Difference between revisions of "Community Badwater Basin strategy"
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− | + | '''[[Badwater Basin]]''' [[strategy]]. | |
+ | |||
+ | ==General== | ||
* As points are captured, certain doors and access points will become available or inaccessible for both teams. Knowing which areas can be used for executing ambushes after capturing a point can greatly assist in your team's efforts. | * As points are captured, certain doors and access points will become available or inaccessible for both teams. Knowing which areas can be used for executing ambushes after capturing a point can greatly assist in your team's efforts. | ||
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− | =={{ | + | == {{class link|Scout}} == |
===General=== | ===General=== | ||
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* [[The Sandman]] may also help when the BLU team attempts to push through the main chokepoint up the ramp, as it will pin them down so they can be sniped or killed easily. | * [[The Sandman]] may also help when the BLU team attempts to push through the main chokepoint up the ramp, as it will pin them down so they can be sniped or killed easily. | ||
− | =={{ | + | == {{class link|Soldier}} == |
* The ridges of the first area provide a large area of cover for both BLU and RED players with areas of high ground making rocket jumping especially useful. | * The ridges of the first area provide a large area of cover for both BLU and RED players with areas of high ground making rocket jumping especially useful. | ||
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− | =={{ | + | == {{class link|Pyro}} == |
===Attack=== | ===Attack=== | ||
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− | =={{ | + | == {{class link|Demoman}} == |
* The first area of Badwater Basin is a good place for Demomen as the blind spot the hill creates for both teams gives you an opportunity to make the enemy's side into a no-go zone by firing stickies to stop them coming over the hill and then grenades over the hill to hopefully score some kills and at least deter enemy players. | * The first area of Badwater Basin is a good place for Demomen as the blind spot the hill creates for both teams gives you an opportunity to make the enemy's side into a no-go zone by firing stickies to stop them coming over the hill and then grenades over the hill to hopefully score some kills and at least deter enemy players. | ||
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− | =={{ | + | == {{class link|Heavy}} == |
* Due to the long sightlines going from the BLU spawn to the other side of the first area, it is best as a Heavy to back up friendly charges or wait until the coast is clear as enemy Snipers are likely to pick you off from down the hill or the tunnel. That said, if you have a Medic with an ÜberCharge ready you can use it to push round corners being guarded by Sentry Guns, being careful to avoid any Spies or airblasting Pyros trying to stop you and also staying out of sight for as long as possible. | * Due to the long sightlines going from the BLU spawn to the other side of the first area, it is best as a Heavy to back up friendly charges or wait until the coast is clear as enemy Snipers are likely to pick you off from down the hill or the tunnel. That said, if you have a Medic with an ÜberCharge ready you can use it to push round corners being guarded by Sentry Guns, being careful to avoid any Spies or airblasting Pyros trying to stop you and also staying out of sight for as long as possible. | ||
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− | =={{ | + | == {{class link|Engineer}} == |
* Engineers are especially vital to both teams. [[Sentry Gun]]s on both sides can either help to delay the cart or to prevent the defending team from counterattacking too much. There are numerous spots throughout the map where Engineers can place Sentry Guns and [[Dispenser]]s. | * Engineers are especially vital to both teams. [[Sentry Gun]]s on both sides can either help to delay the cart or to prevent the defending team from counterattacking too much. There are numerous spots throughout the map where Engineers can place Sentry Guns and [[Dispenser]]s. | ||
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* On offense, Sentry Guns should be put down after each area to prevent the attackers being pushed back, and Teleporters should always be kept running as a priority due to how large the map is. Until the third point is captured, BLU team uses their original spawn and so the exit will needed to be moved up after every capture along with the Sentry Gun, until the last point where the Teleporter entrance will need to be moved up and a final Sentry Gun will need to be put in the building at the 3rd point, aiming out to stop Scouts and Übers harassing from behind. A Sentry Gun could also be put up at the beginning of the round outside the entrance to the tunnel, to prevent back attacks. | * On offense, Sentry Guns should be put down after each area to prevent the attackers being pushed back, and Teleporters should always be kept running as a priority due to how large the map is. Until the third point is captured, BLU team uses their original spawn and so the exit will needed to be moved up after every capture along with the Sentry Gun, until the last point where the Teleporter entrance will need to be moved up and a final Sentry Gun will need to be put in the building at the 3rd point, aiming out to stop Scouts and Übers harassing from behind. A Sentry Gun could also be put up at the beginning of the round outside the entrance to the tunnel, to prevent back attacks. | ||
− | =={{ | + | == {{class link|Medic}} == |
* As this map has multiple wide-open fields of view for Snipers to take advantage of, remember never to run out into the open. Always use cover and teammates to prevent being killed. | * As this map has multiple wide-open fields of view for Snipers to take advantage of, remember never to run out into the open. Always use cover and teammates to prevent being killed. | ||
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− | =={{ | + | == {{class link|Sniper}} == |
===General=== | ===General=== | ||
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* Snipers defending the last point can do so from the relative safety of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart has already been pushed to the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as you can see the prime sniping BLU sniping spots instantly, and can effectively fire down on the cart area with relative ease (and if worst comes to worst, it's within range to throw some Jarate, jump down and attempt a last stand with the [[Kukri]] or the [[Tribalman's Shiv]]). | * Snipers defending the last point can do so from the relative safety of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart has already been pushed to the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as you can see the prime sniping BLU sniping spots instantly, and can effectively fire down on the cart area with relative ease (and if worst comes to worst, it's within range to throw some Jarate, jump down and attempt a last stand with the [[Kukri]] or the [[Tribalman's Shiv]]). | ||
− | =={{ | + | == {{class link|Spy}} == |
The Spy is an excellent class for this map. Because of the size of the map and the multiple sidepaths to access each point, a Spy can take out several enemies at a time before retreating. There are a large number of places where Spies can hide to ambush unwary players. | The Spy is an excellent class for this map. Because of the size of the map and the multiple sidepaths to access each point, a Spy can take out several enemies at a time before retreating. There are a large number of places where Spies can hide to ambush unwary players. | ||
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* If you hide in the darkness of the rooms next to the top of the ramp you can easily stab BLU players coming from either side and quickly run back into the safe zone your team is in. | * If you hide in the darkness of the rooms next to the top of the ramp you can easily stab BLU players coming from either side and quickly run back into the safe zone your team is in. | ||
− | + | {{Class strategy}} | |
− | [[Category:Map | + | [[Category:Map strategy]] |
− |
Revision as of 07:04, 14 March 2011
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Contents
General
- As points are captured, certain doors and access points will become available or inaccessible for both teams. Knowing which areas can be used for executing ambushes after capturing a point can greatly assist in your team's efforts.
- When pushing the cart, remember that the Sniper Rocks at Control Point A can be scaled from the outside by crouch jumping. This spot can be used by Snipers as a vantage point for the entire area except the tunnel, or used by any class to safely attack a Sentry Gun nest built in it.
Scout
General
- Overall, Badwater Basin is a good attacking Scout map at first, but it gradually becomes more linear and so there are less safe routes for Scouts to flank from. It is more effective to be a Scout defending as the various routes you can take to get behind the BLU team are often out of their sight, so flanking and ambushing is easier unless the BLU team lock down their front line with Sentry Guns.
- The first area is a Scout's paradise as it offers a large range of cover to hide behind (the different outcrops of rocks), wide open spaces to dominate single enemies, and cliffs to drop down behind enemies and ambush them (particularly useful on defense).
Attack
- The tunnel offers attacking Scouts an instant means of getting behind the enemy, but there is a risk of Sentry Guns and other enemies blocking the way, thus forcing you to take the high road (though this is remedied by using Bonk!, at the sacrifice of not being able to carry the Pistol).
- The area behind the second point is also the Scout's domain as it's wide open, has health kits and also allows the Scout to effectively flank, possibly killing that one Medic or Engineer so that your team can successfully rush the point. The corridors also let your Scattergun work at its best, allowing you to get in as close as possible and kill off key enemies as they move between the ground floor and the roof.
- The last point is probably the least open to BLU Scouts because it will be heavily locked down, presumably with at least one Sentry Gun and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there aren't many places a BLU Scout can go safely, but it is possible to double jump/Force-A-Nature jump up to their spawn via the right corridors and windows, allowing you to destroy those possibly vital Teleporters or harass enemy Snipers that may be preventing the final push.
Defense
- For defenders, the tunnel is especially good when using the Sandman as it is closed enough to prevent easy dodging, and prevents cart pushers from escaping death if they choose to push the cart on their own.
- The second point rear courtyard is good for defending Scouts, as it allows them to flank the attacking team and get behind them (provided the BLU team is not using Sentry Guns to stay in place).
- The third point is not so good for defending Scouts unless they are using the Sandman or ambushing from the gaps in the ramps with the Crit-a-Cola, as the main routes behind the enemy are often all occupied at once. Attacking Scouts are good here if they have the Force-A-Nature, as they can use it to jump to the balcony of the building to the left of the third point (from attackers' side), and get behind them to harass their Snipers and Engineers (though Bonk! may be needed in the drop behind them to their rear area).
- On last point defense, the best thing a Scout can do would be to prevent the BLU team from setting up behind the top right building (up the stairs), and use this area to flank them and stall for time so your team can prepare Übers or build up their defenses.
- The Sandman may also help when the BLU team attempts to push through the main chokepoint up the ramp, as it will pin them down so they can be sniped or killed easily.
Soldier
- The ridges of the first area provide a large area of cover for both BLU and RED players with areas of high ground making rocket jumping especially useful.
- Defensive Soldiers can stand on the rocks and fire rockets into the BLU spawn, but this can leave you open to enemy Snipers.
- The cliff's rock formations make ideal places to rocket jump into for both teams, this allows BLU Soldiers to push into the middle of the area under cover and RED Soldiers to escape should they jump up from the tunnel's entrance.
- On defense this area lets you roam freely and ambush enemies, on Offense it is worth noting the Sentry Guns that could be put up behind the upper left cliffs or the rocks on the right..
- By firing rockets down the tunnel, you can prevent enemies from blocking the way, and splash damage Sentry Guns and Spies hiding around the tunnel's corners.
- Both attacking and defending. BLU Soldiers can use the back courtyard to rocket jump to the roof to take down Engineer buildings from behind the air ducts. Once the roof is clear, you can fire rockets down on the enemy team until the point is captured and their spawn shortcut is lost.
- For the defending team, you can rocket jump across the main sniping area and onto the roof bypassing the stairs and ambushing any BLU players, falling back down if you need to clear the cart. The rear buildings around the courtyard may also have Engineers setting up in them, so you can rocket jump onto the balcony and splash the BLU teleports or Sentry Guns. Watch out for Scouts in the courtyard and jump up to the roof if you need to take a breather or escape.
- The third point is difficult for BLU Soldiers to attack because there will often be a Sentry Gun next to the health and ammo kits in the gully, making rocket jumping across to the left building hard without losing health or being spotted. From a distance, the Direct Hit can be used to destroy Sentry Guns, such as on the left balcony or peeking around the corners next to the point.
- RED Soldiers will have a much easier time at the third point, being able to use rockets to deny enemies the chance to go through the chokepoints (the corner coming out of the upper house, the right corridor and the bottom of the slope) and jump to the upper walkways should an enemy Über or rush come with the cart. Try not to push too far out if you can help it, as BLU Snipers may be able to snipe you from the second point's roof area.
- The last point is a great place for the Direct Hit on either team, as it lets BLU Soldiers take out any Sentry Guns under the overhangs quickly, and prevents enemy Soldiers and Demomen jumping up to stop you if you can airshot effectively.
- The normal Rocket Launcher can keep clear of Spies and other enemies, and also hit Sentry Guns around corners via splash damage.
- On attack, if the cart only needs a tiny push to win the game, it may be worth rocket jumping and landing on the cart to reset the rollback countdown and possibly win the game, whether or not you survive.
- On defense in a brief lull after a push, you can also rocket jump onto the lip of the roof above the third point area to take out enemy Medics or warn teammates of incoming Spies.
Pyro
Attack
- Keep in mind that the enemy tends to build Sentry Gun nests in elevated positions, as well as the boxed-off rock formation on the right and the enclosed garage area next to the first Control Point. Try to take a path that facilitates the use of edging to destroy Sentry Guns, or attack from an unexpected angle. Especially with the rock formation, remember that all classes except the Heavy can jump onto and over the rocks and attack from above.
- Once the elevated area above the cart's path has been taken, it can be used to perform ambushes from above against enemies on the other side. This especially helps if trying to destroy any Sentry Gun nests built inside of the garage area.
- The tunnel that the cart moves through provides very little cover for an ambush, but can be used effectively to launch flares from both sides. On the side closer to the BLU spawn, defenders can be kept at bay relatively easily, while the side closer to the RED spawn can be easily attacked from above, then cut off to box in any RED players within the tunnel, trapping them with BLU forces attacking from both sides.
- The large building overlooking the second Control Point is a perfect area for ambushes, as the enclosed corridors will render enemy attempts to escape useless. The back yard area has a large amount of cover, allowing Pyros to hide and ambush enemies relatively easily, as well as use the elevated positions to catch them from above. When attacking, always beware of the Sentry Guns on the roof, and have an ÜberCharge ready to destroy them. However, due to the elevated nature of this area, be careful not to be juggled and knocked off of the building.
- The third Control Point is often well-defended with numerous Sentry Guns placed in various locations. Due to the enclosed nature of the buildings immediately following the second Control Point, corners can be exploited very easily to devastate any enemy entrenchments in those areas. Beware of the wide-open areas immediately around the cart's path, however, and always be ready to use compression blast to reflect away any incoming explosives.
- The building to the immediate left of the Control Point is a favorite area for placing Sentry Guns, as well as around the corner to the right along the cart's path. However, when fighting inside of this building, its tight quarters will allow players to make short work of any defenses, and the drop-down at the back can be used as a backdoor for flanking the enemy from behind.
- The last Control Point's main area is a problem for BLU Pyros as it is so open, and will also have Sentry Guns ready to ambush players that try to drop down from the walkways and windows. As such, try keeping to the areas near the sniping loft on the left side-path to stop any ambushes or attempts to push through this area, and only move into the main area when all enemy Sentry Guns have been destroyed. Alternatively, stay near the main chokepoint above the stairs and compression blast any grenades, stickies or rockets back down the ramp to hopefully deter enemy Übers and pushes in.
- If an ÜberCharge is available for use, try to jump down on enemy Sentry Gun positions from the walkway overlooking the Control Point, or from the map room. It is possible to easily destroy any Sentry Guns here as long if knockback can be negated.
- When teammates have pushed into the basin area, try to harass players coming out of the lower spawn by hiding in the stairwell and attacking them from behind as they try to rebuild or defend the area against pushing teammates.
Defense
- Defensive Pyros with the Backburner can use their weapons to great effect. Due to the large number of side passages in the map, Pyros can easily come right up behind the cart and ambush any enemies nearby, disrupting a push and causing chaos. This can be especially effective if the enemy are all focused on pushing the cart, allowing players to land guaranteed Critical hits.
- Defending the area leading to the first Control Point is ideal for Pyros, as the high ground advantage allows enterprising players to drop behind unsuspecting attackers for an ambush. This can be especially effective if the Backburner is used, though remember to delay attacking until the range has closed enough.
- As the enemy team pushes the cart through the tunnel, try to use the Flare Gun to keep them at bay. While the tunnel provides little cover, it hems the enemy in and makes landing Critical flares easy.
- A Pyro's main job at the second Control Point is to defend the Sentry Guns that friendly Engineers will likely set up on the second floor. Keep an eye out for Spies and potential ÜberCharge pushes, and ambush these charges preemptively to hopefully trigger their ÜberCharge earlier than they should. If an ÜberCharged pair makes it up to the roof, use the compression blast to push them off. The Backburner can also be used to strike from behind a charge after they have pushed, to hopefully mop them up while they're exposed.
- Use elevated positions to ambush enemies whenever possible. Be especially vigilant for enemies trying to use the stairs from the back yard, and always beware of enemies attempting to use the alcove at the back of the yard to snipe at teammates.
- On the defense around the third Control Point, try to hold the two buildings overlooking the cart's path for as long as possible, as the enclosed areas allow Pyros to ambush pushing groups with little to no warning. Jumping down from the elevated areas into the gully from either side also allows players to surprise enemies from unexpected angles.
- As with the second Control Point, Pyros should focus on defending friendly Engineers' Sentry Guns, so always be ready to chase down Spies, and use compression blast to push away explosives. Additionally, the Flare Gun can be used to heckle enemy Snipers, reducing their ability to support their team.
- The building overlooking the Control Point itself can be used to jump onto the area overlooking the gully. However, Scouts, Soldiers and Demomen also try to jump up into this building to try to perform flanks, so always be aware of any enemies trying to do this. Use compression blast to knock enemies off into the gully.
- On defense, the Pyro's job is to keep the BLU team in the third point's main area for as long as possible, preventing their Snipers from reaching the windows on either side of the cart's path, and stop them from building Sentry Guns to limit teammates' ability to push back. When a friendly force pushes out, try to lie in wait in alcoves or around corners so that when the BLU team pushes back in, they can be ambushed quickly.
- When defending teammates' Sentry Guns, be especially vigilant for Spies and explosives. Continuously check the area for Spies, and use the Flamethrower's compression blast to neutralize explosives directed at the Sentry Guns.
- When ÜberCharged pairs push in, use the compression blast to protect Sentry Guns, by blowing them either into the middle of the area (where all possible Sentry Gun spots can hit them when it wears off) or up the ramp to delay them.
- Try to use the stairs from the basin area to attack the enemy from behind. This is especially useful for getting rid of any enemies firing from the loft, as it provides instant access as well as a path to flanking the enemy. Conversely, be aware that Scouts, Soldiers and Demomen will also use these stairs to try to open up an additional avenue for attacking teammates.
Demoman
- The first area of Badwater Basin is a good place for Demomen as the blind spot the hill creates for both teams gives you an opportunity to make the enemy's side into a no-go zone by firing stickies to stop them coming over the hill and then grenades over the hill to hopefully score some kills and at least deter enemy players.
- On attack the various rocks and outcrops present in the first area provide good cover from Sentry Guns when trying to take them out with stickybombs, and the corners next to them will often allow you to use splash damage and make the job easier.
- The wideness of the map can also come into play, as a Sentry Gun's effective range on either side of the area only covers roughly half of the map's width. This means you can have a direct line of sight to a Sentry Gun and still destroy it from outside your range. Do not, however, stay still for too long if you do this as you may be sniped or noticed by closer enemy players.
- Using the Chargin' Targe is a risky prospect on this point as there will usually be a Sentry Gun covering where enemy players are moving around, meaning that any chances to take a lone target out might be cut short by Sentry Gun fire. If you do use the Targe, try to keep to areas the Sentry Guns don't cover, and target enemies on their own, occasionally sacrificing yourself if you feel you can kill a key player like a good Sniper or a fully charged Medic. The same applies on defense, but you will have more freedom as there will be no predictable Sentry Guns to limit your actions.
- Laying stickies on the rocks and cliffs outside the BLU spawn will allow you to get a few easy and often useful kills on defense, as you can potentially kill anybody who dares to try coming up the path on the right side. This tactic works even better with the Scottish Resistance, as you will be able to lay stickies there AND on the cliffs where you will be watching from so if anybody makes it past your first trap, you can surprise them at the second or even third if you lay that many. The same tactic works well too at the exit to the tunnel, putting some stickies around the rim of the tunnel exit and also on the rocks next to the capture point to consecutively thin out their charges.
- The second point will almost always have a Sentry Gun or two to destroy on the offensive team, so be sure to pack a sticky launcher (preferably the standard one, as this gives Pyros less time to airblast them away from the Sentry Gun).
- The corners that punctuate the routes to the second point and roof can also be used to your advantage, as you can potentially fire stickies or grenades around the corner and use splash damage to destroy the Sentry Gun and Engineer setup with ease (this also means you won't need an Über to deal with Sentry Guns unless the RED team's usual blind spots are being continuously patrolled).
- An attacking Demoman on the building at the back of the courtyard can lob grenades over onto the roof and destroy any Engineer building covering the cart. However, due to the covered routes towards it, you may be flanked by a Scout, Spy or Pyro, as well as rocket/sticky-jumping Soldiers and Demomen.
- When you have taken the roof, lay stickies at the top of the rear stairs to stop the RED team coming up to reclaim the roof and watch out for rocketjumping Soldiers trying to surprise you. Otherwise, fire grenades down onto any Sentry Guns or Snipers on the ground level to give your team a window of opportunity to push the cart in.
- If you are defending the second point as a Demoman, use stickies to lock down any doors or corridors leading to the roof and if you have the Scottish Resistance, also try to put some stickies on the alcove next to the cart tracks on the left as it serves as a blind spot for the BLU team.
- If an Über pushes onto the roof, try directly hitting either the Medic or their patient with grenades or stickies as you might be able to bounce them off the roof and completely waste their efforts. Otherwise, just ricochet grenades into the corridors and doorways to damage people trying to edge around the corner.
- The third point area is good for a Demoman on BLU as it is long enough to lob grenades down and hurt or deter any enemies around the corners next to the third point itself. The upper right and cart track entrances to the main third point area aren't ideal to push in as they're chokepoints that will likely be subject to enemy Demomen and Soldiers. The top left can be accessed and fired from more easily, but you might run the risk of being sniped or hit by a grenade from long distance.
- The third point may have a Sentry Gun on either side of the capture point itself. If this is the case, use three or four stickies to blow up the Sentry Guns with splash damage, or if you are Übered run out and directly attack them to act as a distraction and allow your team to push.
- Defending the third point area can be done with either the Chargin' Targe or stickybombs, as the vertical drops let you ambush your enemies effectively (Targe) and the various chokepoints and doorways can be locked down to limit enemy movements (stickies).
- When using the Targe, be alert as to whether there are any enemies hiding around the right corner in the courtyard as they might hinder your chances of scoring heads.
- When using the Stickybomb Launcher or Scottish Resistance, be sure to keep your eyes on the doors you have laid traps around and lay suppressing fire with the Grenade Launcher as necessary should too many enemies try pushing in for your traps to handle. You can also attach stickies to the wall next to the third capture point to stop any enemies from hiding behind the cart, though they are easy to spot on the wooden texture the wall has.
- The last point is where an attacking Demoman can almost freely cross the map with the aid of his sticky launcher. By doing a single or double sticky jump, it is possible to land next to the main sniping spots of the RED team and kill any Snipers preventing your team from advancing.
- The Sentry Guns positioned underneath the overhangs and out of your sight can be easily destroyed with stickies as usual, and often they will be so close to the edge of the corner that you will not need an Über.
- It is recommended to not use the Scottish Resistance at this point, as if the RED team try to push you back you will only have to look at one particular chokepoint, namely the one at the top of the hill (though it can be used for destroying enemy sticky traps, they're likely to be relaid as soon as you do so).
- On RED you should stay away from using the Targe as once again the areas where enemies are will be through several chokepoints, those of which are often covered by multiple people or Sentry Guns.
- Instead, use the normal sticky launcher to lay traps on individual doors (like those in the left corridors with the windows), destroy Sentry Guns with ÜberCharge pushes (one of which is likely to be situated in the above right door through the ramp chokepoint) and to generally prevent the enemy from standing at the top of the ramp and firing down the ramp.
- If you have a Kritzkrieg Medic charged and ready, wait for some BLU players to start pushing the cart around the corner and start firing critical stickies at them, airburst detonating them if you can. As a result of the tight space between the cart and the walls and the massive damage, it is extremely likely you will get at least one or two kills, and in the worst case scenario scare enemies off the cart (watch out for airblasting Pyros also, in the unlikely event one of them reflects a Crit sticky back at you and scores a rare reflect sticky kill).
Heavy
- Due to the long sightlines going from the BLU spawn to the other side of the first area, it is best as a Heavy to back up friendly charges or wait until the coast is clear as enemy Snipers are likely to pick you off from down the hill or the tunnel. That said, if you have a Medic with an ÜberCharge ready you can use it to push round corners being guarded by Sentry Guns, being careful to avoid any Spies or airblasting Pyros trying to stop you and also staying out of sight for as long as possible.
- On defense, a Heavy can guard the tunnel and other enclosed areas like the main point fairly well, being able to drop down from the cliffs to surprise enemies pushing the cart and if needed push them back with a Kritzkrieg to clear out the tunnel and cliffs.
- It is important to know where the BLU Snipers are when on defense and hide accordingly, as some areas that are good for ambushing or jumping down from may be easy to snipe from the BLU spawn.
- The second point area's main corridor with the cart tracks is a no-go zone for attacking Heavies until it is clear of Sentry Guns, Snipers and Spies (unless you have an ÜberCharge ready to push with).
- Snipers are likely to congregate around the corner and zoom in over the concrete fence, and most Sentry Guns will be positioned on the roof to the left, making it difficult to concentrate on both potentially deadly threats.
- If you go up the stairs in the left building, you can easily access the roof and destroy the enemy Sentry Guns (even without an Über, as the corner can be used for edging). Once this is done and you have control of the roof, rain bullets down on RED players as they try to seize it again and provide a good distraction while the cart is pushed.
- On RED you can push back the enemy team through the main corridor with the help of your team mates and temporarily scare away any BLU Snipers trying to take out your team's Snipers (assuming you can get close enough). Be aware if you do this that often a Sentry Gun will be placed around the corner to the first point, as a means of holding their front line. In this situation, you will need an ÜberCharge or a fellow Soldier or Demoman to deal with it.
- When trying to retake the roof, be very careful while going up both sets of stairs as there may be a Spy lying in wait to foil your plans. If there are enemies on the roof, be sure to kill any airblasting Pyros, Spies or Sandman using Scouts first, as all of these can stop you in your tracks and put an end to your actions fast.
- In a worst case scenario on defense, you can jump down from the roof onto the cart to stop it reaching the second point. This is a fantastic means of blocking the capture due to the Heavy's good staying power and ambush potential, but be warned that without backup you will likely die soon after.
- On offense you will need an ÜberCharge to do any significant damage at the third point area, as many of the Sentry Guns will be positioned behind corners and the open space makes you an easy target for rockets, grenades and stickies. As such, you will be less likely to lead team charges in place of a Demoman or Pyro for Sentry Gun destruction.
- While waiting for a charge, try to hold the ground you've covered and keep it a safe area for any Medics or Engineers, such as the courtyard in the dip with the Maximum Health and Ammo kits. When doing this, watch out for Spies and other enemies dropping down from the balcony, along with any projectiles being fired diagonally at the Health and Ammo from around the corner.
- The third point is great for defending Heavies as there are many places you can effectively drop down on hiding BLU players and ambush them. This is especially useful when trying to prevent Übers from being built, though the courtyard may have a Sentry Gun and Teleporter waiting if an Engineer is left there for too long.
- The corridors provide good alternate routes to push back the BLU team also, and if you can use them to sneak behind the BLU team with an ÜberCharge or Kritzkrieg, you can wipe out anybody attempting to push forward and even as a result push the entire BLU front lines back to the second point. In the event of this, try not to push too far forward or you may be separated from your team mates and easily disposed of.
- The last point is a very difficult place for Heavies to attack on their own or without a Medic as there are so many open spaces that you will likely be sniped/stabbed/exploded before you can do a good amount of damage. To combat this, only run in when you are sure there are other people doing the same, and watch your back when doing so as the ramp chokepoint is a very good place for Spies to stab people and retreat.
- Try not to stand at the top of the ramp when pushing as you are an easy target for Spies and Snipers and the distance between you and where your enemies will be (the bottom of the ramp) is far enough to render your primary weapon ineffective. that said, if you have a Kritzkrieg to charge with you can deal with any enemies out in the open from the ramp, overhang or windows and still have a good chance of surviving if you are cautious.
- The RED team's Sentry Guns will almost always be found underneath the overhangs that are usually out of sight from the BLU team. To deal with these, drop down from the left overhang or windows on the right to instantly start firing on the Sentry Gun and hopefully take the Engineer by surprise. In the likely chance of there being multiple Sentry Guns, try to get closer to each Sentry Gun to kill it quickly then move onto the next one, or the Minigun's falloff will be ineffective when firing from the middle of the area.
- Don't go around the top left courtyard on your own as it is a very common spot for Spies to lie in wait and may creep up behind you when you try accessing the main point area from the small flight of stairs. If there is an Engineer on your team building, stay there with him for a moment to protect his buildings from Soldiers, Demomen or Spies coming from either of the doors.
- When trying to defend the last point as a Heavy, push up the ramp with ÜberCharges to destroy any defenses the BLU team may have built to prevent you pushing them back. If you have a Kritzkrieg, this tactic will also work well but you will need to move quickly as when the enemy team sees you they will run and hide around the corner at the third point.
- When the BLU team pushes the final point, try hiding in one of the many corners or shadows so that you can surprise any cart pushers or people looking the other way. Alternatively, ask for a Medic to hold an Über until they push so you can counter Über at the appropriate time.
- If you are standing next to an Engineer's Dispenser or are just watching the area, stay spun up for enemies trying to drop down to the ground floor from the windows or overhang, and also to instantly Spy-check anybody running out in the open.
Engineer
- Engineers are especially vital to both teams. Sentry Guns on both sides can either help to delay the cart or to prevent the defending team from counterattacking too much. There are numerous spots throughout the map where Engineers can place Sentry Guns and Dispensers.
- In particular, Teleporters are crucial, as the scale of the map requires their use in order to allow players to quickly reach their destinations. This is especially important after Capture Point B has been taken, for both teams.
- The ventilation units on the Roof above Control Point B can be built on. For RED, this can be especially effective in protecting buildings such as Teleporters from immediate destruction.
- The Back-Roofs area is a good spot for RED Engineers to build a Teleporter Exit before Control Point B is lost. After Control Point C is taken, an Entrance can be built, allowing teammates to attack the BLU spawn from the Roofs. However, this depends on BLU not finding the Exit and destroying it between capturing Point B and pushing to Point C.
- Remember that certain places can be reached by using Dispensers as a stepping stone, or the Wrangler. In particular, BLU Engineers can reach the Spiral and the upper level of the Map Room of the Final Point given enough time.
- At the first point, Sentry Guns can be placed behind both sets of rocks with health and ammo kits on defense to ambush unsuspecting Scouts or charging enemies, as well as outside the exit to the tunnel and on the cliffs to hit attackers from above. Sentry Guns and Dispensers can also be put in the overhang next to the point to provide a safe zone from Demomen firing over the hill and it is so cramped that Spies will have a hard time backstabbing you and taking out your buildings. However, it is easily grenaded or stickied from the angle towards the tunnel exit, and if possible ask a Pyro or heavy to guard your equipment from Soldiers, Demomen and Pyros.
- The roof is the primary area for defending with a Sentry Gun at the second point, as it oversees the entire section of tracks leading round the corner and onto the capture point. However, it can be easily attacked from behind by rocket-jumping Soldiers, Demomen firing stickies around corners and enemies hiding behind the air duct system that divides the sides of the roof. Sentry Guns can also be put in the alcove next to the capture point that has stairs going to the roof for good cover, on the ground floor ledge to the left of the tracks next to the point for a surprise tactic, and anywhere on the ground floor and out of Sniper view to halt sudden enemy charges down the main corridor. In terms of Teleporters, it is best to put them over the far side from spawn (the side with the roof) so teammates can bypass Sniper hotspots, and once again out of harm's way (this is especially important if they capture the point, as the forward spawn/shortcut from spawn is blocked and Teleporters are the only way to get back).
- The third point has a gully with a medium health and full ammo kit for easy building, and is an excellent place to build as it prevents the cart being pushed any further without an Über. That said, it is easy for enemies to drop down from the above walkway and sap/destroy your buildings from behind, so caution is needed to prevent this (if they drop down with an Über, leave your Sentry Gun and build again/somewhere else when it is safe to do so). The balcony on the building overlooking the gully is another good spot, but requires constant maintenance as Soldiers and Snipers can pick off your Sentry Gun from the upper far right due to the Sentry Gun's range not reaching, and as the Sentry Gun is facing outwards it leaves your back open to Spies if you are not careful. Sentry Guns can be built either side of the capture point to attack enemies on either side, and if both spots are used are great for confusing Übers, but they can be easily destroyed with Sticky bombs.
- The last point only has a few 'safe' places to build that provide good defense, namely in the shadows underneath the walkways and overhangs. These spots are good because they keep your buildings hidden from view until the enemy rounds the corner, either of the main spots (underneath the main overhang and underneath the windows)being able to fire at attackers dropping down from above/out of the windows. Alternatively, a Sentry Gun could be built on the ramp the cart descends down to prevent their Über lasting into the main area, but it is easily destroyed by Demomen or Spies (it also leaves your back open to attacks from the windows).
- On offense, Sentry Guns should be put down after each area to prevent the attackers being pushed back, and Teleporters should always be kept running as a priority due to how large the map is. Until the third point is captured, BLU team uses their original spawn and so the exit will needed to be moved up after every capture along with the Sentry Gun, until the last point where the Teleporter entrance will need to be moved up and a final Sentry Gun will need to be put in the building at the 3rd point, aiming out to stop Scouts and Übers harassing from behind. A Sentry Gun could also be put up at the beginning of the round outside the entrance to the tunnel, to prevent back attacks.
Medic
- As this map has multiple wide-open fields of view for Snipers to take advantage of, remember never to run out into the open. Always use cover and teammates to prevent being killed.
- Be aware of the most common places where Engineers will try to set up Sentry Gun nests, and steer clear of them until an ÜberCharge can be deployed to destroy them. Read the above Engineer section for likely deployment areas.
- When deploying an ÜberCharge, always remember that it can sometimes be wise to take an alternate route rather than straight down alongside the cart's path. In particular, when attacking the final point, remember that there are at least two other paths that can be used other than straight down into the basin: jumping down from the map room, or from the alcove overlooking the basin.
Sniper
General
- Badwater Basin is a good map for Snipers, as each of its points have good lines of sight from either side, although there are limited areas to snipe from due to its initial linearity. As such, you may be competing with friendly Snipers for the prime spots, so try to mix things up a little, and snipe closer to the front lines than the enemy would expect you to.
- The tunnel that the cart goes through for most of the first area is also a good sniping spot for both teams as it provides a very long line of sight down the otherwise most covered part of the area, allowing you to pick off enemies as they proceed through to push/stop the cart.
- The second area of the map is another Sniper-friendly one, with narrow but key sightlines coming from the top of the hill where the rocks are all the way to just next to RED's forward spawn/shortcut. On attack, this view can be used to effectively lock down the area that spans the back of the second point by preventing them from running over to the stairs/roof building directly, and forcing them to take Teleporters or try tricky jumps to evade headshots. On RED, you can aim up to the rocks where the BLU Snipers may be with ease, but it is worth noting that they may already be stationed there and ready to headshot you as soon as you poke your head out to survey the area.
- Nevertheless, this is still a good spot, as it lets you pick off just-spawned enemies as they go over the hill, and also effectively cover the cart (which should be within sufficient range for you to deter/assist in dispatching anyone pushing the cart with Jarate).
Attack
- The BLU Spawn is an obvious sniping spot when attacking the first area due to its darkness and being a no-go zone for Spies, but be wary of enemy Snipers positioned at the very top of the hill next to, behind and on the rock formations at the top of the hill. Conversely, the rock is a great spot for defending Snipers, as you can pick off enemies as they leave spawn or try to take pot shots up the hill (though it is worth being aware of your blind spot, in case you have no teammates standing guard or enemy Spies jumping up to stab you).
- You can also take advantage of the building found at the very back of the courtyard behind the second point by sniping enemies on the roof/coming up the stairs from the ground floor (especially effective when the defenders still consider it a 'safe' zone and position their Medics or Engineer buildings on the back of the roof).
- However, being such a far off spot with covered routes to it, it becomes easy for Spies and Scouts to quickly make their way up to you and take you out if you are alone (it is also subject to Soldiers and Demomen as they can rocket/sticky jump on to the sniping balcony from the roof with little effort).
- You can also elect to jump onto the rock outcroppings in the courtyard, and have clearer sightlines to Engineers who would otherwise be behind cover if you were to snipe from the building. However, you yourself will be exposed and will have to escape quickly if you are detected by the RED team.
- The roof at the second point can be used by BLU Snipers when the cart is being pushed from the second to the third points, but it only covers 2/3 of the distance to the third point, and also is in the main line of sight of Snipers aiming up from the dip the cart goes down the ramp into. It can however be safely used for sniping enemies going in and out of the house above the dip, as you can snipe both enemies coming and going via the back entrance as well as going up the stairs from the near side. It is for this reason that it is not advisable to snipe from said house on the defending team when aiming at rooftop enemies, as it is a blind chokepoint and so subject to a lot of grenades and other spam.
- Attacking Snipers can snipe up at the third point from the dip near where the full health and ammo packs are and have a good wall to hide behind. However, this location is risky as it is just within a Heavy's effective Minigun range as well as grenade range, meaning it will be difficult to get a clear shot. You can also go through the newly opened left corridor to get a better view of the third point, but it is in the prime sightlines of RED Snipers due to being such an effective spot and is also a chokepoint for long range rockets and grenades, most likely coming from the building on the left (which may have a Sentry Gun on its balcony, rendering this area almost inaccessible).
- BLU Snipers at the last point can snipe from the concrete pipes next to the third point to target any Snipers or players coming out of the upper left spawn exit (from the attackers' view), and can also crouch to safeguard yourself against other Snipers temporarily. You can also snipe directly from the top of the last ramp the cart goes down, but it is a large risk as it is a commonly stickied area, and is also the edge of a safe zone for enemy Spies (them being able to stab you and directly run down the ramp to safety). Alternatively, the window in the top tower can be used, as can the windows in the right buildings nearer the upper enemy spawn, but these are both in the enemy Sniper's view from either of their spawns.
Defense
- RED Snipers can aim out of the windows in the buildings overlooking the third point, as they provide great coverage and are dark and brown enough to help you blend in with them slightly, slightly impeding the aim of enemy Snipers. The middle window is the most effective, as it allows you to see all of the cart's route from the dip onwards, and it protects you from Snipers hiding in the far right buildings.
- Bear in mind that the window is large enough to arc grenades and Stickybomb Launcher into easily, and it is secluded enough that a Spy can backstab you without any teammates around you noticing. Alternatively, the concrete pipes slightly past the third point can be used as a safer sniping point, but compromises your vision in return.
- Snipers defending the last point can do so from the relative safety of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart has already been pushed to the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as you can see the prime sniping BLU sniping spots instantly, and can effectively fire down on the cart area with relative ease (and if worst comes to worst, it's within range to throw some Jarate, jump down and attempt a last stand with the Kukri or the Tribalman's Shiv).
Spy
The Spy is an excellent class for this map. Because of the size of the map and the multiple sidepaths to access each point, a Spy can take out several enemies at a time before retreating. There are a large number of places where Spies can hide to ambush unwary players.
Offense
- The first stage of this map is good for Spies on BLU as they can use their Cloak to quickly move over the hill, but this is often dangerous as the exit of the tunnel and top of the hill are bound to have Pyros or Demomen locking down the area with their flames or grenades.
- A large part of your helping the team here will be Sentry Gun destruction, as the prime spots for Sentry Guns are all directly below a piece of easily accessible terrain (such as a Sentry Gun at the tunnel exit being below the cliffs, or a Sentry Gun on the right behind the rocks being reachable from over the rocks). With this in mind, it may be best to try to coordinate a charge with your team so when you drop down to sap a Sentry Gun they can back you up and push the point.
- Before your team reaches the first point with the cart, try to sneak ahead and take the back entrance up onto the roof to prevent enemy Engineers from building up too much so your team has a much easier time getting passed the potential Sentry Gun trap.
- The second point is an area that Spies can easily access on attack, as the back courtyard allows Spies of both teams to move between the first and second point areas with relative ease.
- The roof will likely have a Sentry Gun or two on it, which can be easily sapped when the Engineer is on the ground floor, dead, or is otherwise distracted, and the courtyard on either side of the building can be jumped down into to escape.
- Defending Snipers will often sit just behind the concrete wall next to the point and scan the main corridor, but do not try to kill them unless you are sure there are no Sentry Guns or Pyros covering the area.
- The third point is difficult for BLU Spies to attack beyond sapping any Sentry Guns in the ditch and coordinating with your team because there are no alternate routes to the area beyond the point. As a result, it may be worth running around one of the corners and sapping a Sentry Gun so that whether or not you die, your team can destroy the Sentry Gun and hopefully capture the point.
- You may want to hang back in blind spots such as the dark alcove next to the cart tracks to take out any Übers or kritzkriegs set to push your team back.
- If you can get by the main chokepoint of the point, you can try to take an Engineer's Teleporter at their spawn and telefrag him, allowing you to single handedly destroy their setup for your team to take advantage and push.
- The last point is also an area where Spies are useful due to there often being hidden Sentry Guns that only Übers can usually take care of otherwise. However, it is difficult to move around and stay in the main area as it is so open and there will be many RED players running between the spawn doors and the main ramp. To remedy this, try to spend as little time as possible in the open, and get out of there as fast as you can once you have sapped a Sentry Gun and/or killed the Engineer.
- There are also a few good corners to hide in (including one with a Maximum Health pickup and the stairs near their lower spawn) but be cautious of Pyros around these parts. When jumping down from the balcony or windows, do be careful of fall damage revealing you as before.
- It is not advisable to use the Dead Ringer to get behind their enemy lines unless you are very sure of your route, as there are a limited number of places to get metal on the route to the enemy spawn/the third point. Ideally though, now would be the best time to destroy BLU Teleporters and Sentry Guns though, as it is a long walk to the front lines for them otherwise and their Sentry Gun will likely be the only thing stopping your team from pushing them back and using Kritzkriegs to halt their charges.
Defense
- On defense the rocks serve good hiding spots both behind and on top of them, but if you are using the Cloak and Dagger be careful you don't pick a place that other players will jump over and attract fire to/bump into you if they're on the enemy team.
- The large vertical drops are also a problem while cloaked as they can reveal you when you take fall damage or even trigger your Dead Ringer. To combat this, try to move down through lower routes and crawl down ledges to minimize contact with BLU players, taking your time if necessary and choosing your moment to strike before retreating over the hill or through the tunnel.
- You can effectively defend the second point by hiding in the BLU team's blind spots near the cart (like the alcove to the left of the cart or under the garage overhang next to the first point) and stabbing crucial targets like a Heavy to be Übered or Medic with an ÜberCharge as they pass.
- You can also loop around the back of people coming up the stairs via the rear courtyard to foil charges at the roof, but be careful on repeat runs as the BLU team may expect you and go round another way/kill you when they see you regardless of your disguise.
- Defending the third point is significantly easier as a Spy due to the fact you will often have the height advantage, allowing you to literally get the drop on enemies charging in. It is at this point it may be worth destroying the BLU Teleporters if they have any, as it is quite a trip from their spawn.
- BLU Snipers may also position themselves on the roof of the second point, a spot you can easily access and hide in due to its secluded nature (just be wary of Snipers if they have Jarate or the Razorback.
- Drop down on enemy charges from the various balconies and stab them to thin out their offense, also sapping any buildings an Engineer might be building around the corner if you can.
- On defense your main area of action will be around the chokepoint at the top of the ramp leading to the third point, and the top right courtyard where the top window can be reached. Up there, you can take care of any intrusive Snipers and also loop around to the chokepoint ready to stifle any charges or Snipers standing at the top of the ramp.
- If you hide in the darkness of the rooms next to the top of the ramp you can easily stab BLU players coming from either side and quickly run back into the safe zone your team is in.
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