
    • A Dispenser should ideally go inside the YTI Room, where it can support the teammates fighting for control of that vital flank route.

Leaderboard class sniper.png Sniper

The hole in the glass.

Offense

  • The Mann Co. Building's and Lab's tight, claustrophobic corridors make them quite suitable for the Huntsman's more aggressive nature, but are poorly advised for the other primaries.
  • While attacking the final point, take advantage of the broken window from which you can catch out RED members trying to exit their spawn.
    • Be extra careful, as this spot can also be predictable to experienced players.

Defense

  • The open window in the Mann Co. Building gives a good sightline over the entire Playground, but beware of any classes trying to jump up there.
  • The Jarate's large area-of-effect makes it perfect for bombarding attackers trying to push through the Elevator Shaft chokepoint.

Leaderboard class medic.png Medic

Offense

  • Be very careful while pushing out of your spawn and into the Playground, as you are very visible to RED Snipers peeking out of the Mann Co. Building.
    • Additionally, classes such as the Scout and the Spy will often hide behind the Giftshop, waiting for you to pass by before ambushing you.
  • An ÜberCharged Soldier or a Demoman pushing through the stairwell into the Mann Co. Building can clear out the defenses with relative ease.
    • After the Mann Co. Building is secure, additional ÜberCharges may be needed in order to take out the Sentry nests around the first point.
  • Übering a Pyro or a Heavy and then letting them drop down from the Server Room and onto the Loading Bay can be devastating for RED.
  • The right side of the Elevator Shaft (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 ÜberCharge building.
    • Keep a look out for any RED attacks which can suddenly catch you out in this position.
    • The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.

Defense

  • Stay clear of the Playground and hunker down in the Mann Co. Building, where you can heal safely in the presence of your team and allied Sentry Guns.

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.