Difference between revisions of "User:Cryoshell"
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== {{class link|Soldier}} == | == {{class link|Soldier}} == | ||
+ | |||
+ | *One of the best strategies you can use is hiding around the corner of the lower deck, allowing you to jump out of the corner, fire a few rockets at the enemy sniper deck or lower battlement, then jump back into cover. | ||
+ | |||
=== Rocket jumps === | === Rocket jumps === | ||
+ | |||
+ | * While you are carrying the Intelligence, remember that rocket jumping can help you to reach your own base faster, and avoid enemy fire. For example, you can rocket jump up through the grate at the entrance of your base, or up onto your own battlements. | ||
+ | |||
+ | * With some precise aiming, you can actually rocket jump clear across the water by backpedaling off the edge while jumping, and then performing a crouch rocket jump. Using this method, you can quickly perform a second rocket jump to reach the enemy battlements while still having approximately half of your health left. | ||
== {{class link|Pyro}} == | == {{class link|Pyro}} == | ||
+ | |||
+ | |||
+ | * The grate area that overlooks the main base entrance is also a good ambush point. However, be sure to have a weapon other than the Flamethrower equipped, as its nozzle is particularly noticeable in this spot. | ||
+ | |||
+ | * The inside corners of the base entrances are also good ambush points, as players often neglect to check the corners before proceeding farther inside. However, be sure not to be spotted as while navigating to these corners, as Snipers can easily spot players from across the map and warn their teammates or simply dispatch them. | ||
+ | |||
+ | * The [[Homewrecker]] is an excellent choice for a melee weapon for defensively-minded players, as it can used to save teammates' Sentry Guns from [[Electro Sapper]]s as necessary. | ||
+ | ** The [[Backburner]] is more useful for performing ambushes, as its guaranteed Critical hits from flanking attacks can be used to stop offensive pushes very quickly. However, using the [[Flamethrower]] or [[Degreaser]] also allow players to stop ÜberCharges in their tracks by using the [[compression blast]]. | ||
+ | |||
+ | * When fighting in the bridge area, try to use the bridge cover supports as cover against enemy fire, and the awning itself to block Sniper attacks. As most fire comes down the axis of the bridge, this creates a corridor in which compression blast and the [[Flare Gun]] can be utilized effectively. | ||
+ | |||
+ | * An ÜberCharged Pyro can clear an entire Sentry Gun-locked area with ease. Due to the indoors nature of the bases, corners can be exploited to great effect to easily approach Sentry Guns without worrying too much about knockback. Using compression blast, players can knock back and burn the enemy Engineer with ease while still doing damage to the Sentry Gun. | ||
+ | |||
+ | * On the battlements, a skilled Pyro can use compression blast to knock back incoming arrows, rockets, and other explosives. It can also be used to ignite and knock away explosive-jumping Soldiers and Demomen, as well as Scouts jumping across the bridge covering. | ||
+ | |||
+ | * 2Fort has a central pool of water into which some enemies will jump if they are ignited. Coordinated attacks can be used to ignite and force players into the water while teammates ambush them from below. | ||
+ | |||
+ | * Great care must be taken when using the sewers to enter the enemy's base. Remember that the Pyro's primary weapon does not work while underwater, and that enemies can put flames out easily. However, the sewers also provide significant cover from enemy Snipers, which can allow flanking Pyros to perform ambushes very easily. | ||
+ | |||
+ | * A Pyro with the Flare Gun can take advantage of the enclosed nature of the sewers and rain flares on the enemy from a distance. Especially in the long stretch, a Pyro with good aim can land Critical flares and delay an advance for a significant amount of time. | ||
== {{class link|Demoman}} == | == {{class link|Demoman}} == | ||
+ | |||
+ | * If the enemy manages to get your Intelligence, place Stickybombs at the top of the long stairs and in the doorway of the spiral. By standing in the hay room and watching the Intelligence compass, you can accurately predict when and from which exit the enemy will appear. | ||
+ | |||
+ | * When the Intelligence has been dropped, the enemy may make a dash to retrieve it before the timer resets. Drop Sticky bombs around the exposed Intelligence and wait. Often even visible Sticky bombs will be ignored by Scouts rushing the Intelligence. Detonate and repeat. If you are under fire, move out of sight and listen for the alert, or watch the Intelligence compass to know when the Intelligence is being picked up. | ||
+ | |||
+ | * Standing on the grate next to the hay loft allows you to rain Grenades and place Stickybombs in the area below and affords you some protection from incoming enemy fire. | ||
+ | |||
+ | * In the Intelligence room, place Sticky bombs so that they appear to be right inside the Intelligence, hidden from view, and stay in the room and detonate when a Scout attempts to take it. Watch out, because [[Critical Hit|critical]] sticky bombs can ruin this tactic, since their glow will be visible causing the Scout to hunt you down before attempting to take the Intelligence. | ||
+ | |||
=== Stickybomb jumps === | === Stickybomb jumps === | ||
+ | |||
=== Sticky traps === | === Sticky traps === | ||
+ | |||
+ | * All enemies entering your base will have to pass through the Courtyard to access the Intelligence, with the exception of Soldiers, Scouts, Engineers, and other Demomen. This makes it an ideal spot for a Demoman to set up Sticky bombs. Above each of the two ground-floor doorways, and on the wall between those doorways, these are hard to spot. Enemies entering the room generally stick close to the wall to avoid Sentry Gun fire from above. Scouts can sometimes slip in before you see them, but Stickybombs on the wall between the doors will still stand a good chance of taking them out. | ||
+ | |||
+ | * The roof of the bridge is capped on each end by a triangle-shaped piece of wood. This area cannot be seen by approaching enemies. By placing Stickybombs here, you can eliminate open travel across the bridge (eight Stickybombs in this position will kill a fully healed Heavy Medic combo). | ||
+ | |||
+ | *A Demoman on defense can essentially cut off enemy advances into his team’s fort by placing sticky bombs on the top of his team's grate. Sticky bombs placed atop the grate are able to splash damage enemies passing underneath the grate. It is difficult for enemies to destroy or move the bombs from this position, and if enemies attempt to do so, they will often leave themselves open to attack from your pipe bombs. Typically, 4-6 well placed stickies (you'll want an even spread, leaving you a somewhat predictable kill zone) can take out most enemies passing under the grate, but why not use all 8? Just be sure to keep your sticky launcher loaded. If you only use 4-6 stickies on the grate, that will leave you a couple stickies that you can place at the doorway at the top of the spiral stairs, essentially cutting off that path for Scouts, Demomen, or Soldiers trying to enter from the Sniper deck. You can monitor all of these stickies by standing in the corner just behind the grate (protecting your back from Spies). You can also lob grenades through the grate opening out the two front doors of your base from the grate. | ||
+ | |||
+ | *If your opponents wise up to your strategy, then try standing on the front side (water side) of the grate. This makes it practically impossible for you to monitor the stickies around the doorway at the top of the spiral stairs, but it allows you to put stickies at the corner of the grate nearest the sewer stairs, cutting off that path. Camping the grate allows you to defend several enemy attacks. For example, if enemy Engineers try building on the bridge, you can go to the Sniper deck and spam the bridge with grenades (be careful to stay out of enemy Sniper scopes). Say some opponents entered your base and start attacking the Engineers who have setup Sentry Guns in the courtyard; you're only a few feet away, so you can easily help them (remember that stickies are very useful for defending ÜberCharges by 'bouncing' the Übered players around, possibly breaking the Über connection). If opponents are pouring out of the sewer, just drop through the grate and spam the sewer stairs with grenades for a few easy kills. | ||
+ | |||
+ | *While camping the grate, it is important to take out the high priority targets like Medics (who may have a charged Über). If the Medics eventually learn that they can't get past you without using their Über, then they are forced to use it early, negating their ability to destroy Engineer defenses in the courtyard. Other high priority targets are Demomen and Soldiers, because they pose the most threat to you. Either one of these classes can fire bombs/rockets through the grate, making your life difficult. If you do need to retreat, you can still fire pipe bombs or stickies onto the grate to splash damage players passing under the grate (probably the same players who just chased you off). | ||
+ | |||
+ | [[Image:2fortDemomanDefenseTrap1.png|right|thumb|200px|The first Sticky bomb trap location]] | ||
+ | *First, place three Sticky bombs on the first left wall of the left Intelligence room corridor, near the entrance, as shown. These three bombs should not be seen by enemies coming from the spiral, but should be able to kill anyone that enters the corridor. | ||
+ | |||
+ | [[Image:2fortDemomanDefenseTrap2.png|right|thumb|200px|The second Sticky bomb trap location]] | ||
+ | *Next, place another three Sticky bombs on the left wall of the right Intelligence room corridor, near the corner, as shown. As with the first bomb spot, they should be placed so they are not visible to enemy attackers until they turn the corner. | ||
+ | |||
+ | *Finally, place the remaining 2 Sticky bombs near the Intelligence, in the middle of the basement, or around the corner of the L-shaft left exit. You are unlikely to actually use these, but their mere presence can make attackers hesitate before making their move, giving you more time to react. Since three Sticky bombs is enough to trap each corridor, these two remaining bombs are basically free-form, but remember that placing them too far forward may alarm enemies and make them wary of other traps. | ||
+ | |||
+ | *[[Image:2fortDemomanDefenseSpot.png|right|thumb|200px|From here, the basement defender can see enemies coming from both entrances]] | ||
+ | When the Sticky bombs have been placed, position yourself with your back to the basement resupply room, so you can see enemies coming from either of the basement entrances, and keep your [[Grenade Launcher]] ready to use. | ||
+ | |||
+ | |||
== {{class link|Heavy}} == | == {{class link|Heavy}} == | ||
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== [[Ambushing]] == | == [[Ambushing]] == | ||
+ | |||
+ | *The sewer entrance into the respective bases have various blind spots that can be exploited, particularly just above the stairway into the base and the corner just next to the entrance. It is also possible to jump down into the sewers from the outside, and box players in and deny them the ability to reach the water. | ||
+ | * Hiding on the battlements and watching the bridge area is a good way to ambush enemy players as they attempt to push across. When playing as RED, the shadowed areas on the left side of the battlements can be used as concealment. | ||
+ | * The base entrance into the sewers are also a good place to ambush players when on RED. As the RED base has a stack of crates just outside of the entrance, they can be used as quick concealment to fool passing enemies. | ||
== Useful Shortcuts == | == Useful Shortcuts == |
Revision as of 08:32, 20 March 2011
Strategies to be used on the map “2fort”
Cryoshell | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Individual Class Strategy
Scout
- Use the bridge awning to double jump into the enemy battlements.
- Use the small ramps at the ground entrance to either base to force jump into the battlements. This will surprise enemy Snipers that are focused on the bridge, the bridge awning and opposing battlements.
- The bridge awning is a great means of getting behind an opposing attacking force and attacking them from behind. This is especially good for going after trailing Medics.
- At the start of a new round, rather than do the expected double jump to the enemy battlements, go from your spawn point directly to the opposing sewer system. If this is timed well, you will meet no resistance in the opposing base as they attack on the upper levels, and any Sentry Guns in the ramp room will only be level 1.
- With the Force-A-Nature, a Scout can easily execute a double jump followed by a timed recoil to gain access to the bridge roof from the ground level. This can be done by jumping from one of the two entrances on each side. You can surprise some Snipers if you execute this trick on their side and then jump on their battlements.
- You can also get to the other side of the bridge by double jumping over the water and using the Force-A-Nature's recoil to propel yourself to the other side. Most enemies will think you fell into the water below instead and ignore you.
- If the Intelligence is dropped in the Grate room and it is located right near the hole to drop down, a Scout can use a double jump and the Force-A-Nature's recoil to snatch it.
- Use the Sandman as a defensive tool while staying near your base. Launch baseballs from your team's Sniper nest or front, ground entrance at advancing enemies on the bridge. This can stun attackers out in the open making them more vulnerable to attack. Recharge your ball quickly by retreating to the nearest spawn room.
- When defending from your base, use the Force-A-Nature to force jump back up to the spawn closest to your Sniper nest. This is helpful to escape enemies or to recharge the Sandman quickly.
- Use a combination of the Short Stop and Crit-a-Cola to defend your base. Sitting near the grate in the Grate room, crouch, drink and pepper enemies that attempt to enter through your base's front entrances. This also provides you with quick access to ammo, health and your resupply room to recharge your drink.
- The Scout's speed is incredibly useful for Spy-Checking (especially Cloak and Dagger Spies). Use the bat, Sandman, or Holy Mackerel constantly while running and strafing throughout your base to bump into and eliminate enemy Spies.
- The long tunnel of the Sewers leading to each base is great for using the Sandman's baseball. The narrow confines of the tunnel make dodging the baseball more difficult and make it easier to retrieve the ball after a successful hit.
Soldier
- One of the best strategies you can use is hiding around the corner of the lower deck, allowing you to jump out of the corner, fire a few rockets at the enemy sniper deck or lower battlement, then jump back into cover.
Rocket jumps
- While you are carrying the Intelligence, remember that rocket jumping can help you to reach your own base faster, and avoid enemy fire. For example, you can rocket jump up through the grate at the entrance of your base, or up onto your own battlements.
- With some precise aiming, you can actually rocket jump clear across the water by backpedaling off the edge while jumping, and then performing a crouch rocket jump. Using this method, you can quickly perform a second rocket jump to reach the enemy battlements while still having approximately half of your health left.
Pyro
- The grate area that overlooks the main base entrance is also a good ambush point. However, be sure to have a weapon other than the Flamethrower equipped, as its nozzle is particularly noticeable in this spot.
- The inside corners of the base entrances are also good ambush points, as players often neglect to check the corners before proceeding farther inside. However, be sure not to be spotted as while navigating to these corners, as Snipers can easily spot players from across the map and warn their teammates or simply dispatch them.
- The Homewrecker is an excellent choice for a melee weapon for defensively-minded players, as it can used to save teammates' Sentry Guns from Electro Sappers as necessary.
- The Backburner is more useful for performing ambushes, as its guaranteed Critical hits from flanking attacks can be used to stop offensive pushes very quickly. However, using the Flamethrower or Degreaser also allow players to stop ÜberCharges in their tracks by using the compression blast.
- When fighting in the bridge area, try to use the bridge cover supports as cover against enemy fire, and the awning itself to block Sniper attacks. As most fire comes down the axis of the bridge, this creates a corridor in which compression blast and the Flare Gun can be utilized effectively.
- An ÜberCharged Pyro can clear an entire Sentry Gun-locked area with ease. Due to the indoors nature of the bases, corners can be exploited to great effect to easily approach Sentry Guns without worrying too much about knockback. Using compression blast, players can knock back and burn the enemy Engineer with ease while still doing damage to the Sentry Gun.
- On the battlements, a skilled Pyro can use compression blast to knock back incoming arrows, rockets, and other explosives. It can also be used to ignite and knock away explosive-jumping Soldiers and Demomen, as well as Scouts jumping across the bridge covering.
- 2Fort has a central pool of water into which some enemies will jump if they are ignited. Coordinated attacks can be used to ignite and force players into the water while teammates ambush them from below.
- Great care must be taken when using the sewers to enter the enemy's base. Remember that the Pyro's primary weapon does not work while underwater, and that enemies can put flames out easily. However, the sewers also provide significant cover from enemy Snipers, which can allow flanking Pyros to perform ambushes very easily.
- A Pyro with the Flare Gun can take advantage of the enclosed nature of the sewers and rain flares on the enemy from a distance. Especially in the long stretch, a Pyro with good aim can land Critical flares and delay an advance for a significant amount of time.
Demoman
- If the enemy manages to get your Intelligence, place Stickybombs at the top of the long stairs and in the doorway of the spiral. By standing in the hay room and watching the Intelligence compass, you can accurately predict when and from which exit the enemy will appear.
- When the Intelligence has been dropped, the enemy may make a dash to retrieve it before the timer resets. Drop Sticky bombs around the exposed Intelligence and wait. Often even visible Sticky bombs will be ignored by Scouts rushing the Intelligence. Detonate and repeat. If you are under fire, move out of sight and listen for the alert, or watch the Intelligence compass to know when the Intelligence is being picked up.
- Standing on the grate next to the hay loft allows you to rain Grenades and place Stickybombs in the area below and affords you some protection from incoming enemy fire.
- In the Intelligence room, place Sticky bombs so that they appear to be right inside the Intelligence, hidden from view, and stay in the room and detonate when a Scout attempts to take it. Watch out, because critical sticky bombs can ruin this tactic, since their glow will be visible causing the Scout to hunt you down before attempting to take the Intelligence.
Stickybomb jumps
Sticky traps
- All enemies entering your base will have to pass through the Courtyard to access the Intelligence, with the exception of Soldiers, Scouts, Engineers, and other Demomen. This makes it an ideal spot for a Demoman to set up Sticky bombs. Above each of the two ground-floor doorways, and on the wall between those doorways, these are hard to spot. Enemies entering the room generally stick close to the wall to avoid Sentry Gun fire from above. Scouts can sometimes slip in before you see them, but Stickybombs on the wall between the doors will still stand a good chance of taking them out.
- The roof of the bridge is capped on each end by a triangle-shaped piece of wood. This area cannot be seen by approaching enemies. By placing Stickybombs here, you can eliminate open travel across the bridge (eight Stickybombs in this position will kill a fully healed Heavy Medic combo).
- A Demoman on defense can essentially cut off enemy advances into his team’s fort by placing sticky bombs on the top of his team's grate. Sticky bombs placed atop the grate are able to splash damage enemies passing underneath the grate. It is difficult for enemies to destroy or move the bombs from this position, and if enemies attempt to do so, they will often leave themselves open to attack from your pipe bombs. Typically, 4-6 well placed stickies (you'll want an even spread, leaving you a somewhat predictable kill zone) can take out most enemies passing under the grate, but why not use all 8? Just be sure to keep your sticky launcher loaded. If you only use 4-6 stickies on the grate, that will leave you a couple stickies that you can place at the doorway at the top of the spiral stairs, essentially cutting off that path for Scouts, Demomen, or Soldiers trying to enter from the Sniper deck. You can monitor all of these stickies by standing in the corner just behind the grate (protecting your back from Spies). You can also lob grenades through the grate opening out the two front doors of your base from the grate.
- If your opponents wise up to your strategy, then try standing on the front side (water side) of the grate. This makes it practically impossible for you to monitor the stickies around the doorway at the top of the spiral stairs, but it allows you to put stickies at the corner of the grate nearest the sewer stairs, cutting off that path. Camping the grate allows you to defend several enemy attacks. For example, if enemy Engineers try building on the bridge, you can go to the Sniper deck and spam the bridge with grenades (be careful to stay out of enemy Sniper scopes). Say some opponents entered your base and start attacking the Engineers who have setup Sentry Guns in the courtyard; you're only a few feet away, so you can easily help them (remember that stickies are very useful for defending ÜberCharges by 'bouncing' the Übered players around, possibly breaking the Über connection). If opponents are pouring out of the sewer, just drop through the grate and spam the sewer stairs with grenades for a few easy kills.
- While camping the grate, it is important to take out the high priority targets like Medics (who may have a charged Über). If the Medics eventually learn that they can't get past you without using their Über, then they are forced to use it early, negating their ability to destroy Engineer defenses in the courtyard. Other high priority targets are Demomen and Soldiers, because they pose the most threat to you. Either one of these classes can fire bombs/rockets through the grate, making your life difficult. If you do need to retreat, you can still fire pipe bombs or stickies onto the grate to splash damage players passing under the grate (probably the same players who just chased you off).
- First, place three Sticky bombs on the first left wall of the left Intelligence room corridor, near the entrance, as shown. These three bombs should not be seen by enemies coming from the spiral, but should be able to kill anyone that enters the corridor.
- Next, place another three Sticky bombs on the left wall of the right Intelligence room corridor, near the corner, as shown. As with the first bomb spot, they should be placed so they are not visible to enemy attackers until they turn the corner.
- Finally, place the remaining 2 Sticky bombs near the Intelligence, in the middle of the basement, or around the corner of the L-shaft left exit. You are unlikely to actually use these, but their mere presence can make attackers hesitate before making their move, giving you more time to react. Since three Sticky bombs is enough to trap each corridor, these two remaining bombs are basically free-form, but remember that placing them too far forward may alarm enemies and make them wary of other traps.
When the Sticky bombs have been placed, position yourself with your back to the basement resupply room, so you can see enemies coming from either of the basement entrances, and keep your Grenade Launcher ready to use.
Heavy
Engineer
Sentry Gun Positions
Medic
Sniper
Camping Spots
Spy
Cloak recharge spots
Multi-Class Strategy
Knock back
Invulnerability
Main articles: Übercharge and Bonk! Atomic Punch
Ambushing
- The sewer entrance into the respective bases have various blind spots that can be exploited, particularly just above the stairway into the base and the corner just next to the entrance. It is also possible to jump down into the sewers from the outside, and box players in and deny them the ability to reach the water.
- Hiding on the battlements and watching the bridge area is a good way to ambush enemy players as they attempt to push across. When playing as RED, the shadowed areas on the left side of the battlements can be used as concealment.
- The base entrance into the sewers are also a good place to ambush players when on RED. As the RED base has a stack of crates just outside of the entrance, they can be used as quick concealment to fool passing enemies.
Useful Shortcuts
Team Strategy
Single Class Rushes
The Scout Rush
This will generally only work for the first Intelligence capture of the game. Split your team up into two teams of Scouts. Referred to herein as "Group A" and "Group B".
First, groups A and B must jump onto the roof which covers the bridge at mid. Group A must then jump onto the enemy team's battlements, run past the other team's spawn room and into the upper courtyard (the area which contains some sloping ramps behind spawn). This push finishes with Group B in the Intelligence room after running down the back straight staircase. After jumping onto the roof (which is over the bridge, once again), Group B must fall off into the water at mid and progress through the sewers. At the end of the sewers, Group B must run to the courtyard (the area directly to the right of the enemy's spawn room). Group B then continues from the top of the stairs and into the Intelligence room. When the Intelligence is taken, provided enough players are alive, the Scouts must protect the Intelligence carrier by leading them back through the Ramp Room (to draw Sentry Gun fire) and thus back to your base. Having a stream of players prepared to protect the Intelligence carrier is highly recommended. Repeating this maneuver will allow the Intelligence to be quickly regained if dropped and continually pushed closer to your capture point.
The advantage of this coordinated Scout rush is to overwhelm the other team's defense on two fronts at the start of the game. The opposing team will have had little time to setup defenses, which the fast moving classes will be able to exploit.
If you arrive at the enemy Intelligence room and find it unguarded it is recommend to have a spare Scout (or two) stay behind for a fast second capture.
Multi-Class Pushes
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